texts:
I'm trying to simulate a rope (that later might get pulled on the ends*) that interacts with some obstacles. So far I created a plane as the floor and a cube as an obstacle, and activated "collision" in the physics menu for both of them.

*(In the end the goal is simulating a string & wire puzzle.)

For modelling the rope, I tried using a long cylinder with enough subdivisions, and activate "cloth" in the physics menu. This resulted in the cylinder collapsing like a sleeve of a sweater, but I would like the cross section to remain roughly circular. Is there a way to directly avoid this?

Another approach I tried now was just using a a line made up of vertices and edges (with the idea of later adding modifiers to give it a thickness), but this just fell through all the collision objects as it has no faces. Is there good way to do this?


texts: Is there a way to create per-face/per-vertex normals?

texts:
Is there a way in Blender to create per-face/per-vertex normals?

All I can find for now, is per-vertex normal. If, with a bmesh, I'm going into a face and then the loop. But for each item in the loop, I can't find a normal. There's a "vert" property, which has a normal. But that vertex is shared with adjacent faces. So, if I modify that normal, it changes the normal of this vertex on the other faces it's on.

Is there a way to achieve this? Or maybe it's like Max and it has a sort of layer of it!


texts: Glossy Text shader material on soft toch paper

texts:
I can't get the right shader material for text like this:

I've used a texture uvmapped on a plane, with alpha channel, and assigned two shaders one Glossy and one Glass with IOR of 1.406 (plastic) without succes.


texts:
Unless my memory completely fails me, I used to be able to do CTRL+R to create a vertex along an edge.

Now, I get the Loop, Slide functionality.

I know I can create the other vertices and delete the ones I don't need but it would be very helpful to add a vertex on occasion.

Did something change during a recent version change or am I remembering incorrectly.

I realize that we need to keep 4 sided polygons as much as possible but sometimes it can be very useful to do that by inserting vertices.

Can anyone help?  I did a lot of Bing searches but the earliest responses I saw were around 2011 and they were suggesting the same thing that I remembered.

Any help greatly appreciated.

Natarthos


texts:
I am making a 3D character model for a short film based on a painting I did a while back

and I want to create and effect for the hair that simulates things flying around his head, like this - https://www.youtube.com/watch?v=lm0y9yRjhTQ&feature=youtu.be (previous scene from the "film" done in 2D).
Any suggestions?


texts: I'm trying too create a effect where a door opens and moves over a carpet made with hair, but when i collide with a cube the hair moves back to its original position, is the a way to keep it flat?


texts: Is it possible to reload an image directly in the 3d view?

texts: I am trying to reload the image i use to my 3d model directly in the 3d view. From what i can understand so far you can reload bu putting the mouse pointer over the material panel and pressing alt+R or press"reload current image from disk", however that is very frustrating to be forced to open that panel everytime,especially since i worked with maximized 3d view and my custom made pie menu, is it possible to write your own shortcut for this, or is it some kind of script that can fix this?


texts: Glossy shadder work differently on two obejcts

texts:
I did face and after that I did retopology. And now glossy shader on lowpoly mesh is working differently than on other objects. Anyone know why is this happening? I didn't change anything in any options.
I just saw that this is not glossy shader problem but fresnal.


texts: How do I texture paint symmetrically in blender 2.8?

texts: Where is symmetry setting in texture painting in blender 2.8?


texts: Can rigid bodies interact with fluid domain?

texts:
I've been starting to familiarize myself with the fluid domain.  My initial goal was to drop a cube (rigid body physics, gravity drop) into a fluid domain and see if I could get a splash.  I made the cube a Fluid Obstacle, etc.... and I never could get a splash.  Quite frustrating.

However if I Animate the cube instead (still setting it up as a Fluid Obstacle), and create a couple of keyframes to drop it fairly fast into the fluid domain, I can get a splash.  I did a lot of googling (unf the answers vary over the years as Blender features change with different releases) and I just became more confused...  Is there in fact an incompatibility between fluid domain and rigid body objects?  I was hoping to drop rain (particle system) into a fluid domain and get nice raindrop-ripples, but if dynamic objects won't interact with fluid domains then I'm snookered...


texts:
I am trying to rotate my plane so that it is perfectly upright.

However I don't see this parameter:

Am I blind or are the rotation parameters hidden somewhere?


texts:
I have tried to search for some answers about this, but havent been lucky. It seems like, it is random when it happens, and sometimes it is only happening to some part of the 3D model aswell.. I have ajusted render settings a thousand times, but now I wanna know what settings may cause this to happen.

The background is, by the way, Emission shader on imported image plane. (If this could have something to do with the render.

As soon as I render without the background, the problem seems to be gone..


texts: Linux kernel crashes corrupt my Blender files

texts:
I have frequent kernel crashes (which I haven't solved, but that's another story) that absolutely destroy my Blender save files. If I have a file open in Blender, even if I'm not doing anything to it, it will be corrupted when I try to open it again after rebooting. I'll get the infamous "file format not supported" error and when I check the size of the .blend file, it's 0B.

I also have auto backups turned on, but when I went to check if they were any better, they were also 0B.

I'm not expecting to solve my kernel crashes, but is there a way to make sure these corruptions don't occur, outside of manually backing up my files every 5 minutes?


texts: How would I combine hard surfaces and soft surfaces for rigging a robot?

texts: I've been struggling for awhile now to rig a robot with a "rubber covering" over the midsection while the chest and waist stay solid, unbending or moving while the rubber portion bends and stretches to connect to both parts. Is there any way to manipulate the mesh/armature/weight paint to make it work properly?


texts:
I've been spending weeks trying to rig this character for my uni project. I keep getting that error or none at all, but the results are still the same, unable to move the mesh. My lecturer successfully rigged the character on Maya so that means the character is actually rig-able, I just don't understand how with Rigify. I've attached the FBX file for this character and blend file just in case.
https://drive.google.com/file/d/1WUnBujIHe7o05X3KcSZfuhFWgKLbjgXx/view?usp=sharing
https://drive.google.com/file/d/1no47fegvQK7UFqMf0VCGHc_7T4WZwYZJ/view?usp=sharing


texts: Wireframe and Texture Preview No Longer Working

texts:
Before this morning, I used to be able to:

See the image textures of my meshes in Material Preview and Rendered preview, both in Eevee and Workbench engines.
See the image textures of my meshes as I render them, in said engines
See the wireframe edges within the mesh in 3D viewport when not in edit mode
Be able to select meshes by clicking them in the 3D viewport

Now, I cannot do any of those things said above. Anytime I go to wireframe or Material Preview, all meshes are a dark grey colour like the background, and on some meshes, the outline does not even appear:
Wireframe Mode

Material Preview Mode

On old .blend files however, the image textures work in Workbench engine, but not for new files.
What's the problem?
Here are my susceptible settings:
-The "Wireframe" slider in "Viewport Overlays" is already set to 1.000, as it was before,
-The materials that I initially set image texture of were not modified at all, and Alpha is at 1.000, like before
-"Display As" in Object Properties is already set at Textured.
Because I updated my AMD Radeon graphics drivers to the latest version (20.11.2) just last night, I suspect that that was the problem, and so I updated Blender as well from 2.90 to 2.91 (latest build). Still didn't fix the problem.
What's the issue? Please help, because this is making it impossible to do my work.
Specs:
GPU: AMD Radeon R9 380 Series
CPU: AMD FX-6300 6-core Processor
Blender versions: 2.90 and 2.91
RAM: 8.00 GB
OS: Windows 10, 64 bit


texts: Scopes & Mask Tabs disappeared from UV/Viewer screen

texts: Any idea how this could have happened?  I have my keyboard connected to 2 computers (via a/b switch) and occasionally type a key sequence into Blender that is meant for the other computer.  I have no idea what I might have typed to remove those tabs and no clue how to get them back.  I'm doing some color correction and really need my scopes back.  BTW, when I open a new Blender session the tabs are missing.  When I open a backup copy of my color correction, the tabs are there (but I would have to trash all my changes to get back to where I left off.)


texts: How to convert edge selection to outer edges only?

texts: I have a selection of edges. I would like to convert my selection to the outer edges only. How do I do this automatically.


texts: Rendering in GPU and CPU in different instances at once

texts: I am currently rendering an animation in cycles and I have another animation to render after it is finished. I am rendering the current animation with my GPU and was wondering if I could render the other animation using my CPU in another instance. Would this be efficient? Thank you.


texts:
I've got this blend file (got it from here).
So the mystery is that the origin point's color is cyan. Checked the options in theme colors, "Active Object" entry is set to orange (as it expected) and when I change it, it only changes the outline color of the object. Newly created objects have their origin point colors orange and the "Active Object" entry controls an outline color and an origin point color but not for the objects that were already in the scene.


texts: How to optimize this scene's render time in cycles

texts:
I've got this very short animation but a render of a minute in cycles will take ages even though it seems to me like a very simple setup.

Am I missing something crucial here?


texts: Can a Raspberry Pi GPU be used with Cycles?

texts: I have a Raspberry Pi 2 and a 3, both of which have separate GPUs from the CPU. They are running the default Raspbian (9 I think), and Blender (slightly out-of-daste repository version) is successfully installed. Can I configure Cycles to work with the GPU or vice versa, possibly with additional software installation?


texts: Problem with Subdivision Surface after Bevel

texts:
Creating a very simple figure out of plane with Bevel modifier following by Subdivision Surface resulted in weird geometry.
Steps how to reproduce the problem:

I've used a mesh plane,
squished z-axis and applied scale,
then added 4 loop cuts,
then moved middle part with G or move tool,
afterwards added modifiers
and used shade smooth.

Normals weren't changed, all geometry is same as before, no n-gons were created. Why this might happen?
Simple plane with 4 loop cuts

Bevel settings

Subdiv settings

normals


texts: How to round a plane to a sphere surface

texts:
I'm going to make the top face of cylinder to a sphere like curved surface, like a cap on top of the cylinder, I've searched a lot but everything I found is round an edge rather than round a surface
From this

To this kind of shape

Thanks.


texts: Blender 2.8 View Layers - "Exclude" feature

texts: Does anyone know where the "Exclude" and "Mask"-features can be found for the View Layers, (formerly "Render Layers") in Blender 2.8?


texts: How can I see the coordinate/transformation change when I change the pose of a model?

texts: For example, if I rotate the right forearm of my model in blender, how can I see that the model's forearm changed numerically?


texts: Is blender good for real physics simulations?

texts: I want to make some simulations which present some real physics problems like box sliding from slope with friction. Does blender use real physics rights to animate simulations or is it only approximation?


texts:
I'm new to blender. I want to make some animation using rig. When moving foot_ik.L, the knee has strange behavior. I Have searched and viewed some Youtube videos then I noticed I am doing something wrong. I found this link as most relevant video to my issue.
I tried to remove red-marked bones(first image) in order to add pole bone but can't select them(can't select red-marked, but can select green marked bones).
Note: Edit > Lock Object Modes is deactivated
Please guide me for this approach or offer better solution.


texts:
I am trying to create face and hair textures. While I was messing with the shader nodes I realized that I have no idea what I am doing and am in need of your assistance. What I am trying to do is have the face not cut into itself (yes I turned down the clipping as far as it could go) and successfully create hair textures. Here is the problem:
Here are the hair nodes:

And here are the face nodes:


texts: Can multiple video cards benefit to Cycles Preview?

texts:
I know that multiple video cards can speedup the final render for Cycles. Now I'm just wondering whether it is also true for Cycles Preview mode (i.e. the Rendered display mode in 3D View).

If it is, then how?


texts: Bind an armature with animation to another armature

texts:
I have a model of a character with an armature that's already been weight-painted and functions normally. However, I now want to take a different armature with no model and somehow bind certain bones to the modeled armature to make the modeled armature inherit the blank armature's animation.
I've already tried, with the FBX import tool that I'm using, to just import the animation to the existing model and armature, but it seems to dislike the model's bone names and various other problems, so that won't work.
Here's an example of what I want to do, if it's still unclear:

Have unmodeled, animated armature
Have modeled, static armature
???
Modeled armature now inherits unmodeled armature's animation
Profit


texts: Object Disappears in Wireframe and Solid view (not Dev look or rendered)

texts:
So I just opened up my saved file from last night to find that my cup object, as well as the plane, are completely gone if I switch my view to Wireframe or Solid view. However, it is there and all is fine if I view it in Dev Look and Rendered view. I am new to Blender, yet I have tried small commands like 'hide/unhide' etc.
On a similar note, my plane is only represented by a small portion of itself and when I try to grab and move it, it scales for some unknown reason.

I am currently using the latest 2.81 Beta version and understand if this is some horrible bug.

Any help is very welcome. Thanks!


texts: How to keep the 3D view consistent between Layout and Sculpt tabs?

texts:
How to stop Blender refocusing the view after switching tabs?
There are some tabs at the top of the window: Layout, Modeling, Sculpting, UV Editing etc. When I'm in Layout tab and click Sculpting tab, the 3D view window viewing angle changes. This is how the default behavior looks right now:

I would like it to look like this - stop changing the viewing angle and stay consistent between tab changes:


texts: How to switch strokes of the grease pencil in 2D Animation mode?

texts:
I searched but could not find a duplicate.
I want to apply a modifier to only some parts of my animation. My idea was to create separate stroke objects (Add -> Grease Pencil -> Stroke). However, I cannot seem to easily switch between which stroke I'm drawing with. I did manage to do it by accident, and now if I select the different stroke in object mode, I can draw with it later. But that's a lot of work to switch strokes.
Selecting the different stroke in the outliner does change the timeline data so it corresponds with the new stroke, but does not switch the materials, and does not let me draw with it.


texts: How to discretize a 3D model represented by as .STL

texts:
I am using make human and blender to play with 3D model as .STL file. I want just to take a 3D model (.stl) and discretize it into a 3D matrix.
My idea is to check whether each matrix cell contains some vertices or no? If the cells contains some vertices, it will be marked as occupied. However, here the problem is about the inside voxel because the .STL file is not solid?
Any idea?


texts:
I am modifying a game asset (car), specifically turning a coupe into a roadster by removing the roof.  I should point out I'm very green to all of this.
The mod requires me to delete some existing mesh and stitch-in some new mesh on object: car body.  I've done that okay, and you can see the result in the first picture with the black triangles on the boot/trunk, which is the new mesh.  Note that I added new mesh to car body, they're not distinct objects.
The problem starts when I go into edit mode on car body w/ UV editing, and add UV map islands for the two new pieces of mesh.  I add them fine, and position them w/o overlap of the rest of the islands (third picture). However, when I import the .fbx into the game, all of the textures and shading of all objects - not just car body - have now been disrupted (second picture).  All of the objects are now very dark, not scattering light, the glass has turned opaque, etc.
I have not touched any of these objects, just car body.  The only change to the model between these two pictures is opening UV editing and adding two UV islands for the new mesh pieces, i.e. the black triangles in first photo, then saving and exiting.
I'm sad and ready to give up as I've put two weeks and many hours self-teaching how to do this.


texts: I'm working with a Minecraft animation, and am trying to get the hair of the character to extrude. I tried lining up cubes with the hair textured on the character and bumping them out, but there are always some overlaps leading to a weird grid look in the hair. How should I go about this extrusion?


texts:
I have made a complex 3d model in blender and I was wondering if it is possible to export it as SVG.

Thanks!


texts:
I am trying to bake a higher poly model to a lower poly and I'm not sure where I am going wrong. I am very new to blender, I've only been learning for a few weeks and this is my first time baking.
I am following a tutorial but I am getting black patches and extremely poor results. I have tried changing the ray distance everywhere between 0.0 and 1.0, and fiddled with the lighting and other settings with not much better output. Any help is greatly appreciated!
.


texts:
so does anyone know some settings to get slow motion fluid in Blender?
Starting from a basic scene and tweaking settings to get slow motion fluid. Any answers are helpful and thank you for your time!


texts: Rotate the viewport camera around x- and y-axis instead of x- and z-axis

texts:
When I press the middle mouse button and move the mouse, the viewport camera in Blender rotates around both the x- and z-axis, i.e. it pitches (x-axis) and rolls (z-axis).

From other 3D programs I'm much more used to the approach where the axis horizontal to the screen is x, vertical in respect to the screen is y and from the screen towards the user is z. The viewport camera in such software then rotates around the x-axis (pitch) and y-axis (yaw).

Is there a way to configure Blender's viewport camera to rotate around the x- and y- axes instead of x and z?


texts:
so i was trying to render this model and well this happened on render only

After i applied a subdivision surface the model became weird as well

Does anyone have any idea on what happened :/


texts:
I've searched for a low level way (non "bpy.ops") to accomplish this task but there seems to be no possible way to get pre existing material nodes into a node group. I thought about running a loop over a material to populate a new node group with that material's nodes (attempting to copy the type and settings for each node) but considering the possibilities that could get a little cumbersome.

EDIT: I'm marking this thread closed due to inactivity. Probably a better approach was needed.


texts: Toggle Grease Pencil "Use Lights" value using Python

texts: I'd like to toggle the checkbox shown in the image with the Python editor in Blender, but can't find anything in the documentation that matches what I'm looking for.


texts:
I just recently rendered this scene:

My problems is the bright spot on the bottom-right corner. The same kind of light can be seen along the cave-wall to the right.

Here's the .blend file if you wanna take a look

Thanks for any answers!


texts:
Nothing in the "help" menu seems to work when it points to a web address.

At the top of the blender there is a list of actions (File, Render, Window, Help)
when I click on the "Help" button I get a selection of options to pick, I am too new to know what "Python API Reference","Operator Cheat Sheet", "Save system Info", is supposed to do, but I do know the other options have a reference to web sites, when I click them nothing happens. Clicking the web links in the Splash screen works ok.

Ubuntu has decided to use the "SNAP" system to install this program, it looks like I have a few disconnects with this type of installation.

Blender (2.78c)

UBUNTU 16.10
(old system)
Gigabyte main board
AMD athlan IIx2 240 Processor
8 gig
gtx-750 TI


texts: Any idea when GPU volumetric rendering will be added?

texts: Smoke and fire renders with cycles take forever with my CPU, but would be much quicker with GPU... Anyone know when this feature will be added?


texts: What is the reason it is not possible to obtain through programming, the non-automatic closing pop-up windows?

texts: What is the reason it is not possible obtain, through programming, the non-automatic closing pop-up windows? In short, I need to close the pop up when I need. It is a way?


texts: Can't join objects with different materials

texts:
I'm trying to join multiple objects with different materials(Ctrl+J). When I join them they disappear in render view.
I was trying to assign materials to different mashes, but it doesn't work!
I just don't know what to do

This is my blender file:
https://drive.google.com/open?id=1w6xj5XGGIMKtyS8n-4XUSqpCFBkTOaAx

There is flower model and 4 materials: green for flower stem, flower leafs and flowers

I joined flower stem,leafs and flowers but it shows only flower stem in render view.

edit: sorry, I forget to pack textures into .blend file


texts: What causes vertices to become randomly linked OR form 3d shape instead of plane? (2.8 may build)

texts:
Whenever I create new mesh plane I usually delete it and then manually create custom shaped mesh via ctrl+click, then click select all vertices (A) and make new face from them (F).

However sometimes these things happen:

after making a new face I enter sculpting mode to find out that some of vertices have become linked randomly e.g. one point might be in the middle of the mesh and the other near the edge or few vertices away, so moving one of them causes changes to BOTH. Sometimes there are plenty of linked vertices on one single newly created mesh.
Also sometimes after new face was created instead of custom shaped 2d flat plane I get 3d object with flipped normals (!) as if all outer vertices were selected and a new face was added to form 3d object.

Why that happens? I do similar routine every time yet results always vary. Are there any hidden hotkeys I might accidently press that might cayse that? Also why for each 3d object I create that way normal are flipped?


texts: Is there a way to pack selected UVs around unselected UVs?

texts:
I want to use the pack option to maximize space in my UVs, but there are some UVs that I'm overlapping to get a repeat of the texture underneath. Is there a way to pack the remaining/non-overlapping UVs around the overlapping ones, so that they all fit without disturbing the coordinates of the overlapped UVs?

If it's relevant, I'm importing this file into something that only allows for a single texture, material, and object, so all UVs have to be on the same map.


texts: Different look of material with Mix Shader vs Mix RGB

texts:
I am mixing colors and roughness of a Glossy shader through Layer weight node.

Material:

Mix Shader:

Mix RGB:

Why do the same properties used in two similar approaches give a very different renders? Colors more or less equal, but roughness difference is quite visible.


texts:
When I open a new blender file, my lamp emission color is a greyish pink, even with the RGB-values all set to 1/1/1.
Setting everything back to factory defaults gives me a white "backlight", but still - opening a new file gives me this pinkish greyish standard sun.
No, it's not the monitor - I have perfect white in other applications (like the browser right now...)
Any idea why?


texts: Masking out parts of an object for compositing

texts:
I am making a model of an Arc Reactor. In the model, there are some wires and a sphere with emission material, inside a glass material to create a glow effect.
Now I want to make these emitting objects glow and add flares in post-processing, so I was wondering if I could Isolate the emitting objects and mask out the objects in front of it so that I can mix the two images in post processing to make the whole thing glow.
Thanks.
My Final render:

Emitting surfaces only:

What I want (kind of):

Also, I think that the center ball-like emitting piece will block the foreground of the render which I don't want; So what would be a good way to composite it?
Thank you.


texts: How to resolve these artifact looking after apply normal map?

texts:
There are so many black areas showed up after the normal map connected. Thanks for answering my question. :D

I guess this image representing problems better.


texts: Is there a way to repeat a set of actions on an object?

texts: In blender you can press shift+R in edit mode and repeat the last action. What if I wanted to repeat a set of actions similar to a macro?


texts: How can I remotely debug my script with Pycharm?

texts:
I saw there is an option to debug my script via Pycharm which will be really comfortable. How can it be done?

System:

Blender 2.8
Pycharm 2019.2 professional edition - installed with snap


texts:
So I'm sculpting a character for the first time and I wanted to ask what the next step would be, retopologizing with or without clothes? Or something different?
Does it matter? if i retopologized the body first and the the clothes over that, would that be a problem?


texts: Object colours disappear when I turn on 'Texture Solid'

texts:
I have imported a build-set roblox roblox studio into blender. It looks like this:

But when I click the textured solid, it looks like this and all of the colours in the background have dissappeared:

Is there any possible way that the colours in the background (the door & bed) still keep their colour, but also te textures are shown with it?


texts: There is a way to reverse-unrap in Python?

texts:
I am trying reverse-unfold the mesh in 3D view comforming with the UV map,
But I couldn't even get to acess the UVs.
Is there a way to do that?


texts: After a couple of days of changing addon, my B2.83.10 stopped behaving it was supposed to. The spacemouse does not rotate (free or turntable) around the scene. It used to work. However, it does pan and zoom. What could be the problem in the Blender preferences?


texts:
I’m trying to make separate animations for my character, which will be used for an experimental game in Unity. I’m having trouble with the action editor, it seems to be not working the way it should.

Here’s my first created action, it works fine, just the way it should:

First gif

Now when I add a second action just for the apple’s stem, which should be a separate animation, the peel object not only moves but its animation is also wrong:

Second gif

The peel now opens like a door, which it shouldn’t do that, only peel off like in the first “.gif”. Can it be that I did bad links to the bones? I also tried unticking the animations in the NLA editor, but the peel still distorts if I don’t remove the second action completely. Whenever I create more than one action, it always interferes with the other actions, especially if I create an action on the peel’s bones and then create a new action for the same peel, it gets distorted like if the armatures have 2 different animations playing at the same time.

My project's download link


texts: Blender 2.9 Light Power Driver Formular always returns 0

texts:
I try to add a driver formular for lights which should result in heart beat like pulsing. In general when I only use #frame*800 it works. But when I use a "complex" formular it is always zero.
I tried (sin(frame/20)^63 * sin(frame/100+1.5)*1100) Zero in Blender should look like:

To figure out the problem I tried (sin(30/20)^63 * sin(30/100+1.5)*1100) Zero in Blender should constant look like:

Do I miss something to configure ?


texts: Merge or join surfaces generated in sverchek . Curves made by Bezier

texts: Initially I created bezier lines in Blender. Then applyied Sverchok.  Visually I devided a shoe into some areas(6-7)  and according to these areas I generated surfaces through Sverchok. Now the problem is - how to join these surfaces together into one?  Because between generated surfaces I get some holes. So there is a way to fix it ?  to merge ?


texts: Procedural leakage shader from roof and others stuff

texts:
Any suggestion in creation of leaks(dirt) from horizontal planes (black color planes on picture)?

Thank you. I tried myself to do some sort of mask for leaks or dirt ...but not very accurate
Reference picture of wall with leaks

Some updates


texts: Allow cyclic connections in custom node tree

texts:
I want to allow a cyclic connection in a custom node tree.
Here is an example screenshot of a cyclic connection.

From what I uderstand, the following happens:
As soon as a link is inserted such that a cycle is closed, blender will mark one link within the cycle as invalid, which is being drawn red.
Is it possible to prevent this?


texts: Consistent triangulation when exporting shape keys

texts:
I am attempting to export objects from blender into .obj format for use in an opengl program I am writing.  Currently, I am attempting to create shape keys in blender, then export them, then interpolate between them as my program runs.

Below is the python command that I use to export the .obj file.

bpy.ops.export_scene.obj(
    filepath = temp.name,
    use_selection = True,
    use_edges = False,
    use_normals = True,
    use_uvs = True,
    use_materials = False,
    use_triangles = True,
    keep_vertex_order = True)

Both the initial and final steps of the animation look as expected, with the shape key either applied entirely, or not applied at all.  However, in the interpolation between the two shape keys, there are graphical issues as shown below.

This seems to be caused by inconsistent triangulation between the two different shape keys, since the diagonal between the corners of the rectangles goes in the opposite direction at the two ends of the animation.  I would not have expected this, since I had passed the keep_vertex_order flag to the exporter.  Am I understanding the issue correctly, and is there a way to keep consistent triangulation?


texts: How to stop the influence of a curve modifier for part of a mesh after having animated along it?

texts:
I have a long thin constant width mesh (a bit like a long train, but it actually looks like a wall) that moves along a curve using the curve modifier. And when the mesh has reached the end of the curve it stops (having the bent shape of the curve). Now I want the end of my mesh to animate straigt out into a 90 degree angle. As if the last "train wagon" was pulled off the track, but still attached to the rest of the train. Without having the front of the "train" loose it's bent shape from the modifier.
But when I animate the end part of the mesh it is still affected by the curve modifier and gets deformed. It basically looks like the last wagon gets a little banana shaped and maybe also a little wider in one end. I want it to keep it´s width and be able to straighten it out and continue the animation using only the end of the mesh.

I have tried animating the visibility of the curve modifier as gandalf3 suggested. Didn't know you could do that. Really cool feature (for those out there that do not know how to - try right clicking on the eye icon or pressing I while hoovering the mouse pointer over the eye).
But it hasn't worked out for me as I hoped. It seems like animating the curve modifiers visibility is the path to the solution but there must be some part of the puzzle missing.
When visibility is turned off the mesh jumps sideways to the position it really is located at hadn't it been for the modifiers influence.
In order for me to be able to turn off visibility only for the last part of the mesh, as I want the beginning of it to stay affected by the curve modifier, I also tried dividing the mesh into vertex groups. And just animate the modifier visibility on one of the vertex groups. But this doesn't work as I had hoped either, the vertex group I animate visibility on still jumps out of place. And separating the mesh into two parented objects doesn't help.

Any help is appreciated.


texts:
I wanted to increase the brightness/contrast of an AVI video I have.
What I did was go to the compositer, load the video file in the Movie Clip node, fixed what I wanted to fix but:

The quality of the video seems to have dropped, looks more pixellated.
I have no idea how to export the video file.

Does anybody know how to export a composited AVI file as an AVI or MP4 file?

Thank you.


texts: How do I make both sides of a plane/mesh visible?

texts:
I've made a map for my game which the player can run about and also enter a cave, however the issue is that when I have the faces facing out, the cave becomes invisible and when I flip the faces the other way (using the ctrl+shift+n method in editing in blender) it makes the top/surface of the map invisible, showing the bottom of the map.

I would like to know how to make both sides of the mesh visible in Unity or blender to avoid this issue and due to copyright I cannot upload the file as it's for an upcoming game.

I'm asking this because everything I've looked at and tried hasn't worked for me :(

This is a screenshot to show what happens when I try backface culling:


texts: When I create a scene as a Linked Copy, is it possible to have certain objects not linked?

texts: When I create a new Scene which is a Linked Copy. Is it possible to remove specific objects from being linked between scenes?


texts: Extend Frames On Bezier Circle Path Animation

texts:
When putting an object to follow a path on a beizer circle. The frames it takes for a full 360 motion around the circle is 100 frames (from 1 frame to 101).

I was wondering if I could extend the frames to 201 for a full rotation. And how to go about doing this task.

Please and Thanks!


texts: Accessing Scale data from motion tracked point

texts: I have a motion tracking point set to track location and scale. This works great, however, I can not figure out how to access the scale data in order to use it as part of a driver. Could somebody tell me where I can find the scale value for individual tracking points?


texts: Blender 2.8 crashing on startup despite working mere minutes ago

texts:
I was using Blender 2.8 Beta fine, and then when I went to Edit > Preferences, is crashed. Now on startup, it spits this error and then immediately closes.

"al lib (EE) getchannelmap failed to match front-center channel (2) in channel map"

Getting this written down was a pain because of that. I tried deleting the preferences folder... and installing a different build of Blender 2.8, but it still won't start.


texts:
Whenever I add an Object or import an SVG object, I am able to extrude it either by E or by the extrude tool in object data, but I can't do that for a plane ( and just saw for a cube as well ). I get no options for it in the Object Data section nor does Pressing E Extrude it.
What have I done wrong or not installed?


texts: how to clear parent inverse without actually moving the object

texts:
In Blender, a parent-child relationship stores the relationship between the 2 objects created when parenting.

This is normally OK, but in some cases its useful to have a reset loc/rot/scale, align the child exactly with its parent.

I need to reset those extra matrices in blender object - I have an object that is perfectly aligned with it's parent, but the euler rotations values say something very different. I need a script to have this object's rotation at 0,0,0 (or, potentially other value, which expresses the real rotation offset to it's parent)


texts: no addons showing up in blender 2.9 despite them being in the correct directory [SOLVED]

texts:
after updating blender to 2.9 all preinstalled addons will not show up in add-ons setting page.
ls /usr/share/blender/2.90/scripts/addons
add_curve_extra_objects                io_anim_acclaim                   io_import_scene_unreal_psa_psk.py  materials_utils               object_cloud_gen.py            space_view3d_copy_attributes.py
add_curve_ivygen.py                    io_anim_bvh                       io_mesh_pdb                        measureit                     object_edit_linked.py          space_view3d_math_vis
add_curve_sapling                      io_anim_c3d                       io_mesh_ply                        mesh_bsurfaces.py             object_fracture                space_view3d_modifier_tools.py
add_mesh_ant_landscape.py              io_anim_camera.py                 io_mesh_raw                        mesh_carver.py                object_fracture_cell           space_view3d_pie_menus
add_mesh_BoltFactory                   io_anim_nuke_chan                 io_mesh_stl                        mesh_custom_normals_tools.py  object_grease_scatter.py       space_view3d_spacebar_menu.py
add_mesh_extra_objects                 io_blend_utils                    io_mesh_uv_layout                  mesh_f2.py                    object_print3d_utils           system_blend_info.py
animation_add_corrective_shape_key.py  io_coat3D                         io_online_sketchfab                mesh_inset                    oscurart_tools                 system_demo_mode
animation_animall.py                   io_convert_image_to_mesh_img      io_scene_3ds                       mesh_looptools.py             paint_palette.py               system_property_chart.py
archimesh                              io_curve_svg                      io_scene_fbx                       mesh_relax.py                 pie_menus_official             ui_layer_manager.py
blender_id                             io_export_after_effects.py        io_scene_ms3d                      mesh_tiny_cad                 presets                        ui_translate
bone_selection_sets.py                 io_export_dxf                     io_scene_obj                       mocap                         __pycache__                    uv_bake_texture_to_vcols.py
curve_simplify.py                      io_export_pc2.py                  io_scene_vrml2                     modules                       render_auto_tile_size.py       uv_texture_atlas.py
cycles                                 io_export_unreal_psk_psa.py       io_scene_x                         netrender                     render_copy_settings
development_api_navigator.py           io_import_dxf                     io_scene_x3d                       node_wrangler.py              render_freestyle_svg.py
development_icon_get.py                io_import_gimp_image_to_scene.py  io_sequencer_edl                   object_add_chain.py           render_povray
game_engine_publishing.py              io_import_images_as_planes.py     io_shape_mdd                       object_animrenderbake.py      rigify
game_engine_save_as_runtime.py         io_import_scene_lwo.py            light_field_tools                  object_boolean_tools.py       space_view3d_3d_navigation.py


texts:
I downloaded Blender for the first time, but it stops unexpectedly every single time. I have tried several Blender versions, but I keep getting the same problem. I have no idea what's going wrong. I did a restart and the Unarchiver is up to date. And I can't find a Blender folder in the Application Support.

My Mac was running on OS 10.11.6. Updated to 10.12. but it makes no difference.

When I open blender from the terminal I get this:

Writing: blender.crash.txt
Segmentation fault: 11

And the blender.crash.txt files says:

# backtrace
0   blender                             0x0000000100baa46a BLI_system_backtrace + 58
1   blender                             0x00000001001549fa blender_crash_handler + 362
2   libsystem_platform.dylib            0x00007fff9854452a _sigtramp + 26
3   ???                                 0x0000000109161330 0x0 + 4447408944
4   blender                             0x000000010019b6f8 fsmenu_read_system + 328
5   blender                             0x000000010019d5e4 ED_file_read_bookmarks + 68
6   blender                             0x000000010019d579 ED_file_init + 9
7   blender                             0x000000010016623f WM_init + 175
8   blender                             0x0000000100154751 main + 3521
9   blender                             0x000000010015397c start + 52
10  ???                                 0x0000000000000001 0x0 + 1


texts: Need Help With Settings for Hair Particle System \w dynamics enabled

texts:
Goal: Model of Solar System, I'm currently stuck on some animations I'd like to sketch up for the sun.

Scene Setup: Currently, there is one main object (icosphere), the sun (in blender terms, it's large, with a radius of 695km). Within the sun, is a force field (charge). The sun itself is a particle emitter (hair), the particle system has a field enabled (charge). Both fields' powers have opposite signs and there is a large difference between the power strengths. My expectations were that would create a strong charged field that would attract the hair (with high velocity) as it tries to leave the sphere, and pull it back.

I can see the hair particles, and the look/feel is ok for now. But they won't move at all.

What I want:
- Hair particles to bunch/twist in thin filaments primarily at the poles of the UV sphere (north/south). I currently have them bunched and twisted as I want, but they tend to get placed randomly on the sphere, I'd like to have them concentrated at the poles. Or know how to go about doing that. These are what i think are the relevant settings below

Dynamic Effects (animation intent), I’d like those bunched filaments to be pulled into the sphere, semi-randomly over the course of the animation. The dynamics and physics settings are below

The rendering & viewport settings:

(This is an example of the motion I’d like: https://www.youtube.com/watch?v=TWjtYSRlOUI)

Problem(s):
- i'd like the hair particles to form and bunch at the spheres poles
- i'd like to get a better grip on how to solidly control the movement of the hair using fields (or whatever is the best option)

note i unfortuantely don't have much rep, so i couldn't upload the rest of the screenshots. anything else i can add to help let me know i'll try to get it sorted.


texts:
I have a complex mesh that I would like to change the proportions to. Using this mesh as a simplified example, how to I make this:

Into this?

Again, the mesh I'm working with is complex, so simplifying it into a 6-sided square, shrinking one face, then subdividing it would not be a viable option.


texts:
I am new to Blender.
I have made strides learning modeling and material creation, but now looking to take my modeling a little further.
I want to be able to create a complex model with multiple interacting parts, but create "Rules and Limits" to posing the model. I do not know enough yet to know if I should look into "Rigging" and learn that... or learn about constraints and using empties... or maybe even something else that I'm unaware of.
SPECIFICALLY: Imagine a drummer's Cymbal Stand.
There will be individual parts like the tripod base... the telescoping upright tubes... a rotating ratchet where the extension boom can rotate on an axis, the extension arm that is held by the ratchet, the upper elbow and spindle that holds the cymbal... etc.
EACH of those will have specific constraints; The telescoping tubes and move up and down (within limits) on the Z-axis and rotate fully on that same z-axis, the rotating ratchet pivot point can rotate on its own axis, and also rotate on the Z-axis of its parent upright tube, the extension arm can extend or retract (with limits) into and out of the ratchet pivot based on the pivots rotation, but also rotate on it's own (local) Z-axis... etc. etc. etc.
The end result I seek is having both-ends of the heirarchy able to be manipulated individually, but the interim parts adjust and accommodate appropriately within their constraints.
I move the Cymbal Stand base close to the drums, the entire stand (and cymbal) move with it. If I grab the cymbal and adjust it's height, angle, etc... the arms & hinges react appropriately to accommodate the movement but the base stays put.
It SEEMS to me that it's similar to Inverse Kinematics and character rigging... but I need no deformations - just hard-surface mechanical constraints.
Can anyone please point me in the direction for me to go learn and research...? I appreciate your assistance.
I am obviously using my drums as inspiration to learn Blender.


texts: How to remove unlinked/disconnected parts of a bigger mesh?

texts:
I have many meshes like the one shown below which have some faces/vertices that are not connected to the main mesh. I use these meshes for physics simulation. As result of these weird parts of the meshes the physics simulation results becomes very different than what it is supposed to be. I wonder, what would be an effective solution to remove such parts?

I have tried "Delete Loose" in Edit Mode but it doesn't do the job. I was also thinking of writing a script to calculate the average of the faces and then remove the vertices that are further from that "average face" but I don't think this would work well based on my prior experience on doing a similar thing before.


texts: Volume scatter makes the render image and render view entirely black

texts: I want to use fog in blender cycles, but I don't understand the mist thing (I am a beginner). I have seen a tutorial on YouTube about volume scatter, but when I apply it, the render view and the rendered image are nothing but black. Does anyone know how to fix this?


texts:
This is the reference gif file. How can i achieve this in Blender. The breaking of the parts and disappearing later.

Any suggestion or Help. Thanks


texts: How can I switch between Move/Rotate/Scale with shortcuts without straight altering coordinates?

texts:
I'm coming from Cinema4D and there when you hit the shortcuts, you just change the "gizmo" and that's it. Then you can for example slide your object along an axis. But when I hit the shortcut in Blender, I'm straight modifying position in all axises. I almost never want to do that and this is confusing.

I'm using Blender 2.80 Beta

Hope you understand what I mean.


texts: Adding button to the top bar results in two buttons and not only one

texts:
i add button to top of the bar but two buttons are added. how can i fix this problem d

class ExportAll(bpy.types.Menu):
    bl_label = "ExportAll"
    bl_idname = "OBJECT_MT_simple_custom_menu"

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

        obj = context.object

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

def draw_btn(self, context):

    layout = self.layout
    row = layout.row(align=True)
    row.operator('mesh.primitive_cube_add',text="CUP",icon="IPO_EXPO")

def register():
    bpy.utils.register_class(ExportAll)
    bpy.types.TOPBAR_HT_upper_bar.append(draw_btn)

def unregister():
    bpy.utils.unregister_class(ExportAll)
    bpy.types.TOPBAR_HT_upper_bar.remove(draw_btn)

if __name__ == "__main__":
    register()


texts: How to convert materials into textures in EEVEE?

texts:
So, I made a very complex material (in my opinion) in EEVEE, using certain nodes that only apply to EEVEE like the Shader to RGB node.

I've come across certain tutorials in which they transform materials into textures, but they're using Blender 2.79 and below.

Youtube

Stack Exchange Question

Also, while trying to find some solution, i came across something they called "Principled Baker" in which I suppose it's an add-on to bake textures from the Principled Shader. The problem is, by my understanding, the Principled Baker only works with Cycles.

Principled Baker

So, I decided to ask "Is there any way to convert the material I have into textures?".

I'm not an expert on textures but I'd say it's probably albedo/base color, roughness and normal.

I'll leave my blend file of the object in question.

Blender File

Thank you for your time and hope to hear good news!


texts: Object in the back, visible in the front

texts:
In the 3D view I have a tree behind a house, but despite that the tree is behind the house and way back in the scene, it's just in front of the camera! How come it's like this? I have used a skin modifier to create the tree. Other objects looks like they should depending on their position.

Here is a picture. The leafs on the tree are OK and not visible, just the
tree trunk and branches.


texts: How do I extrude perpendicular to a plane NOT oriented along X, Y or Z?

texts:
I have a elbow pipe joint and I want to extrude the selected edges out to extend the pipe:

However, there is no convenient axis to restrict movement to.

Any ideas?


texts: mix a noise texture with a normal to make patches

texts:
I have a forest ground but I want to mix in a grass texture over that. I have tried but found no susses so far.
My plane are to use a noise texture an after that put on a image texture on top.


texts: What is the best way to get image from vertex group?

texts: I have a UV unwrapped plane and some faces assigned in Vertex Group. What is the best way to get an image from this data? Maybe a  bLack and white image, it would best  if it could be scripted in the bpy


texts:
I am using different STLs to make a special creature.  For example: I have a panther STL, but only want to use the head for my project, and then just the wings from another STL, etc.

Is there an easy way to separate the parts I need?  I have looked through some other Q&A and found some things that are close, but I have yet to find the best solution.

Thanks


texts: I get white squares in my final render (cycles)

texts:
Weird whiter parts are appearing on my final render

My render settings are
https://imgur.com/a/abcHsd4


texts: How to change color only of selected objects in a matrix?

texts:
I'm trying to exempt a couple of objects from being colored by an 'empty' which is coloring the cube matrix based on the distance.

In the image there are 2 empties: one is coloring the cubes blue, the orther coloring them red and offseting by X.

What could I do if I wanted those 3 selected cubes, not to be colored by the 'empty' object?
For coloring method I used roughly similar method as in here:
Color objects based on distance in Animation Nodes


texts: Vertex coordinate monitoring during Transform

texts:
Is it possible, for example, to monitor the coordinates of a vertex while rotating the mesh? (monitored vertex is moving in a circular fashion, providing it's not on the global/local rotation axis)

I'm looking into this as a possible solution to a snapping problem


texts: Why does mesh imported into Unity can be seen through?

texts:
I made simple funny character in blender without animations. In Blender it looks good, this is the screenshot of it:

When i put my character.blend file into Unity assets folder, it says

"Meshes may not have more than 65534 vertices or triangles at the moment.
Mesh 'Plane' will be split into 2 parts: 'Plane_MeshPart0', 'Plane_MeshPart1'".

Also in Unity my character was cut down at joining of the legs and body as shown in figure.

How to import .blend file into Unity and avoid these artifacts ?
Which format should I use ?


texts: Python: is it possible to import another text block?

texts: Is import another_blender_text_block possible in Blender with Python?


texts: New to Blender, how to make texture paint transparent?

texts:
I'm completely new to Blender.  I'm using 2.79.  This is my first model.  My question is, when I select my model (not completed yet), and go to 'User Persp", and select 'Texture Paint', I'm able to draw different colors on it.  That part is good, but eventually I'll be adding seats and engine to the model.  How can I make the seats and engine see through from the outside?

I already tried clicking on the 'Transparency' check box, but the model is still 'solid'.  I'm attaching an image of what I have so far.

This is the link to my model.  Its not complete yet.  https://drive.google.com/open?id=1Alr1C2c8XKotmqUeJwA6Ldbtf_fvK3sL


texts:
I finished the project with texturing and rendering etc, then I moved each file and folder into one to organize them. This had the effect of course the texture got broke, so I added every texture and background back to the project and everything is fine, but in Solid mode, where I switched to Texture in the Viewport shader , the object becomes displayed a different way. In render or Material mode everything is fine, only in solid mode it is displayed incorrectly. I dont why.
I think this doesn´t effect my Project that much, but i whould rather have it right.


texts: How can I get a list of currently running modal operators?

texts:
Here I found a working solution using ctypes which allows to find out if any modal operator is currently running. I am not good in C and don't understand how it works. But I'm sure someone does, so is there a way to find out exactly which modal operators are currently running, and get a list of them (or their bl_idname)? As the Blender API only provides a few bpy.app.handlers which cover only several specific cases this would be a nice solution to make custom handlers for all other modal operators not included in the bpy.app.handlers.
For example for my add-on I would like to launch from my custom Modal Operator bpy.ops.render.opengl Operator in series in ('INVOKE_DEFAULT') mode to be able to see a preview and abort this process at any time - but there's no handler in the API which would tell me when bpy.ops.render.opengl is over, and I can't figure out how to catch the moment when it returns {"FINISHED"}.


texts: How to merge particles to new shape blender

texts:
I am looking to achieve an effect similar to the particles shown in this tutorial: https://www.youtube.com/watch?v=Q93pE5jB1Uw

BUT

When the particles are in mid-air - whilst being affected by the force field, I want them to come back to the center to create a new shape or text field.

I do not want to simply merge one shape into the next - like in this tutorial. https://www.youtube.com/watch?v=lPCs4XbGth8

Thanks in advance!


texts: Why does X-mirror and Topology mirror hide mesh when all vertices are selected and translated? How can I view my mesh again?

texts:
I'm not sure if this is a bug as I can replicate the problem...which is odd because I'm using 2.77 which isn't a beta version as far as I know. I've tried researching but haven't come up with much. It'd be faster to simply remake the mesh, but I'm curious since I can replicate the problem but can't find a similar question.

Steps:

1- Enabled X-mirror and Topology mirror in Editmode

2- Selected all vertices and pressed "G"

3- Mesh disappears

Outcome:

The object origin is still visible in 3D view.
The object is still existent in Outliner
The object is not hidden in Outliner.
"Alt H" does nothing in 3D view (object not hidden by "H")
The view is not in local view.
“View selected” responds and zooms to object origin dot.

Thoughts?


texts: How could I create a sand dune animation?

texts:
I've been working on creating a whole bunch of nature animations and one that I've been trying to create is the "windy desert". Is there any way that I could simulate this in blender.

To be more clear, what I'm trying to create is something like the very start of this film on a sand dune
https://www.youtube.com/watch?v=vYRu6MwmFYE

I don't care about my render times, I have plenty, I just want to know your ideas on how I could go about doing this.

Thanks :D

More Ref:

https://www.youtube.com/watch?v=OKkRF2sdXb8

https://1.bp.blogspot.com/-3wZZlRC5-1c/WCWs1H0EC9I/AAAAAAAAA5c/yTiXhJmQu4IF6F5-I7MpgMGy-j823mnqgCLcB/s1600/sand-dunes-in-windy-weather-loveoboi.jpg

https://theimaginativeconservative.org/wp-content/uploads/2017/08/desert-wind.jpg

https://i.ytimg.com/vi/RqrTvs9pmWk/maxresdefault.jpg


texts:
First I have a huge scene

Then I addea a camera and I chose that given view and pressed clt+Alt+numpad 0
then it shows like this

I tried increasing decreasing focal length,size of camera,shift+f to move my camera but nothing worked anyone got a idea??please share if you know,, your answer is highly apprecited


texts: How can I change colors of grease pencil strokes drawn in 'vertex color' paint mode?

texts:
If I have drawn grease pencil line strokes in 'material' paint mode, I can easily change colors of them by using base color button(marked with a white arrow in above picture).
But after I had drawn some line strokes in 'vertex color' paint mode by a way of trial, I realized that I don't know how to change colors of them.
Help me.


texts: Texture view works, but render is without texture

texts:
I have this bogie:

It's textured with UV Map in a dark grey as you can see in texture view. However when rendering, it's nicely rendered, but no texture is to be seen:

I checked this question/answer already: Render not showing UV texture

EDIT:
I did all the steps mentioned in various tutorials and in the Blender wiki:

I added a material, then a texture. I created seams, unwrapped my mesh, saved the UV layout, changed its colour to dark grey and assigned the image back to the texture. In texture view you can see the result:

The frame is just plain dark grey, the wheel set has a light grey tread.

In render view it's just the default untextured grey.

Frame and wheels are different objects with different Materials, different Textures and different texture images.

Here is the blend.


texts: How can I add a bumpy glowing surface to my model?

texts:
How can I achieve this surface and light on sphere's? Picture below:

I appreciate help, thank you.


texts: Trouble with Parenting Dress and Bag to a Model

texts:
I'm having some issues with attaching a dress and a bag to a moving figure. I created a dress and attached it to a human figure, and am pleased with the final result. However, when I parent the dress to the armature, there are a few vertices that don't move with it. See image below.

I also am unable to get the bag to move with the model. When I parent the bag to the armature, the body of the bag gets displaced, and only the body responds to armature movement. I have tried parenting the bag with different settings (don't use automatic weights, parent it to the mesh of the human figure and not the armature) to no avail.

Any help with these problems / tips / ways I can generally improve my layout are greatly appreciated!

The blender file:


texts:
I would like to decorate a vase with flowers that is extruded from the surface.
Shrink wrap may be useful,not sure how to go about that. I am able to do this on a flat surface but not when the object is to be applied to a curved surface   Could some one please point me in the right direction to apply a 3D object onto a curved surface. Thanks

this what I have in mind. Then extrude the image and 3d print it


texts:
The image shows the same model with a level of subsurf, and with a 15deg planar decimate. The shaders are grey toon diffuse and gloss mixed with Fresnel.

I want to get the sort of look you get by using planar decimate on a model without directly decimating the model. The goal is to get planar shading, but without breaking up the silhouette of the model the way that decimating it will.

Ideally, I would have the regular version of the mesh, and then transfer normals from a decimated version of the mesh via the Data Transfer Modifier. However, this causes blender to crash if the mesh has any complexity, such as for this character, and can have other problems. So I am looking for other options.

Is there any way to use a material to get a more planar look? A baked normalmap may work, but would contribute to VRAM issues.


texts: Unexpected Edge Loop selection in Blender 2.80

texts:
I'm creating my first donut in Blender 2.80, to get used to the new release of the program and become better at modelling. That also means getting accustomed to new/ altered keyboard shortcuts and the like.

I'm using blender-2.80-linux-glibc217-x86_64 package on Linux Mint 18.1.

To my understanding, many people have been experiencing problems with Edge Loop selection. I had such a problem myself, but by changing the keyboard shortcut in
Preferences -> Keymap -> 3D View -> Mesh -> Mesh (Global) -> Loop Select
to
(Press Alt + Cmd) + LMB
I can make an edge loop selection.

The thing is, the "direction" of the selection is wrong. What I mean by that is, when selecting an edge, instead of selecting the edges that are "in line" with it, the program selects the edges parallel to the original. Like, it selects the edge on the other side of the same face and so on.

I don't believe it's normal, nor is it the intended use of edge loops. It could be useful in some scenarios, but not the typical one. That said, it would be nice if I could toggle between the two selection modes (the typical edge loop and this "unexpected" one)

Thank you for helping me out with this donut.


texts: Possible to click on an object in the viewport and the object list hierarchy automatically goes to that object also?

texts:
I've used Blender for years but have never hopped on the forums. I am still new as I am very slow at this (all self-taught as I know many of us are).

I am sure this question has been asked elsewhere but I couldn't find it so is it possible to have blender respond so that when I click on an object in the viewport the object list hierarchy automatically goes to that object also?

Oh and also -- Seeing as how this is my first post I'll share an image of what I'm currently working on. I've only ever made 3 things before. A potato, a strawberry, and a sculpted demon looking thing that came out by pure mistake. This thing is getting so complex it is time consuming to keep going through the folders in the hierarchy to find the objects.

Anyway here is what I'm currently working on -- A starship hallway - Currently under red alert. I'm using it as a practice model to learn materials and textures. It will eventually have a door at the end of the hallway and you'll see the exterior of the ship and a planet out the port side windows.

Thank you everyone in advance.

I'll update everyone as this project goes along.


texts: How can a cube/ a group of cubes be painted?

texts:
Setup : Blender 2.82

I want to achieve something similar to what was represented below but through a  python script.

If each cube here represents a pixel, what is the fastest way to change its color so it looks exactly like the 2d image?

I wonder if it is possible to put there an actual RGB photo and not just a number?
I am also curios if i can map on a face of an cube a full image like a feature map from a tensorflow model ?

Here is the code that i have atm for creating cubes at different location in different collections

def createCubes(x,y,z, name):
  collection = bpy.data.collections.new(name= name)
  bpy.context.scene.collection.children.link(collection)
  k = 0
  l = 0
  for i in range(0,int(z)):
      for j in range(0, int(x)):
        bpy.ops.mesh.primitive_cube_add(location=(k, y,  l ))
        bpy.context.active_object.name = 'cube'
        cube = bpy.context.object
        for ob in cube.users_collection[:]:
            ob.objects.unlink(cube)
        collection.objects.link(cube)
        k= k+3
      l = l + 3
      k = 0


texts: How do I remove any protrusions from a smooth object?

texts: I want to flatten and smoothen the spots shown by the blue arrows so the shark looks more realistic.


texts: Creating volumetricaly layered materials in Cycles

texts:
Recently, I've been wanting to create a model with a particular artstyle. It involves the model having glowing parts basically identical to the buttons from this question. However, the particular style I want to go for involves the parts being scattered about, irregular and generally a massive pain in the behind if I have to manually go in and add a separate emitter mesh to each one of them (which is what was used in order to create that effect in the original question).

Therefore, my question: is it possible to create a purely material-based setup where the object to which the material is given appears to have one material layered on top of another (e.g. translucent with emission behind it or glossy coated in a layer of glass)? I would imagine it MIGHT be possible using something like the Ray Length component of the Light Path input, but my attempts at it weren't super successful due to my general lack of experience with complex material node setups.

Any help would be appreciated.


texts: What on earth did I do wrong with texture painting?

texts: I started trying to paint my model today, but it only paints on a grid-like area of the UV map. It's my first time doing something like this and I couldn't find anywhere that had a similar problem, so I'm lost.


texts: SLERP (Spherical Linear-Interpolate) between two vectors from Python

texts:
How to do this?

Below is my particular use case and attempt to solve the problem:

Consider Z_axis = (0,0,1) and an arbitrary point also on the unit sphere v.

You can imagine the arc on the surface of the sphere from Z_axis to v.

I wish to create v' by extending the arc by 10%.

How can I do this from Python?

Here is as far as I have got:

unit_v = v.normalized()
rot_axis = Z_axis.cross(unit_v)

...will give a vector perpendicular to rotation plane, and

theta = arcsin( abs(rot_axis) ) # <-- some potential problem with positive and negative angles here I think

...will return the angle.

So I was just need to rotate unit_v by theta' = 0.1*theta around rot_axis

How do I do this?

I can construct a Quaternion Q representing the rotation:

w = cos( theta'/2 )
x,y,z = sin( theta'/2 ) * rot_axis.normalized()

Q = Quaternion(( w,x,y,z ))

and then:

unit_v' = unit_v.rotate(Q)
v' = abs(v) * unit_v'

Is this correct, and is there a cleaner way?

(ref: http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf)


texts:
I have an odd problem. On my animation I have a moving object and to that I have attached few particle systems. But when I playing my rendered animation, I noticed on several times the particles are not visible for the few frames.
I have made a short gif animation from the video which I hope shows what do I mean.

File format I'm using is FFmpeg video and video codec is H.264.


texts:
I work with an add on for Blender and after hours of debugging I finally found the culprit. It's the localisation.
For Example:
When i add a modificator, i. e. "Smooth" it is added as "Weich" in the german localisation. So far, so good. But if the coder uses another language as the user (coder: english,user: german) in lines such as
bpy.ops.object.modifier_add(type="REMESH")
bpy.context.object.modifiers["Remesh"].mode = "SMOOTH"
you get an error, that blender can't find the keyword "Remash", which is understandable, because the correct keyword would be "Weich" if you selected the german localisation.
My questions are:

Is there a way to list all installed localisation?
is there a way to check for the chosen localisation at the start of a script?

thanks in advance


texts: Could you please tell me if Blender offers a certification like Java Language, HTML, CSS or other software?


texts: How can I update my Python operator to be able to change input post-execution?

texts:
I am a beginner in blender scripting working on an addon that arrays an object radially. I want to still be able to change input post-execution. How?

bl_info = {
    "name": "Radial Array",
    "author": "Gene Kristian",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > New Object",
    "description": "Arrays an object around a central point.",
    "warning": "",
    "doc_url": "",
    "category": "Object",
}

import bpy

from bpy.props import (IntProperty)

from bpy.types import(
    AddonPreferences,
    Operator,
    Panel,
    PropertyGroup,
)

class OBJECT_OT_radial_array(Operator):
    bl_idname = "object.radial_array"
    bl_label = "Radial Array"
    bl_description = "Arrays an object around a central point."
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_options = {'REGISTER', 'UNDO'}

    array_degree = bpy.props.FloatProperty(
        name = "Array Rotation",
        default = 0.523599,
        min = 0.1,
        max = 3,
        description = "Degree of rotation of the array.",
        subtype = "ANGLE",
    )
    array_count = bpy.props.IntProperty(
        name = "Array Count",
        default = 12,
        min = 4,
        max = 48,
        description = "Number of objects to array.",
    )
    @classmethod
    def poll(cls, context):
        return context.object.select_get() and context.object.type == 'MESH' or context.object.type == 'CURVE'

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):

        #selecting the target object, renaming it, and moving it from its origin.
        bpy.context.object.name = "Object"
        bpy.ops.object.editmode_toggle()
        bpy.ops.transform.translate(value=(5, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
        bpy.ops.object.editmode_toggle()

        #adding an empty xyz axis as the orbiting object.
        bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0, 0, 0))

        #changing the target object into the active.
        bpy.context.view_layer.objects.active = bpy.context.scene.objects['Object']

        #adding the array modifier.
        bpy.ops.object.modifier_add(type='ARRAY')
        bpy.context.object.modifiers["Array"].use_object_offset = True
        bpy.context.object.modifiers["Array"].relative_offset_displace[0] = 0
        bpy.context.object.modifiers["Array"].count = self.array_count
        bpy.context.object.modifiers["Array"].offset_object = bpy.data.objects["Empty"]
        bpy.ops.transform.rotate(value= self.array_degree, orient_axis='Z', orient_type='GLOBAL')
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(OBJECT_OT_radial_array.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_OT_radial_array)
    bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_radial_array)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
    register()


texts:
I would like to know how to display a Bounding Box around my objects in Blender, much like the Bounding Box from Maya 3D. All I want to be able to do is determine the outer edges of an object.

I've looked everywhere in the interface, but cannot see how to turn that on.


texts: Why is the shader changing in the final render?

texts:
i created multiple objects from a single piece and set its shader to a mix of glass and translucent when I view it in viewport, everything looks fine, it takes on the shader it was originally meant to take but as soon as i move to final render, one of the pieces 'loses' its shader and becomes opaque with a slit between it. also there is slight decolouration along the edges (i have marked) of a pre-made .stl designed in solidworks.
viewport screenshot -

but in the final render, I got this ;


texts:
I know the 3D Cursor can be used to position new objects, or snap existing ones to a certain location - but what else can it be used for?

An exhaustive list of every possible use would be great (without repeating similar things like "pivot for spin tool", "pivot for screw tool" - which could simply be said as "Pivot for modeling tools").


texts: text and texture not visible in output video

texts: I have created an animated text intro from a blender tutorial but when I try to export it to a video, it only exports the effects I created in "compositing" and not the entire animation with the text and textures added. I have tried everything save it all together so it will export together but nothing is working. I know there has to be a simple fix. Any help would be high appreciated!


texts: Why i cant painting using texture ? it showing only color. I think about stencil brush mapping.


texts: Need to scale a ring without changing thickness via animation

texts:
I'd like to take a ring and animate a increase in diameter without changing the thickness. The issue I'm running into is this: in order to get the thickness to stay the same I  have to attach a mesh to a curve, then scale that curve. However, doing so requires me to add more to the mesh's array modifier. I intend to use this object in unreal so I'm looking to rig and animate this ring. Is there a way to get the ring to actually stay a ring whenever I scale it?

The starting size and the size i'd like to scale to:

What happens when I scale the ring:


texts: Volumetric scatter shader does not show light focused through lens correctly

texts:
I am trying to make the light from a convex lens shine through haze in a volumetric scatter cylinder like this: https://www.behance.net/gallery/53917965/LENSES-TEST
I can see that my lens does concentrate a beam of light on the plane below the lens, however the volumetric cylinder below the lens depicts a perfectly even distribution of light...

Is there a way to make the volumetric light look like the scene linked above? Here is a wire frame to make it easier to understand how the scene is set up...

And the node setup for the volumetric scatter cylinder...

Here is how it looks if I enlarge the volumetric cylinder enough to envelope the entire scene. There should be a narrowing beam of light below the lens...


texts: Achieving split and sunk effect on a face without splitting the face

texts:
I created an object that looks like this:

As you can see the side of the bag is sunken in slightly and there are  two triangular faces at the bottom.

I'm exporting this model out of Blender as an .obj and importing it into 3js. I've found that I've needed to modify the vertex textures manually in the .obj for each of the sides in order to map any images onto the sides correctly. Something like this:

The left is a representation of the outside sides of the bag and the right is the inside sides of the bag. But I'm having problems mapping the image onto the sides of the bag.

Because the sides of the bags are each made up of 4 faces the material maps the image 4 times, 1 onto each side, which isn't desirable as I just want the one image across the whole side.

Rather than splitting the side into 4 faces is there a way to achieve the same affect?

Here's the model.

EDIT

Adding unwrapped model.

Does anyone have any advice on this one - I'm still looking for an answer.


texts:
I am trying to place a green screen video on top of another video. My issue is everytime I add the Keying menu my background image turns black.
What could be causing this issue?


texts:
I have taken over this project. I need to render this with a new UVMap/Shape however Im getting these lines appear.

Here is a partial of the UVMap/Shape. I believe the error is coming from location the bunched up faces on the UVMap/Shape.

Any ideas?


texts:
I'm new to Blender
I used a split screen and instead of closing it, I closed the main one.
is there any way that I can bring back?


texts: How to switch between two fonts using a decoding animation while the letters rain in from the sky

texts:
So far ive found a tutorial for the decoding animation and got that setup.

I want the random letters to be font-A and have them decode into into font-B while falling into place from the sky, then decode backwards into another word. The falling from the sky part is kinda optional, i just need to know how to use 1 font for the random characters and another english font for the decoded word


texts: I'm trying to boolean this made arch wtih the plane, goal is to the remove the middle part of the wall inside Arch to make is open. Thx


texts: Empties not fully processing in node tree

texts:
I'm not sure if this is a limitation of the way I'm using animation nodes or of this is an actual bug.  I have a file that I am reading to instantiate a list of empties to use as falloff object controllers.  When the frame comes that creates the empties, only one is initially processed and I have to execute the node tree again to have the rest of the empties produce their falloff effect.

Does this require me to have execute always on to have all of the empties fill in their falloff information or is there something about the order in which I'm doing things.  In that regard - is there another way for me to use the distance away from an object to determine if nearby objects should be scaled that will update properly?

Right now the project I am working on is just a static viewer resulting from a file while I'm learning what I can do with animation nodes. I preferably wouldn't want to use always execute for a static viewer that should only need to update once per frame.

Example from image.

Probably not relevant to the question, but for reference this is the node tree.


texts: what is the node setup for a black luminance key

texts:
I had to correct parts of an animation.
Which i solved by partial renders.

Those patial images have a large black areas for the black areas i would like to show the original image.

I kinda wonder if i do this correctly, because splitting rgb channels count their value compare it against a real low value.. isnt ideal (in terms of speed), i think blender can do this faster with a proper node group. How should a corect node group look like ?


texts: My objects fade out when I increment the opacity of my background image

texts:
This is kind of strange. Whenever I increase the opacity of my background image, the opacity of the other objects surprisingly decrease. This is such a pain, and since I'm fairly new to Blender I can't seem to solve it.

I've looked for a solution on Google before asking, but couldn't come with anything handy.

Any ideas? Thanks.

PD: It's like if the background image were on top of my other objects. But I can't seem to find a way to change the placement between objects and background image (if this makes any sense at all).


texts:
I am currently working on an importer for captured Shape Key motions. To fasten up the process, I am using the method suggested here. It works perfectly and saves up to a few minutes per import.
I am confused about the way the keyframes are displayed in the viewport.
The keyframes show up in the Graph Editor and Dopesheet (Shape Key Editor view) like this:

Here is what I am doing:
if object_with_shape_keys:

    keyblocks = object_with_shape_keys.data.shape_keys.key_blocks

    for i, key in enumerate(keyblocks):

        if i == 0:
            continue
        # values captured in nano seconds:
        values = self.get_values_for_animation(shape_key_animation_values, frame_count, index = i-1)

        dp = 'key_blocks["{}"].value'.format(key.name)

        fc = self.get_fcurve(mocap_action, data_path = dp) or None

        # When there is no fcurve existing for that datapath,
        # then we can simply create a new one and populate it
        if not fc:

            fc = mocap_action.fcurves.new(dp, index = i)

            # Create new keyframe points and populate captured values
            fc.keyframe_points.add(count = frame_count)
            fc.keyframe_points.foreach_set('co', [x for co in zip(frames, values) for x in co])

The issue I am having with it is that the keyframes do not show up in the data tab in the object properties and I cannot get them to show up. It looks like this:

When I manually add a keyframe to one of the Shape Keys then I the interface looks like this:

What's worse is that after manually adding a keyframe, the previously working motion is overwritten for that specific Shape Key...
To summarize: There is a discrepancy between the keyframe_points stored in the individual fcurves and the keyframes displayed in the viewport. I am wondering if I am missing something or if this is intended behavior. I hope I made myself clear!
Thanks a lot in advance!


texts: Adding a button to the right end of the top bar?

texts:
The following code works, but it adds two instances of the same button, one after the tabs, and another after the "View Layer" group. How can I add only one after the "View Layer" group without the duplicate one after the tabs?
import bpy

def draw(self, context):
    self.layout.operator("wm.splash", text="Test", icon="BLENDER")

def register():
    bpy.types.TOPBAR_HT_upper_bar.append(draw)

def unregister():
    bpy.types.TOPBAR_HT_upper_bar.remove(draw)

if __name__ == "__main__":
    register()


texts: I'm trying to create a hair object and while this might sound alittle lazy, rather than making actual hair, is it possible to create a hair (thick like anime hair) and then duplicate it over selected faces?


texts:
I am trying to turn this logo into a 3d model, but no matter how I try i cant really figure it out. I am quite new to blender, so excuse my lack of knowledge, but i first tried adding shapes above the image (reference) and trying to re-create it. I came to an issue though with the curves. I was able to manage the circles in the middle, but the other curves, I cant figure out. How do I create "curved" objects such as the ones in the logo so that I can pretty much recreate the logo.

The logo I am trying to recreate:


texts:
I made an animation. My standard frame rate is 60fps. So I rendered out the individual images with these settings:

Then I loaded all images into the sequencer and rendered the animation:

As expected, a video was generated with 60fps.
So far everything is fine.
Now comes my problem: All I want to do is to record exactly the same video at 30fps. So I rerecorded the same sequence of images with the settings changed to 30 fps and step 2:

The result was not as expected. A video was generated at 30fps, but twice the duration, that is slowed down to half speed. During processing I could tell that only every other frame was processed, as intended by the step 2 setting. Since half the framerate and twice the duration works out to the same number of frames, the intermediate frames were generated by duplication.
I have tried all possible combinations of settings including time remapping 50 -> 100 and 100 -> 50, all to no avail.
To cut a long story short, all I want to do is record an image sequence at different frame rates. There must be a simple solution. Please help.


texts: How can I move keyframes of rig control properties in the timeline

texts: Cannot select/unselect/move keyframes (in the timeline) of rig control properties of the free blender Rain rig. For example the FK/IK toggle switch, stretch toggle etc. The keyframes remain selected always as yellow rhombuses. Even deleting the keyframes (by Alt+I hovering over a particular property) won't affect these. How can I? Using versions 2.8 and 2.83. Please refer the image.


texts: How can I store the name of selected objects in a text file?

texts:
I would like to create an automatic list of the objects that have been selected with the mouse click.
So for example I have cube1, cube2, cube3, cube4.
I select them in the following order cube3, cube2, cube4, cube1 then a list on a text file shoud be generated in the order that they have been selected 3,2,4,1.


texts:
I'm trying to make a curve move in sort of a worm-like fashion, and I'm not able to get it to move properly with F Curve modifiers.  Basically, I want it to move in a looped "s" shape pattern.  How can I achieve this?

This is the pic; the curves are the yellow beam and the electric forcefield wrapping around it.  I used displacement modifiers for the ripple effect.

Basically, I want to animate the curves in an s-shaped pattern like in Ghostbusters:


texts: When I render, I get an image that is pixelated far beyond recognition.


texts:
I'm sure someone already asked this, and yes, i googled it, but in cycles render, i do not know how to fix the transparency problem here. however, transparency works fine in blender render, so it is not my laptop not being able to support it.

i need to get rid of the black
i have a separate alpha png, but dont know how to apply it


texts:
I'm trying to update an old script and I'm near to achieve my goal but I'm locking at getting uv coordinates because the old script used the texture assigned using the UV image editor and the new one need to use the texture assigned with material.

Then the thing I don't find is how to get the uv as easy as the vertex coordinates.
This is the code I have to get faces:

face_count = len(self.ob.data.polygons)
print("face count: "+str(face_count))

for f_index in range(face_count):
    uv_polygon = self.ob.data.polygons[f_index]

    vertices = []
    # export the triangle
    for i in range(3):
        vertices.append([self.ob.data.vertices[uv_polygon.vertices[i]],
                        self.ob.data.uv[uv_polygon.vertices[i]]])
    try:
        Face(vertices, uv_polygon.material_index)
    except:
        Face(vertices, -1)

The error appears here: self.ob.data.uv[ uv_polygon.vertices[i] ]
because uv is not an attribute of mesh.

Thanks


texts: Copy Transform Constraint Wrong Rotation

texts:
I have created an empty to hold the relation of the resting position of a bone to a weapon. I am setting a copy transform constraint on the hand IK with this empty as the target. The constraint matches the location of the empty correctly, but I am getting odd rotation.
This is the hand IK (with mesh hidden) and empty. The empty is parented to the weapon.*

This is the resting position that I am trying to achieve with the empty and copy transform constraint. This is so I can set the hand to the resting position relative to the weapon.

This is the result I get when adding the constraint with the empty as the target. Not what I want.

I have tried matching the rotation of the empty to the rotation of the hand_ik in pose mode, but that gets me the results shown above. My best guess is this has to do with how quaternions work, but I don't know how to go about fixing it. How can I set the empty rotation in such a way that the hand will have the correct resting rotation when I add the copy transform to the hand ik?


texts: Change in character's location with key frame messes up cloth simulation

texts:
I'm using cloth simulation and my problem is when I change the character location with key frame to a far location the cloth will mess up is there a way to pause the cloth and resume it to not make this happen
I can't seem to find a solution


texts: Problem with Volumetric and Compositing in a Complex scene

texts:
I am new to the Blender community. Recently, I'm working on a school animation project which I created some animations and applied volumetric scatter in the scene to create depth. Unfortunately, due to the limitation of the renderfarm, I had to separate the scene into foreground, mid-ground, and background to reduce the workload of it so it matches the requirement of max 15 minutes per each frame.

The problem is that when I composited 3 layers in AE, layers overlapping each other. It made the mid-ground and background extremely dark because of the first layer of volumetric.

Here is the example scene without any layering:

Here is the layers that I used:

Front

Middle

Back

Here is the combined image:

I know this way of layering is wrong so is there any way to do it or maybe in passes?


texts: How to check the vertex/edge/polygon count of one or more object?

texts: Is there a way to check the selected object(s) vertex/edge/polygon count?


texts: How to best create an animation of an opening paper fan?

texts:
I an trying to create a 10 second animation of an opening paper fan which would look similar to that depicted in the image (C4D, apologies, couldn't find any blender images related to this exact animation.)

Would I use one mesh, cut it with the knife and rig it up with an armature or...?

Any help would be great


texts: Is it possible to obtain float RAW pixel values using the Viewer node?

texts:
I am going to do millions of renderings and want to get around the IO overhead by directly storing the rendering results into Numpy arrays. To store the results into Numpy arrays, I am currently using the Viewer node to access bpy.data.images['Viewer Node'].pixels to store the pixel values. For my application, I need to make sure that each pixel value is NOT quantized to integers of range [0, 255] and then normalized to [0, 1]. Does anyone know if it is possible to access RAW values of each pixel using viewer? Or suggest an analysis method so that I asses that myself.

If people here think that it not possible to get the raw values using the Viewer node, then I need to change my rendering pipeline and store the raw data in OpenEXR files.

Also, I noticed that the image in bpy.data.images['Viewer Node'].pixels is an RGBA image although I have set bpy.context.scene.render.image_settings.color_mode to RGB. Why is that? I'm afraid the pixel values are also in 8-bit not 16-bit or 32-bit. Is there a way to make find out the number of bits used per pixel?


texts: Blender weight paint, brush doesn't work properly on the mesh it barely affects the object

texts:
I got a problem of weight paint.
As you can see, brush doesn't work properly on the mesh.
https://www.youtube.com/watch?v=AStk0BR3cp0&feature=youtu.be
I tried removing and reinstalling blender, or using other version of blender, but still the brush barely affects an object.
How can I solve this problem?


texts: Lightmap Pack: Vertices highlighted in bright red

texts: I'm attempting to use the Blender built-in Lightmap pack when unwrapping a mesh. In the UV window, some vertices are highlight in bright red. What does this indicate? I assume this must be indicating some type of error.


texts: How to carve a path in a mountain texture?

texts:
I made a mountain texture using the displacement modifier and a height map image and I want to make a winding road going through it.  But when I use sculpt tools it looks like this:

Is it possible to carve a realistic path with a height map texture or does the height map specifically have to have one built in?

Thanks


texts: Blender runs out of memory while rendering fabric hair on GPU

texts:
Yes, I do know there are 2 other similar questions to this one that have been answered here, but I believe this might be a different problem since I've not seen it or heard about it behaving this way anywhere else.

So I followed Andrew Price's tutorial on how to make towels to test towel physics and particles for other scenes. After finishing the tutorial I did a test render, only to have the surprise of my render displaying an "Out of memory" message and not much time later crashing.

This is pretty much what happens:

After pressing the render button, the objects are being synchronized, the BVH is built, etc.
Then after roughly 4 minutes of calculating (no sample has been rendered at all), the render suddenly cancels leaving the simple message of "Out of memory" on the top tab.
And then after that, PC lag starts to intensify, just a little while later crashing Blender.

I had a similar issue before on an older computer (only difference is that blender crashed in seconds, the problem was I was using a 32-bit OS which did not work, quite at all, for cycles hair.)

Since the problem might I also be my computer, here are some of the details:

OS: Windows 7 64-bit
RAM: 4GB
GPU: NVIDIA GeForce 840M 2048MB DDR3
CPU: Intel Core i5-4210U 1.70 GHz 2.40 GHz

I've tried rendering this on my CPU with 128 samples, it taking 10 minutes to calculate and around 20 to render, so if I did a test render, then done some little tweaking for an actual render, then rendered it again it would take +1 hour to render just a simple towel. An architectural bathroom scene (which is what I was currently working on) would take an immense amount of time rendering with such limitations.

So what I'm asking is: What is it that causes this running out of memory? And are there any ways I can still render this hair on GPU, mantaining a reasonable rendering time?

I know I made this description waaay too long, but I want a clear enough description for a clear enough answer.

Here's the .blend file if it helps.


texts: Did Blender 2.9 remove sticky option from floor constraint?

texts: I used to rely on "sticky" features in floor constraints to make feet grip floor. Is that now gone?


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texts: Not quite sure why this is happening. I even tried disabling lights.


texts: I am very new to blender still.  I want to simply change the color of an object in the video.  I want to know if there is good way to do this.  I am including what I have to test.


texts:
I have been working on a sheep model for some time now but no matter what I do I cant seem to get a realistic hair system for the wool.  What are the main things i should be doing to get that look.

The look I want:


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texts: I am a beginner, so it seems to be a simple question. I have 2 tracks in video sequencer. I have added transformation to each of them so that they do not overlap. When I play animation, I see only one track, other is hidden by chess field. How to show both of tracks? (Blender 2.82a)


texts: Trying to exact copy object "A" location on "x" axis with object "B" following a curve. Both objects need to have matching "x" #'s

texts:
in the pictures (frames 1, 20, 50, 80, 100), I basically need the red cube and green ball to work as they do, but having the ball as the parent, not child (as shown in suzanne and the cone scenario). The Green Ball (child) and Red Cube (parent) have matching X-axis parameters at all times as they move from left to right. The Blue Cone (child) follows Suzanne (parent), but falls behind and then catches up toward the end of the curve. Both the cube and cone have "clamp-to" constraints on the curves. Any ideas would be great!
[![Frames 1, 20, 50, 80, 100][2]][2]


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texts: Is it possible to turn of only the grid in orthographic 3D Views?


texts: Is it possible to keyframe parenting/constraints?

texts:
I made a robot and I want a part from his body to move from one place to somewhere else while he is walking (from his back, over his shoulder, to the chest)
My question is; how do I attach the part on his back so it stays on there while moving, and unattach it to move it to the chest, and then attach it there mid-animation?
I can do the moving of the part itself by just keyframing it to that spot, but how do I unattach and re-attach it to his chest so that it moves along with the chest from that point?


texts: Open export file window using my operator

texts:
I want to know how I can call and open the bvh export menu from my python operator (button)? I've looked into it and I found that the class INFO_MT_file_export(Menu): is located in the space_info.py but I couldn't find except the collada no bvh.

So first, I want to know how I can call and open the bvh export as shown below from my operator?

Also, I've used  Blender's operator_file_export template for this and edited it to export bvh instead, and it also adds a menu item to the export menu, I wonder how I can add the Rotation dropdown list and the Root Translation Only shown below to my menu item created?

So to wrap it up, I want to know how to open the bvh export window from my operator, and also want to know how I can get the bvh export parameters to add them to my panel menu.


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texts:
I am working on a project for a level map for a small lowpoly city. I have 143 materials and I used 111 materials from them, but the problem is that my view port is very slow. The program only uses about 65% of my RAM and less than 50% of the CPU power. All of my textures are 1500px * 1500px  and all of my materials are shadeless. I don't use any lights and I have only 5000 faces on this layer.

What could be the reason? Are the problems from Blender or from my PC? Can I do this task in blender or do I need a different software?


texts:
I have rigged an ant by parenting each bone of armature and then parenting every ant part to its corresponding bone. For animation purposes i have created empty objects in the ant's feet position and then i target every leg to these empty objects so i can move the ant's body with IK while its feet stand still. And it works good. I move the ant's head and it behaves as expected, but when i Lclick or press enter the ant's head moves to ant's abdomen. I have reparent everything to be sure there are no hierarchy loops in bones or objects. I have applied IK to every bone but unapplying individual IK and applying Auto IK is not working either because unconnected (but parented) bones dont follow children bones. ¿Any help?

I include this vídeo: https://youtu.be/xVvyRvFnNec

It works good while moving a child bone. But when I click LMB or press enter, the bone moves to the abdomen