texts:
As you can see below, when I select the mesh that uses my material the transparency works, but when I deselect the mesh or render the scene there is a halo of color around the black lines on the texture.

The color matches the background of the scene regardless of the color, so it doesn't seem to have anything to do with the texture itself. I've got similar textures working without this problem in other blend files.

Any ideas?

Edit: I've also noticed that even the grid lines are visible. It's like the transparency mask is ignoring the mesh directly behind it right around the black lines in the texture.

Here is a look at the material and texture settings:


texts: Object coords not updated when exporting/importing

texts:
I'm new to Blender and have a face model with scale of 1. Exported the blender model as STL file which matches the Blender model. Exported the coordinates and plotted them in Python which measures as in Blender.
Now, in Blender, I changed the scale to 0.15 in XYZ. Exported the model to STL file which matches the scaled down version. Exported the coordinates and to my surprise, the coordinates are the same as before. Am I missing something? Why didn't the coordinates scale down?


texts: Percentage (volume ratio) of 2 colors in Texture

texts:
Assuming that the total volume of a cube = 1, in the case of a single color V = 1.

In the case of two colors: if the volume V1 of Color 1 and V2 for the Color 2, then:

V1 + V2 = 1 = V => If V1 = F then V2 = 1 - F

Is it possible to create a cube with a volume texture (procedurale) with this relationship F with is using a python script

I want to use the percentage (volume ratio) of colors in Texture.


texts: Anyway to get rid of an image in blender?

texts:
An image is preventing me from packing the blend file. The image is not used (and exists where it is supposed to be on disk so I don't know why I'm getting the error). Users are not listed next to the images so I can't get rid of it that way. Is there any way to remove the image from Blender?
Thanks,
Rusty


texts:
Using Python to add a keyframe to an object seems easy (see here or here), but how can I add a keyframe to a scene property?

As a concrete example, take bpy.context.scene.gravity.


texts:
I have noticed the same problem twice so far. The problem is while using the video editor window in blender 2.81, somehow the strips "shift" away from the audio and make it very bad. Now, my question is that if this is a bug (or feature) and how can I solve it. When I firstly experienced it, I started the project all again (during the process I checked if it is good and it was), and after a time the same problem showed.
Would really appreciate your help.


texts:
So I was wondering if it was possible to somehow get the location of every vertex in a not-so-complex mesh (76 vertices) and add bones to that locations.

Thanks!


texts: Problems with A.N.T. landscape. doesnt edit

texts: when adding the landscape mesh it shows an error (shown in image) and doesn't let me edit the landscape I added with the side menu. I already reinstalled blender and it didn't work, any suggestions?


texts: Black lines appearing on parts of model in Tabletop Simulator but not in Blender

texts:
The weird lines are visible in Tabletop simulator but not in Blender.

I tried triangulating and recalculating normals. Then I tried deleting the faces and remaking them, then triangulating and recalculating normals again.

I suspect I've have missed a step that I don't know exists.


texts: How to use/enable multi-therading in Blender 2.8+

texts: So, I have an AMD Ryzen 7, it had lot's of cores and threads. So I wan to know that does Blender support Multi-therading by default or do I have to enable it. Also, is there an option to tweak this if it is supported? For


texts: Blender Rigging process. Is skinning a must?

texts:
I'm new to Blender, not so new to Unity.

I built a 3D human model using Make Human, imported it to Blender, and used the following tutorial.

Using Blender And Rigify

I set up a an Armature, rigged it and deleted WGT bones.

Now, the tutorial says that I need to skin the rig to the model, but, after I added the armature and parented the rig to the mesh as the tutorial says, I already had the model rigged, I was able to animate and to import it to Unity with everything configured correctly.

So, why is the section Skinning the Rig to the Model there and how was I able to do this without the skinning process the tutorial mention? I am sure happy to be able to skip this, but it makes me feel like there is something I do not understand.

Maybe in Blender 2.69 the skinning process is included in the parenting?


texts: Why does one of the edges of my plane turn into a point when I use the subsurf modification?

texts: I do not quite understand as to why my edge does this. I also do not know any other methods to make the shape I am going for so any answers, tips, or guides will be helpful.


texts: How can i procedurally change ring sizes in wave texture?

texts:
I got to the point where I got each ring size different by having the Wave Texture go through a Noise Texture.

How can I get each ring to not be uniform like this drawing. Not exactly like the drawing since each ring isn't exactly circular but each ring having a constantly changing width.

I wrongly assumed by changing the ring width it would have the effect of the sides running down like this drawing. I'm not sure how to go about this. Any changes to the z scale in the Mapping node removes the side lines and the top/down center circles.


texts: When a mesh is smoothed, every selected vertex is moved towards the average position of its neighbors. Is there a way to do the opposite, given a mesh with bumps, curves and corners, to move selected vertices by small amounts opposite of what mesh smoothing would do?


texts: How to move the master bone of a rig to the actual pose?

texts:
I have just started animating with Blender. Now I have a question:

I have imported a MakeHuman Model of a person with the default rig. After that I posed the rig and created a stand up animation. So first, I moved my model in object mode to the start position and rotated it by 90 degrees. Then I made the animation, at the end of the animation the model stands next to the bed.
This works fine, but ...

Now the model stands there, but the master bone of the rig is still at the original position.

So how can I move the master bone to the rest of the rig, without changing the pose or the location of the model?

Thanks for help!


texts:
Basic example I've got a cylinder and I want to move half the edges closer to the centre of the cylinder. I thought selecting every second edge and scaling constraining X & Y (Not Z) axis only would work. But it doesn't seem to have any visible effect.

I am using 2.8 if it makes any difference.


texts: How can I merge an animation (existing bones) with a model?

texts: I imported a model and an .fbx animation file, which I downloaded from Mixamo. How can I merge these bones with the model?


texts:
I am trying to recreate the C64 logo in 3D, which roughly looks like this: C=

My thought was to create a cylinder the size of the C, then create a second cylinder the size of the inside of the C, lay them ontop of eachother and cut the smaller cylinder out of the large cylinder, then draw a square to cut off the right side of the new shape to create the 3D C.

But I'm struggling with the first part, making a hollow cylinder.

I've tried the knife project tool but it does not cut a hole into the cylinder. I've also tried to set a modifier but it says it cannot apply the modifier because it is set to disabled.

I'm using Blender 2.80.

What is a good way to approach this?


texts:
I have to move an object (cube, camera, ...) according to a value from a industrial plc.
In principle that works fine - but after a short while Blender (2.80) stops working.
I saw, that the Windows Taskmanager shows a continiously increasing number of handles, the nuber of Threads is nearly constant.
Do i have to dispose or kill anything? I can't find any hint :-(
Any comments welcome and many thanks in advance!

    import bpy, time, threading
    def moveObj(val): # reduced to make it easier to understand
        val = val + 0.05
        if val > 20:
            val=0

       bpy.data.objects['MyObject'].location=(val, -val, val*0.5)
       threading.Timer(0.05, moveObj, [val]).start()

    moveObj(2) #call the method with start-value


texts: How do I make one object glide to the same position as another object with logic bricks?

texts:
I'm currently in the process of learning BGE and was trying to make a board game. The idea is that once a player picks a square on the board the object should be able to glide to that part of the board...I've went under the assumption that the easiest way to do this would be to make the piece steer towards the target object then keep moving until it hits the object. Can anyone show me how this is done?
It is a game that uses the same 8x8 board as chess with each piece being able to move 1 space per turn so I was curios if there was a way to make a piece glide a specific distance in a certain direction?

e.g - If I were to press 'W' my object's X position = X + 2

Thanks


texts: How to increase the "Strength" of a normal map procedurally, Before the "Normal Map" node?

texts:
There are some "Normal Map" textures that have a limited strength, even putting the input of the "Normal Map" node at maximum 10.
I was wondering what would be the best solution, using nodes, to accentuate the strength of the Normal map, before entering the input of the "Normal Map" node, so as to better adjust the strength.


texts:
So I am a beginner in blender and trying to make a tree with sapling tool. I made it, added texture on leaves and I wanted to do the same to the bark but I faced a problem. When I want to select bark in edit mode to unwrap it, I can't. I only see these particles, these threads.
Do you have an idea how to transform the bark into an object and unwrap it?


texts: How to export image as a plane to .dae/collada file, while maintaining transparencies (Blender version 2.79,2.8,2.9) for STK/AGI software?

texts:
I am trying to make a rocket exhaust .dae/collada object for a trajectory software called AGI/STK. A muzzle flash would be the same thing. I can import a .png file with transparencies into blender without any issues. However, when I export a collada file I repeatedly get the same result of the transparency showing along with the picture.
I have tried Blender 2.7, 2.8, and 2.9. I have attempted to use Blender Game, Cycles, and Evee. I have tried to export directly, and I have tried to bake the texture. I always end up with the same result. Any help that will aid me in making the transparent portion of the .png file invisible, would be much oblidged.

gur.com/zPApw.pngf


texts:
The picture show the threads I want to create on the highlighted object. Problem is I don't know how and tutorials really haven't helped much as most of them seem to be about creating a bolt.
So I was hoping I could get some help on how to do this efficiently.While keeping the top flat like a water bottle.
The picture shows the threads I'm after.


texts:
is it possible to set an image texture to tile at a specific real world size? For example, if it's a picture of 10 rows of bricks, that would equate to 0.75m high. Is there a way of inputting this directly to generate the correct scaling? Or do I need to do a time-consuming sum of working out how many times the image should fit over the size of my object?
Ideally it would be tied to the material rather than being object-dependent, as my brick texture would need to appear the same size, regardless of what objects I apply it to.


texts: How can I get the rotatation with fcurves.find()?

texts: What I want is a way to take the rotation fcurves with the code fcurves.find(), is there any way to do it?


texts: Should I UV map a joined mesh or keep the meshes separate when exporting a character to a game engine?

texts:
I want to create a character with a weapon and then export it to a game engine.

Should I join all the meshes (character and weapon) and start UV mapping so I have 1 mesh and 1 texture or do I need to UV map separate meshes?

What's the difference between the two ways?

I want to create a character that only has 1 unique weapon, like in League of Legends.


texts: The subdivisions options in viewport overlays is greyed out in 2.81. Any changes in this have no effect on grid display. Maybe, I have set some system option by mistake. How do I enable grid subdivisions in 2.81?


texts: Scaling the maximum range parameter of BVHTree.ray_cast

texts:
I'm currently trying to use the BVHTree.ray_cast function for some distance measuring. The code down below is a minimal example of what I want to do. A plane is spawned and two rays are fired in it's direction. Without any scaling, the ray with a maximum distance of 9 doesn't return any hit while the ray with a maximum distance of 11 does. So far, so good.

The problem now is that after scaling the target, both rays return a hit. For the setup given, I figured out that a maximum range of 1.4 doesn't hit while a range of 1.5 does. Now I don't have a clue how the scale the value for the maximum range, so that the behaviour is correct.

import bpy
from bpy import context
from mathutils.bvhtree import BVHTree
from mathutils import Vector

def castRay(origin, direction, maxRange):
    # perform actual ray cast
    location, normal, index, distance = tree.ray_cast(origin, direction, maxRange)

    # print results
    if location is not None:
        print("Location ", mw @ location)
        print("Normal ", mw @ normal)
        print("Index ", index)
        print("Distance ", distance)
    else:
        print("No hit within range of %f" % maxRange)

# spawn new plane
bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, align='WORLD', location=(10, 0, 0), rotation=(0, 1.5708, 0))
target = bpy.context.active_object

# after uncommenting the following line, both ray casts return a hit
#target.scale = Vector((3.0,5.0,7.0))

# setup information needed for ray casting
depsgraph = context.evaluated_depsgraph_get()
tree = BVHTree.FromObject(target, depsgraph)

# setup origin and destination of ray
worldOrigin = Vector((0.0,0.0,0.0))
worldDestination = Vector((20.0,0.0,0.0))

# convert vectors into target coordinate system
mw = target.matrix_world
mwi = mw.inverted()

origin = mwi @ worldOrigin
destination = mwi @ worldDestination

# calculate direction in target coordinate system
direction = (destination - origin).normalized()

# fire rays
castRay(origin, direction,  9)
castRay(origin, direction, 11)


texts:
I am trying to render a glass material on a cup. But it looks grey after rendering. Screenshot of the render. (https://i.stack.imgur.com/cNMEc.png)

The material details are as shown.Material details.(https://i.stack.imgur.com/H8Z84.png)


texts:
So, this is more of a practice and method question rather than a technical one; I've found some information on the subject, but I'm not sure I understand the system. To give you a quick background, I've exported the default character model from Unreal Engine 4 and am creating a rig for it in blender so I can do my animations there.

As I was mucking with bone orientation and pole targets and such, I realized I didn't know the philosophy behind this question: how should I orient my bones?

In this example, the bones which form the spine have their Z axis pointing towards the front of the character. This changes for the highlighted head bone, which has a Z axis in line with the global Z. As I was setting all this up I realized I didn't know if every axis should be facing uniformly, if they should all try and orient globally, if some should face some way and others should face differently, and so on.

Phrased specifically - what systems or rules of thumb can I adhere to when adjusting bone orientation in a rig, or where can I find more information on this subject?

Any help is appreciated, thanks everyone :)

P.S. This is all hopefully headed back into UE4. I don't know if the destination software of the animations has to do with how I should handle all this, but that's my plan in case it does.


texts: Hi so my problem is that on the hande as you can see are visible black stains, ive checked normals and cleanup>merge by distance and yet nothing


texts: Camera constrained to path, not follow it exactly around curves

texts:
I have my camera constrained to a curve with Follow Path and it stays with its origin on the path exactly. But when I add a strong curve to the path the camera starts going off the path. It is cutting corners for some reason. Has anyone had experience with this problem?

I found I can make the path I want and then select all the points in edit mode and subdivide them until the camera comes back to the path on strong turns. But this is not a functional solution if I want to quickly edit the path later.


texts: Blender inserts keyframes on multiple channels but I want it on one

texts:
Now this is probably a beginners thing that I have missed. I am trying to animate this object first on the z rotation and then on the y rotation. Whenevever I select the keyframe to move it and it appears to have inserted on multiple channels and overlayed it ontop of the other keyframes. How can I just insert a single keyframe on say the z rotation and be able to move them separately on one channel? I am really confused.
These images should help explain my situation.
https://i.imgur.com/AJMHbT6.png
https://i.imgur.com/U5jt0rn.png
https://i.imgur.com/NosVaex.png
Mark


texts: How do I make my character's walk animation stop when he jumps?

texts:
I have this problem because, when my character jumps he reproduces the walking and jumping animation ends up giving an error, and in the end my character hangs in a position.

blender 2.79


texts:
I have created some steps in Sketchup and wish to lay a blanket over the steps.
After 2 days trying to use Blender to lay the blanket, I have got stuck - because the plane > physics> cotton, always tears when lowered down onto the steps.
Strangely, using the same settings, I was able to wrap a blanket over a piano without it tearing.. and that had sharp corners too.

Would anyone have a suggestion please?

Thank you
Stephen


texts: So I'm rendering a scene out and I'm using the world volumetrics with "volume scatter". Blender Guru has a tutorial on it. When I put a "sun" light in the scene, it doesn't effect the scene at all. Why? Is this a supposed to act this way? I know when I add a plane in with an emission material, it lights it.


texts: I'm having difficulty in getting a nice uniform uv unwrap. I know uv unwrapping can be a huge pain for even a skilled modeler, but if someone could help me find a way to get the unwrap to be more uniform with less stretching. The problem lies with the rim and the outer edge of the mesh what is to be a metered gauge. The circular parts are fine. I just can't get the uv to properly\evenly unwrap on the rim and outer edge. All seams are visible in the picture. I've tried placing seams in various different ways, but I'm still not getting the results I want.


texts:
Is it possible with Blender to have a physical interaction (dealing with contacts) between objects?

For example:

I would like to make a sphere scratch another object and imprint a permanent plastic deformation on this object.
I would like a sphere enter inside a cylindrical part (with an elastic behavior) and expand it from the inside.

Is it possible to do this with Blender, or by combining Blender with external tools?


texts: Complex mesh with armature and mesh deform modifier

texts:
Warning: Many pictures! May be annoying... ;)

I'm trying to build together a rig where I can animate with armature most of the times, and fix something or add some specifics with mesh modifier. There are 2 problems with that. Let me explain my setup.

To represent my complex mesh I've created a cylinder.

Then I've assigned 2 vertex groups

Then added 2 cubes to represent my mesh modifier cages.

Then added mesh deform modifier to a cylinder to modify it with cubes.

Then added armature and rigged cubes.

Works good. My result is something like this:

Not quite what I want, but now I can go to edit mode and fix whatever I don't like. I can even animate changes with animall addon, but not with an ease that I would like to. So, I've added a hook.

Ok, but now whenever I use armature, hook stays in place.

Still can modify mesh with hook, but something that stays out of place would be bad in a real complex mesh situation. Just imagine 20 hooks are out of place and you don't really know what changes what... I tried to parent, to copy transforms, etc.,etc.,etc., but to no avail.

Right now, I am manipulating a cage that is manipulating an object. So the 2nd problem comes when I want to manipulate an object directly with armature, and then fix with mesh deform modifier.

If I rig my model and not my mesh cage, then whenever I move my object with an armature the cage obviously stays in place like a hook, creating a mess and if I rig both, then it's obviously doubles all the deformations

Is there any way to do it right?

Blend File if needed: Test.blend


texts: Python exporter set armature to rest pose while exporting meshes

texts:
I am exporting meshes attached to bones. For each mesh I have transform matrix
that is used to position mesh relative to bone.
This relative matrix is calculated using:

obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() * obj.matrix_local

When I export with armature in
rest position I get correct results.

If I switch to pose position in blender and export, I get wrong results

I think that problem is obj.matrix_local which is based on current bone position.
How can I force rest position, or use other method to calculate object's transform
relative to bone.

armature.data.pose_position = 'REST' doesn't work from script, but looks like
it works from console.


texts:
I saw a tutorial about Procedural Noise texture, but I want to add an image on the surface of the texture.
I set up the Nodes but cant figure the correct order to get my image showing.
Thank you.


texts: How To Prevent Appending An Object Changing Cycles Material

texts:
I'm new to Cycles.

I have an object in one file with a material set:

When I append this object into another file, the material changes:

How do I prevent this from happening?


texts: How do you work with a background image in 3D view and then also include that image in the render?

texts:
I've been trying to do this all day with absolutely no useful success.

Let's say that I have a model of something simple like a chair. Now I want to add an image of a room for my chair to sit in. What can I do to have that image available in the 3D view while I am editing and positioning the chair in the room image and then creating the final render including both chair and image after editing has concluded?

I've seen mixed explanations of this that either don't work in the latest version of Blender or are incredibly complicated. I'm just afraid that the answer is going to be that Blender is, by default, very complicated for seemingly simple functions.


texts: Convert physics to animation keyframe (Actions) in Blender

texts:
Problem:

I am trying to create a character in Blender and import it to unity. The character is like a blob, who has no bones for animation. I create any Entry animation like this using Physics in blender:

The blob is made of softbody. Now I want to convert the physics to an animation (Action) in Blender so that I can export this blob to unity with animation.

Things tried so far:

I exported the physics as an MDD file and then tried importing it again. Keyframes got created, I can see it in the Dope Sheet, but the action editor has nothing in it.
Also tried Object -> Animation -> Bake Action. It created Action, But there is no animation at all when I import in unity.

Download my blend file

I am new two both unity as well as Blender, Please help me on this.

Thanks in advance.

EDIT:

I exported .MDD file and used it on a different object using Mesh Cache Modifier. Now animation is playing and it's not based on softbody. I don't know how to convert the motion to keyframe.


texts: so i know this is a weightpainting issue, but i have no confidence in my weighpainting skills, so whenever i try to fix it it just comes out worse and the deformation gets worse for some reason. can someone tell me how to fix it? .blend


texts: How could I import a game character from another .blend file in the bge during runtime?

texts:
I've tried this in my games in the past with little success, but I want to give it another shot. So, let's say I have a character and an open world and I want that character to be able to enter into a building's interior or a cave and start a level from a new blend file. I know I could just put the same character into the new file, but that clearly can't be option if I want to have dozens of  levels as the characters will eat up a lot of file space. So how can I use just one character across all of my different .blend levels and simply spawn them into an empty there where they can continue their journey?

Thank you in advance for any help. As I've mentioned, this is a problem I've tried to tackle a few times before, but have had a lot of trouble finding the resources I need.


texts: How can I avoid seeing the inside faces of a semitransparent object in the game engine?

texts:
I want to know if it's possible to make an object transparent just based on how the object is rendered when it's not transparent. I want this to avoid seeing the faces inside or on the other side of the object.

This is what I'm currently getting:

This is what I want to be able to do (done with post editing):


texts: So I'm making a small game on Blender Game Engine and its racing. What i want is so that when a player presses w the car starts moving and slowly gains velocity. I know about the controller's that make an object move but i want to know how to make it BUILD speed as it progresses.(the reason i tagged this as python is because i am assuming this will take some python. Do i use Python for this)?


texts: Merging two simple pipes? Boolean looks awful, carefully connecting the meshes does too

texts:
This should be so simple. I’m trying to create the vestibular organ.

I am trying to connect two 8-faced low-poly pipes.

I have tried carefully deleting and connecting the mesh at the base which creates awful geometry and horrible artifacts.

I have tried creating a 16-faced base to connect them to. It became impossible to make the base round and was way off.

I have tried a Boolean Operation but there is a sharp crease that even merging select vertices doesn’t seem to reconcile.

Any recommendations?

Also, I am in this position because I couldn’t find a way to create this shape. Does anyone know how to wishbone a Bezier Curve that could accomplish the clean split-off in the reference?


texts:
I am trying to make a city landscape but I can't figure out how to make those fancy rocks on the beaches. I've tried multiple things but they don't seem to work out well. Any help would be appreciated. Thank you.

Edit - These are four conical sided rocks.


texts: I have a nice piece of topo mesh but I want it to be the top face of a cube to make the object be a block with simple grey sides and bottom. I suppose I could make a separate cube then somehow fit the terrain onto the top but these must be a simpler way. I have tried E extrusion but can't get the hang of it.


texts: How to create volumetric/smoke material in blender game engine?

texts:
I would like to create a hologram of sci-fi ship. I created materials in blender render and hoped, that they will be easily used in game engine too (my mistake).

And I have been unable to create the effect I want - volumetric/smoke effect (image bellow)

This is what I have been able to come up with in game engine so far. (image bellow)


texts:
When I play the game, it doesn't appear with true colors

Original image:

When I play game:

There are no trees and 3D Text is not true color.
What happened?


texts: A way to see a mesh in object mode while editing UVs?

texts:
I have to adjust some UVs positions and I want to see the effect immediately on the mesh.
But when I edit UV map, I'm in edit mode and the vertices are selected (all is covered by the yellow part due to the selection)... so I cannot see clearly the impact of what I do directly on the mesh.

How to avoid that? Is it possible to see the mesh in object mode while editing the UV map?


texts: How to Keep the Same Color When Baking a Color Map?

texts:
I'm having a really hard time trying to keep the color I have on my characters arm while baking the color of it. The problem is that when I bake a "Combined" bake type with Diffuse, Glossy, Transmission, Subsurface, and Emit selected (No direct nor indirect lights), The results came out black. I found out the reason is because the disconnected "Emission" value's color is set to black on the Principled Shader's BSDF on the arm I'm baking from.

If I change that color from black to anything else, then I can definitely bake it and the color shows up, but changing the Emission color also messes up the arm color I've worked hard to set up on my character. I tried plugging the Mix nodes' color output into the Emission value's input, I tried adjusting all the color ramp colors, but I've noticed that changing the Emission color from black to anything else messes up the color. How can I keep the same color I have and bake it exactly as is; Do I need to change my node setup?


texts: Way to keep lighting from lamps without influence from environmental textures

texts:
I did a nice little motion track:

Motion Tracked

I want to apply a glossy material with a little bit of roughness to give it a metallic look, and in the reflection of the metal, I want to see the surrounding environment.  I plan on using a still image from the original footage and applying it as an environmental texture (in Cycles).  Is there any way to make it so the environmental texture only influences the reflection, and has  no influence on the lighting?  If so, please explain to me how this can be accomplished.  Thanks!


texts:
I'm trying to follow several texturing tutorials and guides, but I already have a problem after Unwrapping. My model does not get unwrapped nicely onto the grid... how do I do that? Even rotating the model itself does not seem to work. So I'm kinda stuck. Pure beginner here, I also got major help creating the (Fire Blast) model, shaped like the image I want to use (I cut out the fire blast shape with Photoshop already)

My unwrap in UV/Image editor:

album with images

Fire Blast I shaped after and which I want to add as texture:

image source

I have no idea how to do this. And you know Youtube... you hardly ever get an answer, or even a reply when you ask things there.

Also, when I tried again I had the same issue, but I tried to work backwards (instead of unwrapping first, adding the texture file to the texture pane first...) but my object model went pink? That usually means a missing texture, but I fail to see how a just added .png can be missing when it also DOES show up in the texture pane.

Hope you guys can help me. I'm sorry to bother you with this.


texts:
I have some issues in my model:

I was asking about this issue on other forums, but no one helped me.

One person said that I have to learn what is topology first, before starting modeling. I did that, but I didn't find any new information. I have topology without N-gons and even with quads only:

Another person said: "Learn how to work with this instrument".
But I didn't find any options in "Shade smooth" option. I only found how to make no smoothing on edges that we need.

Another person said: "Add subdivision Surface".
But it will add some extra vertices that don't need for geometry shapes. They will just overload my model. I can use bevels instead if I need some smooth shapes on edges. Am I right?

Someone said that my vertices are too over stretched in this place. But I have the grip and the rear part of my gun and other parts that have stretching too, but there aren't any artefacts:

I was trying Shift+N, but nope. So I enabled the 'auto smooth' option with values under 50 degrees (because over this value there are some artefacts appearing again):

Is this the right way to solve this problem? Or where is my mistake? What did I do wrong?


texts: Scaling Rather than Moving Objects when Attached to Curve

texts:
I'm following this tutorial on YouTube

https://www.youtube.com/watch?v=xrFHwoewoPU

And it gets to a point where I'm trying to move the tread onto the main object. The problem is every time I try to move the tread it's moving the origin instead of the object.

I cannot for the life of me figure out how to move the object.

It goes from this:

To this:


texts: A quick way to know the names of the relationships there are between bones without trying to guess

texts:
I spent a lot of time building up the armature of Piero (I'm following the Piero training course by CG Cookie) and then, after I was all done and started to refine it, I realized that the bones from the pelvis out to the end of the tail were pointing the wrong way - they need to have their heads pointing the other direction. Since I don't want to have to delete these bones and start over,I switched the direction of the tail bones,according with this post :

How can I reverse the direction of bones in my armature?

Now the problem is that all the relationships that were there before are gone and I have to create them again. To do this,I've got the final rigged version of Piero and I tried to understand what are the relationships between the switched bones. For example,the bone called DEF_tail.006 is connected to a lot of other bones and for me it's hard to understand what they are. Check the pic below :

So,the question is : Is there a quick way to know the names of the parents that there are between bones without trying to guess by hiding them one by one ? thanks.


texts:
I am working in edit mode in Blender 2.8.

There is a volume through which I constructed 2 planes. Now I want to remove the excess parts. To do so, I think I need to split the faces where they intersect.

See the image: I want to remove all parts marked with a red cross.

To do this, I think I just need to figure out how to create the edges with the green dotted lines, but I can't figure out how to do this.

Maybe another way to explain this: if you look at both the horizontal and vertical line in the front, these do not intersect. Although they are in the same plane, there is no vertex where they cross and I can't find any button to perform this action.

Solutions I tried:

Rip apart the faces. In the screenshot I'm trying to adjust one of the faces, but this doesn't really merge the top edge with the horizontal face, which is what I'm looking for. Or maybe I'm not using the tool correctly.


texts: How can I make the outside of a sphere transparent

texts: I want to make the outside of a sphere transparent so that when I'm looking at it, all I see is the inside of the opposite face. If I'm close enough to the sphere that I can only see a small section of the outside then I want to look through that section and see the majority of the inside of the sphere. To do this I just need to make it so the sphere is transparent when viewed from the outside but that the inside face is visible.


texts: Problem using noise node, pixelated noise texture in output

texts:
I was watching a tutorial on using the noise node and wanted to follow it to create this:

But I followed the tutorial and got this pixelated texture instead:

How do I fix this?


texts: How to place any object on the 'floor' of a scene?

texts:
I added a cylinder to my scene, rotated, resized, like this:

I moved it up, because I want to make a model from this and I want it to stand on the ground:

I zoomed in and learned, that this object is not on the grid floor, it floats above it:

My question is: how can I put any object on the floor? (Yes, right, I could move it up half it's size, but think on more complex objects, like a terrain.)


texts: Is there a way to make a node property value the default?

texts:
I'm making a Minecraft animation and the only way the render comes out with clean pixelated textures and not blurry textures is if I set the image interpolation in the shader node editor to Closest.

It seems that I have to do this for every kind of block. Is there a way I can just set closest to the default interpolation within a project (so whenever I have to append a new Minecraft object, it will have the right interpolation)?

If I can't set the interpolation to a default value, can I at least apply the Closest interpolation to everything in the scene?


texts:
Does BGE allow a mesh loader python script which could generate all meshes before a game level begins rather than just use pre-rendered model directly?

And to be more clear, I'm speaking about procedural generation.
I want to generate mesh not necessarily during the game's runtime but during the intro/title screen/level loading(etc).

In other words, Is it possible to develop a mesh generator python script that could run before the start of every game level?


texts: Is it possible to control the bounciness in Rigid Body?

texts: I was trying to make 3 balls bounce at a time from same height with same weight and same bounciness. But when they collide with the passive surface they start to bounce unevenly like one goes very high other one bounces very low and gradually they change direction while bouncing.


texts: VSE: how to zoom in on image without pixel blur?

texts:
edit: i think this might be a solution? But I don't understand how to do it can anyone help? i open a new scene and...then im stuck

"This really bugged me, but I got a solution:
Create a new scene, and in that - using the node compositor zoom in/out of the clip. Add that scene into the other scene's VSE as a 'strip'. You are then able to "use the resolution" of the original clip re-sized however you like. It's slower and more clunky, but works (and very powerful!). As others have said the "transform" simply takes the existing canvas output and makes it bigger or smaller. It has no access to any extra resolution in the original, and can't "see beyond the edges" either. Image offset / crop do not allow you to control the size, they simply set it at "the original's resolution". Which is good enough for what it is."

I have to render out a 1080p video. So I set the workspace to 1080p.

I wanted to zoom deep into an image and end up with a part of it that wasn't blurry looking. So if I did this with a normal 1080p image....it would be blurry no doubt...

But what If I made a HUGE image, lets say 3x the size @ 5760x3240 (or whatever) in an image editor. And set it up so that the end view I get is an actual 1920x1080 view with no forced zoom, then there wouldn't be any blur!

So I have this large image. The intent would be to place it in the timeline. zoom out of it so get it into the 1080p window. Then just zoom in straight down to that intended 1080p point (My king is on the throne text bit).

Tried:
1. changing workspace to the original image size and then changing it back to 1080p, made it blurrry as can be when changed to 1080p (basically scaled the original image to 1080p and zoomed in on it :/).
2. tried image offset then adding transform layer....but the transform layer cuts anything not displayed in the 1080p viewport....and u can't fit an image that large in a 1080p window obviously.

Soo what can I do? you can do this all with a record screencapture. Infact its what the monitor is doing if u got a 1080p monitor....its scaled it down, I just want to zooom in and not get blur at the text selection.


texts:
So I mainly use Daz3D for most of my model/3D needs. But they are expensive and i figured I could do it my self for simple things such as fish. fish are easy. I made the model no problem. even managed to make a simple armature so I can make it swim in DAZ. But there is one big problem. Well 2 actually. I've tried uploading a texture done in photo shop but it wraps weird or if it doesn't wrap weird it will export just fine but importing to DAZ that texture is gone and i'm left with the base gray model.

Next thing is my armature. works fine in blender but exporting? well for some reason when exporting the armature wont go with the model and when I import to DAZ I'm left with an unrigged unmoving model.

But I know there has to be a way to get the texture n armature to export n work because I've downloaded user made .objs for DAZ that were made in blender and they work just fine, they have their textures and their armatures. I've even tested out these downloaded .objs in blender and i still cant figure it out.

Now DAZ3D can import .bvh , .dae , .fbx , .pz3 , .pz2. Almost anything really and I've tried all the different exports for blender. So what am I doing wrong? Am I missing a step? My mesh is parented to my rigging and works like it's supposed to in blender. and in blender my texture(weather painted or not) works most of the time as well. Very rarely will I ask for help but right now I need it. Everything i've figured out up to this point has been from youtube or trial n error but i finally ran in to an impassable wall. So help please?


texts: I have a 3gb RAM laptop that has a 512 Nvidia quadro fx graphics card but blender is slow (lagging) when i subdivide my sculpture to make it smooth.Does anyone know why ?


texts: I have created a shark for Augmented Reality purposes and I wanted to have the sharks mouth open, I have created a rig and weight painted it correctly (as far as I can tell) but once exported the mouth deforms in the wrong way. Can anyone offer any advice?


texts: How to simulate a sheet of paper in Blender Game Engine?

texts:
I am trying to simulate the physics for a sheet of paper in Blender Game Engine.
For this, I am using an ordinary plane (subdivided in several faces). I tried doing this by defining soft body physics for the plane, but I can't seem to get the physics parameters right. Mostly, it's possible to let the plane behave a bit like a more stiff cloth, but not like paper.
Is it possible to get the physics parameters right to simulate paper, or is soft body not the right way to go and I should try something completely different?


texts:
I want the local axis to match the normal axis of the selected mesh.
I found out how to change the local axis manually by referring to this question (How to Change Object's local Axis?) and others. However, this method does not allow me to align the axis in the exact direction.

I was able to create a custom axis from the selected mesh, but I don't want to use this because it would be too complicated when dealing with multiple objects.

In Blender, is it possible to align the local axis to a selected mesh?
I'm a newbie, so I apologize if I'm asking the wrong question. I really appreciate your help.


texts:
So I've got this eye texture that is supposed to be transparent, and it was when I was working on a different project, but I decided to restart.

So I reloaded everything like the models materials and armature, but the eye texture remained black. I can't figure out how to fix it.


texts:
I've ran into a problem where when I apply a texture, the vertex on the Texture is very small and can't be scaled (It's really weird trying to describe this so here's some images).

GIF: https://i.imgur.com/Lp3eFXw.gifv

Is there anything I can do to make it look normal, it was normal yesterday and today it seems to be doing this on this texture and the gloves, it's really weird and confusing.

Thank you!


texts:
In Blender 2.8, I have applied a Background image of a sky-scape to the camera view and have hit render. However, the rendered image shows the cube and gray world background, not the cube and the sky background image. I have fiddled about with the settings but to no avail.

Any thoughts?

Edit 1

I believe this question to be different than the question, "Why won't my 'background' render" (of which this question was closed as a duplicate) because the image I have is a Background image. The question mentioned by Ketchup boy 2002 relates to an image applied to an empty, which apparently is not renderable.


texts: How can I make a simple volumetric light on Cycles?

texts:
I'm trying to do a volumetric light on Cycles, and I've followed tutorials, but nothing has worked yet. How can I make a proper volumetric light in Blender, like the following one?

But to leave the light in the middle, like, almost a star, is this possible? I'm at the point to use an image plane besides the light which would be better... I need to use it moving the camera.

I'm actually trying to do this because I want to simulate the brightness of the Sun.

I tried the effect, but it still gave me an error:


texts: Blender Video Sequence editor taking all memory and crashing

texts:
My computer has 8 GB RAM but is not able to render a 720p 2D video in Blender but my older computer was able to render much heavier videos, having only 4GB Ram; I was running Windows and Sony Vegas then but my new system is running on Linux.

I wonder if I must be doing someting wrong on my render settings, or if not, if there is another way of editing not heavy videos using Blender running on a pc with about 8gb RAM.

Please watch my video, at least some of it in which I explain my problem
https://www.youtube.com/watch?v=YKqcFmzKE5M if you need any additional information.


texts: How to stop the model from deforming while it rotates?

texts:
I am creating a rotating gif of one of my characters (following the video tutorial by Cherylynn Lima on YouTube). I have made one of these before but have not come across this particular problem:

(sorry for the low quality gif!! I'm sure can provide a higher resolution to you directly if you need it)

As you can see, the arms (and I think the tail as well) rotate strangely. My fox friend is meant to maintain this pose while rotating:

I'm not sure what I did wrong. I have an armature set up, but I'm not entirely sure if that's the problem.

I'm also still fairly new to Blender, so any help at all is welcome!

Thank you in advance!

EDIT:

Added the file (See comments)


texts: How do I unlock all of my rig bones at once?

texts:
Every time I generate a rig, the Transform tools for the bones are locked. I can unlock the bones one by one, but that seems inefficient. Is there a way to unlock them all at once?

Here is a link to the file: https://drive.google.com/file/d/1z1J-aT5Ai7X55wz9LKvCzDQi_TWiFTaI/view?usp=sharing


texts: Is there a way to make space between particles?

texts:
So I managed to get this particle system to place trees where I want them to be, but I tried everything and couldn't space them out, is it even possible? I tried forces or whatever and all it did was rotate trees on y and x axes (I tried both harmonic and force mode).

I've never worked with particles in blender before so it's all new to me.

I was googling for a few hours and no results...

EDIT: since it's relatively small area, I will just make particles real objects and will move/delete trees as I want, but I'd still like to know the answer.


texts: How do I do a video glitch with wrap around edges?

texts: I want to make a horizontal video glitch that shifts the image across but wraps around on itself. The Translate node can do this to the whole image but won't allow me to do per pixel distortion.


texts: How to change highlight color for icons in outliner panel

texts: I'm quite colorblind and can't easily see the orange highlight behind the icon of a selected item in the outliner.  I've been all through the themes preferences but the color doesn't seem to come from the outlines sub-panel.  I would be very grateful for any guidance.


texts: Having trouble getting shading to work well with my model

texts:
I'm having a somewhat basic problem, but I just can't quite figure out a way to work around it. I'm modeling a simplistic spaceship for a game and I'm having trouble with shading. I've been sure to keep everything with quads, but now here's the issue. The quads are making a sort of seam on an edge I want to be entirely smooth, but if I were to dissolve the edges, that would create a bit of an issue because suddenly there's parts of the mesh that aren't quads.
(screenshots for better understanding) https://imgur.com/a/Kwt33OA
Is there any kind of modeling or shading trick I'm missing, or will I just have to deal with that seam being there?


texts: Model is invisible and with a smeared texture in the shading tab

texts:
I'm trying to texture my model. I go to shading tab where a background is displayed.
At first my model looks fine and grey but when I move my camera or pan and rotate, it disappears into smear . I ignore it and decide to add image texture on the nodes, and hook it to base color and sub surface color but the model is still invisible.
You can see my setting and icons that glow blue. Everything looks fine until this happens, and the texture never shows up.
Also, it only happens after I hook up the image texture node with the color and subsurface color.
So i kept testing and it only does it while I'm on material mode and render mode, but not in the cycles render engine.
It works in the solid view where you can see the texture.
Whats even the point to go to shading tab? and how do I know that the texture is actually there?
Because when i take this "textured" model to to another program like marvelous design, the texture is so scattered and messed up. THIS also happens with the default cube before I even use any nodes.
So my other question is how do i know the texture is actually there so other programs read it right? i have a hd graphics 620. could that be why?


texts:
Low poly works can look good with grainy rendering, but turning down the samples makes the shadows looks horrible.  How do I create a grainy effect to my render? It can be in blender or post processing (in photoshop). See work below:

I want that type of effect and a solution in blender cycles.


texts: Rigify Rig: What's moving the chest bone?

texts:
I was looking at the Rigify rig for how it is solving some problems as I was implementing my own IK rig. But I am not able understand this:

Instance a Human Meta-rig, and generate the Rigify rig (no need for having a character). Hide all layers except the torso. Now, when you rotate the hips or the spine bone, the chest bone moves in world space (but not in local space). The chest bone is a child of the torso bone (which has the cube shape), whose transform doesn't change on rotation of spine or hips bone. Both the chest bone and torso bones also don't have any bone constraints.

What's causing the world space location of chest bone to change on rotation of hips or spine bone?

P.S. The reason I want to understand this is: I have a similar torso design, and I want that the chest bone in my rig also move the same way, so that it remains attached to the body (visually). But in my case, the chest bone actually remains static in world space right now, on rotation of hips/spine bones.

Thanks in advance!


texts:
Hi
I've noticed that the eye lid bone is tilting to one side. I've adjusted the weight paint, cleared bone rotation, set pivot point to individual origin and changed bone influence however nothing has changed.


texts: I made animated wind but doesn't seem to be working with the particle system

texts:
do I have to set which objects will be influenced by the wind force?
I made animated wind but  doesn't seem to be working.  (The fighters have 2 meshes- one is Hair Particle and Particle Emitter. Hair keeps the particles on the surface and defines the fighters bodies, while Emitter - makes particle flow along the characters move).


texts: Using append to bring a rigged character from one .blend file into another

texts: What is the best way to bring your rigged character into another .blend file using append? Do you have to select both the object and mesh or rig? I tried selecting the object only (the name of my file) but the mesh does not seem to move right or scale. I can only work with the rig. The hands and feet on the mesh, when I select it, stick in place (IK) and the body stretches at the hands and feet. It's not a big problem for me. I can use it that why, just moving the rig. The mesh does what the rig is doing. I was just asking if there is a better way. Thanks.


texts: Weird lighting and how many tris for games

texts:
I'm new to blender, I am looking to create a game using unreal 4.

That being said, how many tris are too much? currently working on a character's boots and am riding at over 2000 for just one of them...

Also, after working on the shape for a while the lighting is acting weird on just one part, as shown in the pictures.

Why? and how can I fix?

Thanks.


texts: How to execute python code after each stroke painted in image editor?

texts: Is there any possibility for that? Modal operator seems to be not suitable for that


texts:
When I set simulations(tried smoke, rigid body, hair dynamics, and cloth so far) to start at negative frames, I always get this message above the bake buttons:

There's also a gap in the bar on the timeline at frame 0, which I assume is the cause of it:

Would it be better to start simulations on frame 1 and offset the rest of the keyframes instead? Or is there a way to get blender to bake frame 0? Or should I just ignore that message?


texts:
I am working on skinning a character using automatic weights, and weight paint. As I work, I am finding it difficult to keep seams together, and stitching stuck to the model while keeping things smooth. Does anyone have some techniques or words of wisdom to help with this?
Default pose

Posed


texts:
I can scale my model in Blender at export, and that works perfectly fine.

However, I need to do this automatically as I have many models which should all be scaled to 0.01

Can anybody tell me which values I need to change in the obj file to apply for example a scaling of 0.01?


texts: Why is my foot mesh moving out of place when rigging?

texts:
Every time I try to move my foot bone it just moves totally out of place.
I don't get it. It seems like everything is done right.

Bones:

Thigh Leg : Child of Body/Head Bone.

Low Leg : Child of Thigh Bone.

Foot : Child of Nothing.

Toes : Child of Foot.

Low Leg IK Constraint : Target = Foot. Pole Target = Knee IK
                        Pole Angle = -90 & Chain Length = 2.  Everything else default.

Low Leg IK: X = Unlocked / Limited  /  0 - 180
            Y = Locked
            Z = Locked

My foot mesh is parented to my foot bone as Bone and not Automatic weights.

I just don't understand what the heck is happening?

feels like everything is done precisely.

Help would be much appreciated.

Before

After


texts: How to smooth the face after boolean modifier applied?

texts: The face is not smooth out after I applied boolean modifier and after shade smooth.


texts: How to separate different scenes but keep them independent of each other

texts: I am currently making an animation for one of my products. I created a scene where a light passed by the object. When I tried making a new scene, the first scene got messed up and moved all the lights around and the lights were on and off when they shouldn't be. Can I please get some help on how to separate different scenes so I can keep them independent of each other while still including all of them into one rendered video?


texts: How to get rid of this seam on my texture?

texts:
On the side of the toe there is a change in color.

I don't know which texture it is. Whether its the normal map or the skin, I'm not sure. But when I go into texture paint mode, and select the blur tool, it barely changes when using it.

EDIT

I realized its the shape of the topology??? It goes all the way up the foot and cuts off at the front of the ankle in the shape of a seam formed by vertices on the foot

EDIT

It's also at the place where the map was separated into different sections. EG legs, arms etc


texts: Importing Mixamo Combo (in one shot) or keeping the original sequence names

texts:
I was trying to do a full dance sequence with 11 dancing excerpts from Mixamo.
The problem is that Mixamo does not allow you to import all at one single .FBX. Instead it exports a ZIP file with separated 11 .FBX files.
I could assemble them in NLA editor importing one-by one, but
-First- it is too time consuming.  They all import in different X,Y,Z positions and rotations, so I have to be tweaking one-by-one until I get a smooth transition.
-Second- After importing the file (example Dance001.FBX) Blender changes the name to Armature001.Mixamo001.FBX (or something like that).
I assume there is no way to import all the 11 files at once, in their due sequence, in Blender right? (at least I have not found any data about).
If so, How can I import each one with their original name?  Because when Blender changes the name, I cannot track the sequence anymore.


texts: Scaling/extruding snaps vertices when no snap enabled

texts: When I'm scaling a circle (mesh to give it faces). I hit E then S for Extrude Scale, drag to position (everything is looking good to this point) then when I click to confirm all the verts snap to various other verts.


texts:
I have modeled and rigged this dragon with riggify. All seems to be working fine with the rig parented to the dragon with automatic weights and when I try it in pose mode the mesh reacts according to it.
However, I found it first very difficult to insert the first keyframe only succeeding when I pressed the buttons to the right of the object properties menu. However when I then posed the dragon and keyframe the next action noting is happening when I playback, except for the location movement of the dragon.
I really find it hard to insert the first keyframe but what I would like to know is what I am doing wrong in respect of the animation.


texts: Hello i'm new to blender and been following tutorials and up til now have been having fun with blender but all the sudden while following a tutorial on how to build a small temple, blender seems to be automatically joining my column to the base of the temple and when trying to hide the temple it's hiding both the column and temple. At one point it worked as expected and hid the temple but when i went to sub-divide the column it also affected my temple. What am i doing wrong?. it seems to me that if i scale the column but don't let it touch any other part of the model it works as expected but if i scale the column so it touches the ceiling and floor before hiding i can't work on any one thing because now they are both one object...Please Help!!.


texts:
I'm working on some imported files and ended up with an object that has it's origin point extremely rotated.
I can't apply transforms to remove the rotation, and I can't find a way to have the snapping system to align any of the object axes with the geometry.
is there a way to align origin axes with the geometry?
I'm working on a large file with many of these skewed objects and must find a way to make them normal again.


texts: How do you animate Speed Control in Video editing (and slow down a clip gradually)? - Blender 2.8

texts:
So I'm having significant problems animating a video clips speed control.

I've watched tutorials and searched for answers, but they don't address my issues.

After:
- select clip, and adding effect strip speed control
- then selecting the speed effect and unchecking "Stretch to input..."

My clip is frozen on a single frame, and no longer scrubs through the frames.

I've tried i add key frame animating the speed factor (I can't add keyframes this way - it just does nothing when speed effect is selected then press i),
and un-checking "use as speed" same result.

Also the key frames are not added to the key editor in the Graph Editor, and in the key menu, all the add key and easing menu items are grayed out.

What are the correct steps to animate/control that animation of speed in the Blender 2.8 video editor?

And checking "Use as speed" has the same effect - none - no gradual slow down in playback - just the same frame.


texts: Getting Faces from vertex group using bmesh

texts:
So I have a vertex group, and I want to hide the faces using the vertex from vertex group. So to do this, I need to either make a check if the face is in a vertex group, or I need to get the faces from the vertex.

The whole thing will be in edit mode but I do not want to do any actual selection in the scene during the process. So I can't just flush selection.

So is there any way I can get the faces so that i can use hideset in bmesh to hide the chosen faces?

the goal is to be able to hide faces base on vertex group.
The chosen face should have 4 vertices selected just like how we used to when using blender in edit mode.


texts:
I am sry if this is the wrong place to ask this or if this has already been answered elsewhere but I couldn't find it.
I am confused about the git workflow when coding for blender: When I clone the blender src I get a local repo with the blender src code, but as I understand it, I can't directly develop in this repo because I don't get a Visual Studio solution or smth similiar and I don't get an application to run/debug.
So I build blender and get another folder outside of my git repo called build_windows.. or something. In this folder I get a VS solution and an application to run/debug. Here I can work on the code with VS.
But how do I get my changes, that I make in this folder, back into the source code folder, back into the git repo? I can't imagine I have to copy the changes manually.
What am I missing in this workflow? If someone could explain that to me, I would greatly appreciate it.
Thank you!


texts: How to make texture coordinates follow curvature of mesh

texts:
I'm making this shader where I use generated and object coordinates to create these yellow lines made using gradient and wave textures.
I want to know if there is a way to bend the texture coordinates so that the lines follow the curvature of the mesh

this mesh is made with an arrayed plane and curve modifier.
All elements of this road are done in the shader editor.


texts: Sounds don't play at right time when playing in vse

texts:
When I hit play on the timeline the sound effects may trigger much earlier than they appear in the timeline, especially if the video has been playing for a few seconds prior to the sound clip.  If I start playback a couple seconds before the sounds then it appear synchronized.

Blender 2.69 in Ubuntu 14.04


texts:
Dunno if I'm just a dummy or why this is happening, but every time I try to run the command it crashes Blender. What am I doing wrong?
class  SUBDIVIDE_OT_Vertexgroup(bpy.types.Operator):

    bl_idname = "subdivide.vertexgroup"
    bl_label = "Bake Displace modifier"

    def execute(self,context):

        ob = bpy.context.active_object
        mat = ob.active_material
        vertex_name = mat.extremepbr_material_prop.mat_id_name
        find = ob.vertex_groups.get(vertex_name)

        if find:
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.object.vertex_group_set_active(group=vertex_name)
            bpy.ops.object.vertex_group_select()
            me = ob.data
            bm = bmesh.from_edit_mesh(me)
            border = [ e for e in bm.edges if e.select ]
            bmesh.ops.subdivide_edges(bm,
                    edges=border,
                    cuts=1,
                    use_grid_fill=True)
            me.update()
            bpy.ops.object.vertex_group_select()

        return{'FINISHED'}


texts: Is it possible to get render time per tile?

texts:
Is it possible to ask blender when each render tile starts/finishes rendering?

e.g. for a render time estimator

This used to be somewhat possible from the command line:

For example in blender 2.65a the elapsed time was printed, along with what tile was being traced:

Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.28 | Rendering | Path Tracing Tile 10/135
Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.41 | Rendering | Path Tracing Tile 11/135
Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.96M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:04.56 | Rendering | Path Tracing Tile 12/135
Fra:1 Mem:12.59M (9.89M, peak 27.51M) | Mem: 6.82M, Peak: 6.96M | Scene, RenderLayer | Elapsed: 00:05.99 | Rendering | Path Tracing Tile 13/135

though now with later versions of blender the elapsed time is no longer printed.
while you might be able to read blender's output with a script and get the time, is this possible with python?

Is there any way to get similar information to what is printed in the terminal with python?


texts: cycles render producing only large pixelized images worked fine a moment ago

texts:
1)when i try to render a simple image this happens.

didn't before.
I blender render still allows this to look like a toothbrush.
all snapping off target.
if thats a clue


texts: How to build an autocomplete search to search for some words in memory?

texts:
I am using a StringProperty to assign a list of (Singles) words through manual entry, and I was wondering if you could build some sort of autocompletion for a StringProperty.
Suppose I have a list of words, in a dictionary or a list like this:
my_word_list = ['car','house','cat','window','computer','...']

suppose I want to add a word to another list, regardless of whether it is present in the list my_word_list
new_word_list = []

Let's say that new_word_list , is stored in the script as a global variable
Using a StringProperty to assign a new word to the list, I'd like to have some sort of auto-completion in real time, to see if that word is already there in my_word_list, something like .startswith()
So there will be a suggested autocompletion, or at the very least, something like a search operator:
def search(self,context):
    names = []
    for n in my_word_list:
        names.append(n)
    names = sorted(names)
    return [(n,n,"") for n in names)]

class Test_OT_Autocomplete(bpy.types.Operator):
    """ """
    bl_idname = "test.autocomplete"
    bl_label = "Search "
    bl_property = "search"
    bl_options = {'INTERNAL'}
    search: EnumProperty(name="search",description="",items=search)
    def execute(self,context):
        scn = context.scene
        scene_props = scn.scene_props
        scene_props.my_string= self.search
        return{'FINISHED'}
    def invoke(self, context, event):
        wm = context.window_manager
        wm.invoke_search_popup(self)
        return {'FINISHED'}

class SceneProps(bpy.types.PropertyGroup):
    my_string: StringProperty()
def register():
    bpy.types.Scene.scene_props = bpy.props.PointerProperty(type=SceneProps)

The basic idea is to auto-complete a StringProperty, any trick is welcome


texts:
is it possible to add new ViewLayers to current beta version, or it is work in progress? I am looking for a way to render two objects on two separate viewlayers with different compositing nodes on each and then merge them together.
I have been looking around but cannot find a definite answer how to do it, or if it is even possible.

I am using Cycles and Eevee.


texts: How does Blender process optional arguments to MTL texture maps?

texts:
I'm developing a program that outputs object files that can be imported into Blender. The output consists of a WaveFront object file (.obj) with a Material Library File (.mtl) that go side-by-side.

The importing works fine and the textures all show up correctly mapped, however I would like to apply a transformation to the textures so that the scale values don't need to be manually tweaked inside Blender after the import.

Following the specifications for the MTL format (http://paulbourke.net/dataformats/mtl/) the scaling would be transformed by using the -s argument, like below.

newmtl AM_BBAY_WINDOWS_PIRATE
illum 2
Kd 1.000000 1.000000 1.000000
Ka 0.250000 0.250000 0.250000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ns 0.000000
map_Kd -s 1.0 -1.0 1.0 AM_BBAY_WINDOWS_PIRATE.png

Expected behavior: Blender should use AM_BBAY_WINDOWS_PIRATE.png as the texture file and set the material size to 1.0, -1.0, 1.0.

Actual behavior: The size is kept as default and the file is set to -s 1.0 -1.0 1.0 AM_BBAY_WINDOWS_PIRATE.png which obviously is invalid and therefore does not work.

Why is Blender completely ignoring the arguments for texture maps in material libraries for imported objects? Is there another method/syntax for Blender that I've missed?


texts:
How can i merge a curve with an other mesh? It doesn't work with  ctrl+j - Error: no mesh data to join.

Is possible to do that?

I created a lightbulb and the filament is made from a curve and i want to merge it with the other parts.


texts: Why is this happening when I bake physics to keyframes?

texts:
So, I'm trying to do some stuff with physics and cell-fracture, and I need motion blur. When I bake the physics and render w/ motion blur, the objets aren't in the scene. So I tried baking the physics to keyframes, and this happened.

Does anybody know how to fix this? I really need motion blur in this scene.

Also, the objects were keyframed a little bit. The animation was keyframed, and it seems that that's the problem. But I don't know any other way to make the wall not move for a certain amount of time.

Blender 2.72


texts: Is it possible to hide the wire in the edit mode?

texts:
I am working on models made by photogrametry so I had really dense mesh. I wanted to know if it is possible to hide (or make it transparent) the wire of the mesh when I m in the edit mode?
I m using blender 2.79. And I already try to make it less thick and to change the color in the user preference menu, but I can't hide it.
Thank you if you can help me.


texts: Is there a way to control particle acceleration when using a Curve Guide force?

texts:
I know it's possible to control the speed of a particle system affected by a Curve Guide force.

But, is it possible to control the acceleration? It appears that Curve Guide disable other forces but, is there any workaround for this?


texts: How to box select only included Faces in Blender 2.8 c13e10a7404d

texts:
How do I box select only fully included faces in newest Blender?
It seems the button for it was removed?

EDIT:
Even after understanding that box select now has two modes depending on if one fully encapsulates something the behaviour for me still is undeterministic.

I fully enclose a lot of faces - still the top triangle that is not fully enclosed gets selected

I'd love to attach the .blend but https://blend-exchange.giantcowfilms.com/ does not seem to work right now.

EDIT2:
It seems pretty undeterministic:


texts: How to visualize a value resulted from math node?

texts:
How to visualize a value resulted from math node,or just to know it.
I tried the way of scaling this value to the scene size and then pick the color and get the value but I want more effective way to do this.


texts: Hide by axis in the Graph Editor (multiple objects)

texts: I would like to select multiple objects, then in the Graph Editor hide all curves except those belonging to a particular axis. I am looking for an automated method, not manual switching off the eye icons. For example hide everything but the Location X curve or Rotation Z etc. Makes sense? Is it possible?


texts: How do I enable custom gizmo display when I move?

texts: I am currently working on a custom gizmo for my add-on. I have a function to move the object (transform.translate). At this point my gizmo disappears and a normal trajectory line appears. How do I enable gizmo display when I move?  use_draw_modal = True is not working. I'm using GIZMO_GT_arrow_3d


texts:
So I was messing with Subsurf modifier to create a certain sword and then some weird artifacts began to appear (cape-like). I've tried adjusting the Crease, but couldn't achive what I wanted. Basicly, what I whant is the as on the screens, but wo any artifacts :)

Also, here's the .blend file, cause I assume I didn't make myselt 100% clear.
https://drive.google.com/file/d/0B0hdCv37NrtVMXU4eFB2MFFlMGM/edit?usp=sharing


texts:
I’m doing an enormous render for a poster and I have an image with pretty shallow depth of field. I’m trying to make a material pass so I can play with colors when compositing, but I can’t get the DoF of the Materials pass to match the DoF of the main image.

Without the defocus node the blurry section is just black or white dithered pixels. Once I add the defocus node, it just blurs everything, even the sharp areas.

Should I be just doing the depth of field for both the main mage and the material pass in the compositor? Right now I have the DoF of the main image done in the Camera tab.


texts: How do I set an object to move along an axis by changing the rotation of a different object?

texts: So I'm trying to model an aperture like shape, and am setting up constraints to go along with it. After a long bit of trial and error, I found out I could use the copy rotation constraint all set to one object to get the desired effect. Now I need to move the objects outward while rotating them at the same time, so I was wondering if it were possible to have the rotation also make the objects move. Any help would be appreciated, thanks!


texts: Why my cube edges is included on uv map?

texts:
I have a cube that has a cube hole in the middle, front to back.
When I UV unwrapped it, why there are some edges that come with it?
I don't get it, why edges get uv unwrapped? Shouldn't it only the faces of the object?


texts: I want to add x (integer) instances of a group at f(x) location (eg: the 3rd instance is at (0,0.1 * 3,0)) where x can be controlled in real-time by the means of an empty or slider. This is similar to increasing the count in an array.


texts: How can I apply a basic material to an object using python in cycles render?

texts:
I would like to be able to apply and edit a material to objects I have create using python script. I am using the cycles render engine but can't find a way to get this to work.

I've tried a bunch of the answers already given in other threads but none of them seem to work.

I would like to: create and apply a new material for each object and adjust the colours using rgb, using nodes or otherwise.

Sorry if this is a stupid question, I'm very new to blender scripting!


texts: How to use 2 lattice to deform 2 spheres on impact

texts:
I put a lattice around my sphere per basic deform set up:

Instead of modifying the sphere from the inside, I want the inverse effect.  I want the sphere to squash like a ball when it interactions with it.

This works.  Now here is the advance set up where I'm stuck.  I want 2 balls that are part of the same object to interact with each other, using the lattice modifier, they would squash equally from both sides.

I had to modify this in edit mode because if I can get a photo, than I wouldn't need to ask this question :)
I got stuck as soon as I tried to bind the 2 balls into a lattice.  They deform immediately which is not what I want.

I'm assuming this can probably be done easily if I make the balls 2 separate objects.  But that's the challenge here - I don't want to.  Is what I'm asking for possible with a single object?
Edit: They will be animated to squash with bones.


texts: Need help with subsurf topology issue where large curve disrupts near by edges

texts:
I have a mesh that has a long distance between edges to get the required curvature using subsurf modifier. Directly below the centre edge loop of the "large curve" is another set of surfaces that require a much a smaller curvature from the subsurf.
This is the base mesh, the selected edges are the "centre" edge loop of the the "large curve"

I'd like all the edges marked as bevel (blue) to have a slight curve (controlled from the bevel modifier)
Activating the modifiers gives this result:

I understand why it is happening, the 2 edges either side of the "centre" edge loop are pulling the centre edge down so far that it's going below the next edge loop below it (hope that makes sense) I also know that adding edge loops either side of that centre loop will fix the problem, but this ruins the curvature of the upper faces, which is no good, it makes the curve too tight.

I'd like to know the "correct" way of getting the desired result. Nice, small curvature on all the bevel edges without messing up the curvature of the faces above. Preferably without using the bevel modifier would be nice :)
I've added the .blend file, hope someone can help!
https://pasteall.org/blend/005a78edf4344346aaa902368123918d


texts: Shadow very suppressed in compositor when goes against background

texts:
For some reason my render in the compositor is all weird.
Here's the problem: the background is not completely white and the shadows get suppressed.

If I render everything without the background image so it is transparent then put it in Photoshop and add a white image everything works fine but why does it not work in Blender?

EDIT: I was aware of the color values where 1 was not pure white anymore but I thought it might be relevant so I left it there. The real main issue is the shadow being suppressed by the background. Again, when transparent it is fantastic but as the value of the background goes higher, it fades away till it just disappears completely.

That is my main issue.

Example:

In Blender:

in photoshop:

I could show you my compositor setup but its basically just Alpha Over with the background being the same white image I used from photoshop.

Just in case if you guys really need to see the render setup then its pretty long so bear with me here:

Any help is honestly greatly appreciated because I am really stuck here..
Thanks!


texts: Moving armature-bone moves the whole character

texts:
I just set up a character rig and am trying to animate it now. However, when I move this one armature it simply moves the whole character but the mesh itself doesn't move. When I try to rotate this bone it also rotates the whole character.

Here's a photo of what I mean: https://imgur.com/4EBnf8p

What it's supposed to do: https://imgur.com/RXEHlSu


texts:
So i have made a video and i started rendering in AVI format, codec H.264 with MP3 audio and when I'm finished rendering it's just a .file file. If I open it using windows media player it runs, sometimes.

Ps: I'm saving it as a H.264 and i have used it before...

Extra information:

Video Format:
720p (1280x720)
50 FPS
Raw video from a USB 2.0
Raw video format: 720p (1280x720) 50 FPS Bitrate: 4785 AVCHD-video
Encoding:
Format:AVI
Codec:H.264
Bitrate:6000
GOP Size:18


texts:
I'm trying to reproduce a curved space-time representation, which correspond to a stretched grid as the picture below

The grid surface should look as if it's pulled from a single point. Is there a simple way to realize this? Thanks for the help!


texts: Both side of the Weight Painting went to the right side

texts:
I went back to work more on my project which is building a character for my game.
I made the weight painting already, but I wanted to edit my mesh, and then adjust the weight paint too if it's needed. However after editing the mesh, the weight painting went crazy on all the bones along the limbs:
The weights disappeared on the left side, while the right side of the bones has all the weights for both sides.
You can see an example of my problem on the image below: While the upArm.R bone has the weight paint for itself and for the upArm.L bone too, the upArm.L bone has no weights.
I would avoid starting over the weight painting process since I polished it a lot from time to time. Can anyone help me?
-Peter


texts: Cannot see my objects in viewport shading

texts: So as you can see in the picture every object I create (in this case the default cube) doesn't have any content other than an outline when you select it and you can see this weird mirror effect instead of the colour. I have tried to reset all the settings, and adjust viewing distance. I've even reinstalled Blender but it is still the same. Everything used to work absolutely fine until recently when I started working on some advanced project way above my skill level and I changed some of the settings... Kindly ask for help.


texts:
With a scene that has no ramped materials and no toon materials, can a light source provide cell shading?

I wish for the final effect to look like the image below the light emits yellow and the shadows are blue. Everything has cell shading and anything put into the scene gets the same cell shading.

Preferably done in blender render if possible.


texts: How do I disable the body mask on the Rain model?

texts:
I'm trying to learn a little Blender and I downloaded the Rain v2 model to experiment. It appears to be a fantastically well-outfitted model, however there's some basic stuff I don't understand. When I disable the scarf, for example, there's the body mesh underneath but when I disable the shoes, it appears as if there's nothing there even though I can see in edit mode that there's a full body mesh. Deleting the shoes doesn't make any difference.
Is the hidden part masked somehow, or hidden? How do I disable this?


texts:
I have a scene with objects and lighting, and all the objects have textures/shadows/etc... baked via cycles. For example, the ground plane texture:

Now I can set all the objects with their baked textures as shadeless and they look fine.

But I can't get the player object to cast shadows (using the same spot light).

I understand shadeless essentially turns off shadows, but I need some way to turn off all shadows except shadows emitted by the player object. Is there a way to do that? I am trying to achieve real time shadows from a player in a baked environment. Seems like it should be possible?

I've tried a ton of the checkboxes and sliders in the materials panel (like Shadows Only and Alpha Blend) but to no avail.


texts: Problem with Normals - pointed appearance

texts:
Im unfamilliar to Blender's more advanced setting/glitches so i do not know how to title this question (i'll fix that later) but the normals (is this how its called or face direction?) suddenly started to look like the picture below (i dont know when it started doing this)

the problem only happens with the "normal" normals, the inverted normals are fine, unfortunately this problem also shows in renders, please help


texts:
I need to select some faces on different objects to apply a material. But all of a sudden in Face Select I can only select faces of one object at a time.

The other faces are not selectable, not even by box-selecting the whole screen.
Is this some Kind of setting? How can I toggle this?


texts: Blender for android goes to gallery instead

texts:
I'm using Blender on my Android tablet. It's a Lenovo A3300-HV. Every time I tap on "Select Game", instead of going to my file browser or ZArchiver, it goes to my gallery instead.

Can someone help please? I'm really wanting to edit intros and I can't do it on my laptop cause it's broken.


texts: Glare effect in compositing on one object in Blender 2.8

texts:
I want to add a glare effect in compositing on exactly one object in blender 2.8, so what's the way of doing it?
What I want is to lock this glare node only on one object in scene, not the whole scene.


texts: How do I create a sphere with six circles cut into it?

texts:
I'm attempting to model BB-8 from The Force Awakens, but I'm struggling to create the base shell of his body. He's essentially a sphere with 6 equally spaced circles cut out of its surface. The remaining shape is then cut into 8 segments, like here:

If I could even create one of the segments I could then duplicate it.

Any help is appreciated!


texts: How to texture paint a mesh while it's transparent?

texts: So I finished modelling my mesh for a spaceship and moved on to texture painting it. The problem is that I'm following the design of an image in the background and I cannot see it while painting as the mesh is black. Is there some way to make it transparent so I can see the image while painting or...?


texts:
I'm working on Cycles render. I first added a material, went to color and inputted my texture image. I then unwrapped my object and applied the texture. When I press "shift z" to have a preview render, my object got the nice little texture. But then when I click on render, my texture doesn't show, it's not just plain white.

shift z view

Render view

Any ideas on what i can do to solve this problem?

Thank youu

This is my settings.

(I added the texture in this one)


texts: Materials not lining up properly with an edge

texts:
I'm trying here to put two materials on one mesh, but the material doesn't line up the way i want it to be:

I want the line between red and white to line up with the blue line. How to I do that?

Note that subdivision surface modifier messes that up here.


texts: Set keyboard shortcuts for accessing specific render slots?

texts:
I want to press '1' to go to 1st Render Slot, '2' to go to the 2nd, and so on.

I did this before but my keyboard shortcut file got corrupted. I don't recall how I had set it up in the past.

I'm looking at the Image Generic shortcuts and see no such listings. I am clueless as to what shortcut code to type in. Help?


texts:
Hi i dont know how repeat uv in node mode
I have this material

i want like this


texts:
In This tutorial at 5:28 he selects his Hi-Res mesh and then selects his Lo-Res mesh, and then proceeds to bake. Why not just bake the Hi-Res mesh? Why do you need to also select a Lo-Res mesh?

Also, is it common practice to do your re-topology first and then do all the Baking?


texts:
So I created a rig using Rigify and I don't want stretchy limbs so I went to bone properties to turn them off but the IK Stretch box is greyed out.
I'm really confused because I just did this with another rig using all the same options in Rigify and I could stop IK stretching just fine.


texts: how to write API code to render background image in blender 2.8

texts:
I am new to blender and can't find any resources online that provides a snippet of python code that shows how to render background image in blender 2.8.
Can show one help please.
Thanks.


texts:
I have a UIList with a property that uses the preview icon of an image as its icon. It works, but it doesn't update, unless the icon is updated somewhere else first, i.e. in the texture paint slots or the Image Editor'' selector. Is there a way to make it update?

edit- I was told that image previews are updated when a dependency update is triggered on them. Does anyone know how to do this in Python?


texts:
I created a plane mesh (ground) and then another mesh (tree).

On right view, it seems like this:

However on top view, the tree doesn't seem there. I also tried boosting the z-value but it doesn't come on top of ground any how. (But for right view, it goes high if I change the z).

Also when I start tilting a little in the right view, It becomes like these:

And in render, it creates an unexpected shade on the tree which I believe the above problem is causing.


texts: How to scale in Edit Mode after scaling to Zero

texts:
I was working on Shape Keys when I discovered that an Object cannot be Scale back after scaling to Zero in Edit Mode.

I pressed S 0 to scale to 0 in Edit Mode

Then when I tried to press S again to scale it back in Edit Mode it doesn't have any effect.

Am using 2.79b, and I've tried it on 2.80, same result.

Can anyone help me out?


texts: How to get the 3D coordinates of the visible vertices in a rendered image in Blender

texts:
I'm new to Blender and python and here is what I need:

I have a 3D model in Blender and I've set camera parameters to view a specified region of the model. The following is the rendered image:

I need to know the 3D coordinates of the vertices that are visible in the rendered image. Some of the points whose 3D coordinates I need are circled in RED in the figure.

I've some sources that mention using "bpy_extras.view3d_utils" function to extract the 3D coordinates from a rendered image, but I'm not able to code it in python.

Even if I manage to get the 3D coordinates of all the pixels in the rendered image, it should be a great help.


texts:
I have a character made of multiple meshes ( body, eyes, tongue, teeth). How can I make them all interact with the morphs that are on the body mesh ?
Ex:
1) I have a morph that will make my character taller but when I use it the eyes, teeth and tongue don't move and end up where the neck is.
2) I have a morph that will make the eyes bigger but when I use id the opening for the eyes get bigger but the eyes them self remain the same size
3) I open the mouth but the 2 meshes that make the teeth don't open.

Thank you


texts: Different render time in preview and final render

texts: I'm rendering long animations and it's important to me to save time. In the preview, a frame is rendered in 30 seconds, but if I render the animation, the render time of one frame increases to 2 minutes. Why does this happen and how can I get the final render with time of the preview render?


texts: Why am I getting such a low-quality cloth drape quality despite having high-quality settings?

texts:
I am doing some simulations to cover a model with a cloth. I used to do the simulation for 100 subdivisions for the cloth and it worked okay. However, I needed a higher quality simulation and I increased the subdivision number to 200. In fact, I wanted to be able to see more details after the cloth has been draped on the 3D model.

However, after increasing number of subdivisions for the cloth I realized that the cloth gets teared easily when colliding with kind of sharp edges of the 3D models it is being draped on. So I increased the collision_quality parameter value from 2 to 15. Now the cloth is not easily getting teared on those kind of edges anymore, but the simulation quality has been degraded further since the cloth behaves weirdly and folds into itself. The tearing problem also still exists when colliding with sharp edges. Below you can see some of the results after the simulation:

And here you can see a closer view:

And here are the cloth parameters:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.subdivide(number_cuts=100)
bpy.ops.mesh.subdivide(number_cuts=2)
bpy.ops.object.mode_set(mode='OBJECT')

bpy.ops.object.modifier_add(type='CLOTH')

self.cloth.modifiers['Cloth'].settings.structural_stiffness = 5
self.cloth.modifiers['Cloth'].settings.bending_stiffness = 0.05
self.cloth.modifiers['Cloth'].settings.spring_damping = 0.1
self.cloth.modifiers['Cloth'].settings.air_damping = 5.

self.cloth.modifiers['Cloth'].settings.quality = 15
self.cloth.modifiers['Cloth'].settings.mass = .300

self.cloth.modifiers['Cloth'].collision_settings.friction = 100
# collision quality is different from self.cloth quality
self.cloth.modifiers['Cloth'].collision_settings.collision_quality = 15 # This is the only parameter I changed
self.cloth.modifiers['Cloth'].collision_settings.distance_min = 0.005
self.cloth.modifiers['Cloth'].collision_settings.distance_repel = .01

So I wonder, does anyone know how I can resolve the tearing + folding problem and get good-looking results? Are there some parameters that I'm probably unaware of (I'm new to Blender) whose values might be causing these issues?

P.S. I'm using Blender 2.77a


texts: How to add a keyframe to a frame frame different than the current one?

texts:
Is it possible to add a keyframe to a frame different then the current one ?

In other softwares I can modify my transforms then open a menu to choose to what frame set the keyframe for those transformations.

How can I do this in blender ? Currently I can only:

Make some transfomations
Keyframe current frame
Move to a new frame
Repeat 1

I want:

Stay on frame 0
Make transformations
Add key to frame 10
Make transformations
Add key to frame 20
...
...
Make transformations
Add key to frame XX

All while remaining at frame 0.


texts: How to add driver to an input of a node in the Animation Nodes?

texts: Whenever i add a driver to an input of a node in animation nodes nothing appears in the Driver editor.


texts: Attribute Mix node not blending smoothly

texts: I am using an attribute mix node to try and blend between two different textures using sample texture nodes. However, when I move the Mix float value between the two of them, the mix is not smooth. if the float value is 0.000, Attribute A is used completely. if the float value is anything above 0, Attribute B is used completely. there is no blending. The same is true if I set the Result Attribute to be an entirely new attribute. What am I doing wrong?


texts: how can I extrude curve shapes onto curve without tapering

texts:
I'm stuck. Can't figure out how I can extrude a closed curve onto a NURBS curve without it looking tapered.

I notice that when it's set to "2D" there is no tapering, but I want to do it on 3d.

Thanks for help.


texts: How can I amend this particle / solidify glitch?

texts:
I'm following a tutorial on how to create a hanging towel and everything was going fine until I had to add a solidify modifier and particles for hair. Can anyone tell me whats going on and how can this be fixed, THANKS!

No Modifiers :

With Solidify Modifier:

& With Particles Modifier:


texts: How to flatten the curve of a complicated STL

texts:
I have been working with this STL file (a gauntlet for a prosthetic hand.)

I need to flatten the curve at the top to fit the arm (basically just push the top down a bit), but the rest of it fits well, so I don't want to mess with the other proportions. I have been messing with selecting and grabbing the top and pushing it down, but this makes the inside of the gauntlet unsmooth with the pushed down materal. Any suggestions?

Here is the .blend file thru dropbox: https://dl.dropboxusercontent.com/u/95913396/extendedgauntlet1longer.blend


texts: Is it possible to weight paint with a deformation from edit mode?

texts: I have tried and tried and tried to weight paint from automatic weights and the like and I can't make the mesh deform the way I want it to for the life of me. It always seems like the character's knees in my model clip through the skirt. The skirt never seems to move far enough like there isn't enough strength from the weight paint. Now I'm wondering if there is a way to make the mesh deform a certain way based on the view in edit mode. Like say I rotate the thigh bone about 30 degrees and then go into edit mode and deform the mesh the way I want it to and then have the weight paint deform the mesh exactly as it appears in edit mode. And of course if the bone is back to its regular position the mesh would look normal again. Is this possible?


texts: smooth brush is destroying my model,what is happening?

texts:
I am following this tutorial"https://www.youtube.com/watch?v=tZnUgt659oI", however, when he smooths his dinosaur it's pretty tame, but when I do it, it devours my model, like below:

before:

https://imgur.com/a/cN1W2

after:

https://imgur.com/a/ZxjNm

I have read in some threads that you have to apply subdivision vertices with the clay first, and then smooth out, but that isn't working for me, can anyone help.

also if someone knows why my dinosaur legs are completely glitchy please tell me.


texts: How to extrude and scale with an even offset?

texts:
I'm quite new to Blender, so forgive me if this is a dumb question. I don't even know hot to describe it properly, so:

Basically I want to extrude a rectangle and then scale it along two axis, but without keeping the proportions; I want to reduce them of the same quantity, so that I get something similar to the frame of a picture.


texts:
I am using a Particle system to simulate falling dust / debris. The particle start and end fairly quickly. They should look like a short burst of falling dust.

I cant figure out how to get the particles to fall at slightly different speeds.

The particles should be falling downwards with very little Brownian motion.

The fact that the particles are falling at the same speed makes them look odd / too uniform (almost like a static image of some particles which is moving down rather than individual particles.

Also the particles end at a set frame so I get a uniform trailing edge (as below).

A bit of air drag helps a bit but not much.

Question 1. how to vary the downward speed of the particles?

Question2. Can the density of particles be animated so I can brake up the distribution?

Thanks
Oliver


texts:
Not sure why I can't find any info on this.
When trying to model the inside of a house, I find it difficult to figure out how to both have a workflow that allows for both having more advanced features like walls with different thickness, slanted walls, varying height and using bevels. In the attached image, I have tried 2 methods.
I find the upper one a lot easier to work with. I basically model some "lego" bricks, and piece them together. The big drawback is I cannot figure out how to do stuff like bevel the edges. On the image I used the bevel modifier to show the "problem". But even bevelling single edges gives me issues, for example around the windows. Because there are multiple island bordering each other.
The method used in the lower example otoh I find very difficult to use when I have irregular walls (varying thickness, slanted). It requires adding a lot of geometry as well, whenever there's a feature (like a window).

Most helpful video I've found so far on this is:
https://www.youtube.com/watch?v=Cunh57XjRv4
But still. All his example are rather simple.
Can someone explain or point me to a tutorial on how to achieve the kind of simpleness the "upper" method has, but still allowing for stuff like bevels?


texts: How to Closely fake PBR in non-PBR using blender?

texts:
I'm using blender since few months. I've been seriously impressed with Blender. I want to achieve realism. But unfortunately, my game engine doesn't support PBR. It works on OpenGL 2, gltf.

So, I'm unable to use cycles renderer in the blender for my game engine.
Can I get realism without PBR on Blender Internal?
Can I use cycles in my engine (baking or other methods?)
How to fake PBR in my game engine, Godot 2?
Are Diffuse, Displacement, Normal, Specular and AO enough for Realism?

If I'm missing something, or some tricks, please do tell.

any help will be appreciated. Thanks in advance.


texts: Rendering Error when I press F12 in Blender

texts:
I'm a newbie in blender.. and everything was going fine but I don't know whether I clicked something or what, now when I render it gives the error: "No render output note in scene".

I don't even know what this means it must be something very easy that I overlooked.