texts: I'm working on creating an animation of a periodontal (gums) procedure and was looking for the best method to go about animating the gums

texts:
As the title suggests, I've been tasked with creating an animation which shows a procedure for addressing gum disease. I have a reference video to work off of, which is here:
Example video, not graphic but not for the extremely squeamish.
In particular I'm looking at what's happening around 45 seconds. The gum is pulled back and forth repeatedly by that instrument. So far I've been experimenting with a cloth simulation, pinning the top of the gum part of my model, but after experiments with tension and all of that, I'm starting to tell this might not be the best way to to do this.
I had initially thought of just using a combination of shape keys and lattices to more or less match the motion between the instrument and the gums, but this would certainly be more time. If that's the best way then great, but I wanted to see if there are any better paths. I'm no expert but not a novice, so you don't have to be super detailed. I just need to figure out the best route. I appreciate any help in advance!


texts:
I am in the process of creating a large ocean, which I would like to use the ocean modifier for. My scene currently consists of a plane being displaced by the ocean modifier, but I would like to have 5 repeats on both the x and y. With the detail I need, the amount of polygons will be absurd without adaptive subdivision.

Since I can not enable adaptive subdivision when the subsurf modifier is first in list, how can I use the ocean modifier with adaptive subdivision?


texts: Can someone help me get rid of overlapping freestyle lines?

texts:
so I am trying to make this scene with a helicopter flying through a city with freestyle lines to make it still look cartoony, since I am doing this for a 2D animated feature.

For some reason it keeps making the lines of the building overlap with the helicopter and it looks annoying when you render it.

What settings do I have to put to make it so that I can make the overlapping lines disappear and just have the helicopter's body lines in front?

Here are my settings for freestyle lines

Thank you.


texts: 2080 TI staying below 35°C rendering in Cycles. Why?

texts: So I just finished a 24 hour render of a smoke simulation in cycles using Optix with my 2080 TI and I’ve been noticing that my GPU never passes 35°C. I feel like that’s very cool and that I’m not getting the full potential out of the card. Can anyone help with what can improve performance and why the card is running so cool? I rendered at 512 samples with the tile size being 256.


texts: Using extremely large objects and small objects in the same scene?

texts:
I want to make a sci-fi animation, but whenever I make something like a planet to scale relative to a spaceship, I seem to be getting weird floating point inaccuracy errors. How do I handle a situation like this? Can I use false perspective? What about compositing two different scenes together? What is the "correct" way to handle a scene like this?
Here's a screenshot of what's happening(a 6.3 km radius sphere and a 20 m side cube).

There's weird vertex shifting in Cycles too:


texts:
I recently modelled a propeller and made it spin with a loop animation.

My goal is to make the thrust(spinning speed) of the propeller increase when the chopter takes off, just like in real life.

In other words: I want the loop animation to have different speed throughout the whole animation


texts: How to use zooming in Blender's viewport?

texts: I'm new to Blender. I've used 3Ds Max, Modo, Maya in the past, and want to give Blender a try. However I can't seem to get a grasp on how to navigate the 3d scene in Blender 2.8. When I press alt, right click and drag in one direction, the camera sometimes zooms in (or out, it's 50/50), then as I keep dragging (in the same direction) all of a sudden it starts to zoom the other way, and it either keeps doing this weird in-out-in-out zooming or it'll get stuck and I'll have to re-frame the camera. The way it behaves is so un-predictable that it gives me motion sickness. Is this standard behavior or what am I missing?


texts: how to disable auto smoothing by default in 2.74

texts: when I import an obj file, by default auto smoothing is enabled. Is it possible to change this option as in the old realises?


texts:
I use to define of a sphere to draw an ellipsoidale, for the case of a sphere:
bpy.ops.mesh.primitive_uv_sphere_add(size = size, location = location)

For the case of an ellipsoidale, I created in this menu:

I use the lines:
bpy.ops.mesh.primitive_uv_sphere_add(radius_a = self.mesh.getRadius(), radius_b = self.mesh.getRadius(), radius_c = self.mesh.getRadius(), location = loc, segments = res*2, ring_count = res)

class Ellipsoid(particle) :
    """
    Ellipsoid mesh class
    """
    def __init__(self, radius_a, radius_b, radius_c) :
        """ radius_a (int), radius_b (int), radius_c (int) """
        self.radius_a = radius_a
        self.radius_b = radius_b
        self.radius_c = radius_c

But the problem is displayed that there is an error in the ellipsoidal definition.
Can you help me to define the ellipsoidale with input of the 3 dimensions


texts:
New to Blender. I've been following this tutorial on procedural clouds:
https://cloud.blender.org/p/spring/5b8d15945152ba40078ff0e6
I want to export these clouds to After Effects or BMD Fusion as an OBJ (or FBX), but when I try, they only come through as primitive shapes (which is how they display in Blender in the Solid view-- they only become clouds in the render view). Does this mean it's not possible?
Just to be clear, I have successfully exported objects (with materials) before, but they've been solid meshes with simple textures. I understand that this is more complex.
If it's relevant, here are the nodes involved:
Volume Density
Noise Texture
Subtract/Multiply/Add
Gradient Texture
Voronoi Texture
Mix
ColorRamp
Principled Volume
Material Output


texts: Shadow catcher blocks background image in latest builds of 2.8

texts:
This question has been asked before but not properly addressed.

In the latest beta builds of Blender 2.8 including the release candidate, the shadow catcher is acting in an unexpected way in the rendered view in the viewport, blocking out the background image.

The screenshots below are from the same .blend file, opened first in blender 2.80.0-git.806d4fbc5e40 (3rd of June Release) and second in blender-2.80rc1-windows64 (the release candidate) I have also found the same effect appears in the 1st of July Release.

As you can see, in the later versions of Blender, using the same file, the shadow catcher object blocks out the background image, which is very undesirable behaviour and makes working with the shadow catcher very difficult.

The node setup is the default generated by the Motion Tracking area's Setup Tracking Scene, and the objects are in the correct collections. Transparent Film is also selected.

Despite the viewport not working the same way as before, the render still comes out correctly.

What has changed through these versions that causes Blender to act in this way? Is it a setting that I now have to turn on, is it a bug, or is it a deliberate feature? Because of the amount of motion tracking I do, I will have to continue using the outdated June version of 2.8 until this is resolved, though I would rather keep my version up to date.


texts: How to merge multiple empties into 1 average empty

texts:
I'm looking for a way to create a new Empty in the average center of 2-3 other Empties. (See Image 1)

The original Empties come from motion capture points on an actor. I'll be using this new Empty to manipulate a bone within a rig. (See Image 2) The original Empties will be moving throughout the scene. IS this possible natively through Blender? Or will I need an Add-on or an original script?

Or is there another solution to my problem? Possibly using all 3 of the original empties to manipulate the joint? I've slipped slightly out of my depth here.

Using Blender 2.82


texts:
I'd like to import a .vrm model. Is there any plugin that allows this?
I'd also like to know if it's possible to convert a .vrm to a .fbx or something else, however just being able to import it into blender is good enough.


texts:
When I try to key frame a plane it indicates with the yellow bar on the timeline that I have set the key frame, but as soon as I go to set another key frame or play the animation the yellow bar remains but the object goes back to normal.
When I play the animation the object is idle as if there is no key frame. I have already searched a while on the web for this and found something on it but it had no solution.


texts: How to rotate a cube array by X axis 90 degrees by python?

texts:
I have a rubik cube array  and I want to rotate the whole cube array by 90 degrees by X axis. But below failed!
mysize=mysize*0.5
for i in range(27):
    bpy.ops.mesh.primitive_cube_add(size=mysize*1, location=(-mysize * (int(i / 3) % 3), mysize * int(i / 9), mysize * (i % 3)+mysize*10))
    myobj = bpy.context.object
    #global coordination maybe needed
    myobj.rotation_euler.x=3.14/2


texts: How do I get all those tabs to be the same in upgrades

texts:
I have Blender 2.78 in the Tools shelf area it has all these tabs: Tools Create Relations Animation Physics Grease Pencil 3D Printing Navigation Layers Bool Tools Archimesh Sketchfab Measureit Sculpt

These tabs aren't in Version 2.79 How do I easily make them transfer from 2.78 to 2.79?

Thank You.


texts: How to listen to UI element change or selection state?

texts:
I can’t figure out how to add listeners to dropdowns in UI panels.

I copied some example of dropdown to select an Action:

# picker dropdown to pick Pose library
if bpy.context.object.animation_data is not None:
     self.layout.prop(bpy.context.object.animation_data, "action")

So far I've had to create a button/operator, clicking this button will update UI List view to match dropdown selected Pose Library.

But I’d like to get some method to listen to selection from this drop down.

When user selects pose library A, I’ll show a list containing all the poses from library A and so on.

Any help/links appreciated!


texts: How to convert frames between keyfames into keyframes?

texts:
goal:

I would like to know, how to convert a certain number of frames between two keyframes into keyframes, for each segment made out of two adjacent keyframes.
In short, how to increase the keyframe resolution ?

for what purpose ? :

I want to animate a movement of a cube along a random path. It should not move smoothly but jump from one position to the next, just like quantuum leaps or the kind of movement you see when someone is moving through a dark room with a stroboskopic lamp flickering with 2 hz.
In order to achieve this effect, I want at first make a standard smooth movement of a cube for about 5 seconds and only four keyframes, than I want to increase the number of keyframes automatically by converting some frames into keyframes, after this I would have enough keyframes and would change the interpolation mode in the gradph editor to constant.


texts: How to free hand draw curve object with drawing tablet? 2.8

texts:
Hey i figured out easiest way of creating custom neon light sign would be to draw it with curves. I know in 2.79 such option exists - https://docs.blender.org/manual/es/2.79/modeling/curves/editing/draw.html "The Curve draw tool allows you to free-hand draw curves." Where is it in 2.8 ?
I want to achieve this: https://warszawskieneony.files.wordpress.com/2009/05/28h28ac.jpg?w=440 but for much longer text 'Happy new year' or sth stylized
I could do it manually but that would be really a lot of work fiddling with curve vectors few hours for sure...


texts:
I create Python script for automatic create particle system use any two selected objects. Object 1 is emitter object and object 2 is particle object.

objectSelectList = bpy.context.selected_objects
print(objectSelectList)

This command give list of objects a user selected but sometime list order is reverse order (user select object A first then object B but list is: object B, object A).

How get correct select order?


texts: Punch a face on a model to the first backface of the model and make a hole

texts:
I have a model where i need to make a lot of holes. The kind of the problem is in all of them the same. The position and size of the hole(s) is already set by a face and they should not change. So what i need to do is to punch the face through the part of the model to a backface.
Here is an simplified illustration of the problem:

Update1: I don't have a separate mesh to make holes.

Update2: I have this problem probably more than 30 times in my mesh. So doing an extrusion, deleting backface, punching hole, recreating the backfaces, making the tunnel is unpythonic. Is there a shortcut for this?


texts:
I was messing with UV unwrapping, and this is what happened:

I reset the UV map, but to no result. For reference, I have older render of the same glass (the version which was unfortunately overwritten):

How to make it smooth again?

It looks like there are two faces in the same place oriented other ways.
That's how face orientation view looks like:
How to rotate these faces?


texts: I am making some photo-realistic rocks in Cycles, and I made a material using nodes, and combined two images using a bunch of modifiers and then connected them to the rocks material node. How can I take the rocks material and save it as an image? I've tried to bake it, but I can never find where the baked image is. Thanks in advance.


texts: How to get a label in the ui panel, with the bpy.data.materials count?

texts:
Is there a simple way to get a label on the panel containing the number of materials in the project? Especially updating yourself

Edit:

In accordance with the suggestions, I add a fundamental detail:
I'm trying to visualize in the panel a label that indicates the number of bpy.data.materials
I don't know what the correct practice is, so I didn't sketch a script, as I don't have the idea of what the right path is.
Basically the way that comes to mind is a script like this:

mat_list=[]
for m in bpy.data.materials:
    if m.users!=0:
        mat_list.append(m)
mat_count= len(mat_list)

I don't know how to place this, if I use a function and how to update it without weighing down the script, I don't know if we should use a pointerproperty. I have serious doubts about it

Edit: 2 (My solution)
In relation to the inspiration given to me by brockmann, I have reached this compromise that seems simple and works, I only hope that it does not take away too many resources from the CPU.

layout.label(text= "Material in use: {}".format(len([m for m in bpy.data.materials if m.users!=0])))

This:

##`if m.users!=0`

because I am interested only in materials that are actually in use on objects, bpy.data.materials also collects materials not in use so it would give me a wrong count. For now I think I have solved, I hope I have found a correct way.


texts: Strange Shading Behind Transparent Material

texts:
I have a transparent cylinder casing around a row of shorter cylinders (see pic). In cycles, there are random spots with really weird shading as you'll see in pic. However, when I hide the transparent cylinder case, the weird shading disappears. Any idea why this is happening?
(Note, I have already smoothed the object and marked/split edges)


texts: How create realistic semi gloss paint shader?

texts:
How do I recreate the green surface shader?
Just the green parts, not the decals. I tried mixing a green diffuse and glossy shader with a layer weight node as the factor. Yet, I'm not able to get that surface.

**UPDATE : **
 using @LukeD 's solution I got it to this stage but it's not dark enough.


texts: Hey all I am stuck I don't know what video format I need to do to export as mp4 in blender animation


texts: Fluid with blocks remesh modifier jittering

texts:
When I added Remesh modifier with option blocks to the fluid mesh, bottom part of the mesh start move up and down.

How I can avoid it?

My blender file https://drive.google.com/open?id=0B_-tV3odolwlRUgxOUhCVm5Yb3c
Jittering start at 14 frame
Fluid gif
http://imgur.com/a/kMCib


texts: Clean up when raising an error with python

texts:
I have a script that look like this:

#duplicate object
bpy.ops.object.duplicate()
object = bpy.context.active_object
myfile = open(dir, "w")

#do stuff

#clean up
bpy.context.scene.objects.active = object
bpy.ops.object.delete()
myfile.close()

Now while "doing stuff", I have if statements to raise an error if for example the object position is not zero, like this:

if any(object.location):
    raise TypeError("Object position is not zero")

How could I make the script do the clean up, like deleting the duplicate object and closing the open file, if an error is raised and script quits prematurely?


texts:
Is there any possibility to load animated gifs as a custom icon, which then would be viewed as animated sequence right in the preview? for now, it's just blank and no static preview generated

For testing I used the "Ui previews dynamic enum" template in python templates (in Text editor)

EDIT: IF there is no possibility to load gif, anyone here knows the alternative?   Maybe fake somehow animated preview, but for user it'll be looked like gif animation


texts: Path set to cyclic becomes twisted at the join?

texts: I have created a path and set it to be cyclic. However, instead of just appearing smooth there is a twist where the ends meet. I can't seem to find a solution.


texts: GPU rendering fails with "CUDA error at cuCtxCreate: Invalid device" for gtx 960 but works for gtx 1050ti

texts:
As the title says, I just installed the 375 version of the drivers from  ppa:graphics-drivers/ppa on ubuntu 16.04 and installed a 1050ti card.

After a reboot everything was working. Then the system offered to apply some updates which IIRC didn't have anything to do with graphics, or blender, and since then when I try to render with the gtx 960 I get

CUDA error at cuCtxCreate: Invalid device

Rendering with the 1050ti works okay. I tried installing cuda 8.0 with the run file from nvidia's website but the problem remains.

Note that cuda 8.0 says my configuration is unsupported and wants to revert to drivers 367 but this will cause the 1050ti to be ignored.

EDIT:

I reverted to the previous situation (nvidia-367 + cuda-toolkit from the repo), and I also tried nvidia-367 with cuda-toolkit-8.0 from nvidia (the recommended configuration) and still no joy.

I also tried resetting blender preferences (not during reverted drivers though) and deleting precompiled kernels with no success.

EDIT2:

On a clean ubuntu 16.04 install on the same machine everything works fine, so it's obviously not a bug.

I filed one however before reaching to that conclusion. As it's a real pain to have to migrate everything to a clean install, I'm reopening this in case somebody has any idea.


texts: Is there a way to have the unwrapping function not rearrange islands?

texts:
I have a character I want to unwrap. I marked my seams and when I hit "unwrap" all islands are  auto-rearranged.

This is a great function but I need to overlap mirrored unwraps and the different scale and rotation of each island makes this difficult. Overlapping results not perfect as I would like. Is there a way to avoid this auto arrangement?


texts: How to create two objects that screw into one another

texts:
I am trying to create two objects that screw into each other, very much like nuts and bolts, for 3d printing purposes. I started with two very simple shapes:

I am applying screw to them separately with the same parameters:

turns=3, center=0,6,0, axis=1,0,0

However, at the end, my shapes don't fit into each other:

What am I doing wrong?


texts: Can I treat a vertex group like a separate object?

texts: I want to know if there is a way to do this, or a work around. I want to apply cloth simulation to specific groups of vertices and its difficult to do that without having to separate the mesh.


texts: What is the red and white circle that appears when I left click?

texts: When I click with the left mouse button, a white and red circular scope-target-looking-pointer moves to the location of the click. I can't make any sense of it and would like to find it in the manual. What is it called?


texts:
I'm using the Sapling addon in 2.79, and I'm having trouble making the leaves look realistic.  As you can see in the screenshot (sorry for the forest HDRI in the background; I know it made the image a little obscured) every leaf is exactly the same, top and bottom, all the same size, straight, etc.  What I am wondering is if the following is possible:

Curved leaves
Leaves of varied sizes
Some leaves with one texture, other leaves with another texture (i.e. orange, red, brown, yellow for fall trees)
Ability to add bottom textures

All this is assuming you didn't convert it to a mesh and had to do all this leaf by leaf :)

Thanks, I really hope others can benefit from this post too!


texts: How to Switch Cloth Object Ready for Sewing Simulation into Printable Template

texts:
I'm making sewing patterns in blender, i.e. several pieces of flat fabric. Typically I create each piece as part of the same mesh object, and join them with edges so that the cloth simulator will sew them together on an avatar.

What I want is to have a linked copy of a sewing pattern, but this time with all pieces laying flat on a surface for rendering. I can't do this directly because laying the pieces out flat would change the mesh object around the avatar, so it wouldn't be positioned properly for draping.

The solution I'm looking for is to have each piece of fabric be a separate mesh object, and using separate sewing spring edge objects to cause each fabric object to sew together with the others like normal. But I don't see how to do it.


texts: Set minimum distance between hair particles

texts:
I have a mesh with a hair particle system, with mesh objects as hair particles. As you can see in the image below, some of the objects intersect with eachother.

I would like to set a minimum distance between the hair particles so they don't intersect anymore, but I can't find any way to achieve this.


texts: How can I align a text object to curve without deformation?

texts:
Is there a way to make text follow the contours of a curve without distorting the individual characters? When I use curve deform modifiers, then I get very oddly stretched text, often making it unreadable.

I have already checked these questions, they don't help:

Array Modifier deforming mesh
Why is the curve modifier deforming strangely?


texts: I'm looking for a way to texturing using only texture. (no mesh)

texts:
I am practicing while bringing game characters to Blender.

Because it is a customizable game character, eyelashes, eyebrows, etc. have no mesh but only texture.

So I'm just looking at texturing with texture.

Are there any related tutorials?


texts:
(TLDR already? Scroll down.)
How do I set up a library of textures? I introduced blender at my workplace (architect) and this oldschool office still works with sketchup instead of 3d designing with revit, allplan, or what have you. Well since I'm new and I need to render some of those projects I have a problem: sketchup models only have their textures when being in blender render mode. When I switch to cycles they get replaced with a flat color (at least matching the texture they had before). We have a lot of projects in the going and they change regularly. But we need constant visual updates in form of rendering etc.

TLDR:
I want to edit the textures of every given project ONCE even when a more up-to-date-sketchup model comes my way. So how do I set up a library of different textures that I can chose from in every project? I read about appending but this is not the best way. If that's possible I want it to be like a catalog of textures (with the preview spheres) where I can just chose from, not a shitload of project files which I all have to open and search for the right thing in.


texts: Dark, Unwanted Shadows Between 'leaves' when Rendering in Cycles

texts:
I am hoping someone can help me with this situation. I am very new to rendering and texturing in blender and have not so surprisingly come across an issue that is preventing further progress.
I am trying to render in cycles a mesh that I have created with a particles system for some low-poly leaves. For some reason, when I render in cycles, there are very dark portions of these leaves that I can't seem to lighten, no matter what light settings I play with.  I thought that it would be due to ambient occlusion, but no matter what settings I change it doesn't make any difference.
I think it would be easiest for someone to see my blend file, It is here -


texts: How to make semi-glossy emissions material?

texts:
How can i make a material that looks semi-glossy, but the "glossy" accents are being generated from emissions, rather than being generated by reflections from light sources outside the object?

Thanks!

Edit:

This is the current material.  Here is the node setup:

Here i have added some highlights in Photoshop:

I want the highlights to be emissions (rather than dependent upon outside light sources), if possible! (Although it would be interesting to see how the nodes would be set up for adding an environment-dependent gloss to the emissions material.) It does not have to be true-to-life; the goal is to simply add a layer of depth/presence/interest to the material.


texts: How do I make an object cast shadows but be invisible in the render?

texts: I want an object to affect light (cast shadows) but I don't want it to be visible in the image. There should be a way to do this?


texts:
As I was going through some tutorials online, I bumped into this way of creating the nodes.

Looking at the textures node, I noticed it's being grouped?
How is this done, or what's the rational behind all these?


texts: How to merge two faces by creating a third

texts:
I'm very new at blender and sometimes I get stuck in stupid problems, but I want to know how to merge two faces by creating a third as a "bridge".

Here's a pic where I'm stuck

I want to merge these two selected edges by creating a face with the same dimensions of the one at bottom.

Here's what I want

is it possible to do this without knowing the exact dimensions of the face at bottom? if not, how do I get the properties such as Dimension/Position/Angle of the selected face??

Thanks in Advance


texts:
I know this is a basic question, but I didn't know where else to find the answer.

I  want to extrude the top face of this rail straight downward, but when I do this it leaves 2 extra faces.

I want a result similar to what I have now, but without the faces that I marked.

Is there a way to do this? Any help would be greatly appreciated!


texts:
I created a planet in blender a while ago, and now i'm interested in adding volumetric clouds instead of using a 2D texture. I considered adding a bump node to my material, but then it would remove the realism in the image.

This is what I've created:

This is the effect I want to create:

Any thoughts?


texts: How can I get rid of the link (thick horizontal line) between two keyframes?

texts:
Each time I hit 'I' to insert a keyframe in the Action Editor, if the previous keyframe on that channel is linked, the new one will be linked too (with a thick horizontal line). I can't find a way on the menu to disable or get rid of that #$%@^ link which affects the next and previous keyframes in an undesirable way. I'm sure there must be a way (although very well hidden). So what is the magic spell for this purpose?

If I change the position on the upper channel shown at the current frame, all previous (linked) frames on that channel take that new position -I don't want that. In the lower channel though, if I change the value no horizontal line appears.

UPDATE:
I uploaded this Blender screencast for proof of this unjustified behavior - and for a clearer explanation.

https://www.youtube.com/watch?v=pCs95EJDkZ8&feature=youtu.be


texts: Is it possible to set the same keyframes values for another property?

texts:
I'm trying to model a futurist tree.
I would like to animate it as in first time it grows (so from the bottom to the top) and then smaller tree grow inside, but from the top to the bottom. I can't use a driver as the ramifications grows one after the other and do it manually would be awfully long as there is more than 200 ramifications.
So I would like to know if there is a way to copy the bevel end keyframes values to the start bevel, or any other way to have a falling smaller instance inside the middle of a curve.
Thanks in advance (sorry if my english is bad)


texts:
im new to Blender and i have a big problem with rotation. I am building something in the same style as the Game of Thrones intro, so a lot of buildings fitting inside a sphere.

I rotate the whole thing so it will fit on the side of the sphere.

And then i want to rotate the gears in an animation, choose local transform orientation and the rotate handles look fine, and i rotate it it looks fine. But when i play the animation the gear rotates all around.

i tried to click Objekt -> Apply -> Rotation, and then i see the rotate handles aren't fine at all:

So, all look fine (alså the rotate handles) until I rotate, the already rotated object. when i play an animation it rotates all around. When i click Objekt -> Apply -> Rotation, I see why. The rotate handles are (secretly) messed up. Why and how do i solve it.

I want to rotate the whole thing, and then be able to rotate every single gear while still fitting in.


texts:
I'm about to render a minute long animation with one lamp and one camera. Are there any ways to reduce the render speed besides changing the quality and fps?
Please put as many of possible because I'm only going to have about 96 hours.


texts: How to drag rigid bodies with a rigged mesh?

texts:
I started the animation of my project and I want to carry stones from one place to another. I am using rigid bodies on the stones so each one of them is an individual object. Here in the first picture are they in the initial position.

But when I move the loader in a diferent frame the stones stay in the initial position like in picture 2

How can I move these stones with my rigged mesh (front end Loader)?


texts: Where does animation render save when output folder location doesn't exist

texts:
I have a question about location where finished rendered animation saves..

I have started rendering on one computer where I have specified the path to save folder. BUT I have now continued the rendering on a new computer where i have stopped on previous computer.

However, I forgot to change the save location. So the path in blend file does not exist on new computer. This path is non-exsistant.

Where did the rendering go now? (If it even did, or it just goes to nothing?) I tried C:/Windows/Temp, but no success there. (I'm on Win10 btw)

Thanks!


texts: Scale objects together but not from a common center

texts:
I am trying to select multiple faces and modify them together. I ideally want it to look like this (just more symmetrical).

However, when I select all the faces and scale them, they all scale from the center of all of the objects, like this:

Is there a way that I can select all these faces and scale them relative to where they are so I can make it look more like the first photo?
Thanks!


texts:
I have a grid and a plane which are not parallel.

I'd like to move (G-key) the selected set of points down so that the value on the z axis of each point after moving is the same as the value on the Z axis at that corresponding point on the plane. The effect might be what one would achieve if one took the "move" tool, the "individual" part of "extrude individual", and the "snap to plane" function. Am I looking for something which does not yet exist?


texts: 1080p Rendering Problems 720p fine Though

texts: I have downloaded a blender file for a YouTube intro. I can output the file to 1280x720 perfectly fine. For some reason though, when i change the dimensions to 1920x1080 but it puts BLACK BARS across the middle of the video.720p is perfectly fine though.


texts: Complex hierarchy - show selected object in outliner

texts:
I have a file with assets that we bought for some game. They are organized in "groups" - parented to empty objects. There are many many of these "groups" with another "groups" inside of them. How do I find where the object is?

Fastest way I found is to select all the elements by hand in viewport and then in outliner use Search - Selected, unparent objects so they're outside of groups.

Clicking all the elements by hand is the main issue though. I'd like to select a building for example, and have it automatically selected in outliner so it's easy to select other elements grouped with it in outliner instead of selecting in viewport.

Photoshop does what I like - when object I click is in group, Layers panel opens this group and focuses view on that object layer. It should be like that in Blender imo. :< Any plugin for that or simple workaround?


texts: How to make acrylic/plastic effect with shader?

texts:
I am studying texturization and found this reference image. I would like to know if anyone could help me replicate the material shown on this "rabbit-astronaut".

I already tried to map using images in PS, and even reflecting images but it did not look similar. This texture appears to be more opaque.


texts: How Do You Create a Custom Menu That Runs User Written Python Functions?

texts: I am trying to make a custom menu for debugging purposes, the objective is to get an STL object move and transform using a custom python function that has been written in the blender text editor. I have a menu created using the BasicMenu class provided by the blender documentation, but when I try to add my functions, they are not recognized. How do I add them?


texts: Why does the bottom face of my box render black in Cycles?

texts:
My scene has a box 45 m × 45 m × 10 m in height. The bottom face is located at Z=0. In the viewport render the bottom face renders black, when it should render white like the other faces.

If I move the box 2 mm upwards, the bottom face now renders white.

If I move the box 2mm down again to the starting position, and move the box origin to Z=0, the bottom face now also renders white.

Can someone explain why it renders black in the first position, and why changing the position or position of the origin affects the render?

blend file: https://www.dropbox.com/s/63wr6kb8nez243p/ground%20plane.blend?dl=0


texts: Is there any way to retain the name of layers from a 2.79 file when opened in 2.8+?

texts: I have a lot of Blender files created in 2.79 which all use the Layer Manager add-on to help organize the scenes. It lets you custom name each layer. When opening these files in 2.8+, the layers are converted to the new collections, but the custom layer names are discarded and each collection is named after the layer's number instead. Is there any way to retain the layer name information? I couldn't find anything about this and I'm guessing it's not going to work since Layer Manager is an add-on rather than a built in feature of 2.79. Any help would be appreciated. Thanks!


texts: How to project an image through the lens?

texts:
I have an image (on the top in printscreen 1), the lens, and the white plane (screen) under the lens. I expect to see projection of the image, I change position of the lens - nothing matters, the screen is black.

I also have a small cub and you can see that refraction does work (you can see refracted cub).
Is there any way to manage that? Eevee (2.8+) or blender internal (2.79-), no Cycles.
This is 2.8 file


texts: Weight painting a dot and not a gradient

texts:
I'm following a tutorial where the person quickly goes over everything so you have to have knowledge of the program. I am starting on beginners tutorials but had a look at How to Make Towels - Blender Tutorial   At 03:14 he adds in a weight in the form of a dot.  When I tried to do this mine came out as a gradient (imagine using a gradient where the point is in the middle).

How do I change this to show as a dot?


texts: How to keep video and audio together in the Video Sequence Editor

texts:
When I import video footage in the Video Sequence Editor, it separates into a video strip and an audio strip. Fine.

But it's also possible, even accidentally, to afterward move these strips separately from each other. I don't want that to happen. I can't even think of a reason why the voice of the person speaking in the video should ever be out of sync with the person talking.

So, how can I block the video strip and audio strip of moving separately from one another?


texts: Is there a way to have a mesh extrude or retract itself during an animation while rigging with bones?

texts:
Basically, I've got this mechanical mesh I'm making where I need a lid to hinge down to cover the top of a cylinder-ish shape.

This hinge is rigged to the lid. It rotates from a 45 degree tilt to a 90 degree tilt as the lid closes from a 90 degree tilt to a 0 degree one.

See? The bottom part of the hinge extends through the bottom of the mesh. Do you guys know a quick fix?

When I try to make this hinged lid shut, part of the hinge sticks out of the bottom of the mesh. What would you guys recommend I do? If I flat-out shorten the bottom of the hinge arm, then it won't connect correctly and would look like it's floating. If I keep it like it is, the hinge can be seen poking through the bottom. What should I do?


texts: Shortcut to toggle a specific combination of layers?

texts:
Is there some way to toggle a specific combination of layers (instead of all layers, or one layer at a time)?

For example, let's say I have objects in layers 1 to 5, and I occasionally want to hide layers 2, 3 and 4 (or maybe sometimes I want to see 2, 3 and 4, and hide 1 and 5). How can I toggle 2, 3 and 4 together with one shortcut?

Ideally, a way to set multiple combinations instead of just one combination.

I know the ` key toggles all layers, and the number row keys can toggle individual layers.


texts: Any quick thoughts why the render through camera viewport (right) looks completely different to the on-screen render (left)?


texts: Is it possible to read a ply format file using python code in Blender

texts: I have a ply file .I need to read the vertices, edges etc. It would be nice to read the ply file in blender and I can program further.


texts:
For testing purposes, I have selected a face of a cube.
Then I dragged the face down using the green arrow.

It seems to have worked fine at first.
However, when I then rotate the view, I can see that it didn't work straight.

How could I ensure that using the green arrow will move the face down in a straight line?


texts: How can I undo Edit steps in Object Mode?

texts:
From time to time I lose all edits because of undo in Object Mode. If I enter immediately after Undo in Edit Mode I can't redo, and switching again in Object results in losing all edit history.

How can I resolve this? Separating undo history by mode or linear/unified will both be acceptable.

Edit:I think the most preferable solution will be to disable/skip edit undos when in object mode through an addon.


texts: Blender 2.71 Cycles render preview graphic purple (no missing textures)

texts:
Some weeks ago I downloaded Blender 2.71 (Win64) from the official website. The version I was using before was the 2.69, which didn´t give me any problem. But the newest version wont let me use the render preview in cycles, showing me a purple screen instead. Firstly I thought the problem was on the version, but today I installed the program in some friend´s computer and works fine.

I have windows 7 (the same OS as my friends), Acer Aspire, and just formatted it. The blender render lets me use the render view though and I can render images (both with f12 and on the render options) in cycles. I have tried both win32 and win 64, as well as the portable and the installable versions. Any ideas?

Thank you in advance.

Edit: The scene of the image is the default one, with only the cube, the camera and the point lamp on display. The sky has no texture, just the default solid grey. The problem is that the whole viewport turns purple, which could mean that it´s not a missing textures issue. I think that the problem might lay on the graphic drivers, but I don´t know what to do. I really hope the next blender version or ATI actualization may fix the problem.


texts: Python: Duplicating a group with animation

texts: I have a group. The first object is a mesh and the second is an armature with multiple actions that controls the mesh. How can I duplicate this group with python in a for x in range(number) statement and be able to set the action on each armature that is created. This way, each duplicate group will have it's own animation.


texts: Why can I not edit object texture nodes?

texts:
I was working on a model, and I wanted to edit some texture nodes. So I went to the node editor and switched to the texture tab, but there was no way for me to select the the texture:

But when I switched to world texture, I was able to select a texture again.

The problem wasn't solved after restarting blender. So I wanted to see what would happen if I loaded another file or created a new one. After doing this, I was able to edit object texture nodes:

As you can see, only one blend file is being affected. Does anybody know what would be causing this or how it could be fixed?


texts: How to find if a point is inside a mesh?

texts:
I need a python script that would help me determine if a point is inside a cylindrical mesh.

I tried the .pointInside(point, selected_all=False) but it is deprecated in the newer versions of blender and google search yielded a couple of scripts (below) and they don't work for me.

Ray-casting method: (http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working)

import bpy
import mathutils
def pointInsideMesh(point,ob):
 axes = [ mathutils.Vector((1,0,0)) ]
 outside = False
 for axis in axes:
    mat = ob.matrix_world
    mat.invert()
    orig = mat*point
    count = 0
    while True:
        location,normal,index = ob.ray_cast(orig,orig+axis*10000.0)
        if index == -1: break
        count += 1
        orig = location + axis*0.00001
    if count%2 == 0:
        outside = True
        break
return not outside
print(pointInsideMesh( mathutils.Vector((3,0,0)),bpy.context.active_object))

And one described here (http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working)

## normals should be pointing out
import bpy
obj = bpy.context.object
cur = bpy.context.scene.cursor_location.copy()
cur = obj.matrix_world.inverted() * cur
cpom = obj.closest_point_on_mesh(cur)
vec = cur - cpom[0]
dot = cpom[1].dot(vec)
if dot < 0.0: print(dot, 'inside')
else: print(dot, 'outside')


texts: How to get more options in the Viewport shading?

texts:
in another question thread i made. Another community member showed me his viewport shading window. in his window he had alot more options than mine.
His screen:

My screen:

How would i be able to get those options too?
The blender version that i am using is 2.9 by the way.


texts: How to select vertices belonging to both faces of two-sided plane?

texts:
I have an object of zero thickness - a two-sided strip, composed of doubled faces, the duplicates with normals switched. It's already textured on both sides, and I need to animate it now.

And I have problem with its two-facedness. Be it vertex select by right click, face select, edge select, box select, brush select C, only one face is being selected.

When I press G to move the end, they split apart, like below. Only then can I select the other face's vertices and try to duplicate the prior move, which I'm not always able to (never mind doubling my workload).

How can I assure all (including duplicate) vertices at given position are selected?

"Doubled" edge or face selection info would be sufficient too. Also, this is for exporting to external tool, so I can't use Blender's built-in two-sidedness.


texts: How to verify if all objects are selected?

texts: How can I create a Boolean variable that is true when all objects in the scene are selected?


texts: (Beginner) How do i achieve these results?

texts:
I am just getting started on trying to create a custom asset library for future use in projects, i am able to make pretty much any basic object in blender however when it comes to exporting and texturing my model i run into strange issues related to my mesh.

The Workflow i think i am trying to use is: Making a Low/High Poly model in Blender, Exporting to substance to bake ALL my maps apart from an ID map what i do in Blender, and then exporting my results ready to be plugged into whatever engine i decide to use.

So first things first here is the reference image i am using

Next is my Low Poly model.
In order to make my high poly model i used a Bevel modifier in combination with a subsurface modifier, this gave me the crisp edges look i was looking for.

So my first question is is this the best way to achieve this or should i alternatively have sub-surfed and then manually constrain the edges with edge loops?

After making my ID map in Blender (Simple enough) i export my fully UV'd Low and high poly to substance painter where i begin to bake out my maps. This is where problems start to arise.

My textures on my edges look terrible

And is most likely due to my normal maps looking like this (Baked inside Substance painter)

I know my UV dosnt best utilise the space in the grid etc etc however both the High and low are operating from the same UV from the same coordinates, if thats the case why am i getting such awful results, is this a Mesh/UV problem i am causing from within Blender, or is it something in the Baking and texturing process in Substance painter?

Any help appreciated.


texts:
I've been following the Donut Tutorials from Blender Guru and have come across a roadblock. I have the snap feature on and set to face, which presumably is supposed to prevent objects from clipping. However, when I try and use the extrude feature on the icing, it clips through the donut. As far as I know, the snap feature is supposed to prevent this.

What's going wrong?


texts:
hi i want to make my model looking like it is made of wires,(the entire model) i do not understand how or if its possible. i also do not know if i can just make the model texture look like wires or actual tubes. if someone can help it will be great. also the wires im thinking of are similar to fnaf sister location tubing. its the best way i can describe it

looks something like this his head

like sister location wires


texts: Why do all the faces in my mesh turn into circles when adding a Subsurf modifier?

texts:
i'm trying to use subdivision surfice modifier on models that i import from Sketchup. but they look like this:

before applying the modifier:

This happens with all models from Sketchup, even the simple box form to the left in the pictures. I've tried a bunch of different formats (3ds, fbx etc.) but it's all the same.

What might be the problem here?

I'm completely new to Blender, so please excuse my lack of knowledge.


texts: How to model the rounded outline of a column

texts:
I need a good way to model the rounded shape of a capital, just like in the picture.

My problem is, that it should be precise for architectural modeling.
I could use paths, but that would be really painful to do ;)
And Bevel is not precise enough I would say.

So what would be the best way to model a capital ?


texts: Boolean Modifier Issues (Engraving text on to a face)

texts:
So, what I am trying to do is engrave some numbers in to the side of a dice.

I have been following the tutorials that I can find which includes;

1) Converting my text objects in to a mesh
2) Applying the boolean to the dice and selecting the object.

Either 1 of 2 things happen, either the dice disappears, or nothing 'seamlessly' happens.

Can anyone shed some light on what basic step I may be missing?

Thank you again for your time!


texts: How do I keep the two objects from penetrating each other in Blender?

texts:
I created the object by first creating the edges to the curved face with the script below followed by adding a face and then extruding it. I made sure to change the Source property under Collision to Base but still the objects penetrate each other. How do I prevent this? Any help would be much appreciated. It has been too long that I have been struggling with this :(

import bpy
import math
from math import sin, cos, radians, sqrt

# variables
n_verts = 24
profile_radius = 1
section_angle = 240.0 / (n_verts-1)
z_float = 0.0
Verts = []
Edges = []
Faces = []

# code for bottom face
for i in range(n_verts):
    x_float = cos(-math.pi/6+math.radians(section_angle*i))
    y_float = 1 + sin(-math.pi/6+math.radians(section_angle*i))
    Verts.append((x_float, y_float, z_float))

for i in range(1, n_verts):
    x_float = -math.sqrt(3)/2 + cos(math.pi/2+math.radians(section_angle*i))
    y_float = -1/2 + sin(math.pi/2+math.radians(section_angle*i))
    Verts.append((x_float, y_float, z_float))

for i in range(1, n_verts-1):
    x_float = math.sqrt(3)/2 + cos(-5*math.pi/6+math.radians(section_angle*i))
    y_float = -1/2 + sin(-5*math.pi/6+math.radians(section_angle*i))
    Verts.append((x_float, y_float, z_float))

# connect all the edges
for i in range(3*n_verts-3):
    if i == 3*n_verts-4:
        Edges.append([i, 0])
        break
    Edges.append([i, i+1])

profile_mesh = bpy.data.meshes.new("Base_Profile_Data")
profile_mesh.from_pydata(Verts, Edges, Faces)
profile_mesh.update()

profile_object = bpy.data.objects.new("Base_Profile", profile_mesh)
profile_object.data = profile_mesh

scene = bpy.context.scene
scene.collection.objects.link(profile_object)
profile_object.select_set(True)


texts: I'm confused about when to use Specularity map (like the one made in CrazyBump) vs Fresnel node. Both are recommended to make materials look more realistic, I use them to combine Diffuse node with Glossy one (white colour), but everytime I'm using Specularity map, material looks too glossy and bright, while Fresnel gives more realistic look. What's the actual difference between that two?


texts: How can I move a project that includes images-as-planes?

texts:
I am working on a project that includes images-as-planes.  I would like to copy the whole project to another computer.  How can I move the Blender file and also relocate the image-as-planes source PNGs without the Blender animation file losing track of where to find the PNGs?

Thank you!


texts: I made a 3D model of a girl from a game I play and I have the hair all set up, but it's flat on the ends and I don't know how to fix that.


texts: How to project a 3D Bone POSE Matrix to 2D (XZ) Plane?

texts:
I have a Posebone Matrix which I want to project to the Front (XZ) View.
Currently the bone axis can direct anywhere because they can have a custom bone roll which can direct the axis anywhere. I want to make this roll independent and somehow project it on the Front plane.

I tried this function, but it doesn't seem to give me proper results.


texts: Are there any special considerations for using Blender on Linux?

texts: Are there any special considerations to be made when using Blender in Linux over Windows? Specifically Ubuntu?


texts: I'm getting strange artifacts in my normal map as you can see from the photos. Yes, I've checked all the normals and recalculated them several times. Yes, I have removed all doubles. Yes, All scale/transforms are reset. Yes, no other objects are overlapping. Yes, The object is large enough where it wont effect baking. Yes, I've tried baking both tangent and object space. I'm out of ideas, I am using Blender 2.81.


texts: How to extrude an irregular shape into a cylinder?

texts:
As the title says, I'm trying to extrude an irregular face into a normal cylinder. There are some pics below to better describe what I want to achieve

The tip of the sculpture is round, while the bottom is pretty splash-y shaped, and as it ascends it becomes more and more round

So, is there a way to do something like that? thanks


texts: Whenever I try to append an object the object generates in a totally random location. You'd think it would appear at the location of your 3D cursor. This is not the case. Is there a reason for this or do you think it could possibly be a bug? People suggest that it appears in the location it was saved in from the appended source file, but all the instances of these appended files appear to have the target object(s) around the center, yet when I append the object(s) they appear to be 20, maybe 30 units away in some direction.


texts:
here is what I want to achieve:

As you can see the Extrusion of the text is bent and twisted. Can I achieve that WITHOUT converting it into a mesh? I tried Lattice, Curve, Deform etc...

Thnx,

Cheers


texts:
Is there a quick way to turn that triangle into a square by "splitting" the selected vertex? Something like an extrusion that will follow the edge.

The red arrow is where the new vertex should go, the green one is the position of the edge that is linked to the new vertex.

I know I can make something similar with the hotkey V to separate the vertex but i still have to fill the gaps:

I also know that I can simply use the knife tool to add an edge and then remove the edge between the two triangles to have a quad.

The final result I want to achieve:

It is simply that I wonder if there is a way to slide a vertex with some of its edges (not all) or if it is not possible.


texts: "Cursor To Selected" - Not centering correctly, What's going on?

texts:
I'm completely stumped over something so simple. I could work around it, but I want to know what's happening since it feels like a Blender bug.
I have 4 verts selected, and I want to move the cursor to the centre. I press SHIFT-S, "Cursor To Selected", and as you can see it's off by a fair bit:

If I then do a subdivide instead, I get the correct center point:

Anyone have any idea what's going on?
Edit: Added blend file:
https://pasteall.org/blend/18c2d4852f8b4c57b3b20e843047b933


texts: Extrusion along a path-keep y-orientation of profile

texts:
I want to extrude a modified curve along a spiral path, which still works fine, but I want my profile oriented upright up to the end of the stairs. Right now it tilts - as expected because of the spiral form...I did not find an option when activating the profile...Thx for helps in advance!

TAffi TAsteless


texts:
I'm new to Blender and I have to figure out how to do this one thing for a project that I am working on.

I have an object, which I have unwrapped. I have an existing png with a size of 220x100 pixels, and it contains certain textures at specific pixels that I want to fit onto my texture. Is there any way I can generate a UV map with this same ratio (instead of 1:1 as it is now) and also position each of the faces at a specific pixel value so that it lines up with the existing UV map image? I have attached the point that I am at so far below.


texts: How can I control the length of hair particles

texts:
I made this object with hair particles in the Z direction, but I only need the hair that's above the gray plane I can't seem to figure out a way to do it.

I need everything under that plane to be cut off.


texts: Which keymap entries determine add/ subtract/ new selection when window/lasso selection?

texts:
I am looking for the commands that are responsible for determining window (and lasso) selection behavior when selecting vertices, because I want to set them up closer to 3ds Max' selection keys.
In my keymap however, ctrl subtracts from the selection, rather than adding, Shift adds to the selection, but I would like for it to toggle select. Alt does not even do anything at the moment, but it should be used to deselect. This behaviour is shown below:
https://imgur.com/a/XgvMwm5


texts: why in the shadow menu I only have a bias

texts: ![limited menu] When I click on my light then on shadow menu there is only have a bias. I am currently running blender 2.8 on windows 10 64 bit. Thank you in advance for all your help.


texts: Similar to this, But i want a slider that adjusts the mean twist of the curve. As stated in that post the content I need is defined outside of Python API, I and would have to write an operator to do it. I can do that, but I need to know how to do the calculation for the mean twist.


texts: how to remove noise? Sample and Light paths do not change anything!

texts: Same result regardless of the type of lighting.


texts: How to assign different material for instance objects

texts: I have an object and I made instances of it, but everything is connected, shape & material...etc, how to assign different materials to those instanced objects ??


texts: Render a Bezier curve in the game engine

texts:
I would like to visualize a curve when the blender game engine is running. In the editor the curve is clearly visible:

But when I run the game engine it is not

What can I do to visualize the curve when running the game engine


texts: Background Image XY offset Not Keyframeable?

texts:
Is the Background Image xy offset in Camera properties Not keyframeable? or do i just need to assign them to a keying set or something along these lines?

now, when i hover the mouse and hit "i" i get:

"Failed to resolve path to property, try manually specifying this using a Keying Set instead"

if so, can someone point me to a tutorial for how to add these parameters to a keying set?
i attempted to do this but failed.

thanks for help!


texts:
In this image, the top bone is rotated by 45 degrees, but the model is deformed like there was a rotation of 90 degrees. This also happens for translation and scaling.

For each vertex, the sum of the weights is one.

What am I missing? The code for skinning is inspired by the second piece of code here: Rigged mesh

Thanks


texts: How to merge .wav F32 audio file into rendered video file without loosing quality?

texts:
I edited and madup an F32 .wav in audacity. I want to merge it with the blender video file I rendered out without losing audio/video quality. How do I do this? Doesn't necessarily have to be done again via blender. If you suggest via blender please be specific on the settings, cause I've had many many problems with the audio rendering of blender.

Edit: without re-encoding I guess is what I'm asking? Just want the file in audacity to sound the exact same as the file paired with the video.


texts: First post. I’ve been using blender for a month and am now addicted. Made an animation of Suzanne being abducted by a UFO. When I save the video to my computer and iPad, it looks great. But when I import it to iMovie on my iPad, portions of it become pixelated. I can fool around with the iMovie editor and other settings to reduce the pixels sometimes, but they always show up in the same two areas (pictures attached). There's also a lot of lag in iMovie. I’ve tried rendering the scenes from blender in both MPEG 4 and QuickTime containers but the pixels are present in both attempts when imported to iMovie. The file format I'm using is "FFmpeg video" and video codec is "H.264". Thanks for your help.


texts: Noise in Graphic Editor - Modify the "Restrict Frame Range" multi obj at the same time

texts:
I have this

Is there a way to modify the "Restrict Frame Range" value of all obj at the same time instead one by one?
I should set 500 from 750 the "End" setting.


texts:
I'm working on a project featuring a Dodge Challenger. I'm working on texturing the wheels with a tire texture I got off of textures.com (The image textures are tif files but I don't know if that matters). The tire texture has albedo, roughness, AO, and normal maps, all of which I plugged into the Principled BSDF shader in what I thought was the proper way. However whenever I preview render the scene the tire texture is a light gray, a color that I can't change with any combination of mix shaders and diffuses, hue and saturation nodes, or color mixers. It is even that light gray color when I plug in the albedo texture by itself, which leads me to think that it is a problem with my image textures since the albedo texture is supposed to be a dark gray. If anyone could help me I'd appreciate it, I am thoroughly stumped.
The viewport render of the texture on the tire.
My node set up for the tire texture
The albedo image texture. You can see the correct color that it is supposed to be.


texts: When I download a system from bodyparts3D, it's divided in different parts, and it's not organised in a single entity; and when I import body parts into blender, strange stuff happens. In fact to see the object, I need to rotate myself to see it, and I don't precisely know how to control it. So, how should I import obj. files from  Bodyparts3D? How it's downloadable a system in a single unit?


texts: Vertex sliding along line until intersection

texts:
Is there a way to slide a vertex along a line until an intersection of another line, which has no vertex at said intersection like it is shown in the picture?

I am a total beginner in blender and couldn't figure this out by searching for tutorials,


texts: Keyframe the ocean modifier time property

texts:
I'm using blender 2.8 and i'm just now starting to code in blender and i'm trying to set a keyframe to the Time value in ocean modifier using python

import bpy
bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, location=(0, 0, 0))
bpy.ops.object.modifier_add(type='OCEAN')
bpy.context.scene.frame_set(1)


texts:
I am doing this tutorial where CG Geek shows how to build a realistic city. After about 45 minutes the city has basically been built. And now a few small buildings are created on a separate layer and a Hair particle system is created to grow the small buildings (as a group) out of the roofs of the high rise buildings

Not all of those small buildings are placed within the boundaries of the roofs. How can I control the positioning of these hairs so that all small buildings are neatly placed at the roofs ?


texts:
I have come across this model many times.

I am sure that this is a very common model, however, I can not find out anything about it.  What is it, and Where can I get it?


texts: Blender 2.83.4 Eevee viewport color and rendered color are different with transparency

texts:
Having an issue with rendering png, movie files or any render with transparency.  What I want from the Eevee display viewport render and actually rendering the animation or screen render give me vastly different results. The picture attached will show the color on the left around the model is green (left) and correct blue (right).
If I disable the transparency from the render properties panel under film I get what I'm looking for. The Blender Render is wrong.


texts: How to get objects and mesh object vertices from camera view with Python in Blender 2.8

texts:
What I want to do

I want to change the power of only the light object visible in the camera view.
I want to remove vertices to mesh objects in visible in the camera view. Not remove mesh objects, only remove view vertices.

Question

How to get light objects visible in the camera view with Python.
How to get vertices in mesh objects  visible in the camera view with Python.

Image

I want to get Only left light object.

I want to get Only inside camera view vertices

I can write Python but I'm not familiar with Blender.
So I'm more glad if I can get it with a script.


texts: MeasureIt won't show actual size of my model, only when the Subdivision Surface modifier is applied

texts: Like the title says, when I am going to use MeasureIt, it says, thanks to the Subdivision Modifier, the correct size. Although, when I turn View Subdivisions to zero, it changes the size to one meter. Is there a way to somehow "apply" the subdivided size, without actually apply the entire modifier?


texts: So I´ve been trying for multiple hours now to create a drag strip material. But because im relatively unexperienced when it comes to complicated materials I was hoping maybe that someone here could help me out. In the picture you can see the node setup that i got (Noise textures stretched going into a Brightness/Contrast node to a color ramp into the roughness of a .6 metallic black principled node with 0 specular and no clearcoat) after some tries but it´s still far off from looking realistic. The Main problem is this kind of glossy overlay on the track that looks like a rough, sticky white. I tried plugging my node setup in the roughness and the (turned on) clearcoat but I´m really getting nowhere. Any help would be much appreciated :)


texts:
When I'm dragging the bones across this image, it seems to change each 'mouth' every pixel I move the bone. It's suppose to move to each 'mouth' the same distance as it is to each mouth on the image. What's the fix so I can move it more easily?

How it's supposed to work (tutorial): Blender 2.7 Tutorial #62 : Face Texture Animation Rig #b3d


texts: how to blend or diffuse two materials properly

texts:
As you can see in the image that I've attached, there are two materials used for the soil and the grassland. please be kind enough to tell me, how to make the boundary looks better ? how to make a proper diffusion or a realistic gradient between these two ?
Im so sorry if this is a dumb question, but im new to blender.
-peace-


texts: How do I add colour to this set of nodes?

texts:
I'm attempting to create a sort of starry effect using nodes. However, I can't seem to be able to add colour to it. This is the following node setup:

And this is the result:

This is essentially three layers of noise textures. One on its own, and two modified with wave textures, to create different densities, and to add a cloudy effect. Unfortunately, this is all black and white, and I'd like to control the colour of each 'layer' of noise textures.

Changing the colours in any of the ColorRamp nodes has not helped. Setting random colours to any of these nodes simply controls brightness. Adding a MixRGB node before the Math nodes at any point seems to achieve the same result, or no change at all.

How can I add some colour to this?


texts: Why can't blender simply crop a UW image?

texts:
I don't think I'll ever understand why there isn't a very simple option for this, but maybe there's a complicated one?

The image I opened has an extra white border around it. I would expect that blender has a way to very easily trim that border, but I don't see any kind of editing option like that in the UV options. Is there at least some kind of way blender can do it? I want to scale the image so it tiles and looks tighter, but the tiling includes that unwanted white border?


texts: BGE: Why the physics simulation plays different with different time scales?

texts:
Actually, many questions in one.

I've downloaded the .blend from this answer, and after playing around with it, it's very easy to notice that the physics simulations results are different with different time scales.

Is this a bug or just the way the simulation works?

If it's how the simulation works, then, the TimeScale is not exactly a precise time scale for the physics simulation, it's just an indication of how many physic steps are calculated for each frame?

Does Bullet Physics uses the semi-fixed time step described in this article? Where floating point precision inlfuences the simulation results each time the simulation is ran.

The documentation says that

  a too large value may lead to some physics instabilities

So, is there a way to correct it?

I'm no game engine expert, so, if I sad something wrong, please correct me.

Thanks in advance.


texts: VSE: How to Speed up the Preview of Image Strips?

texts:
The Issue

Is there any way to speed up the preview of image strips in the video sequence editor? Unfortunately, the preview in the VSE is very choppy and indicates that it runs at only a few frames per second. Even worse, the preview starts to lag compared to the music strip (although “AV-sync” is turned on) which makes it very difficult to cut on beats.

What I’ve tried

At first I thought the slowness would be due to transform effects on the images; I have many images on which I’m applying a Ken Burns Effect. But it’s also slow on plain image strips (with no effects on them).

I have already tried to add proxies to the image strips but that didn’t have any noticeable effect.

Reducing the image resolution might be an option, however, I need the additional pixels for the mentioned zoom effects.

Some more Background

My images are not unusually big, I’d say: just 1–3 MB each with about 7–10 megapixels.

I’ve tested this on both Blender 2.74 and on the latest 2.75a version – each running on Ubuntu 14.04 64bit with 8 GB of RAM. I have an older ATI video card, so I can’t use video acceleration.


texts: Need an advise how to join two subsurf meshes

texts:
I need a best practice advice on the following.

I want to join two meshes which are both in one object. The three claws are seperate and I want to join them to the wrist.

I have done this before by deleting the faces on the ends of the wrist stump and the finger stumps, then bridge looped them. But there is often a problem with the number of edges not matching for each mesh. I.e. wrist has 4 edges and the fingers have 6 or more.

What is best practise to accomplish this and creating good topology for deformation?


texts: Blender start with (large) Python script crashes Blender

texts:
I wrote a procedural generator and it saves the output for the Meshes in a text file. Then I wrote a python3/Blender script which parses through that text file and creates the meshes from the input. The parsing itself is not fast but definitely within reasonable time.

However when I run blender (blender --python parsetext.py) with more than ~12000 Polygons, Blender turns grey on startup and stops responding (My computer turns quiet - Blender seems to stop doing anything). When I run the script with slightly fewer Polygons it works just fine and also the rendering / in-Program movement works flawless.

It seems like there is some kind of Limit in how many Objects Blender can save or that Blender adds Objects in a weird way (recursively...?!?! recursion depth reached or something along those lines maybe...!?!?).

Has anybody else had this problem? It really seems like Blender should be able to handle more than ~12000 Polygons.

Else, could someone think of a way to save/load my meshes from the script more effectively? (I can't find anything useful on the .blend file format though)

Edit

I tried following some advice concerning merging objects. Before that, each Polygon was created with createpolygon() with a list of coordinates and a texture. The object was then linked to the scene.

Now createbuilding() gets called which calls createpolygon a few times but then tries to join the objects. However, I get a segmentation fault error.

def createpolygon(coords,texture,length):
    me=bpy.data.meshes.new('mesh')
    ob=bpy.data.objects.new('mesh',me)
    me.from_pydata(coords,[], [range(length)])
    me.update(calc_edges=True)
    try:
        me.materials.append(materialslist[texture])
    except:
        pass
    return ob

def createbuilding(obj,texture):
    meshes=[]

    for me in obj:
        ob=createpolygon(me, texture, len(me))
        ob.select=True
        meshes.append(ob)
        bpy.context.scene.objects.link(ob)

    bpy.context.scene.objects.active = meshes[0]

    bpy.ops.object.join()


texts:
While I was sculpting a model I noticed a vertex has gone way out of whack and gone inside the model and will not move back to where it should be by using brushes.

It is a vertex generated by the multi-resolution modifier, below is the vertex in question:

Base mesh without modifier:

It did not happen immediately and I am not exactly sure when, it was after 5 or so hours of sculpting I noticed it and it wouldn't have gone unnoticed for a too long. I believe it may have occurred when I was using the Crease brush if this helps.

If anybody knows how to fix this it would be much appreciated, I don't understand how this has happened to one side and not the other also, as it should be mirrored.

Many thanks!


texts: Weird thin lines after unwrap cube uv mapping

texts:
It shows a very thin lines at edges after I uv-mapped a cube into a 3x2 grid env-mapping as shown below:

By right it should not show the thin lines and the texture should go smoothly between faces. I also make sure there's no extra spaces between the uv vertices in uv mapping editor by setting the uv vertex into exact x and y position. Why does it still have the thin lines after all these?

Add-on:

I'm using Blender internal GLSL rendering.
After rendering in image, the lines still visible. The lines appear at all edges.
After I export fbx and use it in unity3D, it has the same issue as well.

Source file: skybox.blend


texts: I'm currently having a problem with the 3D view -while working on a model, I suddenly wasn't able to rotate my camera anymore. I can manipulate the model just fine, the camera is the problem. I checked the Manipulate Center Points, Lock camera and pretty much everything I could find -I even reinstalled Blender! Still stuck, regretably. My mouse works fine, it zooms in and out perfectly. I just can't seem to rotate around the mesh. Any ideas what could be the issue?


texts: How to get my file back in 2.79 after saving with 2.80 series?

texts:
I was experimenting with a file in 2.8 and accidentally saved it.
When I opened it back in 2.79 I can't see my model. It disappeared with the error

File written by newer Blender binary.

How can I get my model? I can see my model in 2.8 but nothing in 2.79. I tried to export it  in .obj, but I lost all my modifiers, material and camera setting.


texts: I'm new to blender, and I'm doing alright, except for one annoying thing: random things just won't turn black. I literally just try to make a black line and I've fiddled with all the settings but it just stays this weird light grey. I also copy some tutorials and I can't make things black like they have it. It just stays light grey.


texts: Blender - Diffuse color change by color "picker" popup

texts:
I unfortunatly to stupid to make it work.
I need to change a diffuse color of active material by selecting it by COLOR_GAMMA popup - color picker.

I did this:

import bpy
class MaterialColorPanel(bpy.types.Panel):
    bl_label = "3dView Material Color"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "material"
    bpy.types.Scene.color_Material = bpy.props.FloatVectorProperty(name="color_Material",subtype = "COLOR_GAMMA", default = [1.0,0.0,0.0])
    bpy.context.object.active_material.diffuse_color=(1,1,0)

    def draw(self, context):
        self.layout.prop(context.scene,"color_Material")

def register():
    bpy.utils.register_class(MaterialColorPanel)

def unregister():
    bpy.utils.unregister_class(MaterialColorPanel)

bpy.utils.register_module(__name__)

But I do not know how to make that picked color value by bpy.types.Scene.color_Material will be copied to bpy.context.object.active_material.diffuse_color and will change it.

Could somobody show me how to do it ?
Thank you!


texts: Is there a way to "calculate" speed/duration for animation?

texts: So this video of the burning earth is one of my first (Blender) videos. I had made the quite arbitrary choice to let the earth turn in 10 seconds. It seems a little too fast ? Is there a way to "calculate" the best speed/duration for such a video ? And are there any tools in Blender to "play" with the speed of your video ? I guess I should study relevant concepts for this kind of work because now it is a bit of trial and error.


texts: Why is my render result disappearing after denoising?

texts:
I wanted to denoise my image in compositing. I don't know why it is disappearing after connecting with denoiser.

Edit:
I solved deactivating Progressive Refine
from Render Properties > Performance > Tiles


texts: How can I use videotextures in a principled volume shader?

texts: Does anyone know how to use videotextures in a principled volume shader in order to display all the frames in the volume?


texts: What would be the best way to round an object to fit a shape?

texts: I'm trying to round the body for a helicopter I'm modeling using a side and front view, however I was wondering if there would be any easier way to do it than moving every single vertex.


texts: UV unwrap from location or plane from diffuse?

texts:
I have a hair mesh that is done by somebody who I think was probably very professional (a worker for the Unity game engine).

I am trying to figure out how exactly he did that hair mesh.

Sometimes it looks as if he just inserted a plane and then put an alpha masked image on it based on location, and other times I think he took a look at one image and thought about where he could use different parts of that image.

I don't really understand the work-flow yet. Can anybody tell me how he did this?

I have uploaded the file here.
Unfortunately I don't know how to put the diffuse texture into the .blend file permanently, so I have included it in the zip file.


texts:
Where is the source coded located for the node [Object Input]?
Even a search brings nothing up:


texts: Audio/Video out of sync in rendered video

texts:
I've looked at some similar problem descriptions on this, but mine is slightly different.
When I edit a music video with several cut scenes, in VSE the audio/video will be in sync on each cut until I play the video from the beginning.
When I do this, the video will slowly start to lag behind the audio getting further behind the longer I let it play. BUT if I manually click on a cut halfway through the video, it will be in sync again in VSE.
If I render the video, it acts just as it did when I play the video from the beginning in VSE, the video slowly starts to lag behind.
I did check all of the frame dropping/AV-sync settings, and I have those all enabled.
I was running 2.74, but I tried updating to the latest version and I'm still having the same issues.

Any suggestions would be great, as I've spent many hours getting this video ready and I don't want to have to scrap it.

The video is from a GoPro Hero 4 and is MP4 H.264 codec


texts:
As an absolute beginner in Blender 2.8 I modeled a hammer.

Although the mesh looks completely OK to me, it gets ugly in a few places during rendering.

I have 2 questions: 1.) What did I do wrong?  &  2.) How do I fix this?

I would be very happy about your advice.

The complete Model found here: https://drive.google.com/file/d/1VAgxWriZOUKWnnxoGWMVHuRJk8Jojx9M/view?usp=drive_web


texts: Blender 2.8 material not applied to separ

texts:
I have created a separate object from vertexes in an object (pressing P ). The object gets created but I can't seem to apply materials onto it.

The selected object ("Facade") doesn't change when different materials are added to it:

It should have a light brown color (same as the base of the building).


texts: Colors look much different in solid view than the render view

texts: My image looks fine in the solid view, but get flattened and lose colors in the render view. Anyone know why this might happen?


texts: How do I unlock navigation from the origin of an object?

texts: I accidentally locked my view around the origin of my mesh. Now when I zoom it does not zoom in properly it goes up and down instead of in and out. I can not find the setting where I can unlock it. How do I reset it to center around the world origin or 3d cursor.


texts:
I wanna make Minecraft animations on blender using 'MC prep add on'.
is there anything that I should keep in mind about the copyright, as using MC prep add on?
is there anyone to know about this?


texts: Where should the different downloadable texture maps plug into

texts:
I am downloading textures from online and I have found where to plug most of the on a principled shader from online.
There is a map called mask, and after further research I am unsure what this does or how to apply it through a principled shader.

To be clear: I am still unsure that textures the mask would be mixing, as a mask doesn’t seem to be applicable to the other textures.

Textures downloaded from cc0 textures


texts: How to rotate objects in array along path

texts: When I apply the array modifier to the object, it follows the path "standing" up, I want the object to follow the curve "laying" down. The object is created in a "lying" down position. I have tried to rotate and change, but it's not working as I want. Is there a setting for this I have missed or how could this be done?


texts:
I am an Autodesk 3d Max user and am now working with Blender 2.9 for quite some time... I have a bit of a problem. Can I select objects through UV islands ?
Actually, there is a character and there are thousands of hair cards... All the hair cards have the same geometry. I want to tweak the position of  some cards according to the UV tile.... But it is very difficult to select cards manually.


texts: Texture Mapping Issues with Linked Objects

texts: The textures I so carefully prepared for various objects shift in position when I link them into a host file. This is for a large architectural project consisting of many modular housing units that are all fairly similar. Textures map beautifully within the blend files but, when I link them into the large ground plane file, they loose all sense of sobriety and appear randomly strewn all over the place!


texts:
I am facing an issue modeling this shape. Any clue?

This is as far as I could get:


texts: Simple method for adding spaceship engine exhaust and glow

texts:
I want to add some engine exhaust and glow from my spaceships. I have read through this answer: How to create a fire/light effect in a spaceship engine

I must admit that this method is way beyond my capabilities at this time. Is there now a simpler way with Blender 2.80 or a good video you Guys could suggest that would allow me to create this effect? Thanks

Danny


texts: I can't access sculpt vertex paint in 2.90 alpha

texts: I don't know, I downloaded it 3 times, and the sculpt vertex brush is just not there. I see all of the other sculpt mode brushes, but sculpt vertex paint is nowhere to be found.


texts: I have a mesh parented to an armature with animation. I wonder how I can export the mesh from blender at any pose I want, and if there is an option to save these poses in my blend project so that I can save the mesh deformations at certain poses and then delete the armature. If anyone could please advise.


texts: How do you move a bone in the Blender game engine?

texts:
In Blender I can move the pose of an object using:

bpy.data.objects["Rig"].pose.bones["Bone"].location[0] += 0.1

In fact, if I execute this code in the game engine, it does nothing in the game engine, but when I come back to blender the object's pose has moved as expected.

How do I achieve the same thing in the game engine? I want to move some eyes based on a simple keyboard input.

Update:

I have found that I can access, but not update, this value in the game engine with:

import bge
channel = bge.logic.getCurrentController().owner.channels["Bone"]
print(channel.location)

Console output:
<Vector (1.1683, -0.0078, 0.0000)>

Trying to update that value with channel.location.x += 0.1 does nothing in-game though.


texts:
I made a model and I'm trying to add color to it, but for some reason the colored texture doesn't show on the model. I can't see any difference in the model. These are the steps I followed:

I unwrapped the model.
I made a blank image of the model and I baked it with 'bake mode: ambient occlusion'.
I created two .PNG files: one of the already made 'ambient occlusion' and another one of UV layout to work with them in Photoshop.
I copied the 'ambient occlusion' image to the 'UV' image as a second layer and I just added some color to see if it shows color in the preview of the model in Blender, but it doesn't.

This is my model (the viewport is in 'texture' mode):

Maybe I have not followed the right steps, or I've overlooked something. I'd appreciate any idea of how to solve it. Thanks!


texts: I have a model with many, many spikes on it and they need to be rigged. Any possible way to do this?

texts:
Now, you can call this 'thing' a disaster:

Now, as crazy as it looks, I'm trying to RIG this, every spike. The problem here is that rigging every bone like placing it everywhere will take a colossal amount of time. So the thing I'm aiming for is that is there any possible way to rig this fastly? I'm not trying to push your knowledge on Blender but I need the rigging for realism for a disease (making an animation).

I need a quick way (I don't care if it's hard, anyway) to rig all the spikes on this model, can anybody help?

Any helpful answers are appreciated...


texts: PNGs in distance appear to overlap foreground PNGs when viewed at different angles

texts:
Unless I'm doing something wrong, I think this is a bug.

Large PNGs imported as planes render strangely in both the viewport and final render (Eevee). I had this same issue in 2.80 and now using 2.81. Using Windows 10.

When seen face on (top image) things look good but when the angle to the plane is tighter (2nd image) you get distant PNGs which are technically behind objects appearing in front of them.

Most of these PNGs are 30,000 pixels wide, with an alpha mask.

I use the add-on import images as planes, and import with Emit setting (see shader node settings below). Blend mode: alpha blend.

I've uploaded a short video here. You can see the problems starting from 20 secs. Before then everything is fine.

Thanks.


texts: Can I use an image sequence with offset frames as a texture on array items

texts:
I'm creating an animation of a film bed with a film strip running through it. The film strip is basically just an array object with a curve modifier. What I want to do is use an image sequence for the material that is being tiled along the array object, and offset 1 frame for each duplicated array object. Thus giving the effect of moving images on the actual film strip.
I hope this makes sense, and I'm just assuming that this is a python requirement, as I can't think of anything to do it with in the Blender toolkit.


texts: Can't see texture through Principled Node?

texts:
Maybe I am missing something obvious but when I connect my image texture to principled shader (using PBR Material Nodes) it doesn't show the texture in rendered viewport, or in materials viewport.

But through typical Diffuse Node, everything works fine. Using cycles.

Halp?


texts: How can I connect end vertices of two spiral curves?

texts:
I'm fairly new to Blender, using 2.8. I've tried several ways of drawing this spiral image, followed numerous tutorials on youtube that were close...but always something weird happens.

Regardless, if someone could let me know how to take two spirals I've created, (one just with a different radius), and connect the end vertices ultimately to create a face, then a 3D object. I've tried the connect vertices route, 'J' and 'F' to no avail.
Thanks in advance!


texts:
Can anyone help me light this indoor scene? The shadows are so harsh or the noise is so much in every render. Can't get it to look good at all.
 I am just using an hdri and the oversized light bulb shown.


texts: Something has happened, this is texture paint mode. I already tried removing doubles, fixing normals...frustration supreme.


texts: The thing that doesn't make sense the most is that the samples on the images are only 50, then the rendered animation is only 100 samples, but it jumps all weird. Usually I render it as a Avi JPG, (but I have tried multiple others). So, what am I doing wrong here?


texts: How can I enable dynamic paint in the viewport without the weight colors?

texts:
I like to use dynamic paint to manipulate vertex groups between modifiers in the modifier stack (e.g. after an Array modifier to control a particle system).

By default it visualizes the weight colors on the object.  This is good for adjusting the DP settings, but otherwise impedes the visibility of the model's topology, and is generally ugly.  However when I uncheck the Display modifier in viewport button it not only goes back to normal shading on the object but also disables the actual DP results (in the viewport).  So all following modifiers use the vertex group as per pre-DP.

Is there a way of just turning off the weight color visibility of the DP modifier without disabling it's effects entirely in the viewport?


texts: Can't copy and paste keyframes from another action

texts:
I'm trying to copy some range of keyframes to another action.

In same action, copy and paste works fine, but paste to another action doesn't work.

I mean I have plenty bones but only single bone was pasted, even I selected all bones before copy and paste.

It happens often to me and it's really quite annoying. Why this is happening?


texts: How to copy keyframes from a skeleton and paste them into an identical skeleton?

texts: The right skeleton is the one that is rigged to the mesh and the left skeleton has a running animation but not the same position as the right idle skeleton. I need to paste the keyframes from the left skeleton into the right skeleton so the mesh will do it too.


texts:
I know how to use the Add Object actuator to add an object while the game is running, but the angular velocity is not affecting the mesh. Is there something else I should have done as well? Workarounds that access the mesh and assign a velocity after creation are fine as well, but no python would be preferred.

I am using Blender 2.72, the objects are added correctly when I press the button, and the added objects also respond to physics when colliding with each other. Just the initial velocity is not working.

Here is my current Logic setup:


texts: Why are the textures on imported objects not displaying correctly in my scene?

texts:
I have a small scene with an imported CAD model in Blender 2.9. I have textured a vastly similar model before and imported the textures from the old project (Blender Version 2.82) into the new one.
The preview in the material tab displays the texture correctly (A).
When I apply the material to any imported object in my scene, I only get a solid color material without texture. This applies to the viewport as well as a rendered image (1).
When I copy the object the material was originally applied to from the old project file, it is displaying correctly in my current scene (2).
When I create a new mesh and apply the texture on it, it is also displaying correctly (3).

What could be the reason for the tiled texture is not displaying on the imported objects?
You can download the full project file and take a look yourself.
https://filebin.net/1jzdwh6t52jtfioi/Texture_issue_scene.blend?t=pm3p6t1q


texts: Different Color When Rendered? (Not Material)

texts:
I have made a model of a building. I was using the make face tool, but when I extruded it, it was a different color than the rest.

Its not any different material or anything either...


texts: Baking diffuse map from highpoly model to flat tileable texture

texts:
I’ve been trying to find a solution to this for a while now, but no one seems to reply in forums! :( I’m creating a tileable texture for Unity and I can bake the normal map from the high poly to the flat plane, but when baking the diffuse (for albedo) it uses the UV’s and that obviously can’t apply to the flat plane. How can I bake the diffuse map to the flat plane so the colours are in the right place? Is this possible?
Thanks!


texts: Set all selected objects to be displayed as wireframe

texts:
I have positioned blocks as a rough draft of the area I plan to build.

I did this with the high-poly models and high-res textures but I have to replace them all with the low-poly, low-res version of the basic building block.

So now, I have to duplicate the low-poly many times and move them all into place and I would like to use the high-poly scene as a guide for rotating and placing the new assets.

However, it will be very difficult to do this if they are all shaded and the same problem will happen if they are all in wireframe.

I'd like to be able to select all the objects from the high-poly scene and change the view for them to be wireframe without having to do each object separately.

If we press Ctrl+L, a menu will pop-up that allows us to transfer attributes to several models all at once so my question is this:

Can we do something similar with the Draw Mode setting in the Object Properties?


texts: Where can I download older versions of Blender?

texts:
I was trying to re-download the original Blender 2.8, however it goes directly to the 2.81 download page instead.

How can I access downloads for previous versions of Blender and installers for older releases?


texts: Sharp subsurf corners on a curved plane?

texts: I am having trouble closing up this surface. Rings don't appear to be applicable and creases only get rid of the smoothing.


texts: Addon/Script: Register custom user properties

texts:
Is there a way to register custom user properties for example a filepath the user can set under User Preferences > File?

Even better would be the possiblity to register a whole new tab in the user preference menu but that is not necessary if it would be complicating my effort.


texts: How to make texture repeat in X but clamp in Y?

texts:
I'm trying to use blender to create a low poly mountain range.  To make the illusion of a long mountain range without using huge textures, I'm using two different uv layouts to layer a semi-transparent snow cap texture on top of my base rock texture.

For the base rock texture, I can just unwrap and let it seamlessly tile.

For the snow cap, I need to edit the uvs so that the top ridge is within the white region and then squish all the other uvs into the transparent region.

The problem is more obvious for mountains where the snow cap texture only comes down part way.  I suppose that I can squish all the uvs below that into the transparent region, but it would be nice if I could simply tell the graphics card to ignore everything outside of the texture region on the Y axis.

I've used other software programs that let the user control how the texture is sampled when you go out of bounds (usually repeat/mirror/clamp.  Clamp just means that when you go outside the texture area, reuse the pixel on the closest edge of the image).  If I could clamp my snow texture in the Y axis, everying above the cap would be white and everything below would be transparent, making editing my uvs more flexible.

I could get around this by just moving my uvs around.  However, I wanted to know if Blender let you set the texture wrapping type too.


texts: Flat geometry popping out through smooth shading via displacement.

texts:
As the title suggests, here below I have a render of a ceramics object which
used a Musgrave texture as the displacement input. However, it created some flat
shading.

Why does this phenomenon occur, and how do I revert it to keep the effects of the Musgrave displacement without the flat shading? (If possible)


texts: What's the best way build surface around vertices?

texts:
I find it very time consuming to select vertices one by one and use bridge or fill tool to create faces.

Is there a better way to fill things similar to the one in the screenshot? Such as creating a plane then cut it with the pattern to be filled around?


texts: How do you export a rendered 2D animation?

texts:
I've been attempting to render my 2D animation by selecting "render", "render animation", but I can't see where to proceed from there.

Is there a way for me to save the render or export the animation as a video file rather than a .blend file?


texts: How do I check to see if my object unwrapped properly after export?

texts:
To clarify: I know how to unwrap and texture a model. I know how to export an object. I know how to import an object. I simply want to know how I can ascertain the UV unwrapping is the way I unwrapped it in Blender after import in another program.

The idea is to provide models with maps for use as game assets in other programs, and I would like to know how I can make sure it works as expected before trying to sell it. Importing it back into Blender isn't a feasible solution for me, since it might read the file differently than another program. This is really the only 3D program I've ever used with any seriousness, although I have some passing knowledge from online discussion of others, and one difference I've heard about is Blender's Z-up approach. I'm concerned this, or something similar, might affect how my export will work in other programs. I'd like to make my product as plug-and-play as possible.


texts: I have a 3d model that requires a single text stamp in multiple locations. I need to change the text every day for serialization while 3d printing. Right now I am deleting the previous mesh, duplicating a text object, changing the date, converting the text into a mesh and then selecting the new mesh as a target for the boolean modifier. Doing this 15 times a day can get old fast. Is there any way that i can change them all at once?


texts: Problems with Solidify Modifier and Model Shape

texts:
I'm currently making a 3D model of a tray to 3D Print. Unfortunately, when I try to give it a thickness of 4mm using the solidify modifier, it will mess up the shape/diameter/other of the object.

Does anybody have any ideas on how to make it apply correctly? I've played around with the modifier a bit, and got it to apply the correct thickness without changing the diameter of the tray. But it still does not apply to the model correctly.

This is a screenshot of the tray without the modifier

This is the tray from underneath

This is the desired thickness of 4mm. As you can see it looks fine - that's because I still haven't applied the Modifier. I think the Subdivision surface modifier is messing it up.

When the modifier is applied...

It makes a very weird vertice pattern, not too sure where to start moving them.

File Link:


texts:
I'm modelling my first sword for practice, and have a question regarding where the grip meets the guard:

In this model the grip geometry intersects with the guard and "goes inside" the guard:

What is the bets thing to do here? Do I just leave it the way it is or should I delete all the internal faces/vertices of the grip and join the guard and grip vertices together to make a mesh without any internal geometry? In terms of UV unwrapping the completely merged mesh would be better but it's a longer modelling process. Appreciate any advice.