texts: Using a Color channel with Camera + Light rotation to influence material [EEVEE]

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EDIT: Here's a PDF that should help, http://pds26.egloos.com/pds/201712/21/31/GuilltyGearXrd_shader.pdf
This is hard to explain and I've once made a question about this before,
but I'm doing EEVEE cel-shading and trying to use a texture's blue and red color channel along with a drivers for light rotation to achieve a "specular" effect and things are not working too well to get the desired effect.

To start, the game's specular effect I'm replicating in question uses the blue channel to determine how
"easy" the specular appears based on both camera AND light rotation.
[ Spec appearance threshold = How much blue coloration exists]
Here is an example of the view/camera affecting where the spec appears (focus on the shoulder and black rims of the coat), and it always tries to follow the camera's view, even in shadow.
https://imgur.com/a/U8OvGBw
And here is when the light source is rotated:
https://imgur.com/a/t2zEkGx
As for what the red channel does, it just determines how bright or intense the spec appears color-wise.
More red = Brighter color
Less red = very faint color
What matters most is the blue channel, and how I can get both light rotation info and camera info to work together to get the proper effect.
What's frustrating most and proof that I'm not getting close in EEVEE is the fact the shoulders are rendered either fully-colored or not at all with the specular, and the shoulder UVs also look like this on the channel texture:

Which is to say barely there is ANY blue, so Im even more at a loss on how to do this. :/
Blue appears way more on the coat rims UVs and is appropriately easy to see when in-game though.
To sum it up

Rotating the light source removes or adds spec depending on the angle.

But moving the camera or character still shows that spec can show up anyways, so the light source doesn't entirely dictate whether it can appear, that much is certain.

More red = More bright

More blue = Easier to appear

I'd be grateful for ANY assistance since I thought I solved my old problem long ago, but it turns out I was wrong.
I have a .blend file for reference too since it's usually difficult for anyone to understand how this shader works :p
Feel free to try and achieve the spec effect.


texts: Python rotate view on any given angle x , y , or z axis

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Using bpy.context.screen.areas you can get the current view or set the view in  TOP or 1 of the other pre set views like LEFT or BOTTOM

How can i change the view to any given angle in Python?

For example
I would like to rotate the view 45 degrees X axis and 0 for Y and 0 for Z
or i would like to see 45 degrees on all 3 axis

in API i was unable to find any that suggest user input to rotate the view


texts: I have a .blend file with my game character, including camera. Character elements are in the same group. I'm linking this group into the second file. Unfortunately I cannot switch to the linked camera properly. Is it possible to switch to camera from linked group?


texts: Problem with exporting a proxy object (to collada .dae) including texture, material and animation

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i spent a lot of time on this topic and cannot find any solution.

I linked my already rigged and textured character (as proxy) to a new blender file and created the animation for the proxy armature.
Here my current setup in the outliner

Now i want to export this scene to a collada file. (The "Include Material Textures" Checkbox is enabled.) but:

No textures / materials will be copied to the destination.
The animation doesn't work, because it seems like the "Body" object is not connected to the proxy armature.

Side note: The animation works fine in blender. It breaks only after exporting. I tried to include the "Body" object also as proxy but then i have to reassign the mesh to the armature and my weight-painting breaks.

So my questions are:

How can i export my proxy object to a collada file including textures / materials?
How can i export my proxy object to a collada file including a working animation?

Hopefully anybody has a solution for that... :(

Thanks and regards

Steffen


texts: Locking an object's pivot point in game engine

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In the game engine, how do you lock an object's translation while letting it freely rotate?

I've got a record with grooves, with random noise added to all vertices in the z direction.

The needle/arm should drop into a groove on the record, and be free to rotate about the end of the arm as the grove moves up and down.

If I lock the x/y/z translations of the arm, it doesn't move at all. I don't understand why this doesn't simply lock the pivot point, and give me the desired affect.


texts: Exporting folding a cube animation in MD5 format

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I am new to blender so kindly ignore the typos or some irrelevant technical terms.My problem is I have created a cube whose faces I have separated (Check the screenshot for a clear picture). Now I want to fold the faces back to cube. I have tried animating the folding of cube and its running successfully in blender but when I tried to export it to MD5 format the animation it is not working in Unity. The complete animation is not coming as one whole animation but it is coming parts. Below I have attached the screenshots of the properties of the animation.

This is the hierarchy structure of Armature and cube faces

This is the animation in action. You can see the keyframes below

Please help me.


texts:
Is there is a way to check when the Active camera has been changed?
I'd like to change some Scene settings depending on the camera you look through, and I'm looking for a way to know when a new camera is set as the active camera.

I'd prefer to avoid having to create a custom function to replace the "Set Active Object as Camera".

Thanks!


texts: Is it wise to use edge loops and subdivision modifiers on high poly meshes?

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in Blender tutorials i see that apart from CTRL + E, loop cuts are often used to preserve edges, despite subdivision surface modifier.

Now that I have some experience with Blender and have created meshes with more than 100,000 faces, I wonder if this is the most useful method.

Of course it is faster to add a layer of the subdivision modifier and then add loopcuts, but the bottom line is that Blender has to work with more vertices and faces.

I am aware that if the mesh is not near the camera, you can set the subdivision modifier to adaptive (cycles) or use a decimate modifier.

Now to the real question: Is it better for performance to use a subdivision modifier lv 1 and add the details yourself to reduce vertices in the end result, or to work with loop-cuts and subdivision modifier lv 2 to reduce vertices in the viewport?


texts: Some vertices in my mesh seem infinitely far away

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Some vertices in the mesh go outside of the viewport. Even when I zoom the view out I cannot find the position of thr vertices. It seems to be infinite.
Sometimes a few vertices of the mesh move to the world origin and I'm not able to adjust it.


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First time asking a question here, and I'm really new to Blender. Hopefully you'll forgive me for asking really dumb questions.

So I want to do a neat little "beginner project" animation that involves unravelling a double helix. The issue is, how can I create a double helix mesh? Using edit mode? Or some modifier that I'm not aware of? And if so, how can I "un-twirl" it?

Any help is much appreciated!


texts: Adding staints to paintwall (two image textures) - UV map problem

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I'm trying to create simple box shaped column with two textures.
One is concrete, second vertical stains. I want to add this stain texture to the top of the column, but I encountered some really stupid problem. I can remeber one of my first blender projects was a model of TV. I use procedural (i meanjust grey BDSF haha) material for plastic colors and an image texture of the logo, but now I'm using TWO image textures. And I have a problem.

When I'm trying to mix these with MixShader node my stains are way too big. When I'm trying to scale up UV map with stain texture as a background, both stains and concrete texture getting bigger... Please help.


texts: Additional information on Ocean Modifier

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I'm currently doing research on ocean waves at a University and using Blender Ocean Modifier to test a method developed for estimating parameters of the ocean from video. I'm using real video and the simulated one to test.

I am obligated to be familiar with the internal mechanisms of how the ocean is rendered in Ocean Modifier, meaning is a specific ocean energy spectrum, such as the Phillips spectrum, used in order to get the simulation.

Also, if there is any additional documentation apart from the user manual, something a bit more detailed about the ocean modifier.

Just a sentence of which algorithms, spectrum are used is enough for my purpose.

Thank you.


texts:
How do I do this? I want a little menu like when you move a whole object with an absolute x y and z value for the position of the vertex. I want to move a vertex to exactly be on (xyz) (1.5, 0, 1.5).

I Found this thread online but it's not clear what they mean and the shortcuts don't seem to work anymore on blender 2.8: https://www.blender.org/forum/viewtopic.php?t=19327 (what is the N-key panel and how do I open it?)


texts: How to set the rotate center to be the center of the object iI want to rotate?

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the cursor is at world origin, and I want to rotate, move, scale an object, but when I press the rotate/move/scale/ button, the rotate/move/scale center is at the world origin, the object I want to move is far away from world origin, how to set the rotate/move/scale center to be at the center of the object????

blender 2.81


texts:
Issue that I'm having is that I'm trying to round off / bevel smooth the hard edges on this object. Have been watching some videos and reading on different smoothing and beveling techniques but not having any success so far.
What I'm trying to get is a similar profile to what you would find on most eye glasses legs where the edges are smoothed out so as not to bug the wearer.

I can kind of bevel the straight edges of the object ok with the boolean tool or modifier, but they keep getting hung up on that section I cut out.
Here's an example using the boolean modifier:

Here's an example of using subdivision:

If I use the bevel tool in edit mode, the edges get a little smoothing but not to any great effect:


texts: How can I most efficiently subdivide a plane in a brick/tile-like pattern in order to generate geometric complexity for displacement mapping?

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I have a (repeating) texture of a tiled sidewalk on a plane:

I wish to use a displacement map on this plane for the deeper grooves between the tiles (I use a normal map for the "stoney" roughness). Now in order to keep my vertex count at a minimum, I wish to only add geometric complexity at those grooves, where it is needed. Considering only the horizontal grooves, it should like something like this:

What is the most efficient (in terms of both time and vertex count) way to add edges on the plane only at all grooves? The mirror modifier is not really an option, since the texture is not perfectly symmetrical. I am using Cycles.


texts: Any way to get marked seams to show in object mode? I know I can draw the seams with grease pencil on top of the model but would be nice if there's a way to show the seams instead. or hide all the vertices in edit mode and view just the seams?


texts: How do I assign to a vertex group with geometry nodes?

texts: I'm working in Blender 2.93 Alpha (more details if needed), and I'm looking for a way to apply a solidify modifier to only a specific vertex group. However, I can't figure out how to assign pieces of my geometry node group to the vertex group.


texts: How to switch to new gizmo in blender 2.8?

texts: I'm stuck with the 2.7 gizmo while running 2.8.  How do I switch to the  new gizmo in blender 2.8?


texts: How do I UV unwrap and texture onion-like object?

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What would be the best method to UV unwrap and texture an onion-like object?

It doesn't have to be an onion specifically, it's just an example. I'm talking about all the objects that are spherical in shape and have distinctive parallel lines following the surface from one pole to the opposite pole, converging around both poles (like watemelons etc.).

I'm mostly interested with image-based texture solutions, not procedural ones.

The photo is Creative Commons licensed image taken by flickr.com/photos/user-colin/


texts: I have imported a head from daz3d and used the particle system to create hair.  I went into the modifiers tab and converted the particles into mesh.  Then I hide the head leaving only the hair visible.   Then I select file and export the file under the desired file name.  When I go into daz3d or wings3d and import the file the hair is not there.   The head appears but that is all.   What am I missing?


texts: What is the Python API for moving a collection?

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I created a Python like this
bpy.ops.object.move_to_collection(collection_index=2, new_collection_name="Background")
But this code must have a collection called "Background" in the scene from the beginning
I want this.

If there was no collection called "Background", we would create one with Python and move the selected object
If the "Background" collection exists, just move it instead of creating a new one

And I'd like to go from ViewPort to Hide
I created this code, but I don't know how to specify the "Background"
bpy.context.scene.hide_viewport = True
Digression
With just these two lines, I was able to create Empty if it wasn't there and select it if it was there.
bpy.ops.object.select_pattern(pattern="Empty")
bpy.ops.object.constraint_add_with_targets(type='TRACK_TO')

=====Edit=====
I was putting up the wrong code.
bpy.context.scene.exclude = True
When I modified it in this way, I get an error
bg_col.hide_exclude = True


texts: How can I get the number of vertices/triangles per object?

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I'm working on a scene that's getting complex: I have 30 objects for a total of about 5 million triangles. I start to be concerned about performance.
I would like to know which of the objects contribute the most to this high amount of triangles to focus my optimization efforts.

Unfortunately, selecting an object doesn't change the totals (I seem to remember it did in earlier versions of Blender).

Is there a way (built-in or with a plugin) to display the number of vertices/faces/tris per object ?

Are there any tools or techniques that could help to analyse the performance of the scene ?


texts: Why I cannot subdivide face in this way?

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I'm trying to subdivide a face using same technique I used in 3d max with no issues.

Here the steps:

I start with a cube removing 3 faces.

After I select the top edge of left face and I subdivide it (to have a vertex in the middle)

Do same operation with bottom edge of same face:

Select the already created top and bottom vertex and hit F:

Looks like the face has been divided in two but If I try to selected the left face I cannot:

Anybody could tell me why I cannot do it in this way?

Thanks.


texts: Blender 2.8 Outline Width is still thick on setting 1?

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I truly wish I could avoid having to ask for help on things like this...

In Blender 2.8 object mode the wireframe displays with an extra thick outline. If I go to the outline width (default 2) and set it to 1, I see no change. The thick outline is obtrusive when a mesh becomes complex. I can understand perhaps highlighting it a bit brighter, but not making the line thicker. Is this just a development issue per chance as 2.8 evolves?

And for some reason the 'backface' (hidden) lines now appear dashed instead of solid. It causes the mesh to lack exactness - if that's a word.

Any clues on how to manage these two things would certainly be appreciated.

Atomkey.


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I've imported a model I made in Zephyr, and the model looks quite nice, except for these strange overlapping vertices/faces all over the place.
Looks like blender just doesn't know what to do about irregularities in the model.  is there any easy way to fix this?


texts: Script meant to randomize camera position does not point the camera back to the object. What script do I need to point camera back at object?

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I am writing a script that randomizes camera position in relation to a single object, but most of the time when I render the object is not in view so I get the plain grey background. I think there is a flaw in the class that reorients the camera so that the object is within the frame. Can help me? Here is the class meant to point the camera back towards the object. I am on blender version 2.81.16, which is the latest version that is compatible with a plug in I need.
def point_camera(camera, point=(0., 0., 0.)):
    """ point camera to 'location' looking directly at origin
    args:
        location: list of 3 representing the location to point at
        origin: list of floats that represent where the camera
        will be looking at
    returns:
        None
    """
    point = Vector(point)
    camera_location = camera.location
    direction = point - camera_location
    quaternion_rotation = direction.to_track_quat('-Z', 'Y')
    euler_rotation = quaternion_rotation.to_euler()
    camera.rotation_euler = euler_rotation

Thank you


texts: Objects invisible in Viewport and Renders

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I'm new-ish to Blender. I just built a Ryzen 9 PC for graphic design applications and unfortunately Blender 2.83 LTS does not seem to be functioning properly. What happens, right from the jump, is that objects do not appear in the viewport or in renders, but they appear as normal during modeling, sculpting, and UV editing. Instead, all I see if they are selected is an outline (and in renders what appears to be a black hole). See my photos for examples.
I've tried some of the solutions offered elsewhere including: changing the clipping distance, checking that the object's visibility is properly set, various alt-this and alt-thats, nothing is working. Sometimes I can get things to appear in the viewport if I mess around with the object in modeling first, but this is not a sustainable solution.
And for just a bit more context, I can get 2.79 to work fine(but as I said, I'm new and still learning, and it's too bid of a difference in layout and function to easily follow along with tutorials), but 2.9 crashes immediately upon startup. Oddly enough, I can also get 2.8 to function in Linux, but this is also not an ideal solution as I was hoping to use downtime during work to get more practice so I can't be switching OS's all the time. Finally, it's definitely worth noting that I'm using a pretty old AMD Firepro 5900 (2GB GDDR5) as I suspect that might be where the issue lies. It's the only card I had lying around, and given that even older GTX cards are going for three times their reasonable market value, I just can't bring myself to spend $$$ on another card until the GPU shortage works itself out.
Any help would be appreciated. Thanks!!


texts: Blender ViewPort Shading turns all white because of Eevee Lighting

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When I change my viewport shading to Material Preview, everything turns black and red for a second and then all white. I am unable to see any textures or any shadows. The only remedy I was able to find was to switch my Render engine from Cycles to Eevee, bake the lighting, and then delete the lighting cache. Unfortunately, my blender crashes when I bake the lighting for Eevee..

Specs:
Blender 2.82
AMD 3600X
GTX 1070
16GB RAM DDR4


texts:
I made a low poly character that I am rigging currently.  However, when I bend the elbows inward on the Z-axis, the inner part of the elbow bends too much (Picture attached).

I have tried doing shape keys however I have the mirror modifier enabled so that wont work as the key effects both sides.

I have tried changing the weights but haven't found the right numbers.

** On the elbow there are 8 vertices that make it up, 4 on the outer part, and 4 on the inner part **
File: https://drive.google.com/file/d/13RwzuTDdQ_MhGH_Z18uQ_l7vIP_pelpN/view?usp=sharing


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I want to make these 2 inner faces with rounded edges like the left image

At the right image I used Ctrl+B to make the outer edges of this board rounded but I can't apply this to  inner face as the board itself is a cube with some modification


texts:
The quality of the video after doing "Render animation" is very rough.
When I did "Render animation", The image quality remains the default setting.
Please tell me why this happens.
usage environment

Windows10
I don't use Graphic board.


texts: I'm having a problem with some of my animations. My character is an ape and I designed 19 animations. For two of them, sometimes my ape's hands get "stuck" in place, and the rest of the mesh contorts and distorts as it plays the animation. See screenshot - the left image is when it distorts, the right is when it plays correctly. Strangely, I'm able to fix this in Blender by switching back to certain other animations (not just any other animation - it only works with a few). Then when I switch back, the problem animations run correctly and the hands are no longer stuck in place. The big problem is - when I export my model and armature as FBX and import into Unity, those animations always play incorrectly with the hands stuck in place. I think this has to do with the IK bones (inverse kinematics) I applied to the hands at a certain point. But it's strange because this problem only applies to two animations out of 19. Any advice on how to fix this would be greatly appreciated. The file is too large to upload but I'll gladly send it via email (BrianKenny718@yahoo.com). Thanks!


texts: 'Context is incorrect' error when using 'bpy.ops.object.mode_set(mode='OBJECT')' if I'm already in object mode

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I'm trying to do things that only work in object mode. This gives me three choices:

I can hope I'm in object mode, and my script will raise an error if I'm not.
I can hope I'm in pose mode (or some other specific mode) and use bpy.ops.object.posemode_toggle() to switch out of it.
I can hope I'm not in object mode, run bpy.ops.object.mode_set(mode='OBJECT') to switch into it, and my program will raise an error if I'm already in it.

If I go with that last option I'm getting the error message

Traceback (most recent call last):
  File "C:\Users\daniel\Desktop\BlenderMusic\keyboard.blend\fingers", line 5, in <module>
  File "C:\Program Files\WindowsApps\BlenderFoundation.Blender_2.82.1.0_x64__ppwjx1n5r4v9t\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

There's nothing I can do to just let my script run no matter what mode it's in without crashing. Am I missing something?

Also, why is posemode_toggle() even a thing? How can you be in a situation where you don't know whether or not you're in pose mode, but if you're in it you need to not be in it and if you're not in it you need to be in it?


texts:
I've just begining modelising and animation 3D for a game I need to realise for an internship

I have my player designed like minecraft player (cubic). So I need to make a walking animation and the software (superpowers) require only one mesh and one material for animation.

So I can't figure out how should I animate my player with only one mesh.

Thanks for help

PS: you can find the player model here http://www.kenney.nl/assets/3d-characters I just took it because I'm awful at modeling

I have to convert all mesh in one for the purpose of the software otherwise it can't read animation so I'm asking how I can animate different parts with only one mesh

lemon thanks for answering but the problem is that I made animation with keyframe and after joining mesh it animate the whole body with the same animation


texts: GLB export has correct wireframe, but wrong render. What am I missing?

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Hello blender community,
After exporting a model in GLB 2.0 format and loading it in three.js only part of the faces are being rendered. Displaying only the wireframe of the model works and the triangulation can be seen.
When I explicitly triangulate the model in blender and then export it, everything is being displayed correctly, but I want to work only with quads in blender and let the export function do the triangulation. And as one can see it works, but not on all parts of the mesh.

My assumption is that my model is not prepared correctly for the export. Although I did 'merge by distance' and 'degenerate dissolve'. Does anyone have any idea why only part of the model is "working"?
Best Wishes,
James.


texts:
Any way to do it? Or maybe turn materials "off" temporary? The problem I am trying to solve is this: I make a model with different materials only to create a material ID map. If I export it as FBX to Substance Painter, it has several "texture sets" (equal to the number of materials) once loaded in the latter app. That adds an extra step to the workflow: merging maps after export. If I could "turn off" materials before exporting from blender it wold be much easier.

Mind: I obviously can just delete materials before exporting, but I fear that when iterating on some changes I might forget to revert the deleted materials and loose all my data.


texts:
Suzanne on transparent background with 1 sample and denoiser is rendering slower than at 100 samples and no denoiser. PC specs: Ryzen7 1700 (stock), GTX 1050ti, Win10 64bit

v.2.79a, CPU+GPU, 1980p, 64px tile:

1 sample + denoiser (radius 10) - 00:40:35
100 samples - 00:12:47

What is wrong here?


texts:
I have two meshes which I believe to be manifold.  Blender union says it can't be executed. In searching for an answer, interior or duplicate faces were suggested as a problem.  I don't remember encountering that as a problem before.  If that is the problem, it would severely limit the usefulness of Blender to me, and probably many other users who may be equally unaware of having created interior or duplicate faces, or may be frustrated by the time spent trying to avoid or eliminate such constructs.
Trimx file


texts: Non-manifold, bad contig Edges and Sharp Edges on simple basic geometry

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I have had issues trying to produce clean geometry for 3D printing for what is simple geometry. I check wether my mesh is clean or not using the 3D printing addon. Here is a step by step simple reproductible example starting with the defautl view to explain the non-manifold, bad contig Edges and Sharp Edges issues I have had and don’t understand :

From the default start:

I change units from meter to milimeter
I modify the view Clip start from 100mm to 0.1mm
I delete the default cube
I create a 10mm cube
I add a curve > Circle radius 3mm location X 0mm Y 0mm Z 20mm

I do a knife-project cut through

I select the two round faces in edit mode and press 2 to have all the
verticies of the two faces previously selected.
I then bridge edge   loop them
I select all the verticies of the top circle and make a face (F key), notice below the 48 non manifold edge already because of that face:

Maybe it is because the top round face makes a zero volume if that object was to be printed right now? So I do an extrude 10mm on the three “top faces” to produce the final piece, I should then have a fully solid perfectly printable piece but below are three screenshots of the issues this mesh has:

What did I do wrong for those issues to appear on such basic geometry ?


texts:
I rendered an animation and then placed it into the video sequence editor to test it, and rendered that as a video.

Now I want to render a second animation (in other words, keep working), but when I press render animation, it's still using the sequence render option? (Rendering it as pngs). I was wondering how to switch between sequence render and animation render properly?


texts: How do I solve problems with overlapping bevel geometry on a curve?

texts:
Noob here.

I want to make a kind of topography from a curve that is beveled using a basic triangle. But this triangle used as the bevel object is much larger than the curve.  In places the curve gets very close to other ridges and in others it is very spread out.  So, I expect and need overlapping geometry produced by the bevel throughout the project.

My problem:  I have found that on tight radius curves there are anomalies in the surface of the bevel. At first I thought I just needed to reverse faces on these but this doesn't work.

I have tried converting to mesh but this doesn't help.
In the attached image the problem areas are darker and on the inside of the curves.  In the attached blend file you will find a red earlier attempt, the magenta triangle that is being used as a bevel object and the large example topography in yellow.
Thanks for any help that anyone can provide.

re:

  Instead of adding comments, please use the edit link at the bottom of your question (i.stack.imgur.com/lXFuK.png) and add more information and images. – cegaton

Thanks for the protocol.  I'll use this method from now on.  I guess in a separate window since I can't see the comments when in edit.

re:
Frederik, thanks for the explanation. I figured something like that was happening. Do you know of software that can extrude or profile a curve like this?  I likely will still try to make this kind of topography in blender anyway too.  Do you have any suggestions of another way to go about it?  Thanks

Does anyone with greasepencil experience think this kind of topography would be possible to generate there?  That seems to make tons of overlapping/intersecting geometry as I need to.

Alternatively what about boolean union?  I tried this but couldn't get it to work - essentially trying to get a shell of the form I have.  I should say that the form itself is great for my purposes, but just not the appearance.  Thanks!


texts: In the Blender api, it is possible to get the normal of the vertex and face, but it is not possible to get the normal of the edge. Is there any formula for calculating normal of the edge or some other way to get normal?


texts:
For a model I'm working on I need three cubes that are parented to each other to form an expandable column that moves on the Z axis. I've got a much more complex model for a robot but to simplify everything I'm using cubes to test.

Each tier of cubes is parented to the bigger cube below it.

I have taken each cube and also set its origin to the center of the top face as seen in the picture above. From this I would expect if I set all of the Z values for the top two cubes that the cubes would all have their top face aligned to each other as such:

This however only works for my the middle cube, but the top cube seems like its offset from the global origin and not its parent origin. In the picture below all of the Z values are set to 0.

And here you can see that all of the cubes are parented to each other:

I don't get what I'm doing wrong as the middle cube offsets properly from its parent cube, but the top one wont offset from the middle cubes origin. I've retried making this 3 times now and every time it ends up the same.

Here is my testrig blender file if you want to open it up.
https://drive.google.com/file/d/1UIYmEK1Pk0sPhWYnF5bFFau5ZdVZs_2H/view?usp=sharing


texts:
I'm trying to install this add-on: blender_mmd_tools.
I go to File/User Preferences/addons, then I click "Install add-on", but when I look to enable the add-on, it doesn't appear on the add-on list. I've already gone into scripts/addons folder, and I see the add-on in the folder, but I can't find it on the list in user preferences to enable it. How do I enable the add-on if I can't find it in the list?


texts: a was making an explosion , but when i was preparing the material for the volume , the volumes emission strength is needed to be increased , so i did that but these blocks of bright emission appear


texts: ImportError when loading Open3D module into Blender python console

texts:
I have installed the Open3D module using pip into the interpreter of Blender 2.79b, which uses Python 3.5.3. If I open the Python interpreter from the system console everything works fine without any error message after importing the module.

However, if I open the embedded console of Blender and import Open3D I get the following error:

>>> import open3d
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/opt/blender-2.79b-linux-glibc219-x86_64/2.79/python/lib/python3.5/site-packages/open3d/__init__.py", line 35, in <module>
    from .open3d import * # py2 py3 compatible
ImportError: std::bad_cast

Furthermore, if I include something different before Open3D (eg, numpy) the error changes into this:

>>> import numpy
>>> import open3d
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/opt/blender-2.79b-linux-glibc219-x86_64/2.79/python/lib/python3.5/site-packages/open3d/__init__.py", line 35, in <module>
    from .open3d import * # py2 py3 compatible
ImportError: generic_type: cannot initialize type "VerbosityLevel": an object with that name is already defined

So far, I've tried Blender 2.79a, 2.79b and 2.80 with different versions of Open3D and numpy, but I'm not able to find a solution. Trying the newer Blender 2.80 (Python 3.7.0) the error changes again into:

>>> import open3d
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/opt/blender-2.80-linux-glibc217-x86_64/2.80/python/lib/python3.7/site-packages/open3d/__init__.py", line 28, in <module>
    from .open3d import * # py2 py3 compatible
ImportError: Invalid character class.

What could it be?
Thanks.

Environment

OS: Ubuntu 18.04, Python version: 3.5.3 / 3.7.0, Open3D version: 0.8.0.0

Blender 2.79b is installed in /opt/blender-2.79b-linux-glibc219-x86_64.
In order to install the package I ran the following commands:

cd /opt/blender-2.79b-linux-glibc219-x86_64
./2.79/python/bin/python3.5m 2.79/python/lib/python3.5/ensurepip
./2.79/python/bin/pip3.5 install open3d

Same commands for the 2.80 version.


texts: speed up rendering a static scene with a moving camera

texts:
I have a room and a moving camera inside. Everything is static, including lights.
I am under the impression that there should be a way to theoretically speed up the rendering time tremendously, as ray tracing and other calculations are likely to be duplicated among individual frames. I may be totally mistaken and misunderstanding the basics of rendering though as I couldn't find any related questions in the forum.


texts: adding a boolean modifier to a rig/bone character

texts: so I was doing animation and wanted to add boolean to a character but I can't find the modifier tab is there any way I could add a boolean modifier? I've searched the web but couldn't find anything all I know is that it has to be a mesh but I don't know to change a bone/rig to a mesh while still keeping the animation


texts: Combine two normal maps and control the strength of each

texts:
I use this node setup to combine my two normal maps.

I adapted this method from here.

How to Combine two Normal Maps?

It works perfectly to just combine the maps.
But now i need individual contol over the strength each of them.

Is there a way to do this ?


texts: Can I fix this accidental abstract shape without removing it?

texts:
I'm currently doing my first modeling project without a tutorial and I accidentally made a cool abstract shape to it by dragging wildly with the Bevel tool (I think).

Thing is, I don't really know how to give depth to the walls of the cylinder, which is a regular cylinder except for the abstract part, without destroying everything in the process. Solidify doesn't work at all without throwing around visual glitches. I want to know if there's any way I could fix this without removing the messy abstract faces. Maybe simplifying all those faces into a simpler shape without losing appearance for the renders?
Thanks in advance!


texts: Weird behavior in sculpting. SHIFT causes brush to shrink to 1 pixel

texts:
So, I was sculpting away and everything was normal, I switched to photoshop and set up Wacom express keys for my cintiq. Now back in blender pressing shift won't smooth as it normally does (the brush continues to draw instead of smooth), and when I release shift, it immediately shrinks the cursor to 1 pixel...

I've completely removed the wacom drivers, I've updated to blender 2.78a and it is still happening, using just the mouse and keyboard. In user preferances it shows that it should be working as smooth.

Can anyone think of a reason SHIFT would cause the cursor to shrink to 1 pixel instead of modifying the stroke to cause smoothing, like it usually does?


texts: How do I change UV coordinates while the game engine is running?

texts: I'd like to do a map in a game that moves with the actor. What is the proper syntax to move uv coordinates around and have the game engine update the result?


texts: How to delete auxillary/satellite objects from a central object?

texts:
So I've imported the TwinBlast mesh from unreal engine into blender. For some reason they way they setup the mesh, his two guns and grenade are overlapped on the floor between his feet. You can easily move them and separate them from each other in pose mode, but when ever you go to edit mode they snap back to the original position which is on the ground overlapped.

Im basically trying to delete one of the guns and the grenade which, in object mode, are considered apart of the entire model.

Is it possible to delete these in object mode when you can move them away from each other and clearly see them? I have 2 pictures for clarity and reference.
Thanks.


texts: Why do I see the light in the reflection (EEVEE) even if the material is not reflective?

texts:
As the title says...
I have a transparent (glass or full transmission in the principled shader) plane, but I see the reflection of my area-light although the material is not reflective. The only way it disappears is when I set the IOR on the plane to 1, which defeats the purpose of my setup.
Any ideas? Bug?


texts: Why are there black frames in my project?

texts:
again, as a prologue, I have close to no experience with Blender. Just getting into it driven by the fact that my Son wants to be a Minecraft Youtuber, and thus needs an Intro. So I found a free Blender template and just started jiggling.

Here's the current state. It's actually being synched to this place whenever I save locally.

https://drive.google.com/open?id=0B9par3l2T-UJQ1paY0tZRXlpN0E

From frame 42 to 52, the rendered output just shows a black screen. This is because the original music had a break there, but the music I will use doesn't. I'm unable to find where this is defined. Any ideas?


texts: Mesh won't respond to rigged armature with automatic weights

texts:
This is my first wire mesh/blender project and I've hit a real road block trying to rig my model. Any help would be greatly appreciated.

I've followed this tutorial series on rigging: https://www.youtube.com/watch?v=O1vhlTGP1-o&list=PLZpDYt0cyiuu-sxJKbuYh8OjtgmXNacCV&index=2

After pairing my armature with my mesh using the automatic weights setting (ctrl P/cmd P mac) the mesh won't respond to any movement of the armature in pose mode. The armature moves freely but the mesh doesn't follow the movement.

Armature appears in the object's modifiers tab.

In weight painting mode the entire mesh is blue not red so nothing seems connected.

I've checked parenting of all bones in the armature to make sure it is working fine and tested movement of the armature.

I've checked that the mesh is parented to the armature (not the other way round)

The mesh was made from separate objects joined together to make one single object, I don't know if this is the cause of the problem.

I've added a screen shot which might show someone something I am missing, and here is a link to my blender file if anyone has the time and would like to help out to help https://transfernow.net/427qb1w9c3g6

Thanks all


texts: small white tracking box i cant get rid of

texts: new to blender and accidentally clicked SOMETHING, now i have this annoying box that's "tracking" and i cant get rid of it. ive searched through youtube and other sources for about an hour but since i dont know what feature it is i can find no useful info.  (also, may be unrelated but now grease pencil stopped working as well)


texts: How to make a smooth surface for OBJ files?

texts:
I created a 3D Mesh model of a building using some images and the results look nice.
But if I look closer at the model surface, it's made out of much finer small surfaces.
If you see the images below, the left is the actual surface image (walls) and the right is my OBJ model.
And I think this is the main reason for having such a large file size and makes my project slow especially when I am trying to merge a couple of buildings in a single project.

Is there any way to smooth the surface so that number of faces can be minimized?
I just need to have a model that will look good enough, not in crazy detail.
But will this affect the original texture(image) allocated to each surface?
Thank you,


texts: Python performance with Blender operators

texts:
In my script, I have for loop over many cube objects (~1000) and the treatment is very slow. Looking more in details, I notice that in the same amount of loops:

if I use python operation or simple blender operation like

obj = bpy.data.objects[obj_name]

or

obj.select = True

it takes less than 0.08s (for all 1000 objects)
but as soon as I start using blender operators like:

bpy.ops.object.select_pattern() # or
bpy.ops.object.duplicate() # or
bpy.ops.object.location_clear() # or
bpy.ops.object.transform_apply() # etc.

then, the performance drops down deeply with more than 6s for the same amount of objects.

And, a last information, if I reduce the amount of objects from 1000 to 50, the same set of operations with bpy.ops is 0.03s - so extrapolating, it would be 0.6s for the 1000 objects and not 6s. It is as is with 1000 objects, we loose a factor 10 in speed in comparison than with 50 objects.

I tried reducing the complexity of my mesh changing the cubes in planes but it had no effect at whole on performance.

Is there something particular to know to improve these performance or a way to use the bpy.ops methods with better performances? Obviously, I am missing something important probably.


texts:
I'm using the template of UIList in this answer

but the code to move up or down the items in the UIList don't work... do you know the reason?

# ui list item actions
class Uilist_actions(bpy.types.Operator):
    bl_idname = "custom.list_action"
    bl_label = "List Action"

    action = bpy.props.EnumProperty(
        items=(
            ('UP', "Up", ""),
            ('DOWN', "Down", ""),
            ('REMOVE', "Remove", ""),
            ('ADD', "Add", ""),
        )
    )

    def invoke(self, context, event):

        scn = context.scene
        idx = scn.custom_index

        try:
            item = scn.custom[idx]
        except IndexError:
            pass

        else:
            if self.action == 'DOWN' and idx < len(scn.custom) - 1:
                item_next = scn.custom[idx+1].name
                scn.custom_index += 1
                info = 'Item %d selected' % (scn.custom_index + 1)
                self.report({'INFO'}, info)

            elif self.action == 'UP' and idx >= 1:
                item_prev = scn.custom[idx-1].name
                scn.custom_index -= 1
                info = 'Item %d selected' % (scn.custom_index + 1)
                self.report({'INFO'}, info)

            elif self.action == 'REMOVE':
                info = 'Item %s removed from list' % (scn.custom[scn.custom_index].name)
                scn.custom_index -= 1
                self.report({'INFO'}, info)
                scn.custom.remove(idx)

        if self.action == 'ADD':
            item = scn.custom.add()
            item.id = len(scn.custom)
            item.name = get_activeSceneObject() # assign name of selected object
            scn.custom_index = (len(scn.custom)-1)
            info = '%s added to list' % (item.name)
            self.report({'INFO'}, info)

        return {"FINISHED"}


texts: Can an update function common to more than one property reveal which property is using it?

texts:
I'd like to use the same update function for several properties but I will need to know which property calls this function like in this script exemple.

import bpy
from bpy.types import Panel, PropertyGroup
from bpy.props import BoolProperty, PointerProperty

def update_function(self, context):
    #if firstProp use this function:
    #   do this
    #elif secondProp use this function:
    #   do that

class MyCollectionProperty(PropertyGroup):

    firstProp = BoolProperty(
            name = "Fisrt",
            default = False,
            update = update_function,
            )

    secondProp = BoolProperty(
            name = "Second",
            default = False,
            update = update_function,
            )

class TestPanel(Panel):
    bl_idname = "test_panel"
    bl_label = "Test Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "category"

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

        layout.prop(myProps, "firstProp")
        layout.prop(myProps, "secondProp")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.WindowManager.myProps = PointerProperty(type = MyCollectionProperty)

def unregister():
    del bpy.types.WindowManager.myProps
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

Is this possible or are we obliged to create a function per property?


texts: How would I create a circular brick platform?

texts:
i'm new to blender, and wanted to make some assets for ue4. I want to make a platform like this .  I've tried a lot of different things, and only one has worked somewhat so far.  Here's my result .  I can't seem to get the same result as he did.  How would you suggest to get similar results, look wise and detail wise.(Each of his bricks looks different and unique, i.e scratches and size, where with my result I just made a circle extruded it and added faces) Any help would be appreciated.
Thanks!


texts: How to select each of the segments in my bone for weight-paint?

texts: Even though I’m in Edit Mode, I can only select two bones. Except one of them has 4 segments!


texts: How Does AnimationNodes Create This GUI Item?

texts: I'm attaching the image of one GUI element which Animation Nodes can produce in the Nodes window. This does not seem to be from "context.window_manager.invoke_props_dialog()" (sorry, I'm not very good at Python and Animation Nodes is complicated compared to single file examples I've seen). Is this just a customization of "invoke_props_dialog", or is this something completely custom? Is there any tutorial anyone can suggest which would describe the process of creating something like this for inclusion in the nodes editor?


texts:
This image shows two of the same curve, one beveled into a cylinder, and one extruded into a flat plane. The material is a Diffuse mixed with glossy at .1 fac.

The top cylinder gets a strong highlight down its length and visible shadows at the glancing edges due to it's curve. The flat one's gloss is much more spread out due to it being flat.

What i want is to render shading like the flat strand, but on the cylinder. It seems this should be possible with some sort of normal changing or the like? I want the effect of the flat ribbon, but if I actually use flat ribbons then they disappear at certain angles, whereas the cylinder always has the same thickness.

If I were working directly with the mesh, then I'd scale it on the view axis till it was flat. Can something like this be done to the normals within the material?

UPDATE:
Here's a picture showing the difference better. This is just the gloss, and I bent the bottom ribbon more to emphasize the difference.

The ribbon gets full lighting on it's whole surface because it is flat. The cylinder is less lit at glancing angles. I want to get the same sort of shading on the cylinder that I have on the ribbon.

This is gloss only with Incoming plugged into the normal socket. It is flattening things out, but has also fundamentally changed how the shading is working.


texts: How to save NLA action but don't use it?

texts:
I'm animating something that I made using armatures. I made a very basic walk cycle, and turned it into an NLA action. However, in the current scene of the animation I'm making, I don't actually need it to walk. However, when i remove the action from the nla editor, it seems to be gone forever, and I can't find a way to get it back (apart from simply undoing the removal).

Is there any way that I can create an NLA action and save it for use later without using it? This must be a noob question...


texts: Export Textures made with shading node editor to uv map

texts: I followed this tutorial to create a globe with an earth texture on top, mapped nicely so there is no random splicing or cutting issues. https://b3d.interplanety.org/en/mapping-texture-to-planet/. It involves using the shading node editor, and at the end I can see a nicely textured globe in the texture paint tab. I am attempting to export this to unity, however am unsure how I can transfer this node editor generated texture into a uv map so I can send it to unity and use it as a model in my game. Any help would be appreciated. Thanks!


texts: Eevee renders in gray and workbench renders in colors

texts:
About render engines, when using Workbench, the rendered image is colorful. But when using Eevee, the rendered image is gray.

Why?

Workbench render:

Eevee render


texts: How to do texture colors looking the same as in the jpg

texts:
I would like to create a texture based on an image that has the same color (in the viewport and in the render) as the jpg file. Independent from the light source. In 3ds max I used self illumination for that. Can anybody tell me how to achieve this?
So if there is #000000 color in the jpg pixel, I should see #000000 in the render and in the viewport. If there is #123456 color in a jpg pixel, I should see #123456 in the render and in the viewport.

Similar to emission but that's not 100% is the same as the original...

Thanks


texts: My animated object is distorted during export

texts:
I downloaded a model from the internet and found it.
animated (it was already gerigged). In Blender it looked like this:

:

After I exported it, it looked very distorted:

I don't know much about Blender, but I've tried everything.

Thank you in advance!


texts: how to make a rotating hypercube with texts attached to each face? (gif attached)

texts:
I am trying to make a rotating hypercube in blender but can't figure it out.
I have made one using after effects but the texts can't be attached to each face perfectly, so I started using blender to see if it works.
Can anyone give me some insights into building it? Thank you very much!
link of the animation:
https://drive.google.com/file/d/1j_p-LhzPVkbsshU7r0SR0PnRg6m9pvFq/view?usp=sharing


texts: How to Make Semi-Transparent Edges Opaque?

texts: The edges of a mesh show up as semi-transparent when rendered on a transparent background. Using the Set Alpha Node makes the edges opaque but fills them with black. I want the transparent edges filled with the same colors similar to GIMP's Threshold Alpha filter. How can I make those semi-transparent edges fully opaque with the color intact?


texts:
I used a not mine code to generate some images, but it adds some random jitter to the camera, in the following way:

  camera = bpy.data.objects['Camera']
  plane_normal = plane.data.vertices[0].normal
  cam_behind = camera.matrix_world.to_quaternion() * Vector((0, 0, -1))
  cam_left = camera.matrix_world.to_quaternion() * Vector((-1, 0, 0))
  cam_up = camera.matrix_world.to_quaternion() * Vector((0, 1, 0))
  plane_behind = (cam_behind - cam_behind.project(plane_normal)).normalized()
  plane_left = (cam_left - cam_left.project(plane_normal)).normalized()
  plane_up = cam_up.project(plane_normal).normalized()

And then is stored in a dictionary:

  scene_struct['directions']['behind'] = tuple(plane_behind)
  scene_struct['directions']['front'] = tuple(-plane_behind)
  scene_struct['directions']['left'] = tuple(plane_left)
  scene_struct['directions']['right'] = tuple(-plane_left)
  scene_struct['directions']['above'] = tuple(plane_up)
  scene_struct['directions']['below'] = tuple(-plane_up)

I have those directions that look like this:

{'directions': {
  'above': [0, 0, 1],
  'behind': [-0.754490315914154, 0.6563112735748291, 0],
  'below': [0, 0, -1],
  'front': [0.754490315914154, -0.6563112735748291, 0],
  'left': [-0.6563112735748291, -0.7544902563095093, 0],
  'right': [0.6563112735748291, 0.7544902563095093, 0]
  }
}

Now, I'm trying to render images very similar to those but with little modifications. Is there a way I could load those settings to the camera so the new images are as similar as possible to the original?

P.S. Absolute novice in blender so I'm completely lost with the API and wasn't sure if this was the correct section to ask for help.


texts: Absolute black shadow takes forever to render with custom shadow catcher node

texts:
I am trying to render this scene without the objects so only the shadows and reflections remain. I have a custom nodeset that separates the shadows and the reflections which is why I don't use the new Shadow Catcher.

Problem is the circled area where there is absolute black takes forever to render and I was wondering if there is a way to get past it.

Thanks!


texts: Matching up perspective to background image

texts:
I'm trying to match up the perspective of a camera to a background image. The purpose is to render furniture to composite into the image. Does anyone know of a good way to line up the plane so it the same perspective as the floor? I've already set the blender camera to be the same focal length. I know if I mess with the position and angle long enough I will get it but any ideas on how to speed up the process up would be much appreciated.

-Thanks

Blender File if you'd like to try it yourself


texts: How to fix position of object randomly out of place?

texts:
I'm following the blenderguru chair tutorial, and I just opened up blender and found the seat of the chair randomly out of place from where it was when I saved it. If I try to move it, it affects the chair leg's position because it's mirroring it. What could've caused this to happen?
Here is a blend file if you need it https://drive.google.com/file/d/1VjLnXYYnmrCqNqAjYIirJNVq9tJC7-GL/view?usp=sharing


texts: Everything looks great on camera, except when you turn on smooth shading

texts:
Everything looks great when modeled and looked at in flat shading, but when I get to exporting with a plugin it just look weird. What did i do wrong?
Flat shading (material preview)

Smooth shading (solid view)


texts: I don’t know why blender 2.8 keeps crashing when I do simple task

texts:
So I started doing this project, creating a tornado with particles and force fields and when I go to press play, or move the playhead it repeatedly crashes, and can’t get past this point.

I don’t know if it’s because I don’t have the right settings to optimize my PC or what. I need someone who knows about computers to lend a helping hand.


texts: My smoke simulation always scales up with the domain?

texts:
I've been trying to create this simple explosion for about two days now with no luck. The smoke always hits the edges of the domain within a few frames of starting. I've tried countless troubleshooting steps to fix this but nothing works. I've completely run out of ideas. The photos show the domain at three different sizes with no success.
Things I've tried:
Applying scale after changing domain
Turning off adaptive domain
Recreated scene multiple times
Found explosion tutorials and followed steps exactly (I ended up with very different results than the tuts)
Tried on three different Blender versions (2.82, 2.83, 2.83.1)
Reset Blender to factory settings
Tried different smoke resolutions
Tried on another computer
Ive got nothing else to try... any ideas?
The Blend file: Blend File


texts: How to wrap an object around a cloth and "squeeze" the cloth, like a napkin ring or rag on a jar

texts: You know the way you'll sometimes see someone with a rag tied over a jar?  I tried to make this effect with a jar and a ring (torus) where the cloth falls over the top of the jar (this part works perfectly) and then the ring cinches around the cloth.  The jar and ring are both set to collision.  When the ring reaches the cloth it seems to cut right through it and distorts it beyond recognition.  I'm certainly not getting the nice cord around a cloth effect I'm going for.  I've also tried using a force field on the ring with similar outcome.


texts: What's the point of making separate objects in one model?

texts: I was following  Daniel Kreuter's Anime Character 3D Modeling Tutorial II  series. There is a section where instead of extruding the arms and legs, he instead made new objects and patched them in the body. Wouldn't it be better to just extrude the arms and legs instead of making a new object? The series was published 2014 so I'm not expecting an answer right now. I still commented it. I'm planning to use it in an indie game so I'm finding the best approach I can to make the models. I'm still not finished watching the tutorials.


texts: How to change pose without deforming my mesh?

texts:
Im not sure if its possible but there are cases where changing pose (by moving/pulling bones) modify the mesh very uglily.

Before:

After:

How can I prevent it? The place where legs connect is character body, and its very weirdly deformed. Knees deform very well, but body doesnt.

Any help appreciated really.

This is probably caused because the bones are too closer to each other, but thats how I planned these legs to be.

Is it possible without changing plans?

EDIT:my blend file:

another screen of what im trying to avoid without success:


texts: How do I smooth out two objects (with low poly) that have been unioned in blender 2.8?

texts:
I'm creating a character for a new game I'm developing and the character is supposed to be very round with plump arms and legs. When i tried to boolean union the round head with the round body it became jagged. I think it's because of the vertices and their connections but I even if I'm right I don't know what to do about it. Any suggestions and is it something that can be solved by sculpting, modeling, or both?

The goal is to have the character rigged and animated so just having a temporary visual modifier isn't what I'm going for. I just want the head to rest on the body but still be able to move it around when I rig it.

I also need to add arms and legs to the main body mesh too.

I put the blender file here in case anyone wants to take a look.


texts: How can I set and get the vertex color property?

texts:
I can't find a way to display RGB values (or equivalent) without using the python shell.

I would like to get and set color values numerically (ie. not painting), I can't find it for weight painting either (I expected it to appear in the "n" panel with something like "vertex" as a title).


texts: Downloaded a rigged model and want to move the bones. How do I enter the pose mode?


texts: How to extrude a circular shape out of an object

texts:
I have some problems extruding a circle that I projected onto another object. The setup looks the following.

The circle mash was projected onto the object using the "shrinkwrap" modifier. Now I want to extrude it upwards to get an object that sits on top of the underlying structure. The same worked with a plane, as you can see on the right side of the picture. But with a circle, I have no N-Gon that I can extrude. Is it just not possible or how would a workaround look like?
Thanks for your help!


texts: Blender preview render is different from final render

texts:
this is my first question here, I'm really new on Blender. I'm doing a tutorial that is very good, i make a donout. In the Preview Render window displays as:

But when I press F12 the result is so different:

Note the mug it seems doesn't have smooth and the donout is without the top part. I'm doing something wrong?

Thanks!


texts: How do you affect object transforms with nodes?

texts:
I'm new to writing new node systems, so bear with me, but how do you write nodes that affect the transform [matrix] of objects and maybe even data [vertices]?

I just need some help getting started.


texts:
I've gone through multiple different 'fixes' trying to get these shoes to not stretch like this when my model is posed, but I've had no luck.  It's parented to the armature, the weights have been set like everything else on the model, I've tried applying scale via shift+A > Scale, but no matter what I do, the mesh ends up like this. It doesn't happen to any other part of the model.

There's no feet on the model that could be causing problems. The laces on our right are actually attached to the shoe model whereas on the left they aren't. I can't really think of much else I can do - it's probably a simple solution but unfortunately I'm rather new to using blender and can't figure it out. Anyone know how to fix this?


texts: Grass collection as particles for plane mesh not rendering correctly - Grass does not cover ground entirely in viewport, but does in render

texts:
SOLUTION: Nvm figured it out -- went to particle settings -> children -> made sure display and render amount were the same. they were not.
So I have a plane mesh with a collection of particles (grass) in a scene I made. In all viewports, the grass mostly covers the ground, but not entirely. You can see dirt here and there, and parts where the ground is otherwise visible between the grass.
However, when I actually render the image, the grass entirely covers the plane so you can't see any ground at all.
I'd like it so the render matches the viewport, in that the grass does not entirely cover the mesh in the render, as it doesn't before the render.
Image examples:
The scene in the rendered viewport. As you can see, the grass does not entirely cover the ground.

The scene as rendered. As you can see, the grass entirely covers the ground for some reason.

Trying to make it so the grass looks like it does in the viewport, when I render it. Thanks!


texts:
I know it's possible to have multiple shaders for one object with the internal renderer. This video explains the process.

Can I use Cycles to assign a material to a vertex group so that a single object may have multiple materials? If so, how?


texts: Unwanted Lines when rendering using GPU and OpenCL (RX 580)

texts:
I'm new to blender and have been studying and starting with low poly modeling. Recently I changed my GPU from a GTX 960 to an RX 580. I uninstalled the drivers and installed new ones using DDU.

Problem: Rendering using OpenCL produces these unwanted lines. The attached image is a product of CPU + GPU render then the GPU only render, respectively. When I render using only the CPU the results are as expected, no unwanted black vertical lines, using only the GPU adds more lines on the image.

Any help is appreciated, thank you!


texts: I have multiple mesh objects I'd like to combine into a single object. However, I'd also like to retain the name of these objects as vertex groups, and assign those objects to those vertex groups. Does blender feature a way of automatically doing this when joining objects? Or even one-click generate a vertex group for a singular object from its object name?


texts:
Not sure if this is a good way to go about things; so any alternative approaches are welcome too.

I would like to distort a plane using multiple curves

So the below plane would be bent "into" each of the curves in the image.

Thanks,
Brent


texts: BGE Problem with Automated Door (Can't Pass Through)

texts:
I've created an automated garage door that opens when a Near sensor is triggered by a vehicle that comes close to it. The door is composed of panels (meshes) parented to a chain of bones that slide them up and down. All of this works fine, but when I drive the vehicle up to the door and it opens, the vehicle can't pass through the opening.

Here's my blend file. You'll have to drive the vehicle to the garage door on the building to see what I'm talking about. If you can tell me what the problem is and how I might fix it, I would really appreciate it!

http://www.pasteall.org/blend/42002


texts: Use all Ram on Blender when rendering? (Cycles and Blender Render)

texts: I have 32 GB Ram on my computer, how can i make Blender use all (or at least, the most) of the RAM when rendering?


texts: Copy rotation rotates through wrong axis

texts:
I want to rotate hand bone when I rotate IK bone as well. So I decided to using Copy Rotation constraint. Here's how looks like:

Nothing special, important thing is that Hand Bone has Copy Rotation to IK Bone. I set the Target Space and Onwer Space both Local Space.

But when I rotate IK bone, hand rotates totally wrong axis:

I think this happens because Copy rotation just copy the rotation values literally, my guess.

How do I make hand rotates properly? I think it needs to be change the rotation based on current rotation, but there's no option for that in Copy Rotation constraint.

Any advice will very appreciate it.


texts: How to make particle instances the same size as the dupli object?

texts:
If I create an object and assign it as the dupli object of a hair particle system on another object, the size of the particles is much smaller than that of the actual dupli object.  I then have to change the length to compensate.  How can I make the particles "life size"?

Here is an example, the big box is used as the dupli object for the particle on the plane.  All particle settings are left as default except type: hair, number: 100, and render > object: Cube.


texts: How can I call the individual parts of the position attribute vector (X, Y, and Z) as values in geometry nodes?

texts:
When working with geometry nodes, I know that Separate to XYZ can be used to separate vectors such as Object Info > Position Vector into its three individual components, but I'm unsure how to separate the attribute Position vector into its three component values.
I can split the position attribute vector x,y,z into x,0,0, 0,y,0 and 0,0,z using attribute math's multiply, but these are still in vector form. I need the values x, y, and z.
I am using Blender 2.92


texts: How to render the movie texture in the Open GL viewport rendering?

texts:
I try to render animation using Open GL render animation option. I added a movie clip as a texture to a plane.

When I change the keyframes manually (in Material viewport shading ) the following animation frames are visible (they're refreshing right).

Interesting fact is, it only works this way if the Preview panel is expanded.

The problem appears when I try to render it using Open GL render. Despite the fact that I enabled the 'auto refresh' option in Image Texture node the animation on the plane is not visible (it display only the current frame image). Is there a way to make it work?


texts: Is there a way to do self collision for Hair/Fur in blender?

texts:
Hi guys i am trying to create some colliding Fur simulation, the normal Hair particle works great but it doesn't have any self collision options or is there any way i can self collide them?
So instead of Hair particle i tried soft body and cloth simulation which support self collision but i can do the result which i am hoping, in soft body and cloth the mesh doesn't maintain it volume constant, please check my test simulation videos below and let me know if there any way to go ahead to get some realistic colliding hair simulation either with any of the method.
enter link description here


texts: Generated image pixels not shown in UV/Image Editor

texts:
I used Python to generate an image texture which consists of a single row of colored pixels. The pixels each encode the color of a star, of which there are 119,617 (modeled as a particle system).

Trouble is, when I open the generated image in the UV/Image Editor panel, the pixels colors don't show.

I can see their alpha values if I switch to Alpha-only view mode, and I can click on the pixels to get their RGBA values (which are correct, and which are accompanied by a square showing the color itself).

Is there anything that might cause this issue? A setting that I can change to correct it?

Thank you in advance for any insight you can give!


texts: Bug separating an array of cubes in blender 2.90?

texts:
I'm new to blender, but looked at several videos and tutorials and tried to do it in 2.90.0.
Starting from a simple cube, created an array in 3D (3 arrays in X, Y and Z), fixed distance, leaving some space between them.
Entered Edit mode (array selected), here something was already strange, tried to see everything selected, was not possible until I´ve activated the Object Data Properties selector in the array modifier.
Then hit P and selected By Loose Parts, but nothing happens. Just keeps where it is.
When the Object Data Properties selector in the array modifier is NOT selected, then all the array does not select in Edit Mode.
After trying again and again, starting over, new file, etc. I´ve download version 2.83 LTS and made the same thing, and it worked. Tried 2.90.1 and this version also did not work.
Did something change in a way which is not documented and I´m missing something?


texts: How to create a 3D object from a specific equation

texts:
I realize this has been asked before, so I apologize for the "repeat". I saw this answer, and it mostly solved my issue. However, I can't figure out how to generate my specific equation. This is my equation:

This works from the range -1 <= x <= 1. For the really big equation, the "x" should actually be z, and the "h" should be x (I had to use those to graph it on Desmos). In any case, I tried inputting the first half of the equation with the Blender Add Mesh: Extra Objects > Math Function > Z Math Surface by typing this:

(sqrt(-16*fabs(x)+40*sqrt(fabs(x))*y-16*pow(x,2)-25*pow(y,2)+16)+15*x)/15

The result is an error evaluating the expression. Do I have to set the range somehow? Would it be better to use XYZ Math Surface? (and if so, how?). Or am I just doing something wrong? Thank you in advance.


texts:
When I do a box select on an object in edit mode where I only want to select the visible edges, after selecting and zooming in, I see it hasn't selected a bunch of small edges. How can this be? I cannot zoom into my model and then constantly check every short edge if it's selected or not, that would hinder my design process too much. This happens in both vertex select mode as well as in edge select mode.
When I zoom in, I can still select these edges no problem.
Using Blender 2.92.0
Is there a way or plugin to 'select visible edges' or 'select visible vertexes' or some other option? Right now I have to do a merge by distance, but it sometimes turns my artwork too low poly.
Example:


texts:
I work mostly on the scripting/texturing side of CG and am trying to improve my topology skills in Blender. I have tried three different of connecting a sphere to a 90 degree plane, but the ways I've tried end with poor results. What is a better way to make this edge transition?

The three ways I've tried:

Side View:


texts: currently I'm making a scene, where I want a torch to have fire, I watched a few tutorials, I made a fire by pressing spacebar --> quick smoke, then I clicked on fire and got a fire animation, is there anyway to make this in render view? It's not an animation by the way, tell me if you need a .blend


texts: How to recreate 3D "pixel art" characters

texts:
I watched this video on youtube related to the movie Pixels from 2015 and I really want to replicate the style they used on Q*bert (The orange pixel/block guy).

How did they do the "pixel" texture on Q*bert's body?

Did they use particle systems or something else?

Do any of you know a way to replicate the style in blender that works with rigging?


texts: Import of volume Data from Paraview for physical simulation

texts:
I'd like to ask : how can I import my volume data from Paraview to blender?

Let me preface this with the fact that i just started using blender.

To clarify, what i want to do is this. I have a fluid (smoke) simulation from OpenFoam, that I animated in Paraview, and i wish to recreate the animation using Blender's superior renderer.
So I thought I should export the scene as an x3d file, specifically the density in the "volume" format, and the import it in blender and render it there. But when I do so I don't see anything. If I export the "surface" the exact same way I can see it just fine. Eventually I thought i would export all the frames to
create an animation, but i cant even see the first frame.
So, what is happening. Is my data format wrong? Should I instead try to import my VTK files instead?

Any help would be appreciated


texts: viewing rendered animation from command line

texts:
I've looked around online for this but it seems every source I find is dancing around the issue. I've created a build script so far that looks like this

  blender oop-blender-demo.blend -P model.py -- $1
  blender oop-blender-demo.blend -a

I want to add one more line that allows me to actually view the rendered animation like you can do in the blender app by going to Render --> Play Rendered Animation

Is there anyway to succinctly do this?


texts: Automatically invoke custom Python script upon moving a vertex in a mesh

texts:
I'm looking for a way to automatically invoke a custom Python script upon (manually) moving one or more vertices in a mesh (in the 3D Viewport or in the UV Editor). I've come across a couple of options while doing some searches with keywords including callback, listener and handler (see below), though I'm not yet sure how to approach it efficiently.

One option would be to make the triggering event less specific, e.g. invoking the Python script every time the 3D view is updated. In that case, bpy.types.SpaceView3D.draw_handler_add might be the way to go, though it does not sound optimal.

Alternatively, there is the relatively new msgbus, though on https://docs.blender.org/api/2.83/bpy.msgbus.html the following is mentioned:

  The following updates do not trigger message bus notifications:

  Moving objects in the 3D Viewport.

This seems to rule out using msgbus for my purposes. Any other suggestions on how to approach this?


texts: use python to randomly inset each face, bmesh?

texts:
I would like to create some interesting shapes with a script. I'm still pretty new to python and I'm having trouble understanding how to get BMesh to behave the way I want. Here is what I'm trying to accomplish.

Randomly inset faces a random length, with some not being inset at all.
Advanced function: randomly inset again excluding the 4 faces around original insets (if that makes sense)

import bpy
import bmesh
from random import randint, random

obj = bpy.context.active_object

bm = bmesh.new()
bm.from_mesh(obj.data,face_normals=True)

for faces in bm.faces:
    if randint(0,1) > 0:
        bmesh.ops.inset_region(bm, faces=bm.faces, thickness=0.4, depth=randint(0,1))

bm.to_mesh(obj.data)
bm.free()
obj.data.update()

Here is an idea of what I'm going for generated from a cube.


texts:
Is it really true that it's not possible to render on the GPU with Cycles on a newer Mac with an AMD GPU...?

Thanks!


texts: Does Blender no longer support Make Human file format?

texts:
Does Blender no longer support the use of Make Human file format MHX1?

The file type is changed from mhx to dae and the mhx file type no longer shows up in Blender as a supported file type. I mention this as I see some creators
point out the changing of Blender settings in their tutorial videos that no longer match the current configuration and it makes it more confusing .


texts:
How to get access to new faces created by array modificator in Python?
Now I use:
   me = bpy.context.object.data
   bm = bmesh.new()
   bm.from_mesh(me)
   for f in bm.faces:
     ...

But new faces from not applied array dont visible by this way.


texts: Noise distribution used by F-Curve Modifier

texts: What is the distribution used by Blender to generate the random noise patterns in the F-Curve Modifier?


texts: How do I convert an svg (or a plane) into a rounded mesh?

texts:
How can I smoothly extrude a plane or an svg curve into a circular/rounded mesh? if I simply import an svg and extrude it and then add a subdivision surface modifier, it makes a big mess. I need a way to take a flat complex 2D object and extrude bit by bit systematically while changing the diameter of each extrusion (layer apon layer). I would hope it would end up looking like the semicircle in the photo (though using more complex 2D shapes though). I want to make the bottom image into a semicircular mesh to make it look like the top image.

Any advice?


texts: Blender randomly loses environment texture

texts:
I frequently run into a very annoying problem when rendering scenes with cycles where I use an environment texture.
Upon rendering the animation, Blender sometimes looses the environment texture, displays it as pink and renders the whole frame unusable. The render then stops, I have to manually save, close, restart the program and continue rendering. It happens about 3-4 times in 300 frames during a 6 hour rendertime.
It happens on both CPU and GPU renderers and happens on different computers, even different users (a friend of mine has the same problem). The problem occurs in Blender 2.76 and 2.77.

The GPU renderer outputs this error message: cuda error at cumoduleload: file not found
I tried relocating the texture to a SSD, a different HDD, the projects directory, nothing helps.

Any ideas? Thanks for the help :)


texts: How to dynamically create UI-lists in panel

texts:
I am trying to create an interface to relate 2 bones between different skeletons, the problem is that I cannot create the list components so that they have a name or id and then be able to obtain their value individually, now as all the components have the same name, changing one changes all.

EDIT:
At the moment I have found a solution by overestimating the number of fields that I will use, however I infer that there must be a more elegant way to do this.
import bpy
from bpy.props import *

max_var = 10
class MainPanel(bpy.types.Panel):
    bl_idname = "Test Panel"
    bl_label = "Test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'View'
    property : bpy.props.StringProperty()

    def draw(self, context):
        scene = context.scene
        layout = self.layout
        for i in range(max_var):
            row = layout.row()
            row.prop(scene, 'var_%d' % i, text="")

class Addon(bpy.types.PropertyGroup):
    def _items(self, context):
        return [('ONE', 'one', ''), ('TWO', 'two', ''), ('TREE', 'tree', '')]

classes = (Addon, MainPanel)

def register():
    for clss in classes:
        bpy.utils.register_class(clss)
    for i in range(max_var):
        setattr(bpy.types.Scene, 'var_%d' % i, bpy.props.EnumProperty(items=Addon._items))

def unregister():
    for clss in classes:
        bpy.utils.unregister_class(clss)

if __name__ == "__main__":
    register()
```


texts: How can I view the camera through an object as a material in Cycles?

texts: Kind of like a TV, CCTV, or the portal for Portal and Portal 2, so I can see what the camera is seeing on an object. I don't care whether its a material or a modifier, or something like that, even if someone will make a script that is a node or whatever as long as it works, nothing specific as in how I would go about it.


texts: Blender 2.79, how to install Khronos Group gltf exporter?

texts:
I downloaded the KhronosGroup addon from https://github.com/KhronosGroup/glTF-Blender-Exporter
I read install instructions, but those were for Windows.
I tried copying the addon under ~/.blender/2.79/scripts/addons/io_scene_gltf2 but Blender shows nothing
I tried to install via "install from file" and selecting the exporter .py file directly but nothing happens.
I checked version, I am sitting in 2.79 Blender and the script is for 2.78. I tried to fool Blender by changing the scripts version in to 2.79 but no luck.

Any way to get this thing to work on Linux and on this Blender version?


texts:
I was using blender to render some animations for a personal blog, and I was hoping to embed the videos seamlessly into the post. I know that my website uses a background of 0xE3E5E7, so I set that as my background color in blender. When I render the animation to PNG, the background color stays at 0xE3E5E7, but once I compress it to mp4, ogv, etc. the background color changes a little bit, and sort of ruins the seamless integration I was hoping for.

I've tried using the Movie Sequence editor and using RGB curves to manually change the color balance so that the compressed video comes out right, but after about half an hour of trial-and-error, I wasn't able to actually get the output video to hit the desired color (it would get close, 0xE3E4E7, but it would never hit exactly).

Additionally, I've tried increasing the bitrate so that the compression wouldn't be much of an issue, but the problem still persists.

I was wondering if anyone knew of a way to render compressed video without color degradation or a way to filter an existing video to output something with a precise target color.


texts:
Hello I´m trying to add noise to a material with eevee and this is what I achieved:

The problem is that the noise is too soft and I can't find a way to sharpen it.

Here's an example of what I want, I made it with Cycles some time ago:

It should look a bit like glitter and use eevee


texts:
OK so I know I'm on the S list using a Mac for 3D these days, but it is what it is.

I'm running 2.82 and the improvements in the UI are impressive. I'm a C4D user, but want to check out Blender's Fluid and Smoke. I started with 2.8 and couldn't get ANY simulation to bake so I could see anything. Sometimes it will look like it's calculating, but nothing at the end. Sometimes it will zoom through and "calculate" in less than a second.

I then downloaded the latest build, 2.83 alpha. I set up a simple fluid sim and boom. I could see the simulation. Great. I freed the bake and added some obstacles to test everything. Nothing. I haven't been able to get any results except that one time. I've read many posts, watch tons of tutorials, changed lots of settings all to no avail. I'm not talking about rendering issues where Eevee and Cycles and GPUs come in to play, I'm just try to see ANYTHING.

Here's a link to a super simple file I set up. Maybe I'm missing something. Thanks for taking a look.

Simple Fluid Setup


texts: How to reset areas layout without losing data?

texts:
Suppose I resized, duplicated, closed and created numerous areas in Blender. Now how can I return back? If I choose File - Defaults - Load factory settings I will not only restore layout, but also drop any objects in the scene.
How to restore layout only?


texts: Why can't I punch a hole through a mesh? When I use a boolean modifier with the difference operation it's not punching a hole, and it is giving the below result.


texts: A new created face does not sharing the old one shading information

texts:
I wish I could have a better topic title for this but I'm just a newbie and I don't know what people call it, so... I'm here with a short video to explain my problem.

Here is the link: https://www.youtube.com/watch?v=0YOBvL1sIig

As you can see I try to edit the old model that I bought from other people. I can do a simple geometry and UV crafting but look like something wrong here.

The new faces I created didn't share the same shading information from the old one, you can simply separate those by looking at the different reflections on the model.

So, I'm begging for any help and thank you for sparing your valuable time with this topic


texts: How do I select the best Keyframe Interval for video encoding?

texts:
The Keyframe Interval is set to 18 by default. How do I know if I should change this? I have Perceptually Lossless quality set. Will Blender adjust Keyframe Interval as needed or do I need to figure out what the best setting for my needs are? How do I figure out what is best for me needs?

EDIT: I am referring to the keyframe interval in the video encoding properties panel.


texts: Blender 2.8: I want to select the whole image for each face of a cube

texts:
I am super new to Blender and I am having trouble with there being a lot of information on the web that does not apply to 2.8. I am hoping this will be simple.

Here is my cube and my texture:

See the little orange square that shows what portion of my texture is on my cube face? How do I make that the whole texture and not just that little part? I tried hilighting the vertexes and dragging them to the corners, but I cannot seem to be precise enough, I end up with corners that are slightly off... There must be a better way?


texts: Difference between OpenEXR and OpenEXR Multilayer file format?

texts: What's the difference between the two EXR file formats? When should I use one over the other?


texts: How can I create a realistic stack of pages?

texts:
I'm really new to blender and one thing that I'm finding difficult is how to create pages on a notepad so when it is viewed from the side you can clearly see pages and image bleed (see picture in link).

I tried duplicating the plane 50 times but it didn't look good so I chose to extrude the plane to the final height of the notepad but now I can't figure out a way to split the sides so they look like they are pages.

This is what I want it to look like (more images here):

Any help would be greatly appreciated as I'm struggling to find a way to do this.

Thank you


texts: How can I render objects with very shiny surfaces?

texts:
I am trying to render a kitchen sink / Faucet

Here is another reference image of what I want

What I have got so far is this

Settings for World:

I have used an environment map HDRI with 0 saturation.

Material settings:

Triad with glossy, glass anisotropic and there mix shader combinations and the new principled bsdf shader too but didn't get the required result.

Studio lights:
Followed multiple youtube tutorials on setting up studio lights in blender but the results were not what I wanted.

LEAVING CYCLES :

Decided to try some other software
So, Downloaded Keyshot 5 but keyshot wasn't able to produce cycles like results LoL.

Not : I have always struggled to get professional quality product rendering in cycles

So now I'm back in cycles looking for help.


texts:
I am setting up an aluminum material using Blender's internal renderer. It gives me a strange output. I attached 2 screenshots below, one is the render output and the other is the texture settings to achieve the anisotropic effect.

The following image is the texture settings.

If I do an edge subdivision at the spot where the anisotropic effect looks wonky, the wonkiness shifts upwards. What did I do wrong? How should I fix this issue?

EDIT
Following @CharlesL ' s comment, I attached a screenshot showing all normals are pointing outside.

EDIT

This is the .BLEND file for your analysis.


texts: I'm trying to figure out how to add clothing physics to a portion of the mesh and keep it attached to the object. In the picture, I want to add physics to the highlighted faces and leave the rest of the box solid. How do?


texts:
I don't know what I've done wrong, but it's the first time that this is happening to me. I made an animation with different color falling solids and when I render it, everything is white. Here is my file so you can look it up maybe.
PS: I know it may have something t do with texture/material but I am too much of a noob to solve my problem.

https://drive.google.com/open?id=1NKckJdAOTi7XXVRXuomuJoq2ppG-QDpV


texts: Which bpy.data.objects option controls the color of the object's texture?

texts:
I have 784 cubes in my scene right now, and I can loop through all 784 of them by using

for i in range(784):
    bpy.data.objects[i]

Each cube represents a pixel which is in grayscale color, a value between 0.0 to 1.0. I already have my colors extracted from a 2D grayscale image and now I just want to transfer the corresponding brightness value to the cubes. Basically, do:

bpy.data.objects[i].find_its_color_options.change_brightness_to(0.873)

and repeat for all 784 cubes. I am currently using blender 2.8 but I don't think this is going to be much different than 2.79.

Any help is appreciated!


texts: Is it possible to use proportional editing without affecting or hiding nearby vertices

texts: Hiding those vertices which are not to be affected makes me uncomfortable to adjust those vertices to be affected according to those which are hidden. So is it possible to affect only the selected vertices without hiding the rest in proportional editing mode.


texts: How to find minimal angle between edges?

texts:
I'm trying to write a script that will calculate a maximal angle in a given mesh.
The problem is that both vertices and edge arrays are not in order.
I was trying to use calculate_face_angle() but it will only work on vertices with exactly 2 edges.
How to approach this problem?


texts: Graphics device is not getting populated

texts: I have been following the post about the GPU enabling in blender and found that the device name is not populated. Does this mean the device is not configured with blender?


texts: How to use actuator as sensor to play animation of my character?

texts:
I have a character that has a walk animation. I assigned a steering actuator to it specifically path following so that they will all meet in a specific place by themselves. I also have a shake animation for my building/plane. I've already set sensors and actuators to it too. If I run it and press enter, the building/plane starts to shake something like that in an earthquake. The thing I would like to do next is when I run it, my characters should only start to move towards their target if the plane starts to shake (that is if enter key is pressed). If no shaking, the characters should just walk in their place. They should only move if shaking occurs. I've been playing around with sensors and actuators but I can't seem to find a solution for this. What do you think could be the best approach for this problem?

Here's my blend file: canteen ver 2.blend


texts:
I decided to try and write an addon in Blender for a school project.
I am 100% new to the Blender api and I am trying to get my bearings from the api docs.
The below code works sometimes and most other times crashes Blender.
Anyone that can take the time to give me some pointers on what i am doing wrong here
it would be greatly appreciated
import bpy

class SCULPT_MT_pie_menu(bpy.types.Menu):
    bl_label = "Pie Menu"

    def draw(self, context):
        layout = self.layout
        layout.menu_pie().operator("sculpt.mask_brush", text = "Mask Brush", icon = "BLENDER")
        layout.menu_pie().operator("sculpt.remesh", text = "Remesh", icon = "BLENDER")

class SCULPT_OT_mask_brush(bpy.types.Operator):
    """Mask Brush"""
    bl_idname = "sculpt.mask_brush"
    bl_label = "Mask Brush"

    def execute(self, context):
        bpy.ops.object.mode_set(mode='SCULPT')
        bpy.ops.wm.tool_set_by_id(name="builtin_brush.Mask", cycle=False, as_fallback=False, space_type='VIEW_3D')
        return {'FINISHED'}

class SCULPT_OT_remesh(bpy.types.Operator):
    """Remesh"""
    bl_idname = "sculpt.remesh"
    bl_label = "Remesh"

    def execute(self, context):
        bpy.ops.object.voxel_remesh()
        return {'FINISHED'}

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

def register():
    bpy.utils.register_class(SCULPT_MT_pie_menu)
    bpy.utils.register_class(SCULPT_OT_mask_brush)
    bpy.utils.register_class(SCULPT_OT_remesh)

def unregister():
    bpy.utils.unregister_class(SCULPT_MT_pie_menu)
    bpy.utils.unregister_class(SCULPT_OT_mask_brush)
    bpy.utils.unregister_class(SCULPT_OT_remesh)

if __name__ == "__main__":
    register()


texts: Rigify, Model detaches from rig when animating

texts:
I used rigify to rig a robot model I downloaded. When I click the play button in the animation window the model shrinks and detaches from rig (see pictures).
I am new to Blender so thank you in advance for your response.


texts: I want to do some camera tracking. The things that I will be filming does not have a lot of detail on it, so that I will have to place some extra markers here and there. I am not sure what kind if markers to make. Should I make simple X's or should I just put some dots on it?


texts:
I want to achieve object shading in Blend4Web equal to the default 'SOLID' shading in blenders viewport. Is it possible to use the solid OpenGL lights in Blend4Web? Or if not, how can I simulate it using the light objects?

The default viewport shading I want is on the left and how Blend4Web looks without shading is on the right:


texts:
I've created a bezier curve and made it a mesh but there's gotta be some problem because when i try to render it (both with cycles or moving it to Unreal Engine) there are a lot of "problematic" faces, and I don't know how to deal with this. As you can see by watching the wide faces (opposed to the very narrow one) there is a distortion causing the texture to be badly displayed both in Cycles render (it's all stretched) and in UE where it's all badly distorted and broken. It's an unwrap problem or the faces are somewhat badly generated from the bezier tool?

Edit: when unwrapping with a single seam what i get is this, and so the problem seems to be that the two faces which should be close and make the texture continuous are indeed distant


texts: How can I export UV Baked Image Filmic Log Encoding Layer (Save as Image)

texts:
I recently installed Filmic color and its awesome.

My issue is that I use Blender to create and bake textures for an external program.

When you bake an image with Filmic installed it actually creates two images on the UV (This is under the Color Space option)

Here are both UVs

sRBG EOTF

And Filmic Log

My main issue is whenever I do "Save as Image" it only exports the sRBG layer and I can not figure out how to export just the Filmic Log layer as an image. I have tried saving JPG, TGA, PNG and so on and it always exports only the sRPG layer.

Either this is a bug or it something I am missing in the settings.

Can someone help me or have any ideas?

Thank you!


texts: I have looped an animation in blender but when I export it does not loop can someone please? I have Googled this question an have not been able to find any information about this issue.


texts: Hotkey to go DIRECTLY to vertex, edge, face edit mode?

texts:
As a long time user of other prominent 3d software, I'm used to being able to be in object mode and press 1 hotkey to go directly to vertex, edge, or face mode.

I'm using 2.8 and love it, but for the life of me, I can't get used to pressing "Tab" before I hit 1,2,or 3.  To make things worse, those keys (in object mode) hide and unhide collections.  It's driving me crazy.

I just want a smart hotkey that allows me to press 1,2,or 3 in object mode and automatically puts me in edit mode.  Pressing "Tab" would behave as it already does - toggling between object or edit mode.

Is there a way to do this?

Thanks,
Chris


texts:
Edit: For all viewers which can have similar problem - if your addon is importing vertex color but you don't see second or another one then you should make sure that this script even has these kind of feature.

I am working on *.dff files imported from game to blender so I can modify it and export back. Everything is working perfectly except I did not think about night in the game. Default files from game have both, night and day vertex color (in one file as one object) but I can display only day vertex color as default in Blender. I mean, I did not see any way to get to into second one. Menu -> Data -> Vertex Color -> shows one col. Is there a way or it depends on export/import .dff script?


texts:
My main problem is that I have a character in a scene and the scene is only running at 17 fps in viewport. Everything is turned down to the lowest render settings. I have a i7-9700k and rtx 2070 super. Is there something I can change to get better performance or do I need to get a different cpu?

Thank you.


texts:
I'm learning to create my own rig. When rigging a face using multiple constraints (stretch to & copy location) the control points of my rig update slowly when moved. Like if I rotate the head at the base or the neck quickly, the cheeks and chin etc. are left behind and slowly catch up. (Especially when the preview animation ends and jumps back to frame 1)

Is there a method of rigging I should know about? perhaps the order of the constraints? Or should I not even be using specific constraints to for the face? Or perhaps this is only in the preview and not in the render.


texts: Wireframe material node not working in Blender 2.83 or 2.9?

texts:
Alright, Im using the wireframe node to mix two Principled shaders in a material. This has worked in the past with eevee and 2.8 - suddenly in 2.83 and 2.9, I just get a black material when I use wireframe node.
Has wireframe been phased out / is there a fix for this?