texts: How do I split the mesh using another plane?

texts:
I am trying to make a wave with ocean floor. I applied several modifier to generate a wave which is

I don't want the ocean wave down the plane which need to be removed. At first I tried the Boolean modifier to do a difference but it doesn't make any changes. Is there any split or slice tool available in blender to do the same?
The blend file is available in


texts: why are my cylinders stretched if i use this geometry setup

texts:
i have this very simple geometry nodes setup:

result is:

my cylinders are stretched. I would have expected that the cylinder form is the same, but the just got bigger distances. Why is that?
blend file:


texts: Select Interior Face, how to make it work?

texts:
I have created a cube with interior faces all over the place.
The vertices and edges have all been collasped. Running the
Tool Select > Interior Faces ... does strange thing.

Does anyone know how this tool is suppose to work, cause it
does not seems to work as it's name implies. I have uploaded
a blend file, just in case someone could actually select those
interior faces with it.

Questions were asked here and here, but they do not
show why this tool don't seem to work at all.


texts: How to package my own CYCLES fork as an add-on for blender (as a .zip file)

texts:
I made a fork of the awesome CYCLES render engine. I wonder, can I package my fork as an add-on for blender?

I know that there are many alternative render engines for blender (e.g. LuxCoreRender). LuxCoreRender can be installed as an add-on. Can I do the same?


texts: Is there any way to create a face out of these selected and enclosed edges in the screenshot? I have tried using the F key but the face overlapped part of the model. Any help is appreciated. :D


texts: I created an island with clouds hanging in the sky somewhere behind the island and a camera that approaches the island and moves around it, before moving away from it. When my camera begins approaching the island, the clouds are  not visible. When the camera is right in front of the island, the clouds are all visible. And when the camera moves away from the island, the clouds dissapear again. What is going on there? I think, it has something to do with the depth of my world or the depth of what the camera can see. Thanks for help!


texts: Is there a tool to remesh an object such that it contains a specified number of vertices?

texts: I am currently making a classifier for 3-D objects that uses vertex data as input, and I am using Blender to create a dataset of 3D objects. For the classifier, I need all the objects to have equal amounts of vertices. Hence I want to know if Blender has a tool for remeshing any object such that it has a specific number of vertices?


texts: How can I fix this normal map shading issue?

texts:
I am having this texture shading issue with this model and it appears to be from the normal map node.  After disconnecting and connecting the normal map node into the Principled, with and without the bump node, it appears that it is coming from those (the normal map node specifically).

I tried recalculating the normals, flipping the normals (used backface culling to check), and tried it out with different color textures and normal map textures, and I still get the same shading issues in the exact same place.  This normal map isn't baked, the model is using tris, and is barely sculpted out.  The lighting has nothing to do with this as well.

I had previously asked on Reddit and one person and I were going back and forth constantly trying to solve this issue.  The closest thing we could get to was that it could have been a problem with the mesh itself.  He said something that normal maps on curved geometry could cause issues.

Here is what the problem looks like in the rendered viewport (results are the same in the final render) and my simple node set up:

Anybody have any ideas on what the problem could be?

Here's a demo blend file download if anything:
Thanks to anyone for helping!
https://www.mediafire.com/file/s76aac1znbil0fq/MeguminStaff_%2528demo_file%2529.blend.zip/file


texts: NLE - Workflow for editing one big video clip containing many sequences

texts:
I'm not sure what would be a good way to edit a big video clip containing many distinct sequences.

Before starting to put the final video together, I'd like to cut the individual sequences, give them a name, and put them in a place from where they will be easily accessible later. It would be great if my timeline could avoid being used as a 'storage' location, since I think it would clutter the view of the actual edit.

What I've done up until now :

Imported the video file, and made a meta-clip containing the audio and video clip.
Made soft cuts at every sequence break, and given all meta-clips relevant names

One way I can think of to proceed would be to export all the meta-clips as individual videos, and then make a separate blender file to make the final video by importing the intermediate files.

Is there an automated way to do this, or is there a better solution?


texts:
Is there a way saving a selected UV selection so when I click on the selected area it gets the mesh active again? Most times I accidentally click off the area of the UV selection, and then I have to reselect all mesh of the UV area I want to map again.

Thank you.


texts: Add pixels to an existing texture inside blender

texts:
For example.
I have image 500x500 px

Can I change it to 520x520px in blender?
Those additional pixels can be white, black or transparent.

It's quite easy in photoshop or something similar but I would like to do this in blender.

Or maybe if I have 500x500 px image I could create a new texture in blender. Size 520x520 and then copy and paste original texture on top of it.

(I have image that I'll use as a factor in mix nodes. It has sharp edges and I would like to add 20 pixels around and soften the border. That's why I want to resize image)


texts: How to remove these wrinkles/stress lines

texts: I'm trying to remove these creases from the faces, what are some of the best approaches to clean this up?


texts: How to construct a pyramid in blender but the edges of the triangles to be equal?

texts: How to make a pyramid in blender and all the edges to be equal size? Is there a way to do that in blender? Or if there is no easy way for that, maybe anybody not that lazy can provide me with a math line? Or maybe a link or whatever?


texts:
I have seen numerous tutorials about rigging and animation of armatures. Whats bugs me is why everyone of it uses a extra bone as IK target and not something that is not related to the armature? like a spehre or other primitive mesh that is not part of the mesh?

Imagine the case where I don't want to render the animation in blender but want to export it then  there would be two useless bones along with the Armature which are not used in animation anymore.

Just why use a extra bone why not animate with a seperate object or mesh for IK?


texts: How to assign different materials to different colors in a texture?

texts:
I just started using blender a few weeks ago, and am almost completely new to the node aspect of it, so I am not even sure if this is possible.
One of my objects is meant to have blood on it, and while I am not going for photo realism and this will be fairly far in the background, scribbling red on it in texture paint makes it look horrible. My main problem is that the blood is metallic and sparkly just like the steel material:

Is there any way that I can have a differing material depending on what color the texture is?


texts:
Two years ago I made a labyrinth game for a class, and it worked perfectly. Now I need to use this game for other reasons, but the lightning is bugged.

I'm using GLSL because that's how I managed to make everything work back then. I'm using a spot light to generate shadows, in lieu of the sun, because a Sun wasn't generating shadows as I wanted. But I'm using a sphere of 20 Suns to simulate global illumination, because other means to do that weren't working back then.

I have a camera overlooking the labyrinth, and the shadows are correct there. I also have a first person camera, and that's where the problem is. I'm failing to put this problem into words, so I made a video:

https://youtu.be/iwVJ0AlqWtU

I've Googled and messed around a bit, but I found no solution. I found out that I could replace my spot light by a Sun, and the shadows even look better, but the bug remains exactly the same.

The necessary files are here:

https://github.com/GuiRitter/labyrinth-game-exercise

Is there a solution to this?

Thanks in advance.

Update:

I tested a bit further. I don't know if it can be seen in the video (terrible job at using OBS Studio), but the ground texture is also bugged, (not) moving like the shadows are. I've deleted all light sources and the problem remains (tested in two scenarios: #1 added Emit in Properties > Material > Shading to the ground texture; #2 added ambient lightning in Properties > World > Environment Lightning (didn't knew of this before or it didn't existed when I had to make that fake ambient lightning))..
I've made a minimal version from scratch (nothing copied from the first one) and the bug remains.
Also didn't work: deleting all cameras, creating a new camera, not scaling it, setting it's physics to No Collision, vertex parenting it to the player character (although that makes the camera not change orientation with the parent), positioning it such that it would not be inside another object. I positioned it above the labyrinth walls and deleted the sky to ensure the last one.


texts: The knife tool won't show the exact result that was done before pressing enter

texts: So the first picture is right after I selected where I will cut, and the second picture is after pressing Enter/Space Bar which should apply my previous result to the world. But it is not what I asked blender for, and it tries to snap at vertices. In the tutorial video, it seems that I can cut edges without already existing vertices but it is not the case for me. How do I change this?


texts: How can i change backgrounds between frames in '2D animation' workspace?

texts:
I'm currently working on a 2D animation project on blender,which is the first time ever i've use grease pencil and the 2D animation workspace.

Here i just simply add the background as a plane into the scene:

But when the animation keeps playing i don't know how to change to another background:

In other animation software i just simply put the background into a layer and that's that.But blender seems blow all of that concept out of my head.Can anyone help me ?


texts: How to replace / swap frames in Blender VSE?

texts:
Is there a way to replace / swap frames in Blender VSE?

My workflow has three stages, I generate three sets of frames for each project. Each frame folder has subfolder for each scene/shot.

preview frames - first set of frames, low sampling 50% resolution for the client to review
revised frames - second set with requested changes implemented, low sampling, 50% resolution, for the client's final approval
final frames - high sampling, 100% resolution for final production

Very often, there are minor or no changes in VSE, so all I need is to have preview/review frames swapped with final frames. Deleting old frames and adding new ones is inefficient option, since I have to re-do all the effects and transitions. Is there a way to swap the frames or point Blender VSE to look for updated frames in a different folder without disrupting the VSE layout?


texts: Can you Export edited textures out of Blender?

texts:
I'm not sure how to describe it in one sentence for the title.
But I really mean is that for example:
I add an image texture to the material> Base color, I slot inbetween the 2 nodes a Hue/Saturation Node. Its it possible to export the texture WITH the Hue/Saturation Node changes??


texts: How to I merge two objects so I can move them around as if they were one object?

texts:
I've seen other questions about merging objects, usually involving deleting faces from both of them and connecting them together. But that's not what I want. I just want to be able to control many objects together, using scale, movement, etc, as if it was only one object.

Does anyone know how to do this? It seems like it should be easy but I haven't found a good explanation yet..


texts: Is there a way to do math operations on weight groups?

texts:
For some skinning purposes, I need to be able to do some basic math operations on vertex groups :
lets say I have created A, B and C vertex groups, and I want to subtract A and B of C vertex group (I am talking of weights of course), so it would be C = C - (A + B).
Is there a simple way to do it without writing a python script ?


texts: How to get list of all images in a scene with python

texts:
I am looking for a way to get a list of all the images loaded into Blender at that point. I want to use it as a check something like:

file = "name"
if file not in list.of.images:
   image = bpy.data.images.load(filepath)

know of any ways to do this, searched and searched and haven't been able to find anything.


texts:
I'm scoping out solutions for rendering custom volumetric data that I'll be parsing from some external source (a simulation being run externally to Blender). I'd like to use Blender's volumetric rendering capabilities to render frames of simulation output by my program.

Here's an example of rendering some volume (in this case using particles as density markers).

I'm wondering if it would be possible to put my custom data through the density channel here, through scripting, etc. Maybe there's a way to script the positions of particles in a particle system? Thanks


texts:
I want to slice an object in Blender into two pieces, but I can not get it done. If I use the Mesh tool Bisect it doesn't slice it rightly where I want it slices how i don't want it. I want to slice all the object to get two pieces. Please give me some information how I can do it rightly or how I can use knife tool to slice it. I don't know how I can merge all the object to one object and then slice it.

Here is what I have now

and I what to slice it to get two objects something like this

So I can move half of the dog up and half of the dog down.

When I use Bisect it doesn't slice it correctly how I want.


texts: Help on what animation technique I should use

texts:
I have a very basic character made out of Basic shapes, and I want to animate/pose them. I tried armature but that's more for meshes that look more human-like, and It just does not work here.
What do yall suggest I do?


texts: Face disappearing when imported to Unity (Not Normals)

texts:
I have search through multiple threads for an answer to this, but I can't seem to fix it. I am having a problem where a face in my model is disappearing upon being imported to Unity. I checked my normals, and the face's normal is going the right way. I have attached the .blend file. Any help is appreciated! The face not showing up is the left eye when you are looking at it from the front. Thank you!

.blend file


texts: loop cut and slide to all edges selects?

texts:
Its possible to do loop cut and slide on 2 or 10 or 50 edges selected??? LIKE THE EXAMPLE

Thank you very much in advance!


texts: Gaps between faces; how can I join them, without filling?

texts:
I'm new to 3D modeling and wanted to try Blender. I'm following Katsbits animated snowman tutorial and I just noticed there's a "gap" between my snowman and his scarf where it meets his neck and near the bottom of his body.I don't think this was there before, I must have done something to create this gap by mistake. I want to join the scarf to meet the bottom of his neck, but without creating a new face. I used "snap during transform" to bring the edges together, which appeared to do what I wanted, but if I move the vertexes of either the scarf or the snowman I can see that they still aren't connected. How do I fix this?
Thanks for any help!


texts: How can I make rover wheels touching the ground easier to animate?

texts: I have a rover with wheels attached to axles that rotate along the Y axis. I want the rover to move forward (x) with all 8 wheels on the ground at all times, except I don't want to spend the time rotating the axles every frame. Is there an easier way to animate this?


texts: Can I transform an object rotation while the animation is playing?

texts:
I got a simple car. The front wheels are independent objects, linked to the body with a generic spring.
I want to change the frontwheels Z-rotation to change the driving direction.
The wheels are linked to an empty with an object constraint, to transform the rotation in relation to the empty.
This only works, if the animation is not playing.
Can I change the rotation while the animation is playing and the car drives (the back wheels got a motor constraint)?


texts: Transparent geometries still affecting shading

texts:
The problem:
I have some issues with some transparent objects generating something of a shadow onto my particle systems / surfaces. You can see this with the darker areas on each surface. For some reason this dark area on the corner it looks like it runs along the edges of the
My scene:

I have a block black model at the center of this image. It has a collision property for generated particles. This block has a slight transparency, but shouldn't be creating this sort of shading.
Above that are a set of 2D surfaces to generate particles on surfaces.
Above that are another set of 2D surfaces that have a collision property for keeping the particles in proximity to the surface, but should be transparent. These are basically placed near all faces and edges. You can see their intersection with the orange outlines below

Layout View

Rendered View

I have also added the shader nodes for the transparent 3rd layer, in case I'm doing something obviously wrong.


texts:
When subdividing a plane I want to have 150 cuts (number of cuts) but the system does not allow me to enter a number larger than 100. Is there a way to change that ?

By the way, Blenderguru entered 150 cuts in this tutorial at about 07:30 min


texts:
I have just created a mesh and tried giving it a material which I gave to many other meshes in the same file and now for any reason it is showing the wrong material in Viewport, but the correct material in the Node Editor. If someone has any idea how to solve this problem I appreciate any help.
Thanks for the attention.


texts:
I have a student that has been working on a project recently and finally got the steps to work. However, when she tries to open the files in blender, it won't open. Instead, it takes her to the page as if she was saving it again. Any ideas on why this is happening? I have never ran into this problem before.

Thanks!


texts: How to convert a world generated Texture Coordinate into Object Texture Coordinate

texts:
In the material shader editor, one can use a Texture Coordinate from  the Input, like generated, UV, object, etc.

For example the object texture coordinate,the main benefit is that it will allow you to apply a texture around a object without having to uvwrap it, however that object texture coordinate is linked to world coordinates, and when for example, a character has a material that uses the Object Texture Coordinate, when it bends it's geometry to follow a bone, it shifts the generated UV, because it's linked to world coordinates, and the result is similar to water dripping from a object.

-Of course when using these methods to texture your models, you will need to use seamless textures, and if you want, you can enable box projection on the Image Texture to enhance seamless transitions.

My question: How we can convert this world generated UV data, into a object data?

So the texture will be binded to the mesh data like a UVWrapped model, maybe bake or export the UV data from the Object Texture to a static UV map. I tried already various methods, including using a Vector Transform node.

This may be benefical for quick projects in which we can texture a scenario/object very easily, or in which, detailing is not needed. We create a library of materials and just apply them to a object, brick patterns, concrete, etc.


texts: Making a multi-colored candy material in Cycles?

texts:
If someone knows a good shader setup for pez candy in cycles I would be happy if he/she would share it with me. Here is a reference image:

Ps: I dont want just multi-colored Candy i want to have that grain and the overall look that Pez Candy has.


texts:
On the left cube I have added an image(PNG) as a plane, and snapped it on the face of the cube, and on the right cube I have UV mapped the image(PNG). Now the image as plane, leaves some weird shading issues, depending on the angle, and light, where as the UV mapped image, there's no problem at all. But is there a way around this to get the image as plane to look as good quality like a UV mapped image? The reason why I snapped it on the face of the cube, was to avoid UV mapping as a solution and avoid setting up Nodes.
Thank you.


texts:
I use a square curve to be the bevel. With default settings. The result is like this.

More description:
My purpose is to make a bunch of foot line all around room. I want to use poly spline type curve to achieve this.
Without bevel object the curve geometry looks like this. The cross section is twisted at the corner which causes a shrink in the middle. Any way to prevent this?

samplefile:
https://drive.google.com/file/d/1M3i4IbUPOPmV305ooXImfbh4ZBL0aU10/view?usp=sharing


texts: Creating a space dome? Is that how that works?

texts:
I'm currently working on a storyboard type music video where most of the shots take place in space. I've been getting away with creating that illusion of space using after effects with certain backgrounds and I believe I've got decent results give the drawing type styled nature of it. But there's a few upcoming shots where the camera is suppose to pan beyond what I'm able to recreate in after effects.

I figured that my best possible bet to improve that would be to create a "space playground" in blender where I would indeed be able to move the camera in any direction I wish. What would be the best way to go about this? One thing that comes to mind is that menu screen from Halo 1 for PC. Where its apparent that the camera is inside a "dome" / Sphere looking around and there's stars in every direction. All the YouTube tutorials that I've seen barely cover what I'm talking about. They mainly show how to create a space "picture" using the particle system. I want to be able to pan that cam in any direction like the movie Gravity. Any help with this would be greatly appreciated.


texts: Faces Refuse to Merge - Merging Objects Faces between two Joined Objects

texts:
I am encountering a strange problem regarding faces on an object.
I had originally used the knife tool to take apart objects and create now game objects for unity. However, I had discovered an issue on the Swiss-German border that I needed to resolve.
I merged Switzerland into the larger object and attempted to remerge faces. Unfortunately, it leaves me with this buggy face where two faces are ontop of each other. Does anyone know how I could fix this?
Thanks for any help.


texts: Apply a different material to every face

texts:
I just wanted to know if it was possible to apply a different material to every face. So if a model has 200 faces there is 200 materials. I could do this the manual way but I would rather not.

Thanks for the help


texts: set shader properties by mesh face index/position in ply file

texts:
I'm trying to set color and other properties of a shader dependent on the specific face of an imported mesh.
To make the problem a little bit less abstract, I'll give you the background: I did physics simulations on a surface mesh with some other software and got a timeline of values for each mesh face saved somewhere in a textfile. I want to make an animation, where these values are color coded on the surface mesh with blender.
I'm not exactly a blender pro and tried to fumble around with .osl scripts to the effect that I can set the time-dependent color of an object by using something like
float my_array[120] = {
#include "myfile.txt"
};

within the .osl script. I don't know whether there is a better way, any suggestions are welcome, but it works for now.
But now I'm stuck. The script needs a second input: the specific mesh face, preferrably as the index at which it occurs in the .ply file of the mesh. If I had that, i could again load some flattened array, calculate an index in it from the mesh index and the time. But how do I get that index? The Geometry node does not have something like that and a UV-map also doesn't seem like the place to look.
Thanks in advance for any pointers


texts: 'Inset Faces' is killing me. please help me!

texts:
I'm try to make a arch gate.

However, the increment is not applied evenly.

This is what I'm trying to make.

What's the problem?
Please help.


texts:
How do I export my scene with the propper nodes to a Collada file from my cycles render

I am working on a spaceshipe but when i try to export it to a collada file the texteres are missing, I am using the cycles render and the textures are no images.


texts: texture paint : how to switch between texture stencil and solid color paint

texts: When i do texture paint, i can draw with solid color , then when i want to draw using texture (stencil mode) i will add texture to the brush. Now if i want to go back to draw using solid color how can i do this? i ussually have to delete texture from the brush. And if i want to use texture stencil again  , i can't do it in tool property, i have to go to texture tab to select previous texture brush. This is silly to go back and forth these tabs. There must be a faster way . Anyone can help ?


texts:
I would like to have my material on the object.

Then I want to paint an alpha mask which will be an emission texture material on top of my material.
Basically, only part of the object which will emit light will be my painted texture on it.
How to do that ?


texts: Colors will change in scene when I use RGB node as shader

texts:
I am trying to create a scene with absolute no shading and depth. I created a basic material using nodes in the shading tab. I connected the color output from an RGB node with surface at material output. It looks wrong in the material prview and render using evee or cycles.

On the screenshot I am using Blender 2.92.0 using evee on default settings to render.


texts: I'm trying to use the Network Render over several computers and everything starts out great. All of my slaves connect just fine. After awhile of things processing though, the slaves get disconnected (Or at least they don't show up anymore) and I'm left with a few error ridden frames. When I go to check blender running on the slaves, they haven't crashed or anything. Does anyone know what might be happening?


texts: How do you get a trace around your shadows?

texts: I need to trace the shadows of an object, like getting a red line around the shadow(shadow itself is not red). I know how to trace an object itself but not the shadows on that object. Is there a way I can do this?


texts: Cant render black sphere, it always appears to be grey

texts:
I created a sphere around my environment as you can see in the attached image. It shall be pure black and in preview it looks like it but when I render it out, it appears to be plain grey.

I also tried to create a cube made off planes, but it also does not work.

Do you have advice?

This is how the finalised render output looks:


texts: How to project plane with image to another model

texts:
I imported a plane and a openstreetmap model to coordinates and want the image of the plane projected to the osm model.

I know it can be done with simple uvmapping by hand but it is hard to align the image with te osm model. I think it is possible to project the image from the plane to the osm model, does somebody know how?

Thanks in advance!


texts: How do you join two models together without messing up existing shapekeys?

texts:
first time asking a question on here so I'm sorry if I leave anything out of my question.

Getting straight to the point, like the title says, how're you able to do that? In my case I have a Head Model that contains many shapekeys on it (like expressions). I just want to simply connect it to a body mesh/model without the shapekeys basically getting destroyed.

I've tried some common methods such as bisecting the body model around the neck and then bridge edge looping the head and body after joining - as well as going by each and every one of the vertices of the head and the neck and joining them that way. I mean, both methods end up looking nice after some smoothing but the shape keys I had on the head are practically destroyed and cause weird deformations (even around places that don't have anything to do with the original shape key).

Thanks for your time!


texts:
I am experiencing a lot of issues with the topology of a specific object I am modelling. Currently I have an issue with 'non-manifold vertices on it as shown by the screen shot below:

The mesh issue I have highlighted is found by operating Select>Select all by Trait>non-manifold and checking only the 'vertices' option in options menu as pictured in the bottom left of my screenshot.

I would specifically like to be able to identify what the tool Select all by Trait looks for when the 'vertices' option is selected, so I can better address my topology problem

I have read a fair bit about what can cause non-manifold geometry but simply non-manifold 'vertices' doesn't really mean a whole lot to me, can anyone shed any light

Here is the blend file:

N.B: I have recalculated internal and external normals as well as 'merged by distance' multiple times which doesn't seem to do anything


texts:
I am really a new guy to blender.My question is how much complete I am with Blender software alone (of course after getting necessary skills).I understand it depends upon what art I want to produce. However, on an average, if completeness is measured 100 %,what would be the contribution of blender in it? (based on your expeience) Also, I look forward for any suggestion to have must have companion with Blender if there are any (like Photoshop, illustrator etc.)

Purpose: Academic illustration (not movie/animation).


texts: I just loaded latest build of 2.8. In edit, face view, I have sixteen reference points in each face. Is this a setting I have off with this clean load or is it a bug?


texts:
Hey guys I'm new to blender and I'm working on something; I apologize in advance if things that don't make sense but here goes:

I'm trying to extrude they eyes of my model, I am currently watching a tutorial and when he extrudes his model looks like the following:

however when I do it,my extrude looks fairly different; I select the verticies I want, I push E and then use S to scale it to how I want it and unlike the above image my extrude looks more "meshy" than it does "solid".
This is Mine (ny Idea how to make it look like the one above?:

plz help this has been bugging me for the longest time. I can't find solutions this is my last hope lol


texts: Is it possible to bind mesh to armature using its current pose?

texts:
I am looking for solution where i can import premade clothes which might be in

t-pose, A-pose
slightly out of the bone's default state
or use cloth sim to get a good resting pose with wrinkles and cloth not going inside the body

and get them to follow my main rig without using proportional editing.
I need to export the models with the rig as glb with default pose but would like to use the resting pose cloth sim as it looks the most normal.
python suggestions welcome . Maybe something like :

make the resting pose as default pose
bind mesh rig
revert back to original default pose

 dummy test file used in above screenshot


texts: Transfering UV Maps/Custom Normals to identical object

texts:
Not my model, it's just a custom job and this got me nuts.
I've been almost 5 hours trying to deal with this, I swear this was my last option to solve this problem.

I've got one object with perfect UV map but without Custom Normals.

And another identical object (same verts and faces) with perfect Custom Normals but without UV map

The task looks simple: just copy/paste/transfer the UV Map or the Custom Normals to the other object to make the perfect model.

But it looks impossible, at least by my knowledgement

What I've tried:

Ctrl + L > transfer UV maps
Tools > Data transfer UV/Normals
Magic UV > Copy/Paste UV
Magic UV > Transfer UV
Data Transfer modifier

None of them worked, the most close result was using Magic UV but didn't worked.

I'm using Cycles engine and Blender v2.79

Please help me! I really appreciate your time and efforts!

UPDATE

LukeD's answer is ok, but still having issues at the transferred UV map to the other model, look at this attachments:


texts: Why are my preview renders good and my actual renders totally black

texts:
I'm using Blender 2.79 and Cycles renderer.

Can't figure out why my pre view renders look like this

and my "rendered" images look like this.

Only a total noob to blender.  Have been using Modo, Max and Lightwave for about 15 years.

I've seen Render Layers as a common problem.  i don't think that is my issue

Thanks for the help


texts: Where did my properties interface/panel go?

texts:
(Not the one you get when you key N), the one that has all the texture/world/material properties.

I was in edit mode trying to press Shift + Ctrl + Alt + C but messed up and now the panel is just gone. I don't know why or how to get it back. And it's not letting me Split Area or Join Area to make a new window, either.
Thanks for your time.


texts: Animate triangles – rotate "roll" along all their sides

texts:
I'm animating a lot of triangles. Every triangle will roll along its edge over and over again.
I have tried animating the pivot point with an empty but that method is getting too complex with many triangles.
Is there any easier way to do it?


texts: Extrusion along normal is not creating solid object

texts:
I'm new to Blender and I'll try my best to explain my problem, please bear with me.

I'm trying to extrude this plane across its normal but the following issue occurs when I try to extrude "inward" in the direction of the curved surface.

As you can see the resulting object isn't filled in. When extruding in the negative direction the object is a solid. Why is this? I can fill it in manually but it's time consuming and I would like to avoid this in the future.

UPDATE 1:
I forgot to mention in my initial post that I hid a lot of other surrounding vertices, so I was trying to extrude the plane while it was part of another object. Once I duplicated the plane and made it into a separate object, it extruded properly. So I guess the failure to extrude was linked to its position within the larger object...

UPDATE 2:
I then used the Boolean Union tool to reinsert my properly extruded plane into the main object. It worked!


texts: Camera tracking: Moving the camera too much

texts:
I am working on a scene which is a corridor, and I want it to seem like someone is "holding" the blender camera while running down the corridor. I asked how I would accomplish this and someone said to hold a camera in real life and run down a hallway with contrasting objects that can be tracked. So I went ahead and did this, however, the way I want it to show up and the way I filmed it I moved the camera around and looked at the walls and moved in different directions to make it look like the person running down the corridor was looking around, which means that the markers come in and out of view and no marker stays in the view the whole time. How can I make it so that when Im looking straight at a marker it is tracked and then when I move the camera away to look at the wall then back straight ahead the marker is then tracked again?

Sorry about the long question thanks in advance for the help.


texts: Weird Shadows In Render And Material Doesnt Show Up As Expected

texts:
When I render the object, the shadows are looking weird. Also, I expect the outer part of the cable to look like shiny metal, but it is not what I expect.

Can someone please tell me if there is any way to fix these problems.


texts: How to add a python script to the quick favorites menu?

texts:
How can I make script work in quick favorites panel? I specifically need this simple script, that I learned to create after googling a bit of how to run it from the text editor, but I need it to be in the quick favorites instead.....

import bpy

bpy.ops.mesh.faces_select_linked_flat()

bpy.ops.mesh.region_to_loop()

bpy.ops.mesh.mark_sharp()

Because I hate to have to click every single time each option I use repeatedly to work with my models, so I hope someone can tell the trick to add this code as a quick favorites command.


texts: how do you subdivision surface, or shade smooth without ruining the object?

texts:
I want to make a table and a place for its cable management on it. Can you tell me why there's some edge loop or whatever it's called in between the hole once i shade smooth the table? I think it's the reasons why the table can't be that smooth?
I am also do beveling for the edge and I use bool tool for the hole


texts: Puprlish Material with Blue Voronoi Cracks

texts: Is there a way to make a shader (puprlish Material with blue, reflective Voronoi Cracks) from the following picture?


texts: Can I import multiple .wrl files into Blender at once?

texts:
I exported a model from Solidworks into .wrl files - each piece being it's own .wrl. I can import them into Blender just fine, but there's hundreds of .wrl files. It'd be a terrible waste of time importing them one by one.

Is there a way I can do a batch import of .wrl files into Blender?


texts: From the image you can see the render looks great but every time I try to bake normals it looks yellowish like the image, can someone tell me what am doing wrong,or if there is another way to bake bump as normals in blender,thanks and also there are no doubles or inverted normals or overlapping meshes thanks


texts: Cycles Render Lighting Glitch While Using Transparent Normals Map

texts:
i just have a question that i couldn't solve myself. The thing is i started to use substance designer and get my own custom textures from there, but the normal map it generates is transparent. I do know how to change it from transparent to non-transparent image but the transparent map looks better in my case. Anyway, in the cycles render whenever i render my object, there will be lighting issues. I am pretty sure the normal map is making this problem. Please i need this question to be answered asap. Here are some pictures of the issue and the transparent normal map. P.S The map is a png file and the light is smack right in the middle, so one half is lit up and the other isnt.

I also found out that the glossy shader is broken with this kind of normal map, there is a "void" in the reflection which moves with the camera:


texts: is there a way to change the dimension of the spots on faces when in edit mode? At the moment they are far too small and almost invisible. It is something I did on B 2.79, but now i cannot find a way for on 2.80.


texts:
I am wondering if it's possible to stick the orange plane on the face made by the three columns? I tried with the tutorials showing how to snap objects together. but the plane is never parallel.
Thanks


texts: What are the minimum parallax requirements for successful motion tracking?

texts:
Does anyone know the minimum parallax requirements during filming for successful motion tracking reconstruction?

I know the documentation says you need:

at least 8 common tracks on the both of the selected keyframes.
noticeable parallax effects between these two keyframes.

However, after many failed attempts at filming a scene using these guidelines,
I was wondering if anyone knows enough about parallax to describe the exact requirements more specifically.

One thing I've wondered is is there a requirement of the relationship of the 8 markers to the angles of the camera, or do you just have to have 8 markers somewhere and the key is only the camera angles?

If you say the key is only the camera angles, can you give any more specifics? I've tried:

~45° on the X/Y plane with ~10° arc into Z, but this video
failed to reconstruct
~160° on the X/Y plane with a ~20° arc into Z, and this video
reconstructed quite well

As a note, on both of these attempts, the Solve Error was ~0.6, even on the one that failed to reconstruct properly.

I was wondering if 180° on the X/Y plane followed by a 90° or 45° arc into Z (as shown below) would always work, or if that's an unnecessary amount of parallax.

So, in order to reduce trial and error, does anyone know the minimum parallax requirements?

Ideally, I'd like to get good enough correct specifics that they can be added to the Motion Tracking page in the Blender manual.

Thanks!

180° arc on the X/Y plane, followed by a 90° arc into Z


texts: how I could extrude an object so that it is not a 2D object?

texts: Beginner in blender. Wanted to know how I could extrude this object so that it is not a 2D object. In other words I want to make this object able to be printed in a 3D printer.


texts: I created a bone and added copy location, and limit location constraint with world space, because when I selected local space, the bone didn't even move, this works fine and the limitations too, but the driver don't. I set a average value driver for when this bone moves on x location to apply a corrective shape key, I tried local space and world space in the driver, but when the bone moves forward on X nothing changes. I've been trying to work this out during one day, and I got a lot of different wrong results, sometimes the value is 1000 in rest pose, and when I move the bone forward it goes to 0, I tried a lot of combinations using the generator modifier and didn't got any success. I want the shape key value to get to 1000 when i move the leg forward, and literally go to 0 when i move it backwards


texts: blender not responding after install appleseed engine and blenderseed add on

texts: I had installed APPLESEED Engine and add an add-on blenderseed in blender BUT IT SHOW messages that show in image blender not responding and second one pls Look in the image.


texts:
I need some help. My Tommy gun is very very intricate, and I've never really textured before - and the tutorials I follow are very confusing for me.

Can someone help me step by step?

Oh and, as an addendum, can someone tell me how to turn off the transparent view in edit mode? It's making me see past where I want to click.


texts:
Wanted to do a lyrics Video. So i connected an Image sequence and a movie Clip to a mix.
The outcoming Signal went into another mix, together with another Image sequence.
However it renders only the Sound with a black Screen.

Can anyone tell me an answere? I do not want to do it all again in case the Data is screwed. Cause that Video includes 450 Images, all set up in Dope sheet..


texts: How to register keymaps for all editor types?

texts:
I want to write an addon, which enables you to switch quickly, via a pie menu, between the editor types. (e.g. Node Editor, 3D View, Graph Editor, etc...)
To get my shortcut working, I need to register the same keymap for every space or editor type.

(e.g.:keymap_items.new("wm.call_menu_pie", type = "E",alt=True, value = "PRESS"))

Right now I got it working with only one editor type:

keyconfigs.addon.keymaps.new(name = "Node Editor", space_type = "NODE_EDITOR")

I know, I could simply register my keymap for every single editor type with a loop, but I am sure there is a more convenient and beatiful way to accomplish my objective.

( Maybe something like space_type = "WINDOW"?)

PS: My current registration code looks like this:

addon_keymaps = []
def register_keymaps():
    global addon_keymaps
    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name = "Node Editor", space_type = "NODE_EDITOR")
    kmi = km.keymap_items.new("wm.call_menu_pie", type = "E",alt=True, value = "PRESS")
    kmi.properties.name = "view3d.switcher"
    addon_keymaps.append(km)


texts:
How do I use python to set keyframes for the diffuse colour of materials in blender render. This is what I got, but it doesn't work.

mat = bpy.data.materials("Abc")
mat.diffuse_color = (1.0,0.0,0.0)
mat.keyframe_insert("default_value", frame=scene.frame_current)

I have an existing material that I want to set keyframes for, but I don't know how to do it. I tried searching it up and only saw python scripts for cycles materials.


texts: how to resize an image so it shows in its entirety within an object?

texts:
lets take a 3d rectangle add a image to only one side of it, after unwrapping it. Using nodes, adding an image that will show bigger then that objects face. the image appears on the selected face of the object, but it is way too big to show the entire image on the selected face. How do I go about resizing the image so it shows one image within the selected face of the object?

updated file


texts:
I making a digital sign for a restaurant in Blender.
The theme is winter and I animated falling snow and make stacking snow on the ground/floor(plane) and the font.
But I got the problem with the shadow catcher. I am using sun for the the lighting type and i rendered by Eevee but the shadow doesn't show in rendered as like in the view port.
I tried to click every "shadow"- related boxes but it never worked.
And I attached my file in this link.
https://wetransfer.com/downloads/eda9b99f852563c12586370e7ff97f6220201125020019/4eedec088359c00fb1cc2f13259d910e20201125020040/54a84b


texts: Unwanted striations and shadows on flat surfaces

texts: So I consistently experience this problem where faces have weird shading on the surface. I just want the surfaces to be uniform in texture (like a default plane). I have attached screenshots below. The first one has this weird shading error where there's that shadow on the uipper right corner. The second one has these striations that show the edges on the face. How do I get rid of these?


texts: Blender 2.8 How to make the object color in viewport look excatly as it is?

texts:
So I'm making the models for a game that only uses vertex colors and no textures.

I've noticed that any color in blender 2.8 viewport looks darker that it actually is. I use vertex painting to paint the object in 100% white, I set the "flat" shading but the object is greyish.

Here's the screenshot with windows notepad opened above the blender:

It is obvious that the "white" torus isn't really white.

If I use color picker to pick the color from torus it will tell exactly what my eyes see: the picked color is actually 10% darker than real white. Even worse, If I pick the color and paint with it at the same area, it will paint with that darker color. Thus the color picker become unusable in many situations.

In blender 2.79 I've set the object to "shadeless" and it pretty much solved the problem, but this option isn't really there anymore.

Is there anything I can do to see the real colors in the viewport?

Thanks!

Andrey.


texts: Is there a way to compute vertex density?

texts: I've got a mesh and am trying to figure out if there is a way to get a map of its vertex density. Ideally it would be something that I could put into a color ramp node and visualize. The goal is to get something to help understand vertex distribution in complex meshes. Areas with high vertex density would be bright, and low vertex density would be dark:


texts: Critical Problem : Freeze Problem while Modeling in Blender 2.80 Beta

texts:
I'm trying to model something with Blender. But when I switch it to Edit Mode with Tab and, for example, using Ctrl + R  to add a new  loop, Blender starts responding about 3-4 seconds after my mouse moves.

For example, try to add new face Ctrl + R  to the wings of this ship model I'm moving my mouse, after about 3-5 seconds, the object that I selected moves too.

I'm using the latest Beta version of Blender, v2.8

My PC is HP Omen Pro Gamer Notebook with i7 7700HQ and NVidia GTX 1060 with Max-Q Design graphic card.

What can I do to solve this critical late-response problem?


texts: How to display custom panel in two spaces?

texts:
My custom panel work good in the VIEW_3D space.

bl_label = "My Panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = 'MY'

I want to display panel in two spaces: VIEW_3D and IMAGE_EDITOR.

I try write so:

bl_label = "My Panel"
bl_space_type = "VIEW_3D", "IMAGE_EDITOR"
bl_region_type = "UI"
bl_category = 'MY'

but it doesn't work. How to make it right?


texts:
I am trying to make a little coastal scene, very basic just the odd wave and clash with a rock or two.

The fluid sim bake is 771mb, why does it take 2-3 hours to bake that?

My computer has these components;
CPU - Ryzen 5 1600X @ 4.0 GHz
GPU - GeForce GTX 1060 6GB
RAM - 16GB DDR4 @ 2400 MHz

I’ve got the preferences for the CPU and GPU turned on in CUDA.
Nothing else is up on my computer other than Blender.

I have been working in Eevee but I’ve realised to render I’ll have to use Cycles because of a material I have made won’t show up in Eevee.


texts:
Problem: I'm making a brake-caliper, and I wanted to cut out these engraved shapes from the brake surface using boolean modifier. It first crossed my topology, which I thought creating the mistake, so I changed that the rotation angle and number of arrayed object are matching and they never cross each other. The problem still occurs. I've watched a Blender tutorial of a brake caliper where the guy makes it with exactly this method and it works for him. I'm stuck because I don't know what am I doing wrong.
I've had a similar question in the past where my topology was messy and I thought at the end that was the cause. I've also tried to apply the subdivision on the caliper itself - result was the same. The cutting objects go through the brake and come out on the other side.

Question: How could I use the boolean difference in this case to just simply cut out these objects? How's it possible that the same method works in the tutorial and not for me?


texts: How can I extrude a egde into the middle of another egde?

texts:
I am learning blender. But I am having some problems. I'm trying to extrude a egde and add the end as a point in another egde. I made this to illustrate what I want to do: The 3 green lines are what I am trying to add.
On the right hand side you can see the other 2 areas I want do to do a similar process with. So, kind of fixing a part of a egde loop which got cut off when I deleted some vertices


texts: How to bend rigged mesh in wanted direction

texts:
This is horse mesh I want to rig for exporting to game. I'm very new to rigging so I want horse to bend legs more natural. This is surely not how animal would bend leg if it lifts it up like on my picture, it looks like it is made of rubber. I was messing with IK constraints and weight painting but I am not actually sure what that does.
What I ask is how can I affect it to bend like I want(direction) - is it by weight painting, by IK restraints. Maybe some good tutorial about rigging could come handy!


texts:
Somehow these strange lines have appeared on my mesh. Also, when I try to assign a material to a part of the mesh, everything gets distorted. How do I fix this?
The distorted mesh:

I've tried to clear parenting, but that didn't seem to work.


texts: Is Blender Cycles rendering, killing my CPU?

texts:
I am using blender on and off, and I just checked the cpu temperature history and its high was 108 degrees for an laptop.  I also just used a desktop that used 98.9% of the cpu when in cycles render view, and not even rendering images.

Eevee seems to keep the cpu at low levels currently. If I continue to use cycles will it kill the CPU? How can I reduce the load/damage etc, as a cooler for a laptop is not practical.  Or do I just have to stay with eevee from now on, as I would not like to replace the cpu every couple of years or so?


texts: How can I move separate edges towards each other at the same time?

texts:
I know I can move each edge separately pressing the G and then the Y keys but how can I move
the edges toward each other at the same time?

After the edge move it would look something like this.


texts: World displays as grey even though set to white

texts:
I am using the 2D Animation preset and so far every new scene I made had the same bright white background. Now my two latest scenes (created with 'copy settings') have a light grey background even though they are set to white.
There's also no difference in surface, nodes or strength.

There are apparently exist different background shades with an off-white color but selecting the white one doesn't help either


texts:
My model looks like this in Blender.

It look different in Unity.

How can I fix it?


texts:
While working on the texture of a model I found a problem with hair and eyelashes.

I used Cycles render and nodes to add textures, selecting alpha so it leaves only the textured image of the hair.

The problem is that the texture is fine but it remains with a thin white border.

Picture of a fast render


texts: Mesh modeling review: black hole, cannot select face, joining subdivisions

texts:
I've run into some problems with my first mesh model, a boat's hull.
I'm unaware of an SE like code review for modelling, so I hope these questions are not frowned upon.

I hereby place it in the Public Domain, except for the image contained from http://www.elb-h-jolle.de/bauvorschrift/bauunterlagen.php (incomplete hull form lines). It's a single mesh with a mirror modifier.

Now to the questions:

Stern corner mesh joints
I've started with the sides of the hull and added vertices / extruded edges to create faces for the stern and top. Should these be managed as quads or an n-gon?:

Black hole and unselectable face at bottom of cockpit
I've extruded the front part of the cockpit's bottom (after subdividing two edges to create the corrensponding face), but the resulting vertical face is black (I can select it) - why?
The bottom of the cockpit does not appear to be a face (I can't select it) despite a "Make Edge/Face" operation on the respective Edge loop. Why could this be?

Bow
This is missing a curve at the bottom, which is a similar problem the the stern corners. Some of these vertices probably need to be joined?

Is there a way to align multiple vertices to x=0 at once? If I use the transform (Properties Region) for a selection, this seems to apply to the group, not individually.
Alternatively, is it possible to align selected vertices in a plane and move that to the desired location?
Of course the purpose is to align the vertices to close the hull for its mirror modifier.


texts:
I want to merge two similar armatures, that have same named bones in them

And when I merge armatures with Ctrl+J, bones don't merge, the same named bones were like that: "head" and "head.001", "head.002"

So, can I make it so that when I merge armatures, their bones also merge? Or is there other combinations, add-ons?

Or if I do it by myself, is there hotkeys or ways to merge two or more bones into one, without loosing weights, groups and parents?

Thank you in advance!


texts:
I created a very simple railroad using an array-modifier followed by an curve-modifier, after that I wanted to run a train on the railroad. The Locomotive is consisting of several grouped objects which can be moved as a whole.

When a add another curve modifier to the groups parent all other grouped items stay in their previous location.

How could the group be moved along the curve?


texts: What is the proper way to make this robot arm?

texts: this is really my first time making something in Blender without a tutorial. I am trying to make this robot arm, but I am unsure about the proper method to do so. I have outlined the object I am trying to create in red and my current attempt is also attached. I have used a boolean modifier to create the circular shape for the shoulder of the arm but it has far too many vertices which lead to too many edge loops lower on the arm. The arm becomes smaller lower down and the topology gets messy because of the extreme number of edge loops. I want to ensure that I am practicing proper technique and creating good topology. Should my circle have less vertices? Or is there a good way to reduce the number of edge loops as the arm goes down further? If I am using any terms incorrectly you can also feel free to correct me. Thank you so much!


texts: Displacement on object stops it from using emission to light scene

texts:
CHECK EDIT

So I've finished work on one of my scenes for my year 12 animation, I wanted to use displacement on the hole that my character is falling down, but when I use it black sections appear everywhere.

With Displacement:

Without Displacement:

Does anyone have any idea what is causing this? They don't appear in view port rendering

Thanks,

EDIT:

Woops I worked out what the issue was just after posting this my particles system mesh was showing through the compositing >.>. Although now my issue has changed, now the Hole doesn't have any emission when I use the displacement.

Here's after displacement:

Any Ideas?

I'm using the displacement modifier with a noise texture to create the distortions in the tunnel. The coordinates of the texture is controlled by an empty so I can animate it warping and shifting. The node setup for the material is extensive but is mainly comprised of mixing generated textures:

Full Setup:

This is the important part though, the emission at the end which for some reason isn't showing through. I however doubt that it is the materials fault since the scene is lit properly from view port rendering.

Modifiers:

So I've managed to narrow it down to the animating of the displacement as the cause of no emission. When I have the empty moving to animate the displacement it no longer emits light and I have no idea why :C


texts: Export to Unity results in loss of animation information

texts:
Introduction
When exporting armatures with animations to Unity, I've had a problem, where animations from Blender behave differently in Unity. Some bones either lose their information completely or get it distorted.
Everything in the Unity rigging settings looks fine, all bones are detected etc.
I found the link below on a Unity forum question, that dealt with the usual "-90X degree rotation issue". However it turns out, that export method #3 from the video link (02:25 - 03:25) also solves my issue, if I also include the mesh in the export.
https://www.youtube.com/watch?v=bpH5ZfonExo
How I did it before
With a rigged and animated character in Blender, I kept the Blender rotations, exported as FBX to open in a new Blender file, where I rotate the armature to -90X degree rotation, apply rotation, then exported as FBX to Unity (All Local Scale), without the mesh. This gave me a correctly rotated animation in Unity, but resulted in missing bone information.
How I do it now
With a rigged and animated character in Blender, I rotate the armature to -90X degree rotation (mesh is a child of armature), apply rotation, then rotate 90 degrees back, but only apply that rotation on the mesh objects. Then export as FBX to Unity (FBX Units Scale), with the mesh. This gives me a correctly rotated animation and no missing bone information.
Question
Q) How do I export animations without loss of information, without having to export the mesh?
I've been looking in both Unity and Blender forums for an answer, with no luck.


texts: Scripting:How to correctly add a boolean modifer to an object?

texts:
I am trying to cut a hole through a mesh-cube with a mesh-cylinder by adding a boolean modifier with a 'DIFFERENCE' value. what I have is =>

objkts = bpy.data.objects
cube = objkts['cube']
cylinder = objkts['cylinder']
bool = cube.modifiers.new(type='BOOLEAN',name='booly')
bool.object = cylinder
bool.operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier='booly')
sc = bpy.context.scene
sc.objects.unlink(cylinder)

but it does nothing when I run the script, I mean the objects are still visible until I manually click apply @ the cube's modifier pane from the blender GUI


texts: Blender 2.8 Python Scripting Pie menus and Side operator panels

texts:
I am creating a Pie menu layout for my addon and having issues with the location of menus. They seem to land on top of where the pie operators are. Ideally I would like menu panels on both sides of my pie menu without losing any of the pie operator buttons. Can this actually be done? I saw (code pasted below) this code has a panel in the pie menu but how would create it more on the sides without overlap. Also curious what are the best commands for determining the location of menus while working with pie. Thanks in advance.
import bpy
from bpy.types import Menu

class VIEW3D_PIE_template(Menu):
    bl_label = "Some Pie Menu"

    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.operator("mesh.primitive_cube_add")
        pie.separator()
        pie.separator()
        gap = pie.column()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        gap.separator()
        menu = gap.box()
        menu.scale_x = 2.5
        menu.operator("mesh.primitive_monkey_add")
        menu.operator("mesh.primitive_monkey_add")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts: How to I get particles to stay inside their generator object?

texts:
So, I am currently working on an animation where a ball of slime falls down onto a branch and partially retains its shape as a ball. I do this using a mantaflow simulation with a cloth physics sphere as the generator.
I have the fluid simulation looking more or less how I want it, and the next thing I wanted to do was to have air bubbles suspended in the fluid like Jell-O.
The method I decided to go with was to have the cloth sphere (which is the main body of the slime) generate particles that don't fly off or fall, they just remain stuck inside the sphere. While there are many tutorials for this effect for stationary objects, I have yet to find anything for use in an animation, let alone one inside an object running a cloth simulation.
The results I have currently spawn in bubbles where I like them on frame 1, but the problem is that they pop out of the sphere when it hits the branch. I have tried adding collision to the sphere, but this does not work, and the particles still fly out. I have tried turning physics to none in the particle generator, but while this gets closer to the desired result, particles still exit the body.
The only solution I can think of at the moment is creating a duplicate of the cloth sphere that isn't a generator to act as a seperate collision, but this feels like a clunky workaround.


texts: Is it possible to make the edges of a curved mesh smooth while keeping it low poly?

texts: I am building an aircraft that has wings curved from the top and side and since I pay close attention to detail, I want to make the edges as round as I can, but using 5 subdivisions bumps the vertice count to 3 million. I know that normals exist, but I'm not sure if they can do anything about this. The reason why I have to apply the modifier is because I will be texturing it in substance painter and will be applying decals in very precise locations of the model. Smooth shading works in the middle of the model, but the edges look very bad. Is there any way to make a low poly curve look smooth or do I have to deal with 3 million vertices for a smooth curve?


texts:
I would like to use blender to model a map of a castle, and then have a cutaway view of the map, with all the objects inside. Then, if possible, have the view almost orthographic.

Yes, I could just illustrate the map using photoshop or illustrator, but I wanted to see if I could use Blender in my pipeline.

How would you go about rendering in Ortho view from top down?


texts: Mapping node animation does not work in Blender Internal!

texts: In Blender Internal renderer mapping node keyframes do not produce inbetweens during animation. Other nodes do. In cycles they work. Are there any workarounds?


texts: How am I suppose to animate multiple characters in a single scene interacting with one another? I want to have four characters talking to each other and touching each other with cloth simulation already applied to all.


texts: I modeled a dragon character. when i import it to unity its mesh is inverted.Can any one tell me why?

texts: look out an object and its mesh is inverted. Can anyone told me how to fix this please?


texts: refraction of arrow through glass of water

texts: so i have been trying to simulate arrow refraction through a glass full of water where the arrow's direction is reversed. i have applied refraction BSDF to both the glass and the fluid mesh with IOR 1.45(do i need to set different IOR for the water and glass??) and the arrow refracted but was doubled!! so why this happened and how shall i get rid of it? also i don't know  why there is that black colour on surface of water and corners of glass! how to get rid of that too??


texts: Will rendering on linux decrese rendertime?

texts:
I am on a Windows 7 Ultimate computer with 2.75GB ram and an Intel Pentium (I know, ancient) T2390 1.87 GHz dual core computer. I have an animation I would like to render, however the estimated time for 1 frame is about 3 hours, and my animation is 280 frames!

My tile size is 16x16 (auto tile size add-on said it was the best), Top to bottom, Cache BVH, Persistent Images, Use Spatial Splits, Save Buffers, and Static BVH for the viewport (I read this was the fastest in CPU render)

I know I can decrease the number of bounces, but there are many reflections and refractions in the scene.

So... my question is, if I use something like Puppy Linux and render the scene (assuming puppy linux can run blender), will it be faster?


texts: Why is a vertex from another island is moving if I move an UV island?

texts: Why is it that if I move an island from my UV a vertex from another island is moving?


texts: How to blur a single layer in a grease pencil object?

texts: I was wondering, is it possible to blur a single layer in a grease pencil object like, for example, the gaussian blur in Photoshop ? I know there is a "blur" effect in the visual effects properties but it is applied to the entire object.


texts:
I am attempting to create an image transition that appears like a "morphing" effect to use for an age progression video of my granddaughter. I found a video tutorial online that shows exactly what I am trying to do, however one aspect of his instruction does not work in my Blender (v.2.79).  He is using v.2.77.
He first imported the first image as plane (shadeless, in top perspective orthographic view). Then he added the second image in the same manner.
Next he sets the material transparency to check and Z-transparency.
In the next step, he sets the alpha to 0.5 to make the top image partially transparent so that he can see what he is doing when using shape keys to transform the image.
This is where I have the problem.  The alpha transparency does not work on my images.  I have tried png, tiff, and jpg images.  I have also changed the plane shading from texture to GLSL and enabled X-ray but nothing has worked.

I did find a work around by adding mesh planes and then using the image as a material and texture but it takes a lot longer to get to the end result. Does anyone know why my images do not respond to the change in alpha setting?

The original instructions found here enter link description here says not to check the transparency on the object panel, however if I do, it still doesn't help'


texts: How do I join bones and keep the animations?

texts: I am trying to make a mechanical spider and I have make a leg with bones animation, which I have duplicated, but I need to have it joined as one object so I can export it to unity. When I try only one of the animations is kept how do I keep all animations?


texts: If I use "Rigify addon" , should I roll the bones axes ? even directions of them?

texts:
I would like to know if whenever I use an addon modifier called "rigify" should I always check the roll bones (rolls of the bones)? specially in the finger??

I know how to rig basics but manually, I have seen some tutorials of that addon, but people never touched the rolls bones or even some adjustment in the constraint, angles, rotation in chains... however I think the addon is powerful, but it is automatic...

I would like to know if some advanced 3d artist prefer the old method, or this ? even "mocap" is the best way, but I am able to use just the addon rigify and metarig.

What are your opinions guys, should I use the rigify addon ? and make sure to check in bones properties the rolling bones, the axes direction.  My question sounds more than an advice than a question, but consider it.


texts: Creating a model for Garrys mod. How can I copy/paste my model in the edit mode to create a phys model?

texts:
I'm following this youtube tutorial but the teacher copy/pasted and continued on like nothing. I've looked around and I guess theres shift-d to duplicate but I'm really just trying to make a copy of this model to rename it with _phys at the end.

Here's the tutorial and its time stamped at the part I'm stuck at.
https://youtu.be/LWvAkJryAhI?t=180


texts:
I am trying to write an import/export script for a format that uses cameras animated through bezier curves. Each point on bezier curve in this file format has a timestamp (frame number) attributed to it. So, the speed of the camera when following the path is evaluated based on the timestamps attributed to bezier points.

In Blender, however, Follow Path constraint only gives me an option to offset camera on the curve using some sort of "Offset". How is that value calculated? I am wondering if there is any way to get the exact offset value for the case when the camera is located exactly at each bezier point.


texts: Grease Pencil Help - Placing 2D Stroke Animation Over 3D Mesh Object?

texts:
I'm pretty new to Blender so I'm testing out its different capabilities, particularly in Grease Pencil mode, but I've found myself stuck and would appreciate some help.

https://youtu.be/IWZDvbiEMNE

The link above shows my issue. I'm working in Blender Grease Pencil 2.8, and while I've figured out a decent way to use a 3D mesh object as a reference to draw stroke lines over (first half of the video), I can't figure out how to have my 2D animation, the stroke lines, on TOP of the 3D object (from the camera's viewpoint), as if the ball were bouncing up the 3D mesh. Instead, the planes of the drawings are slicing THROUGH the mesh, when I just want them to be the top "layer," if that makes sense. Since the 3D stairs are not a stroke layer, I can't just place it below the strokes, and I've tried moving the 2D animation closer to the camera itself but that screws up everything, in regards to camera movement and angles of the stroke planes. There must be a simpler way of accomplishing this than just compositing two separate renders, one of the stairs and one of the strokes, but I don't know how. Any tips or solutions would be greatly appreciated!

(I tried to search for an existing topic about this but couldn't find it, so apologies if this has been asked before.)


texts: When my camera is looking at a surface at an angle, the shadows begin to look stripped. I have tried changing shadow settings but that has not helped. The stripped shadows have also appeared when I render in EEVEE too. Is there any way I can minimize or remove these?


texts: How to dynamically load a .dat icon (toolshelf icon)?

texts:
Using documentation here 2.80/Python_API/UI_DESIGN, I've managed to create a custom .dat tool shelf icon for use with an operator in my addon. The icon will display from my addon when registered from a class like this if the .dat icon file has been previously pasted directly into the active Blender installation datafiles directory (.../2.92/datafiles/icons/my_addon.operator_icon.dat):
class MYADDON_some_tool(WorkSpaceTool):
    bl_idname = "my_addon.some_operator"
    bl_label = "My Operator"
    bl_space_type = 'VIEW_3D'
    bl_context_mode = 'OBJECT'
    bl_icon = 'my_addon.operator_icon'

As far as I can tell, this will not work if simply including "icons/my_addon.operator_icon.dat" or "datafiles/icons/my_addon.operator_icon.dat" within an addon, nor any other area of a user settings directory as can be done with contents within the scripts and config directories. Is there some location within a user settings folder (or even better an addon directory) that Blender will detect an icons directory from? If not, is there some way to dynamically load a .dat icon file within an addon? Strangely, the doc I linked to is, in general, talking about addons in Blender 2.8. But there doesn't appear to be a way to load a .dat icon file from an addon without pasting into the core instillation of Blender.


texts: I'm very new to blender so apologies if this question doesn't make that much sense. Anyways I'm working with tumors and I'm trying to find a way to color them like a topographical map (the end result would look similar), with the blue being the smoother/flatter areas, and red being areas farther from the main surface. Does anyone have any ideas?


texts: Load/import settings from one project to another?

texts:
I have created a new startup file in order to improve my workflow.  One example among many others, I've created new Screens Layouts. It really makes a difference. But when I open old saved files, they use old settings like old Screen Layouts. It's time consuming to re-adjust the settings one by one to my new liking. It's also the same problem if I open blend files created by other people, I'm forced to use their settings.

So, is there a way to override the settings of old files with the ones from my new startup file?


texts:
This is a crop of my render test with cycles.

My Workstation: Win10, GPU Compute with NVIDIA 1050Ti
How can remove all the light pixels in the scene?

Render settings


texts: I am working in blender and planning to create a character where the hair changes from black to white. I want to make an animated video which shows the change happens from the beginning of the hair, gradually to the end. I took the idea from the Disney animated movie, Tangled, when Rapunzel’s hair glows in a gradual way.Thanks for every help;))


texts: I am doing a juggling project and need to track the motion of 3 balls (red, yellow, and white). So far, I've been really liking Blender's UI for motion tracking. I have manually tracked an individual ball for 1800 frames and am wondering if there is a better way of going about this. The balls are regularly occluded and sometimes go out of the camera's view, so is there a way of tracking each ball using one track per ball for the entire duration of the video? I also would like to export the curves from the tracking to a graph so that I can present my data. What are some methods I can use?


texts: How do I color the shading of a material?

texts:
Some art styles increase the saturation in their shading, I'm trying to achieve this effect as seen in cell #2 of my example image. Right now it looks like cell #3, which lacks this and looks dull in the render.

I just have #1 as a default frame of reference, and #4 is an exaggeration of the effect I want; using color for darker areas instead of just darkening. If I could achieve the effect in cell #4, I could easily change it to be like cell #2.

So far I have tried creating 2 material nodes with one of them inverted, and then mixing them. This doesn't show in render mode, and it still doesn't let me change the color where needed. I'm not sure how to go about creating the effect shown in cell #2, because I'm quite new to nodes.


texts: Why does the math node change the noise texture's color output to B/W?

texts: Could someone please tell me why plugging a color into a math node (in this case set to subtract) makes the output black and white?


texts: Why my mesh gets distorted when adding multiple support loops and mean creases?

texts: I have a smooth mesh with minimum subdivision loop cuts. I'm adding multiple support loops where the mesh makes a dent in it and also moving some vertices around and added mean crease all the way up to one. I don't want to add loop cuts in the middle or it will deform the model. besides the model becoming  messy, when I apply the subdivision modifier, the corners start to protrude. How can I fix this?


texts:
I saw a tutorial on YouTube, he used Auto normalized which used to be under brush. In the today version of 2.8 isn't there anymore.
Where can I find it?


texts: How to combine renders from multiple cameras

texts: I have 4 cameras in different positions but all of them point to the center of the scene. What I want is to combine all the renders, like film taken from different cameras, combined in one, image from different angles? Is it possible to render all of them at once and combine the render result into one image?


texts:
I now know that the problem I had with render mode was because I rendered in Cycles but I think I have to keep working with Cycles for this one so maybe someone can tell me, why the material looks like this.
In Eevee, the preview of the material is the same but it looks fine. Why does Cycles do something weird with it and how can I turn it off?


texts: How do I apply the correct physics to a chain?

texts: So I made these chains and a chain holder on the back of a truck but when I try to apply physics, every single ring glitches out going in random directions (sometimes blender just crashes). I just want to attach the chains to their top rings (the 7 top rings + the holder theyre attached too is 1 object). I already searched for a solution but they keep glitching, would be nice if someone could help me!


texts: How to move created gradient without customizing Texture Gradients from which created gradient created?


texts: How to install the add-on to import Rhino .3dm files

texts:
This question/answer seems exactly what I need.
Import/Export Rhino's 3DM format to/from blender
But I tried installing import_3dm-master.zip as it suggests, and the rhino3dm-master.zip on which it seems to depend (downloaded zips from GitHub) and don't see a new import format on the File->Import list.
What simple, obvious thing am I missing?
(And I can't just add a comment to that thread because I just signed up and apparently need a 50 to comment. Hmmm.)


texts:
There are 2 ways to add detail to a 3D model. One is to physically change the shape of the model by adding more vertices. The other is to fake the illusion of extra vertices with normal maps.
Normal maps are often used because they are more efficient and don't add more vertices to the mesh. They can also produce quite realistic results.
If this is the case, then how should a 3D modeler decide which method to use to add detail to a mesh and when? Why even bother modifying the mesh to add high-level details if normal maps can create the illusion of depth just as well?


texts:
I had an animation for a rigged bone that I made with a mirror modifier because the same rig had to be mirrored. But .fbx export for unity applies the modifier and the rig was not as expected.

I have about 20 frames of animation and almost 12 bones, I just showed one for sample. If I do everything manually I'll have to iterate 240 times. How can I copy all the animation from one set of bones to another?

**EDIT: **The final mesh also needs to be a single object(mesh).


texts: Blender 2.83: A shipped add-on is not appearing in the Face context menu

texts:
I was recently made aware of the shipped Straight Skeleton Inset add-on  by this answer and this answer on BSE.
I could use this a lot, but in my setup, (2.83 stable), script version 1.1 in .. /scripts/addons .., it's not appearing in any menu.
I can access the operator via F3, but this doesn't allow me to make a shortcut of Quick Menu entry.
The add-on script includes:
def register():
    bpy.utils.register_class(MESH_OT_InsetStraightSkeleton)
    bpy.types.VIEW3D_MT_edit_mesh_faces.append(menu)

Should this work? Any clue what else might be going wrong?


texts: How to combine faces of an array (roof)?

texts:
The goal is to combine the faces, instead of having them overlap. That overlap of faces actually is very chaotic and difficult to combine if I make the object that I'm arraying (a spherical fragment) smaller (this gives it a nicer, smoother look). It seems as though there should be a simple solution to this, but I have no idea what this solution is. After all, array merging seems to affect the whole fragment instead of just the top faces. I've tried booleaning, grabbing (changes dimensions while it is arrayed), changing it into a curve (seems to mess everything up), and re-sizing it. The curve that it follows is directly below it and follows the wall's pattern. Anyway, maybe someone knows another option...?

File:


texts: Find any node connected to a material's displacement input and replace it with a normal map node?

texts:
I am attempting to open models that have been created in 2.7 in 2.8. But I am having some trouble with the nodes not looking correct and and final results in 2.8 are not satisfactory. And I must modify the node setups for each material, for each model..

I was wondering if someone could help me with some Python to loop through each material and look to see if there are any 'RBG to BW' nodes connected to the material's displacement input, if so then replace it with a 'normal map' nodes?

For example, from:

to:

I am uncertain how to find the nodes, nor how to efficiently replace one programmatically much less the one specifically connected to the displacement input.

If anyone has any suggestions on how I could acomplish this it would help tremendously!

And thanks!!


texts: When I join particles they somehow multipy

texts:
I've created a particle system (grass), converted the particles and moved them to another layer to get the grass as separate objects. Now I want to join them by Ctrl j. However, when I select two grass blades and press Ctrl J additional blades appear. What am I doing wrong?

What information do i need to provide?


texts: I'm working on my first character rig. I'm having a bit of trouble with the shoulder. The vertices, even though given 1.000 weight (and auto-normalize is on so it's definitely not dual-controlled) with shoulder.r it still doesn't rotate at a fixed angle with the bone. IDK if that's how rigs are supposed to work. Here's some pictures:


texts: Is it possible to make blurs that have an angle?

texts: I try to make a light source a little blurry. In the compositor I use the blur filter, but that results in vertical or horizontal blurs (changing x and y values). Is it possible to make the blurs that have an angle? This image as an example:


texts: Snap Utility is removed when default cube is deleted

texts: I have Snap utilities installed in the user preferences (Lite) edition. Only the Pencil works. I also have the default cube showing. I now want to delete the cube and the snap utilities is then removed from by preferences. Would some please explain why this happens


texts: Textures won't show up when I render an animation

texts:
I have a problem with Blender and its animation process, I want to do an animation and to do that I rendered all frames of my project. Textures on all of my frames are visible but when I do the render animation, my textures won't show up. I used UV/Image editor, I applied the materials to the objects and I did the exact same thing for 3 other animation and it has worked on all of them..

Here is a rendered frame where we can see that textures show up.

On this screenshot we can see that there's no textures when I do render the animation but on the right screen we have a view in "Render Mode" which shows us textures...

If anyone can help I'd be very grateful


texts: Blender 2.91 menu highlighting and background is a half triangle with a half transparent triangle - how to turn off?

texts: I just installed Blender 2.91 and now the menus all have triangles in the background with half of the menu and menu items highlighted by a triangle and the other triangular half of the menu is transparent. How do I turn it off? It's pretty awful to look at! I just want regular menu highlighting and backgrounds without the triangles and transparency.


texts: How to render depth image with python scripts?

texts:
I want to render depth image using python scripts, and make its background black!!
because I'm beginner of blender I don't know how to do it
can anyone help me??
I want to create depth image like this...
scn = bpy.context.scene
scn.render.resolution_x = 720
scn.render.resolution_y = 1080
scn.render.image_settings.file_format = 'PNG'

scn.use_nodes = True
tree = scn.node_tree
links = tree.links

for n in tree.nodes:
   tree.nodes.remove(n)

rl = tree.nodes.new(type='CompositorNodeRLayers')
map = tree.nodes.new(type='CompositorNodeMapValue')

map.size = [0.08]
map.use_min = True
map.min = [0]
map.use_max = True
map.max = [255]
links.new(rl.outputs[2], map.inputs[0])

invert = tree.nodes.new(type="CompositorNodeInvert")
links.new(map.outputs[0], invert.inputs[1])

depthViewer = tree.nodes.new(type='CompositorNodeViewer')
links.new(invert.outputs[0], depthViewer.inputs[0])
        # use alpha from input
links.new(rl.outputs[1], depthViewer.inputs[1])

fileOutput = tree.nodes.new(type='CompositorNodeOutputFile')
fileOutput.label = 'Depth Output'

links.new(invert.outputs[0], fileOutput.inputs[0])


texts:
I have my mesh and its pale yellow i want to make much bright yellow. In the nodes its bright yellow but render it looks pale yellow. What extra nodes should i add to get a bright yellow. Any suggestion or help. Thanks

Nodes :

Pale yellow

Need this type of bright yellow


texts: Background Green Screen Refuses to Render

texts:
I tried a few threads already on Blender Stack Exchange:
How to render a background image in 2.8?
How to render a background image correctly?
why the background image I add not show in render?
I'm using 'Images as Background' add-on. I've tried the 'Film' 'Transparent' recommendation. The render icon is on in the outliner. I've messed with the nodes all day. Nothing seems to be working.
I made an animation in 2.79, and I opened the file in 2.83,(I checked the box to not load the UI thing) so maybe a few bugs from the old one got into the this file because I tried loading up a new 2.83 file and the background rendered just fine with no modifications.
I am using HitFilm 3 Express as my video editing program, I am more comfortable with it than Blender's internal video editing software. So I'm rendering out a greenscreen for the program to use.


texts: Materials modified with GLSL in bge, return to original material (using only python)

texts:
I'm a noob and probably this is a completely silly question... Started using BGE two days ago...

I'm using GLSL to visualize a distance field while running in standalone player. I'm doing it using Vertex program and Shader program on the material of all mesh in the scene (all object with a mesh in fact). The shader program is applied on key pressed:

The transformation is performed through this module:

import bgl
import bge

vertex_shader = """
varying double DEPTH;

uniform double FARPLANE = 14.0; shader

void main() {
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    DEPTH = gl_Position.z / FARPLANE ;
}
"""
fragment_shader = """
varying double DEPTH;

void main() {
    // far things appear white, near things black
    float val = (1-DEPTH) * 2.35;
    gl_FragColor.rgb = vec3(val, val, val);
}
"""
# Search all object with a mesh (only one mesh per object) and
# applies the code in the previous line
def enable_depth():
    scene = bge.logic.getCurrentScene()
    for object in scene.objects:
        if object.meshes:
            for mat in object.meshes[0].materials:
                shader = mat.getShader()
                if shader != None:
                    if not shader.isValid():
                        shader.setSource(vertex_shader, fragment_shader, 1)

vertex_reset = """
varying vec4 color;
void main() {
  color = gl_MultiTexCoord0;
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
"""
fragment_reset = """
varying vec4 color;
void main() { gl_FragColor = color; }
"""
# this should reset the shader... I've done different test, reported
# in the last lines of this function
def disable_depth():
    scene = bge.logic.getCurrentScene()
    for object in scene.objects:
        if object.meshes:
            for mat in object.meshes[0].materials:
                shader = mat.getShader()
                if shader != None:
                    if not shader.isValid():
                        #shader.delSource()
                        #shader.setSource(vertex_reset, fragment_reset, 1)
                        #shader.setSource(vertex_shader, fragment_shader, 0)

How can I go back with this transformation? (I mean, from right to left) I tried with some sort of vertex/fragment program (report in code) but simply does not work and I am sure this is not the right way. Maybe I should have two materials for each object? But if a mesh has two materials, how do I change the active material in python? And finally, am I asking the right questions? :)

P.S. Only Blender Game Editor, no Blender Render!


texts:
Does Blender have an external-facing API that makes it possible to generate a VSE sequence from outside Blender?

I am working on a program that generates simple video sequences; and I'd like to be able to send a sequence (in and out marks, tracks, properties, etc.) to the Blender VSE for a final render.

The goal here is to have an automated video sequence generator that uses Blender as an engine to produce the final result. I've searched a bit and discovered MLT but would much rather use Blender if possible.


texts: Why is it I can move an animated model after importing but not later?

texts:
When I import a model, say an .fbx, I'm able to move the model and its accompanying animation anywhere in the scene I want. However, once I select something else, the model and its animation become set in place and there's apparently no effective way to re-select it (and everything about it) and move it somewhere else. I'm talking about a complex character model, not just a cube.

A related issue is that I have an imported, animated model (a dancer) and I want to duplicate it and move the duplicate. Same issue though, I can't drag the newly duplicated version without the model distorting like crazy.

Am I missing something?


texts: How to create a gradient material across an object's local z-axis?

texts:
I can't figure out how to get this to work exactly, but I'm guessing I'll need Texture Coordinate and Mapping nodes.
I am trying to create a material that creates a gradient relative to an object's local z-axis. The idea would be that I could put this material on an object of arbitrary size, and the very bottom of the object might be red, and the very top might be green, with a gradient in between.
This is what I have so far, but the problem is that the material isn't relative to the mesh. If I put it on a smaller object, the whole thing might end up some yellow in the middle of the gradient, and if I put it on a larger object, I get a whole lot of red, a whole lot of green, and a tiny gradient in between.


texts: How to select all edges/vertex between 2

texts:
something selecting edges is very time consuming and you dont want to user the shoertcut to select everything just a small part connected by 2 edges.

how to accomplish that, meaning, I select an edge at one end and another at another end an automatically select everything between?

thanks


texts: Is there a way to unwrap multiple objects into separate UV space?

texts:
In 2.8+ the multi editing is a thing - and it's awesome! But sometimes I do not want to create atlases - I just have many many objects and just want to batch-unwrap all of them in one click without having to enter edit mode on all of them one by one.
Is there a way to do that without making a custom script?
Basically I wanted to select a bunch of objects and do Smart UV Project on them and be on my way, but that does not seem to be possible (the only one that can work that way is Lightmap Pack with "Share UV Space" option unchecked).


texts: How do I snap multiple objects, based on a vertex from one of these objects, to a vertex of another object?

texts:
As per title.
I have essentially half of my work that needs to be moved, and I want to move it sharply, snapping as it was snapped before to the other object.
I had to reduce the height of the floor of a building, and I need to bring down all the rest of the building.
I could of course just "put it there, more or less", but as I'm here and I want to learn Blender for good, I prefer to wait and ask.
I've spent now almost one hour between attempts, moving the cursor, selecting a vertex in edit object mode, etc. and watching tutorials.
I even tried to move the origin point of the object that must be reference for the group of objects to move, to the protagonist vertex. Doesn't work even like this.
A realy mistery.


texts: How do make this 2D animation in Blender?

texts:
How do I make animation in Blender

Tried - Divide the circle in 12 vertices, place 12 plane rectangles  (Clock Hands) in 12 circle vertices  rotate 30 degree (Array Modifier ) and then how do I move each and ever clock hands to form TIME Text?

May be reverse - Divide the TIME Text in to 12 equal parts and then map each and every plane rectangle to circle vertices - HOW TO DO and with smooth animations

Please guide


texts: Not able to pull off simple combination of volume scatter and volume absorbtion: cycles

texts:
I was following ben u's tutorial on Basic Volume Shading.
https://www.youtube.com/watch?v=9Ybk0qNFhqw

I was doing OK with "Volume Scatter", but as soon as I put in the "Add Node"
(3 min 46 seconds in tutorial) and then tried to add "Volume Absorption" shader, the cube turned black.

I tried this https://blenderartists.org/forum/attachment.php?attachmentid=402469&d=1443634665 but, got the same result.

There must be something very basic that I'm missing but, I don't have a clue what it is.

Would greatly appreciate your help.
Thanks.


texts:
I have a problem with a mesh that I downloaded. It was originally a STEP file. I imported it to 3ds max and then to blender.

The problem occurs when I select all the faces and select shade smooth.


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suddenly all my objects are rendered as black, i'm in Blender render.
any tips?
cheers


texts: How to use array to create circular array without spiralling

texts: I am trying to build a Colosseum. I have one arch and want to use an array for the rest. I've added an empty at the center and added the array. Done the object offset, but no matter what I do I keep getting a spiral effect instead of all of the duplicates sitting on the same level.


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Does Blender have anything like Maya's (and, perhaps, C4D's) cluster deformer – the ability to group vertices and assign degrees of influence from the cluster parent to subsets of vertices in the cluster?

You can assign vertices to a vertex group and weight paint them accordingly, but what would be the analogue of the cluster parent here? A non-deforming bone?


texts: In need of help concerning making a knot animation (paths etc.)

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I'm in need of help to get the same result as the one shown in this video: https://www.youtube.com/watch?v=Gk5tOOD_ArY&t=39s . I'm wondering if there's a guide how to make something like this. Please help.

My main problem is parenting the rope to a path so that the whole rope follows/curves along the path.


texts: How to block light using a plane with holes in Cycles?

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I have a cube who has an emission node as material. I want to use a plane with a hole to let the camera only look through that hole.

Ideally, the light-blocking plane should act as a perfect "light blocker" that does nothing but allows light to only go through its hole. That is, I don't want it to contribute any reflections etc.

Simply using a black (because my background is black) diffuse shader looks OK, but my application (for research) requires an ideal light blocker.

Here's my .blend file (500KB).


texts: Why does my human mesh mess up when I move my rig?

texts:
I recently rigged my mesh, but when I move it in pose mode, it seems to be breaking up or the pieces move. Some pieces which are meant to be stuck on the mesh move away as I move the rig..
Have a look at the pictures if you can't process what I'm saying.


texts: I am doing a really low poly style for a project that I am working on. We are using vertex paint mode only with physically based rendering in Unity. My issue is occurring during the vertex painting step. When I go to paint a certain color on the selected face It shows the correct color while I am painting it but when I select a different face to paint, the previous one changes to a darker valued color. Ive looked through all the settings but I cant figure out why it is doing this. please help.


texts: Curve animation export to unity; Exporting "rolling" curve mod animation into unity

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I'll make this short people;

I need the animation that does this:

But all i get in Unity, is a plane going from A to B on an axis, it does not roll.

I tried baking the location, but it did not help.

How do i get the complete animation into unity?

For clarification, i am using a curve modifier to make the plane roll aroun like paper.

Thanks in advance.