texts:
The result that i need
I've been struggling for this one, I need to make a cone, but the cone is made of little hexagon or honeycomb if you prefer, to give you a much better idea, look at the pyramid of giza the general forme or shape is a pyramid but in reality it's made of cube and cuboid, the same should be applied to the cone beeing the general form but made out of hexagone shapes.
I started with making a hexagon I gave it array then I made a curve circle (Add-Curve-Circle) then select hexagon (Add modifier-Deform-Curve) then set curve object to deform with Circle.
Sscale it to complete the circle then select it add another Add modifier-Generate- Array to make more of the hexagonal circle but vertical.
All good until I rotate it to make a cone

The problem is it always end up the same way the hexagon shape is always stretched at the top

The hexagonal cylinder need to be transform to a cone without stretching at the top or the bottom it's okay if the hexagon at the top is smaller then the one at the bottom (like an evolution but backwards you start big but it gets smaller)


texts: I want to concatenate several video files into one. Say I have 4 files. I want the new video's first frame to be frame 1 of video 1, 2nd frame be frame 1 of video 2, 3rd frame to be frame 1 of video 3, etc, and then looping. Is there any way to do this, preferably in the compositor?


texts: Why is object mode slow but sculpt mode fast?

texts:
I am currently sculpting a mesh with 500,000 triangles; the object mode has very noticeable lag but sculpt mode is a silky smooth 60 fps. This is very unusual and I don't know why it is doing this. Fast navigate doesn't make any difference to object mode's frame rate.

I thought changing the view clip end to 50 and removing both the camera and lamp from the scene would speed things up but, while it did temporarily get me 60fps, when I clicked on the character the lag starts up again. When I click on an object such as a cube I get full frames but clicking back on the character slows things down.

Why is this happening and how can I speed up the FPS?


texts: BGE joystick sensor not working for trigger

texts: I'm making a little FPS game with controller support, but the joystick sensor has no trigger sensing. has anyone got a script that could help fix this issue?


texts: Particle hair material with random streaks for Cycles

texts:
I'm trying to create a black hair material with random streaks of gray. I came up with the following setup:

At first, this appeared to work well. I was using a basic MakeHuman model, separated a skull cap and another part of the head mesh for facial hair. The first test renders looked like I wanted them: most of the hair was using the black shader with a bit of the gray shader thrown in. This seemed to work the same for both the scalp hair and the facial hair (see left image below - it's kind of hard to tell with the close-cropped beard but you can definitely see the streaks by looking at at the hairline - especially in comparison to the later render on the right).

As far as I can tell the problems started when I duplicated (Shift-D) the model to create a second character with slightly different characteristics. I did make sure to create new Particle Systems and Settings for the duplicated character and gave unique names to each. However, all of a sudden, when I rendered the original model all the scalp hair uses only the black shader while all of the facial hair uses only the gray shader (see right image below). It seems the random node is no longer evaluated per particle but only per object...

If I change the position of the slider on the top color ramp (the "selector" if you will) to something like 0.1 or 0.9 then Blender will render all hair with either one or the other shader.

Any idea what might have caused this or more importantly, how I can reverse the effect? Is there maybe a better approach for the "streaks"-effect I'm looking for?

Using Blender 2.71. The model was exported from MakeHuman Alpha 7.
The scalp hair object uses only one particle system while the facial hair object has three (moustache, cheeks and soul patch).


texts:
The steps explained here by Ray Mairlot for how to add custom shortcuts to pretty much anything in Blender are easy to understand:
https://blender.stackexchange.com/a/63125/50625
But I would like to do all of this, but limit the new shortcut to a specific window, just like how most of Blender's other default shortcuts work.

In my case, I want to make custom key bindings for controlling the animation timeline.
I want to stop/start with SPACE, for example, but I don't want to un-bind the default search box that normally appears when pressing space everywhere else.

Thanks


texts: Render to vector file using command line + Freestyle

texts:
I am trying to render to a vector file using Freestyle. I have enabled it in my file and when I render to image via GUI, it generates both a PNG and an SVG file, so everything is OK. When I do it via command line (using the same file), it only generates the PNG file. This is the command that I'm using:

 --background x.blend --python blender_script.py -E BLENDER_EEVEE -o C:\\tmp\vector.svg -f 0

In blender_script.py I'm only changing the line weight.

How can I get the SVG file via command line (or editing the python script)

Thanks!

EDIT: It started working with this exact command line after I restarted Blender (maybe then it saved the settings related to Freestyle when I closed it?)


texts:
I'm struggling with how can I create a random color between some range.

To explain better I have this:

But I want these each cube has one random color.

My code:

shader RandChecker4(

    point Pos = P,
    float Scale = 1,
    float Rand = 0,
    color Color1 = color(1,0,0),
    color Color2 = color(0,1,0),
    color Color3 = color(0,0,1),
    color Color4 = color(0,1,1),

    output color Col = 0

  ){

    point p = Pos * Scale;
    int x = (int)mod(p[0],2.0);
    int y = (int)mod(p[1],2.0);
    int z = (int)mod(p[2],2.0);

    color Colorlist[4] = {Color1,Color2,Color3,Color4};
    int r = (int)mod(Rand*10,4.0);

    if(x%2==1 && y%2==1 && z%2==1){
        Col = Colorlist[r];
    }

}


texts: I currently have a model of an LED Light Ring, only the plastic piece on top of the LEDS can be transparent. All of the other parts have light coming through them, which is an issue. How do I make individual objects opaque so no light can go through them?


texts: Texture tab seemingly missing in Blender 2.8

texts:
As I asked in my previous question, I cannot find the texture tab on my object settings panel in Blender 2.82.
However, I have found that this is not universal, as other people seem to be able to access it from the position that I had expected it to be in.
Here is a screenshot of the expected interface:

Here is a screenshot of my interface:

As you can see in the images, the texture tab is not present in my interface.  How can I access these settings or make this tab appear in my interface?

Please do not mark this question as a duplicate unless this question was answered for Blender 2.8.  I have a lot of difficulty navigating the new interface, and unless you can explain how another answer is applicable I will not be able to make use of it.


texts: This is my first time using blender, I decided to use it because the modelling software I use doesn't have a great texturing system so I imported my model but I when I try to texture an individual object it textures all of the objects as seen here.


texts:
Try out animation

^look at the gif.
I have managed to do this simple animation with the record function but it all looks like it could have been done better.
Animating like this is more free than i want.

How can i animate this simple parts along with the joints i will add later so i can edit it both when its open and closed?
The problem is i dont really know how to ask the question,as i dont really know how it would be the best way to do it.

Should i add a simple armature and use it to animate and move it around?
Or is there any other better way?

I am sorry if there are any grammar issues in the post and thank you in advance in any help i may receive.


texts: Can you use parents/constrains and animation nodes in the same animation?

texts:
I'm new to Animation Nodes and I encounter this problem:

With three simple objects: a empty, a cube and a sphere, I have reproduced the situation I would like to implement in my project.
The cube is parented to an empty Ctrl+P), and both are free to move only on the X axis. The sphere moves through the node of the Animation Node by cube movements.

If I move the cube directly (dragging it with the mouse or changing the X coordinate in the Location fields), the Animation Node transmits its position to the sphere, but if I move the empty, the cube follows it but the sphere stays because the coordinates of the Pivot points of the cube (moved by the empty) do not change!

How do I fix this problem? Is there a way to connect the cube pivot point to the empty instead of its geometry?

Thank you and excuse the bad english: translated with google.

Blend file


texts: Parenting messes up transforms - where is the offset stored?

texts:
When I parent an object to another object with keep_transforms=True The object stays in place as expected, however I noticed that the location attribute of the child did not change.

If I zero out the location, my child object goes to the center of the world. I would expect that if I parent something with keep transforms, an inverse transform is applied to my location (location would not stay the same), I would also expect if I zero my child location attributes that the resulting position would be the same as the parents location.

There must be an extra transform offset kept somewhere which is trying to preserve the original location coordinates, basically storing the inverse that I feel should be applied to my child location as an offset attribute when I do the parenting. Where can I find info on this invisible attribute/offset?

This behavior is simply bizarre to me.

Steps to reproduce:

In the default scene Add->Empty->Plain Axes
set Empty location to (-2.0, 10.0, 2.0)
Translate the default cube 5 in the X direction
Select Cube then the Empty
Object->Parent->Object->Keep Transforms
Select Cube, notice Location X is still set to 5
Zero out location of Cube, notice Cube goes to world center.
Rotate or move Empty and the cube is no longer at the center, but has 0,0,0 for location.

Where is the extra transform stored and why is it stored at all?? If the parenting took place at world space 0,0,0 for both objects, it works as expected, but that is not convenient and seems ridiculous as a workaround.

Using Blender 2.68


texts: How To use Visual Studio Code to write blender python script integrated with blender?

texts:
There are different options out there of Ides to write integrated python blender scripts.

I'm a visual studio person and, even though there is no way to use it for that purpose, I was hoping with Visual Studio Code would be different.

I researched and I can use python there, of course, but I was wondering if I can use integrated with blender (intelisense, debugging, blender diagnostics)

please any new finding is welcome. I'm not expecting someone to have the full answers but I am hoping I can compile a soluiton and post here

thanks


texts:
whenever I try to import a 3d model from the internet into blender the colors don't show up.  how do you import 3d models from the internet and have the colors show in blender?

thanks:D


texts: How do I smooth a low-poly mesh without shrinking its volume?

texts:
I am trying to turn a low-poly character mesh into a smooth high-poly for better sculpting, is there a good way to do that? Subsurf modifier makes the character skinnier.

example left cylinder to right:


texts:
I tried to assign different materials to face - they work correctly only on Eevee rendering.

When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.

And the blend file


texts: materials modification after changing render engine

texts:
i have imported some animated characters in blender from mixamo they were originally makehuman characters which i added them animation by mixamo i used cycle   engine for rendering the results was satisfying

but after several days when i tried to render them again all materials had turned purple.

i don't know why it has been changed !!


texts:
I have a scanned 3D model with color information in PLY format.
However, I failed to add this information to render image in blender.

Someones shows that the attribute node can do the job. But I even can't find this node in 2.78 in node editor.

It seems that the software changes a little bit. The only option for input are

coordinates

curve time

Image

Texture

I tried the material mode, still there is not attribute node.

Can someone help me in this?


texts: custom grease pencil removes standard brush strokes

texts:
I did draw some objects with grease pencil - standard brushes
now I wanted to give them some more texture with selfmade brushes
whenever I try that - the first stroke of the new brush deletes all other objects in that layer (see ina dded gif)
why is that?
when I try the brush on a new layer it works fine
Is there a checkbox that I didnt see?
something like - clear all what you did before new stroke or so ?
how can I fix this?
and I try to add pictures here but it adds a very strange picture o.O
I am using the most recent blender version 2.9.1
link to gif that shows what happens


texts: How to move an element symmetrically in edit mode

texts:
I want to ask how to move an element symmetrically in edit mode.
Like this pic, I want this object be wider in both sides, all I know is to do grabbing for both sides relatively, but this is not smart and not true symmetric.

I tried scale in y axis but this also scaled my curve parts like this pic:

So is there any better way to do this? Thanks a lot!
blend file:


texts: I have this error when I try to make retopolgy with SpeedRetopo add-on.


texts:
For Blender 2.70, I'm trying to figure out:

Which 3D printer file formats Blender natively supports
Which 3D printer file formats Blender can support with the use of plugins/extensions/etc.
Which 3D printer file formats can be converted into another format that works with Blender
Which 3D printer file formats Blender cannot support at all, ever

The most important one of those is the last one (which file types can Blender not import/export/modify at all). Can someone point me to any documentation or help me figure out which file formats fall into which group?


texts: How to merge two meshes together, automatically fill all holes and remove intersecting faces

texts:
I am writing a procedural mesh generator for modern low poly planets in python.
The addon works like that:

At first a mesh is created (cube, uvsphere, icosphere, ...). For continent creation a certain part of the mesh needs to be selected and will be cut out of the mesh (via addon). Now this new object will be manipulated and for example a decimate modifier is applied to that mesh. After the continent is created like the user wants it the two meshes are joined together (STRG + J). Of course now there are holes, sometimes a face intersects with another and the vertex counts of one edge loop isn't the same as the vertex cound of the other edge loop.

I tried to use bridge edge loops, but that only works for some meshes and not all. I also tried to use the boolean modifier with mode union to resolve the intersected faces but the modifier only works great when the mesh doesn't have holes. I even used ShrinkWrap in projection mode to let the meshes 'grow' together. Sadly this didn't work, too.

I need a working solution which automatically resolves intersections (for example cut the face where another face intersects it, remove the cutted part and merge the two edges together) and creates new vertices/edges/faces to connect the meshes. I really don't care if the solution adds a lot of vertices and faces. I would decimate the planet-mesh before it is exported and maybe remove douples with a certain threshold. It just should look good.

I know that it's not really your duty to do that for me, but I need a advice what modifiers I could use for that (and in what order the modifier should be applied). Or maybe I could achieve that with python really fast.

Here is a blend file with a obj called PlaTor Planet and another obj Con 1. Con 1 and Plator Planet should be joined, merged and there mustn't be holes.

http://www.pasteall.org/blend/38071

Thank you very much for any help or advice!


texts:
For example I create 1 cube and extrude as much and as many things as I want out of it, but then I need to add a new cube to add a simple thing which couldn't be easily extruded from current mesh, so I do it...

Does that new cube get exported as separate mesh or are they joined into one mesh when exporting? And if it's not the latter, what would be the simplest way (if possible) to join them and delete faces which would be obstructed?

I've never used blender before (nor any other modelling software) so I have no idea how most stuff works in here.


texts: How to read a bone's quaternion rotation and convert from local bone to world space

texts:
I am writing a custom exporter to export from blender to my opengl program.
To read the roatation, as well as convert from blender's cordinate system to my game's system, i use this code:

e = poseBone.rotation_quaternion.to_euler()
quat = Euler((e[1], e[2], e[0])).to_quaternion() #write this quat to file

Bones in blender, as demonstrated by this image, have their own local space:

I believe this difference in local bone space vs world space is the last thing causing incorrect rotations in my opengl program. How would convert bone.rotation_quaternion from local bone to world space prior to export? I have seen several similar questions, but none that helped me.


texts:
I'm creating a snowman while watching a tutorial
so I got these 2 eyeballs on him
how do I make sure that they are on symetrical spots on the huge snowball of the head, and how do I make sure that all three body parts (big snow balls) are aligned properly, (none of them has to be a lil left or a lil right, or a lil more up, or a lil more down), you get what I mean?


texts: Simplify mesh by merging and filling holes

texts:
I have a rather complex planar mesh that I want to simplify (reduce number of faces) and fill the holes.

I have very little experience with Blender, but I have tried to use
- Mesh > Faces > Fill
- Modifier > Add Modifier > Decimate
- Mesh > Vertices > Merge
- Tools > Mesh Tools > Smooth Vertex
- Mesh > Clean up > Limited Dissolve

None of these helped, could someone point me in the right direction?

File can be downloaded here: http://www.horgvegen.no/barge_plane_org_0.1.blend


texts: Render camera is different from the viewport camera

texts:
I've been trying to make my render camera match the viewport global camera, but I can't find the proper settings. It seems that the viewport camera is different from the standard render camera though they have the same Focal Length (50mm). Moreover, there's no viewport camera's size option.
Viewport camera:

Render camera:

Viewport camera shows more extreme angle and does not distort the image.
Render camera looks more like orthographic.
How can I configure my render camera to match the viewport camera (to get the same render result)?
Thank you for reading my post!


texts: Switch between turntable and trackball rotation

texts:
New to Blender.  Working exclusively in User Persp window on 3D viewport (which is how I always like to work in 3D Studio).

Looked everywhere, no info:  Where is the menu setting or key combo to lock the Z-axis so I can turntable my view orbits?


texts: I can't find the individual and interpolate options under inset tool

texts: I am not able to inset multiple faces individually. Pressing I twice also doesn't work. blender version 2.64a x 64 win7.


texts: Transparent elements are different than viewport when saved as .png

texts:
I am working on a project where I composed many layers with an transparent background. Now I rendered the whole thing and when I saved it the result looked different than the saved version
(The white background of the second image is alpha but opened with spacebar on mac)


texts: how to connect different textures to the BSDF shader

texts:
I downlad characters,but I don't know how to connect the texture to the bsdf shader help
Me
Modeling file https://mega.nz/folder/5tJFSACb#uEaXurSBElODwgZlvDiCUg


texts:
Im sort of new to blender and i have made a animation that has something disappearing half way through the animation like so-
I created the disappearing rock affect by key framing the eyeball in the top right of blender
When i ported it over to unity though i get the full animation with the rock still there! How do i go about fixing this issue thanks!


texts:
Sometimes, when I add a face with the "F" key in Blender, I'm unable to subdivide that face further. For example, observe the following video:

https://www.youtube.com/watch?v=T9UkpsXGVd8&feature=youtu.be

Why am I unable to subdivide that face? What should I do to be able to subdivide it? I'm using Blender 2.81.


texts: Mesh does not move along with bones in pose mode (uses rigify armature) Ver 2.75

texts:
As the title says, my mesh does not deform along with the rigify bones in pose mode, even though the bones are in pose, and not rest position. I have already adjusted the weighting, and I know that in the past, it's worked completely fine. I have no idea as to what caused it, though I believe it has something to do with changing the weights on some of my objects.
In the past versions of Blender, selecting multiple vertices in edit mode during this stage would have crashed the program, though that seems to be fixed in the latest version, giving me some hope that this is a mistake on my part, or a fixable bug.
Below is a screenshot of what the problem is like. I've also attached the .blend file in the link for anyone willing to lend a hand.

https://www.dropbox.com/s/hnb7p4zo83a9evw/Natlie_rig.blend?dl=0


texts: How to create a flashing lens flare effect?

texts:
How can I create a flashing lens flare effect like the one featured in the Studio Khara logo?

It is visible during the entire 16th second of the video.


texts:
I've set cube with hair particles. Cube is slightly above the plane. How to make that hair particles collide with the lower plane.

Like they are bumping into plane but not going through the plane.


texts: Is there a recommend way to repair or recreate a valid context after using `bpy.ops.wm.read_factory_settings(use_empty=True)`?

texts:
I am not sure if this is a bug or intended behavior, but using bpy.ops.wm.read_factory_settings(use_empty=True) reduces the context to a state where is cannot be used for many common operators, such as bpy.ops.transform.*.
This snippet illustrates the issue:
#!/usr/bin/env python
# -*- coding: utf-8 -*-

from pprint import pprint as pp

import bpy

def _get_ctx():
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == "VIEW_3D":
                ctx = bpy.context.copy()
                ctx["window"] = window
                ctx["screen"] = screen
                ctx["area"] = area
                ctx["active_object"] = None
                ctx["selected_objects"] = []

                return ctx

if __name__ == "__main__":
    bpy.ops.wm.read_factory_settings(use_empty=True)

    bpy.ops.mesh.primitive_monkey_add(size=2, enter_editmode=False, location=(0, 0, 0))

    # Current context is missing needed data
    pp(bpy.context.copy())

    try:
        bpy.ops.transform.rotate(value=1.570796, orient_axis="X", orient_type="GLOBAL")
    except RuntimeError as e:
        print(e)

    # Add missing bits to context
    ctx = _get_ctx()
    ctx["selected_objects"] = list(bpy.data.objects)
    pp(ctx)

    bpy.ops.transform.rotate(ctx, value=1.570796, orient_axis="X", orient_type="GLOBAL")

The same snippet produces different output depending on whether this is run via cli with --background where adding selected_objects is unnecessary, whereas running via the script editor it is necessary to add selected_objects.
This issue extends to many operators, which makes it a pain to track down what needs to be patched into the context...
I can see that a similar question has been asked here: read_factory_settings makes all other operators call fail in a python script ran at startup
But the suggested answer doesn't work for my usecase. I have a function where I nuke the scene using bpy.ops.wm.read_factory_settings(use_empty=True), import an fbx, and then export in a specified format. The function may be called multiple times in a row in a loop if multiple export formats are desired. My script works fine when run via cli with --background due to the fact that more of the context remains intact after the call to bpy.ops.wm.read_factory_settings(use_empty=True).
TLDR: Is there a way to get a clean, fully valid context (similar to what one would expect after opening a fresh install of Blender with factory settings after deleting all objects in the scene) after running bpy.ops.wm.read_factory_settings(use_empty=True)?


texts: Dyntopo adds vertices but does not deform mesh

texts:
I am sculpting some things using dynamic topology. Everything was working great, but then my mesh stopped deforming.  Vertices are still added, but the mesh doesn't deform.

Image 1 This is the mesh before I try sculpting with dynamic topology.

Image 2 This is the mesh after sculpting an area with dynamic topology.  Notice the vertices have been added but the mesh has not deformed.

Image 3 & 4 Show brush settings.


texts: Cycles Volume Scattering with Voxel Data

texts:
Problem

I am trying to visualize the electron density of some simulations. The data would consist of a file with the density of electrons at each point in space. From reading documentation I have found that the voxel data structure would be great for this kind of data and allows for multiple frames as well.

Is it possible to use voxel data or something similar to apply a material with volume scattering? Currently I cannot find a way to use this kind of data (only image textures are allowed). Resources I have looked at typically mention that it is only possible in the blender renderer.


texts: How to create properties for new object types

texts:
I try to create some properties for custom primitives in property group classes and I want to access them from an operator in another .py file to create primitives, but I get the following error:

  AttributeError: 'tuple' object has no attribute 'base'

I'm trying to follow this advice:

class MyProps(PropertyGroup):
        ... # properties and stuff

class ParentProps(PropertyGroup):
        # THIS WILL NOT WORK! MyProps _has_ to be registered at this point
        #foo = PointerProperty(type=MyProps)

def register():
        # 1) register property class
        bpy.utils.register_class(MyProps)

        # 2) add property (now it works)
        ParentProps.foo = PointerProperty(type=MyProps)

        # 3) register parent class
        bpy.utils.register_class(ParentProps)

Unfortunately I get another error:

  ValueError: register_class(...): expected a class argument, not 'tuple'

The WIP code looks like this: http://www.pasteall.org/60602/python (line 1260).

The design idea is that operators should create primitives and set up their properties, but these properties should still be there to change it later.


texts:
I have a complex animation with a lot of objects using-Shape keys, Nla tracks, particle systems, physics, path following...

But to use a render farm you need to bake everything to key frames.

Is there a way to select all and bake? Or correct me if I'm wrong about something
Thank you


texts: Video Sequence Editor Alpha Over png transparency speed control effect

texts:
I'm a newbie with Blender and maybe this is a duplicate, but I couldn't figure out how to solve my issue. I'm using v2.69 on Ubuntu 14.04.

I try to make a demo video, where I have a strip on ch1 above a *.png on ch4 which has a text with alpha background. I want to speed up the video while having the text over it. I could speed up by adding the Speed Control effect and separately I am able to add the Alpha Over.

My issue is that if I put both effects, then the speed control is not applied. I found a post about this here but it is still not working:

ch1 my_video
ch2 speed control (blend: over drop; multiply speed:1.5;
other setup default) - effect applied on ch1 strip
ch4 my.png
ch5 alpha over (all default setup) - effect applied on video and
image.

Can somebody tell me how should I set up so both effects are applied? Does it matter the order of applying effects? Do I have to change some setting elsewhere?


texts: Can Cycles nodes use "object coordinates" like blender internal? (or: how can hair-mesh-objects inherit their emitter's texture)?

texts:
Basically, I have created a hair systerm, using a mesh object (feathers) instead of strands.

However, my bird (emitter object) is a multicolored image, which I want my feathers to inherit.

In blender internal, this could easily be done by setting the image texture to use "object" coordinates, and I could select my bird-emitter as the object.

However, in cycles, both using nodes (input>texture coordinates>object) and the synonymous procedure in the texture panel, the object coordinate system seems to be dead.

What I mean is, the word "object" is there as an option for a coordinate system, but nowhere can i find a way to select which object's coordinate system I would like!!

First and foremost, I would like to know if there is even a way to use object coordinated in cycles!

Barring that, how might I make my hair particle mesh objects inherit their diffuse color from the surface of their emitter? With strands, the process is automatic. However, with mesh objects, I cannot figure out how to do it!

Thanks for any help!!


texts: Animation Nodes - How to create transition with stripes

texts:
In video below, I first had created stills of stripes in Inkscape, 5 separate files with different thickness in stripes. Afterwards, I compiled them in Blender. Below is what I created, but this labour was very time-consuming.
How do I simulate this transition with Animation Nodes?


texts: I would like to bake a material into a texture

texts: I have a model in which I want the material output to become a UV texture. How would I go about this?


texts: Is anyone else experiencing this? Blender 2.8 is really slow during undos and transform operations (changing scaling values manually in the lower left box is very slow across all operations).


texts: Transluscent leaf using principled shader

texts: I this setup as shown in the screenshot. The image transparency plugs into the mix factor, the transparent and principled nodes plug into the mix shader inputs. I'm trying to figure out how to introduce translucency into the setup. Any help would be appreciated.


texts: How to animate Action Clip time in 2.75?

texts:
Following the release notes relating to the changes to time and influence controls on strips, I keep running into issues with it. When I check the strip to have animated time and try to insert keyframes, I get the error message "No F-Curve to add keyframes to".

I can locate the Strip Time track in the Graph Editor for the given object, but there's no curve. Odd enough, I can add modifiers to the track and they seem to work as intended (ie. time becomes animated), but I can't find a way to control it manually.

Am I missing a step here or could this be a bug of some sort?


texts:
I've been using blender for a few months.
I made an IK (Inverse Kinematics) model and have 3D position data of hands.
What I've been doing was manually typing in the x, y, z coordinates in each frame and setting it as a keyframe. So when I had 10-second data in 10Hz, I had to put in 100 data points.
Is there any way to import the data of body points? (e.g., head, hands, pelvis, etc.)
As a graph, CSV file, or anything?
Thank you.


texts: Im working on an animation and I wish to transfer keyframes from one rig into another, and then do this again to add onto the end of the animation with another animation, if that makes since.. I know you can use CONTROL L and link the animation data and you can also use the NLA editor, but using the CONTROL L method really gets me the results im looking for. is there a way I can do CONTROL L and ADD the animation data, and not override the pre-existing keyframes in the object? thanks again for the help!


texts: Light from hdri sky box not reflecting on object


texts:
Just as some background - it was an animated cloth object with physics, collision, and some hooks.  I "applied" all the modifiers when I liked its look, but now I'm searching for some setting that is keeping it from rendering.

Originally I was using cycles engine to apply materials, but I switched to the blender renderer and applied a new material.  Could this have been the problem?


texts: Getting rid of arc in glasses whilst making it look the bottle is full

texts:
I'm trying to create a wine bottle, but I get very unrealistic looking glass results:

, what I want to achieve is something like this:

Sample wine bottle,

I fail in the first stage of material. How do I get this? No matter where I light the bottle from, those arc don't go away and the bottle material is very unsatisfactory.

Here is the blend:


texts:
Good day everybody.

I've been having troubles with a phantom face that appears when moving a vertex from a figure inside. I'm not sure how to explain it.

I have this face:

And by moving a vertex inside bends the face and keeps it triangle shaped. I get the following result:

In my head it should keep the limits within the edges, but it's not doing that, I wonder if this is normal and i'm chasing a ghost or is that I missed a step somewhere.

Sorry for the nuisance ^-^


texts: I am trying to animate my character right now but whenever I move the head the hair particle system doesn't move with it. Is there a way to make it so that whenever the head moves the hair follows?


texts: Applying on picture to a mesh but not the same picture to every face of the mesh

texts:
In cycle render.
There does not seem to be an option to wrap a texture around a mesh like in blender render.
In blender render I can wrap just ON texture to lets say a sphere.
In cycle render it is the same texture to every FACE of the mesh.
How could I have the same result in cycle like in blender render?

Thanks
armin

Ok, so the question was not clear:)
Sorry my friends.

I just want to take a texture and wrap it arround a mesh the same way
as if to take a drawn picture on paper and wrap it arround, lets say a football .
The football has faces.
At the moment, when using cycle render, I don´t knwo how to wrap this texture picture arround the football in on pice.
At the moment it cycle render puts the picture of the  texture on every face of the foodball

I don´t want that.
Hope that helps:)


texts:
Is it possible to use Blender to paint PBR textures?
I mean painting like in specialized programms, where you paint with a setup material over normal map, metallness, roughness and color simultaneously, defining surface look and feel with single stroke.


texts:
I have a curved pipe.  This pipe will ultimately be fabricated as a thin-wall stainless steel pipe.  The pipe will be approximately 4" in diameter and 6' long.  I would like to know how to cut a slot 1" wide the full length of the pipe and keep the same exact curve.  Also, the curved pipe does not curve uniformly, it has a decreasing radius as you move to the two ends of the pipe.

Here is a top and side view of the pipe:


texts:
I have terrain (ANT Landscape plugin) that I would like to cut up into chunks (don't need to be equal size) for a game engine so that I can do occlusion culling /  or load and unload chunks around the player.

I am trying the knife project feature that I saw in the answer here but it doesn't work for my terrain mesh (using the terrain plugin).

I also tried some answers here that contain some Python scripts, but couldn't get them to work.

Any ideas of how I can cut the mesh up quickly in to chunks.  I've been doing it manually so far, but it takes forever to do as some terrains can be rather big. I don't mind having to do a little clean up of the mesh after.

Picture below shows the knife project method (following instructions from linked answer).

Thanks

Edit:

Example of mesh (terrain is usually much large than this) that I am trying to break into chunks.

How I am manually doing it.

Blend file that contains terrain and grid for the knife projecting method.


texts:
I have an I-Beam where one end is on the grid and the other end is between grid lines. When I turn on "snap to grid" and moves all vertexes in the other end it snaps in grid increments, not to the grid itself.

Do I really have to create a dummy on the grid to be able to snap to it?

Blender v2.69

EDIT
I'm aware of ShiftS and it works fine for simple meshes.  However this is what happens if you try the "Snap selected to grid" on a complex mesh:


texts: What kind of Texture map is it and how to use it?

texts: It seems like these textures are needed to create dirt, but how do I do this and why do the textures look like this?


texts:
i have to delete some vertex groups. not the content but only the groups- need the later part of the script:
import bpy
context = bpy.context

import bpy

name_list = [
    # old name - new name
['Camo','Camo'],
['Corr','Corr'],
['Eyes','Eyes'],
['Head','head'],
['head_injury','head_injury'],
['Jaw_LM','Jaw_LM'],
['Jaw_RM','Jaw_RM'],
['Lip_LC','Lip_LC'],
['Lip_LwLF','Lip_LwLF'],
['Lip_LwRF','Lip_LwRF'],
['Lip_RC','Lip_RC'],
['Nose_L','Nose_L'],
['Nose_R','Nose_R'],
['Zig_LT','Zig_LT'],
['Zig_RT','Zig_RT'],
]

ob = context.object

for n in name_list:
    if n[0] in ob:
        ob.vertex_groups.remove(ob.pop())


texts:
I'm trying to capture blender's console output to a file (as a result of a great suggestions from @Rich Sedman in another post) with something like

$ blender > /tmp/output.txt

The problem is that I need output.txt have always the content of the console but blender is buffering this output and not always I can access the text. I tried all kinds of flushing (line sys.stdout.flush(), or sys.stdout = fopen(sys.stdout.fileno(), 'w', 0), etc) and nothing seems to force an unbuffered output.

Is there a way to really force blender to use an unbuffered console?

Thanks!


texts: Faces distorted when rendered and 3D View in Rendermode does not work in Default Layout

texts:
I got two questions. First:

When rendered, these Faces/Vertices are messed up. I thought the normals were wrong, but it seems they aren't. The materials have no Texture and no alpha activated.

My second question is:
In the Default Layout (only there), my 3D View in Rendermode doesn't render, but shows the solid variant.


texts: Blender tries to open all my html files after DL-ing from Blendswap

texts:
After I downloaded some files from Blendswap (I asked them a couple times now, but got nowhere) EVERY html file I download or even bring on a removable drive from someone else's machine, my computer thinks it's a blend file.  Has the blender desktop icon and everything.

It almost seemed like blind luck that after many tries I was able to download some tutorial vids I purchased which are not related blender at all.

at Blendswap, it used to help to right click and select something like 'Save Target As..." but now it's not working any more.

Any ideas, folks?

Thanks for your time,

-Johnny7s

P.S., I put no blame on Blendswap, FYI...


texts: How to get rid of areas of depression between 2 beveled edges

texts:
I have a plane having a bevel modifier to the vertices and then a solidify modifier to make it thick and then i have another bevel modifier limit method angle Angle and i get these results  , the are between the two edges shoes a depression-
How to get rid of this long running depression between the two beveled edges


texts: Every time I try to render the image, parts of the floor goes into black pixels, is there a way to remove this? I turned off the shadows under the shading tab and it works but the characters go all dark and dim and I'd rather have a bright image for my GFX considering it's next to a beach.


texts: How to select leaves on a sapling-addon tree when selecting their branch?

texts:
I'd like to use Ctrl+Numpad + in edit mode to select branches and leaves on a tree generated using the sapling add-on. I have a workflow to connect all of the branches to the trunk. However, I'm not able to find a way to connect the leaves to the mesh so they can be selected along with the branches.

Is there a way to generate the model or modify the models so that leaves can be selected as vertices along a branch are selected using Ctrl+Numpad +?

Example:

Add a sapling tree to a model. Enable 'bevel' and enable 'show leaves'.

Convert the tree curve into a mesh in object mode.
Go into edit mode. The mesh for branches and the trunk are part of the same object and intersect, but are not connected.

In edit mode, select all vertices, the Ctrl+F and select 'intersect (knife)' and on the toolbar select 'Self Intersect' and deselect 'Separate'. This will create merge the meshes and they will be connected at the intersections. Since it is connected, it is now possible to select trunk and branches using Ctrl+Numpad +. (See [stack exchange question] discussing the process3)

If connected vertices are continued to be selected, the leaves are not selected. Is there a way to modify the leaves so as the branch is selected, the leaves are also selected?

Sample blender file:


texts: Why would the Action Editor's New be grayed out?

texts:
One of my objects greys the action editor's new button out. If I open the file or link the object to a new project its the same. Why would this happen?
Thanks for any help!
Rusty


texts:
I am using a rig made by someone as a prop in my scene, but it has these borders / seams on the texture. I think it may be because the model is divided a lot, or it could be something else. Picture:

I googled this, but I didn't find anything about this problem. Can someone tell me how to fix this or show me a tutorial? Also, I am a beginner so excuse me if this is a dumb question.

Project file to recreate problem: http://www.mediafire.com/download/raedxiikrh3w75p/File.zip


texts: Using the Object Attribute Output node to drive the Orthographic Scale of the camera

texts:
I´m trying to animate the orthographic scale of the camera with Animation Nodes so that I can procedually change the value and don`t have to rely on keyframing it. Using the Object Attribute Output node I managed to change values of different modifiers but when i try to use it on the camera object, it gives me the error "Attribute not found".
I'm not sure if this is the right way to achieve what I want.


texts: How do I make a compositor filter effect affect only a specific part of the render?

texts:
So, this is my node setup and as you can see the sunbeams affect the entire image.

However, I only want it to emit out of the doorway. So I created a mask for that and plugged it into the factor input.

But the output isn't exactly accurate.

So, how do I solve this?


texts: Understand color of Diffuse Direct/Indirect pass in Cycles render

texts:
The Blender manual page says about Diffuse direct and indirect as follows:

Diffuse Direct

  Direct lighting from diffuse BSDFs. We define direct lighting as coming from lamps, emitting surfaces, the background, or ambient occlusion after a single reflection or transmission off a surface. BSDF color is not included in this pass.

Diffuse Indirect

  Indirect lighting from diffuse BSDFs. We define indirect lighting as coming from lamps, emitting surfaces or the background after more than one reflection or transmission off a surface. BSDF color is not included in this pass.

What I expect from lighting passes is a gray-scale image, or RGB image with color reflects the light source's color. However, the Diffuse direct/indirect images made by Cycles gives weird colors and I cannot explain it.


texts: Random triangles are appearing in Blender 2.81

texts:
Random triangles are appearing and disappearing and i can't figure out why, this happens with any complex model I create or import, anyone has any idea?
My drivers are updated, this only happens in Blender 2.81, Blender 2.80 works fine, even 3ds max works fine.


texts: Blender says I need to unistall prexisting animation addons before it can let me download the one by Jacques. Which one of these add-ons could it be referring to?


texts:
So I should be missing something simple. (Amateur here...) I am testing snippets of code to create an addon.

The idea is to create markers on the timeline from a list.

The code below works in the python console but not in the text editor

scene = bpy.data.scenes['Scene']
for j in range(len(markerLIST)):
    scene.timeline_markers.new(markerLIST[j], frame=j)

Can someone explain to me why that is? And how it fix it?

Thanks


texts: I have a cylinder and I'm wondering how can I rig and make the two-part of it rotate? Do I have to divide it or there is any solution?


texts: How can I make ivy grow around all of my mesh?

texts:
I've been trying to use the Ivy Gen Add on to cover my entire mesh in ivy. But the ivy only grows upwards and I can't get it to grow side ways.

Is there a way that i can get it to grow sideways, around the entire mesh?


texts:
I'm trying to make a grappling hook. I have two objects in my scene, one for the "stick" and the other for the four claws, as shown below in the pictures. Each claw intersects the stick along its middle edge at the base, as in  the pictures (I don't think this should matter for the union, I just thought of pointing it out. I'm pretty much a newbie so I'm not sure).

The problem comes when I try to unite them with the boolean modifier. I put it on the stick object and set it to union, however, the preview shows only three of the four claws outlined (as well as the stick), and if I apply it, it does what it says. If I set it to difference it outlines the stick and the fourth claw for some reason, and if I set it to intersect, the stick disappears and it outlines the fourth blade.

I'd like to know why this happens and how to fix it, preferably without an overly cheeky workaround, I just want the boolean modifier to work. Thanks! (Pictures below, they're a lot, I hope it's not too clutered)

Edit

For whomever is interested, here is the file:
https://drive.google.com/open?id=1nszm0Wxbn2X7TThB6ltSwOXgvJk4Y5kE


texts: What environment is used for building the Linux Blender executables?

texts:
The Blender precompiled binaries for Linux available at the official download page are said to suit most Linux distributions, with the only requirement of glibc2.11. I'd like to know how are such executables built: With some old Linux distribution?

Or perhaps with a collection of headers/libs that are installed in some custom directory on the build machines just for compiling Blender, even if these machines run a current fully-updated Linux distribution?

I'm asking this because I need a convenient way of achieving the same.


texts: Jagged/Black edge artifacts when modeling

texts:
I don´t know if this is a bug only to me or a common problem, for I don´t know why it occurs.

I had a problem once before where some edges of my model got jagged with black holes when switching to rendered mode (or actual rendering). Answers I got said that I modeled in too much detail or too small, and used the combination Subdiv Modifier/Auto Smooth/sharp edges wrong.

Now I have a way more problematic thing. I have a really simple scene, but most of the edges have this annoying jagged problem. I build this model in a higher scale (since the last one was too small).

I used the Subdiv Modifier/Auto Smooth/sharp edges again, but if I toggle on/off the Subdiv Modifier/Auto Smooth/sharp edges/seams, shade smooth/flat, won´t help at all. These artifacts just keep showing.

Does anyone know why this occurs?

Shaded Flat and zoomed in for a better look on the artifact.

My hardware specs are

GPU: Asus M5A78L-M LX3
GPU: NVidia GTX 750 StormX OC
CPU: AMD FX6300 @ 3,5 GHz
8 GB RAM
Windows 7 Professional 64-bit


texts: Imported object being lit from wrong direction

texts:
I've got a problem where some imported objects are lit from the wrong direction.
See center object below.
Normals are ok.
I assume there's some sort of transform linked to the object, but I can't see how or where to reset it.

Any tips much appreciated.


texts: How to prevent hidden shapes from being exported to .stl file?

texts:
I've created a replacement radiator knob in blender to get it 3d printed.
I've used array modifiers to replicate shapes mirrored around the center.
And I have used a Boolean modifier to create the notches for more grip.
The problem is that when I export to a .stl file the shapes that I have hidden use the "eye"-buttons also appear.
How can I remove them when exporting?
What it is supposed to look like after exporting:

What is looks like after exporting:


texts: Third Person: Rotate camera around player

texts:
I am trying to make a 3rd person game in the blender game engine but I do not know how to make a third person camera. So what I want is: Make the camera follow the player (cube) and rotate the camera around the player (cube) just like other 3rd person games like Uncharted and Grand Theft Auto.

Is something like this doable with Logic bricks? (if not then python code would be alright)

I am also quite new to the blender game engine, so please try to explain it as good as possible.

Blender Version: 2.76


texts: How to iterate over selected_objects collection and ignore the active_object

texts:
I want to do something with each of the selected_objects as long as the object is not the active_object.

To put this into perspective here is a small (non working) operator that represents part of my code. I want to specify the  x location for each of the selected_objects by copying the x location from the active_object.

So I need to loop over the selected_objects and drop the object that happens to be the active_object.

#AlignXObject
class AlignXObject(bpy.types.Operator):
    bl_idname = "align.x_object"
    bl_label = "Align X Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):

        sel_obj = bpy.context.selected_objects
        act_obj = bpy.context.active_object

        act_obj_location = bpy.data.object[act_obj].location[0]

        for obj in sel_obj:
            if obj != act_obj:
                bpy.data.object[???].location[0] = act_obj_location


texts:
I have built a modular road system for a low poly city I am working on.  I textured it with PBR materials and intend to bake the result in one 2048 by 2048 image in order to have a low poly version just as I did for my city buildings.
All went well until I transferred part of the road object to an apposite blender instance for baking it. When I packed the UVs I lost all the scales of the PBR textures.  I tried to rescale everything but these would not fit in the UV image I prepared for baking.
This never happened to me.  I have baked 22 buildings for my city in this way and never lost the scale.  Is there something I am doing wrong this time?  Hope someone can help me.
Fist image is packed UV but PBR texture lost.   The second Image is scale redone but out of Image for baking.


texts:
I am having an issue where the vertex that I have selected does not highlight connected edges. This happened sometime when I was modelling and it is starting to annoy me. Following this link, It says that un-checking the edge under mesh display would make the highlight disappear. I checked it and its still checked.

Loading a new file seems to display the edge highlighting and this leads to the assumption that I might have accidentally hit another shortcut that caused the edge to not highlight.

How can I fix this issue?


texts: Water Volume Density Changes 3D View Port

texts: I am trying to make a liquid in blender, and when setting the volume density it changes the color of my view port entirely.


texts:
Just a theoretical question here.
Why is the color wheel selector in blender white in the center? Is there any reason not to use the neutral colors that usually are in the center of the color wheel?


texts: My eye won't track to my bone on a certain axis?

texts:
When I added an object constraint to my eye mesh, I selected my armature as my target and my bone as the one that I want my eye to track to, but it's not working.

Here's what it looks like:

And every time I move my bone, the eye doesn't track to it. That's mainly because that if you look right below the Head/Tail bar, you'll see an axis selection where the eye wants to focus the bone on a certain axis. For whatever reason, it'll track the bone when I select the X and X-, Y and Y-, but not Z and Z-, and that's where I want it to be because it'll place it on the original position it was in. Is there a way to fix this?


texts: How can I find the camera viewplane size?

texts:
I am doing plans for projects I build on our lot.  I need to submit these plans to the county and be able to use them for my contractor, too.  I'll be using a plug-in to give me the needed measurements and I've figured out how to add notes and so on.  The one other thing I'm working on is an info sheet to specify my information (as the designer and owner), address, and so on.  So an info sheet will look like a bit like this:

The white is actually alpha, although it doesn't look like it.  I've specified, in the program I use to create these sheets that the resolution is 300 DPI and the measurements are 13" x 7.5".  The camera is set for 1300 x 750 resolution.  The idea is I can prep one of these sheets, add all the other notes I need on it, save it, then import it as a plane.  It works, except for one problem.

Notice the info sheet is the same proportion as the camera, but not the same size.
It would be a big help if I could just put the info sheet flat against the camera view port, and parent them, so the image moved with the camera, that'd be great.  The problem is I can resize the image-as-a-plane to what looks like the right size, but can't be sure I get it just right until after printing it.  I had hoped the camera would have vertices I could snap the image to, but I can't do that.  And I can't get the actual size of the camera view port or position it so I can use the 3D cursor or any set of coordinates to position and size the image so it matches the camera view port.
Is there a way to either get the actual size of the camera view port, snap a plane to the view port, or size an image to the size of the view port?
I'm also open to other ideas.  The issue is this is something I'll have to do half a dozen to a dozen times on each project, so I don't want to have to make large amounts of changes to each info sheet to make it fit properly.


texts:
I have two vertices, A and B ,I want to snap/move(not merge) A and B into midpoint of them
(snap into M, MA=MB). Is there any way to quickly do it ? ( my object has many vertices that have to do like that).
Thanks


texts: Extrude a mesh by Region using Python script

texts:
I've got a flat mesh resulting from a previous script (How to draw a PostGIS Polygon with holes into Blender using Python) :

I'd like to extrude this mesh by Region using Python (This can be done from Blender, in Edit mode, selecting the entire mesh, then from the mesh menu: Extrude --> Region)

Typically, i don't want to extrude individual faces showing the internal edges of the polygon like this :

Below is a script extruding the active mesh, but unfortunately it's using individual faces, and i couldn't adapt it to extrude Region :

import bmesh

o = bpy.context.active_object
me = o.data
bm = bmesh.new()
bm.from_mesh(me)
faces = bm.faces[:]
for face in faces:
    r = bmesh.ops.extrude_discrete_faces(bm, faces=[face])
    bmesh.ops.translate(bm, vec=Vector((0,0,-3)), verts=r['faces'][0].verts)
bm.to_mesh(me)
me.update()
bpy.context.scene.update()

Is there a way to adapt this script to extrude Region instead of individual faces ?


texts: Connected Bone Parenting Issue with IK Constraint

texts:
I have created a model with movable eyes. This uses two separate UV Spheres which are parented to their bones. These bones are then set to an IK bone in front of them. My issue is when I connect the eye bones to the model's armature, the model tips forward when in object mode. In edit mode there is no issue.

Here is a screen shot of the eye bones not connected to the armature in object mode:

Here is a screen shot of the eye bones connected to the armature in object mode:

I can upload the actual .blend file if needed.


texts: Convert annotations to Grease Pencil object (old GP to new GP)

texts:
I'm playing with the new version of Blender (Beta 2.8) and was wondering how I could open/import old Grease Pencil animations (done before the 2.8), which are now called annotations if I understood correctly - and load them into the new Blender as Grease Pencil objects ?

Thanks


texts: Automatic weights deforming my character

texts: I'm having problems when I want to set the mesh as the armature parent. Once I press Ctrl+P to open the menu and select "With automatic weights" it deforms the mesh.


texts: Python script get face normal, then set it as another object's orientation (Z-axis) accordingly

texts:
I would like to achieve this with python script in blender:

select a face in edit mode, the script will get and store the orientation of the normal of that face.

2.create a cone or import an object at location, and set its rotation so its Z axis is aligned with normal of the previously face.

Following code is what i pieced together so far, it's not working as expected.
Not good at math and not really knowing how the orientation is calculated, so i can only logically guess hows things works from here and there.

Hope someone here could be nice enough to walk me through and correct it for me, this is the best i can get as a beginner in coding. Thx~

import bpy
import mathutils

bpy.context.area.type = 'VIEW_3D'
bpy.context.space_data.transform_orientation = 'NORMAL'

# object to align i.e. the selected face(in edit mode)
obj = bpy.context.active_object
# normal vector of the selected face
norm = bpy.context.active_object.data.polygons[0].normal
diff = norm.rotation_difference(mathutils.Vector((0, 0, 1)))
# set quat orientation
obj.rotation_quaternion = diff

# move cursor to selected face
bpy.ops.view3d.snap_cursor_to_selected()
# save location of cursor
my_location=bpy.context.scene.cursor_location

# quit edit mode
bpy.ops.object.mode_set(mode='OBJECT')
# to simplify for this example i create a cone here
#(the original idea was to import an stl object here)
bpy.ops.mesh.primitive_cone_add(location=my_location)
# apply the quat orientation/rotation to the cone
bpy.context.active_object.rotation_mode='QUATERNION'
bpy.context.active_object.rotation_quaternion= obj.rotation_quaternion

bpy.context.area.type = 'TEXT_EDITOR'

Tried look into this thread but cannot make sense of it:
Rotation by normal


texts: Proper context attribute for a hotkey to toggle mesh display overlays?

texts:
I'm lost here, F.I.:

object_data.show_edge_crease

or

active_object.show_edge_crease

doesn't work...

Also, I wonder why isn't there an "add shortcut" option in the RMB menu for this kind of toggable elements?...


texts: Python script has no effect when running as background

texts:
I'm trying to render some still images of a scene but switch the image texture using a script with the Blender command line. I made a script to set the image of an image texture node in the scene. When I run it within Blender with Run Script or run it with --python-text when launching Blender from the terminal the image is set correctly, but it has no effect when I run it along as GUI-less background with -b.

I'm still finding my way around the API so this is the extent of the script:

import bpy
import os

def set_texture_image(img):
    bpy.data.objects["Cube"].select = true
    mat_tree = bpy.data.objects["Cube"].material_slots[0].material.node_tree
    mat_tree.nodes["Image Texture.001"].image = img

new_image = bpy.data.images.load('//../../Pictures/cubes.png')
set_texture_image(new_image)


texts:
I have noticed that the blackbody node has a 'scale by luminance' in its OSL code.

This is the code:

/* Scale by luminance */
    float l = luminance(rgb);
    if (l != 0.0)
        rgb /= l;
    Color = rgb;

What does luminance have to do with the blackbody node?


texts: What are the advantages of separating FK and deform bones in an IK/FK rig?

texts:
In an IK/FK rig is there any advantage to having a set of deform bones (DEF bones) that are separate from the FK bones? This is opposed to a setup where you have one set of bones you make FK adjustments to that also deforms the mesh and can switched to IK using drivers.

Example blend attached.


texts: How do I convert camera coordinates to world coordinates?

texts:
Blender has a great function to convert world coordinates to camera coordinates. However, in my case I am trying to do the exact opposite and can't find an existing method of doing so. I have tried reversing the math on this but haven't had any success. I have attached the function here from bpy_extras/object_utils.py

def world_to_camera_view(scene, obj, coord):
"""
Returns the camera space coords for a 3d point.
(also known as: normalized device coordinates - NDC).

Where (0, 0) is the bottom left and (1, 1)
is the top right of the camera frame.
values outside 0-1 are also supported.
A negative 'z' value means the point is behind the camera.

Takes shift-x/y, lens angle and sensor size into account
as well as perspective/ortho projections.

:arg scene: Scene to use for frame size.
:type scene: :class:`bpy.types.Scene`
:arg obj: Camera object.
:type obj: :class:`bpy.types.Object`
:arg coord: World space location.
:type coord: :class:`mathutils.Vector`
:return: a vector where X and Y map to the view plane and
   Z is the depth on the view axis.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector

co_local = obj.matrix_world.normalized().inverted() @ coord
z = -co_local.z

camera = obj.data
frame = [-v for v in camera.view_frame(scene=scene)[:3]]
if camera.type != 'ORTHO':
    if z == 0.0:
        return Vector((0.5, 0.5, 0.0))
    else:
        frame = [(v / (v.z / z)) for v in frame]

min_x, max_x = frame[1].x, frame[2].x
min_y, max_y = frame[0].y, frame[1].y

x = (co_local.x - min_x) / (max_x - min_x)
y = (co_local.y - min_y) / (max_y - min_y)

return Vector((x, y, z))


texts: Animation - game object not staying in place

texts:
I'm trying to animate a simple attack animation for my 3D character, but I can't seem to get the weapon to stay where I put it. I've tried saving the location, rotation and scale using Ctrl + A, keying the frame, moving the arm back for the recoil, saving the keyframes, moving the weapon back with it, applying the rotation, location and scale, and adding the keyframe. However, the weapon just goes back to the centre of the grid, looking like the chaeacter is standing on it.

What am I doing wrong here? How can I sort this out?

Thanks


texts: Change origin point in edit mode without 3d cursor

texts: Is there a way to change origin point in edit mode without moving 3d cursor? If I remember correctly, there was a short cut in edit mode to move around the origin point. Does anyone know?


texts: How to Import Another Python script using Python Script

texts:
If I wan't to import another python script(Test_script_1) and also run it through my python script(Test_Script_2)

Can this be done through init.py script ?
Can anyone tell me how to do that ?


texts:
Okay so like many other people I have asked this question into google and gotten back some VERY complicated answers on how to do this. All I want to do is have the XYZ axis move itself into position relative to the object and it's orientation when in local mode.

Easy right?

Seems not. Every answer relies on hooking, creating an empty .. or doing a bunch of other things I can't remember and every time I have this problem its crippling.

Even in Second Life .. YES SECOND LIFE .. you can just pop into local mode and your axis behaves itself properly. Why the hell is this so damn hard to do in blender.

Perhaps I'm missing something, perhaps I've asked the question wrong (in the 96 different ways I've tried to ask it). Youtube videos on this subject often don't solve the problem and the few that do usually are non verbal and don't explain what the hell they did to reorientate.

So my question is more ... why can't blender have this functionality where in Local mode the axis just orienatates to the geomtry you're editing or moving?

And I'd be eternal grateful if someone can give a simple, comprehensive explanation how to get my axis to align to my geometry and stop me from going insane?!?

As you can see from the pic below .. my axis is fine on the Z .. but X and Y are not being helpful at all. All I wanna know is how do I get this to work properly. Local mode REALLY should automatically reset the axis to follow the object .. don't you think?

I appreciate any and all answers .. espeically those that sort out this problem. And if any Dev's for blender are reading ... seriously if Second Life can do this .. why not blender?


texts: How can i disconnect part of mesh, reconnect it to another part and make it a part of different UV island?

texts: I was modifying a boot model consisting of several meshes and ran into a big problem. I have two main mesh parts: the sock (top image on the left) and the boot (top image on the right). I need to disconnect a part of sock (bottom image on the left) and reconnect it to the boot mesh. I tried doing this by hitting the Y short key but this creates additional vertices which messes with the export script. So i need to disconnect and reconnect without changing the total vertex/edge/face count.. I also need the repositioned bit to become a part of a different UV island (bottom image on the right - i sort of drag-and-point where i want the piece to move to). Again, i can't unwrap because blender creates a totally different layout.. I'm almost positive that it's just impossible to do all that but maybe i'm missing something. I've spent 6 hours modifying the model before i realized there was a problem...


texts: What is the purpose of a test environment for rendering and where can I get one?

texts:
I am learning Blender and I see a lot of videos where people use like "test environments" to test lighting, reflection, etc.

Something like this (seen in Blender Guru Video)

I was wondering if they have a specific name and what is their purpose (above testing light and reflections)?

If someone knows where to download one (for free) would be great.


texts: I imported an OBJ file from a different model maker and the topology is very complex and messed up.  I was just wondering if the model was salvageable at all since it's the only model of this character I can find.   I've tried decimating and merging vertices by distance but neither have worked.  Unsurprisingly smooth shading does not look good either. Thank you in advance!


texts:
Using Blender 2.9, and not sure if this is normal but a couple of brushes don't dyntopo, for example, Smooth and Draw Sharp. It is kind of frustrating since when I need to draw sharp FOR SURE I need more geometry, as well as it is very useful to change the resolution on some areas by just using the Smooth brush with very little strength.
Thank you in advance.


texts: How do I make a 2D image move smoothly across the screen in a video?

texts:
I am trying to make it so a 2D image simply slides across the screen in a video I am trying to make.  This isn't just one video, but many, as I have not yet found a solution to this problem... perhaps because I don't use Blender for a 3D Editor, I don't know.

If I try and take an image larger than my video output, regardless of the options I pick, the image is always cropped to the size of the video output.  So, if I have something that's 3k by 4k on a 1920*1080 video, the usable space is always 1920*1080.  Either the image is smooshed into the screen's resolution, or only a portion of the image can be used with Blender simply cropping off everything outside of the video resolution.

Quite separately, I tried to get around this issue by making multiple instances of 1920*1080 sections of the picture and having them move at the same rate next to each other as two or more different images.  For example, altering the X or Y on a Transform Strip for either of them and simply having them move at the same frames from their own Point A to Point B.  But, no matter what I do, the two images each seem to have their own "momentum", speeding up and slowing down as relating to something I can't wrap my head around.  They seem to build up to speed and then slow down when getting to their destination.  They do not move at a constant rate from Point A to Point B and so they create either a gap or overlap between them, usually both across the movement of the images.

So, if someone could help me, I'm looking for one of two solutions to do the same thing visually: 1) Have one large 2D image than I can pan around as no big deal which would be ideal, or 2) Instruct me how to make images moving across the screen move and a constant and even rate to achieve the same effect, rather than having them speed up and slow down.  Honestly, I have uses for both of those answers.

I'm new to Blender, at least for a year now, and essentially only know of it as a free Video Editor... so if the only way to do this is by using the 3D aspects of the program, I guess I would ask for links to a resource?  I'd like to keep myself in 2D if possible as my background is in drawing and video...

Thanks for your time.


texts:
I'm trying to sculpt some stylized boulders for use in Unreal Engine.  I got something I'm happy with:

However, whenever there is light on them, the shadows look pretty messed up:

After digging around for clues, I found a few posts here regarding non-planar faces.  I tried using Clean Up > Split Non-Planar Faces, but it really messes up the look:

As does Clean Up > Split Concave Faces

How might I go about fixing the faces while preserving the look?
Thanks a million in advance!!  I've also uploaded the blend file in case it helps.


texts: Face will only extrude on z axis. What did I do?

texts:
I am doing the donut tutorial and am trying to extrude a face to begin making my cup handle.  But whenever I hit E  it only extrudes on the Z axis.

Since I started doing it before and it was working but I shut down to do something else, now it won't work.


texts: Why are bright textures showing up in shadows on EEVEE?

texts:
I made a procedural material for a moon and in the shadows you can see bright parts of the moon, it should be all shadow. I'm only using 1 directional light but I think the problem lies with my procedural background world material. So I guess the question is, how do I get the world material to not affect my objects textures/lighting?
I have included the moon and the material of that moon screenshots plus a link to the world material tutorial.
https://www.youtube.com/watch?v=GvkW7PDni40


texts: Animation node addon overwrite keyframes standard animation

texts:
I've just installed the animation node addon in Blender 2.83 and I've found that the animation result overwrite every other previous animation of the object while rendering but not in the viewport.
Here's an example:
let's say you have a text object with an animated transformation on the Z axis made with standard keyframe method.
You want that text to be the actual frame number.
So you use animation node to input in the text object the actual frame number (pretty straightforward).
Now hit play and see the result. Nice! It works!
So you hit render/animation and... ooops! The text object stay still as long as the node animation is running.

Do you guys have a solution? Is it intended to work like this?

Thank you in advance!


texts:
This is a really noob question which must have been answered somewhere but I can't seem to word my question adequately to find any posts that specifically answers my question...

Anyway, somehow I completely messed up by changing the positioning/angles of my T pose (A pose in this case) in edit mode and hit save+quit before realising I did. I'd know how to reset armatures back in pose mode but is there a right way of doing it in edit mode?

(I basically want the model in the image to be facing front/centred/angles adjusted etc but I'm not sure how to fix it properly)

.blend file is here if needed:


texts: What's the shortcut for return to previous 3d viewport scene?

texts: When I edit a mesh at a user perspective viewpoint if I press a viewpoint hotkey by mistake how can I return to the previous viewpoint? Is there a hotkey for that?


texts: How can I speed up rendering an animation with Cycles?

texts:
I started to render an animation (of 200 frames), using 1000 samples, at 1920x1080 pixels, of a scene including a fog object and mesh files  (from Alias).
It took almost 10 hours for 1 frame, so I think that something is wrong. Is this a usual amount of render time?
I want to keep the quality as high as possible.
I'm using Cycles rendering with CPU, because when I try to use GPU, Blender shuts down.
Specs:
AMD Ryzen 5 3600- 6 core processor
16 Gb RAM
GTX 1660 SUPER


texts: Is there a way to export the uv layout png without aliased black lines?

texts:
Is there anyway for uv export images not to have this aliasing feature? Like be able to get solid black lines only.
https://imgur.com/BgJAjah


texts: Separate windows are solid black when opening blender

texts:
I have a frequent problem where I separate out multiple blender windows onto my secondary screen. These are usually node editors and UV/Image viewer windows.

When I re-open blender, often these secondary windows come up as solid black and cannot be restored. They are also moved back to my primary monitor. This never occurs with the primary 3D editor window.

It is not a big deal, but it is yet another small hassle that I'd like to fix. Is there a cause for this? Is there a way to restore the window to what it was without closing and re-creating it?

I am on Windows 7.


texts: Is there a modifier that will add a exra thickness on every wall of an object?

texts:
I have an object and I need to add a little extra thickness on every wall.
The result must be a bigger object that will completely cover the original smaller object.

Is there a modifier that can help me do this automatically?
The resize option is not working because the object also contains circles and when I resize it the diametre is also resized and the final result no longer surrounds the original object.

I attached a blender file where I have 2 objects:

NPN that is the original object
NPN BIG that is the original NPN resized with a ratio of 1.054168634411929

The result is a bigger object that does not surround the original object.

Thank you.


texts: Getting a crease when using a Mirror Modifier

texts:
I'm trying to model a spaceship and I ran into this weird predicament. I'm using a mirror modifier as can be seen and I get this annoying crease:

If I enter edit mode, you can see that the verticies are connected:

And adding mean crease doesn't fix much:

What's a good way to fix it?


texts:
I'm using blender 2.8,  when I'm the shading editor I can add nodes with the default shortcuts:
shift+A and the choose (always with the shortcuts) the node that I want.
But even if is "quick" is still boring every time do the same process. It would be faster (at least for me) find a way to store the most used nodes in a sort of library.So if i need a simple "bump" node i can drag into the shader editor quickly. Does anyone know an add-on OR a way to do something like that? i know that there're assets manager that manages materials , models and so on, But I've found nothing about nodes
Any help?
Cheers


texts: I have problems with UV mapping and texturing

texts: Im trying to texture my Character using texture paint, the UV unwraps pretty good, but the node editor sets the material to black, when i klick "use nodes" and then when i enter texture paint it says missing data, anyway i do it the brush wont put color on my Model im not sure what im suppose to do?


texts: How would I go about creating a blender lite version (if possible)

texts: So I understand this is a pretty strange question. Basically, I want to create a very lite version of Blender. All I want is to import STL files to view them and maybe rotate and move them around. I don't want any of the other features of blender. Is something like this even possible to create with the source code or am I dreaming here. If this is possible, how would I even go about starting this? Thanks for baring with me.


texts:
Is there a way to export world position pass, also object position pass (local), and deep pass ?

I have searched in the output tab but haven't found anything.

thanks a lot!


texts: How to make a mesh change its shape into a premodeled mesh in animation

texts:
I typically want a mesh to change its shape and texture in animation ,into another mesh
like a kind a liquid taking shapes of different objects


texts: Create a Python program that creates a new Blender file and edits the scene

texts: Like the title says, I want to create a Python (or Node.js program, although I think Python would be a lot better for this) that creates a new Blender file and is able to change the colour of the default cube. I want to do something more advanced than that, but I think once I learn how to change the colour of the cube using a Python program I will be able to get the hang of it.


texts: Is there any way to select a smoothing group?

texts: I have a mesh with designated sharp edges here and there, broken into few "smoothed" areas. I wonder if there is any way to select polygons within a "smoothed" area, that is surrounded by sharp edges? I can't find anything in selection menu or in documentation and selecting these polygons manually every time becomes tedious and takes a lot of time. In other words, is there anything similar to "selection by smoothing groups"?


texts: I run in to problem with nla editor, I cant play two tracks simultaneously if they start and end at same time, the track on top is only which is played, if I move only one to side I get transition from one to another but not both played simultaneously ? Any suggestion tnx


texts:
I' m trying to obtain the morphing between two objects following this tutorial found on youtube: https://www.youtube.com/watch?time_continue=105&v=e675Ulc7QL4&feature=emb_title&ab_channel=Jayanam
The problem is that I' m trying to automate it by writing a script. This script correctly works, I have just a problem at the end when I set up the "ShapeKey_Value"
The code is the following:
bpy.ops.object.join_shapes()
element_selection('asteroid_copy')
bpy.data.objects["asteroid_copy"].active_shape_key_index = 1
bpy.data.shape_keys["Key.024"].key_blocks["asteroid_2"].value = 0.5

The problem is in the last row, because if I run the script again I must change ["Key.024"] to ["Key.025"] otherwise the value doesn't change. Do you have any suggestion?
Thank you in advance :)


texts:
I'm trying to import a shape into Unreal Engine 4, but it's giving me a lot of problems after trying to build the lighting. I think it's because my UVs are jacked up and not proper.

Thing is in blender, I can't get my shape to properly unwrap.

https://imgur.com/gallery/IUalspO

The UV isn't appearing for both sides of the plane.

https://imgur.com/gallery/noWLulI

I'm wondering if that's one of the issues. Also, I don't seem to have any faces in my shape. I tried Ctrl+R, but no lines will appear for me to make. Also I've solidified the shape, so both front and back of the plane should be working.

Pretty lost. Any thoughts? (I'm very new to 3D modeling)


texts: Blender 2.8 : how to render selected file output node in compositor without having to re-render the scene?

texts:
Is it possible ? it's silly if i want to just render a file output node then i have to rende the whole scene. Why there's no render button in this node so i can render  only that node ? Also is there any way i can render batch multiple selected file output or render layers nodes ?

Right now, to render multiple render layers node, i have to click the render button on each of those nodes one by one.


texts: as I was building a basic camera model and used the SDS some little hills appeared on my model. Because its a basic flat Camera I would like to get rid of these unnatural shapes and their shadows. I already tried to insert, use loop cuts and subdivided but nothing really helped. Does anyone know a trick or a tool to solve this problem?


texts:
Just as the title says, if I leave a video rendering overnight and don't change my pc's sleep settings will the pc sleep AFTER the render or will it sleep DURING?

Another way to ask this is if Blender works like Youtube and sends a signal to the PC to NOT sleep while it's doing something?
In Youtube's case: playing a video
In Blender's case: Rendering a video


texts: How to make Non-overlapping UVs in blender?

texts: I m having trouble making my UV unwrap. When I select a vertice in the UV image editor more than one vertice is selected. is it the behavior or overlapping in my UV unwrap.


texts: Properties Panel doesn't exhibit Object creation Popup

texts:
When working with an N-Panel addon, a basic row.operator button, when pressed, exhibits the primitive creation parameters popup (add Cube in this example):

The N-panel (where it works as intended)

However, when trying essentially the same code, adding buttons within the Properties panel, the create primitive options Popup is no longer displaying. Any ideas? Do certain space types not allow this? The object is created, just no popup. Blender 2.83

class OBJECT_OT_panel_panel(bpy.types.Panel):
    bl_idname = "panel.objects"
    bl_label = "Objects"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "render"

    def draw(self, context):
        layout = self.layout
        obj = context.object

        row = layout.row()
        row.operator('mesh.primitive_uv_sphere_add', text = "", icon = "MESH_UVSPHERE")
        row.operator('mesh.primitive_cube_add' , text = "", icon = "MESH_CUBE")


texts:
I am studying Python programming for Blender and recently started dealing with modal operators. The question I have is: There is a double call from the event of the modal operator for key-up and key-down of the specific keys. How can that be reduced to one call? Also, this is useful if it runs silently in the background without taking up resources. Is this the case for the modal operator, or are there caveats?

Here is the derivative code I'm working with that displays to the console:

import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def execute(self, context):
        print("This is the modal operator")
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'ESC':  # Confirm
            print("This is finished")
            return {'FINISHED'}
        elif event.alt:
            if event.type == 'P':  # Confirm
                print("This is a continuous pass through")
            return {'PASS_THROUGH'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        print("This is the invoker")

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)

bpy.ops.object.modal_operator('INVOKE_DEFAULT')


texts: I made a game and I put a skybox or simply box but when I start game the camera isn't displaying it

texts: When I start the game or press P it doesn't display my big brow sky cube.


texts: help :"( sculpt mode shows glitchy object and crash when gpu rendering (blender 2.8)

texts:
System Information

laptop
Operating system: Win. 10
Graphics card: NVIDIA GeForce RTX 2080
CPU: intel core i9
Ram: 32 GB

description of error:

when I open blender a black screen with code in it will appear for few seconds.

when I open sculpt mode the object in the viewport is glitchy (only in sculpt mode when I switch to other mode the object would be fine).

when rendering with gpu(eevee) blender would crash.( it will close all blender tabs).

I install the latest nvidia driver and reinstall blender 2.8 but it didn't fixed it.


texts: Do semi-complex material node groups considerably slow down Blender?

texts:
I've put together several node groups for the purposes of color correction, falloff, and other various utilities. I'm wondering though what kind of impact this will have on my scenes if my materials are utilizing a lot of node groups.
I like to use my falloff and color correction nodes a lot because it helps save a lot of time, but I am concerned I am unnecessarily complicating the node tree for my materials.
So, I guess this is kind of a broad question, but what kind of impact on speed can I expect when using several node groups? Am I worrying unnecessarily?
Thanks for any help.


texts: What is the Python script to set the current frame

texts: I have made a script to generate a game asset in one click ( http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation ). My script save the textures by doing a render and import them with the .0001 number meaning frame 1. If the frame is changed my script is unable to find the texture.0001 so i want to set at the beginning of my Python script the frame to 1.


texts: Blender doesn't follow the coordination of objects. What am I missing?

texts: On the left-hand side, you can see that x = 0 and y = 0 but the object is shifted and It's not related to the grid (x-axis and y-axis). It's not in the center. The same issue happens with the z-axis. The object is way above the grid although z = 0 or even a negative value. I think I'm missing something but I don't know what it is.


texts: I am modelling a car.So there is a edge loop as highlighted in image.When i move the vertices of that loop about x,y, or z axis ,the vertice gets locked to x=0 mm and then it does not move about x axis.I first thought it is happening due to clipping but still it's happening. I am attaching the images..plz help me sort it out.


texts: Can I Copy and paste to the location of the Mouse

texts:
I keep copying a sequence clip and when I hit command v it seems to just paste it in a random location after I've positioned the mouse/sequence bar. Why does this happen?
Many thanks


texts: Can I use the weigh paint information as color vertex information?

texts:
I've came up with a question regarding weight painting and color vertex data.
So this is the explanation to my question:

I would like to use the gradient I created as weight paint to create a mask with B&W information and use it in the node editor like when I create a color vertex data and re use it with the atribute COL in the node editor.

I created a mask manually to show what I ideally want.

Is there a way? thanks a lot in advance!


texts: I am trying to create a cracked ground appearance for an animation that takes place in the desert. something like the image here:I would like to do this all in blender, and have blender generate the texture so I will not have to worry about unwanted ridges like those you would get in an image from the internet: I am wondering if there is a way to procedurally generate these cracks and use them with microdisplacements. Thank you!


texts: UV editing + texture - change color of the PNG image (caption)

texts:
I am using UV editing to put a letter to a wall. I have png like this:

After UV editing and and some texture added my output is like this:

I am looking for a way to change its color to some other one (and for example use Emission or sth like this).

My current nodes:


texts: Weight painting doesn't change the VertexGroups

texts:
I have a hand mesh and an armature with 24 bones. I have used automatic weighing but I didn't like the results so I used the weight paint to change the weights. Now, when I try to select the vertices in a vertex group, the selection only consists of old vertices Here are some screenshots.
Here is the weight I painted for vertex group 14.

Here is the vertex group selection. This area is the same as automatic weights for vertex group 14.

I have used the following code for selection:
bone = '14'
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="DESELECT")
bpy.ops.object.vertex_group_set_active(group = bone)
bpy.ops.object.vertex_group_select()

I want the vertex selection to be same as the weight painting.
Any help would be appreciated.


texts: How to implement 2D Expressions on a 3D VRM Model?

texts:
I am making a Model in Blender, to be used as a VTuber avatar. Because of the cartoony style that i intend to create, currently my expressions are images mapped out to Planes, like so:

Normally, VRM models make expressions changes using shape keys, but seeing as my expressions exist only on the Texture side, that wouldn't work with my model. How would i go about getting my model ready to transform into a VRM, with the possibility of changing expressions? Would my only option be Vectorizing the expressions and then morphing their shape to create Shape Keys?


texts: How to create a GUI based window in Blender Game Engine that displays text? So I was going to create a NPC chatting menu in my RPG based game, using only logic bricks. I found this to be difficuly because what I wanted to have happen is when the player is talking to the NPC, a window within the game pops-up and Displays what the NPC is saying.


texts: Material that only renders direct or bounce light?

texts: Is it possible to make a material that totally ignores indirect light, or direct light? In other words, could you render a material that looks only like the Direct Pass or the Indirect pass?


texts: Can the Playhead in Animation Editors be Moved with Script?

texts:
Ideally, what I would like to see is a feature that lets me float the cursor over an animation editor window, such as the Dope Sheet, and then immediately press a sequence of number keys to instantly move the playhead to whatever frame corresponds to the number entered. I do not believe having this option would lead to any input conflicts, since normally, you would begin with keys other than numbers to initiate various functions within these editors, such as beginning with "g" to grab a keyframe, followed by a letter defining an axis, and then finally a number defining a destination frame. By starting with a number, instead of finishing with one, you would be telling Blender that you simply want to move the playhead by itself. I think this would be really handy.
Could this be done through scripting? Or is the playhead positioning so ingrained in the Blender API that script can't target it?


texts:
I am new to Blender. I downloaded a .obj file of a plant model. When I unzipped it I found two files (.obj and .mtl).
I imported the .obj file and I couldn't do the same with the .mtl to apply the material and the textures.


texts: How to straighten edges along an axis point

texts:
I have a mesh, which on the bottom side, the edges are skewed. I 'm trying to figure how to align them on the X axis so they straighten up. my first thought was using the loop tools but they just distort my mesh.
So what's the correct method for this?


texts: where is the movie clip node on blender 2.83?

texts:
I'm on blender 2.83 and I would like to apply a shader nodes scheme to a movie clip,instead to the single frames,but it seems that it isn't where it should be. At least,according with the tutorial that I'm following,this one :
https://www.youtube.com/watch?v=_pPGR3d9WWc
Below you can see clearly that I don't have that node anymore.


texts: Pixels artifacts when rendering glass BSDF with Cycles

texts:
I was trying different types of materials with Blender, and I tried to play with the glass with Cycles, but in the render, it makes weird blue pixels on my blue table.

Even in the preview tab it makes those :

And in the render, it is horrible :

This is a simple form ! How could this already fail ?

Thanks in advance for your time !

EDIT 15/11/2018 : A similar question has already been asked at this address, here is the link if you wanted some more intel : Link to the similar question. I would not mark this question as a duplicate because of the "pixels artifacts" keyword, that would guide people like me which search on Google : "dead pixels artifacts". Thanks for sharing this question. Didn't knew these were "fireflies"


texts: How to determine angle to place people during a dolly in green screen if filmed separately?

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I have a blender model of a large room.
In the scene, I have several people seated at consoles spread x feet apart (in reality, they are in a green screen studio).

I am using a physical chair for the individuals to sit in, to simplify compositing. The rest of the set is virtual in Blender. Because I don't want to buy multiple chairs for the shoot (they are all of a specific prop design, and not just general office chairs), I am shooting each person seated individually.

I want to do a slow dolly from right to left as an establishing shot in the scene. But I have to shoot each character individually in the green screen room, so they can use that same chair. I have a motorized unit to ensure the dolly moves are precise and consistent each shot. But, I am anticipating this move is still problematic because of parallax effect (desired look) during the dolly move.

I don't want to resort to just making the scene wide and animate sideways with the characters inserted into the scene (zero parallax), which is not a true dolly look. Even if I tried that, it wouldn't look natural without apparent rotation.

I know I have to do things like annotate lens focal length for each shot and whatnot. But, how do I determine the proper angle to place the individuals to make their positions appear to gradually differ as normal parallax effect would? Is some way of calculating the angle and distance to place them in relation to the camera available? Is this even possible without somehow having to rotate the the characters in place?

I learned how to measure distance from the locations in the blender model where the chairs should be. But, can I use this and any other measurement information to compute an angle to shoot each character and figure out a distance I can be from them to dolly the correct amount?

If the dolly move is impractical to pull off, even if I went to a backup plan to have a static establishing wide shot, what pitfalls am I looking at on how to make individually-shot persons appear to face the correct angle seated in front of the consoles in the model?

Thanks!


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What do all the various mode constants in blender operators documentation do?

  bpy.ops.object.duplicate(linked=False, mode='TRANSLATION') -
  Duplicate selected objects

  Parameters:

  linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data
  mode (enum in [‘INIT’, ‘DUMMY’, ‘TRANSLATION’, ‘ROTATION’, ‘RESIZE’, ‘SKIN_RESIZE’, ‘TOSPHERE’, ‘SHEAR’, ‘BEND’, ‘SHRINKFATTEN’, ‘TILT’, ‘TRACKBALL’, ‘PUSHPULL’, ‘CREASE’, ‘MIRROR’, ‘BONE_SIZE’, ‘BONE_ENVELOPE’, ‘CURVE_SHRINKFATTEN’, ‘MASK_SHRINKFATTEN’, ‘GPENCIL_SHRINKFATTEN’, ‘BONE_ROLL’, ‘TIME_TRANSLATE’, ‘TIME_SLIDE’, ‘TIME_SCALE’, ‘TIME_EXTEND’, ‘BAKE_TIME’, ‘BWEIGHT’, ‘ALIGN’, ‘EDGESLIDE’, ‘SEQSLIDE’], (optional)) – Mode


texts: Sorry if I am asking a dumb question but I was not able to find a solution. So I change the background color of the viewport from viewport header option. Now I want to reset it. there is an option of reset to default value but it is not interactable. how can I reset the values to default ?? thanks


texts: Cycles Material Texture not showing in render

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As the titles says. With a material like this one:

What I get is: In the "material" view, the texture shows up fine, mapped like I want it to be, but in the rendered view, it's rendered in an average of the color of the texture (it's not just black, I tried another texture, a wood one, and the result was a shade of brown averaged from the texture colors). As you can see, though, the preview of the material shows up fine.

Instead, with a material like this one:

I get this: In the material view, the texture shows up but it's mapped incorrectly, BUT, in the rendered view, it shows up, but it's mapped incorrectly (obviously).

ALSO: I unwrapped another object (very roughly), applied the same shader as the first one (with coordinates set to UV) and the texture renders fine. What gives?
And, it definitely is an average of the color, because I even tried to draw some red stripes on the texture, because I thought that maybe the render was fine and it was some lightning quirk, but nope, non of the stripes showed up in the render.

blend file


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with blender's simulation system, is it possible to simulate s.th. like an airdancer, a party horn, or the blowing up of a balloon?

is there a way to create a force field that – when placed inside an object's volume – creates air pressure / flow and only acts on the surrounding mesh? (as opposed to the wind force field, which works globally, which is why it does not matter what its actual location is.)


texts: How to model/apply a rhomboid pattern on a cylinder? (Sword hilt modeling)

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I'm modelling a Vibrosword from Star Wars and I can't figure out how to model the rhomboidal incisions on the hilt.

Any help will be greatly appreciated :)


texts: Getting the list of points that describe a Curve without converting to mesh

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I've used mathutils.geometry.interpolate_bezier() in the past to create points for a curve using the bezier handle and knot coordinates.

from the docs:

  interpolate_bezier(knot1, handle1, handle2, knot2, resolution)

My question is; given an existing curve in the scene, is there a neat way to get at the points that describe the curve without converting it to a mesh, or figuring out which handle (left or right) to use for each spline point.

curve = bpy.data.curves[0].splines[0]
curve.bezier_points[0].co
curve.bezier_points[0].handle_left
curve.bezier_points[0].handle_right