texts: How do i animate this design with a walk cycle for the legs and having the orange part act as a costume?

texts:
<img src="https://i.stack.imgur.com/91K8r.jpg" alt="I am trying to rig this model. It's an orange with legs, but i want the orange to act like a costume, not part of the legs when i rig i. However when I test in pose mode for the model to work, the model bends with the legs, instead of just staying still. How do i rig the orange part with the armature for the animation, but not have it bend as if it's a part of the body? This is what the design looks like for an idea of what i am trying to do v
" />
I am trying to rig this model. It's an orange with legs, but i want the orange to act like a costume, not part of the legs when i rig i. However when I test in pose mode for the model to work, the model bends with the legs, instead of just staying still. How do i rig the orange part with the armature for the animation, but not have it bend as if it's a part of the body? This is what the design looks like for an idea of what i am trying to do v


texts: Armatures/Rig Deforms Mesh With Extreme Angles

texts:
I'm learning rigging and in the process of setting up a free spider man mesh (https://www.cgtrader.com/free-3d-models/character/man/base-mesh-spider-man) I noticed that in pose mode when doing extreme angles on the bones that the mesh gets kinda...wonky:

I know how to setup limits on the rotation of bones but I was wondering if I could combine that with a mesh solution? I haven't learned weight painting or vertex groups yet but should I look into that in order to stop this mesh deformation?


texts:
I was trying to remove selected face.

So I entered edit mode and selected designated faces

pressed delete (face) and got below result

I don`t know why vertexes and edges still exist

How to remove this completely?

I have uploaded my project file.it is from the C-130 model made by manilov.ap in https://skfb.ly/6OR7z. (CC BY 4.0)

do I missed something?


texts: How to control spacing/alignment of Label + Horizontal Enum Property?

texts:
I would like to achieve the layout of this panel but I'm having some issues. The example is from blender's Bevel Operator. As far as I can tell it's just an Enum Property without the enum_flag since only Vertices or Edges can be selected at a time:

First attempt:
layout = self.layout
row = layout.row()
row.label(text='My Prop');  row.prop(self, 'enum_prop', expand=True)

Looks pretty similar, just gotta align the label to the right.

Second Attempt:
layout = self.layout
row = layout.row()
split = row.split(factor=0.4)

left_col  = split.column(align=True)
right_col = split.column(align=True)

left_col.alignment  = 'RIGHT'
right_col.alignment = 'CENTER'

left_col.label(text='My Prop'); right_col.prop(self, 'enum_prop', expand=True)

Well, I managed to align things into columns but my Enum Prop is suddenly vertical. I figured I wasn't giving it enough room with the Split factor but that wasn't the case. How can I achieve the result from the first image?
(Label aligned to the Right + Horizontal Enum Prop)
EXTRA INFO:
If anyone is wondering, here is how I created the property:
enum_items = [  ('ON',  'On',  'Description1'),
                ('OFF', 'Off', 'Description2')]

enum_prop: EnumProperty(name='My Prop', default='OFF', items=enum_items)


texts: Cannot get my animation to render properly

texts:
I've created an animation that looks great in the 3d viewport, but I just cannot get it to render out. Sometimes it renders the same frame 250 times, sometimes it renders a few seconds and then the rest of the render is stuck on the same frame. (I've got all the quality settings low at the moment so I can quickly render out low-res videos and image sequences.) Sometimes it renders nothing at all. (I've tried unchecking the Compositing and Sequencer boxes in the Pipeline section of Post Processing in the Output Properties panel. Hasn't solved the problem.)
In my animation, there are a whole bunch of books that are funneled to a single point by two mesh planes (Rigid Bodies). I have hidden the planes from the render and the viewport (I need these books to crash down on a person filmed on a green screen).  Sometimes, though, the render shows the hidden planes, and not the books!
Any suggestions? I'm sure that I am missing some or a few important steps in the process. All help much appreciated!


texts: Bevel Tool – What exactly does LoopSlide do?

texts:
Just for curiosity.
I don't find enough information about this, even in documentation.
I don't see any difference when I use it.


texts: How to unwrap previously textured .obj in Blender?

texts:
I have an .obj file that has been previously unwrapped with the coordinates included in the file, however when I select the object and open the UV/Image Editor I am not seeing the UVs. Is it possible there is a step I am missing here? I have tried selecting the object in object mode as well as selecting all vertices of the object in edit mode. I am currently running version 2.74.

The models I am attempting to load are the CS:GO workbench materials located HERE.


texts:
What I've done:

I've imported a .dxf file from AutoCAD, then I've converted the curves (the lines from AutoCAD) into a mesh and I created the walls using extrusions.

All good so far, but the UV Unwrapping seems to be rounded. How can I make an orthogonal UV unwrap?
I'm getting the same result using mark seams

Thanks!


texts: Are there any placeholder models included with Blender?

texts: Sorta related to this question. Long story short, I want to pose models so I can use them as the base for my drawings. For some of the drawings, I don't need specific models. A regular, featureless human figure (male or female) would do. Does Blender come with any such "basic" models? Or is there a quick way to create a simplistic human figure with realistic proportions?


texts: What's Wrong with Quaternion Rotation in the Game Engine?

texts:
Steps:

I created two identical objects, and animated them to rotate 360 degrees.
I used euler for the first object and quaternion for the second.
In the Viewport they rotate the same, but in the Game engine
the second object is rotated differently.

What's wrong with quaternion rotation in the Game engine?

blendfile


texts: If I buy a rigged object, will the bones import if they weren't made in blender?

texts: Whether the rigged object I buy is 3ds or obj or even another format, how could the bones import as blender bones if they were made in another program?


texts:
I was making this character- please ignore the imperfections- and after I applied the Toon BSDF shader to the skin, at some of the parts of the body, the shader started glowing. I have no background, there is one spotlight on the scene. There are no materials which emit any sort of light. The glowing effect is present in the renders too.

Daniel


texts: Lighting a volume with a bi-color point light

texts:
I would like to light the center of a cylinder volume with a gradient light White -> Red -> Blue radially from the center to the border.

I created the cylinder normally and applied a volume material:

Then, I created the light as a point and applied a blend texture like this:

But I don't get the expected result (the center should be red then white) :

The tutorial where I have seen this method is tagged as outdated.

Do you think it's the reason for why it doesn't work?
Do you know how to make a colored gradient lighting of a volume ?

I'm using blender 2.72


texts: How do I make an object partially transparent in the 3D view?

texts: So, I want to see my reference through the object in viewport, and I'm trying to achieve that by turning down the Alpha, but when I turn it down lower than 1 it disappears right away instead of fading. Does anyone have any idea what could be causing this?


texts: How to access the search menu 2.8? (used to be spacebar in 2.79)

texts:
In 2.79 the search menu is accessed pressing the spacebar

In 2.8 the space bar is used to play the timeline.

Where is the search menu now?


texts: Blender displays the wrong X-relosution for JPEGs,

texts:
A bit of context first, I setup a Node group that helps me scale textures to real world scale. So I use the images DPI or PPM for this. Thus I scripted the inputs for the Node groups to automatically grab the relevant information.
It works fine with PNG and TIF but not with JPEG.
I use the script below to gather the DPI.
node_tree.nodes["IMAGE12"].image.resolution.y

For JPEGs, I get the wrong DPI, 72 dpi (2834.646 ppm). Even it the correct value should be higher, blender always displays 72dpi.
So, is there a script to access the EXIF of images directly? so that I get the correct DPI all the time.
Thanks


texts:
I'm working on an import export addon, and while importing a skeleton I'm running into a wide variety of errors when importing the .skl skeleton file. They all point to the same place in my script though.

class sklHeader():
    """SKL header format:
    fileType       char[8]    8    version string
    numObjects     int        4    number of objects (skeletons)
    skeltonHash    int        4    unique id numbers
    numElements    int        4    number of bones

    total size                20 bytes
    """

    def __init__(self):
        self.__format__ = '<8s3i'
        self.__size__ = struct.calsize(self.__format__)
        self.fileType = None
        self.numObjects = None
        self.skeltonHash = None
        self.numElements = None

    def fromFile(self, sklFile):
        """Reads the skl header object from the raw binary file"""
        sklFile.seek(0)
        fields = struct.unpack(self.__format__, sklFile.read(self.__size__))
        (fileType, self.numObjects, self.skeletonHash, self.numElements) = fields
        self.fileType = bytes.decode(fileType)
        #self.fileType = fileType

    def toFile(self, sklFile):
        """"Writes the header object to a raw binary file"""
        data = struct.pack(self.__format__, self.fileType, self.numObjects, self.skeletonHash, self.numElements)
        sklFile.write(data)

specifically all the errors are pointing to the same line

self.fileType = bytes.decode(fileType)

but I am getting a wide variety of errors most of them are invalid continuation bytes or invalid start bytes.

UnicodeDecodeError: utf-8 codec can't decode byte 0xc3 in position 4
UnicodeDecodeError: utf-8 codec can't decode byte 0xd5 in position 2

UnicodeDecodeError: utf-8 codec can't decode byte 0x98 in position 0
UnicodeDecodeError: utf-8 codec can't decode byte 0xc8 in position 0
UnicodeDecodeError: utf-8 codec can't decode byte 0xb8 in position 0
UnicodeDecodeError: utf-8 codec can't decode byte 0xa4 in position 0
UnicodeDecodeError: utf-8 codec can't decode byte 0xa8 in position 0

All the ones in position 0 are invalid start bytes
the others are invalid continuation bytes.

Sometimes it works fine, other times I get errors such as these.

Any ideas?

  The .py file this is in, is what actually opens the .skl file its another 200+ lines defining how to use the raw data

  Skl files have to be unicode or it wouldn't sometimes work correctly.


texts: Memory increasing but not adding any new geometry

texts:
So I have a model and in the top right where it says the memory usage it changes even when I dont add any type of new geometry. I can just say move a vert and let go of the mouse so it doesnt actually go anywhere or even just moving the object in object move basically almost everything I can adds more memory usage but I am not adding or changing anything on my model.

I can take the start up box and just go into edit model and just click on a vert and the memory goes up. I am not moving the vert just clicking on it.

Can someone tell me why this does this? Is it suppose to be like that? Does that actually reflect on the real memory use?


texts: How do I install makehuman in windows 8.1?

texts:
I downloaded these files;blendertools-1.1.0-all.zip, makehuman-1.1.0-win32.zip and mhx2-stable-025.zip, copied and pasted the three blendertools folders and the mhx2 import folder into the blender addons folder but when I open blender, makehuman addon is not appearing in the the preferrences. please help.
  Thank you


texts: Png image plane transparency when used as object in hair particle not working with cycles

texts:
I wanted to make a grassland using a brush stroke from Photoshop as the leaves(object) for the a particle hair simulation. Even though, when i render just that image aloe, it keeps its transparency but after rendering the whole particles simulation together, a lot of artifact appear. just in cycles. not in Eeve. Thanks alor
Here is the file and some images
https://www.dropbox.com/sh/0k9fcs4irjaq0d6/AADLjPGh233v4E_yuK7o9Kyfa?dl=0


texts: When ever i play the animation it always freezes at 349th frame and the timeline bar continues to go but the preview is stuck on the 349th frame please help somebody


texts: How to turn a mesh into tiny spheres in blender?

texts: How do I turn a mesh into tiny spheres in blender and make the spheres big enough so they intersect and there are no gaps between them? Thanks in advance.


texts: Eevee - Mesh light illuminating scene from within glass (i.e., light bulb)

texts:
I'm trying to light a scene in Eevee using light bulbs. I have a filament (emission object) within a glass object. Basically, I'm able to see the emission object through the glass, but the light is not escaping the glass to illuminate the scene. Here are two renders. In both cases, world lighting set to 0, no other light except the emission ball in the middle. Glass ball has a small solidify modifier to make it empty inside.

Emission ball outside of glass ball. Note you can see through glass ball, and emission ball illuminates scene.

Emission ball within glass ball. No exterior illumination.

Note light probes are used for illumination from the emission mesh, and the reason the cube within the ball in the second one is not illuminated (even within the glass ball) is because there is no probe within the glass ball.

Tons of references on glass shaders, but nothing specifically on this question as far as I can find. Only one reference I've found to this is "turn off any glass during baking". Is that the only option? Is Eevee not capable of what I'm trying to do?

Blend file: https://drive.google.com/file/d/1276SA_p_O1R8LkjM41ZtZCjCPKUJCvr0/view?usp=sharing


texts:
https://youtu.be/ISEo-8k-6gg
I'm trying to animate a treasure chest, so I moved the origin to an edge, and now I cant rotate it properly. I know you can do this, but I don't know how I might've messed it up.


texts: glass shader that doesn't show the back of the object

texts:
I´m making a cell material for a character. I´ve been trying some combinations and I got one that uses a glass and transparent shader mix (transparent shader to let more light pass and give it a better look).

It doesn´t look bad but I want to get rid of a weird looking thing in the back of the model.

As you can see in the picture at the top, if you look at the back of it you can see that there is a part with darker color. That´s what I want to remove.

At the bottom part it´s a screenshot of the material. It looks very simple but that´s because it´s the first test.

Can you help me to get rid of the weird part I´ve explained or tell me why is it there? Thanks.


texts: Hey I'm wondering how I would go about creating a cable coil in Blender? I don't even know where to begin..


texts: Mechanical ribcage having variable number of ribs and derived heights

texts:
How do you create ribs that shrink in height along the inside of a track?

Here is a screen shot showing the problem:

With the array and mirror settings hidden, you can see a quarter rib:

The ribs do not decrease in height, which causes them to extend beyond the track:

I'd like to limit the height of each rib such that it connects to the support beam, shown selected here:

How can this be accomplished without modeling each rib individually (i.e., using curves, empties, constraints, arrays, and so on)?


texts: I am working with multiple objects that have different UV names, I would like to know if there is a quick solution for renaming UVs of all the objects to UVMap


texts: How to use the new cycles mist pass in 2.68?

texts:
How to make cycles mist work in 2.68?
I turned on the render pass, then fiddled with the start and depth settings in Properties > World > Mist Pass, but with no result.


texts:
I've been dabbling in Blender's Game Engine, so I thought it was time to take it to the next level and use scripts to control my game, but now I have a problem; I keep getting this error (only printing error message):

mainScript.py, line 28
   if PlayerControls.playerMain['isInCover'] == 0
                                                ^
SyntaxError: invalid syntax
location: <unknown location>:-1

My code:

def toggleProne():
  if PlayerControls.playerMain['isInCover'] == 0
      PlayerControls.playerMain['isCrouched'] = 0
      PlayerControls.playerMain['isStanding'] = 0
      PlayerControls.playerMain['isProne'] = 1
  return;

Removing the if-statement and adjusting the indentation (as a result of the removed if-statement) allows the code to be compiled - until it finds the next if statement and errors out.


texts: How can I save and load my players position in the blender game engine?

texts:
I'm making quite a big game with levels but I just have to figure out how to save and load the characters position. I've already managed to make it work with properties.

I've tried some things but they dont seem to work. My version is 2.76


texts: Game character UV map with Alpha Eyelashes

texts:
I am trying to add hair and eyelashes to my game character using transparency (Alphas).
I was able to add eyelashes to the planes but I don't know how to make it work so that the eyelashes (and later the hair as well ) are on the same UV map as the rest of the character. When I UV mapped the rest of the body and then scaled the planes for the lashes smaller it obviously didn't show up anymore.
Should the eyelash image be already scaled to the left bottom corner (is is possible to do it in Blender or should I do it in Photoshop)?
If I want to bake the textures can the Alpha even be on the same color map or should the hair and eyelashes be separate? Can I bake everything together?


texts: I have a vertex that needs to connect to an edge. I'd rather not have to subdivide the edge and just connect it... It seems too manual... Is it possible?


texts: imported avi is jerky after cycles render in 2.92 / material preview in viewport is smooth

texts:
edited: thx blunder
i am trying to import an existing AVI. with "import image as plane".
everything looks fine in the viewport.
but it looks jerky as hell in the final render. but its limited to the imported AVI. Everything else looks smooth.
it looks like he is rendering the same frame of the avi-slideshow for 6-7 frames in the final-render. and on frame 8 he continuous to render the avi with frame 8.
so the "frame-pattern" would look like (1,1,1,1,1,1,7,8,9) instead of (1,2,3,4,5,6,7,8,9) creating a "hick up / lag" every 20 to 30 frames - maybe.
Problem only occurs in cycles render (but i have to use cycles - eevee#s object emission shader doesnt light up textures of other objects - but this is mandatory for my project)
i tried to change the frame rate but have no idea what else i could try.
i'm very sorry for my broken english. and hope that someone who can help understand what i was writing.
thanks in advance and for all the other things i already have learned.


texts: How do I make a landscape like this? (Sea, waves, shore, beach...)

texts:
How do I make a landscape as shown below?

This is something which I am getting using ANT landscape tool and TXA_ant but it nothing close to what I need,


texts:
I do not know if my writing matches the nature of the forum.
However, I ask.

I was very impressed with the short movie 'agent 327'.

I wonder if the production crew used Blender for postwork like compositing or color correction.

I know that Blender Composer's performance is slower than major effecting & compositing tools like After Effects.

So I wonder if they used the blender to do all the work for their movies.

If you have any information, please let me know.

Thank you.


texts: How can I duplicate a mesh along a curve?

texts: I want to outline a curve in the form of text with a mesh (UV-sphere, cube etc.). How can I do that while saving mesh geometry without using the Curve modifier?


texts: Is there any relation between Movie Clip Editor and Video Sequence Editor?

texts:
I have a video, consisting of several shots with cuts between them. I would like to make some 3D reconstruction within it. Particulatly, I would like to place some excess 3D modelled objects into the scene.

In Movie Clip Editor I can load some clip from external file and make some reconstruction against it. But this reconstruction should not extend the shots margins. How to denote shot margins here?

In Video Sequence Editor I can cut strips, but these cuts are seem to be unrelated with what happening in Movie Clip Editor.

Is there any relation between them, or they are completely separate? Can I load some strip into Movie Clip Editor, or perform clip editing on strips from Video Sequence Editor?


texts: How can I model ultra-viscous, dripping wet objects?

texts:
I saw this on Reynante Martinez's site:

I want to know how those fat drips were made. My first idea would be a fluid simulation with extremely high viscosity, but I couldn't get the same sort of heavy, rich-looking drips.

My other ideas would be to model it with a half-sphere for the top, maybe do some sculpting or something to make the rips manually, then apply some sort of displacement texture to get the slight distortion on the chocolate.


texts: Instant Way To Set Objects' Distance In Circular Pattern

texts:
Is there any automatic way to convert this pattern

To this one?

I have trying to use Scale with Manipulate center points enabled, but it does nothing.


texts: how to create fluid simulation in glass?


texts: I am new to Blender. I have an object with some edge loops and a mirror modifier, and when I try to Smooth Vertex the vertices of the object, the object split in two. Any ideas ?


texts:
I want to save my render's green chanel. How can do that?
Look at this image: https://prnt.sc/jftw5m


texts: My Base Color texture map is not displaying the black part

texts:
The basecolor texture displays incorrectly. The black is missing.

The blend file can be found here along with the maps..
https://drive.google.com/drive/folders/1he7iaioOuj2cvQ6nS4zlD6a1k2lvqWVN?usp=sharing


texts: Blender 2.8 - Particle Instance not rendered

texts:
I am playing around with the newest Blender 2.8 Build for Windows 64bit

blender-2.80.0-git.a205493426b-windows64

I tried to create a firework scene, where particles emit particles by using a particle instance modifier. The basic animation is a simple explode modifier.

The animation shows fine in the 3D viewport, either with Cycles or Eevee choosen.
But as soon as I try to finally render the scene, the particle system, attached to the particle instances is not rendered at all. To be precise - it seems that the particles stuck to the particle instances and flowing around.
But as I said - the 3D viewport is OK.

The constant issues with the Particle Instance Modifier, that the scale has to be applied to the meshes, has been taken into account.

Anybody else here with similar Blender 2.8 issues? Or has anybody an idea how to solve this problem?


texts: Texture on large objects are just copying/replicating

texts:
I just wanted to make some sort of a landscape, but when I apply the texture and scale it via UV Wrap it will just copy and paste the texture creating squares with the texture.

How do I Make it so there aren't borders, but still have the texture really tiny so it really looks like grass or dirt.

Thanks in advance


texts: Light not going through the glass in the window

texts: I am having a problem with lighting my room with the sun.  I don't think its a problem with my window but just in case I put the node group. No matter how much strength I put on it doesn't light up the room.As long as the room has a ceiling, even if I put the sun in the middle of the room, it will not light up. When I turn off cast shadow however the room lights but I know it is not the way lighting is intended. I am fairly new to blender .


texts:
Hello, I am looking for help in solving my problem, I used Boolean for my tire, the result is visible in the picture, I have been doing the tire 5 times and I have the same effect all the time, please help:(

I use after boolean:
-autosmooth
-cleanup losses
-triangles
-quads
-copy normal to selected from stock tube object
-shade smooth


texts: How do I make color materials into a single image file?

texts:
I created multiple cubic objects with solid color for each of them to group into one big cube (To import into Roblox Studio). I want the texture to look like this...

How would I do that? When I upload it into Roblox Studio the object is completely gray, but the object shape is there and also size. I searched on the web and couldn't find anything to solve my problem. Please Help!


texts: Clearing Transforms Doesn't Make Rest Pose (IK problem?)

texts:
I have a problem where my pose position and my Rest Pose position are not the same, even when I have cleared all transforms for the pose position.  It has something to do with the IK bones - perhaps roll settings.  How can I make the pose position look like the rest position?
Here's an GIFF of the resulting problem:


texts: How to get a good light bokeh using compositor in Cycles?

texts: How to improve quality of bokeh especially lights?


texts: Every time I click an ico sphere appears

texts: I have no idea what I clicked but every time I click on the screen an ico sphere appears. I don't want this. How do I get rid of it??


texts:
I made a little program for animating coordinates. It worked fine with a cube.

Then I imported a .dae model that I had exported from SketchUp. It imported fine, but when I tried to use the program on it, it became huge, and I do not know how to resize it (I tried changing the scale variables, but they just revert back).

(before)

(after)

Thanks in advance for any suggestions.

Update:

Here is the file: http://pasteall.org/blend/index.php?id=49915
The robot was the size of the cube before linking it to my program.


texts:
I'm working on animating a teddy bear...
Anyway, I've been following this youtube tutorial and I can't quite get it completely right.
The biggest issue I am having is the rotation when trying to pose (in pose mode).
The video shows the rotation in relation to the bone pivot point regardless of where the 3D cursor is positioned. However on mine all rotation is done in relation to the 3d cursor and it is making for some very funky movements and difficult to pose. I have to move the 3D cursor and even then it yeilds funny results.
Any idea what I am missing? Or perhaps there is a step in the tutorial that has been omitted.
Image shows shoulder and ankle rotation
I need to go through the tutorial again, but I need another set of eyes from someone more knowledgeable than I.
Thanks in advance
Blender version 2.81.16 on Windows 10 64 bit.
Edit: I may have figured it out. I was in Layout and should have been in Modeling. Not something mentioned in the video, you just have to catch it as it shows that's the active tab.
Edit 2: Yep. That was it. Now to get my animation following a path with deforming...but that is another topic. ;)


texts: Basic: Only one frame is played after rendering, and how do I make my plane/sheet thicker

texts:
So I am trying to render my video, but after some time of rendering, the movie file only has 1 frame displayed.

I have checked my Frame Range, and have tried to change this a few times.  I can see the camera icon in my 'scene' info box.

It's going to be something obvious, but what am I doing wrong?

I am also in 'Object Mode' / 'Cycles render', and 'Solid view'.  I have tried going to Render -> Render Animation.

Attached is my file.

https://www.dropbox.com/s/mr24ss1s460jsk4/FlagWorking.blend?dl=0

Another query - how can I make my plane / flag appear to be slightly thicker?

Lastly, when I play the animation within blender, it is pixelated, is there a way of having a clearer view?

Sorry for all the basic noob questions!  The main one is the first!

EDIT: I definitely have some animation when I play the it in Blender.

I have also tried exporting it as images but each image is just of the first frame.

I have tried starting from frame 0, or frame 1, or from frame 2 but still no luck.

EDIT: After Rob's suggestion of baking this happens....what do you think?


texts: In my very first rendering I have an unknown object in my rendering image. its not found on any layer and I cant finde any unknown axis or objects on my rendered layers. Its a white circle behind a cup. could it have something to do with the light?


texts: Python 2.8 - forcing the correct instance of the image/uv editor

texts:
BACKGROUND  I have code (below) that scales a texture on the Y-axis to eliminate distortion from unwrapping a very deep cylinder.

The code performs successfully on a standalone basis (as a test), but when I drop the code into a bigger app it throws an error because setting an area to IMAGE_EDITOR does not behave the same way as in the test.

Stand alone performance: the texture image appears correctly when I set an area to IMAGE_EDITOR; from there the code scales the UV map correctly by selecting all the uv vertices and scaling.

Within big app performance: a blank appears when I set an area to IMAGE_EDITOR.  The code throws an error because there are no uv vertices to select.  However, the image/uvmap exists and can be found when I switch the workspace from "layout" to "uv editing"

QUESTIONS ON HOW I CAN FIX THE CODE SO THAT IT WORKS IN THE BIG APP

(a) If the correct texture image/uvmap appears in IMAGE_EDITOR, can I assume the code will work as well when included in big app as in the test?

(b) How can I force IMAGE_EDITOR to perform in the big app the same way it performs as a standalone?

SCREENSHOTS AND CODE

On a standalone basis, the code successfully resizes the UV map and eliminates the texture distortion:

import bpy

bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=0.2, depth=30, enter_editmode=False, location=(0,0,0))
TextureFolder='G:\\Blender\\Textures\\'
TextureFilename='wildtextures-zinc-galvanized-metal-sheet.jpg'

def obj_material_texture_UVscale(objname,filename,Xscale,Yscale,Zscale):
    path=TextureFolder+filename
    materials = bpy.data.materials
    material = materials.get('mat')
    if not material:
        material = materials.new('mat')
    material.use_nodes = True
    if material.node_tree:
        material.node_tree.links.clear()
        material.node_tree.nodes.clear()
    nodes = material.node_tree.nodes
    links = material.node_tree.links
    output = nodes.new(type = 'ShaderNodeOutputMaterial' )
    diffuse = nodes.new(type = 'ShaderNodeBsdfDiffuse' )
    imgTex = bpy.data.images.load(path)
    node_texture = nodes.new(type='ShaderNodeTexImage')
    node_texture.image = imgTex
    node_texture.location = 0,200
    tex_coord = nodes.new(type = 'ShaderNodeTexCoord')#NEW
    links = material.node_tree.links
    link=links.new(tex_coord.outputs["UV"], node_texture.inputs["Vector"]) #NEW
    link = links.new(node_texture.outputs[0], nodes.get('Diffuse BSDF').inputs[0])
    link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'] )
    obj=bpy.data.objects[objname]
    obj.active_material=material
    bpy.ops.object.select_all(action='DESELECT')
    bpy.data.objects[objname].select_set(True)
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.uv.smart_project()

    original_area = bpy.context.area.type

    scene = bpy.context.scene
    for count, ob in enumerate(bpy.context.selected_objects):
        if ob.type == 'MESH':
            #scene.objects.active = ob
            bpy.context.view_layer.objects.active=ob
            #+ switch to the image editor to perform transforms etc
            bpy.context.area.type = 'IMAGE_EDITOR'
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)

            bpy.ops.mesh.reveal()
            bpy.ops.mesh.select_all(action='SELECT')
            #+ select the uvs
            bpy.ops.uv.select_all(action='SELECT')

            bpy.ops.transform.translate(value=(0, 0, 0), constraint_axis=(True, False, False))
            bpy.ops.transform.resize(value=(Xscale,Yscale,Zscale))

            #+ return to the original mode where the script was run
            bpy.context.area.type = original_area
            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

obj_material_texture_UVscale('Cylinder',TextureFilename,1,30,1)


texts: Creating a material similar to the art style of Gareth Davies @spudonkey

texts: I am working in blender to create assets and sprite sheets for a project i'm coding for school. I was going for a pixel art look until I stumbled across the work by Spudonkey. I'm looking at shadeless texturing and vector painting.(Probably going to be much flatter in colour than the work below). I just want your input on what node setup, engine and if its possible to get away with little splashes of colour and scratches without painting textures. My model is currently under 11000 tris, this is why i want to avoid textures because of sharp edges.


texts:
I've created a sphere where I've displaced parts of the mesh using a noise texture and now want to add a separate metallic material to the displaced areas but can't seem to achieve this despite hours of trial and error. Any help would be much appreciated!

Here's a link to the .blend file as well:
https://pasteall.org/blend/d52534ba777f445a91cf529ca8022754


texts: Rounded corners - but not as you know them - messing up the mesh for sub-division surface (Piano key)

texts:
I'm trying to model a black organ or piano key. It's basically a long cuboid with some non-square angles (which shouldn't make much difference). It has rounded corners on the front and will have slight rounding on the edges. The front corner rounds are approximately spherical, but the adjacent edges to these rounds are not rounded to the same extent, so the rounding "fades out" into the edges, but in a circular curve. I don't know what this is called and I cannot find any other examples.
Forming the rounds is easy enough - I've tried two methods - but both create problems when applying a subsurf modifier. The mesh ends up either with triangles, or with non-planar quads. I can't work out how to do it without triangles by using the first method, and I don't think it's possible to get non-flat quads using the second. When using the subsurf modifier, I get ripples/'stretches' - I believe this is a result of triangles in the first case and I can only assume it is due to non-planar quads in the second.
For the first method, I created the base cube, then created an identical copy of it. I then made and positioned an appropriately-sized sphere partly within it, boolean-subtracted the sphere and then deleted all but the top front corner. I then over-sized this slightly and boolean-subtracted it from the actual base cube.
For the second method, I knifed quarter-circular curves on the three faces of the corner, then deleted all the corner mesh and joined up some of the vertices, split the remaining middle hexagon into quads and then created faces.
I've been on this for many evenings and can't work out another method that works.
Please note the loop cuts that I will also need to make in order for the subsurf modifier to create flat faces almost up to the edges, but with a nice round on them. I suspect these loop cuts somehow need to be integrated into the corner, though I'm not sure how, and nor am I sure whether the loop cuts can easily be created after forming the mesh for the corners.
I'm quite new to blender, so you may need to go into some extra detail for me. Thank you!


texts: How to reproduce the edge lighting in the promo art for Minecraft?

texts:
So I work for an animation team, and we're trying to reproduce the edge lighting that is present in the promotional art for Minecraft, we haven't had any luck so far and I decided to resort to stack exchange.
I have looked everywhere for an answer, I found this Reddit post which suggested using the bevel modifier but this doesn't get the effect I need:

And then I discovered cavity maps, and I tried using them and it seemed to work but after looking around and messing with lighting I discovered it still didn't achieve the needed effect:

It didn't just project the textures where it was most affected by light, the texture was lightly projected across the model and it would intensify where it was most affected by light.

I tried making a model then using the bevel modifier and baking a normal map out of it, no need to say that didn't work so as a last resort I have decided to post a question here since this seems like the best place to ask this type of specific question.
I am also planning on posting this for various people that want to make a similar type of render to use for free! This would benefit everyone in this genre of animation and 3d art.
Thank you for your time!
Ian--

Ps: I am using cycles as the rendering engine.
Edit: Here's an example of the needed effect in action:


texts: How to make this colorful shiny bubble in blender2.8? (iridescence)

texts: I want make something like this but have no idea


texts:
I have prepared a simple .blend that demonstrates the issue in question.

I select the vertices of which I want the weights to be mirrored over to the other side (along X).

I click the "Mirror" button.

An error appears: "4 vertices mirrored, 10 failed"

Even stranger than the fact that Blender is reporting 10 failed when only 4 were selected, is that in actuality all of them appear to have failed!

I have the "Show Zero Weights" option set to "All", and the mesh turns completely gray after mirroring, meaning all weights are being lost in the process of trying to mirror.

I'm hoping someone can explain what causes such errors, and what I should be doing differently. Thanks.

Related external links:

Blender Manual - Weight Tools
A similar but inconclusive post on CG Cookie


texts: Blender 2d animation, Draw lines in draw mode but cannot erase them, cannot edit them

texts:
working in 2d animation I got stuck. I could draw fine, and I could select grease pencil objects and go to all the modes, but all modes apart from draw mode seems stuck. I could not select or edit some strokes in edit mode. The same strokes seemed locked in sculpt mode. And in draw mode I could not erase them. But this was only with some strokes not all. It seemed to have no link to the layers or anything I could find. and some of the strokes that I could not edit, where highlighted as though I had selected them, but I could not deselect them.
I have been stuck on this all day but asking so I can going to reply to myself as solved it. But could not find anything on the internet about this. So hoping this helps someone else


texts: How to export a model with textures from blender to unity

texts:
I'm trying to export an mmd model that I have on Blender to Unity .

But it shows without textures


texts:
I am using Blender 2.80. I exported selected meshes to Substance Painter and got a warning that some objects has no UV maps.
Is there any quick way to see what objects have missing UV maps?


texts: Cycles - circular artefacts in displaced PBR render?

texts:
I'm trying to model a PBR leather material, with displacement modifier. The mesh is heavily subdivided to make the leather appear smooth and get the creases to have the correct shading.
However, when I'm rendering without anti-aliasing (Cycles -> Film -> Filter=Gaussian, Width=0.01Px), cycles is giving me really weird artefacts, ring-like shapes, see the image attached.
When anti-aliasing is turned on (Filter px width set to something like 1.5), these disappear. However, for my application, I must render without anti-aliasing.
Has anybody seen this before? I suspect it has to do with the displacement, as the texture is ray-marched until the displaced heightfield is intersected, but don't have any idea how to solve this. Any hints appreciated!

Edit: Guys, thanks for the help so far. I cannot share the blendfile, as it's too big for blendexchange due to the high number of vertices and the 4K texture maps. But I added the node-setup and another close-up. Thanks!


texts:
When I bevel this edge the bevel heads up to the right, instead of heading straight up the Z axis.  What am I missing here?

Project file:
lopsided_bevel.blend


texts: Where can game assets for Blender be downloaded?

texts: Is there any place where I can download surroundings of a game as a 3d model or maybe there re some inspired artists where they put them for download. I'm trying to find rooms from Wall-e. Some rooms, or outside surroundings or some interior surroundings. Where can I find things like that?


texts:
I am trying to create pipes and AC Units on a building, I am trying to use a particle system to generate new buildings that look different. Unfortunately, the AC Units are all facing random directions. I am following a video to successfully do this here is the video: https://www.youtube.com/watch?v=w9CvFVJYaTU&t=34s
And here is an image:


texts:
I'm doing a really basic outline of a park scene, and i'm trying to add a circular plane so I can begin to model my amphitheater. For some reason, when I hit 'Space' and add the circle, nothing shows up. Same for appending an object. I have also tried centering it with Shift+W.

http://www.mediafire.com/download/vv56l2ono53f28z/Park_Project.blend

Here is the link to the .blend file. I need as much help as possible; I have a project including this I need to turn in tomorrow. Thanks for any help or insight.


texts:
I've been using the new Blender Cloud Sync Addon to Install my Blender Build on multiple computers but i've run into an issue.

So it transfers all blender preferences and some Addons. But it doesn't transfer External 3rd party addons (Ie: Renderman, Retopoflow, Hardops).

Since i use loads of them it'd take me a while to download them back and keep a backup, It's possible but i hope there's a way to get them straight from my Blender install and manually install them elsewhere.

Hope you can help me on this:

I think it's on: blender / 2.79 / scripts / addons.

But for some reason i can't find any external addon there


texts: How to add View-port colour and View-port specular to object in cycle render.?

texts:
First of all, sorry for my English. I am new to blender animation. I have a problem regarding material colours, my problem is I can`t get colour same like texture shading. any one can help me on this point. I am working in cycle render.

1) Texture Shading Viewport.

2) Render Viewport(cycle render).

How can set colour in render same as texture shading Viewport.?


texts: How to fix "bone heat weighting failed to find solution for one or more bones" I tried everything!

texts:
I have tried every solution i could find here and nothing seems to be working. I'm a beginner I only know the basics. Can someone help me with it?

Here is the blend file:

https://drive.google.com/open?id=10Y7lKjOV4p28ZmlqfE-aOFoxmD8g8PuU

If someone can fix it i would be so grateful.

Edit: i tried Remove Doubles, didn't work.


texts:
I'm trying to do some curved arrays:
I need my duplicates to rotate ONLY horizontally, following the direction of my curve (Image green). I set the twist method of the curve to "Z-Up" which prevents only one rotation axis, but it still rotates backwards and forward on the curve elevations (Image Red). If I use dupliverts, the object does not rotate at all.

I read about "dupliframe" being the solution to it, because you could use constraints to disable some rotations, but dupliframes are no longer available on blender since 2.8 because of programming incompatibilities, and constraints don't seem to work with curve+array duplicates (Image Blue).


texts: When Selecting Vertice in Scripting, it isn't registered as active

texts:
I'm trying to select all Vertices along a specific edge
obj.data.vertices[x].select = True
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_axis()

Whenever bpy.ops.mesh.select_axis()is triggered it tells me
Warning: This operator requires an active vertex (last selected)
{'CANCELLED'}

Even though they come up in the editor as selected.
It needs to be done programmatically but selecting a Vertex in blender then doing bpy.ops.mesh.select_axis() does exactly what i need it to do.
Any ideas? I appreciate the help :)


texts:
I am trying to make an animation where everything but the hair and eyelashes is "Freestyled." I have two different Render Layers:

Freestyle
No Freestyle

I have successfully made the "No Freestyle" layer completely void of Freestyling. However, for some reason everything behind the hair-and-eyelash-alpha-textured-objects is rendered as complete transparency, making the eyes look weird.

Is there a way to fix this?

Alternatively, is there another way to stop the hair and eyelashes from being effected by freestyle?


texts: Could the new GeometryNode be able to create accurate Japanese style roof?

texts: It's easy to create roof tiles in Blender with array modifier but to make them align like the Japanese curved roof is kind of hard. Using proportional editing could cause the shape of each roof tile twisted. Yet in real life each roof tile's shape doesn't change. It's the location and rotation of each roof tile change. I have created a mesh that roof tiles can generate onto. With this mesh or part of it can GeometryNode generate an accurate roof tiles onto it?


texts: Slow edit when using subdivision modifier

texts:
When i create a Suzanne monkey in a new file
i put subdiv modifier at 3 and try to grab a vertex, it's slow a bit.
But when subdivided by 4 in the modifier it's very slow. The viewport is slow in rotation and moving even slower in 5 the subdivision modifirer.
My machine can't work with more than 30 thousands verts without slowing down
All of that just in edit mode, completely unusable.
I tried windows 10 and 8.1 with different drivers and tried blender 2.8 and 2.79 all has the same problem.


texts: Mesh shows up as wire frame in solid view

texts:
I noticed that one of my meshes shows up as a wireframe even in solid view. Is there any way to fix this without having to remake the object? It renders it as a solid.
.blend file


texts:
This is the .blend file I'm working with

I created this model with a processing sketch that translated colors into volumes. Now I'd like to have a rain of cubes, having the cubes to land in their proper position to build the batman image. How can I do this? animation node? collisions?


texts: Adding IK Problems - shin/forearm sticks out, doesn't follow IK

texts:
I'm trying to create an IK for a model, and have tried both of the following tutorials: Blender and Royal Skies LLC. The process I'm following, and the issue I get both times, are both shown in this video
First using the Royal Skies LLC method*, the added IK Foot does bend the knee, but the knee is only aligned in its normal rotation when the IK Foot is aligned with the knee bones own axis, with the knee and foot sticking up otherwise, and the foot not following the IK Foot bone.
*removing the IK Foot bone's parent to remove the 'windmilling' effect, as shown in the Royal tutorial.

Using the method in the official Blender tutorial, the foot behaves as it's expected to, but the lower leg sticks out. I think both are the same issue, and the only reason the foot doesn't break in the Blender tutorial is because the foot's own bone is being used rather than a proxy.

In both cases, the lower leg sticks out unnatrually and can only be made to look 'natrual' by aligning the foot bone (or the IK Foot bone) with the knee's Y axis. Why this is, I have no clue.
Notes:

I forgot to move the knee bone forward when recording for the video above, but moving the knee bone forward doesn't fix the issue.
Also, there was a corrective bone between the knee and the foot. I deleted it but made not other adjustments. The weighting still looks okay to me... see it here


texts: Is there any way to connect blender to processing?

texts: I would like to produce processing style effects in blender or other traditional applications, either 2d or 3d. I have been looking for ways to connect the language to blender through blender's internal python interpreter. So far I have found nothing. I even looked for ways to call jython libraries within blender, as processing.py is a jython wrapper around the java original, and the closest I have found was some information on blender java. I would much rather use an up to date more feature rich version of blender than a java port. Does any one know of a way to call jython from with in Cpython that would be compatible with blender or a java or javascript to python method that would work? Even the location of a pure python script that works like processing would be acceptable.


texts: Object is transparent against background

texts: This scene was nice to work with for a while, but somehow I managed to push a button that makes the objects transparent against the background. How can I get this back to normal?


texts:
I have had several occasions where I went astray with my Blender work and had to undo my work or start over.  When I undid my work today that took several hours, I went too far.  Oops!  Now I have to redo that work.

I come to Blender from CAD, specifically AutoCAD and Inventor.  Both of those packages have a redo function in them.

I would really like to see one of you smart programmers work on that.  Or, tell me that it is available and I just don't see it.


texts: Documentation for CollectionProperty (CRUD methods)

texts:
I cannot find any documentation for the existing CollectionProperty methods.

Regardings properties, generally i find .../bpy.props.html helpful, but it doesn't have any method declarations.
Usually with other properties this isn't necessary, as they just give me a value of a regular python type that I know - like StringProperty which yields a string.

With a CollectionProperty this is different: it gives me some sort of collection, I can iterate over it, but it is not a simple python structure.
There is the official doc of .../bpy.types.CollectionProperty.html, but it lacks documentation for the add and remove methods (it never mentions them).

Related Question:
Remove from CollectionProperty

Apparently there is also a move method:
CollectionProperty - change item's index

Are there anydocs out there?

P.S. digging through the blender source (of some cloned repo, because I like browsign github) I found this:
https://github.com/dfelinto/blender/blob/master/source/blender/python/intern/bpy_props.c#L3029

However I cannot find any hints in there with respect to the existing methods.


texts: Display series of 2D squares using GPU Shader Module

texts:
My addon makes measurements on objects and assign a color to the objects according to the measured value. Now I would like to display a series of stacked coloured squares in the viewport to serve as a lookup table, as on this mockup:

This runable code should draw n 2D squares (with n being the number of colors in my palette) and color them:
import bgl
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

# my color palette:
Seq_viridis = [(68,1,84), (69,16,97), (70,31,110), (71,44,122), (67,58,128), (62,71,134), (58,83,139), (53,94,140), (47,106,141), (43,116,142), (39,127,142), (35,139,141), (34,149,139), (36,159,135), (38,168,131), (48,178,124), (69,188,112), (88,198,101), (112,205,87), (138,212,70), (165,219,53), (192,223,47), (223,227,42), (253,231,37)]

# Convert a rgb color (123, 45, 234) to a rgbaf (0.123, 0.06, 0.12, 1)
def rgb_to_rgbaf(_rgb):
    _rgbaf = tuple(ti/255 for ti in _rgb) + (1,)
    return _rgbaf

def Display2D_LUT(pos_dim = (100, 100, 10)):
    # Get Palette
    n_elements = len(Seq_viridis)

    # Origin and aspect of the LUT
    x_orig = pos_dim[0]
    y_orig = pos_dim[1]
    size = pos_dim[2]

    for k in range(0, n_elements):
        vertices = (
        (x_orig, y_orig+k*size), (x_orig+size, y_orig+k*size),
        (x_orig, y_orig+size+k*size), (x_orig+size, y_orig+size+k*size))

        indices = ((0, 1, 2), (2, 1, 3))

        shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
        batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)

        def draw():
            shader.bind()
            shader.uniform_float("color", rgb_to_rgbaf(Seq_viridis[k]))
            batch.draw(shader)
        bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

Display2D_LUT()

But this only draws one element, the last one.

How can I draw several squares at once?
How can I add text?

Thanks a lot in advance!


texts: How to make Regular gaps/holes on a wall?

texts:
I want to model the great wall of China, but meet some difficulty with these gaps on the wall. As you can see in the picture below, there is a lot of regular holes and gaps on the wall left and right side wall.

(source: worldalldetails.com)

and here is my idea on this object, I want to use a path and bevel it with another curve (the unselected one). Although this gives me a approximate shape, but without these holes and gaps in the real photo.

Is there any tech or addon script helps? Thanks for any suggestion.

===================
New problem:


texts: Flow source for liquid sim is coming out of wrong object

texts:
I have 2 domains and 2 flow sources. I want to have one domain release fluid from the left flow source (the smaller rectangle), and the other from the right. I put each cube in its own collection, and then set the flow source to be the right collection in the collections tab of the domain. However, once I bake the simulations, both fluids come out of the same flow source.
Problem: When I click the bake both simulations, the flow source of the the domain I baked second gets set to the flow source of the one I baked first.
Put in a more tangible way:
I have domain1, domain2, flowsource1, and flowsource2.
I set the flow source for domain1 to flowsource1, and the flow source for domain2 to flowsource2.
When I click bake for domain1 and then domain2, it also sets the flow source for both to flowsource1, the flow source of domain1. This results in identical simulations from both domain1 and domain2
Question: Why is the liquid being emitted from flowsource1 when I set the flowsource for domain2 to flowsource2?
I know that this is complicated, I can clarify more if necessary.
Here are some pictures:
Setup:

How I set flow sources:

Identical simulations:


texts: Fingers do not move when i move right hand

texts:
There is no problem when i move left hand, but some of fingers do not move when i move right hand.

Perhaps the solution is weight paint. I do not find which bones have this problem.

here is the.blend file : https://www.dropbox.com/s/52tphkvo7vacui6/2b_09_question.blend?dl=0

here is a video that show the problem: https://youtu.be/Y4uAtzpHC8s


texts: Is there a way to merge multiple identical materials

texts:
Models I am provided with often have tons of tons of materials which tends to hang my host app. I used to go around this via Select > Select all by type > Mesh and clicking "Join" in the Tools tab.

Unfortunately this doesn't work for my latest model: "No mesh data to join".
I've opened the MTL file in a text editor and noticed over 3400 "newmtl" definitions and most of these are duplicates, for example there are 1852 instances of:

Ks 0.000000 0.000000 0.000000
Tf 0.000000 0.000000 0.000000
map_Kd ff_644.png

All starting with a different name after "newmtl ".

I could theoretically remove the duplicate material definitions in .MTL and then re-assign the different material names in the .OBJ to match the one that's been left as a source but the whole method is a damn hassle and not a real solution to be honest.

Is there any decent way to clean this mess up?

Thanks in advance!


texts:
I am trying to simply change some preferences, but each time I click on "User Preferences", Blender just turns itself off. I can't make any adjustments, and am missing out on functionality as a result. Could you help me understand why this is happening and what to do, as I have attempted to uninstall and reinstall Blender several times to avoid this problem, but have been unsuccessful.

Sincerely,

Cole


texts:
All of my textures are showing up on the texture viewer and correctly assigned, however it won't let me bake. I'd like to bake to an ambient occlusion, to add some shadows, but it won't let me, saying 'no image or textures found'.

Here is the .dae file :

https://ufile.io/5o0tr

Thanks!


texts:
Hi and thanks for reading.
I'm newbie and have problem to solve with Blender.
We have a upper level app which will open a template of Blender with a button in GUI (for make difference startup file and userpref file).
But I can't found in docs that argument for open template file so I'm asking community for help if this option is possible, if not hope anyone can help me Python script option for this problem.
Thanks again!


texts: I'm trying to rig a helmet to the shoulders of the rig

texts:
I'm trying to rig a helmet (this particluar one is not mine, it's from an OSP). The only problem is that I want it to rig to the shoulders as well, and not just to the head.

How do I do this?


texts: I checked blender Cycles todo and Blender road map but I can't find any word about this feature for cycles. Is there a plan for that in near future?


texts: How to find x,y,z coordinates of a mesh in edit-mode?

texts: I have ply format mesh in edit mode in blender. When I select some vertices , I need the x y z coordinates to be printed as output. Is it possible?


texts: Chaining multiple obj files and make them as a movie

texts:
I am trying to using blender to do scientific visualization. Currently, I have the obj files that changing over time (around 250 obj files).

I want to change them in to a movie, so that each frame will have one obj file that showed and the whole movie will have 250 frames.

Anyone know how to do it with blender?

****UPDATE****

The solution with obj files posted in the link is no longer able to work since my version is 6.74. And it only works for 6.62 and the solution script is also removed, so I am not able to work with the solution anymore. It would be nice if someone can provide me the script here.


texts: Cycles rendering output different from shown while processing

texts:
i'm rendering an image with a vehicle on it, and it seems to get pixelated on the final output of the render itself, when it's processing it looks great and is working but when it ends the image looks pixelated.
This only happens to that shader of all the objects on the scene, and is from a linked collection (2.8) from another file.

The sampling on the render is 1000 and the image has a resolution of 1920x1080, but this object is a little part of the whole screen.


texts: Using an Emission shader with textures without affecting the color of the mesh?

texts:
I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).

Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.

I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?


texts:
I have been trying to get all my actions into unity for hours now and I can't get it to work, I have enabled the F thing, and I tried a lot of solutions including ones that I have tried my self, but none seem to get all my actions into unity. The only action that is being imported is the one that I have selected and shows in the NLA that it is selected, but other than that I can't get any other action to come with the file
I directly drag in the .blend file into unity btw


texts: Issue with arraying an object along a curve

texts:
Here's what I'm currently seeing (note that the stretching as the array continues out isn't intentional. I wish the objects to all be button-like, similar to the one closest to the curve):

I've ensured all transforms/rotations/etc. are Applied to both the curve object and the arrayed mesh. All my origins are where you'd expect them to be. Any ideas?

Here is the .blend file, if it helps.


texts: Is there a cartoon character to be used in blender similar to fuse

texts:
Good day. I'm new to blender animation.
I'm a software developer who is trying to create animation to upload on youtube to have an extra income.
I starting learning animation using after effects and rigging using DUIK. I'm not an artist and i can't draw so i use images from freepik.com but i encountered problems. Like i need to rotate the character which i can't do it in after effects because of the 2d images. Then i found out blender which use 3d character which is mostly all of my problems are solved.
But the last problem i have is the characters.
I found out about FUSE but the characters are too realistic.
Is there a character creator that the output is similar to this which is cartoon character
https://www.turbosquid.com/3d-models/free-obj-model-ivysaur-pokemon-sample/1136333
And to be able to use in blender


texts:
I unwrapped the faces and added a texture too them. They appear blurry. I unchecked Mipmaps and Interpolation and changed the filter to box. The 3D view still looks blurry. In my user preferences, Mipmaps is also unchecked.
The render is fine, still sharp. Even though, there are some white outlines on some of the arms and body, might be caused by the blurred 3D texture view.
Could this also be a bug? I recently installed it on Fedora 23.

Here's an updated better pic:

I fixed the white outlines, but the image is still blurry.


texts: The cloth isn't on the character when enabling cloth stimulation

texts:
By the picture of character you can notice that I'm not an expert in blender, so the issential question i have is
when enabling cloth stimulation for the shirt, it happens to appear somewhere else, but not on my character. I have enabled collision physics for the character itself. He is riggified.


texts:
I have a raw mesh, obtained  from photogrammetry (see picture).

I interested in head. (Neck i can cut off).
Open holes and some model defects i can repair by some modelling and sculpting. So, model will be manifold.
My friend wants lowpoly model for game industry. (I know retopology etc.)

The problems are:

Photogrammetry model does not have "middle (symmetry) point".
Model is not exactly symmetrical.

Simple solution

Define midpoint of nose tip as center of vertical symmetry.
Rotate model around midpoint for approximately vertical symmetry.
Cut model via center.
Mirror and merge halfs
Correct model in sculpting mode (symmetrical mode)

I did it, but resulting model not similar to original (I tried A-half mirror and B-half mirror)

The questions are:

How to define "most certain" vertical axe of symmetry and rotation of head for defining A-half and B-half.
How to modify A-half and B-half by following formula
A-half_new= (0.5xA-half) + (0.5xB-half) and B-half_new= (0.5xA-half) + (0.5xB-half)
as result A-half_new = B-half_new , so i obtain some kind of "average symmetry" for the model.

below i attached example of "average mirror"


texts:
I was super excited to see that baking functionality has finally made it into Cycles. But I'm a bit confused about its usage. There are a lot of options in there. I'm able to get baking working just fine I think, but I'd like to back just a light map. There doesn't seem to be an option to combine bakes (except for one big combination of every thing). So I'm guessing I need to bake multiple maps and merge them in Photoshop. I'm just not sure exactly which ones I need. I'm guessing it would be Shadows, AO, Diffuse Indirect, and Diffuse Direct? Am I missing one? Is there some way to have Cycles bake those four together at once?

As a side question, just because I haven't tried it yet, if I make a second UV channel for my light maps (say one using Lightmap Pack in the UV tools) and set the image that I light map on to use that one while keeping the actual materials on the first one, will that give me the results I want? I don't want my materials to go wonky when I create the second UV set but I've never worked with multiple UV channels before. Certainly not in combination with baking in Cycles.


texts:
I'm new to Blender an i'm learning something about fluid-simulations. In the physics settings of the flow-object is a setting called: "Sampling Substeps".
I have played arround with the value to find out, what it does. But in my eyes, nothing is changing when changing the Value.
So What does it do?
Have a nice day:)


texts: Blender render recalculate faces on shape key animation

texts:
i'm trying to animate a randomized grid mesh using shape keys.
Here's how it looks like rendered in OpenGL:

And with Blender Render:

See the faces popping up here and there? Here's a close-up on one:

I don't understand why it happens since the openGL render is correct. Am i missing an option or something?

(sorry for epileptic-unfriendly GIFs, having some problems with the recorder)


texts: Is it necessary to join the mesh before adding bones?

texts: I'm Modeling a Character for animation, but still, I'm not sure about the final result of its shape, so I'm trying to add bones, but still, my character isn't joined in one object, it is still objects parented to each other, and it has the eyelids are connected to lettuce and a controller's bones. so I'm Wondering if it Is necessary to join all the mesh parts together(In one selection) Before I add the final bone controllers. So the point is the body controllers are different from the eyelids controllers, If I joined it I would lose my work There. Plus The mesh is always losing its appearance when I add bones with automatic weights in it. so I think it's a cause of not joining everything in one mesh.


texts: Keyframed Objects Clipping Through Each Other

texts:
I am very new to Blender and have made a scene where a mannequin (animated and downloaded from mixamo) is falling through a tunnel. A basic falling animation has been applied to the mannequin via mixkit.co and I have also animated the mannequin to follow the path of the tunnel, keyframing the offset to have it fly past the camera. However, as the mannequin is falling its hands and feet often clip through the tunnel (screenshots attached). Is there a way for the mannequin to interact with the edges of the tunnel?
Any help would be greatly appreciated!
Thanks,
Jake
SCREENSHOTS:
Foot Clipping: https://imgur.com/cQRI7EC
Hand Clipping: https://imgur.com/o9rm0YE
Viewport: https://imgur.com/VlAlJIV


texts: Align and snap one object to a slanted and rotated other object

texts: How to align these two objects correctly? I've tried snapping option but origins normal is off. Is there a way to change it?


texts:
I'd simply like to set the origin of some meshes to the 3D cursor which is centered using SHIFT + CTRL + ALT + C.

For some reasons that doesn't work anymore with some of objects the character I'm working on. (With the shoes It still works).

The version of Blender I'm using is still 2.69.

EDIT 1 : Here is the file with the issue (I've installed the last version of Blender in the meantime as well and the problem is still there).

https://drive.google.com/open?id=0B9BrCn1hOwOWdk44STRyV3l3dzA

Note that at the moment the only solution I've found is to import the model in a new scene with the append function of blender.


texts: Object doesn't follow the curve line during animation

texts:
To the left you can see an object and to the right, it's parented curve line.
When I hit the play button the object doesn't follow the line

If I put in any value in the evolution time box the object stops at
the static point right when I enter the value. But when I press play
the object still doesn't follow the line. In the image below you can
see how the object is moved forward a bit after entering "1" into
the evolution time box. But nothing happens in the animation. I should say that the object (a power industrial truck) is actually a group of smaller objects.


texts: How can i change the color of a material created with the PBR addon

texts:
I have installed the PBR addon. With a Light sphere material applied, I want to change the color from white to red or something else. I can't find the color option to change. Any suggestions? Thanks.

Here are the nodes


texts: How to make an object's vertex follow another object

texts:
How do I make an object's vertex follow another object?

(Not to be confused with: How to make the object follow another object's vertex)


texts: Keyframing angular velocity (linear acceleration of orbiting bodies)

texts:
I am creating the visuals for a collaborative ambisonics project, and have run into an issue.
An orbiting body has initial frequency of 0.5Hz at 0s, accelerates linearly up to 8Hz at the 30s mark and further accelerates up to 16Hz at 50s.
Is there any way to keyframe angular velocity in Blender? I am truly stumped.
Many thanks in advance,
Franky


texts: How to get rid of opened duplicate window

texts:
After I open an additional view of a window, how do I get rid of it?  Example below:

Dragging to the right/left does not help.

I am using 2.72 on Windows 7.


texts: My mesh stretches and warps whenever I pose it?

texts:
This image pretty much sums it up. When ever I try to pose the head, legs, arms, etc. the model warps like this. Oddly, the mesh only warps in this direction, front to back. I hit G or R to pose it and it does this on both.
I'm pretty new to blender.


texts: What is the difference between an Active animated rigid body and a Passive rigid body?

texts:
In the Rigid-body settings, there are two options, Active and Passive.

My question is, What exactly does the Passive setting do? how is it different than Animated Active?
(I know what Active and Passive are,
just not what the difference between Active Animated and Passive Animated is)

Thanks


texts: Right Click selection selects everything and not just 1 thing

texts:
I'm very new to blender and I just want it to make GFXs for a multiplayer website called ROBLOX. I've successfully made some about a month ago, but when I try to use right click to select a limb, Blender decides to select everything. This is an example of what is happening:

It's so annoying that I just want to stop making GFXs now.


texts: Why does Grease Pencil ui not inherit from bpy.types.Panel?

texts:
I am developing an addon and often right click on existing ui elements and select "Edit Source" to learn how certain ui elements were made. Almost every ui element inherits from bpy.types.Panel as expected and as I thought was necessary to make a ui panel.

I'm trying to make a similar panel to the Grease Pencil panel, and upon inspecting it's source, the panel's class is not inheriting from anything:

class GreasePencilDataPanel:
    # subclass must set
    # bl_space_type = 'IMAGE_EDITOR'
    bl_label = "Grease Pencil Layers"
    bl_region_type = 'UI'

    @staticmethod
    def draw_header(self, context):
        self.layout.prop(context.space_data, "show_grease_pencil", text="")

    @staticmethod
    def draw(self, context):
        layout = self.layout
        # Rest of class ...

Yet somehow it's still accessing attributes such as draw() and layout, which I thought were inherited attributes from bpy.types.Panel.

I've attempted to figure out why this works by making changes in the code, rerunning it, and seeing what changes occur in Blender. Strangely, no changes would take place when I made changes to the python code, unlike most python source code, which will reflect changes right away.

Why does this class not inherit from bpy.types.Panel, and what advantages/disadvantages does this bring?


texts:
Cristóbal Vila has made some amazing videos. I believe I read somewhere that he uses modo for this, but that is beyond the scope of my question. At the start of his "Ishafan" video he animates tracing a "circular", flat pattern and after that he traces the lines of a vault. I am curious about the following:

Is there a good, non-"do this a couple hundred times" way to do the 2D tracing?
Is there a way to (almost) automatically make the "moving fronts" light up more than the rest of the 2D tracing, like in the video?
Is there a good way to do the 3D tracing, without having to use a boolean modifier with a bunch of moving objects to gradually reveal the lines?

I hope these questions are not too generic, (like: how to model, light and animate a running medieval army or something)? Is using python maybe the best option? I would love to hear your opinions on this.


texts: How to make Inflow object not impact the fluid simulation?

texts:
I'm trying to render an animation of water dancing. I'm using an animation and a character from Mixamo and designated it as the inflow object. The simulation works and follows the character just fine but I want to omit the character in the render so that it's just the water alone. So far I've tried making the character transparent but we can still see it in the render.

Any help is very much appreciated :)


texts: I've imported models from Blender to Unity in .FBX and the model in the game makes the character bounce/jump heavily, and it makes the game unplayable.


texts: How to get part of a mesh with Python API, which requires breaking down some faces?

texts:
Suppose I have an object, for simplicity, created as a grid and two circles. How can I extract a mesh, which satisfies a condition: x>=0 and y>=0. This implies that the faces associated with the circles have to be bisected.
I am wondering if there is a relatively easy solution to this. May be,  bmesh.ops.bisect_plane can be of any help in this situation, but I do not know how to apply it.

import bpy

import bmesh

bpy.ops.object.select_all(action='SELECT')

bpy.ops.object.delete()

bpy.ops.mesh.primitive_circle_add(vertices=32, radius=2,
                                  location=(0.5, 0.5, 0.0), fill_type='NGON')

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

bpy.ops.mesh.select_all(action="DESELECT")

bpy.ops.mesh.primitive_circle_add(vertices=32, radius=3,
                                  location=(0.5, 0.5, 0.0), fill_type='NGON')

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

bpy.ops.mesh.select_all(action="DESELECT")

bpy.ops.mesh.primitive_grid_add(x_subdivisions=3, y_subdivisions=3,
                                radius=4.0, location=(0.0,0.0,0.0))

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

bpy.ops.mesh.select_all(action="DESELECT")

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

obj = bpy.context.selected_objects[0]


texts:
I have this mesh of a ridge that I originally made by simply using the knife tool across a plane. This left me with a very disproportionate amount of vertices in the y-axis.

As I currently understand it, the shading artifacts that I've highlighted below are due to bad topology and ideally I want quads (or triangles) on the top and bottom planes as well.

Is there any tool in blender that can speed this up. I mean, I could walk through each vertex and add the edges by hand, that's not too much work but I was hoping that there's a tool that can actually do this, since what I want here is exactly one additional edge per vertex on the upper and lower plane.


texts: What Transformations are calculated exactly for the sRGB Display Device in Blender's Color Management?

texts: I'm wondering what transformations are calculated exactly in Blender's "Color Management" if I set "Display Device" to "sRGB" and "View Transform" to "Standard" (my Blender version is 2.92 Alpha). Is this only a "Gamma Correction" or is there more?


texts: Using matplotlib in python script to enable plotting in add-on

texts:
i would like to create an add-on that can plot graphs using matplotlib inside the add on frame.
Does anyone have any experience  with using matplotlib or any other python lib in blender?
Is it possible to plot the graph in an add-on frame?


texts: Right now blender can be used with RTX cards but they are not as optimized and are not using the RTX cores to there full extent. Will this change, am i wrong? If anyone has info on how this new tech works with blender help out.


texts: How to adjust operator settings after leaving the settings panel

texts:
I've added a torus knot using the the "Add Curve: Extra Objects" addon. I've done some work on the scene, and now would like to go back change the knot parameters that were in the operator settings when I first added the curve.

How do I get back to that panel to adjust operator settings?


texts: How to completely remove sound strips from blender file?

texts: I kept wondering how to remove all sound strips/file from blender file. At first, RebusRender would say that my sound files had unsupporting characters. I changed the names of the sound files, assuming characters meant names. Then Blender never updated the names. I deleted the sound strips from the animation, but they still appear with an error "File not found: sound_title".


texts: Hair Dynamics not working on mesh from Daz Bridge

texts: An interesting problem trying to use Blender particle hair with Daz models via the Daz Blender bridge (because Daz don't offer strand/particle hair with physics to the masses).  Duplicated some mesh from the head to create a cap and added particle hair with dynamics.  Nothings happens when you simulate. To debug I have eliminated all other assets from the file and also added a new UV sphere.  With the same setup, hair dynamics on UV sphere works fine but hair on cap does not.  Can anyone tell me why this is.  File uploaded if you want to try it.  Issue is the same in 2.83 and 2.92.


texts:
I'm currently UV unwrapping a model with creased edges. The problem is, when I mark UV seams on the same edges that I have creased, the edge is only highlighted in purple, for the crease, but the red highlighting for the seam does not show up. Example:

In the above picture, both indicated edges are seams but the bottom one does not have the red highlighting. While the seams still work when I unwrap, it is really inconvenient to have to remember where I put them.
Is there some way I can either change the draw order of these two overlays or make both appear at the same time?


texts:
You would think this would be very simple, but I've had no luck so far, so I'm posting here. I'm trying to generate this shape (courtesy WolframAlpha).

This is simply the intersection of three mutually perpendicular cylinders of equal radius. I can intersect two cylinders in Blender just fine.

But when I try to intersect a 3rd...

I get this.

I've already made sure the normals on each shape are correct, and I've even tried accomplishing the same by cutting a cylinder out of a larger cube, then subtracting that cube from the correct two-cylinder intersection shown above. Blender's boolean modifier always seems to get it disastrously wrong. Given how easy this is to try yourself, I was hoping one of the lovely people on here could provide a working example, or, if not, at least explain what's going wrong. Cheers!


texts: rigidbodies not working with a lot of objects

texts:
i have added a lot of objects with rigidbodies but some rigidbody objects are not working. i think its happening because there are a lot of objects : /. i have tried searching on web but i didnt found any answer.
Video: https://drive.google.com/file/d/16or602_RENpfHsaVclrzY5TM0nCAwBl4/view?usp=sharing
FIle link:


texts: How to avoid inverted normals after combining a lot of meshes?

texts:
I made a game level that contains a lot of small objects - around 1800. Now I want to join all of them to export in game engine (I want to try use one huge light map on whole level). But when I combine meshes many normals get inverted (there are many objects like simple planes, so simple Ctrl+n has no effect). It`s really hard to invert back all normals by hand. BTW all objects have applied scale and rotation. Sadly, I can't provide the source file or screenshots - NDA stuff.

Is there any way to force Blender to not recalculate normals after combining meshes?


texts: Is it possible to duplicate objects along the surface of a sphere?

texts: Let's say I'm trying to create a spherical object comprised of identical units along the face of the sphere (creating a model of a spherical cyst with cells making up the outer epithelium). How would I be able to copy the single cell I made and duplicate it so that it forms a sphere?


texts: Animation: render stops before animation is done

texts:
I had a simple animation (student project) which was working fine.  I decided I would slow it down a bit, as follows:  in Dope Sheet, select all, Scale, then drag the whole shebang R to start on Frame 0 as before.  Used to be 170 frames long, now 270.  Preview is fine.  All seemed well.

Then I rendered it.  The rendered version stops (black screen) after frame 170, "remembering" the old length.  Yes, I did remember to set Begin and End frames in the Animation parameters :-)  They are set to 1 and 270.  If I step through in Preview, rendering individual frames, I can see that frame 170 is normal and frame 171 is black-screen as are all subsequent.

There must be some other place -- other than the Timeline and the Animation panel -- where length of animation is set, but I can't find it.  Can anyone clue me in?


texts:
Hello to anyone who might be able to help. I am very new to Blender and I'm following a tutorial online. Everything went fine until I added some sprinkles on my donut. What happens now, when I do a render preview it will render the image ( a few mins on my potato computer) and after it has finished all tiles and the whole image is revealed, the image turns transparent. Like an image that has turned down the opacity. It will also have that transparency grid on top. o.O I'm sure its just one tickbox, but which one is it??
Thanks


texts: Material are not being applied to the model

texts:
I'm new to blender and hit a bug probably.

I checked the material/texture/rendered view but the material is not being applied. I also created a new project and tested with a simple cube and tried the voronoi texture. The texture doesn't seem to work while I successfully applied bevel. I have checked the documentation and saw some tutorials and the followed the same steps as the videos but the material won't work.

EDIT:

OS is Ubuntu 16.04 LTS.

Using cycles render, it didn't work in blender render either.
I was using 2.76 when I posted the question upgraded to 2.79 and the issue persists.

I assume material will be applied when I left click or press enter by selecting a certain material. Here's a screenshot


texts: weird rotate/move problem with curves / is there a easy way to recreate curves?

texts:
I was trying to make hair with curves, but then i got some weird problem with some of them that when i move or rotate they would randomly tremble and get in a different position in relation to the others.

I would like to know what im doing that is causing it, or at least some easy and fast way to recriate the curves that doesn't cause this glitch.


texts: I use A to select all my model parts, but when I hit G to move it only the grid moves. How do I correct this?


texts:
I was wondering if it would be possible to export a list of XYZ coords along with the rotation into a file. Not a text file but just raw bytes (see attached example).
I have no clue how python works so that's why I'm asking here.

First set of 4 = X, second Y, third Z, fourth Rot X, fifth Rot Y. These are more recordings of my movement and not bakes in blender.


texts: How to make a realistic snow material in Cycles?

texts:
I have looked at many snow shaders, but haven't yet come up with one that looks good. I have many examples of not so good looking snow that I have tried to make.

I have looked at these materials:
Youtube tutorial
thread on blender artists
about the same material on blendswap
another material on blendswap

All of which have disappointed me in some way.
I'm looking for some way to capture the displacement, both small and large, the bright highlights of glistening snow, and the subtle grain over all.

Here are two reference images I took last winter.


texts: How can I bake a normal map with smooth, beveled, edges, when the low poly has sharp ~90° edges?

texts:
Background
I have been trying to solve a seemingly simple problem with normal map baking in Blender 2.9 since last weekend. I wanted to make sure that I read and researched as much as possible before asking for help, but after reading several articles and even signing up for CG Cookie and watching their normal mapping course, I am still having issues.
The following is a simplified example of the issue I am having, using a simple cube as a demonstration.

Low-Poly Mesh
First, I created a model in Blender.

High-Poly Mesh
I then created a "high-poly" version of the model, with beveled edges and a bit of detail.

Bake One - Distance-Based
I made a first attempt at baking the normal map, using distance.

This gave me incorrect-looking edges, and after reading a few articles and forum posts, I learned that distance-based projection causes the exact same area of the mesh to be baked multiple times onto different adjacent faces

- Common XNormal Baking Errors and How to Solve Them

Bake Two - Cage-Based
Several people suggested using averaged normals to combat the projection issue, which can be achieved in Blender by using a cage-based bake.

This seemed to work slightly better, however, the "true identity" of the cube is clearly visible and there is no way that anyone would even think that it was a smoothly beveled cube.
I thought that maybe the reason why it looks so "cubic" is because of its self-shadowing, however, if you compare the original, non-normalmapped cube, to the end result, the contrast between shadows and highlights is much more prominent, and the edges, therefore, look somewhat sharper than the original!

 - Old version (incorrect node setup)

Update 1
I realised shortly after posting that, embarrassingly, my nodes were hooked up wrong in the node editor (I was missing a Normal Map node).

I re-rendered both examples, thinking that this could be the reason why I was having this issue.

As you can see, they look not only wrong, but actually look worse than before!

 - Old version with updated node setup

Update 2
I changed the Image file color space of Image Texture node from Color to Non-Color Data, as per MrZak's advice and now have much better results.

Now it is just a question of whether or not it is actually possible to get perfectly smooth corners, considering that there is self-shadowing, that make areas of contrasting highlight/shadows still appear slightly sharp close-up.

 - New version with Normal Map node set to Non-Color Data


texts: Rendering issues with fire and smoke in blender internal

texts:
Im trying to simulate fire in blender. I have applied the material and tried to render it.But there is noting showing in the render result.. Tried other tutorials also but always have some issues with this. Is this because i have a low configuration system? Im attaching my blend file also here. Please help....

blend file:https://drive.google.com/open?id=0B4H_qN6jMkcZa3M0ZTY2VTFjSUk


texts: How can I create a new object by input of dimensions?

texts: I have watched video tutorials how to create a simple rectangular object from a cube and in each it displays DIMENSIONS (x,y,z) in the object properties below Location, Rotation and Scale yet when I copy what I see in those videos I do NOT get Dimensions displayed. I have searched everywhere, even in Help, but cannot find how to display Dimensions to allow me to input the dimensions. I have found that I can create my object to the correct dimensions using SCALE but is that the correct method and why can't I get the Dimensions input box displayed? So frustrating that I can't even duplicate what I see in video tutorials. I have Blender version 2.29 as well as 2.83.


texts:
As far as I know, this is not possible, but I just want to be sure there's no way before discarding the idea completely.

So, I have a character rig that's animated, and I want to use it with another model of a character with a different build and I need to adjust some bones in edit mode. After doing this I tried to reset the bones in pose mode with Alt + G, Alt + R, and Alt + S, but none worked. I tried to apply the pose, yet that didn't work either; the bones didn't change size. It looks as it should when I'm in Pose Mode and have it set it to Rest Pose, but then I can't animate it.

Does anyone know if there's a way?


texts: I just installed LuxBlend, LuxRender for Blender, in order to test it, and I'm very new to using it. I made a simple scene with a couple of mesh lights "plane objects", and assigned emitting materials to them. I'm trying to get two Light Groups, one for each mesh light, but it looks like something is missing. The Light Groups panel in Render Layers tab is empty. I tried to add it in the light material with no luck, for light materials, I chose Null, for material type, and checked LuxRender Light Emission check box, "as I've seen in a tutorial." There's a tutorial on the Luxrender website that explains how to do it, but I'm sure it's for a different version, because there's a Material Type called "Light", which makes sense. Why choose "Null" for a light? But in the version I have, there's no such material type! I'm using Blender 2.77a, LuxBlend 27.


texts:
What is the python way to select vertices of a mesh?

I've tried:

for vert in obj.data.vertices:
    vert.select = True

I ran the above code in edit mode, but the vertices didn't turn yellow.


texts:
I've been trying to model molecular structures on blender using coordinates I've gotten off scientific papers.

The only problem i've been struggling to form bonds between them consistently. When I use a cylinder mesh and set the faces to the centre of the spheres it cylinder itself has been distorting, as shown here.

Moving cylinders manually into place is very inconsistent. I would like some help figuring out how I can achieve something looking like this.

Like is there a way to snap each cylinder face to the centre of each sphere without affecting the cylinder shape? Or is there something else entirely I should be doing?


texts:
Is there any reliable benchmark resource (website?) for choosing the right CPU for Blender? I found http://blenchmark.com/cpu-benchmarks, but they seem not reliable. For example, according to them, AMD's Ryzen 1700 is even faster than Intel Core i7 7820X, which seems unreal.

How do you choose the right CPU or get insights regarding Blender performance of different CPUs?


texts: What is this view mode and how do I go back to the default one?

texts: I pressed some button accidentally while trying to do something else and now I have dots everywhere. It's kinda useful since I can see through the object, but I kinda just want to go back to the default view. How do I do that?


texts:
right now im modelling some glasses, and im having a problem with the "subdivision surface" modifier, basically it connects points i don't want to connect...

without subdivision surface:

and with subdivision surface:

here the blenderfile download (mediafire)

i would really appreciate some help :)

edit:
Thanks to Paul,

i got it working by removing the exchange the big face with smaller ones:


texts: Problem with the Rigging of legs, and it's doing stranger things!

texts:
First of all, sorry for my bad english.
So I use blender for a few time, I rigged a lot of basic 3D model ( especially voxel character ), but this time i tried to create a real and professional rig.
So, here's my problem : when i create automatic rig, it rigs both legs, so if I move the feet... both legs move strangely.
I tried mutiple thing, like removing the mirror modifier of the mesh with the vertex group off, rigging with few basic bones, etc etc... but nothing works. It's my first time with this bug, so If anyone has a solucion, please can you help me xD. Thanks in advance.


texts: I'm currently building a pc for sole purpose of blender. I was just curious as to what the function of the gpu is in blender So I can decide which GPU to buy. I have a rough understanding of CPU function but not sure GPU other than it can be used to render


texts: Using a Normal map together with a Bump map

texts:
I've been stressing these days searching for a video on using a Normal map with a Bump map, but I haven't found something good. Some suggest connecting the Bump input into the Displacement output and others suggest connecting it to the Normal output of a Shader (both using a Bump node). What would be considered a right way of doing it? The Bump node has a Normal output. Is that for the Normal map?

I have this road scene where the bricks are too smooth and I would go for making them more bumpy -

I want to use the Noise texture as a Bump map, but the bricks already have a Normal map so that I have no idea where the bump node should be connected. And when connecting it into the Displacement output nothing happens.

In a tutorial by Andrew Price called "The Secrets Of Realistic Texturing", the Normal map is connected into the Displacement output, but I'm not sure if it is a good way of doing it and the bumps are more like some streched lines which is not what a Noise texture would do - http://qgv6y6drlr2sy3es4blouyvd9.wpengine.netdna-cdn.com/wp-content/uploads/sites/3/2013/01/complete1.png

Here's the file if anybody comes up with something - http://www.pasteall.org/blend/31902

I'm unable to upload the maps (too high resolution), sorry. But, you can use maps of your own.

Here's the node setup -


texts:
I was trying to recreate a so-called CMY cube, which is a translucid cube where opposite sides are coloured cyan, magenta, and yellow. When looked at from an angle, these colours mix, e.g.

(More pictures here).
The naive approach (namely, a cube with different shaders on each face) does not work:

Is this something Cycles can handle? (I mean, in a natural/physically realistic way; although if this is not possible, a "fake" solution would be interesting too.)


texts: Fire is bleeding/rendered in front of all objects in Eevee

texts:
I'm playing with fire simulation (added it to an object via object-quick effects menu). I use couple of faces on my torch model as an emitter. I encountered a problem when the fire is rendered in front of all objects, but only in eevee. In cycles fire is rendered as I'd expect it to i.e. it doesn't overlap my torch. What should I do to fix it? I have already tried playing with parameters in physics settings and volumetric shader settings but results stay the same: good in cycles, bad in eevee. Here are 2 renders to show what I mean. First is eevee, second is cycles.

I've tried setting up fire simulation in both latest blender 2.81 and recent 2.82b


texts:
I have Blender 2.9.1 and have just installed Sverchok 0.6 (I think -the latest available).  When I add a Node (e.g "Box")

I get this node - but no sign of the sockets - how do i display them.
thanks


texts:
I am finding that at certain spots in my mesh, when I've applied subsurf modifier, I get these weirdly sharpened / extended edges on some joins, but not on others. See the photos for what I mean.

I've tried playing around with adding edges and loop cuts but that doesn't seem to fix the issue.

Here's another example of this, may be a different problem, but this was seems to actually be making creases of some sort.

Blend file is here: http://www.pasteall.org/blend/33247
Any help much appreciated, Thanks!


texts: Is it worst or not to have multiple linked blend files into my main project?

texts:
If I want to work with linked meshes, collections etc, what is better so to keep my main project "light"? To have one separate blend file where I'll keep all my prototypes in there, or to have multiple blend files (one for each prototype) linked to my main project?
Is there any limitation on second case? Will I face any problem? Will this make my main project heavy or something?


texts: Can I set the default alignment for new objects to "view" (not "world")

texts:
I'm modelling a real-world object by tracing over some photos, and have multiple 3D viewports open. When I add a new object, it always defaults to "Align: World" and I have to use the F9 menu to change this to "View".

Is there a way to make the default alignment of a new object "View"?


texts: Glossy materials not rendering correctly

texts:
I'm new to blender (and 3D modelling) so please use dummy terms if you answer!

I have applied 3 materials one each to 3 different objects and only 1 renders the same as the material preview. I've attached a screenshot to show you what I mean. The silver material should be on the top ball and the brass material should be on the cylinder holding the ball up. I've no idea why it's not working when the copper material on the spiral wire worked. I'm using cycles render if that helps?


texts: pass a string variable from UI Layout to display properly in Operator bl_description

texts:
In the UI Panel layout I have:

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

    row = layout.row()
    props = row.operator("myops.addthings", text="HEAD")

    #text variable here
    props.sometext ="my object name"

In the operator I have:

sometext = bpy.props.StringProperty()
bl_description = "Add "+str(sometext)

The tool tip however doesn't seem to be displaying the "sometext" as regular string, see the screen captured as below:

Seems the string returns as "", what is the fix to get it displayed?


texts: Ruler/protractor reports doubled measure

texts:
Blender 2.79.
I draw a cube entering the measures manually as scale values.
Then if I select the Ruler/Protractor tool, I see a measure that is the double value against the entered value.
Why?


texts: How to make dupli objects the same size as parent object faces?

texts:
Inherit scale has to be set so that when I scale individual faces of parent mesh, the dupli objects are kept the same size as scaled faces of the parent mesh.

In these screenshots, the parent mesh object has 3 differently scaled faces (orange) and the child object blue.

Left side:

Inherit scale is 0.25 and it's too small, blue duplicates are much smaller than parent mesh object faces.
Right side:
Inherit scale is 0.5 and it gives the desired result, blue dupli objects are exactly the same sizes as parent mesh object faces:

Given any shape, how do I calculate the correct inherit scale value to make the dupli objects the same size as the parent object's faces?