texts: How to save multiple blender scripts (text-files) at once?

texts:
I want to write a script that saves all the text files inside a Blender file. Is there a way I can access the text files as a list and then select them individually?

Heres my script so far:

import bpy
import datetime

file_destination = 'D:\\Sync Cloud\\Sync\\BLENDER PYTHON SCRIPTS\\Mass Saves By Date'

# GET SCRIPTS
all_scripts = bpy.data.texts
num_of_scripts = int((str(all_scripts).split('[')[1]).split(']')[0])

# GET DATE AND TIME
now = datetime.datetime.now()
date = str(now).split(' ')[0]
time = (str(now).split(' ')[1]).split('.')[0]

# GET BLENDER FILE NAME
path = str(bpy.data.filepath).split('\\')
file_path_num = len(path) - 1
file_name = path[file_path_num].split('.blend')[0]

i=0
for x in range(0,num_of_scripts):
    txt_script = bpy.data.texts[i]

    # DELETE A .py
    script_name = (str(txt_script).split("\"")[1]).split('.py')[0]
    if 'Text' not in script_name:

        py_filename = date +'_'+time+'_'+file_name+'_'+script_name+'.py'

        # SAVE SCRIPT
        bpy.ops.text.save_as(filepath=str(file_destination)+'\\'+str(py_filename),
        hide_props_region=True,
        check_existing=True,
        filter_blender=False,
        filter_backup=False,
        filter_image=False,
        filter_movie=False,
        filter_python=True,
        filter_font=False,
        filter_sound=False,
        filter_text=True,
        filter_archive=False,
        filter_btx=False,
        filter_collada=False,
        filter_alembic=False,
        filter_usd=False,
        filter_folder=True,
        filter_blenlib=False,
        filemode=9,
        display_type='DEFAULT',
        sort_method='FILE_SORT_ALPHA')

    i+=1

This keeps giving me an error:

  Error: Unable to save '': Invalid argument
  Traceback (most recent call last):
    File "D:\Sync Cloud\Sync\BLENDER PYTHON SCRIPTS\Save Scripts.blend\Export Scripts.py", line 43, in
    File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in call
      ret = op_call(self.idname_py(), None, kw)
  RuntimeError: Error: Unable to save '': Invalid argument

  Error: Python script failed, check the message in the system console


texts: Why does my character model revert to a torso when I go into Pose mode to animate it?

texts:
I rigged a model following some tutorials, and now I'm trying to make some basic animations.  I already know that my model is rigged properly, because I can get it to work using the motion captured animations pack in the Unity store.  However, following an example like this one, I go to put my model in pose mode, and I get this:

Instead of my full model to animate:

I'm sure this is something absolutely stupid that I'm missing, but I'd appreciate it if anyone can tell me why this is happening so that I can get back to work on this.  Learning things from tutorials is a great way to learn for free until something goes wrong that the tutorial doesn't expect.  My project is here.


texts:
I have completed my animation but I realised when I render it that one of the propellers blades starts to glitch. On some frames it is in shot and some it is out of shot and this is really strange. These 'blades' are both parented to the same 'propeller' and the 'propeller' is parented to the middle ball. I have baked the animation through so this shouldn't be a problem. These propellers are passive rigid bodies.
I have tried to figure out this problem and I just can't get to a solution. I've never had it where a rigid body object glitches out like that in the rendered animation, it's almost like it's jumping, which on the render these frames show the object as invisible. The videos attached will show. https://i.imgur.com/IhKCTeW.mp4 https://i.imgur.com/YZmsaHr.png


texts: Where to find information about used algorithms behind blender functions?

texts:
Currently I am interested in fixing holes in meshes. Unfortunately I could not find any information or reference to the algorithms that are used in Blender.
It would be great if somebody could point me into the right direction.
Kind regards,
Leszek


texts: How to connect the vertices of two separate objects?

texts:
While I was modelling a bird I ended up in a dead end and I do not know how to get out. I created the eyes of my bird as two separate objects using the mirror modifier, but now I can no longer connect the eyes vertices with those of the rest of the face because I have two different objects.

If I join the eyes vertices with the face/body vertices using Ctrl+J I will lose the mirror modifier, but I don't want to loose the mirror modifier for the eyes.  So I don't see a way out from this situation.


texts: How to get rid of "black and white stripes" artifacts after baking a diffuse texture in Blender 2.9?

texts:
So, I'm working with a scanned model; already cleaned up, 4k faces, a lot of textures of 2048x2048. Because of the last thing I mentioned (many textures for one single and simple model), I want to bake those textures so I could get just one to work with (this is actually my first time doing baking). Everything seems to be set up correctly, but after I tried to do the baking process, some weird artifacts (black and white stripes) appeared covering the entire texture.
I tried to change the Max Ray distance, which didn't seem to work. I also checked faces orientation, and they were fine. Also, I changed the device to render from CPU to GPU, and nothing. Finally, I changed the image resolution of the texture and...well, it improved a little, somehow. I honestly don't know if there's a relation with the image resolution (didn't find anything about it on Blender documentation).

Also, I followed this answer here, since I've never worked with baking before, and I saw this question too, however, I did get the same result.


texts: Is there an add-on for a knife-like tool for curves?

texts: For instance, splitting a Bezier circle into cyclic halves cutting across its diameter is quite tedious when directly manipulating segments, control points and handles. Things get complicated when editing more complex curves with all the (un)hiding and moving of overlapping points to (re)connect and (re)align everything properly to keep the original shape intact.


texts: VSE: How to set as start frame where the cursor is in Blender 2.80

texts:
Blender 2.80 seems such an awesome improvement that I have immediately switched to it. However, I can't find how to do something that was easy and useful in past versions. Namely, you would press S or E while hovering with the mouse over the timeline, and the current frame would become the start or end frame respectively. How can I do that now in Blender 2.80? The S key does not do that anymore. Is there maybe an icon, or menu option somewhere?

Specifically, How to make the current frame in the vse the start frame?


texts:
Sculpting all day no problem, symmetrized the mesh, everything was still fine, then all of the sudden dyntopo caused deformation and with continual clicks complete destruction of the mesh.

I tried playing with the normals and merging vertices by distance and still had the problem.


texts:
I am using a renderlayer with some vertex colors to render some masks. I have an object with a vertex color layer. The entire object is set to RGB values of .25 each (using set vertex colors command.)

The vertex colors are used in a material via an Attribute node. The Fac socket of the attribute node is connected to an emission shader. This is rendered on it's own layer using a material override. In the compositor, the Emission output of the renderlayer node is connected to a viewer node.

The problem is that after rendering, when I look at the image in the Image/UV editor and click to view the individual pixel values, it says my R, G, and B are .05098 each, not .25! The CM R, G, and B are .2503, and the HSV value is .25

What's going on? I need to use this mask into a math node and get a proper .25 for the math to work correctly.


texts: Theming the Timeline Area outside the Playback/Rendering Range

texts:
The Timeline Area’s background color seems to be controlled by Theme Space Settings > Window Background — but the background outside the playback/rendering range always seems to be a darker version of this color. Here, I’ve set all the Timeline colors I can find to fully opaque #ff0000, but the out-of-range background is still darker:

Is there a way to directly control the out-of-range background color? If out-of-range is actually partially transparent, is there a way to change the backstop color (eg. so that the out-of-range background appears lighter)?


texts: What is the relationship between UV image and material texture?

texts:
I am struggling to understand perhaps a very simple concept in Blender. There are materials which might have some diffuse coloring and a texture image, and there are also UV maps with their own images. Both can be applied to meshes or faces, but it seems that if a face has UV map then the material's texture is ignored and an image for UV map is picked.

If so, what is the use for a texture in a material if it is replaced by UV map's image?

EDIT:
I've added some images to clarify the issue I have.

Case 1: a basic plane with material which has a texture, and no UV map. Diffuse color is applied, but material's texture is not.

Case 2: like above, but with reduced intensity of texture.

Case 3: Added UVmap and added image to the UVmap. Now I have texture, but not the diffuse color, and if UVmap was a different image, it would be picked regardless of texture set in the material.

So if I have UVmap image, what is the material texture for?


texts:
I've just started to work on blender and today I've been playing around with smoke physics. I've been following some tutorials on youtube and I've found some simple videos with a few minutes of how to work with smoke.

Right now I've have a project with a simple cube for smoke domain and another for smoke flow.

Here's the image of a render of the smoke that I have (file is in the end)

What I pretended was it to be thick, more dense.. I've changed the density fields on the options but no luck. It is blue due to the color of the light (blue sun).

http://pasteall.org/blend/index.php?id=52493

Any can help?

Thanks a lot.

Edit: Here's an image on how it looks on Cycles (first image is in eevee)


texts:
I have recently encountered the following problem: I am importing a model from WOW Model Viewer, but it is imported in such a way that faces are not connected, so in order to rig and animate it properly, I have to use Merge by Distance to prevent "...bone heat weighting ..." Error. However, this messes up the shading for whatever reason.

Model before merge by distance:

Model after merge by distance:

Q: How can I get my model shaded as it was originally?


texts:
I'm looking to model this flower bed which is a slightly atypical shape. I would quite like it to be as realistic as possible but only have a 4gb nvidia card so realise i might have to balance.

I'm thinking

Draw a bezier curve for the wall shape and convert to mesh.

Extrude in Z and use solidify modifier to get basic shape.

For wall texture, i guess find a image texture/roughness map etc and use that.

For plants I have a Botaniq add-on which generates nice plants

Soil - i'm not sure, probably easier to use an image texture i guess as opposed to a particle system? or maybe a procedural texture might work for soil?

Any thoughts about how to proceed with any steps would be gratefully received.
THanks


texts: Is there a way to select Non-Planar Faces?

texts:
The "Clean up" toolbox can detect non-planar faces and split them. But I'd like to have a way to view them first! Is there an easy method of mass-selecting non-planar faces (like a trait selection)?

Thanks in advance, I hope someone helps me out!


texts: When can a Color Ramp be used to create a gradiant in a Cycles shader?

texts:
When can you use a ColorRamp node or better to say where can you use a color ramp to manipulate the color of the mesh to be a gradient and not solid?

I tried to plug the ColorRamp in to the Color input of the Diffuse shader, but I didn't get a gradient, instead I always got one color.


texts: Why can't I translate parts of my mesh with the 3d widget?

texts: I'm new to Blender, when I was working on a simple character like in the tutorial I'm following. I tried to change the shape of 2 cubes by moving the x and y arrows on the widget but it's not working and it doesn't even give me an arrow shape when I use box select. Does anyone know why this is happening and how I can fix it?


texts: How to match a separate dome mesh for an eye to an irregular eye hole perimeter?

texts:
I've got a simple head mesh with eye holes already cut and I would like to add eyes as a separate mesh. I would like to maintain the dome-like topology of the new eye mesh while matching the existing eye hole perimeter. This is a bit of a challenge since the eye holes are bit irregular in all axes (part of the design).
I've only got a few flight hours in blender, but so far I've tried simple deform, mesh deform and shrinkwrap modifiers to match the eye mesh to the eye perimeter. I've also tried making a grid fill of the eye perimeter and then proportional editing to grab and pull out but the shape turns out pretty bad. I also tried insetting and extruding the eye perimeter to stairstep new geometry in a dome-like fashion, but couldn't get the results to be dome-like.
If I can utilize modifiers to get me pretty close then I can tweak vertices from there.
Final utility: to be separate meshes for 3d printing ... therefore the number of vertices on the eyehole don't necessarily need to match the eye.
(Next time I will probably model the eyes before making the eye holes.)


texts: How can I manipulate several hair strands instead of the whole hair?

texts:
I am diving into the hair particle system, but am a big noob so yeah..
What I want to achieve is basically this:

However, whenever I manipulate my hair-system with the children's kink the the whole hair itself gets manipulated instead of several strands. Does someone know what I am doing wrong? An answer would be very generous :)


texts: Save shape key animations as multiple actions and animations?

texts:
I've animated a costume mask with different expressions using shape keys. I have them all saved in blender in the shape key editor, and have pressed the F for fake user after each animation. I have been trying to make an action out of each one to export to unity, but I can't seem to get it to work.

What happens is I'll have one animation saved as "happy" with several key frames, open the action editor and insert the frames into the action and save it with F. I then create a new action and do the same with the "sad" animation and save with F, but if I go back to my saved "happy" action it now plays the same as the sad one in the action editor. When exporting to unity, all the animations play the same as the last one I made in the action editor.

I have looked at so many tutorials and can't find anything that will work for me. This is for my Graded Unit for college. I need it done soon and I'm tearing my hair out. My tutors who teach 3D modelling know so little about 3D modelling it's laughable so I have no one to help.

Anyone knows how to fix this? Or am I doing something totally wrong?


texts:
How do I get a list of default properties for an operator, similar to how the console autofill does, so bpy.ops.export_scene.fbx() gives:
check_existing=True,
filter_glob="*.fbx",
use_selection=False,
...


texts:
please anyone can help me.
as shown at the attached picture the left part is the modeled bottle, when i applied the image texture, it's stretched as you see, but what i need it to be as the flat design on the right part.
please how can i fix this issue .

thanks in advance,


texts: Exporting rotations of selected objects to a text file

texts:
I am using this script which I got from the internet and it works perfectly for 2.79.
Please could someone help adding selected objects rotation to export to the same txt file? In degrees.... Thanks in advance.

# import the necessary modules we need
# in our case, blender's python API and python's os module
import bpy, os

# get the current selection
selection = bpy.context.selected_objects

# initialize a blank result variable
result = ""

# iterate through the selected objects
for sel in selection:
    # get the current object's dimensions
    dims = sel.dimensions
    # write the selected object's name and dimensions to a string
    result += "%s - %.03fm x %.03fm x %.03fm\n" % (sel.name, dims.x, dims.y, dims.z)

# get path to render output (usually /tmp\)
tempFolder = os.path.abspath (bpy.context.scene.render.filepath)
# make a filename
filename = os.path.join (tempFolder, "newfile.txt")
# open a file to write to
file = open(filename, "w")
# write the data to file
file.write(result)
# close the file
file.close()


texts:
Does anybody know if there is a conversion chart showing where stuff was and where it is now on the user interface, please?
I have taken ages to learn Blender 2.7 and now I have to learn where everything is again. At the moment I'm about ready to forget 2.8 and just stick with 2.79.

Dave


texts: how do I build a list-multi-select widget using a box with operators?

texts:
What I'm trying to do is write a ui for an export script to export multiple selected actions of the selected armature(s) to multiple files.

I can't seem to find an example to define an operator for use in a layout.box() instance which can be selected like the layout.template_list() widget.

Of course, I'm working with a python list of gathered actions, so that widget is out of the question, since Blender has no internal support for this.

So, how do I define an operator which can be "selected" from a box widget?

Mockup of what I'm working with:

definitely draw(this, context ):

    # not typing the gathering code.

    box = layout.box()
    for action in gathered_actions:
        row = box.row()
        row.label( text=action.name, translate=False, icon="ACTION" ) # what I currently have.

I want to replace the label with an operator, but don't know how to build the operator.

Might I note, I'm not experienced with blender, just python, so I'm delving into a new area with this.


texts: How do I change the interpolation of Nurbs curve so its Bezier?

texts:
I'm fairly new to Blender. I know the basics and all, but I want the camera to follow a path, starting slow, speeding up, then slowing down again, but it wont let me change the interpolation, and I'm stuck on F-curves which moves at the same speed from the start to finish.
I don't know if I'm making sense, but I'm not happy and do not know how to fix this.


texts: How to generate a fake top lighting effect?

texts: How can I generate a fake top lighting effect for a stylized game asset.


texts: Move connected elements along their individuals Nomals

texts:
I saw that other users made almost the same question but always for a individuals faces, edges or vertex but, What happen when you select a connected faces, edges or vertex?
Like in Maya when you make your selection and move it with Ctrl+mmb

As I know in blender works for individual elements

But no for a selection of connected elements


texts: DONUT Displacement Faces and Object are Not the Same

texts:
<img src="https://i.stack.imgur.com/wNOms.jpg" alt="
" />

Hey Everyone. So first there was some missing faces on the donut, so I *knife-cut some edges in.
From the beginning though, I noticed the displacement is smooth on top then gets randomized further down.  Help?!  Trying to put bumps on the donut. My settings are correct, I believe it's something to do with this object. The face normals seems to be fine (all blue).  Thank you. Ashley.
And yes I have it set to Catmull subdivisions. I used simple just to show this as a hopefully clearer example.

Fiddled around, added more subdivisions to get rid of some hard edges and it seemed to work. Still kills the GTX 2060 GPU. Save multiple versions at the very end beforehand young artists. Maybe try to see how many subd's you can get away with at lowest point, plus I checked me viewport render on high, then put it back to one once checking displacment. Let the render values take over form there, so I think overall, solved :::)

The problem I have now is that when I get rid of subdivision, starting fresh, I had to add in a few edges (hitting G). After that those faces WILL NOT subdivide, Help?


texts: How do I prevent losing contrast when compositing semi-transparent images?

texts:
I have a scene with an object and a mirror object, simulating a mirror floor. If I fully composite the image and save it with a white background from blender, the mirror image looses a lot of contrast and detail. However, if I save it as a transparent image and add a white background in Photoshop, is is much clearer. How can I get this result straight out of Blender?

My .blend: https://www.dropbox.com/s/38xzr2y717cjygk/mirror_trans01.blend?dl=0


texts: My Blender v2.83 didn't show "follow path" after press Ctrl+P

texts: Why are there no follow path options for the camera after pressing Ctrl+P?


texts:
I didn't use Blender before, but from what I saw (e.g. on YouTube) I think I could use it for creating dynamic flow chart animations (that actually look good :-). Since I do not know how to start with this, I hope you could give me a hint and/or guide me the right direction. This is a schematic example on what I want to do:

For a series of time points, I get data for the temperatures inside a set of water tanks and the amount of water flowing between them from some computations that are done in Python. I would like to visualize the temperature within the tanks by color, and the mass flowing between them by thickness of the arrows, in both cases also stating the current values, and show their development over time with an animation (while the changes between time points do not necessarily have to be animated, a series of pictures showing the states at the time points would already be great).

Everything should be designed in a way that the animation can be automatically generated also for other data sets. Also in future, this animation will probably be extended. As I stated, I'm completely new to Blender, but advanced in Python.

All hints and advises are highly appreciated! Thank you very much for your help!

Edit: as suggested, I split up the question in several smaller ones step by step.

Link to first question on how to create the curved arrows (solved)
Link to second question on how to calculate object colors from external temperature data using a color map


texts: Whenever I try to select multiple vertices in edit mode using control-right click it doesn't work. What do I do? I have tried other keys but nothing has worked.


texts: How to replace an existing material with one from other blend file with python?

texts:
Currently, I'm working on a lot of files imported from Autodesk Maya to be rendered in Blender 2.8 EEVEE. And of course, the material looks bad when rendered. And will be a lot of work to fix all of these materials on every blend file by hand. So, I tried this python script to replace materials in the current file with the fixed one from other file:

import bpy

scn = bpy.context.scene
D = bpy.data
filepath = '//10_rrd.blend'

with bpy.data.libraries.load(filepath, link=False) as (data_from, data_to):
    data_to.materials = data_from.materials

for mat in D.materials:
    for mat_fix in data_to.materials:
        if mat_fix.name == mat.name:
            print('Found a material copy for '+mat.name+' with name '+mat_fix.name)
            mat.diffuse_color = mat_fix.diffuse_color
            mat.metallic = mat_fix.metallic
            mat.roughness = mat_fix.roughness
            mat.specular_intensity = mat_fix.specular_intensity

The problem is:

Instead of replacing the properties of the material in current blend file, It appends the full material as a new material (with those '.001' suffix) in the current file without touching the materials that needs to be replaced.

What's wrong with my code? Is there is any fix? or should I stick with traditional way of replacing material of every object after it's appended?

By the way, It's not a problem of EEVEE.


texts: Accidentally duplicated my bones and now there are two skeletons.  Is there a way to merge or delete the extra bones?


texts: Straight strands of hair when I change up the display amount

texts:
I'm currently following a CGCookie tutorial series on how to create realistic hair and I encountered this problem:

The children will follow the parent strand of hair correctly if the display amount is set to 100 or less, but they will turn straight when I bump it up to 500, for example. Here are some screenshots:


texts: Select similar vertex in a symmetric mesh

texts: I'm looking for a way to speed up my work in blender, i have a mesh, decagon polygon. I want to select all the vertex similar like in the picture below. Is there a quick way to do this ? without doing everytime with mouse. I found the SHIFT+G option but it didn't resolve my problem. Thank you


texts: "wings" appear when I add a subsurface modifier to some simple geometry

texts:
I've got some very simple geometry (a cube with some extruded subdivisions). When I add a subsurf modifier to it these "wings" appear. They seem to be edges that connect vertices that weren't originally connected by edges. However, I can't select and/or delete them in any way.
How do I get rid of these?
I've checked the normals and they seem to be in order in the area that the wings appear in. Blender can't find any non-manifold geometry in the source.
Blend file: https://drive.google.com/file/d/1xLYRTWBchK3zBOWLDAxSLF-MlWVcGdpy/view?usp=sharing


texts: Is it possible to make physics respond to the effective mesh after a displacement material has been applied?

texts: So let's say I have a procedurally heightmapped plane (texture -> displacement -> material output) and use the Cycles-exclusive "Bump and displacement" option. Is it possible to have rigid body physics respond to this as if it were the mesh?


texts: I have a rigify armature where the hip bones are locked in place. I'm trying to select all the bones and move them, and all of them do move, except for the very top hip bones. I made another rig from scratch and works perfectly but using rigify causes this problem.


texts: Keyboard Sensor - how to put NULL (NO KEYS PRESSED), i am unsure of how to change it to NULL or something so i can add idle animation


texts:
When I try to change material using that button I doesn't change sometime. Doing the changes in slot it works. Can you explain me what is slot and what relation it has with changing materials?
I have tried to read with documentation but as beginner I find it difficult to understand


texts: Can I edit human metarig to T-pose fully using python?

texts:
I am new to blender and I'm having problem to adjusting my mesh (which is in T-pose) with human metarig which is in A-pose. I've to modify it's pose to fit in my mesh. Can I edit that using python in blender? I've searched through internet but I did not find exactly same thing I wanted.
I've found some tutorial for changing pose not editing bone to fit in a mesh using python.
So I want to know that is it possible or not. if possible then how?
Can anyone help?


texts: Create a plane and apply ocean modifier to it

texts:
I've been trying this a bunch of ways but no matter what I do I get a blank white plane. What I want is to programmatically create a plane with the ocean modifier applied to it. What am I missing?

bpy.ops.mesh.primitive_plane_add(radius=10, view_align=False, location=(0, 0, 0))
bpy.ops.transform.translate(value=(0,0,-1.0 * model_height / 2.0 + 0.2 * model_height))
for obj in bpy.data.objects:
    obj.select = False
plane = bpy.data.objects['Plane']
plane.select = True
bpy.context.scene.objects.active = plane
bpy.ops.object.modifier_apply(modifier='Ocean')


texts: How to control the zoom in and zoom out?

texts:
I am doing a model and the speed at which I am zooming in and out is very fast. I mean one scroll and I am inside the model, looking at faces and one scroll in opposite direction, my model appears in complete ISO view.
How to control this? Any settings are getting messed up?


texts: When change view into rendered, the object turning grey.

texts:
I have followed this tutorial recently:https://www.youtube.com/watch?v=cLUAp4lSxLI

But I had the problem at 30:12. When he changed viewport into rendered, the object is clear:

However, I did the same as he did, but my object looks grey:

Had I skipped something important?? What's that???


texts: How can I animate an opaque material to being fully transparent in Cycles?

texts: I'm working on an animation with Cyscles where I'd like to make a simple face animate between being opaque and completely transparent. How can I do this?


texts: importing a rdc file into Blender gets an error

texts:
I am wondering if anyone here can help with an issue relating to plug-ins. I have successfully added these plug-ins, and I understand that they work as there are several people on YouTube who are using them without any problems.
My question is; I get an error when I try to import a RenderDoc file (rdc) Blender is telling me that the captured file is an ‘Invalid RDC render file’. I have tried Blender 2.83, and have tried the latest version. I have also downloaded the latest version for both RenderDoc, MapModelslmporter v3.70, and MSFSToolkit v0.40 still no joy.
What I am trying to achieve is to import 3d files from google maps, then take the converted snap-shot pictures, which are saved as a .rdc then import them into Blender.
Has anyone attempted this, or has anyone done something similar? Any help would be appreciated.


texts: How to bend my screw to the shape of an S

texts:
I want to take my image of a screw (i.e. rectangular almost 1-D) and bend it to the letter S (for "Screw").

Note that I don't only want to distort it, I really want the head to point in the direction and angle of the upper start of the S and the end to point along the end of the S, i.e. along the vector a pencil would move as the end is drawn.

Can anyone help accomplish this?


texts: Standalone player enter key is considered a character (Linux)

texts:
What happens in the 'in-Blender' player:

What happens in the 'Standalone' player:

Any ideas on how to fix this?


texts: How to control materials on the Brick Texture? (Blender 2.8)

texts:
I made a basic brick wall using

Texture Coordinates (Object) ⇒ Mapping ⇒ Brick Texture ⇒ Material Output

Now I want to refine that by adding surface bumps and better PBR texture rather than just "color".  But when I plug the Principled BSDF node into “Color1”, rather than having it just use white, I get nothing but a magenta result.

In the above node map, change it to plug Principled BSDF into Color1 and it does not work at all.


texts: Why are my seams becoming separate pieces in my UV editor?

texts: Pretty much what the title says. My seams are definately all closed and connected. Why are they separate in the UV editor? Also, is there a way for me to select faces on an area where seams are marked, and save that as some kind of section, so that I can just click and apply the texture without having to select each individual face later on?


texts: What is the difference between putting a diffuse shader 1st and then a glossy shader 2nd into a mixed shader or a glossy shader 1st and then diffuse shader 2nd in blender cycles?


texts:
I have a mesh and I need to chunk it into 256 equal pieces.
How can I do it?


texts: How to remove black areas of transparent image in reflection

texts:
I'm trying to render png emitted clouds but have no idea how to remove the black areas of png's reflection as shown below

Here's the node setup


texts: Why is the default cube pink when the material is set to white?

texts:
As you can see from the screen shot, there are no assigned textures for the currently-selected cube and the color is set to white. The cube in the background is the same except it's got a texture as well. But for both, the color shouldn't be that pink that signifies missing textures.
This is a newly-created scene containing the default cube (the one in the background) and one other added afterwards.


texts: Trying to make a cellshaded shader in eevee which will also show blue light which comes from emissive blue objects next to it. Before I switched to the shader I made (screenshot) I was able to bake indirect lighting. Now it only shows as bright space on the color ramp. I'm kinda clueless about nodes so help is greatly appreciated!


texts: I want to know how one can achieve a video like this one: https://www.youtube.com/watch?v=qJNJZX2sLlU - how can you make the buildings rise from the ground, put the map on the ground and create a rotation around the block like at the end of the video.


texts: Rotating a model of a character distorted the animation

texts:
I created a 3D model in Blender, I did a walk cycle on it so this character has an walking animation in it.

I want to use this model and its walk animation in Unity. But Unity is using Y as up direction and Blender uses Z, so when I exported it as FBX file into Unity, it is not working properly.

I would like to rotate the model in Blender first then export it as .fbx file. But the problem comes that when I rotated my model and applied the rotation by CtrlA, the model is rotated well but the animation is destroyed by the rotation, the animation is severely distorted, the legs and arms are in strange behaviors.


texts: Question on posing a rigged 3D character

texts: I am very new to Blender and 3D animating and have an issue I hope you all can help with.  I have a rigged character that I imported from fuse.  I am trying to pose my character for an animation.  What I want, is for a plane that is placed below the characters feet to act as a solid floor when I am posing.  To elaborate, when I select the upper torso for posing and lower it, I want the feet to act on the plane as a solid ground so that the knees buckle naturally when I lower the torso, without even having to select the legs.  As it is now, if I lower the torso, all of the character, legs and all, just pass through the plane and remain straight.  Another character I downloaded had this feature, so that I didn't have to mess with the legs to get a natural squating movement, but I cannot reverse-engineer how that file had done it to apply the same to a diffrent character that I would like to use.  I am sure this is a basic question for all you pros, so hopefully someone can imagine what I'm describing and provide the solution.  Thank you all in advance for your time.


texts:
Hello I'm watching a tutorial and the person has the names of their tools in sculpting mode which is very useful for quick selecting since I'm new to sculpting but I don't have them.
Left side is my screen, right screen is his. I'm on 2.83, he's on 2.80. I've already looked in the preferences and view settings unless there's something I missed. Thanks.


texts: Why my feet bones don't want to be moved in object mode?

texts:
In pose mode the feet can be moved normally.
But in object mode, the foot bones stuck.
There's a constraint - child of, in the foot bone. All xyz location and scale tranforms is disabled. Only the rotation is enabled. If I disable the constraint, the foot bones can be moved in object mode. But I need that constraint. And why does it behave like that in object mode?
Is this a bug, why it has to act differently in pose mode and object mode?

Below I have a file with two bones only. I cut all the bones and meshes from the same file to simplify. But the bones still behave the same.
After testing and testing, It seems that this behavior happens every time I made a keyframe. If there were not keyframe, I can move the foot along with the other bones in the object mode.
Is this actually normal?


texts: How can i make a low poly flame animation in Blender

texts:
my computer is not exactly advanced and i really need some low memory usage SFX that can be exported quite easily for the game engine without many memory leak.
(and yes if you want to ask what game engine i use to make games it is Godot Game Engine)
i would really appreciate it if there's anyone that can give me some clue or maybe made some tutorial for me (wishful thinking intensifies) or maybe pitch in some idea if you don't know any method for this problem.

Thank you :D


texts: Snap UV vertex to a vertex belonging to a different object

texts:
I need to line up one side (border to border) of two UV faces in the UV editor. The problem is that these UV faces belongs to two different objects.

It seems like snapping only works within the same object.

Is there any way to make it snap to vertices of another object (UV editor).


texts:
I have a game character which I want to add fur via haircards. Now, I've already made the haircard with texture and everything, but how can I apply hundreds of cards onto my model without having to do one at a time all the time.

I tried using the particle system but it wouldn't have the correct rotation and it placed them in a very bad way. Is there a hidden tool or feature in blender that I can use to place the hair cards on?

It's a big creature and it's going to require a lot of haircards to look right, and placing one by one could very well take weeks...

So is there a way of simplifying the process?


texts: how to create fake reflections on objects?

texts:
i am designing a logo for my local esports team.

this is what i have accomplished till now , learning from tutorials and ebooks

and i wanted to make it similar to

this image.

as you can see by comparing the images , i am nowhere near that.
to get the something like a reflection, i UV mapped an image on to the letters it does look better but still looks bad

i want it to look as close as it can .


texts: Export Material Node Animations in GLTF (or other) exporter

texts:
I'm trying to do a best-as-I-can recreation of a blender scene in three.js simply from exporting it. So far the simplest / best way to start doing this is through the GTLF exporter / loader in THREE.js, which works great for the model and basic animations.

However, as seen in the still in progress documentation,  it says:

  Animation glTF allows multiple animations per file, with animations
  targeted to particular objects at time of export. To ensure that an
  animation is included, either (a) make it the active Action on the
  object, (b) create a single-strip NLA track, or (c) stash the action.

  Note

  Only certain types of animation are supported:

  Keyframe (translation, rotation, scale) Shape Keys Armatures /
  Skinning

  Animation of other properties, like lights or materials, will
  be ignored.

The question: how can I (or anyone else) implement a simple way to include animation of, lets say, the mapping node from cycleS? The main python source is here, and the file that reads the materials is here, and the file that gets other animations is here, it seems like the key part in the last one is:

def __gather_path(channels: typing.Tuple[bpy.types.FCurve],
                  blender_object: bpy.types.Object,
                  export_settings
                  ) -> str:
    target = channels[0].data_path.split('.')[-1]
    path = {
        "delta_location": "translation",
        "delta_rotation_euler": "rotation",
        "location": "translation",
        "rotation_axis_angle": "rotation",
        "rotation_euler": "rotation",
        "rotation_quaternion": "rotation",
        "scale": "scale",
        "value": "weights"
    }.get(target)

    if target is None:
        raise RuntimeError("Cannot export an animation with {} target".format(target))

    return path

seemingly just adding the correct array value should do it maybe? But I don't know what to add, or what else to change to get this to work.

To clarify: I would  mainly just like to be able to export the animation for the Mapping texture node's position/scale/rotation (for now).


texts: Change User preference properties via script

texts:
I'm trying to make a script to change the size of the manipulator, but I get this error from console:

Traceback (most recent call last):
File "/addon_widget_size.py", line 30, in draw
TypeError: UILayout.prop(): error with argument 1, "data" -  Function.data expected a AnyType type, not int

I have very limited skills at coding, so this error says nothing to me.

my code is:

bl_info = {
"name": "WidgetSize",
"author": "Ed-Hernandez",
"version": (1, 0),
"blender": (2, 79, 0),
"location": "View3D > properties-panel",
"description": "fast change witget size",
"warning": "",
"wiki_url": "",
"category": "3D View",
}

import bpy

class WidgetSize(bpy.types.Panel):
    """creates a panel for the addon"""
    bl_label = "Widget Size"
    bl_idname = "WidgetSize"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    @classmethod
    def draw(self, context):
        layout = self.layout
        col = layout.column()

        row = col.row()
        row.label(text = "WitgetSize")

        row = col.row()
        row.prop(bpy.context.user_preferences.view.manipulator_size, toggle=True, text = "size")

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

register()


texts: Point Lamp cannot be rotated - Need confirmation

texts:
I am using R and trying to rotate the point lamp, but it does not. I came across this answer - Point Lamp Rotate Answer
I have a noob confusion - Doesn't a point lamp correspond to light TO A POINT, so ideally if I rotate it, it should have corresponding effect of the light source to THE point. So ideally we should be able to rotate the light source i.e Point Lamp?
Kindly help me understand.
Thanks


texts:
https://www.youtube.com/watch?v=lSTAWoER80Y

A Blender user in the U.K. made this recreation of old BBC schedule slides from the 80s. If you're watch it closely, there seems to be some fluttering (or, as the user calls it 'twitter') in the lettering, especially the yellow ones with the black outlines. Does anyone know how to achieve this effect as well as how to create an old NTSC or PAL filter


texts: Parametric primitives through python script

texts:
I'm trying to get into blender Scripting and am having a hard time finding examples or info on how one would create something like 3DS Max's Scripted Primitive; parametric objects that can be modified at any time after creation, not only until you perform another action, like standard blender object.

Main thing is I want to generate geonetry through code, not with blend shapes or by simply moving components around, and I want to be able to go back at any time and adjust this geometry.

Ideally there's an example script out there that does something similar, I'm experienced enough with Python to figure it out, it's just documentation is very lacking and I find info on google that is over 10 years old!


texts:
I've created an animated glb and all works well when exported the first time.
problem starts when i import it back to blender and trying to re-export it as glb, after breaking my head and going mad i figured that the vertex normals are to blame.

(i know re-exporting the export sounds dumb but sometime i get glb files that need to amend and re-export as glb..)

does anyone have a clue how to fix this?


texts: How do i extrude multiple vertices without creating faces?

texts:
Im trying to sew together a quilt in Blender but filling vertices one at a time is tedious and im trying to find a better way to get something like this

but when i fill more than two at a time i get this

can someone tell me a less tedious solution?


texts: Why does my rendered image not have the resolution I set in the 'Dimensions' panel?

texts:
I have set the resolution in Blender to 11811 x 5906 and 100%. This you can see here:

After I press F12 it starts to render. When it's finished I go Image> Save and save the image at a special directory. When I click back in windows at the image and go to Characteristics> Details I see this:

As you can see the image is not 11811 x 5906 as set in Blender. It is 2896 x 1448.


texts:
So I am trying to make loop cuts for the side of a building I am trying to model in order to make inset faces for the windows.

Unfortunately

The first double loop cut, scaled down on the x axis (by 0.2) comes
out to an odd number like 0.4133, as opposed to a nicer 0.4.
The second double loop cut, scaled down on the x axis (by 0.2) comes out way thinner than the last loop cut, at 0.1929.

I'm tired of trying to add loop cuts one by one, and manually selecting each edge of the loop cut and moving them back and forth to try and properly align them.

Surely there is a better way I am missing. Like, is there a way to scale loop cuts independent of the length of the wall?

I am a bit of a beginner; I don't understand the best way to do everything, but I do have moderate experience.

Thanks in advance.


texts: How to create a 3 way emission gradient in blender 2.81?

texts: I want to create a 3 way emission gradient that goes red-orange-red in blender 2.81 on text. Is there any way to do this?


texts: How can I use the Array modifier correctly?

texts:
I want this

This is my screen.
version is 2.90.1
What's wrong with the array modifier?


texts:
I have never used Blender before. Is it possible to create a hierarchical super-model or "scene" that contains the lighting, camera and so forth, and have it reference multiple sub-models stored in separate files? What I mean is, I want to be able to edit the sub-models separately and have the changes automatically be reflected in the hierarchical super-model. How do I set this up?

Let me know if you need me to explain this more clearly.


texts: How do you make a fluid emit smoke and fire?

texts:
I am trying to make a liquid catch fire. However, I do not know how to make the fluid emit in the gas domain. A similar question was posted here:
How to light liquid on fire?
However, in the answer, it is mentioned that you need to make the liquid a mesh emitter. I can make the liquid a mesh, but I can't figure out how to make it emit in the gas domain. Any help would be great!


texts: How to only move the body and head in pose mode

texts:
How do I do this? So I was watching a tutorial and I would like to pose it but not move the whole mesh.
 I want to fix this  So it does this
I already know how to fix the eye problem


texts: Python script for camera following a moving object during an animation

texts:
I have been involved with Blender the last two days and I want to use it in order to animate a moving vehicle from the calculations coming from Matlab/Simulink model.
In particular, I export the results of the simulations from Matlab to an excel file which I read in Blender and I move an object based on the locations and angles coming from the simulation.
However, I am facing an issue today; even though I have managed to make the object move, I want the camera to be somehow locked on the object and follow it (like in car games where the camera is behind the object and it follows it during the maneuver).
I have written the following script thus far, but it is not doing what I expect it to do. I also have found many videos on youtube of people showing how a camera can keep track of an object while the camera is static. However, I have found no sources on how to implement something in the Python API and more importantly the way that I imagine it.
Anyone can help?
import pandas as pd
import math
import bpy
import numpy

df = pd.read_excel (r'C:\Program Files\Blender Foundation\Blender 2.91\2.91\python\bin\Simulation_output.xls')
array = df.to_numpy()
rows,columns =  array.shape
chassis = bpy.data.objects['Cube']
camera = bpy.data.objects['Camera']
light = bpy.data.objects['Light']
init_pos = camera.location
init_pos_light = light.location

fr = 1
for i in range(0,rows):
    light.location = (init_pos_light[0]+array[i][0]*1000,init_pos_light[1]+array[i][1]*1000,init_pos_light[2]+array[i][2]*1000)
    camera.location = (init_pos[0]+array[i][0]*1000,init_pos[1]+array[i][1]*1000,init_pos[2]+array[i][2]*1000)
    chassis.location = (array[i][0]*1000,array[i][1]*1000,array[i][2]*1000)
    chassis.keyframe_insert(data_path = "location",frame = fr,index = -1)
    fr += 1


texts:
Bokeh Blur node creates much weaker shape than Defocus node. I'd like to use Blur node due to custom animated bokeh image, but currently I am not happy with simple pentagonal shape.

Left is Bokeh Blur, right - Defocus

Increasing size doesn't help...


texts: Error in default 'Principled BSDF' material

texts:
Pls refer to the attached screengrab of default material tab.
Principled BSDF don't look white.
And when i render the default cube, it's purple.
Tried loading factory defalut settings too.
Pls help.


texts: How to calculate Animation frames without render?

texts:
I have a python script where a cloth collides with a moving human body. During the animation of this scene, I need to obtain some data of the human's armature at specific frames, dependend on the frame step. Therefore I first render each frame with this line:

bpy.ops.render.render(animation = True)

where I obtain an image at each frame step which I do not really need. Next, I use this line to access the single frames:

bpy.context.scene.frame_set(frame)ter code here

With rendering:

everything work perfectly but takes a lot of time. Also I do not need the image data obtained.

without pre rendering (and therefore calculating) the Animation:

the cloth object does not fall properly (it freezes actually) and only the human's movements are calculated at each frame as it should be. The cloth stays in its initial position.

As I am fairly new to Blender and Computer Graphics my question is:

Is there another/faster way to calculate the animation? Does this calculation imply rendering always? So far I thought rendering is just for obtaining a realistic looking image with shading and so on.


texts:
union doesn't work for me, it just makes the cube dissapear. Why?
blend file here: https://app.box.com/s/bf51u29w8sb7juc8lauhs61rdwz1ncsv
Thanks/ Dan


texts: defining angle of reflection for glossy texture nodes to make "holographic" metal

texts: I'm trying to make chromatic abberation metal, commonly know as "holographic" metal which looks like the attached image. With glass this is achieved by changing the IOR values for a red, green, and blue glass node and mixing them. I figure this can be similarly achieved with Glossy texture nodes reflecting each color at slightly different angles, but I'm not good at playing with normals yet so i dont know how to define a slightly different normal angle for each color.


texts: Puzzled with clipping mystery -- can't control border in meaningful way

texts:
I hope a kind person can explain me what is going on in this file:
blend-file with objects (seven days from now)

(01)
In my perception "Clipping-settings" for Camera determines the distance of visible space in Blender viewport, yet trying to enter altered values produce no change. The objects are simply devoured by a blenderish void despite larger numbers. What is going on?

(02)
Don't know if theseproblems are interconnected, but why is the values different for the same camera i different view ports? Please see attached.

Kind regards, Mikael


texts:
Im new to blender, and i made a simple mesh with simple rigging but as i try to move it around the mesh gets all squished up and stuff, so internet said its good to use "mesh deform modifier", so i tried, but it says "modifier disabled, skipped to apply"

Then i thought maybe my mesh is all messed up, so i tried it on a simple cube, but still the same problem.

I looked for solutions but nothing really helps, some said to use "boolean modifier" but same problem, it is disabled..

Pls help


texts: Why Does My Collection Not Add My Cube Correctly?

texts:
I'm new to blender and I was working on something when I tried to make a collection, and I realized instead of moving my cube inside of the collection, it put one cube inside of the collection and made a duplicate outside. Does anyone know why this happened?
edit:
I pressed shift+m when making the collection and it linked the object, thank you to the person who answered!


texts: how could I turn active a bone in ui header? (blender 2.79)

texts:
I want to make something like a feedback tool, but I can't assign the active bone in the ui Header.

What could I do to achieve it?

this is the code:

bl_info = {
    "name": "UI_Study",
    "description": "Study.",
    "author": "José Vargas",
    "version": (1, 0),
    "blender": (2, 79, 0),
    #"location": "VIEW3D_HT_header",
    #"warning": "", # used for warning icon and text in addons panel
    #"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
    #            "Scripts/My_Script",
    #"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    "support": "JV",
    "category": "Armature",
}

import bpy

class VIEW3D_HT_issue(bpy.types.Header):
    bl_space_type = 'VIEW_3D'

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

        row = layout.row(align = True)

        obj = context.active_object
        s_bones = context.selected_pose_bones
        bone = context.active_bone
        mode = obj.mode

        if mode == 'POSE':
            if len(s_bones) > 1:
                row.alert = True
                ### remove it and use below
                row.prop(bone,"use_deform",text = "DEF", icon = "GROUP_VERTEX")

                for b in s_bones:
                    b_nam = b.name
                    # armature
                    arm = bpy.data.armatures[obj.name]
                    # get the bone
                    d_bone = arm.bones.get(b_nam)
                    # make it active
                    ### star issue
                    arm.bones.active = d_bone
                    # check if it the active bone is using deform
                    bone = context.active_bone
                    # count the bones with use deform active
                    if bone.use_deform == True:
                        conta += 1
                # all
                if conta == len(s_bones):
                    rrow.prop(bone,"use_deform",text = "DEF", icon = "FILE_TICK")
                # ones
                elif conta > 0 and conta != len(s_bones):
                    row.prop(bone,"use_deform",text = "DEF", icon = "ERROR")
                # no ones
                elif conta == 0:
                    row.prop(bone,"use_deform",text = "DEF", icon = "CANCEL")
                ##### end issue
            else:
                # this works well
                row.alert = False
                if bone:
                    if bone.use_deform == True:
                        row.prop(bone,"use_deform",text = "DEF", icon = "FILE_TICK")
                    else:
                        row.prop(bone,"use_deform",text = "DEF", icon = "CANCEL")

def register():
    bpy.utils.register_class(VIEW3D_HT_issue)

def unregister():
    bpy.utils.unregister_class(VIEW3D_HT_issue)

# para correrlo como script
if __name__ == "__main__":
    register()

this is the error:

line 45, in draw
AttributeError: Writing to ID classes in this context is not allowed: Armature, Armature datablock, error setting Armature.active

the file:
https://blend-exchange.giantcowfilms.com/b/KjNApQ8D


texts: Set origin point to the center of circle?

texts:
I try every Set Origin To and I am literally stuck.
I would like the origin point to the center of it.


texts: Create a boundary mesh around complex mesh

texts:
I have a mesh which has many faces and I want to create a simple mesh around it's shape to kinda form a bounding box around it's parts so that I have less faces and have simple bounds around the object shape.

As shown below I made an example of what I want to do, where a bound where set around the parts of the mesh. I want to know how this can be done for the whole mesh. My blend file can be found here


texts: How to configure 4 point lights to generate different shadows

texts:
I am using the cycles render and I have a 4 point lights attached at the same height of a cube scene. I have an object at the center of the scene and I need to configure the lights such that they generate different shadows (gradually darker). Any help?

Result:
Here, we can see the shadows but they are not very sharp because there are a lot of luminosity as in a real case, but is there any possibility to use different intensities to generate different dark shadows?


texts:
I have been rendering for a while but since Saturday and in two different projects I couldn't render with EEVEE, here is a picture of the final wrong render, render settings are well setup by default but I still have the problem and every time I render it it comes out different, sometimes all white, or all black or like these two, the second image is better but still it's not right. is it a graphic card issue not related with Blender?
after ten or twelve hours trying to render one of the projects actually rendered correctly.


texts: Why is my object black in rendered shading mode?

texts:
I am quite new to using Blender, currently using the 2.8 Beta Version, and I decided to make a Low-Poly Island from a tutorial I found on YouTube

In the tutorial, he added a Light and changed it to the "Sun" setting, which I did. He changed the color of the light, made sure the Strength was all the way up (at 10), and turned Contact Shadows on. When he put it into rendering mode, it displayed a beautiful source of light that he was able to move around into the perfect angle, when I put it into rendering mode, and my model was all black, no light to be found.

I've tried everything I could, looking up tutorials on how to fix it, playing around with the settings, and after about 2 hours of attempting to get the lighting to work, I never got it. I've rewatched the video numerous times to make sure I followed everything step by step, and I could not find any possible errors or mistakes. I am doing this render as a project for my Digital Arts II class in High School.

http://pasteall.org/blend/index.php?id=51602


texts:
Is there a bpy function to convert from blender units to Imperial? something like:

   >>> blender_to_imperial(2.0)
   ... 6.562'

This functionality is present when showing edge lengths, but I can't seem to find a function that can return the conversion.

I found one in the caliper script by macouno, but am wondering if this isn't something that exists already in bpy.


texts: 2.76 - How to use ATI/AMD GPU without Linux proprietary driver?

texts:
I'm running Kubuntu 15.10 with Blender 2.76 64-bit. PC is a laptop with the ATI Mobility Radeon HD5850 graphics card. (specs: kernel 4.2.0-16-generic, 12GB RAM, 2GB GPU RAM, KDE Plasma 5.4.2)

I can't install the fglrx proprietary driver, otherwise Kubuntu won't boot; I have to use the open-source driver.

My question is: is there a way I can utilize the GPU processing for Blender (using Cycles engine) in Ubuntu (Kubuntu, or any of Ubuntu's flavors) without install the ATI/AMD proprietary driver?

Thanks in advance!


texts: Creating a scene with huge amount of geometry

texts:
I'm fascinated by the beautiful images Lee Griggs is able to create with Maya modelling and Arnold rendering.. e.g:

I'm attempting to reproduce his effect in Blender. My first stab at it is adding a big pile of cubes to the scene, displacing them according to an external texture, and adding a common material with colour based on object position. This massive number of objects seems to be too much for Blender to handle (or maybe I just need to get a better computer?).

Should it be possible to create such an image in Blender? If so, what tricks might one need to know about, in order to get around computational limitations? Or should I accept that some things just can't be done?


texts:
I was hoping someone a little more experienced with Blender could help me out here.
I'm working on making a low poly helmet when I encountered an issue, I would like to add an edge where I have drawn the red lines but have no clue how to do so.
I would like to preferably place it parallel to the existing hole.


texts:
Hi, I’m wondering what method is best to achieve the darker lines texture on this hard working carrot. Texture paint, is what I’m assuming, but am not sure if there is a more efficient way like a hair particle system to sit on the surface.

Thanks!


texts:
I watched this blender guru tutorial on Making Fire. Around 34:00 he starts explaining how to use a particle system to create "fireflies". The result is something like this

Now I have this idea to create a "burning earth". For this I have a UV sphere inside the earth as an emitter of fire and smoke. And the smoke domain is placed like this.

This results in an image like this.

So far so good. But when I add a particle system to my "emitter sphere" the whole sphere is emitting fireflies and I want only fireflies around my fire. I thought to solve that by creating a circle under the fire and add a particle system to that circle. But how to get this working like that the circle emits fireflies that are driven upwards by the smoke domain ??

I guess (with hindsight) this question is a possible duplicate for this question How can I control where smoke and fire are emitted from? but I think because my question is specific for the Particle System it adds new knowledge to Blender SE


texts: what would be the best way to model the streets from already drawn cad lines?


texts:
Trying to follow along with tutorial I've done everything EXACTLY as he decribes every step of the way --however at only 35 seconds in when I try to "Bake the AO" I get an error message "No active UV layer found in the Object Suzanne" --what didn't I do right?

http://www.blenderguru.com/tutorials/how-to-grunge/
How to Grunge


texts:
If I create a new blender file, switch to "lookdev" view and apply the glass shader to an object, this happens:

Where is the image of the reflection coming from? It is a brand new file so it wasn't me who added it, I'm so confused.


texts: How can I clear the weight from outsiders vertex when weight painting?

texts:
I can not fix a problem with a vertex to which I can not eliminate the weight of a certain bone. The worst thing is that I can add weight, but never subtract weight.

Does anyone know how I can fix this?


texts: Different image textures for one material (Cycles)

texts:
With Blender Internal (2.79 and older), you can add a UV layer, assign images to each face, Then enable the materials Face Textures option.

Is there some way to to have a single material and multiple images assigned to different faces with Cycles?

I'm asking this because I'm writing an importer for a format that stores textures and materials as 2 separate values per face, if this is not possible I'll have to split up the material per texture, so I can workaround it if its unsupported.

Update 1): As has been suggested you can blend between shaders,
this works OK for switching between 2 images, however I can't see a good way to do this with 10+ images (probably its possible with a large node setup and mapping nodes, but this becomes quite cumbersome).

Update 2): I've accepted one of the answers, however using blending like this is quite hard to control and not simple to just assign arbitrary images per face (as part of an importer), so I'll likely have to split up the materials per-texture.


texts:
I want to bevel 3 cubes.
To do that, I following a tutorial.
In this tutorial, the author accomplishes the following:

I try to do the same, but for me, it doesn't do the same.
Instead, it seems to bevel in 2 dimensions only:

What am I doing differently than the tutor?
Thank you!


texts: Non-manifold mesh problems after boolean

texts:
I have designed my model from the ground up and only used boolean modifier to connect the different parts of the model. Unfortunately after using the 3D Printing Toolbox to make the model manifold it deletes a great part of that model. I tried recalculate normals and it did not make any difference. I can also upload the model if necessary. But in general I would like to know what other steps I could use to "save" my model. It is not very complex either.

Thank you.

Url to file:

Update: Just in case anyone has the same problem. I had copies of the different parts of this model (before I used union on the boolean modifier) and used the Knife Project Tool to cut into cylinder and thus got a useable mesh in the end. For the smaller holes I still used the boolean and got away with it.

Thank you Mentalist for the detailed explanation.


texts: Moving mirrored UVs to other quadrant for baking

texts:
I'm exporting a model into substance painter 2 for baking/texturing, and I'm confused by what people tell me in regards to moving the mirrored UVs out of 0-1 space. I have a vague idea of how this works, but don't actually know how to do it in Blender with any precision. I only know how to move the UVs manually (G) until they visually line up with the texture, but that's hardly ideal.

Is there a better way?


texts: Mist that only erases objects and not background?

texts:
I'm trying to make an odd effect similar to a video game where things off in the distance aren't drawn, but aren't chopped off completely - they blend into the background instead. So it's sort of like a fog or mist, but one that only applies to objects and not the background.

The closest I've come to making this work is by using two separate RenderLayers - one that's only the background with a mist pass, and one that's all the objects. Unfortunately, this leads to a "ghost" effect: the objects are semi-transparent over the background. Additionally, it doesn't work with non-white objects.

Is there anything I can do?


texts:
I'm interested in implementing some sort of 3D modeling tool. And I need a good mouse picking algorithms for various primitive types: vertices, edges, faces. Blender has most comfortable way for selecting vertices that I've ecountered. Software that I have used: 3ds Max, Blender, Maya, Houdini, ProBuilder tool for Unity3D.

What I'm talking about: I don't need pick a point pixel-perfectly, just clicked somewhere in a mesh, and closest one will be selected.

I want to know what exactly algorithms related to selection are used in modern versions of Blender 3D Software.

Some free papers, articles will be good as references.


texts:
I'm having difficulty of solving this problem. I'm making a high poly truck, though there are some shadow lines trying to fix up haven't figured it out just yet. This is my first vehicle model trying to make and in a sense, I think I kinda screw up the model a little bit as the UV unwrapping is kinda a mess, though I believe it isn't the way UV is set up because I have two different UV maps, it still shows the shadow outlines in solid mode, and I've moved the lighting around. If anyone knows the answer to this, or have a similar situation would be greatly appreciated.

Thanks


texts: Why is my render darker after joining geometry?

texts:
I am working on cleaning up an asset I purchased of a closet (above). I am currently trying to join the closet doors together (frames + glass pane), but when I do so the render gets darker for some reason.
Before Joining:

After Joining:

The difference is subtle, so I would suggest opening both the before and after images in separate tabs and flipping through them quickly. I checked my normals and they are fine.
Any help at all would be extremely appreciated as I am completely stumped.
Here is the blend file:


texts:
I am working on a model, and now I have stumbled upon a problem. I want to change the angle of my bevel, but all this while its still non-destructive. Is there a way to do this, without the need of applying the bevel modifier?
The thing is easily representable with the default cube, that's why I am showing with it.


texts: Characters Move Independently In Single Text Object

texts:
Objective

To use a single text object where each character of the text moves in their own unique manner.

Detail

I want to be able to use one text object to create an animation where characters move onto the screen one by one. The way each character moves onto the screen is slightly complex, so I want to premake it myself for the rest of the unknown number of characters to follow. I also want to set the delay between when a character starts its animation and when the next character starts its animation.

The reason why I only want to use only one text object is because the amount of characters that are being animated are unknown and can vary. Additionally, I want to be able to press tab to edit the text and type it in with ease where it will automatically determine how the characters are going to be animated based on the presets that I made (the animation path I made for all the characters to follow at different times and the delay between each one).

Normally if I wanted to have the characters move independently, I would need to separate each character into their own text boxes and manually copy the animations. This will be troublesome if the entire length changes.

Additionally by putting each character into their own text objects, it would be hard to judge the distance between each character (and imagine if I have to change the text).

By changing the length of the single textbox, it will also change the amount of characters needed to animated. This will also change the amount of time need to finish the animation. However blank spaces will not add any time as they have no animation and will be skipped.

Final

So can someone please help me and show me how to do this in Blender Render. It may involve Python and although I have learnt a little bit of Python a long time ago, I have no clue of how Blender interprets them and it's libraries so bare with me.


texts: Cleaning Up Dissolved Faces And Random Vertexes

texts:
The image shows off how I make my models for interiors and exteriors of buildings, which is to say I measure everything out and I'm left with a messy model with way too many faces. But when I go about dissolving faces, such as the selected windows here, and then I separately go and dissolve the faces around the cleaned up ones, I'm left with a bunch of vertex points.
How should I get rid of them? I don't want to select all and then dissolve because then the separate faces will all join up, I only want to get rid of the random vertex points along otherwise smooth faces.


texts: Is the screenshot dialog part of a python script?

texts:
Someone just asked whether it would be possible to change the default for an export script. I rightclicked the button>>Edit Source and got this instructive message:

"Active Button is not from a script, cannot edit source."

And I thought to myself... hm... yeah... bull...

So I found the script because I already knew where to look and answered the question, hopefully satisfactorily.

It so happens that I post the occasional screenshot in here and it's almost always just a region, not the whole window.

Could above message be wrong again?

Is it possible that the screenshot dialog has some python code hidden deep wthin the installation bowels where I can turn True into False, so "full Screen" doesn't bother me anymore?

If yes, where would it be? My motivation to compile from source is somewhat limited.


texts: Run function on material node tree update

texts:
I need to run a function when the user adds or removes a node from a material.

My first idea was to use msgbus to subscribe to bpy.types.Nodes. This works great for adding nodes but isn't called when a node is removed.

The next thing that came to mind is to track changes when the dependency graph is changed, but adding an app handler for that has the same effect. It works when nodes are added but not when they are removed.

Is there any way to track these changes and call a function when it happens?


texts: How to insert Telugu text in input text box

texts: I have made an addon with a input text box. I need to add text on Telugu language. But it appears as boxes in input field. Whne I see system tab under User preferences, in the interational font section, Telugu is not listed. How to solve this?


texts:
I am trying to rig a Watt's linkage suspension assembly. Here is a screenshot:

Bones A and B have a Track To constraint that makes them follow bones E and F, respectively, which are parented to bone G. Bones C and D should follow along as bones A and B rotate, attached to A and B and setting limits to the rotation. I haven't been able to make that happen.

Could this be made to work using inverse kinematics? Or would it be better to assign physics behavior to meshes that represent the parts of the mechanical assembly?


texts: How to redraw status bar in Blender 2.80

texts:
I've added my own progress bar to the Blender 2.80 status bar (the footer of Blender) with the following abstracted code:

def draw_progress_bar(self, context):
    self.layout.prop(context.scene, "my_progress", text="Simulating")

bpy.types.STATUSBAR_HT_header.append(draw_progress_bar)

Only problem is, when I update the my_progress scene property, the progress bar in the UI doesn't update unless I move my mouse over the area. Typically, this would be solved by running the following code to redraw the area:

def tag_redraw_areas(area_types:iter=["ALL"]):
    """ run tag_redraw for given area types """
    area_types = confirm_list(area_types)
    screens = [bpy.context.screen] if bpy.context.screen else bpy.data.screens
    for screen in screens:
        for area in screen.areas:
            for area_type in area_types:
                if area_type == "ALL" or area.type == area_type:
                    area.tag_redraw()

But in this case, the Status Bar does not seem to be listed in bpy.context.screen.areas. Is there any other way to redraw the status bar in Blender 2.80?


texts: During Texture Paint, Shadows and Lights Create Distorted Colors

texts:
I am trying to do some basic texture painting in Blender 2.81 but basically cannot see my base colors because shadows and lights shining make everything darker and obscured. I have included the image below to illustrate my dilemma.

What is the optimal environmental setup for texture painting where I can see the colors evenly from all angles?


texts: Turntable rotation with Y-axis up add-on

texts:
Blender is hardwired to work with the Z-axis pointing upward, which is pretty inconvenient if one wants to import the game engine's physic simulation to a third party framework which happens to have the Y-axis pointing upwards.

While the vertices data can be exported to most 3d modeling formats swapping two axis with no problem, the game physics exporter doesn't allow to swap the axis.

One solution is to rotate the view to place the Y-axis up, whis is my approach, but it has the inconvenient to mess the turntable mode rotation, which main axis of rotation is aligned parallel to the Z-axis.

So it would be very handy to have a turntable rotation mode with the main axis of rotation aligned parallel to the Y-axis.

Update:

Most third party game engines, would need two files to be exported, the vertices data (.obj in my case), and the physics simulation data (.bullet)

Objects can be modeled independently of the axis pointing upwards, as long as the exported data have the right axis up, there wouldn't be any problem.

The built-in physics simulation can't be exported with the axes swapped, let's say it is Y up hardwired.

Then there is the third party game engine, which happens to use OpenGL's Y-axis up convention.

So my approach is to leave the third party game engine, and the Blender's physics exporter untouched, then export the vertices data as is, without any axis swapping.

The only problem (sort of) is that it would require to use blender with Y-axis up, which at this point means to be able to navigate "naturally" with Y up.


texts:
When I extrude these faces along normals with Alt+E and select Extrude along normals my faces get extruded wrong, even If I select Offset Even the thickness of the model is wrong.

I reset all my settings and reopened Blender before trying to replicate this behaviour. It still happened.

So here's what I expect

Heres what I´m getting


texts:
I'm trying to render 3D audio so that when you turn the view on YouTube, the audio will change depending on what direction you are looking in. Please note that when I say this, I mean VR video and audio.

The Spatial Media Metadata injector (found here) only supports ambiX ACN/SN3D format audio, and I'd like to find out how to get those file types in Blender. I have 5 speakers, none moving, all playing different ambient sounds (birds, water flowing).

Software Available:

Windows 10
Windows 7
Mac OS 10.14
Blender
Audacity
iMovie
GarageBand
PowerDirector 12
AnyVideoConverter
VLC Media Player
FL Studio

Thanks for the help!


texts: How do i render an object over a specific object among others?

texts:
I would like to render the object highlighted here, see image

to be in front of the barrel like this, see image.

I read a couple of things about overlay scenes and render layers but it all seems too complicated. Please help me. Thanks.


texts:
I have this small triangular mesh. Extracted from the main mesh. The scale rotation are set to 1 and 0. yet to the inset not working good way. I want to have a triangular inset which its not making with my mesh. Its created some ngons and extra edges.

Any help or suggestion to inset the face. Thanks


texts:
I have just started learning Blender. I have been following this course on Udemy.

i - https://www.udemy.com/blender-character-modeling-for-beginners-hd/learn/v4/

I am trying to texture my model but facing some issues in Blender, i am using blender version 2.79.

i have two questions.

first when i seemed the model and unwrap it, it is of the side view, how can i switch it to its front view, and

Second question is when i bake an image on the model it says no valid selected objects


texts: Unable to get liquid to flow when on a rotating object [Blender 2.90]

texts:
I'm trying to make an animation, imitating a spin-coating process commonly done in photolithography. However, I can't make my liquid spread once my object starts spinning.
Any help please?
Link: https://www.dropbox.com/s/43hp9jbkaeetosh/Spin%20Coating.blend?dl=0


texts:
I followed this tutorial:

I created a sphere and parented it to the empty axes
Empty_axes is parented to the empty_cube
I added a drive to the empty_axes to counter the rotation of the empty_cube(such that sphere will be at the same rotation angle in global space).

But it is not working as It should be. Empty axes are moving along with the cube.
Here are the screenshots of what I have done.
Can anyone tell me what am I doing wrong here?
Thanks.


texts: Add colour to a cut meshface in animation

texts:
EDIT NOTE: This thread had two question in it. One was answered, the the other was not. I split the question into to separate questions and the other one can be found here.

I want to animate cutting open a machine with a mesh with a boolean modifier (or something that does the same). And I want to colour the cut face.

What I want to create is something like this:

In the animation I want to create, eg. the walls should be red, and other parts of it should have different colours.

https://streamable.com/uwbif

This is actually what I want to get. An animation, then some kind of boolean modifier cutting away the mesh and the cutface has a different colour.

This video is a part the How It's Made show ( https://www.youtube.com/watch?v=6qnuQw3DFj0 )

I maybe think about this in the wrong way, but what I would like to have it that so I can specify that obejct X has has the matrial Y and if cut, the new face should be colour Z.

I can imagine how it could work: You could create a very thin layer over a mesh that is made up of a different material. So the coloured part is not really the colour of the cut face but the actual original mesh colour. The colour you saw before the cut is just the thin coat that serves no function.

As you can see in this prove of concept video ( https://streamable.com/5s6dv ), it would work up to some point. These are two cubes inside each other. The white one is a tiny bit larger as the red one (solidify modifier with a thickness of 0.01). The white cube is hollowed out using the red cube and a boolean modifier. However, as you can see in the end there seem to be some problems. Moreover, I think it's more like flub work, since you need an extra mesh that actually does nothing.

My Question:

If not clear, my questionis: How do I do this?

How can I add a colour to a cutface that is created with something like the boolean tool and can be used in an animation.


texts: moon light effect in cycles are not working?

texts: im using cycles and following cgmatters tutorial and the transition is weird help


texts:
I haven't been active for a while, but something has come up that I am really intrigued about.

Would it be possible, to have two animation sequences for one mesh rig, and then use python to animate "shape keys" between those two animation sequences?

For example, if I had a walking animation for a character, and a running animation for the same character, could I use python to create an animation sequence which is somewhere between the two already created, like having a shape-key between two key-frames?

I'm not sure how else to explain this, and it may not be possible, but if it is, some ideas would be highly appreciated.

EDIT: If this can be done, it will then be possible to animate a smooth transition between any two points of an animation (such as a walk cycle) in real time. For example, it will then be possible to create a smooth transition within a game between a characters standing walk cycle and their crouching walk cycle.


texts: "Nothing indicated" error when trying to append all objects from a blend file with Python

texts:
I try to use bpy.ops.wm.append() to import everything from Objects section of a source *.blend file into my master *.blend file. Here’s my code:

blendfile = "Z:\Source.blend"
section   = "\\Object\\"
bpy.ops.wm.append(directory = blendfile + section)

I get the following error:

Error: 'D:\Source.blend\Object\': nothing indicated

It seems that Blender wants me to specify an object, but I’d like to append everything from the Objects section.


texts: fire texture look worst in render then view

texts:
Why in the viewport the fire texture looks nice but you can't get the same result in the shading on render mode?

Why not put the texture of the viewport on the render view?


texts: Why can't I get a clean result from cycles?

texts:
In 2.79, I could get easily acceptable quality from the native renderer. I'd like to move to 2.80 but can't get a good quality render from cycles and eevee is far worse.

The files below are an old practice image that used many of the basic techniques that I needed to practice. I'm more interested in technical drawings but needed something a bit more capable than the free Sketchup offered.

http://www.bcae1.com/temp/blender%20help/

Can I get a clean render (no fireflies?), proper clear transparencies, clean reflections in cycles? In blender render, it was so simple. In cycles, I'm having no luck.

To make it easier to show new settings:
http://www.bcae1.com/temp/blender%20help/hydrauliccylindertransparenttube01.blend

This will allow anyone helping to change the materials for the tube without having to try to go through the mess I have on the larger file.

Thanks to all who posted.

I think, for now, I've found a solution that will work for me (Radeon ProRender). The controls work as I expect. I'm sure that Cycles works as well or better since I've heard very little about the Radeon renderer but I can make ProRender do what I need it to do for now where Cycles just baffles me. Thanks again.


texts:
I wanted to try out the MBall feature to make a sword. Now I want to sculpt its blade. For a better orientation, I took a curve. When I sculpt the outer verts, they always slide away from the blade. Is it somehow possible to activate a option that the outer verts stick to their position?

Thanks.


texts: Unwrapping a cube for multiple textures?

texts:
I want to create a Rectangle with one texture tiling around the sides 3 times and 1 texture on the top and bottom faces. (I am making a wall that needs bricks on the sides and a "top of wall" texture on top)

I want the textures themselves to be one of the bricks (not pre-tiled) and one of the top of the wall, not a single texture.

How can I set up the tile so I can just give it the two textures and it will look right? I don't need a big guide, but I'm a newb to modelling and just need to know the overall idea of it.

My current guess is I need two materials (one for sides and one for the top/bottom) with a specific unwrap for each?


texts: What's the fastest way to make soft body and/or cloth interact at a fixed position with a rigid object?

texts:
I'm just trying to get this physics to work at all.

I have a plane I subdivided like 15 times, so it should have enough verts to render something. I then made all edge vertices as a pin vertex group with a weight of 1.00 and all  inner vertices with a weight of .98 and set those vertex groups as the mass and goal in the soft body physics tab for the plane.

I then tried animating a basic materialed cube moving into the plane, and it wouldn't render the collision. Blender rendered the plane's self-deformation, how it sags in the middle, but no matter what I do, it refuses to render a basic collision with this rigid object.

I got it to work for the cloth settings by setting the rigid object as a collision object, but it still doesn't work for soft body.


texts: Is there a way to capture the viewport in Blender the same way as it is on 3DS Max?

texts:
I know that by default I can render the viewport and everithing that is in the viewport to be the same as in the render. But, when comparing 3DS Max to Blender, I have certain limitations. In Blender I can render the view-port with vertices/edges/faces to be shown, to be selected, but not the reflections, shadows and such.

Is there a way to render the viewport in Blender as it is in 3DS Max?

Here's how I can do it in 3DS Max:

Viewport look

Render result of the viewport

Here is how I can do it in Blender:

Viewport look:

Render result of the viewport


texts: How to extract/convert data from blender cache files .bphys into a human readable form via python

texts:
I am trying to extract position, velocity and rotation data from smoke simulation cache files .bphys.

i have been attempting to convert the .bphys file  into a more human readable form via python. With the eventual goal of using the location velocity and rotation data to create an .fga vector field that could be imported into unreal engine 4.
If someone could tell me how to convert the binary data into usable (human readable) float values using python that would be amazing.
I am having problems separating the data properly into floats.

(here is an overview of the contents of the files.  https://developer.blender.org/rBAC17a9b3e44ca0e48ef0244df19f2f252198a56919 )

(additional info)
struct.unpack is currenly what i have been trying to use. however there seems to be some non float data at the start of the file.
i have not been able to work out exactly where it ends, and i think it might be throwing off the unpack.
also unpacking with "f"

struct.unpack("f",file.read(4)

is resulting in strings of numbers with what i assume to be scientific notation at the end (**10) e.g 4.203895289274451e-45,
which do not look like the sort of values i was expecting to find.

Thanks


texts: how to reduce clump of strange noise in render?

texts:
I have a strange clump of pixels on a model added into some video. am experimenting with animated depth of field to get the model to defocus when the camera does, the pixels stay in focus and seem to accumulate through the short test clip they are not static they move around in the one spot on each frame. the material is trying to look like a glass ball of a solar garden light. now that I look I can see it rendered in the camera view of the viewport too both can be seen in the image. is there a cure for this?

this is the material , the image used to map is a photo of the glass ball.

fixed with help from Gordon Brinkmann.


texts: How do I fade music in and out using Blender?

texts: I am creating a youtube intro and I cannot figure out how to fade music in and out using Blender. I do not know how to do much with this program and I am not literate with this type of program. Can anyone explain in extreme detail how to fade music in and out??


texts: Mirror zoom magnification between adjacent windows?

texts: I have two adjacent viewports, one in Front Ortho, the other in Right Ortho, so I can edit the same model from the front and side.  Is there any way to lock/mirror/match the magnification between the two, so that if I zoom in/out in one, the other zooms in/out to the same degree also?


texts: Modifying keyframes for a mask created in the UV editor

texts: I have created a mask in the UV editor and I've animated the movement of the edges of the mask with keyframes in the dope sheet. However if I switch to the graph editor I can't find my mask with the keyframe values of the position of the edges of the mask. How do I find these values?


texts: Is there any way to get blender to respect .mp4 rotation?

texts:
I shoot vertical videos for social media using my DSLR quite frequently by physically turning the camera 90 degrees, and then rotating the resultant .mp4 files on my Mac laptop:

As I understand it, all MacOS is doing here is changing the .mp4 rotation attribute. When I import one of these .mp4 files into Blender for tracking and visual effects work, that rotation attribute is not honored:

Thus, my two available workflows are now to 1) deal with the footage being in its original orientation in blender, which is distracting, or 2) import the footage into my video editor, rotate it there, then re-export it and import THAT into Blender. Neither of these are ideal.

My question is whether anyone is aware of a way to either 1) rotate the clip in the viewport and the resulting rendered frames inside the VFX workspace, or 2) get blender to respect the .mp4 rotation attribute.

I feel like there is either a very simple way to do this that I'm overlooking, or it's just not feasible. Thank you all in advance!

EDIT: related issue logged on the Blender developer site, but with the VSE:

Loading vertical videos in Video Editing mode


texts: How to prevent accidentally dragging vertex on selection?

texts:
When manually selecting a single vertex in Edit mode, I sometimes hold the mouse button down for a split second longer and end up dragging the vertex just a tiny bit. Most times I wont notice it.
This becomes a problem when faces are no longer flat.
Is there a method by which to avoid this? Perhaps a new key binding requiring a key press and mouse down to move a vertex?


texts: I'm trying to make a constraint or some kind of system in 2.80, where i have a vehicle, driving on a path (follow path constraint, also rotating, but only on z axis) and a third person camera, attached to an empty following the vehicle. by using copy rotation, i can make the camera follow the vehicle without rotating and can then manually animate rotation. i just wonder if its possible to automate this, so that the camera will rotate on the z axis just like the vehicle on the path, only slightly delayed, but without delaying the location (preferably in real time). I know that the slow parent feature got removed :(


texts: Why do I just get a grey screen when rendering?

texts: I just started using Blender yesterday following Blender Guru's tutorials! Sadly, I can't seem to figure out why a grey screen keeps coming out when I press "Render Image" for Blender Render. Has anyone faced this issue before?


texts: Why do my properties show up as '[string contents] not found' during debug?

texts:
Im pretty new to the BGE and Im just getting to grip with Logic bricks

I recently attempted to create a property named Next (String) that holds the word Up, Down, Left or Right inside it depending on user inputs.

My problem is that Up is the default starting direction which seems fine; although as soon as I attempt to change it it becomes [Up/Left/Right/Down not found].

It seems like this problem is effecting other parts of logic that refer to the Next variable.


texts: Map multiple textures to a face individually

texts: I have two textures mapped to a uv unwrapped face but one of them is the wrong scale. If I change the uv map to make it right it throws off the other texture. Is there any way I can have multiple uv maps for the same face so I can scale one texture without changing the other?


texts:
I have been successful with importing collada files that involve a model and armature to another project with blender.  However when I try to add an animation, my model seems to be all distorted. For instance:
Here is a frame from a short head turning animation in blender:

However, when I exported it to my other project it seems all distorted (I attached a random texture to it):

Could the problem involve the bone orientation as that has seemed to mess up my models in the past.  Also, I am exporting them for use in opengl which has the y axis as up so I have essentially been laying my objects on their back in blender.  Any ideas?  Any help would be much appreciated.


texts: Problem: Wireframe on object with modifiers, autosmooth problem

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I have Blender 2.8 and I want to ask two questions.
I am trying make simple model of "sci-fi bulldozer".

Q.1 - Is available to turn off wireframe on objects with modifiers? If i turn off wireframe (picture), the wireframe stay on objects that contain modifiers. The wireframe will disappear on objects without modifier.

Q.2 - Does anybody know why i cant use "auto smooth" on some objects? The value in auto smooth is grey (no modifiers, normals are ok, vertices merge applied…). It is OK on some objects…

Thank you for your help :)


texts: I want to make a donut hand puppet for VrChat. So I have the donut made, I added the bones to make a humane frame. Everything is fine with the donut mesh because it rigged without an issue to the right wrist joint region. How ever I have tried rigging the icing to the donut in every way possible but a error for not being able to connect some bones or several keeps popping up. The icing is a separate mesh from the donut; and parenting the two meshes hasn't done the trick either.


texts: Posing Overlay Model Over Model Causes Clipping

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Sorry if I'm bad at explaining this, I always stayed away from looking for help online and just try to fix my problems myself, also i'm by no means an animator or even much of a modeler, I'm actually a programmer so excuse me not describing this well and feel free to ask for any needed info to help.

basically i got a cube (the head) inside of another cube (the overlay), they are rigged and have the same weights on but the head deforms more than the overlay, thus creating clipping, i have overlays on each body part but for some reason it's only the head that is giving problems


texts: How to restrict certain lights from shining through specific materials?

texts: I'm trying to create an effect where a material/object will block out a specific lamp, but not any others


texts: Why do some parts of my object disappear when viewing the render viewport from certain angles?

texts: So I dont know a whole lot about blender, just the basics. I am trying to build a 3d model of a room in my house. Following a tutorial online to make the wood look more photo realistic, I added a PBR shader to the object. The floor becomes all distorted when viewing it from certain angles. The guy that did the tutorial had his looking nice and I thought I followed it precisely, but I can't figure out why this is happening. See the screenshots for a better explanation.


texts: How to fix when riggin the surface is not smooth?

texts: I am rigging my character and when I do the surface becomes all pixelated. How do I fix this?


texts: Can't Move Objects, Transforms Show Movement, Not Reacting To Physics

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So I created this project earlier today, it was working fine. Went on to something else then came back to render and all my objects are stacked. The Loc/Rot/Scale is all reset visually but the values show up correctly. If I try to move any of them, the values update but visually it stays in the same place.
Also, applying transforms visually kind of fixes it. They go into the same grouping/spacing as they should but in the wrong location. If I then set the origin to geometry they restack themselves.
Also, they are not reacting to physics as they should. No animation in this version whatsoever.
I created another project and started over and am having the same problem. Not only that but resetting the timeline doesn't reset the objects/physics, they keep animating as if the timeline is much longer.
I had to dumb down the blend file a lot in order to upload, so only one object. But it should get the point across.


texts: Move CENTER (not pivot) to SELECTED array of (edges, vertex, faces)

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I was reading this and this about switching the pivot point.

And I managed to reproduce its 4 steps:

bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

So the logical question is: Can we get it down to 1 "keybind"?

The usual workflow should be:

I change from object to edit mode.
I select "VERTS" to grab different points between what I need to place the CENTER of the object (the purpose of this is that every time I want to manipulate/rotate/translate) this object, those selected vertices will have the TRUE center of the object in LOCAL mode.
I choose "CENTER to SELECTED" (from somewhere/my function/addon, etc..)
(internally blender moves the pivot to selected, changes (snaps) the CENTER to pivot, and then returns the PIVOT to the center of the world. The idea is that the PIVOT will not get lost or in the way once it has completed its task).
The center of the object gets placed between the selected vertices (or edges/faces).

Is it possible to do this on a code or addon?
Thanks.