texts: In Cycles, when I convert from one output type to a different input type, what is REALLY happening?

texts:
So, I've been following the blender guru's video tutorial for shading of dialectic materials.  He uses something very much like this setup:

(He starts talking about it not long before 28:44.)

However, I see a few things here I don't understand, although it appears to offer the desired behavior.  These questions pertain ONLY to the Bump, Geometry and the mix node they go into; you can basically ignore the rest of the setup.

1.) What is the bump node doing?  He describes it as "reminding" blender that it is dealing with vectors, but that almost makes it sound like there is an "if" statement within blender to check input types, which seems hacky because it might be inconsistent among applications.

2.) What really happens when I mismatch inputs and outputs, (ie, the blue vector going into a green color node.)

And you can consider the whole question for this bit: why does the "Value" node only go into the roughness of the Glossy color?  Why would it not be both?

Thanks a lot in advance!


texts: Animation raises Bones without root skeleton error in other software

texts:
I have exported my animation from Blender as an fbx.
In Autodesk FBX Viewer, the model is visible, and the animation plays fine.
However, when I import the fbx file in DAZ3D, I get the warnings
"Bones without root skeleton"

and
"Non uniform scale detected"

In DAZ3D, the animation makes the model's limb extraordinarily long, the animation is not as expected.
I have uploaded a video that shows the settings that I'm using at export as well as the results in FBX Viewer and in DAZ.
I have already tried much.
I don't see the underlying problem.
Can anybody tell me what I'm doing wrong here?
Thank you.


texts: How do I use shape keys to bake a soft body animation?

texts:
I want to bake the soft body animation that can be placed in unity or unreal.
I also need the animation to loop. I know that you can you do loop key frames in graph editor. Is that possible with shape keys?


texts: Transparency/Transmission not working in eevee 2.81

texts:
I got the principled BSDF and simply turned the transmission up to 1 (roughness was 0) I changed the blend mode to Alpha Blend and turned on refractions.
In the middle of the cube are a bright red Suzanne and a small green sphere behind.

But the cube acts solid (even casting a clear shadow)


texts:
I am trying to project an image, taken from a certain angle, onto a mesh.
For the experiment I have a simple box. I was hoping I could use this for more complex geometry, like a 3D scanned room for instance. But first, I would like to make it work with something simple. I'm looking into this because the structore core depth sensors RGB camera is pretty vague and does not provide nice textures.

See the picture below.

And it should be project onto this mesh

I am trying with the UV project modifier on the box, a spot light lamp with an emtpy as its parent. (Like in this example from Blender docs itself.)

I am hoping to get results similar to what is shown in this video on YouTube.

I have been fiddling for quiet some time now, but I cannot seem to get it right. See my attempt below. Then I thought, I am probably not doing it right.

It is possible (doable), if yes, how could I do this?

Thanks so much.

EDIT

So I first wanted to have something simple to experiment with. I made it more simple. I took the variables of the camera. I took a cube, painted something on it and rendered it. Next I tried projecting this exactly on the cube again. It worked! Here is the result. But it took me like 20 minutes or so to align it!

And this was the rendered image.


texts:
As part of a project, I want to convert a 3D Model into a 2D image, my goal is to extract the texture from the model using blender.

I know UV unwrapping goes by the following steps:

Import object.
Unwrap object.
Apply the image(texture) in UV image editor.

Now my question is, does a procedure exist to do the following steps:

a. Import object which already has texture.

b. Extract the texture from this object and save as an image file.

Well I am new to Blender and I apologize if my question seems trivial. Thanks in advance


texts: Is it possible to slow down the preview rendering?

texts:
I would like to have a large preview window that updates slowly.

The blender UI becomes near unresponsive with a large preview running.

Is it possible to somehow rate limit the speed of the gpu?

I have a 4k display. On a 1080p display its easy to use a small preview, but on my screen I need a larger preview window to work.


texts: convert animation nodes data to editable objects?

texts:
How to to convert animation nodes result into an object?
For example, I have a project in which I use animation nodes to get final result, but the baked result is only in my computer.
When i try to to render this on network the result would change, so I want to convert it into mesh and render it on a system where animation node is not installed.


texts: How can I reduce the friction of Mantaflow colliding with effectors?

texts:
Just experimenting with liquids in Blender (I’ve only just got into doing fluid sims). Finished this tutorial and did some experiments of my own with collision effectors, such as some whiskey dropping into a glass.

collateralDamage02Fluid001RS.blend (946.6 KB)
However, one thing I’ve noticed is that there seems to be some weird interaction with the effector’s friction which lends the liquid a ‘soupy’ quality, where it seems to adhere to the side of the glass somewhat (see left of glass above). This also happens a little in the tutorial mentioned above.

I’ve played around with viscosity and other values, but I don’t seem to be able to get a satisfactory result (eg. the ‘liquid’ SHOULD quickly slide down the side of the glass surface). This behavior can be observed on the edges of the domain walls, but obviously that’s not ideal.

I’ve done a little reading around and pre-Mantaflow docs seem to mention a ‘slide’ value for colliders… but it doesn’t seem to turn up in the current settings.

If this is just an in-development feature or a current bug, that’s all good - happy to wait, everybody’s doing great work. But if I’m missing something and somebody can put me right, I’d really appreciate it.

Many thanks!

BONUS DUMB QUESTION:

Why can’t I resize my domain in edit mode? Resizing in object mode seems inconvenient, but edit resizing or applying scale really seems to screw up the fluid sims.


texts: Duplicate object and scale across bezier curve

texts:
I'm trying to make an object be duplicated AND scaled along a bezier curve, however, the only ways I've found, namely using a lattice modifier or using an empty, both seem to distort my objects and I really need it to be scaled evenly, as in (1.0,1.0,1.0) per step.

Does anyone know of a solution for this?

Here's what I'm working on:

The image on the right, with pink arrows, show a distorted version I mocked in Photoshop just to illustrate how I want my objects to "shrink", but I don't want that kind of distortion. I need each objects to decrease scale evenly on all axis (I guess?). Thank you very much!


texts: i accidently saved over an important blender file and don't know how to recover it I have already looked it up and cant find anything, if you know how to recover blender files then please tell me


texts: How to create an orthosis for a .stl hand?

texts:
I'm trying to design an orthosis for a thumb for a university project. I have a .stl model of a hand (which can be found here: https://grabcad.com/library/hand--5)
and I'm wondering how to create an orthosis right onto that so that I can 3D print it?
The idea is to 3D scan a random hand, then create the orthosis and 3D print it perfectly fitting. Now I want to try and create an Orthosis right onto that.

Is there a way to select the thumb from that hand model and add kind of an offset to it? My idea would be to create an offset of 5mm or so in order to have a perfectly fitting tube for the thumb and then sculpting that tube into my desired shape.
Is there a way?
I'll upload a picture of a rough solution I made with Geomagic Freeform. I selected the thumb and created an offset which I then shaped to my liking.
However my Macbook is struggling with Geomagic Freeform (and its only a few more days of trial) and I'm wondering if there is a way to create something like that with blender?
I really appreciate your help!
Best regards,
Chris


texts: how to make realtime motion blur or motion blur like effect/smear effect, for anime style animations in eevee on selected objects

texts:
I need help making real time motion blur like effects for my anime style animations. It also has to be on selected objects and on specific parts of a mesh, like the hands and feet. Is there a trick or add-on that can do this?
An example being when a character goes to punch only their fist or arm is blurred rather than their entire body.
I'm using blender 2.91 and the eevee render engine. I know motion blur is in eevee now but I need an effect that will only affect certain characters/ objects or certain body parts.


texts: Can't flatten at all (loop tools flatten, cleanup make planar faces, s z z 0), so how can i flatten?

texts:
So googling around I found three ways to flatten

Using loop tools, flatten.
Using cleanup, make planar faces.
Using S, z, Z, 0.

None of them make it flat, the only thing that do something was S, z, Z, 0. It modified the faces slightly, but its still not flat at all.

Video of the issue in action

How do i flatten the ground?


texts:
I'm following a tutorial for beginners and I can't figure out what I'm doing wrong despite a lot of time trying to figure it out.

When using the Loop Cut and Slide tool it is behaving differently for me than it does in the video I'm following.  I'll show the images here in a second to give you an example of what I mean.  So for me, after click-selecting my wanted axis, the tool selection only spans as far as the second next edge, where as for the instructor it spans around the entire wall - in this case I'm trying to mark a selection to extrude skirting.

The instructor using the tool:

How the tool behaves for me:

You can see that when creating the two horizontal edges (for the window) using this tool I had the same problem where the selection would only go as far as the second edge intersection it met.


texts: Automatic weight painting doesn't affect mesh

texts: I have an IK armature set up to move a very simple arm around, but after pairing the mesh to the armature using Ctrl+P then selecting automatic weights it seems as though nothing happens. I select the lower_arm and go into weight painting and nothing is there. I'm not sure if its a problem with the mesh I made since I made it myself from a sphere then sculpted it, or if its something else. The file is attached for reference.


texts: How do I create a checkered material where the black parts are glass and the white are diffuse

texts:
I am trying to create a material for a place that is like the checker texture but i want the black parts to be glass and the white parts to be diffuse.
Can i do this in blender ?


texts:
so i am a beginner to 3d modelling and am using blender. i want to add vertices inside a cup and i dont know how to do that. further steps include making the liquid inside the cup. need help.  a wireframed and xray viewport of the cup
solid view mode the cup
total wireframe viewport of the cup.


texts: VFX scene offset in compositor but not anywhere else

texts:
I have a scene I'm developing using Blender's VFX tools.  Object was tracked in the video (png sequence), error was under 0.4, and I managed to model my object to fit as perfect as I care to.  Once I go into the compositor and run an update render, the object eventually shifts by noticeable amounts in the compositor and render, but not when I'm in the layout tab.
Layout tab:

Compositor tab:

To address a short list of questions that may come to mind:

I've applied all transforms on the can object
Both screenshots were taken at the same frame in the animation
The dimensions of my animation is the same dimensions as the png sequence
To be clear, the finger mask is irrelevant to this question, it's a WIP and makes no difference here
When I solved the camera motion, I refined the whole list
The can object is stationary with no animation

Why is my can object shifting to the left in the compositor and render, but not in other tabs like Layout?


texts: started making character with his pose, now mirror doesn't work properly

texts:
So I made a character without using mirror and placed him in a certain pose. Now I want to sculpt it with a mirror, but the mirror itself is mirroring something else.
On the screenshot you can see that the single blue dot should be on the other side of the head, but it's not. That's because at the start I deformed the head.


texts:
Im manage to make a simple script to generate a stair in python.
Now I would like to add it as a new mesh, and being able to have a menu where I can modify the value instead of changing the code.
I start from the template addon_addObject

I can recreate my stairs but stuck with creating the parameters. Here is the code.
Thank you for any help

import bpy
from bpy.types import Operator
from bpy.props import (FloatVectorProperty, FloatProperty, IntProperty)
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector

def add_object(self, context):

    #step variable
    cubsize = 2
    posx = 0
    posy = 5
    posz = 2

    scalx = 10
    scaly = 5
    scalz = 0.5

    #step numbers
    step = 20

    #step generators
    for i in range (step):
        bpy.ops.mesh.primitive_cube_add(size=cubsize, location=(posx, cubsize*i+posy*i,cubsize*i+posz*i))
        bpy.ops.transform.resize(value=(scalx, scaly, scalz))

    bpy.ops.object.select_pattern(pattern="Cube*")
    bpy.ops.object.join()
    bpy.context.object.name = "G_stair"

class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "parameter stair"
    bl_options = {'REGISTER', 'UNDO', 'PRESET'}

    step: IntProperty(
        name="step",
        default=10,
        subtype='TRANSLATION',
        description="scaling",
    )

    def execute(self, context):
        add_object(self, context)

        return {'FINISHED'}

# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="stair",
        icon='PLUGIN')

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)

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


texts: Why does my Saved image after render has black background instead of transparent, but I already set the Film to Transparent?

texts: Hello, I need help with this problem. When I render my image the background is transparent, but when I save it, it has a black background. How can I save it without the black background?


texts: Make particule collection retain keyframed movement

texts:
I'm trying to replicate the tutorial from "Animating Huge Crowds in Blender - Lazy Tutorials" (https://www.youtube.com/watch?v=xWq-ZPMhai8&list=PL4Dq5VyfewIxxjzS34k2NES_PuDUIjRcY&index=5)

As a TL;DR; this consists of modeling a set of people with a simple walk cycle and using these as particles so that you can simulate a crowd walking.

The problem I'm facing is that, although I see the people move their arms and legs, they're stationary. On the original tutorial they actually retained the Y movement that was keyframed before using them as particules.

I can get some sort of animation (ex: using Boids physics) but not the same effect as on the tutorial, where each element on the collection actually had a different walk speed, which reflected on the particles individual movement.


texts: I have a question about facial rigging. Is it possible to add a facial rig to a customized character that was rigged in mixamo?? when I upload my character into blender from mixamo, he has no weight painting at all but he’s completely functional. So after I add the face rig and parent it to the head bone I try parent with automatic weights and it separated my mesh from my rig and the mesh is completely deformed. So I go to weight paint it myself but as soon as I finish in weight paint mode and go back to object mode the exact same thing happens. Any help??


texts:
I am trying to UV unwrap this high poly model, however it is not working correctly.I tried putting seams on various edge loops but didn't work. Although, by looking at the UV Map, it looks somewhat fine to me, however the texture looks so messy. Plz Help!

-Base Model

-Resulting UV map using SmartUVProject

-Checker Texture Applied based on the above uv map


texts:
I made a simple particle simulation where a ball produces particles and the ball follows a path. Unfortunately, when I render my project the whole animation fades away before it is finished.

I have no idea why and what to do about it.
The animation flickers for some reason is well... which is bad.

Here a video:
https://youtu.be/hp5JPoQF_Sw

As you can see the particles are fading away.


texts: is there an addon or another way to record the camera movement with middle mouse?

texts: So basically I just rotate camera with mouse and I want to bake that somehow into animation instead of manual positioning. WOuld be handy thing


texts: Why is my armature only showing in Edit mode

texts:
I am new to blender and i created a player with armature and some animations, but now they are not visible for some reason in any mode only in edit mode, my keyframes are not showing either, but the animations are working just fine.
I checked the outliner window and the little eye is open and i checked the armature settings for the In Front(x-ray) option and it's active, i don't know what else to do nothing is working... please help!!!


texts:
Trying to make this effect in eevee:
https://steamcommunity.com/sharedfiles/filedetails/?id=1629004850
I'm looking to make a glowing trail of light, in eevee, which starts of bright but tapers away into darkness. It needs to be able to be locked to follow the motion of another object.

[solution]:

I have a stream of particles following the eye: newtonian physics, 0 gravity, 0 velocity. They fade from bright to nothing using the process @atomicbezierslinger gave.
While the particles do follow the path as hoped for, they don't 'connect up' yet. The easy fix (in the above image) is just to have a high 'Number' (2500 for each eye in this case).
I had an issue where the particle appeared in 'clumps' every frame. This was because it was parented to an animated object which moved only on every frame. Baking the motion and removing the emitter's parent fixed the problem.
I'll try the process @RichSedman linked later. It may well be a better solution.
Thank you for the advice.


texts: Blender 2.8 - Field property declaration and dynamic class creation

texts:
Now that we need to use field for property declarations in Blender 2.8. I was wondering how this can be done when creating class dynamically using type() like so:

type('TestPropGrp', (bpy.types.PropertyGroup,), {‘MyProp’:StringProperty(default=‘MyStr’)})

=> this would work in Blender 2.8 but will throw a 'make field' warning.

Any idea how to declare field when using type() ?

Thank you !

edit (this is actually wrong - see answer): Of course one way to do it is to write this in 2 lines:

clss = type('TestPropGrp', (bpy.types.PropertyGroup,), {})

clss.myProp : StringProperty(default=‘MyStr’)

but I was wondering if there could be a more compact solution ?


texts: Get UV coordinates from UV map in blender

texts:
I am trying to get all the UV coordinates of each vertice to use in a OpenGL program to display a texture onto a cube. I was able to get the edges in blender by using the 2D cursor in the Uv editor. I get something like this:
static const GLfloat g_uv_buffer_data[] = {
    0.874f, 0.751f,
    0.874f, 0.499f,
    0.623f, 0.499f,
    0.623f, 0.751f,
    0.374f, 0.751f,
    0.375f, 0.499f,
    0.125f, 0.499f,
    0.0124f, 0.751f,
    0.623f, 0.751f,
    0.623f, 0.499f,
    0.375f, 0.499f,
    0.0f, 0.0f,
    0.623f, 1.0f,
    0.124f, 0.751f,
    0.623f, 0.751f,
    0.375f, 1.0f,
    0.623f, 0.499f,
    0.623f, 0.249f,
    0.375f, 0.249f,
    0.375f, 0.499f,
    0.623f, 0.249f,
    0.375f, 0.0f,
    0.623f, 0.0f,
    0.375f, 0.249f,
};

Using the UV map in a openGL program to display some cubes with this UV data that I received from Blender using the same UV map gives this result:

This seems to be a cause in incorrect UV coordinates. I have tried searching online for a way to get all UV coordinates from the blender program to put together to make some data like the g_uv_buffer_data[]. In older versions of blender there seems to be a part at the bottom of the screen where it shows the UV coordinate of that vertice. I have not been able to find something like this is Blender 2.81. I know that this isnt some rendering problem within the UV map because it works fine on the generic cube in Blender.
So how can I properly get the uv coordinates of the uV map to use it in my OpenGL program to map the texture to my cubes.


texts:
Is it possible to set different folders for images (which where saved from animation renders) and for movies (which are the result of video editing)
For me it looks like there is just one output folder.
I personally think it is a lot of work if you want to make movies from image sequences you need these steps (especially if you have different output folders)

change your output to /images
render animation (which outputs the files to e.g. /images)
new -> Video editing -> add -> and then search for your images and add them
change your output file to your e.g. /movie - folder
render

I hope i am just to dumb to find a better alternative...!


texts: Rigging this mechanical linkage in Blender

texts:
I am tackling this mechanical linkage which moves in the x axis (see image). I would like to do it using IK but the problem is that I can't establish a relationship between the blue and green parts because they both move but the blue part is dragging the green part along in a non-linear fashion (at least thats what I believe) Left image is what it looks like extendend.

Many thanks!

Blendfile


texts: Load, Change & Play Sound in BGE Without using Logic Bricks

texts:
Is it possible to load, manipulate (pitch-shift) and play back a sound without using logic bricks and instead using a script in Blender Game Engine?

Ideally, this would be possible with using only functionality included in Blender on Linux, Mac and Windows.

If this is not possible: what is the minimum required use of the logic bricks for this task?


texts:
Is there a way I can import a game from the Blender Game engine to both an iPhone or Android, whether it's using a different program or not? If not possible, is there a way I can import everything in that specific Blender file over to Unity without changing any of the textures (all image textures, since they were baked), locations of the objects, and settings for the lamps/cameras/etc.? Help is greatly appreciated.
(Not a VR game)


texts: Nodes: can't find material output or Diffuse BSDF

texts:
I'm a new user of Blender and I wanted to try using bump maps.

I've watched a few tutorials online, looked here on Blender.SE and on the Blender guide, but I'm a bit stumped because I have different options than what I saw in the tutorials:

This is what the tutorial show.

I cannot find the material output or the Diffuse BSDF node anywhere. I'm wondering if I need to change my settings or if I am doing something wrong. I made sure to look at tutorials for the same version of Blender than what I use, in case it might be an issue.


texts: Why is there a different opacity in my xray?

texts: so I'm making a car in blender when I noticed a weird opacity on my mesh while in X-ray mode, why is it there? can I get rid of it? and how can I prevent it from happening?


texts:
Say I've got a dozen meshes and I want to animate some features that any mesh can have, regardless of their topology: render visibility, number of subsurface iterations, intensity of a displace modifier, Loc Rot and Scale, etc.

But I would like the same set of pre-determined effects, expressed in terms of keyframes (e.g. "enable visibility, then rotate Z by 30 degrees while increasing the decimate ratio"), to be applied to each object at a different (controlled) time.

Is this what the NLA editor is for? What would be a step-to-step way of doing this?


texts:
I have a 3d frog and a plane with an image of a foot.

but despite both being equidistant to the camera, foot is out of focus except for where it is in front of froggy.
If you look at the image, you can see what I mean, especially near his right eye.
Changing the focus distance doesn't help, I dont want to change the depth of field.
It seems to me that there is something untoward happenign, because the foot is obviously 'in focus' but only when there is frog behind it.
further clarification: its not specifically where it intersects with frog, as his right shoulder is further back than the eye. the plane is in front of the shoulder, not touching


texts: Can blender be used to analysis the acoustics of a 3D designed room or hall?

texts:
Blender supports ray-tracing for the visuals. Can this feature be used to support audio-wave propagation, delay and frequency response in a 3D designed room?

--HPS


texts: How to create an arrow geometry using python?

texts:
I want to create an arrow like in the image using python script. Can someone help me out?

Thanks


texts: I am fairly new to using blender for 2d animation, and just blender in general. I'm trying to use the grease pencil to animate. I feel like I'm missing something simple but cant find it out. I am trying to erase part of a stroke (created using size 25px F pen) with an eraser (15px point F eraser stroke). i can erase parts of the stroke, but there seems to be a limit on how small the section I can erase is. once i make the eraser under a certain number of pixels (somewhere around 40) the eraser point will not get any smaller. So I can erase but I cannot erase the line to have one end of it evenly match a perpendicular line. I hope this question is not too confusing. If anyone has any tips or solutions they would be greatly appreciated. Thanks in advance!


texts: Imported openVDB sequence from another scene moves around randomly

texts: Like the title says, I did a smoke sim in another scene and tried to import the vdb sequence to a new one and the whole volume moves about semingly randomly, please help im ripping my hair out over here!


texts: Bevel preventing me from seamlessly joining two modular pieces of geometry

texts:
I have two pieces of geometry that I want to join for a modular building this is my geometry without any bevel (the shaded black geometry)

And this is with the bevel

I know what the culprit is but have no idea how to fix it without making incompatible modular parts
It's due to where the geometry is connecting
Though I have added a real bevel with a 90 degree lip to stop beveling rather than shading and I have the same issue, but only on the overlapping part shown here for reference

and here with the real bevel

In this case it can also join to itself like so

Any ideas on what I can do to prevent this?
Thanks,
Jamie


texts: Automatic seperation by n*n faces on a large plane in python?

texts:
I'm by no means a programmer, but I see no other way to do this.

I need it to separate every 11*11 (or n*n) faces
like that
but not having to do it manually
(since there are a ton and this workflow will repeat)

just being able to select one corner, the other corner, and have it seperate every 11 x 11 chunks for me the best it can.

Kind of like a reverse array modifier?

I'd really appreciate this. Thank you.


texts:
using blender 2.79
When i use sculpt tools like inflates/deflate some faces inflate like they should, and HALF of them just so wherever they want...

I've been having troubles for months, and been ALL OVER google and back, tried absolutely everything, and I STILL can't figure out why my sculpt mode keeps going in random directions.

The normal are in the right directions, there are NO modifiers on my mesh, I've tried deleting and replacing the faces, re-sizing, checked all my settings, and STILL nothing.

Maybe I'm missing something as I'm fairly new to blender and mostly self taught, and I'm not sure how much more I can describe this problem as I seem to be the only person having this problem, but I'm happy to answer to any request of further details.


texts: Baked normal map partially inside out (Blender/Unity)

texts:
I'm baking a normal map using a high-poly mesh and a low-poly mesh. Things seem to work out, except some UV-islands are... inside out?

In unity it looks like this:

The left image has normal map strength set to 2.0 (exaggerated for clarity) while the right image has normal map strength -2.0

As you can see, in the left image the left wing is inside-out while the right wing is correct. In the right image it's vice versa.

I have tried normal recalculating, flipping etc.

Thank you!


texts: How do I prevent the skin of a character model from messing up after attempting to rig using the Pro Rig add-on?

texts: I have made a rig using pro-rig before using the same model, but for some reason while attempting to remake the rig, the skin texture of the model messed up. I tried renaming the UV map and joining the object in order to make the rig again, but joining the object had the same effect. Could someone help me out?


texts:
I'm looking to improve my hardware, and I have decided to invest in a GPU (like the TITAN RTX, GeForce RTX 2070 Super, or something similar).
I'd like to use this as an external GPU. My question is, does using an external GPU vs. an internal one have any performance issues in Blender?
I am using Linux (Manjaro KDE).


texts: Curve Editor — Move 2 Handles the same time

texts:
I am quite new to blender and started out to do some animation with shape keys. That is working quite fine so far and now I would like to make that whole thing a bit more vivid.

Therefore I would like to tweak the Interpolation curves in the Curve Editor, what is in principle working as expected, there is only one thing that bugs me. Please see the image below:

Marked in red are two curves which are somehow identical in shape, but each of them is for a different property, what is just as wanted.

I would like to edit both curves, so that they stay identical. I can select both anchor points and drag them around, but I cannot select two handles at the same time.

Is there any way to do this? If not, how can I copy the setting of one point (anchor and control points) from one to another?

Thanks in Ahead!

[UPDATE]

After some hours of trying and searching the web I just came over drivers, as mentioned in the comments. That lead me to what I am after and gave me ever more flexibility.


texts: Activate objects that are hit - Blender Fracture Modifier Build

texts: I am trying to do a cgi door break effect, and I am having trouble with the collision. I am using the blender fracture modifier build and have so far been able to break the door. I am using a set up in which the object that is to be broken is animated until the other object comes flying at it. The problem is, once the object ceases to being animated, the entire door falls down due to gravity when I only want the shards to. I am using constraints and need a way to only let the shards of the door that is hit fall.


texts: When I use array modifier to the bezier curve, the last part of the curve was not covered

texts: I was trying to make ice cream, the array object doesn't cover the full curve, whatever I do the last part is not covered. I tried scaling, deleting the last vertices of curve but none covered till the last segment.


texts: I want to create a simulation where there is a core and at these core objects are attracted to it gradually till they form the shape of the core e.g Sphere core like Chibaku Tensei. How can I achieve these, need help.


texts: Blender Render Animation does not match Viewport Render Animation duration

texts:
I used Viewport Render Animation to see my animation and edit it in premiere pro so that my group could score it (add music). Now that I've finished rendering it, the final Render Animation does not match the Viewport Render Animation's duration. It's shorter.

My settings for the Viewport Render is as shown below:

As for my settings for the final Render Animation:

I then imported the image sequence from the Render Animation into premiere pro over the Viewport Render Animation. But the durations do not match:

The Viewport Render Animation is 00:01:00:00 seconds.
The Render Animation (image sequence) is 00:00:48:01 seconds.

I've fixed this in premiere pro by stretching it (it looks fine) but I would like to avoid this problem in the future when I make longer animations.
How would I fix this?

(EDIT: Viewport Animation is actually 00:01:00:00 seconds long)


texts:
Hello after one crash when rendering small animation, returned to blender and in preview is everything white, render looks ok, but i want to see my materials.

Anyone know reason?


texts:
I have a blender script that takes each root-level object, duplicates its hierarchy, moves the duplicate to the origin, exports the duplicate as an fbx, and then deletes the duplicate.

I'd like to convert this script to export .blend instead of .fbx. Unfortunately, I can't find a way to save selected objects as their own .blend file.

Is there any way to do this, or do I need to make multiple copies of the scene and just delete all of the objects I don't want in each .blend file? If so, is there some best practice so that the artist thinks they're working non-destructively?


texts: How can I render Cryptomatte pass for Nuke

texts: I Rendered a test scene multilayer exr. It is include cryptomatte passes. Those passes work very well in after effects. But in Nuke, it is not.


texts: How can I texture a complex road system?

texts:
Is there any easy way to texture this road model or any other way to achieve the goal?  There are some small roads in the model as well. I want to apply the road texture to all the roads in the model according to their size and shapes. Thanks in advance !!

"3dscity.blend" file link:
http://1drv.ms/V3RVvJ


texts: Assign mirrored existing weights from bone_L to bone_R vertex group

texts:
I have already painted bone_L weights over my mesh. How can I assign the mirrored weights of bone_L vertex group to the bone_R vertex group?

Sub-question: is there a way to do so for multiple selected bones at once?


texts:
I've searched over lots of threads related with this topic, but I can't
manage to flip animation correctly.
I have a armature, with one animation in-place, moving character to the right.I just want to flip/mirror animation so that it do it to the left.
 I selected legs/foot/root bones (Don't want to change arms position) in 3d View,
and from dopesheet I copy and pasted with Control+Shift+V all keyframes, but result
is not good. I don't know if the problem is that this method rotates on all axis
or that rotations are quaternions and can't be managed like this..
New at blender.. and with animations :(
Any help appreciated.

Attached my blender file. Until frame 80, original animation. From frame 150 starts my flipped
version.


texts: How can I generate objects with dynamic paint?

texts:
I would like to make sticks grow out of the ground following a dynamic paint brush, can somebody tell me how that works?
Kind regards,
Jakob


texts: Blender 2.81 Eevee lights clipping through objects when using volume shader

texts:
I want to use Eevee to render my animation in Blender 2.81. The animation involves lights behind/inside objects with one side open.
When I add a cube to the scene with a Principled Volume shader in order to see the lights, the light cone can be seen through the box.
This is not a problem in Cycles, but due to the increased render-time and noise in Cycles, I'd like to render my animation in Eeve.
Any help is appreciated.

Eevee:

Cycles:

This is the cube/light:


texts:
Scene Properties Units are set to Imperial, which makes each square on the grid one foot. Theoretically, that is.  The problem: Viewport Overlay will not allow for 12 subdivisions. Instead the grid is stuck at 3 subdivisions. In another file, the subdivisions are stuck at 10.
Any ideas why this is and how I can correct it? I'm using Blender 2.90.1


texts: Minecraft model transparency glitch in cycles

texts:
I am working on a minecraft animation where I need to import custom minecraft models.  I did this using Techne and a .tcn to a .obj converter (not sure if this affects anything).  I then Imported the .obj and added a texture. The Alpha layer is transparent in material mode but not in rendered mode. Also it is transparent from one side in material mode but opaque from the other.

P.S. It is a 0 pixel deep model at this point.

This is in rendered mode:

This is Material mode:


texts: Is it possible to simulate bump maps using lighting?

texts: Like, when there is a dent in some object, the dented part will be less illuminated by light. When there is a bump in an object,  the lower rims of the bump will cast small shadows and the upper part will be more affected by light. Is there a way to do this ?


texts: How do I make bevel equal on both sides of the edge?

texts:
I am new to Blender and learning little as I go. I notice that when I bevel on a cube's edge with n-segments, the effect is a nice even bevel (quarter circle). However, if I make a rectangle (as shown on the picture) the bevel is longer on the longest face and almost non-existent on the shorter face. Is there a way to make a nice round bevel that creates quarter circle on the edge? I would like to make a rounded rectangle.
Thanks.


texts: Texturing GameObject with mutiple textures from an image

texts:
I'm very new to Blender scripting, so please don't blame me. Especially if my first plan was to realize it in Unity and now I have to switch:

I've created a Blender model and now I want to texture it with data from an image. You can imagine it as follows: I've took a picture from an indoor environment in a floor and built this floor in Blender. The purpose is now to let the floor model look almost realistic to the taken picture. I also detected vetical lines (OpenCV) in the model and original picture in C++, thought it could be useful to compare both and map the textures, but I wasn't able to do this. I created bounding boxes (see image) between each vertical line in the original image to put out a dataset of textures, which should be mapped on the model. How can I do that by scripting?

Thank you in advance!


texts: Creating a 3D printable terrain model with blender

texts:
Hi dear fellow blenders!

I am trying to create a 3D printable model of an existing nature protected area in Germany and kind of hit a wall since i am very new to blender and 3D modelling.

The end result should look like this (apart from my model only having one texture on the up side):

What i did so far:

creating a plane with the dimensions of roughly 40x40x1.2 cm.
subdividing the plane by 500 and adding a displacement modifier to mold  the surface of the plane into the shape of the actual relief.
applying a texture using the aerial photo of the area

so far so good. as far as i know, i need to modify this plane to make it an actual 3d printable object. i would like to have it look like in the first picture but being kind of a hollow cube with a relief on the up side to minimize the costs.

so i thought i would create another plane with the same dimensions, place it underneath the first plane, subdivide 500 times like i did with the first and finally join the vertices along the edges. in addition i would solidify both planes using the modifier.

now i solidified the first plane (unfortunately i can't post the picture)

i actually have the feeling that this is not the result i had in mind, since it seems like only the rim of the plane got solidified as can be seen in the picture. i don't seem to actually have created thickness.

after adding the second plane, positioning and solidifying it i got this result:

and now i hit the wall. i assume that one way to proceed would be to build the four "sides" of the cube by connecting the vertices along the rim since they mirror each other (because i subdivided both planes 500 times and located them parallel to each other).

how would i connect the vertices in blender?

what would be the quickest way to achieve the intended end result?

I am completely new to blender and assume that the result could be achieved fairly quickly, but i don't know how and i am not sure if my intended method would actually be the best method to achieve the result...

has anyone experience in creating printable 3d reliefs in blender who could point me in the right direction?

thanks in advance,

Hannes


texts: Joining additional objects breaks armature

texts:
I'm very new to Blender and am working with a simple collection of cylinders and a three-bone armature.

Suppose I go into Pose Mode to check rotation and find that a cylinder's accidentally been left behind in a Join. I'd like to simply Join the unattached piece but when I do it appears to break the parent connection with the bone. I anticipate making additions as my object requires more detail and am sure I'm not alone in this so I wonder what's the correct way to do this.


texts:
Im rigging a hand. Whats wrong with the rigging the finger are getting folded and mix with each other.

I tried weight paint also but did not work. Any suggestion or help. Thanks


texts: Long rectangular quads? Or neat squarish quads with tris?

texts:
For curved meshes I've often noticed that in my desperation to avoid tris, I tend to extrude the mesh in a way which creates these long rectangular quads:

In this case at least, the mesh is all quads, however the edge flow causes loopcutting to be awkward in some places:

I tried creating the same mesh with more even topology, however I found tris unavoidable. Maybe it was because I was starting with the long-quad mesh, but I also found myself using the knife tool for everything..

This makes loopcuts less necessary and easier to place in most cases, though the occasional tri does get in the way.

An annoying thing about the tris are the poles, though they aren't too noticeable in this particular case.

Both techniques seems to have their advantages and their disadvantages:

Which is considered "better", if any? Are there any better workflows for creating even topology with as few tris as possible? Or is there some trick I'm missing altogether?

Blendfile


texts: Where the Dyntopo button is located in Blender 2.8?

texts: I would like to know where the Dyntopo (dynamic topology) button for sculpt mode is located in Blender 2.8.


texts: Animate an object along the z-axis in a sin wave

texts:
So I wanted to make an animation of an object where it bobs up and down along the z-axis, like a sin wave on a graph.

I understand one way of doing this with drivers, by which I add a driver to the z-axis of the object I want to move and then assign a scale, location or rotation to the empty driving the movement of the object (that was a bit convoluted I know, but it'll be better illustrated by the gif below).

Is there a different method that I can use to achieve the same animation, but not require the use of a driver (something that I have to move or scale)? I want to be able to control the intensity of the waves through the use of some simple maths. For example: Sin(x) (the red line) and sin(5x) (the blue line) have a different frequency in waves.

I want to be able to control the animation through using similar principles in Blender.


texts: How can i copy NLA Tracks from one armature to another?

texts:
I want to copy the NLA action strips from one armature to another armature. The simple approach does not work of course because the nla_tracks is read only :

tgt.animation_data.nla_tracks = src.animation_data.nla_tracks

So how would i do this?

sidenote: both armatures can use the same actions, so i expect that the NLA strips shoul dalso work on both armatures


texts:
I need to render a world position pass in Blender to check if my idea is correct. I found solution that uses an emissive material and geometry node to render position as colors: How to render world position pass

When I render the scene presented below:

I get this result:

The image seems to look fine, but when I check the values with the image view something's wrong.Each cube is size of 2 and spacing is equal 1. Cubes are translated in x direction and the first-left one is placed in origin.
I assume then that the first-right cube should have values of R component within the range 12-14. Intead of that values are around 2.7.  What do I do wrong?

---EDIT---

I did everything as Martin recommended. Anyway I still have same problem:

I attach the .blend file where the problem occurs. I will be very grateful if you find the problem:
https://drive.google.com/file/d/1bMnmEB9-j2OQllZKqfwwWkgx2ZlvTFx3/view?usp=sharing


texts: Why does my displacement map have jaggies

texts: Can someone help me determine why my displacement map has jagged edges. The steps i took in Gimp were black dots on a white background and used a gausian blur filter assuming the black dots would give me the indentation i was looking for, although i'm getting the desired effect the edges contain jaggies


texts: What is the equivalent workflow for the ZBrush Morph brush in Blender 2.9+ sculpting

texts:
An important part of the workflow in my project is to be able to use the Morph brush in ZBrush to achieve an eraser like effect. I can swap between two different shapes of the sculpt ( often "unsculpted" vs. "sculpted" ) and can use the morph brush to selectively transfer the shape from one to the other. The other morph state is not always the "unsculpted" state, but I often use it that way. I may also store the current state as a morph, then do a projection in zbrush ( like a Shrink Wrap/project in Blender ), to reproject the mesh onto a copy of itself ( for cleaner displacements ) and then tidy up the artifacts with the morph brush. The "morph" can also be set on different subdivison levels in zBrush, not necessarily the base level.
Anyhoo, does an equivalent workflow exist with Blender's sculpting tools? I'm currently reviewing Blender 2.91 to see if it's feasible to convert my workflow to a pure blender solution, or a hybrid solution where ZBrush can still be used when needed.


texts:
I'm trying to make a semi-opaque lamp for a designer. He wants the light sources inside the lamp and wants to be able to adjust how transparent the mesh is. When I place a lamp inside the object it casts light around the object but there isn't really any "proper" illumination.

As an example, say you had a cylinder with 50% opacity and you put a lamp inside, you should be able to see that light source - as you would if you put a bulb inside a paper lantern. How can I achieve this effect? I've tried Eevee and Cycles but I get awful renders with Cycles and in Eevee I have to fake the effect entirely and it just doesn't look convincing... any tips would be very welcome!


texts: What is wrong with my UV image repeating?

texts:
So i was making an object and following a tutorial on unwrapping and texture painting. I followed everything correctly and got to where i am. As i was going to start with the gif making process (excuse the armature), i noticed something.

The texture continued onto it's back area which was odd (and pretty funny) to me because i never painted that on. When i had it all unwrapped onto the image texture and could see the entire outline of the body, not once did i paint on the extra faces.

I supplied my nodes too in case something is wrong with those but i have been searching through videos and forums looking for an answer and not once found one.

Thanks in advance!


texts: Trying to Bake Texture, but it's saying that it's a uninitialized image?

texts: I'm trying to bake a principle shadier for a animation, but every time I try to bake it, it tells me that I don't have a image and it's not baking correctly. Don't know what to do.


texts: I'm probably missing something obvious, but it seems whenever I try to move the root bone of my character after frame 35, and add a keyframe, it's being ignored. I'll scrub along the timeline to the new keyframe, but the character doesn't move to the new position that I set.


texts: Rigid body simulation always has a visible collision space

texts: Every time I use the rigid body tools I have a visible space between the passive object and the active object, even when I set the collision margin to very small or zero.  Any suggestions?


texts: Material Displacement Issue, mesh gets warped!

texts: Hi everybody today I encountered a problem that every single texture suddenly does not work with the cycles displacement. I am sure that I have enabled the 'displacement and bump', turned on cycles rendering just like I always do. Previous projects worked perfectly fine however today this problem happened. Moreover the textures being used as base color would cause the mesh to turn into either diagonal patterns or patterns like the cube in the picture (where brick textures should always repeat themselves on every side of the cube but now they don't)


texts: How can I reduce file size of big gltf/glb file?

texts:
I'm new to blender.
I have a big glb file (over 300MB) exported by blender2.92. I would like to reduce file size.
Imported 3d model data is around 30MB.
I tried to use Decimate Modifier before exporting, but model quality's gonna be hit.
I tried to use draco compression with gltf-pipeline to exported glb file. But it does not work well for this file.
I paste result of command of "gltf-transform inspec" below.
I think I missed something at exporting or before exporting.
How can I reduce file size..?
 //gltf-transform inspect

 MESHES
 ────────────────────────────────────────────
┌───┬────────────────────┬───────────┬────────────┬──────────────┬──────────┬─────────┬─────────────────────────────────────────────────────────────────────────────────────────────────────────┬───────────┬───────────┐
│ # │ name               │ mode      │ primitives │ glPrimitives │ vertices │ indices │ attributes                                                                                │ instances │ size¹     │
├───┼────────────────────┼───────────┼────────────┼──────────────┼──────────┼─────────┼─────────────────────────────────────────────────────────────────────────────────────────────────────────┼───────────┼───────────┤
│ 0 │ MODEL              │ TRIANGLES │ 25         │ 223,146      │ 215,588  │ uint16  │ COLOR_0:uint16, JOINTS_0:uint8, NORMAL:float32, POSITION:float32, TEXCOORD_0:float32, WEIGHTS_0:float32 │ 1         │ 294.87 MB │
└───┴────────────────────┴───────────┴────────────┴──────────────┴──────────┴─────────┴─────────────────────────────────────────────────────────────────────────────────────────────────────────┴───────────┴───────────┘
```


texts: prevent z-fighting between billboard particles?

texts:
In an effect like blossoming flowers and many other particle effects the z order of individual particles doesn't really matter, so can I tell Blender to make them stop z-fighting and causing flickering and just assign order to each randomly, or some other solution?

Example blend: http://www.pasteall.org/blend/42258


texts: Boolean modifier is not applied to the array objects

texts:
I have a cylinder and I want to create concave parts around it.
Here what I did:

add a sphere and position it on the cylinder surface, so only one half of the sphere is visible
set the 3D cursor to the sphere
set the 3D cursor XZ axis to 0 (so Y is the projection of the sphere)
set the origin of the sphere to the 3D cursor
add an empty (arrow) in this position
select the sphere and add a modifier (array) using the empty as object offset (x6)
rotate the empty to 60° to evenly space the 6 spheres
apply the modifier and remove the empty

now I have all the 6 sphere around the cylinder's surface, and only one half of them is outside.
Time to subtract them!

select the ciylinder
add a boolean modifier (difference)
select the sphere as object
apply
remove the sphere

Well, it partially works: only the original sphere is actually subtracted from the cylinder. The other 5 spheres (created with the array modifier) are not subtracted.

Why?


texts: How to non-destructively solidify only certain faces?

texts:
Sometimes I would like to solidify only certain parts of a mesh.  I know I can use the solidify under the faces (Ctrl+F) menu, but often I would like to do it in a non-destructive manner using the solidify modifier.

The solidify modifier does have an option to solidify only a particular vertex group.  However when I use this option it solidifies (i.e. duplicates) the entire mesh, but only moves out the vertices which are in the vertex group leaving the areas not in the vertex group with double overlapping geometry.  This results in a giant hideous z-fighting mess, as shown below.

So can I have the solidify modifier apply only to the vertex group and not create this mess?


texts:
Alright, so I work in a print lab and have recently been asked to make some product models for our website. One of our products is a table cloth. I have made the plane the proper size and shape, and have a simple cube which represents an 6' table. At this point, there are no issues, the simulation is just slightly glitchy. However, when I resize the table to 8' (our cloths fit both sizes) the cloth seems raised on the sides. I'm not sure how to correct this. A screenshot is included below.

Does anyone know how I can get it to lie flat rather than look like there is something on the table underneath?

Update: Here is the mesh I used for the cloth


texts: Is there a way to do proportional editing only on specific vertices?

texts:
I have split several chains of vertices into groups in an attempt to access only one chain at a time for modeling, and it seemed to work yesterday. Today I can't isolate them when I use proportional editing. Is there something I need to do differently?
Here is the situation: I am building a model of the mountain below (it's on the Moon, so there aren't any files out there with its topographic information, and only one high-resolution photo exists). I have to figure out the relative height of its ridges by judging what the lighting means. So I drag parts of the vertex chains marking the ridges up and down using proportional editing, in right ortho view. The other vertex chains I don't want to move remain visible, otherwise I can't judge their relative position, but I don't want to move them.

Edit - I see now why it sometimes works - the circle marking the edge of the proportional effect is actually a sphere. If it doesn't touch adjacent vertex chains, then it works the way I want.


texts: How can bone names be copied across an axis?

texts:
If an armature has been created with X-Axis Mirror enabled and we are renaming our bones to something more intuitive, and one half is done (example: arm_upper_L, arm_lower_L), how can we copy the names over to the other half of the armature?

I tried doing W Flip Names, but it did not take the names from the other side. I tried this with both the source side selected and then with the destination side selected, but I didn't get the desired result (which would be arm_upper_R, arm_lower_R).

I have been copy/pasting and typing in the difference, but if there's a better way I would like to know about it. What is the correct way to mirror the bone names over to the other side of an armature? Thanks.


texts:
I'm trying to figure out how to import an engineering drawing from AutoCAD into Blender while retaining all layers and fills... is this possible? I also use Carrara and it opens files from CAD in this way... I want to switch fully to Blender but, if this feature doesn't exist, I just cannot make the leap.

Any info would be fantastic.


texts: How can I cut these faces in this direction and make vertex along the way?

texts: There should be one vertex in each of these curved faces. Don't know how to explain it better, sorry, I hope the red line speaks for itself.


texts: Is there an Enable Frame Blending option or replacement in Blender 2.76a?

texts: Frame blending is a very useful function to have when messing about with frame rates and timings of movies and frame sequences.  It's clear that that option is no longer available (at least, overtly) in 2.76a.  Is there a hidden switch, or is it built into some of the options in VSE's Speed Control effects strip?


texts:
I am working with an animated character: I did Idle animation and Walk animation.
In the next animation the character should use an axe to cut a tree. How can I make visible and usable the axe in that animation only?
Thanks in advance
Giulio


texts: Does Blender Cycles support rendering in SLI mode - two and more graphics cards?

texts: Can we make SLI bridge between our graphics cards for a faster rendering on blender Cycles renderer? I saw on the blender version 2.79.4 we can faster render on 64*64 render tile on CPU and GPUs, together... that is better than just using GPUs... But I believe it would be even faster when we could render in SLI mode...


texts: Editing and displaying different "layers" of vertex colors

texts:
I'm given a mesh with vertex colors that display the original material/color of an object. Now I want to classify these vertex colors according to the different materials they can be divided into.
Here is a dummy-cube for a quick example. The actual color/material:

The classification into two materials:

So, I have two different types of vertex color information associated with my object. The mesh I'm given is painted in a more complex way than the cube of course. That's why it would be very useful to see the original vertex colors while painting the vertex colors that encode the material information. Is there any way to achieve this? (like for example how layers are organized in gimp or photoshop) I did not find a satisfying solution so far. Thank's in advance for your help.


texts: Hotkey for toggling between vertex/edge/face select modes in Edit Mode?

texts: In Edit Mode, in the 3D View, is there a hotkey for toggling between vertex/edge/face editing?


texts: How to make visible only a portion of an object during playback?

texts: I have a mesh that necessarily contains many many vertices, which inevitably slows down animation playback. But, I only want to view parts of the mesh at a time, yet in the outliner, there is no visibility toggle on the vertex groups to save users processing time. Is there some other way I can do this?


texts: What's a good strategy for designing a room with multiple objects in it?

texts:
I'm getting into blender and am at the point now where I can model simple objects and do some rigging without too much trouble.  Now I'm trying to figure out the best strategy to model an entire apartment, but am finding it much more difficult than just modeling a single object.

First of all, the walls and ceiling are making it very difficult for me to look into my apartment.  I can hide them, but it's hard arranging the furniture with them missing.

What's the best way to create the furniture?  I'm modeling the couch, chairs, potted plants and similar things in the same file so far, but having so many overlapping objects makes the editing difficult.  Should I put these in separate files and reference them in?  Should I move them to separate layers?

Any good general tips for modeling rooms?


texts:
I'm trying to model a car, when joining two hood and the fender I had to tweak to geometry to make everything quads but I ended up with sort of bump as you can see:

Here is my topology:

each time I try to move a vertex to remove the bump I create another,

Is there a way or an add on to get perfect curvature?

Here is the file:


texts: What is "Factor" in Point Scale (Geo Nodes)?

texts:
If I want to use this node on the "Attribute" mode, how can I use it? what is it used for?
I tried to play by typing some built-in attributes next to the Factor input. It changed the scale but I still don't know how to use it. I mean how is the scale calculated?
The manual says:

Use the values from the attribute to move each point by a different
amount.

Why points should be moved? Is it about scaling or moving or both? or is it just my english?
I know how to use the "Vector" mode.


texts: Assymetrical model with same number of vertices in each side - how to transfwer weights?

texts:
The idea: a Python script that looks at the left side, then looks at the right side group with same root name but ending with ".R", then process all vertices and copy the weights to the vertex closest to the ideal mirrored position.

My attempt: a somewhat ugly loop that assumes the model axis of symmetry is at [0, ?, ?] and then just multiply x by -1. This is assumed to be the ideal mirrored position for that vertex. Then iterate all vertices in the group ending with ".R" and apply weights to the one closest to the ideal position.

The problem: when I finally try to get the weight using vertex_groups[GROUP_NAME].weight(VERTEX_INDEX) I get RuntimeError: Error: Vertex not in group

This should not happen, as VERTEX_INDEX is taken from an array collected from a selection of the source group. I know the group is not externally changed while the script is running. There is no way a wrong VERTEX_INDEX is passed to the weight() function.

I already checked for bad indentation, that may results in statements running outside the intended blocks of code.

More info: before the expected "apply your weights before applying the deformation to the right side of the model". I'm not the one doing the model and I cannot edit it in a destructive way. The mesh is already provided, I have to weight it. I know that the numbers of vertices in both sides are the same, it's just that some parts of the model aren't perfectly symmetrical (like the artist did everything without the mirror modifier).

The script, a lot of hardcoded stuff, look for # conflictive line:

import bpy
import mathutils

# ensure we are in edit mode
bpy.ops.object.mode_set(mode="EDIT")

# configurable parameters
# We take weights from vertices in groups ending with src_group_part
# and transfer them to vertices in the group with the same root name
# but ending with dst_group_part.
# The closest possible vertex will be the one receiving the weights
src_group_part = ".L"
dst_group_part = ".R"

obj = bpy.context.edit_object

mesh = obj.data

#bpy.ops.object.mode_set(mode="OBJECT")

print("Working")

for v_group in obj.vertex_groups:
    # TODO: .L may not be at end of string, write more robust code
    is_src = v_group.name.find(src_group_part)
    if is_src == -1:
        continue
    mirrored_name = v_group.name.split(src_group_part)[0] + dst_group_part
    if not mirrored_name in obj.vertex_groups:
        continue
    target_group = obj.vertex_groups[mirrored_name]
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.context.edit_object.vertex_groups.active_index = v_group.index
    bpy.ops.object.vertex_group_select()
    src_sel_verts_ig = [[v.index, [g.group for g in v.groups], v.co] for v in mesh.vertices if v.select]
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.context.edit_object.vertex_groups.active_index = target_group.index
    bpy.ops.object.vertex_group_select()
    target_sel_verts_ig = [[v.index, [g.group for g in v.groups], v.co] for v in mesh.vertices if v.select]
    for src_v in src_sel_verts_ig:
        min_dist_v_index = -1
        min_dist = 1000000
        for dst_v in target_sel_verts_ig:
            mirrored_v = dst_v[2].copy()
            mirrored_v.x *= -1
            dist = (mirrored_v - dst_v[2]).length
            if min_dist > dist:
                min_dist_v_index = dst_v[0]
                min_dist = dist
        if min_dist_v_index > -1:
            new_weight = obj.vertex_groups[v_group.name].weight(src_v[0]) # conflictive line
            obj.vertex_groups[mirrored_name].add([min_dist_v_index], new_weight, 'REPLACE')

print("Finished")

Any alternative to get this script to work is also appreciated. Like, has Blender a tool for these cases?


texts: Why does one of my objects disappear when I render?

texts:
I'm new to Blender and I finished one scene. Everything is good when I look at the scene in the object mode or rendered preview, but when I actually render the scene, my doughnuts disappear and the icing starts looking very sharp and edgy. Please, look at the attached images.
Could someone tell me what I'm doing wrong?


texts: How can i have sharp edge lighting in marmoset toolbag?

texts:
I have this piece in my scene that lighting is exactly what i want but in rendering it's goes blury.
before rendereing:

after rendering:


texts:
Why do parts of my model look really bad when I shade smooth? And how can I fix this?
When I shade smooth parts of my model look pretty good and others look quite bad (I don't mean the shape I mean the texture). It can be seen in my model below where the part highlighted looks good and the one highlighted in red doesn't, how could I make the red part look and have the same texture as the green part.


texts: CUDA, 3D Hardware & Nvidia driver, my Blender goes crazy

texts:
First I want to say that yesterday everything worked fine for me.
Let's start.
When I launched the blender this morning, I saw this:

I very quickly found a solution to this problem (Blender Can't detect 3D hardware accelerated Driver), did everything as written, but now the program has begun to slow down very much. It is impossible to work.

I reinstalled blender. Did not help.
I downloaded a new driver for the video card - and oh, a miracle! - It worked! But not for long. After a couple of minutes, everything hung and again does not work.

So, right now I have 3 condition of Blender 2.79b:

do nothing = "Can't detect 3D hardware...."
download opengl32.dll = slow down, no CUDA

installed a new NVIDIA driver = everything is fine, but only the first couple of minutes, then closes and error again (about 3d) or freezing if opengl32.dll in folder .

Disconnected Intel(R) HD Graphics - did not help. What else can I do?

System Info: Windows 10 Home, x64, Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 16 GB, NVIDIA GeForce GTX 1050 Ti, Driver 411.70


texts: How do you apply the object transform so that scaling the object on a single axis actually scales along the correct axis?

texts:
I am trying to scale an object along the Y Axis (flipping it by -1) but I am having trouble. When I scale it by Y, it seems to be a semi-arbitrary axis. The 3D cursor shows that the object's orientation is not aligned with the world, but I want to scale it on the world's Y Axis. I've tried clearing and applying rotation but it doesn't seem to be doing what I expect. I would think that clear rotation would be what I'm looking for, but it doesn't seem to work. I want the object to stay in the same exact world location but I want its rotation to be 0,0,0. How can I zero the object's rotation without affecting its actual position/rotation?

Thanks,
Warren


texts: We are attempting to join spheres and a cube and text together for a school project but when we try to join them they all turn the same color.  What can we do to keep that from happening?


texts:
Using cycles, how would I go about making text that is UV mapped onto a surface (in this case a book cover) have a gloss while the remaining part of the image stays matte? The text needs a kind of foil finish with the white being matte paper. Can the mesh be selected with the image, or is there a better way?

Here's the image in question.


texts: Where are the 'Cast' and 'Cast only' shadow options in Cycles?

texts:
Where do we find those settings in Blender? I've set to Cycles, added a material but can't find these.
Is this a version issue?


texts: Audio to affect Material noise / texture values

texts:
I am attempting to make a procedural material and have audio files affect different elements of the material. Examples..

I would like to have audio.01 to animate the scale of a noise texture node.

I would like audio.02 to animate the rotation of another noise texture that is mixed in.

I would like audio.03 to animate the depth of the displacement.

Been watching videos and having the hardest time finding the best way to do this. Thanks for your help!


texts: Adaptive Subdivision Hides Parts of Mesh

texts:
I'm using Adaptive Subdivison Surface on a model and some sections of the mesh just dissapear when I go in render mode. I'm using the material Displacement mode to "Both". Also, I'm using Simple Subdivision Surface Modifier.

Not sure what is happening. Googling didn't return any useful results, either.
Is the topology somehow affecting the hiding?

Solid Mode:

Rendered mode:


texts: create cubemap from 6 images (with python)

texts:
I've a couple of tutorials about CubeMaps but all they show is how to render the 6 pictures.

But I already have these 6 pictures. Is there a way to create an environment map with these 6 pictures?

If possible, a way to create it with Python.


texts: 2d animation blender what am I doing wrong?

texts: I dont understand why lines connect with each other and when I draw line then it also make another unnecessary lines


texts:
To create a shape key of a curve we need to start with the curve's base geometry and then move the points in edit mode to have the new form, that's assigned to shape key.
Is there a way I can directly assign a curve to another curve as shape key? I can then draw the two curves (or maybe import them from an external file) freely and assign one as the shape key of the other.


texts: Blender game engine modification of material value node during game

texts:
I need to modify the value of a value node with a script. How can I do that?
Or is there another strategy to modify texturing in a game?

I want something like the Attribute node in Cycles.


texts: Animation - Using a Different Axis to Rotate the Entire Object Than the Normal Object Axis

texts:
I have created a model of a WWI biplane which properly rotates around the assumed center of gravity.
However, since it a tail-dragger, I would like to create an animation where the tail lifts up as the speed increases.  This requires me to rotate the entire aircraft vertically around the wheel axle.
I assume that I could do so by making the all of the parts children of the wheel axle and then rotating the wheel axle.  But I don't want that to cause the center of rotation for the aircraft to change.
Is there a way to do that?
EDIT (Jun 26 at 2:12AM CDT)
The solutions below are very helpful.
I may have made this overly complicated by incorrectly assuming how Blender saves models.  I tried a very simple approach.  To keep things separate, I first created an empty cube at 0,0,0 and made everything a child of that, except the axle.  I then linked the cube to the axle, moved the axle axis to the center of the axle and then created an animation where the plane rotated back around the axle.  When blender exports the file, it seems that the center of rotation for the model remains at 0,0,0 (where I wanted it) and is not moved to the location of the parent part.  Is that correct?
I tried it out in a three.js program and it seems to work okay.  The tires are firmly planted on the ground throughout the rotation.


texts: Batch render different than single frame render

texts:
I have a cycles scene with 2 different render layers on it that are setup so that I have an object and its shadow rendering onto a transparent background.

When i render a single frame by just hitting f12 this is what i get (and that is what I want):

Then when i hit the batch render button this is what i get (and its not what i want):

How do I solve this issue?


texts:
Camera placed like this (settings can be found at right):

If I enter camera view, I see this:

If enable viewport render it shows ok:

Also render from this camera is also proper

Why is this happening to camera view in any other mode?

UPD

UPD2

video:

https://www.youtube.com/watch?v=OV24sDP3spg&feature=youtu.be


texts: How to complete this hole with the grid around it?

texts:
Is it possible to fill this hole with a grid?

I tried with Grid Fill

With F fill (but no grid)


texts: What is the config to attach transparent face to object

texts:
I'm blender noob.

In the bottom picture, that selected face detached to the mesh.

Let me know the config to attach that transparent face to the mesh like the upper picture.
Thanks for helping me.


texts:
I have a MakeHuman model imported into blender. In the armature, there are bones that control many different parts of the mouth. However, there were no shape keys that predefined the positions of the mouth when pronouncing words. Is there a way for me to create shape keys or something similar by adjusting the positions of the bone and record them along with being able to adjust them from the pose position to the rest position?

This means I can set the mouth poses from a, e, i, o, u and have some in between multiple poses. I'm not asking you to do them for me, I just do not know how to make shape keys with bones.


texts: Is it possible to use the startup.blend UI layout in older files?

texts:
Is there a way to open files without changing the UI layout?

Sometimes in older files the layout will be in the old 2.4x style, which can be annoying.

One way would seem to be appending everything in, but that gets tedious with having to do it over again and again for objects, materials, textures, etc.


texts:
I'm trying a fluid SIM in the latest version, 2.83, and I can't seem to find the bake option for it.
It used to be under settings tab but it isn't there anymore.
Please help.


texts: All the objects are visible through others

texts: I added eyebrows on his head but its also visible from through his head.


texts: Grease Pencil strokes don't respect world space

texts:
Does anyone know why grease pencil layers don't respect 3D space for view order? This is a default 2D animation file with two simple GP drawings, and the layer that is further from the camera  shows on top at certain angles. See this screencapture:
Layer order error screen capture


texts: How to use pin boundaries in corrective smooth modifier?

texts:
How to use pin boundaries in corrective smooth modifier such that the boundary vertices don't get translated? Blender manual doesn't mention how to use this tho.

For example, I want to use corrective smooth on the selected vertex group but keeping the boundary pinned. How do I do that?


texts:
I've been using Blender 2.8 until yesterday then today i wasn't able to open it again. Tried to do a clean install and it still doesn't open. I've tried to run it with --debug-gpu and --factory-startup or --debug-all but the command line simply remains completely empty. I've also updated GPU drivers with no success.

System :
Windows 10,
Graphics Card RX580 8GB,
Blender 2.8

Any kind of help would be appreciated since i'm quite lost honestly, i've also tried to download and use 2.79 and it starts correctly but after a single click in the viewport the program freezes


texts: Projecting multiple equirectangular images inside mesh

texts:
I am doing a project where I have images taken from a panoramic camera inside of a physical object that I have modelled in Blender. I can project these onto a simplified object without problems using an image texture.
The object is a bit more complex and so will need multiple images taken from inside. Is there a way to project these images radially from the locations where the camera would have been? I know I can connect the image positions to an object, but it is not clear to me how the image is tethered to the object position.
If this is possible, how do I manage the overlap areas?


texts: Why aren't my nodes showing up in the shading tab?

texts: I am following this tutorial to make a donut. However, when I am in the shading tab, nodes are not showing up in the bottom part. I have explored the area thing, but I can't find the starting nodes. Any help finding them? I tried searching online, but nothing I found is useful.


texts: Can a surface reflect in black and white?

texts:
So I have a gold glossy surface above a plane, and I want the plane to have a black and white reflection of the gold surface. I'm using Cycles Render and the latest version of Blender.
Here's a diagram to show you what I mean:

Glossy object right here -> O

< <- Camera

_______________________ <- Glossy plane

I want the object to be gold, and I want its reflection on the plane to be black and white.


texts: How to use one weight layer as a mask for the other

texts:
Below is an image of a subdivided plane with 2 different weight layers and 2 different particle systems.

I am curious if there is a fast way to take the weight painting information for my red objects and use it as a mask for my green objects weight information?

The result would make it so the red objects seemingly cut through the green objects.

Thank you so much everyone!!


texts: How to create custom transitions for the VSE via addons?

texts:
The VSE already has some built in transitions, such as the Wipe and Cross transitions, so I'm wondering if it's possible for me to add my own using the add-ons system in Blender. I don't mind if I need to wrap some C or C++ code into the add-on.

Mask effects aren't good enough for my needs, because the transitions I want to make require something more complex.
Is something like this even possible? I took a quick look at the source code and couldn't find anything that'd help me, but maybe someone else knows better than me.


texts:
I've been working all the day long on a video project using the VSE. I am using very low def footage (720 x 406). The editing was mainly finished and Blender was working fast (playback 24fps).

Then, suddenly, it became incredibly slow (4 sec for one frame). I saved, reboot, open it again but still the same. When I open an other project, even an heavy one, everything's fine. But this one keep bugging the rendering.

Any idea why ? A solution ? Thank you very much !


texts:
I've been working on a file with Blender 2.7. The file included several materials with textures, that had been mapped on objects using UV maps.
After upgrading to 2.83, all my materials are still there but have no texture associated to them. If I go to the Texture properties panel I can see the textures with a "0" (as if nobody was using them).
I know about the Nodes editor, but I wonder whether I can just use textures. I have to export this model to FBX, and I'm not sure how I would use nodes to map textures on models.


texts: I have multiple materials assigned to my object. When I choose them in the shading tab, the other one goes away. The model is UV-unwrapped and the materials are assigned to the correct places.


texts: Is there a reference for how to add custom keymaps to operators in an addon?

texts:
The Blender API is horribly convoluted, when it comes to actually being able to find any valuable examples or reference code for how to implement features when developing an addon.
Is there a reference that can help with how to implement custom keymaps in an addon?


texts: Armature not deforming mesh in pose mode

texts:
the problem is simple: I have a human meta rig (that I have no intention of using the generate function on). I'm using that rig as the base for a custom rig for a character with wings. Now I've already added the wing bones. The model itself is complete with no active modifiers apart from the armature modifier. I have also used remove doubles to get rid of any duplicate verts. Now I parent the mesh to the rig with automatic weights.

Now comes the problem: When I enter pose mode, the mesh does not deform and the bones don't even move. The only bone which has any effect is the hip bone, but only when I grab it. I've also checked the bone weighting by going into pose mode, selecting a bone and then shift clicking the mesh, then pressing tab and the weights look good.

Here is the blend file https://db.tt/v64hnHnC
I appreciate any help and advice.
Edit: problem solved. I simply copied and pasted the moddel and rig in a new blend file
Edit: problem solved by copying and pasting model and rig to a new blend file


texts: Problem to select multiple objects in in sculptmode in 2.91

texts:
In 2.91 from 25st of Sept and onwards you are supposed to select multiple objects in sculpt mode by hovering with mouse and push D. It's simply not working for me and I need this feature. What am I doing wrong and am I the only one having this problem?
//Erik


texts: I'm new to blender and I am trying to block out some compositions, but is there a way I can get it so that my grease pencil strokes don't overlap everything I try to put over it? In this case im dealing with an image plane, using blender 2.8, and rendering with eevee.


texts:
I'm using the following script to create path curve:

def create_curve(coords_list):
    crv = bpy.data.curves.new('crv', 'CURVE')
    crv.dimensions = '3D'
    spline = crv.splines.new(type='NURBS')
    spline.points.add(len(coords_list) - 1)
    for p, new_co in zip(spline.points, coords_list):
        p.co = (new_co + [1.0])  # (add nurbs
    obj = bpy.data.objects.new('object_name', crv)
    bpy.data.scenes[0].collection.objects.link(obj)

coords_list generated using another script.
here are the first coordinates in coords_list:

coords_list[0] = [0,0,1]
coords_list[1] = [1.079576297914498, 0.12957629791449818, 1]
coords_list[2] = [1.796242964581165, -0.5870903687521685, 1]

But if you look at the layout tab it looks like the first and second coordinates were not included in the path curve for some reason.

What am I doing wrong?
How can I print all the points ensamble the path curve?


texts: How can I triangulate a mesh without changing the object?

texts:
I have to triangulate the object's mesh because the format I export to only understands triangles. Now I not only want to export geometry but also the uv-mappings for the mesh. Let's call the uv_texture uvTex. The context object is obj What I have done so far:

import bmesh
bm = bmesh.new()
bm.from_mesh(obj.data)
bmesh.ops.triangulate(bm, faces=bm.faces)
# everything is fine so far

Now the problem is that you access the uv-data by iterating through the faces and then through their vertices. So for example uvTex.data[0] belongs to obj.data.faces[0]."vertices[0]" (quotes because it's not really a vertex in this context, it's just an index but you get what I mean).

Triangulating the mesh has changed the order of the vertices so my question is now:

How does one export a triangulated version of an object's mesh, including uv-mappings, without changing the objects geometry, etc.?


texts: BGE: altering a cube's shape in realtime (python)

texts:
how is it possible to get all vertices of an object (say a cube) and then randomly change their location? What I want to do is everytime I hit space, the cube alters and generate random shapes.

What I have figured out myself so far:

import bge
import random

cont = bge.logic.getCurrentController()
own = cont.owner

# get the 1st mesh
mesh = own.meshes[0]

# get the first vertex of the first mesh
vert  = mesh.getVertex( 0, 0)

# get the position
pos = vert.getXYZ()

# set the position
vert.setXYZ([ 10, 1.0, 15])

How does

getVertex(matid, index)

exactely work? It only gets me one vertex, how can I get one after another? And then alter their position?

Thank you for any hint!

UPDATED Script:

for mesh in object.meshes:
   for m_index in range(len(mesh.materials)):
      for v_index in range(mesh.getVertexArrayLength(m_index)):

         vertex = mesh.getVertex(m_index, 0)
         vertex.setXYZ([ loc0])
         vertex = mesh.getVertex(m_index, 1)
         vertex.setXYZ([ loc1])
         vertex = mesh.getVertex(m_index, 2)
         vertex.setXYZ([ loc2])
         etc.
         etc.


texts: Smooth modifier cause gap/hole in landscape mesh

texts:
I have a problem when using the smooth modifier on my terrain mesh. When used it cause a gap/hole in the terrain. See the images below before and after using the modifier.

I should also mention that I have previously split the mesh and then joined the mesh back together right where this gap occurs.

As far as I can see, all normals are pointing upwards and duplicate vertices have been removed.

I hope this is easy to fix!

Thanks!


texts:
I modeled this dragon out of a single object.
I am currently texture painting it and to get a better result I fist used 2 basic colors which I divided into 2 materials.

Is it possible to join the 2 material in order to have one texture Image node without altering in any way the color present on the dragon now?
Thanks for the help.


texts: How to check if the system console is displayed?

texts:
It there any way to check if the system console is displayed on (Windowse Os)?

I would make a custom task progress.


texts:
im frequently using the modifire stack and was wondering if theres is a function as listed below:
I like to add several modifires to the stack as a kind of preset (known from e.g. obj export), so when I press the corresponding Listindex, it automatically adds the modifires with my custom set values to the stack. I dont want to apply them to the geometry nor do I want to add all the modifires after finishing my modelling work.
This would increase the efficency for me dramatically since its quite annoying to add them for each object I generate.
Example:
Mirror (Y Axis, Clipping), Solidify (Offset, Thickness..), Bevel (Segments, Thickness, Limitation...), Subdivision (View 2, Render 3...) and so on
(do that for eg 100 objects and you know how time intense that actually is -.-).
Is there maybe a tool/addon/hidden function I dont know about?
Or is it maybe better to do that with a custom script? (I dont really know about scripting, so I cant say whether this is even possible.
Best regards


texts:
Hey there Blender commune:)
I made a water shader in blender and it works in Evee can it also work in unity if it works in blender?
here is a pic of my node setup:)


texts: Character rig not moving certain parts of mesh (Meta-Rig)

texts:
I have a mesh with a new Character Meta-Rig applied. All works well EXCEPT 1 part. The left shoulder pad.
When I move the right arm, that shoulder pad moves correctly. But when I move the LEFT shoulder arm, the shoulder pad doesn't doesn't move and just clips through the arm... I read other answers talking about weight painting but when I checked to see if the shoulder was highlighted correctly, it looked good to me... Any other suggestions?
Oh, and I'm sorta new to weight painting and rigging as a whole so... Go gentle on me.


texts: Composite transparent overlapping objects from different scenes?

texts:
Following on from this question `Can I use Cycles materials with Blender Internal? When following the instructions the solution worked fine but when i tried to apply it to multiple windows I came across this problem

(larger image here)

When I render the picture (F12) as you can see the glass has no effect on the first picture and the glass can be seen through the mesh of my wall. So I added an add node and I got the effect of the glass to show but no matter what I have tried to do I still cannot get the back windows to be hidden behind the mesh of the front wall. Is there a way to solve this.


texts: How to change position of rigged bones using python in pose mode?

texts:
I am new to Blender and I have been trying to execute this following code which is supposed to change the position of currently selected Pose bone (rigged) in pose mode  :

import bpy
from mathutils import Vector

bpy.ops.object.mode_set(mode='POSE')

armature = "basicRig"
tail = bpy.data.objects[armature].location + bpy.context.active_pose_bone.tail
head = bpy.data.objects[armature].location + bpy.context.active_pose_bone.head
name = bpy.context.active_pose_bone.name
print(name)
print(head)
print(tail)
bpy.context.active_pose_bone.translate(Vector((10, 10, 10)))

But its showing this error :

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/snap/blender/20/2.79/scripts/modules/bpy_types.py", line 167, in translate
    self.head += vec
AttributeError: bpy_struct: attribute "head" from "PoseBone" is read-only

Can someone help me in finding out a way to move or transform the location of pose bones using python? Or is it even possible to change position of any pose bone(s) in pose mode?

PS: I have already gone through other articles and forums but haven't been able to find some properly working solution.


texts: In the latest 2.79 daily build, is it possible to convert the Bevel node's RGB normal maps to BW edge highlighters?

texts: On the left is the normal map generated by the Bevel node. On the right is an unbeveled cube with the Bevel node in action. I wish to convert this to a BW map where The edges/gradients are highlighted and the rest isn't. Does anyone know if this can be achieved with more nodes?


texts: Can't see Background image but its not hidden (blender 2.8)

texts:
I was modelling something of this background image and I hid the background image to work on the feet of the model and when I tried to u hide I couldn't see it at all but it said it was showing.
Does anyone know how to fix this?


texts: Particles timestep not working in render (works in viewport)

texts: Working on my first scene! I have a particle emitter (from khaos plugin) and I want to create a slow motion effect (slow motion explosion). I increased mass and drag and lowered timestep to 0.001. In viewport everything seems ok, slow motion works, but when I render it in cycles time goes back to normal. Tried it in blender 2.90, 2.91, 2.82, same behavior. What bothers me is that I see a different thing in viewport and a different thing in the final render (time-wise only). Am I doing something wrong?


texts:
I'm trying to add basic materials to a low-poly model, and was curious if there was any way to cut in edges in a circle from a single point, so I could apply materials to faces like seen in my reference image to the right. I could go through with the knife and make cuts by hand, but that seems tricky and time consuming for likely sloppy results. Any tips on how to achieve the texture pictured would be greatly appreciated.

The OP wrote in a comment:

I'm looking for a way to add edges without changing the mesh, just so I can apply materials to faces to color.


texts:
I'm attempting to replicate this geometry:

The main difficulty is curving that middle section. I have this currently, but am stumped on trying to graduate between the 2 selected edge loops:

Instead of the hard step from the inset, is there a way to curve between those 2 edges? The bevel tool doesn't quite do what I want it to and all the resources I google for "bevelling" are about round the corners of the shape, rather than between 2 edges.

EDIT:
Bevelling the centre edge doesn't curve, just adds loop cuts:


texts:
I have just used rigify. I follow the tutorial pretty well but i can't move it now. Can't understad why . . . the weight paint is set, control are placed but when i move one of them the mesh doesnt move. The only one that works is the cube in the center of the body.

Here the file


texts:
I found this tutorial about hair in Cycles, the author is applying hair dynamics on a given frame without applying the all modifiers. In fact he is using small script to do the work.

Here is the link to the video https://youtu.be/yw9DfPjpH1o

Here is what I got so far, the script is crashing http://pasteall.org/blend/index.php?id=46749


texts:
I am animating a scene with the help of bpy.app.handlers.frame_change_pre hook.

I'd like to be able to store the "initial state" (vertex position in this case) in some Python objects so that I can reset the animation after the changes made by the handler and even if I overwrite my .blend file with my "changed" scene. As a matter of fact, the next time I load my file, the initial state will be the "changed" one.

So, my question is, more or less, can I save Python objects in my .blend file?


texts:
I'm new to Blender and 3D modeling altogether.
Right now I'm working on my first fully rigged, low poly character, after rigging and weight-painting I found that my character became somewhat deformed, I have not posed the character in any way. Does anybody know how to solve this?

Normal Character in Edit mode

Deformed Character in object mode


texts: How can I get the location of an object at each keyframe?

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I'm trying to track the (x,y,z) location of an animated object. For a small test, I translated the default cube ('Cube') along the x axis and baked keyframes. The animation plays fine.

I adapted the suggestion for this question to try and print the location at each keyframe.

import bpy
cube=bpy.data.objects['Cube']
for f in cube.animation_data.action.fcurves:
    for k in f.keyframe_points:
        pos=cube.location
        print(pos)

Run from the shell, the output is

<Vector (0.0000, 0.0000, 0.0000)>
<Vector (0.0000, 0.0000, 0.0000)>
<Vector (0.0000, 0.0000, 0.0000)>
...
<Vector (0.0000, 0.0000, 0.0000)>

If I go to the last keyframe and execute cube.location, it correctly returns

Vector((6.924227714538574, 0.0, 0.0))

How can I get the location at each keyframe?


texts: copy object location to another scene? BGE

texts: I have a dummy object parented to a vertice of the health bar of my main character on the first scene the health bar works accurately and the dummy fallows the vertice parenting, I have an object on the other overlay scene render correctly, but I need to to fallow the location of the dummy on the first scene. How may I get this to work when I'm playing? thanks in advance...


texts: Curve after Array modifier messes object dimensions

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ROAD_ARRAY_before:

ROAD_ARRAY_after:

There is no way I can make a Curve Modifier after an Array Modifier behave. Object dimensions are completely messed up, which makes the creation of an exactly scaled object impossible.

Of the two blend-files attached, in the ROAD_ARRAY_before file, you will see that I have created a Path curve (NurbsPath) of length 100 m, which I have edited so that is swerves a bit towards the negative Y axis (down, as seen in a Top Ortho view). I have also created a 10x10 m plane, which I have duplicated 10 times along the X axis using an Array Modifier. Please notice that the dimensions of the plane array are 100 m length along the X axis, and 10 m width along the Y axis.

In the other blend-file, ROAD_ARRAY_after, I have added a Curve Modifier after the Array, in order to have the arrayed plane follow the curve. As you may see (preferably in a Top Ortho view), the plane object has been deformed (arbitrarily?) to a width of 144.818 m (along the Y axis)!

(I should mention that I was careful to apply rotation and scale during all operations, so that they are set at 0 and 1 correspondingly).

Any attempts to change the dimensions of the plane array to an array of 10 m width (along the Y axis) are futile from now on, as you may confirm by trying either to change the dimensions in object mode or scale the object in edit mode. Scaling in object mode manages to reduce the width of the object to an approximate 10 m, but the reported units of the Y-axis are completely wrong.

Am I missing something, or is there a bug in the combination of Array with Curve modifiers? Similar issues appear to be reported on the web, along with assertions that the behavior of these modifiers has been corrected in current versions of Blender. Not so, as far as I can tell.

Any feedback would be greatly appreciated. Such precise dimensioning is very useful in my work (3D modeling of transportation networks, in the context of Environmental Impact Assessment).


texts: Normal Map bad shading in Rendered display

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I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.

Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.

file:


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In particle settings, we usually want to see updates once we tweak a few things in the 3D viewport, however, the results are cached and hence we don't see the real feedback of the scene:

Note the "19 frames in memory", which is why if I remove a turbulence force field that was present in the scene, the simulation behaves as if there was one, due to this cache. but, all the buttons seem to be greyed out and nothing is clickable, like the "delete all bakes", which seem to be available only for "disk cache". So how do I clear this cache in memory?


texts: Can you use 1 python script for multiple GE scenes?

texts: I have 2 scenes, both with logic. I am trying to convert all my logic as certain logic bricks cause small delays. I noticed that if I use python scripts instead, I will end up still sending messages which will lead into small delays. Is it possible to have 1 python script in one scene that does funtions for 2 objects in 2 different scenes? In other words, I won't have to be sending messages between scenes to remove the delay. If so, how would I identify an object from a separate scene? Thanks.


texts: Why are some of the faces on my mesh lit up?

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I'm relative new to blender, and I found myself working on some models for a game.

Recently I was modeling this door, but at some point I've noticed that some of the faces are lit up for some reason.

I tried some things I knew about but none of them worked yet.
Maybe someone knows how to fix this problem

I hope this image provides more info.
I've also tried to recalculate and flip the directions of the normals, but none of these are fixing it.
If I smooth the mesh it looks way more weirder than having it on flat shading.

The mesh keeps its lit faces inside the game engine too.

I'd reconsider making a totally new mesh, but I'm still curious about the faces acting this  way.