texts:
Well, I make Minecraft Animations and I was moving from Blender 2.69 to Blender 2.70. The version move was successful. It rendered properly n' stuff. I was playing around with nodes and render layers. After a while I took a render. and all of a sudden every thing did not render. Only the things Ia moved into the 2nd object layer which i moved back to the 1st render layer. Now what. I've been stressing, trying to fix the issue but it won't render.
I'm pretty sure that i did not do an accident of some sort but i probably did. The materials are not transparent. The camera distance is way over how far this is because I have other scenes(old copies of this new one) that still render. Help!

It exists in the 3D view-port but not in the render :( Help?

This is all that renders

That sucks

3D view-port of what it is actually meant to look like

Another render

What is actually meant to be, with the render layers panel

Here is the node editor, pretty simple because i usually do the compositing after the animation is done.

Notes: When i was taking a snip of the view-port, i changed it to render view and it was all invisible. Also the image above is set on the last layer but even if i set it to the one with all the objects nothing would render

Answer : Everybody don't worry i found the problem, apparenttly all items were restricted to render for some reason. Not sure why. It might have been when i was playing around with the new flight system(Shift+F) i pressed (W) and accidently pressed Restrict Render Unselected. Anyways this problem has been solved, what do I do?


texts:
I wonder if there's any possibility to animate frame "17" as picture show to frame "19".
I just need to key those frames that I need.
Any help would be grateful.

Thanks


texts: Sometimes curved or fluid connector lines are tiring to work with in a complex node setup. Is there a way to change the shape to a more straight line?


texts: Can I use Blender to create an open loop race car track level?

texts: I've just used Blender to design my 3d model of a vehicle.  Now I would like to create the race track.  It will be an open loop track where the start and finish are not connected.  Is this something for which I should be using Blender?  Or is this done in another program?  Google research has been unclear.


texts: Cycles vs Internal for a small animated outdoor scene?

texts:
What are the pros and cons for using cycles to render an outdoor scene?

Note: I have access to a Nvida GTX 670, so I can use CUDA to speed up the cycles rendering.


texts: Blender 2.8 doesn't load after installation on Windows 7

texts:
Opening blender in debug mode logged the following
Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 09:44 AM Windows
argv[0] = blender
argv[1] = --debug
argv[2] = --python-expr
argv[3] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\PCWORL~1\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
read file
  Version 280 sub 39 date unknown hash unknown
Win32 Error# (0): The operation completed successfully.

More in depth details here:
https://www.notion.so/Blender-Setup-issues-61b41b9449a34a96afc39681c2054fbf
If all else fails, can I use the following dll file from blender ftp site:
https://download.blender.org/ftp/sergey/softwaregl/win64/
P.S. My machine is an old one but not sure if this error is dependent on it.


texts: Stopping Blender seeing all system/network folders in campus/school install

texts: When I install blender on a school Windows network all the folders are suddenly visible, such as the C: drive, these folders aren't visible from MS products such as Word. Is this a blender issue or a network set up issue?  How do I enforce folder permissions on blender?


texts: Change camera field of view on keyframe?

texts:
I need the camera to be able to zoom in (field of view) on a certain frame.

However, when I do that it effects all the frames and isn't good at all.

Is there any way possible to make it so that on one frame the field of view is 32, then on the next frame it is 2.07?


texts: Why cycles images seem to saturate in linear color space?

texts:
I'm using the well known workaround for retrieving render results in python by creating a CompositorNodeViewer and connecting that to the Render Layers:

view_node = scene.node_tree.nodes.new('CompositorNodeViewer')
render_node = scene.node_tree.nodes['Render Layers']
scene.node_tree.links.new(render_node.outputs['Image'], view_node.inputs['Image'])

bpy.ops.render.render(write_still=True)

pixels = np.array(bpy.data.images['Viewer Node'].pixels)

This is working very well, but I'm now facing an issue which is probably caused by color space conversions. I am interested in a linear color space output, but I seem to get something else. The output images seem to saturate at a specific value (sometimes it is 15.0, sometimes it's 27.0 depending on the scene I'm rendering). When I increase the emission strength of the light (using cycles renderer), I don't get larger values in the output. When the light levels are lower, I don't see said saturation effects.

I already tried to change the various color models for the scene, but the problem persists.

I also tried to save the output as .exr file suspecting that the effect might be caused by automatic color space conversion but it seems that the .exr files also show the saturation effect (besides being very uncomfortable to work with).

Does anyone know what causes these non-linear responses in blender? And maybe someone can give some tips to prevent them?

Thanks in advance!

EDIT: Unfortunately I can't reproduce the effect with the default scene. Maybe this is a sign that the effect is not related to color space conversion but to something else...


texts:
I'm trying to light a bottle with several light emitting planes. In front of those planes I have planes with SSS to get diffused light. I switched off shadow and camera for those objects, but still they cast a shadow of themselves. Any pointers how to get rid of them?

I circled where those planes are located and the cast shadow.


texts: How to discretize a 3D mesh to generate a 3D binary matrix

texts:
I apply the algorithm proposed by TLousky discretize a mesh to discretize the entire mesh. I get this result

import numpy as np
import bpy, bmesh
from mathutils import Vector
print('Start')
def check_raycast(ray_origin, ray_destination, obj):
    ''' This function casts a virtual ray from "ray_origin" to
        "ray_destination", and finds any intersections along
        the ray's path with the mesh object referenced in the "obj" param.
        If there are any intersections, it will return True, else False.
    '''
    mat = obj.matrix_local.inverted()
    f   = obj.ray_cast(mat * ray_origin, mat * ray_destination)
    loc, normal, face_idx = f

    if face_idx == -1:
        return 0

    return 1
matrix=np.zeros((76,76,88));
#the size of the cube (voxel) is 2*2*2 cm
i=-1
for x in np.arange(-.75,.75,.02):
    i=i+1
    j=-1
    for y in np.arange(-.75,.75,.02):
        j=j+1;
        k=-1
        for z in np.arange (0,1.75,.02):
            k=k+1
            c = bpy.data.objects['Cube']
            o = bpy.data.objects['modelPerson:Body']
            bpy.context.object.location[0]=x
            bpy.context.object.location[1]=y
            bpy.context.object.location[2]=z

            # Generate bmesh object from cube mesh data
            bm = bmesh.new()
            bm.from_mesh( c.data )
            bm.edges.ensure_lookup_table() # Generates edge   index table
            bm.verts.ensure_lookup_table() # Generates vertex index table
            intersectsMesh = 0
            for e in bm.edges:
                # Find the global coordinates of each edge's two vertices
                coos = [ c.matrix_world * v.co for v in e.verts ]
                # Set these verts as ray casting origin and destination
                ray_origin, ray_destination = coos
                if check_raycast(ray_origin, ray_destination, o):
                    intersectsMesh = 1
                    break
            insideMesh = check_raycast( c.location, Vector( (0,0,1000) ),  o )
            print( "Intersects: ", intersectsMesh )
            print( "Inside Mesh: ", insideMesh )
            matrix[i][j][k]=   insideMesh|intersectsMesh
            print("value",  matrix[i][j][k])
print("max value of matrix before reshape ", np.max(matrix))
matrix2=matrix.reshape(1,16*18*16);
print("max value of matrix ", np.amax(matrix2))
'''I reshape the matrix for using savetxt() after I can reshape the matrix using Mathematica'''
np.savetxt('3DMatrix.csv', matrix.reshape(1,76*76*88),delimiter=',')
print('finish')

here is my code


texts: hey so i made a couple different walls that i will repeatedly be adding into my project what i am trying to accomplish is add these new meshes into the add mesh Archipack tab. see picture for more info?


texts: Difference Boolean 2.8 not working as expected; Weird shading and not removing face

texts:
I'm only on my third day of trying out Blender after hearing about 2.8 changing the workflow. I followed the classic donut tutorial and now I wanted to try a simple project of my own.

I'm trying to use a boolean modifier difference operation to remove an object from a cylinder. I imported a SVG and solidified it and turned it into a mesh as the object I would like to remove out of the cylinder, but it's not working as expected. I suspect the SVG is the weird part because I can remove a sphere from a cube and it works as expected.

In the cylinder object mode using X-Ray, I can see that the shape is cut into the object but the face between the two objects is still there. In smooth shading mode you can see a hint of the process. I haven't seen this problem in any other question about booleans, including the ones this question is marked as a duplicate of. It doesn't even show up/cut the shape out.

The only time I've seen it work correctly is if I'm in edit mode for the SVG Shape and I've hidden it from viewport but I can't do anything from there. The shading is weird, but it removes the geometry how it should.

I've tried searching around but I'm not quite solid on 3D terms yet, and it's talked about normals, limited dissolve, merge by distance, etc. I've tried a bunch of things suggested but I can't seem to figure it out after a few hours.


texts:
I'm working on a boss model in Cycles Render for a game I'm working on, and I've noticed that Blender 2.79 suddenly stops whenever I try to manually adjust the boss model's rotation, as well as its other transform commands. Before I simplified the geometry of the model, it also crashed constantly. Below is the polygon count for each model:
Antheia (boss model): Verts: 2926/ Faces: 3,928/ Tris: 5,382/ Objects: 29
S.C. (player model): Verts: 35,604/ Faces: 36,665/ Tris: 72,284/ Objects: 57
Even though the player model has much more in almost all of the polygon counts, I find that the boss model lags much more then it. I also noticed that the boss model's file size is almost double that of the player model. (9.44 MiB to 5.32 MiB) I've also noticed that the boss model
Is it a matter of something wrong with the file, or there anything I can do to solve this problem?


texts: Volumetric error when rendering mantaflow fire simulation

texts:
so I've been working on honing my fire-simulation skills in the Cycles renderer using Mantaflow as I'm set to be using it soon for a project; but while working on looks and so on, I noticed a render error that I've not come across before.
If you look at the fire itself, the edges have these "blocky" outlines, its most noticeable along the leftmost border of the fire, here is appears as dark blocky borders to the fire, but its also visible at the back end of the fire, where the block is brighter than the backdrop

The error like stated above, is very obvious and basically ruins the whole thing: it might be worth mentioning that the fire simulation is emitted via a particle system and not mesh.
Is anyone able to tell me how I would go about removing these blocky almost "bounding-box"-like artifacts.


texts: How do I generate pixel-art friendly UV maps?

texts:
Here and here, you can see examples of what I'm trying to do in terms of texturing. The UV maps shown for these models appear to be very clean and uniform, pixel-friendly and keep distortion/artifacts to a minimum on the pixel art textures.
How can I do this myself? This is my model. Lightmap unpack looks like my best bet, but it is not pixel-aligned (I set 64 for image size). This results in "Export UV Layout" producing a very blurry image since the UV edges are in-between pixels in the 64x64 image it outputs, making it effectively impossible to create a proper pixel art texture for.
I've tried checking "Snap to Pixels," then pressing G to grab and release, hoping it would snap properly. Instead I simply get a noticeably distorted version of the original UV, which for some reason still outputs a blurry image (but slightly less so) on export.
When snapped to grid, the UV initially seems at least somewhat usable if still a little blurry. But the problem then is it's very misshapen-- what used to be squares now become rectangles, resulting in messed up face sizes on the UV and therefore inconsistent texture stretching (compare the first UV to the second and you should see the distortion).
I attempted to use the "pixel aligned" but distorted UV map and got this poor result, very stretched due to bad unpacking:

What's the most pixel-art friendly way to generate/export UVs and get results comparable to my two examples?
BEFORE YOU MARK THIS QUESTION AS A DUPLICATE OF THIS ONE, PLEASE READ:
Quote from the above question's answer:

As for distorted (as in stretched or compressed) textures it all as to do with the way you UVMap your textures.
If possible use the UV Map > Cube Projection which will cause minimal distortion, or UV Map > Project From view

This does not help me at all. Cube projection and project from view are not solutions and both result in a disaster of a UV map. Lightmap unpack is close but not all the way there, hence why I'm asking this question.
Blend:


texts: Can't activate A.N.T add-on, numpy error

texts:
This problem was happening since blender 2.78 of mine and I was hoping ping that from the >200 bug fixes mine would have been the one but unfortunately it's not a common bug. I can't activate A.N.T add-on and others that apparently are using the numpy module. In the python 3 console from my terminal I can easily important it with our an error but the blenders built-in console can't import it.

The error outputs the following:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/usr/lib/python3/dist-packages/numpy/__init__.py", line 153, in <module>
    from . import add_newdocs
  File "/usr/lib/python3/dist-packages/numpy/add_newdocs.py", line 13, in <module>
    from numpy.lib import add_newdoc
  File "/usr/lib/python3/dist-packages/numpy/lib/__init__.py", line 8, in <module>
    from .type_check import *
  File "/usr/lib/python3/dist-packages/numpy/lib/type_check.py", line 11, in <module>
    import numpy.core.numeric as _nx
  File "/usr/lib/python3/dist-packages/numpy/core/__init__.py", line 6, in <module>
    from . import multiarray
ImportError: cannot import name 'multiarray'


texts: I want to make the block's a little bit transparent and bright

texts:
I want to make a lyric video. On the picture their
is something like a frame where the text then flies through. I want these blocks to be a bit transparent, but you still see them. It would also be cool if they were a bit like glowing. Thx for our help.


texts: Suspended particles inside a material (procedural)

texts:
Inspired by reading this very intense thread about procedural materials, I decided to try and build upon saunam's material of "suspended particles in a recipient" to create a material for a watermelon ice pop such as this (the red, top bit):

The idea is to create a translucent material inside of which are present black seeds. I have created a mesh for the seed with a shiny black material, but also tried creating the seeds procedurally.

However, my node-wrangling mastery fails to achieve what I have set myself to do. When I tweak the node setup from saunam, for example to replace the emission node by a translucent node, or the volume scatter node by a glass node, everything breaks. I'm not sure I understand how the node setup works.

I don't even know if this is possible, but I would really like to procedurally scatter the shape inside the material.

I have tried with a Particle Setting, but it just doesn't stay inside the mesh and the particles aren't dispersed evenly. Since I will be making the object move, I'd prefer to use a material than a Particle System.

Current blend:


texts: Why is a disconnected bone still following its former parent?

texts: I've disconnected 2 bones, with Alt P > Disconnect. They are definitely disconnected - they move independently in Edit Mode and under the Properties > Bone tab > Relations no parent is shown for them. But then when I move their former parents in Pose Mode, they follow along as though there was a Keep Offset parenting on them. That shouldn't happen, right? I've tried it several times. There's no constraint on the disconnected bone, no drivers.


texts: Change Sculpt Brush Strength with Scroll Wheel

texts:
Is there any way I can change the hotkeys in the Blender 2.80 settings to change the brush strength? I know you can change size with [ and ], but what about changing the strength with, say - and = (i.e. the - and + keys on the physcial keybaord itself).

A more ideal option would be to do this with the mouse scroll wheel while holding down a keyboard key such as Ctrl, as this is obviously more comfortable to use.

I don't necessarily want to use python scripts or addons, mainly because though my Python ability is pretty good, by Blender-Python ability is 0. However, if that is the only way, I'll take it.

Thank you in advance.


texts:
I have created a character and textured it for Full Color 3D printing through shapeways.  I choose the X3D export option from the 3D print toolbox addon and the export works fine.  But when I upload to Shapeways there is no color at all.

I am positive that I zipped the .png files and the .X3D file without any errors, but the colors still don't work.

I then opened up the X3D file and searched for any hint of a texture, and there was absolutely no mention of my texture names.

Is there some sort of option I am missing to allow textures to export with the X3D file?

Here are my .blend file and textures: Beck

And here is my .X3D file that I exported: X3D file


texts:
I am using copies of an object using Alt-D, but I need them to have their own different origins each. When I try to change each object's origin, it changes the origin of all linked objects (which I understand it supposed to work this way).
Is there a way to select specific changes that only affect one linked object, even if they are linked via Alt-copying? And can it be done for the origin?
Thank you


texts:
So I wanted to make a circle with lines on it like this, going this way.

But when I set up my nodes (like this),

the lines looked like this

I want to find out how to rotate the image but it is using blender's "wave texture node" And I can't seem to find out how to do that.

How do I rotate it?


texts:
I'm having trouble trying to motion track a video, because it loads a frame ahead or behind depending on whether I play or seek through it.

As an example: I load my .blend and then seek to frame 70. Then I open it again, but this time, I play the animation until it reaches frame 70, then seek there. All of the trackers are now off.

This sort of error isn't good when I'm seeking and playing a lot, as it causes my tracking to look early or late. Is there a way to fix or work around it?


texts: In clipping border mode, sculpt tool has no effect, help is much appreciated

texts:
When working in in clipping border mode (Alt + B) I cannot use sculpt tool on certain objects. If I deactivat it again, it works.

Through elimination of other objects on the layer I figured out that an empty (center) object was the problem.

Why does this happen? And if I need the empty object what should I do to prevent?

foot.blend.zip


texts: How to get this type of light streak in blender render (In Animated Format not Rendered)

texts: I've looked through the blender tutorials on YouTube and others, but I cannot find the correct one for this effect. How can I make that kind of light streak as in the picture (behind Sonic The Hedgehog)


texts: How to link action constraint to shape keys animation?

texts:
I have shape keys animation and i want to control it using action constraint. For example i want to control the deformation of monkey's face (which is done using shape keys) by using the position of a cube (another object).
The problem is the shape keys animation can't be recorded into action editor so the action constraint has no control of it. Is there any solution for this ?
Thanks.


texts: Movie Clip Not Showing in Background of Final Render or Output

texts: I added the clip in while compositing to serve as a background to the logo animation. It shows up in the preview window of the composite node and viewer node, but not in the render of final output. Is it a setting I have not done correctly?


texts: UV unwrapping distorts parts of a mesh when imported from magicavoxel

texts:
I'm having a problem with trying to UV unwrap my model in blender after importing the .obj file from MagicaVoxel. The material is an image texture called "Palette". It's outputed when the MagicaVoxel's model is exported as .obj to give it the color. I think this is the problem,

Before unwrap:

After unwrap:

The reason I need to do this is so I can use the image texture in unity for my character.


texts: Texture paint mode: is is possible to paint over multiple materials?

texts:
Let's say I have a cube with two materials assigned to it: cat and dog.
The cat material is assigned to one face, and it's a simple image texture node with a picture of a cat.
The dog material is assigned to another face, and same node setup.

Now I understand that a model can be assigned multiple materials,
but each face can only be assigned one material, and so my question is:

Is is possible, in the texture paint mode specifically, to create a painted line that would start from the dog face and end in the cat face?
If so how?

Now it seems to me that it's not possible unless you make two textures (splitting your painting in two in this case), one for the dog, and one for the cat, but I'm a beginner so I still hope it's possible somehow in a simpler manner...


texts: Subdivision Surface Artifacts / Topology Issues?

texts:
I am trying to create an archway and getting this little artifact with subsurface. I've tried a few things, moving some geometry around but unable to get rid of it. Any insight as to what I need to do to fix?

Looking closer at the underlying geometry created by subsurface makes it appear that an ngon is being created at this corner.


texts:
I am trying to make some grass. I want to have grass only near the edges of my plane and not on the center.

Is any way to do that?

Or I have to split the plane and make different objects?


texts: Will applying Decimate Modifiers speed up Blender?

texts:
I'm working on my first big paid project and I'm coming across a lot of problems.  I'm not sure what Blender can handle, but my project was something like 6 million plus faces.  I'd simply click a mesh and have to wait 3 minutes before it makes the selection.
Also, I'm trying to get where I can render this project in Eevee, and it's just been a complete nightmare.  I can only get it to render in Cycles, and only if I set it to render with CPU only.  There was a point where I could render in Eevee and to my surprise Cycles was faster, unless I disable particle effects for some reason.
So I'm trying to optimize my scene.  I've got Decimate Modifiers on almost everything, but I'm wondering if Blender is still calculating stuff before the Decimate Modifiers and if it will help things if I apply all these Modifiers.
So that's my question:  Will it speed anything up if I apply all these decimate modifiers?
If there would be a significant improvement, is there an easy way to apply all Decimate Modifiers on all the objects at once?
Any other advice to further optimize my scene would be a big help!
My Specs:

Windows 10
AMD Ryzen 5 3600
32 GB RAM
NVIDIA GeForce TRX 2060 SUPER


texts: Can't select objects in wireframe and can't see the wireframe

texts:
Today I downloaded blender 2.91 and started working on a scene when suddenly, I switch to wireframe mode and I can't select objects, and also I can't even see the wireframes just outlines of the objects. It's frustrating and I can't find anyone with the same problem. By the way, I even opened the old files from blender 2.7 and 2.8 (in 2.91) and I still have the problem
It's probably a rly dumb question but help would be appreciated.
Here's how it looks

and this one is a random pic from google images but just to show you what i want


texts: I imported an obj file and this is what I get. I cannot figure out how to solve this.


texts:
Hopefully an easy solve. I've imported in an SVG and made it 3D, but I get these random faces that are appearing probably due to unnecessary vertices. How can I clean this up? I've tried using Dissolve but it seems to create more mess :S
You can see the mess here


texts: Complete newbie, all vertices moving instead of the 3 I selected, not proportional editing

texts:
https://youtu.be/tt-Y8rPOPHE?t=70
I'm trying to follow this video having never used Blender to model something before, and at 1:12, he selects 3 vertices and drags them to the upper left. The rest of the object stays the same. When I try to do it, every other vertex moves, to a lesser extent. After some googling, I can tell you it isn't 'proportional editing'. I can find that option and see that it's not on and if I do turn it on, the other vertices move noticeably more. This is what my scene looks like before and after the transformation.

This is a cube with a Subdivision Surface modifier. I have Blender v2.82.7

I hope the info I've given is helpful, please let me know if you want pictures or info from another tab. Be explicit about how to find it, because I don't know what anything is.


texts:
How do you extrude a circular plane in two dimensions (e.g. z and y)?

I have a wheel with a tire. I have the rough animation of the wheel, but I cannot figure out how to extrude the tire in two dimensions. I've tried with extrude and scale combined but gives me the result seen in the picture.


texts: Bone Rotation results in object being Flipped / Mirrored

texts:
I'm animating the fold of a paper object.
I added a Child Of constraint to the objects, and the target is a bone. The bone is parented to the next object.
When I go into Pose mode and rotate the bone, it flips / mirrors after it goes past 90 degrees. (see this video i made: https://www.youtube.com/watch?v=C6BACzgD6hA )
What am I doing wrong?
The file:


texts: How to edit "skin" instead of edit bones?

texts: I am new to Blender. I downloaded a blender file with 2 rigged arms. I want to edit the shape of the arms, but when I press A or right click to select, I can only select the bones instead of the "skin" of the model. So what can I do?


texts: Equivalent of the old beauty button for subdivide?

texts:
I'd like to subdivide a mesh, but only cut the long edges of the quads. So, with all faces selected, I want to halve the quads instead of quartering them

Beauty and short were settings for the subdivide tool. They did that wonderfully. Seems the functionality has been replaced or removed.
Look under options and you know what I mean.

To illustrate it further:

The top mesh is the base, the middle mesh is the result of an ordinary subdivide and the lower mesh has only it's long edges cut. Imagine thousands of long faces that need more topology.

Why don't I want to do it manually? Becaus or cases like this one:

What's today's way of doing that?


texts: Make particle system using settings on every faces of a mesh

texts:
Im working on a grass project and wondering if there is an option to apply hair system on every faces of a mesh. Do Blender 2.79 have something to do it so i dont need to make multiple hair systems for differents meshes?

When i say "multiple hair system for different meshes", i have multiple meshes that have faces the same size, but those meshes are not the same size. So the smaller one will have more hair per faces. I just want all meshes having the same amount of hairs. Can you guys help me with it?

Very appreciate!

[Edit]

At this moment i understand that the number of particles is for the whole mesh, no matter the size of itself.

So here, the smaller mesh is 4 times smaller than the other one, so the particles will be 4 times more dense from the smaller mesh compared to the big one.

What im looking to do is something like this :

so all faces will have to same particule density.


texts: When ever I try to render my animation it crashes after 30-50 frames. Its a fairly simple scene, there are 642,026 triangles. I have intel i7 and a GTX 1650. The materials or the lighting are not complex at all. Just normal PBR materials. The error is "CUDA error as cuCtxCreate()" after that some gibberish that I cant remember, but it said it was something because of Optix denoising, which I used for rendering. My GPU can handle pretty complex scenes. I know I can increase the TDR time, but what is the root cause because my computer or GPU isn't getting hanged. I am constantly checking the task manager to see how much GPU is used, and it is not much, its betwee 1% and 20%


texts: How can change Rotation values without rotating

texts: I have a 3D model and it have rotation values like -76 , 80 , 90. I want to rotation values 0,0,0 but without rotating only must values changing. It is possible ?


texts: Need light from HDRI to shine inside of mesh (cycles)

texts:
So basically I have a bunch of text I made into a mesh with alt c. I gave the mesh some depth. When I made my scene and set my camera, the camera moves inside of the mesh in some areas. And the rendered output is a giant blackness that sorta ruins the flow (the black in the images below).

What can I do to get scene's lighting inside of the mesh-letters so I don't get this blackness? I want the inside of the mesh to not be pitch black. The only lighting I want to be using is from the HDRI...and its super bright so much that the background is pure white anyways.

And would appreciate complete directions as I have a hard time finding things in the 3d viewport.
The only thing I can think of off the top of my head is to poke holes in the back of the mesh of each letter...seems not ideal though. And I tried that actually and it really wasn't ideal.

If there are any sideeffects to any method suggested please note them. For example if the solution was to make light pass through an object, would the light shine through and change the rest of my scene? That's fine in this case, but I'd just want to know.


texts:
I noticed most swords have this cool wavy effect/texture on them:

I can't seem to replicate this in blender. I tried to make it with geometry but it really needs to be a texture. I'm not sure how to create this type of texture, what should I do?


texts: Smart Boolean operation Stack messes up mesh

texts: I'm doing a smart Boolean operation and when I change the Stack in the modifiers panel, depending on where I place the Boolean modifier the mesh either gets messed up, or loses its smooth bevel edge. What is the theory behind this behaviour?


texts: So I've increased the resolution of my image. Yet it is still showing grains in some areas. In the picture you can see that there are parts where this white grains suddenly flood up certain areas. I can't get rid of them. What could be some possible solutions?


texts:
I want to animate a Skateboard and it's movements.
I have found a formula for the radius compared with the "lean angle". The "Lean angle" is how much the board turns, however, it is always changing.

When it moves forward, is there a way to set a radius of a turn compared to the turning of the board?

Or is there a easier solution?


texts: I always get some noise in my images made with cycles

texts:
There are also another problems with this image, but the noise I get in all my renders, I don't know how to solve this, could you help me. My renders also takes too long to render, even if it is a simple scene, I have here a i7 2.5Gh, a NVidia GeForce 940M 4GB dedicated and 8GB RAM, could you help in those questions please?

Thanks a lot.


texts: Constrain to any 2 axes during transform?

texts:
I want to be able to lock my translation/scale operations to two axes at a time, say xy, xz or yz. It currently takes two operations (one for each axis).

Example, say for a cylinder, I would like to reduce the radius. I currently have to scale on the x axis first, then on the y axis, or I have to manually input the scale values in the object properties panel.

This option is easily accessible in 3dsmax via the axis constraints command bar. Or I can click the intersecting area between the 3d manipulator of the axes in question and move in that plane.


texts: How to apply a material to a selection in Text using Python

texts:
The Blender documentation explains how to apply multiple materials to various selections in Text:

  For example, to create Fig. Red Green Blue. you would need to create three separate materials and three separate material indices. Each word would be assigned a Material index by selecting the characters for each word and clicking the Assign button. Fig. Red Green Blue. is still one single Text object.

When accessing the text using a Python script, we can see its contents as a string through the following command:

object.data.body

However, it is not clear to me how we could mark substrings and assign materials to them. Do we need to macro the operations (select a range, assign material, repeat) as if we were doing this through the UI? Is there a more streamlined API?

Is this achievable through a script at all?


texts: Is there a way to 'update' and see changes to an appended object?

texts: The situation I have is that there is a blender file called scene1.blend which contains an appended object called box.blend. I have made some changes to box.blend, how do I see those changes in the appended version in scene1.blend?


texts: How can i create a piece of ground on a cylinder like the one on the picture without having random things happening on the sides?

texts:
enter image description here

That's the final result i'd like to achieve but more round
Sorry, i'm starting with blender...


texts:
so I'm currently modelling the buster sword (crisis core version), and I've come across a problem with the engraved lines on the blade of the sword.

This is what I've done but I think there is a better way to do it because the method I'm doing is very messy and hard to fix (after subsurf modifier).

This is what happens with the bump map


texts: How avoid deformation of mesh after imported it on Unity?

texts:
On my job, i received a human model on Blender made from another person, i don't know how he created the model but i've a problem when import this with animation on Unity.

In Blender the animation doesn't seem to give problem.

look! All mesh's deformation are clear

The problem is when export and import on Unity. When I start the animation the model deformed in very strange way

strange deformations appear in the pelvis, under the armpits and on the neck

I've noticed that the mesh model has applied over four armature modifiers. I'm tried to delete all of this and re-apply newly the armature, but the problem still.

This the four modifier

This are my exporting setting

does anyone know what caused the problem? How do I avoid it?


texts: Is there a way to get cavities in your renders?

texts:
In the viewport menu for solid view, there is a cavity option.
I was wondering if there was a way for my models to render like that.


texts:
I have been rendering an image using eevee due to time constraints. Whenever I render an scene from the animation that is above the base plane, i get strange scanlines. These look really bad when the whole animation is played.

Im using blender 2.82.

This is the issue i am getting.

Many thanks


texts: Selecting curve after importing svg using bpy

texts:
I'm importing an SVG file into my scene using bpy. But after importing, the curve is not selected nor active. Here is wat I am doing:

path = '/path/fo/file/'
file = 'contour.svg'

bpy.ops.import_curve.svg(filepath = path + file)

Can I just assume that the newly imported object is always the last one in the objects array? So that I can grab it like this:

active_object = bpy.context.scene.objects[-1]

Or is there a better way?


texts:
Whenever I try to do a fluid simulation, the fluid domain remains visible.
I have tried:ctrl+a-scale, turn on/off visibility for render/viewport
Here's a video demonstrating my problem: https://youtu.be/XmiTU2B_nYU
Here's the blend file in case I have messed up some settings: https://drive.google.com/open?id=1EIv2pACFD-i5CnuuONOKpnezSUYuREFz
Thank you for any help!


texts: Where is the 'Viewport Color' node in Animation Nodes 2.1.4?

texts:
I cannot seem to find the viewport color node in AN 2.1.4. Eventhough the documentation still mentions it..

https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/material/viewport_color.html


texts: Custom UIList, nothing happens when double clicking list item to change name

texts:
I am trying to use template_list with custom items but I cannot make them change values on double click. I want to change 'name' property the same way I can rename items in other lists (with double click).

Part of the code:

class ListItem(bpy.types.PropertyGroup):
    """ Group of properties representing an item in the list """
    name = StringProperty(
            name="Profile Name",
            default="Untitled")

    empty_name = StringProperty(
            name="Name of Empty holding profile",
            description="",
            default="")

class BLS_UL_List(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        custom_icon = 'OUTLINER_OB_LAMP' if index == context.scene.BLStudio.list_index else 'LAMP'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)

class BLS_ProfileList(bpy.types.Panel):
    bl_idname = "bls_profile_list"
    bl_label = "Profiles"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Light Studio"

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

        props = scene.BLStudio

        row = layout.row()
        col = row.column()
        col.template_list("BLS_UL_List", "Profile_List", props, "profile_list", props, "list_index", rows=4)

EDIT:
Problem solved thanks to poor's comment. The solution is to change

layout.label(item.name, icon = custom_icon)

to

layout.prop(item, 'name', text='', icon = custom_icon, emboss=False, translate=False)


texts: bone local_matrix all at location 0,0,0?

texts:
I'm trying to update a script from blender 2.55 to 2.7 which was supposed to work, but here I have an issue, to get the bone matrices I take the armature world_matrix and multiply by the bone local_matrix but all my bone seems to be at 0,0,0. I need to obtain the world matrix of each bone in object mode.

my test code:

import bpy
from bpy.props import *

ob=bpy.context.selected_objects[0]

for bone in ob.modifiers[0].object.pose.bones:
    print("matrix channel",bone.matrix_channel)
for bone in ob.modifiers[0].object.data.bones:
    print("matrix_local",bone.matrix_local)

For both I have 0,0,0 for location (last line 0 0 0 1)

Thanks


texts:
I tried to use a .blend file that is 1 year old. I wanted to use the mesh to animate something, but I noticed I used EdgeSplit instead of auto-smoothing a year ago. Here is the problem, when I "remove doubles" and turn on auto-smooth nothing happens. Is the file corrupted, does Blender doesn't support older .blend files? Please help, I literally sat 3 hours here pressing random buttons like a monkey and nothing seems to work <3

https://drive.google.com/open?id=0B_kJOb3u2J0gX0VCWUU2aW02ckU


texts: How Do I Rig A Human and Werewolf To The Same Rig?

texts: Basically what I'm trying to figure out is how to have a human body with a werewolf blend shape, but I need to be able to control other things like the ears for the werewolf. How do I do this? I'm very confused.


texts: I want to render a scene but have the sun lamp not be effected by a certian object

texts: I have an interior scene that I am making, and I want to light the scene with a sun lamp. The scene looks great, until I add the ceiling. I understand that the ceiling is blocking all of the light from the lamp. So my question is, is there something I can do to the ceiling so that the light can still pass through it, but the ceiling is still in the scene?


texts:
I think I can "Fix" this by deleting the chess board and appending an older version of the scene which only had the chessboard, however I'd like to understand whats going on.

It appears that only certain squares are taking my rendering options.

What I've tried doing to fix this.

Removing and recreating lights, in case it was a lighting issue.
Merging vertices, (in case it was in issue with geometry)
Reassigning materials to the squares.

The initial scene notice the lines on the middle of the board.

changing the material for white and black

Note only the middle squares are showing as taking the texture in rendered.

This is the same in preview render and full render.

Only with blender render. If I choose cycles render then the board looks correct. (i.e. its taken the colors given)

Any idea whats going on?

Uploaded file here.


texts: Shape appears different in Edit Mode and Object Mode

texts:
So this is my first model. And the shape appears different in Edit Mode and Object Mode.

Can someone please explain me why it is piking out like that?


texts:
I am trying to recreate the FN P90 submachine gun. I followed a tutorial on modelling and UV unwrapping. Now I tried adding procedural Textures to it.
As you can see, the clip is made up of a rough transparent plastic material:

The clip is a model with an inside with correct normals so the refraction works. On here I saw others use a mix shader with some Gloss and Diffuse to make it less glassy. But that did not really work. Is my factory to high? Here is the shader I used:


texts: Weird deformation/stretch ridges on baked normal map

texts:
While trying to bake a normal map using "Bake from multires," I discovered that weird ridge stretch lines were appearing on tail of my normal map.
I've tried altering the UV map using smart UV project.
I was thinking it may be due to the high poly count? It's around 2 million faces when remeshed.

I tried checking the geometry, there doesn't appear to be anything wrong with it after applying the remesh modifier to a duplicated model.
Any advice helps!


texts: How to change radius/weight of curve bezier?

texts:
try scaling, change radius, but its dont work
scene link


texts: I've seen two posts asking something similar but from 3 or 2 years ago with no working answers so I thought I would ask again. I have easycanvas on my ipad and I was using grease pencil but the pressure sensitivity isn't working. I've tried it on other programs and it works just fine but it doesn't seem to work on blender. I have the radius pressure enabled and the tablet setting already on automatic. Any thoughts?


texts: undo object smoothing [remove subdivision surface]

texts:
While I was working in Edit Mode, I pressed Ctrl + 1, which smoothed my object. I pressed Ctrl + 0, which unsmoothed my object, and I moved on. However, when I bake a texture, it appears in the smoothed manner, I have gone long distances after that.

Is there any way to undo that smooth?

Thanks in advance!


texts: Using dynamic linking, how can all the data from one .blend file be linked into another? The usual Ctrl Alt O method will lead me to a directory of components within a selected .blend file. For example, I can import a mesh or group, but neither would link with materials applied.


texts: Is there a way to change mouse zooming to go left and right instead of up and down?

texts:
Alt + Right mouse zooming works by going up and down.

Is there any way to change this to left and right?


texts: Blender 2.8x - Particle Color based on actual color of emitter

texts:
Looking for a way to set the color of each particle to the exact color from where it was emitted.

Trying to make a 2d image plane dissolve effect.

Checked this thread but its not doing what I am trying to achieve:
Particle Color based on where the particle is emitted?

I'd like to get something like this:


texts:
I tried to follow this tutorial on how to make grass: https://www.youtube.com/watch?v=-GAm-7_3N6g&t=507s&ab_channel=CGGeek
And i chosed to color my grass blue/purple ish, but it only shows on one side? I dunno what i did worng, I followed the video (which is kind of old), but it's green on the other side. What did I do wrong?


texts: UV Unwrapped Blender texture image is either rotated or stretched, cannot get it to be straight and not stretched

texts:
I am completely new to Blender. I am making a photo frame in Blender 2.65, and I used a plane to be the 'photo' in the frame, and added a texture to it using a real photo. When I did this directly using materials, it was fine and even rendered (I saw some tutorials say that until you UV unwrap it, the material will not show). After I UV Unwrapped it, some problems occurred. I am using Cycles render.

If I select the object and go to edit mode, then press U, and either use the default unwrap or select 'reset', the UV Map is the same size as the image itself. However, the plane I used is not the same proportion as the image (I did this on purpose, printed photos are usually cropped because camera sensors aspect ratio is different to paper aspect ratio). This means that the projected texture is stretched, as in this screenshot.

If I don't want the stretch, using the above method, I can select "unwrap" (first option). The images have the correct proportion but are rotated, as in this screenshot:

If I then manually rotate my plane in object mode so the, I have to resize it, because the frame is supposed to be in landscape orientation. After I resize the plane, the projected image/texture is stretched once again.

I've tried all the unwrap options including the project from view bounds, nothing works.

I used the photo of the spheres as it is easier to see the stretched result. The photo is square but my goal is to get the frame to work like in the real world when paper and camera sensors have different aspect ratios: either the photo has to be cropped to fill the frame, or there are borders around the photo if you don't want cropping at all. So ultimately, I'd like to be able to use any image as a texture for the plane, and have the plane render the image in the plane's aspect ratio, not the image's aspect ratio.

You can see the file here.
I'd also appreciate it if someone can add 'stretched' and 'rotated' textures as a tag for me.


texts: Cell Fracture Keeps Exploding When Another Object Is Set To Passive Animated

texts:
So I've been experimenting with the Cell Fracture add on and it was going okay, but then here's what happened. I subdivided a cube about five times, used the add on (if it helps, the material value is one and the margin one is 0.0000), I made one cell active with start deactivation checked and everything is working fine. I add an icosphere, place it above the cells, set it to active with a heavier weight, and it works. Everything is fine. So here is where my problem occurs...

I added in a mesh (Godzilla, if you must know) and set it to passive. I animated it walking through the cells so it looks like it's getting destroyed. Nothing happens. I make sure to set the collision shape to mesh and then I check "Animated" since it's animated. Now suddenly the cells are starting to get destroyed the second the simulation starts, even though I checked "Deactivation < Start Deactivated". It's so weird, because when I turn off "animated", it goes back to working fine as if the cells need something that is active to hit it. Is this a bug? Thanks!


texts: What is the meaning of the strength of the sun lamp?

texts: all other lamp types in blender uses a physical unit to define strength but the sun lamp has a unit less strength value.So what is the unit of the sun lamp strength if it has or if it is relative what does 1 strength mean?


texts: Baked normal map showing seams at uv island boundaries

texts:
I'm trying to bake sculpt info into a normal map so that I can use it on my retopologised model.  I baked the normal map from the sculpt to the model using model's tangent space.  I then added the normal map to the normal input of the model's shader.  However, I'm getting some pretty sharp seams that corespond to the boundaries of my uv islands.

If I apply the normal map as a texture, there are visible seams at uv island boundaries, so maybe the normal map is being baked incorrectly?

My node set up and shader settings are visible in the attached image.  How do I fix this?


texts: Registered class "could not be found" Blender 2.8

texts:
I just started learning scripting. I have a pretty basic script that should create a custom operator
import bpy

class CustomOperator(bpy.types.Operator):
    bl_label = "Custom Operator"
    bl_idname = "object.custom_operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        old = context.scene.cursor.location
        x = 0;
        y = 0;
        z = 0;
        context.scene.cursor.location = (x, y, z)
        return {"FINISHED"}

bpy.utils.register_class(CustomOperator)

bpy.ops.objects.custom_operator()

but for some reason bpy.ops.objects.custom_operator() doesn't work and says that it "could not be found".


texts: Array along a curve that is made up of loose parts

texts:
I want to lay out several pieces of a barrier along a race track, but the barrier must have openings and it is generally made up of multiple non-connected pieces. So I thought of making a Bezier curve in which certain segments are missing, then making a mesh representing a single barrier unit, and finally applying the classic Array-Curve modifier trick.
However, when applying the modifiers, only the length of the first part of the curve is considered. Even if I switch to "Fixed Count" to set the number of items manually, the Curve modifier only considers the first part, then goes on in a straight line.
Do I have a way to keep the Bezier curve intact (a single object with many non-connected parts) and use it as the base of my repeating mesh object?
EDIT
Here is a file that demonstrates the issue:

I'd like "Cube" to follow along "BezierCurve", but only the first part of it is used by both modifiers.


texts: How to add a custom menu item to the object menu?

texts:
Following code adds wm.save_homefile operator to the Render menu.

import bpy

def menu_draw(self, context):
    self.layout.operator("wm.save_homefile")

bpy.types.TOPBAR_MT_render.append(menu_draw)

Q: How can I add this operator to Object menu of the 3d View?


texts: Restricting movement of vertices in blender

texts:
So, when I move (lets use a cube as an example,) I move two of the bottom vertices in said cube, it pushes the two vertices above it, causing the entire model to deform.
My question, can I lock the two top vertices in place so there is no "pushing" when I move the bottom two?


texts:
I'm trying to load an .obj file generated by VMD program (https://www.ks.uiuc.edu/Research/vmd/). The object has a wireframed representation like this:

I have generated other representations (all them contain surfaces) and their .obj files. They  load and are visualized perfectly in Blender. But when I try to load this one, it creates the object but I cannot see it in the viewport. Do you have any clue? I've tried with other modes that include only lines in the representation (no surfaces), and the result is the same like the one described.

Thank you!


texts: Is there a way of making the baseline from a complex mesh horizontal keeping it clean?

texts:
I want to make the model of a turtle for printing it, and in the process, I found easier to have a clear base, because I thought of printing it apart, but I don´t know how to correctly make all the extremes horizontal without messing up the mesh, I tried selecting with edge loop the border, and scaling it to 0 in Z axis, also with proportional editing activated ("o" hotkey), but it ends up looking pretty distorted, and I don´t think that´s going to look well printed.

For the model, I used a plane, subdivided it, extrude individual faces, apply subdivision surface, smooth, and then a lattice modifier, applied them and after that used the proportional editing.


texts:
Like the heading says, baking occures problems to me. In the baked texture the object I joined into the horse mesh before (but deleted all faces and replaced them until every face looked like it was connected to the original mesh, which seems not to have happened? I don't know) shows black holes. In solid view nothing shows any problem. I already deleted the vertex colors which brought no result. Like told, the joined mesh was replaced; at least the faces all were replaced again. I'm totally confused now. What to do?

Edit: Due to armature deform I have got several vertex groups added before I changed the eye surroundings. Maybe the problem here?

Screenshot:


texts: Create Multiple Edges at once and align them very precisely with extrude? (Watch Video as Ex.)

texts:
Visit https://www.youtube.com/watch?v=TrZU6-jr8VU
time at 20:26 - 20:43.

I know that you can create an edge with ⎈ CtrlF but how does he manage to create multiple edges at once and align them with other edges very precisely? If you know, can you please tell me what the controls are or what tools he used.


texts:
I asked this previously for my Earth project but it was never given an answer and was marked as a dupe which it wasn't as the question it was linked to was about textures being controlled by light, not the emission of an object. The effect would be somewhat the same however it shouldn't affect visibility but emission so that the objects emission fades when going dark.

For the atmosphere I'm using 2 spheres. One to act as the atmospheric distance you see where it gets more hazed the further away you look, and another which is the glow itself. For the glow I've found it works best with a volumetric material and have it emit light. The question I would like answered is, how would I control the emission of the volume material with the sun lamp in the scene? I have a strong feeling that nodes can make this happen but I have no clue on what ones would work.

I am working in Blender Render as I haven't figured out a better way to make a good looking Earth in Cycles yet.


texts: How do I import a Second -Life Avitar (XML file) into Blender?

texts:
I have recently downloaded Blender 2.71 as I thought maybe it would have the import/export option for xml that 2.70 did not. I have only been using blender for two months. I have not used any other game engine software. I'm learning this for rigging purposes for a job that I just got.

I need to import a .xml into blender since that is the type of file the platform uses.

Is there an addon that I can put into Blender for xml and if so, how do I install it to blender? (<<< this is the VERY specific question) Every tutorial on rigging avatars shows how to get the avatar from Second Life into Blender and EVERY single video shows exactly what I commented. They then go into Blender and have the option in their older versions of Blender to IMPORT .xml. So.... again, even though I asked very specifically, is there an addon that I can put in my Blender's Addon folder that allows Blender 2.71 to use/import/open/(whatever other word you would like to use here for the same meaning) .xml so that I can actually begin learning how to rig SecondLife avatars.

Thanks so much!

I have tried using this tutorial: https://www.youtube.com/watch?v=fJIrQw-RMd0&list=PL11D6E99BB51A2BB2&index=1

However that website does not work anymore.

I then tried using this tutorial: https://www.youtube.com/watch?v=ELC4B0PAXDs&index=2&list=PL11D6E99BB51A2BB2

However Wiz Daxter's pluggin does not work either. After extracting the files to the addon folder for blender, the next step is to open blender, go to user preferences, go to addons, choose import/export and enable pluggin. The pluggin is not in the list.

So I'm out of ideas on how to download a pluggin, addon, or extension thing to make Blender accept the Appearance to xml avatar. Second Life only allows you to take your avatar from game in this fashion.


texts:
I have a scene with a bunch of bouncing balloons and I need to switch materials during animation. The transition doesn't have to be smooth. Just adjusting and keyframing one material won't do, since all the balloons have the same default material, so if I change the material, it affects all the balloons.
Here are some of the ways I could think of for solving this, but none of them seems very effective...
Option one is to make a copy of the material for every animated object and animate that, but that would leave me with way too many unnecesary materials (one for each balloon that changes color)
Option two is to have another balloon with the other material and have them switch places instead of switching the material.
Are there any better ways of going about this?


texts: Creating an bevel inset on an imported SVG

texts:
I am trying to create an insetted bevel on an imported SVG in Blender. I so far have the SVG properly imported, and am applying a 0.02 bevel depth to its geometry, and a 32 resolution to that bevel so that it's smooth.

The only problem with this is that the bevel is looking more like the outside of a sphere rather than what I want it to look like, see images below:

Is this possible? I'm going to be doing this with a lot of completely different SVG's over time, so I'd like to find a quick and easy way of doing it.

Possible duplicate of Extrude and bevel an imported svg curve, but I'm not having an issue with getting it beveled, I am having an issue with the direction of the bevel.

Here's what my setup looks like in Blender:

Thanks for all help in advance!

After trying the recommendation below, these are my results:

And then with it applied to the SVG

Any ideas what the problem is?


texts:
So I've been studying the anatomy for a couple of days and I made de legs separately from the upper body. I now want to merge those 2 but I don't know exactly how I've tried a Boolean tool but it's not really working. Can you guys help me pls.

Thanks in advance !


texts: can't read custom property from linked material using python

texts:
I try to access my materials custom property's value using python. I use the following line of code to do that:

print(bpy.data.materials["MATERIAL NAME"]["CUSTOM PROPERTY NAME"])

what blender returns is this error:

  1.0
  Traceback (most recent call last):
    File "/PATH/TO/MY/SCRIPT/script.py", line XY, in
  KeyError: 'bpy_struct[key]: key "INSTANCING" not found'
  Error: Python script fail, look in the console for now...

as you can see, before blender throws the error it actually logs my property's value. (1.0)

Since I am looping over all my scene's materials I did this to check if the Custom Property is existing:

hasattr(material, "CUSTOM PROPERTY NAME")

For whatever reason this is returning FALSE for all materials.

Does it have something to do with the fact that the materials I am aiming for are a linked from other .blend files maybe?

For me it's a dead end street for now, so any help would be much appreciated!


texts: How to apply sculpting to mirrored object

texts: I made arm and mirrored it, applied the modifier. Then I started sculpting but symmetry was disabled. How can I apply those sculpting work to the other arm as well. Thanks in advance


texts: What are the benefits of the different cylinder caps?

texts:
I've been modeling for quite some time but I’ve never bothered to ask this question.

There are several ways to subdivide a cylinder cap? I've been going across vertex to vertex (right example), but I’ve seen a great many models and more experienced modelers triangulate along the perimeter (left example). What are the benefits of triangulating the edges as opposed to cutting it across, triangulating to a center vertex or just leaving an N-Gon?

I suppose once the object is triangulated (in a game engine like Unity or Unreal), the way I’ve been doing it would lead to one extra polygon on the cap end. Is this the reason the crossing rectangles approach isn't used as much?


texts: How to remove empties without messing up the model?

texts: I downloaded a model that has empties in it. I am not a fan of using empties and wnt to delte them but it messes up the armature. How do I successfully delete the empties without messing up the armature? (I looked up empties on the Blender Manual but still don't understand what they are.)


texts: How can I create dynamic brick/tile-like geometry?

texts:
I want to create something like this:

The key requirements are:

Must be actual geometry. I'm going to be 3d printing this, so I don't think using materials will help me here.
Would like to be able to adjust the width of the gap/grout
Would like to be able to control the number of/density of bricks to some degree
Bonus points: would love to be able to add a bit of noise/random rotation to the bricks as a last step

So far what I've been doing is slicing up planes with the knife tool, insetting the faces, extruding them, and then using a boolean to cut them all into individual bricks. But the manual slicing is tedious (especially if I want to make 100 different versions of this), and I can't really go back and modify any of the parameters after I'm done. Again, I will be 3D printing this... so I'd like to be able to create the mesh, print it, check for printing problems, and then go back and tune/adjust the mesh easily.


texts:
I am trying to build a game in UE4, and when working on my wall mesh stumbled upon heavy shadow problems. When creating a low poly mesh from a high poly mesh with cage be baking normal map and AO.

As can be seen in this picture the player have a light source so there should not be any shadows there at all (Ignore the missing UV there).
As well there should not be a crack of shadow between the meshes of the wall.

I am getting really desperate just fixed another problem with even more heavy shadows but now I am stuck.
Thanks for any help.


texts:
blender is amazing i have to say to begin with!!! but some of the ux design is like whaaaaatt:)

so once again my interface got messed up and i cant get it to how it was before..

how can i get rid of all the tabs/windows/duplicates there is no "close" option anywhere no matter where or how i click. (well i have to admit i didnt try every possible pixel on the screen)

can blender pleeeeeease add standard/recogniceable buttons for moving these tabs around/closing them?

thanks!


texts: How to get sharp edges with subsurf and concave Ngons

texts:
Yes, I know, this is frequently asked. Edge loops and creases solve most issues with this modifier. My problem, though, I can't seem to find anything on. I want the corners within this open rectangle to be sharp. According to blender's online manual (v2.79 is what I'm looking at), it's something to do with concave Ngons (which I know nothing about). Also, this is for 3D printing (hence the solidify modifier) if that opens or closes any options.

I know that my topology isn't the most even, I intend to fix that right after posting this. I have tried adding vertices and moving them towards the corners, as I have done in this section:

But that doesn't give me desirable results (plus messy topology to get it to look even halfway decent), and it's even worse in the area I'm trying to fix currently.

Any ideas? I apologize if there is a similar question that I'm just failing to find. Thanks in advance


texts: Why is blender's API documentation so incomplete

texts:
I'm new to blender. I want to write some python script using Python API. But I found API in the official website is so incomplete(for example bpy.data, it has only ONE page). Later, I found I can use CTRL+SPACE in the blender python console to find some methods and attributes, but I still feel inconvenient.

Did I do something wrong? Where can I found all of the APIs, or what is the correct workflow to write python script in blender?


texts: can a mesh be smooth without creating "holes"

texts:
Right now I try to smooth a quite big mesh to the piont you cant realy make out the eges in the final rendering. But every methode I found was just giving no result at all or downsize the singel "mesh tiles" and by that create holes in the mesh. From my understanding i need to enlarge the mesh "resolution" witch i tried with multires BUT the simple setting does nothing at all in my case and the Catmull-Clark setting creates the mentioned holes.

Original object

Catmull multires


texts: RayCasting from Perspective Camera View into 3D Scene?

texts:
I am using Templates->Python->Operator Modal View3D Raycast template script which uses

event.mouse_region_x, event.mouse_region_y

to create raycasts into the scene. When I specify the coord to be (0, 0) for example then the raycast is done from the bottom left corner of 3D View.

What I am trying to achieve is to raycast from a perspective camera view into the scene using pixel coordinates. So for example if I give coordinates (0, 0) I would expect the raycast to be done from bottom left corner of the camera view. Or if I were to give (1920, 1080) as the coordinate, I'd expect the raycast to be done from top right corner of the camera view (considering render settings are at 1920x1080 resolution).

I found How to find image coordinates of the rendered vertex? for translating 3D cursor into 2D px coordinates, but I am not sure how to do it vice versa - from 2D coordinates of the camera view raycast into the 3D scene.

Essentially I am trying to build a script that takes image as an input and registers a 3D point on a surface of a mesh visible from the camera view at that particular image coordinate (render settings are adjusted to fit the image resolution of course).


texts: Using Blender Version 2.91. I've purchased a model and when opening the file (and even when opening only the default cube in Blender) the materials tab isn't showing. I can't follow the tutorial to change the feet mesh. I've tried selecting the correct mesh file, I've tried old versions of Blender.


texts: Change Viewport's Orbiting Axis While Sculpting

texts:
I am learning how to sculpt in Blender with a Wacom tablet. I'm finding that orbiting the viewport so a plane of mesh is at an ideal angle allows comfortable and ergonomic strokes to be made with the Wacom tablet. But some planes are at such angles they are very difficult to orbit the viewport an angle to make an ergonomic sculpting stroke.

This problem would be solved if I could (on the fly) cause the viewport to rotate on a custom xyz coordinate. Additionally, it would help if I could invert the x,y,or z. axis to gain additional ergonomic angles.

How do I do this with existing features or add-on? Or how about a solution that will achieve the desired effect?

In this screenshot the middle bar of clay has a diagonal stroke going from left to right. I need to orbit the viewport so each face of each other bar of clay is perpendicular to the user to make the same kind of stroke. Making the all planes of the first and third bars of clay perpendicular to the viewer seems impossible. Therefore my question.


texts: Tracking moving points on a reconstructed plane

texts:
I would like to track animals moving on a plane from an aerial video. I'm very new to Blender, but believe that there is a way to do this. Up until now, I have managed to solve the camera motion from tracked points on the ground, and reconstructed the plane on which the animals are moving - this is set as the Floor of the scene, since it really is just a plane. Now I would like to track the animals - they are small in the footage, so every animal can be tracked by one marker.

My question is as follows: Can I tell somehow Blender that the animal object is located on the floor, and thus, can I solve its motion from only one track?


texts: Is there a way to export the color palette (paint mode)?

texts:
I often use the painting tool of Blender,while painting, based on the color I use, blender creates a palette of the color I mostly used.

Now, I would like to export this palette to  be sure to use the same color scheme for another 3D model I'm doing.

In others words, I want to export this one and then import this palette for my new project.

Here is the palette I'm talking about.
Do you know how to do that? I haven't found a way to accomplish this at the moment.


texts: Bugs with Animation of tank. Blender 2.83 stl

texts:
Well, I'm trying to do a tank like in this tutorial :https://youtu.be/q5fjslhomsI
1.There are often bugs with metric system. It just doesn't work properly that good!

C'mon I have to make stiffness and damping more then 10000 to make them work nice...
2.There is a bug with Timeline.
I use McGavish's .blend file to make every thing right. But tank's body always goes back in it's first position when i press "pause".

3.Also Emptyies don't go with body cause of lags or bugs. There are 2 examples:

4.When I use Metric system, I need to increase "Steps per second" to 1000 and "Solver iterations" to 400. Or tracks will run away or go through the wheel...
I am very tired and have been trying to make animation for 7 days. Each day like 12 hours. )-;


texts:
I have a problem with particles. I can see them in the viewport, but no matter what I do I can't see them in my render. Could anyone of you please help me? I really want to create a snowy scene.

Here's my scene:


texts: snap / selection the deformation bones of my bird to the cursor does not work as expected

texts:
I'm following the piero training course video tutorial and I reached the rigging stage (for who has already completed the tutorial,I'm on the  "23_piero_rigging_wing-part_1" on minute 31:00).

I'm trying to rig the wing of the bird. This is what happens to me when I do "snap / selection" the deformation bones of my bird to the cursor :

what happens to my bird

instead,this is what should happen (you will see only a little part of the full video) :

this is what should happens

Can someone tell me why ?


texts: Why do I have a strange kink at the edges of the tiles?

texts:
I'm using Blender Render, a 90° FOV Camera. My Tiles are 512x512.

But when rendering, there is something strange happening at the edges of the tiles. Does anybody know something about it?


texts: Animation attached to objects instead of Armature?

texts:
I don't understand why a few of my animations are showing up under objects in the NLA editor instead of the armature. I don't know how I messed this up or what the implications are.

Any wisdom is greatly appreciated!


texts: Why when I unwrap my model does the field for the Torso come out so strange?

texts:
I have been trying for the last 2 hours, fiddling with where I have placed my seams and either the torso or the legs end up like this. If someone could please tell me what it is I am doing wrong.

I would like to note this is one of my first proper modeling projects with Blender and one of the first times I've used the unwrapping tool so I am unfamiliar with it.

Thanks for your help]1


texts:
I wanted to add text to this 120 second video. I rebuilt the proxy and made it 25% so that it would be easier on my computer. When I was done adding my text I went to the view section on the top right corner and turned the proxy back to "no proxy; render all(something like that)" I previewed the video to make sure that none of the texts were off screen(too big).

I went to render it and as soon as the first text appeared I canceled because the proxy was still at 25%
So I thought I should go to the strips and un-check the proxy section and un-highlight the percentage of the proxy.
Tried again... didn't work.
What should I do?


texts: Image texture not showing, but diffuse does

texts:
I've been playing around with nodes and the node wrangler add-on. I thought of trying to mix a diffuse shader with my image texture but it didn't work out as needed. It still shows the solid color of my diffuse but not the image. Keep in mind that both objects are unwrapped, so it should show the texture.

Project file

Textures that I used and found on poliigon.com

Other posts I've looked around didn't get me the answer.
All help would be appreciated to a new user like me!


texts: Deform Helix Around Spline in Animation Nodes

texts:
I know in this answer it has been shown how to create a helix in animation nodes: How to make a rope winding animation?
However, I'm wondering if there is anyway make a helix deform to the curves of a spline, achieving a similar result to the below image where I applied curve modifier to a helix curve.


texts:
I'm trying to animate a curve with hooks.

And I want to upload the curve to Sketchfab but it doesn't supports curves it gives errors on the model, so I want to bake the animation to a mesh madded by the curve with Bevel.


texts: Why are circles always created upside down?

texts:
Why is it that when you create a circle, then do a curve deform across that circle, the object always jumps to the opposite side?

Here is what the final result should look like:

Here is what happens when trying to create that object.

https://www.youtube.com/watch?v=TXvMSw_9VRc&feature=youtu.be

How can I simplify deforming a shape to a curve without having to rotate multiple times?

Blender File


texts: I set up the render and have tried multiple 'write' locations...hell I even tried to send the output .png to the desktop...no joy...renders 1/2 an hour and I still can't locate a file. Help please.


texts:
I tried animating with my Minecraft rig, and for the first few hours it was working and it even shows in the rendered view, but when I did put it on render view, the rig can't be seen. I don't know why it happens like that.

This is on the material viewport:

But when I put it on rendered:

Why does this happen? The rig isn't restricted to render too, so I'm very confused. Here is the file: http://www.mediafire.com/file/og2zy0v2fd072q8/running_steve.blend


texts:
In a lot of tutorials the authors start out with a custom shape that they don't explain how to make. By custom shape I mean something that isn't based on one of the primitive shapes, so no extruding, etc. A good example of what I mean is something like https://www.youtube.com/watch?v=QY7iJmqsJf8 when he shows the bullet he made but didn't show how. I am also curious as to how to go about this with more complex shapes, like for example highly detailed models.

I apologize if this is a very easy to answer question, but all of the tutorials I can find talk about advanced automatic features and completely skip the actual modeling which is what interests me most right now.

To clarify, I am NOT talking about just subdividing something.. I am asking how to make shapes from scratch like seemingly almost everyone is able to do in a minute or two.

Thank you for reading and I appreciate all responses because I have a lot to learn.


texts:
I am desperate for help :pensive: I am new with blender and atm working with 2.8.
I have a problem while painting. I already know about UVs, unwrapping, saving the image and adding it through the image texture so I can paint on the UV.
I don't know what I did (I probably did something, for the error to occur) but suddenly I can't paint anymore... Nothing works and I can't even paint on the object itself, all I get is some weird colors. Please help me, I am trying google for an hour, nothing helped:cry:

I made an edit to show you how it looks when I try to paint, maybe it will make it clearer.


texts: List of , {'type': , 'attr': 'taper_properties'} instead of pointer to the properties

texts:
I wrote the simple script that adds GOps panel and Taper panel inside of it. Taper panel applies to TaperProps to get the properties.
The issue is that the PointerProperty inside of the register function returns the list of the pointer to the function and dict instead of pointer to the properties class as I suppose shoud be

How to point to the TaperProps with PointerProperty?
How to use TaperProps inside of Taper?

import bpy

from bpy.types import (
    Panel,
    PropertyGroup
)

from bpy.props import (
    EnumProperty,
    IntProperty,
    FloatProperty,
    StringProperty,
    PointerProperty
)

class GOps(Panel):
    bl_label = "ГОСТ Ops"
    bl_idname = "GOPS_PT_gops"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Tool'

    def draw(self, context):
        layout = self.layout
        obj = context.object
        wm = context.window_manager

class TaperProps(PropertyGroup):
    ratio: FloatProperty(name = 'Ratio', default = 1.0, min = 0.0, max = 1.0, precision = 3)

class Taper(Panel):
    bl_label = "Конусность"
    bl_idname = "GOPS_PT_taper"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Tool'
    bl_parent_id = 'GOPS_PT_gops'

    def draw(self, context):
        layout = self.layout
        obj = context.object
        taper_properties = bpy.types.Scene.taper_properties

        layout.prop(taper_properties, 'ratio')

classes = (TaperProps, GOps, Taper)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.taper_properties = PointerProperty(type = TaperProps)
    print('------------ ', bpy.types.Scene.taper_properties)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.taper_properties

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


texts: Suppress output of Python operators (bpy.ops.*)

texts:
Every time the bpy.ops.remove_doubles() operator is used, it outputs to my terminal (where I called Blender from).  How can I suppress this output?

The code is:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.remove_doubles()

and the undesired output is:

  Info: Removed 48 vertices


texts: Poliigon Question: What is the node setup required to overlay a Grunge Drips Overlay onto a Marble Material

texts: The question is in the title, I'll link images of the materials in question. Let me know if I should link the marble materials default node tree.


texts: How can I access view3d.select_circle radius value?

texts:
I thought this would have been stored in context.tool_settings or scene.tool_settings but it doesn't seem to be. I can access the default keymap value like this:

km.keymap_items['view3d.select_circle'].properties.radius

But this doesn't update after decreasing or increasing the radius any time durring or after you use the tool. Should also mention I'm not interested in accessing the Toolbar version of Circle Select radius property. I'm interested in accessing the radius property of the operator itself (view3d.select_circle). You can demonstrate to yourself how these properties differ by pressing the C hotkey vs accessing Circle Select via the Toolbar and changing the radius value on both.

Presumably the value is being stored somewhere because both the Toolbar version and direct operator radius values are stored separately. Also bpy.types.VIEW3D_OT_select_circle doesn't seem accessible, so I'm assuming I'm out of luck but thought I would double check.


texts: Color of curves and their control elements, question 2

texts:
When I draw Bezier curves, they get initially displayed as thin black lines or curves, which can't be seen well against a dark background.

Then, later, they are displayed as thin yellow or orange lines or curves.

Where can these two colors be changed? Where can their thickness be changed?

Also, can I change the size. length, or color of vertices and control points and lines?

I'm not sure if I need this for object mode, edit mode, 2d, or 3d, sorry. I just want to change these in general, at least for now. In case it isn't obvious, I'm a beginner.

(There is a question with duplicate title that seems to discuss something not quite the same. I don't understand the answers to that question, but I cannot create comments there.)

Yes, I have tried finding this in the Manual but haven't read all of it. I have also searched the Web before posting this question. I'm posting this out of the hope that there is an expert out there who might want to help a beginner.


texts: Where is the implementation of the Cycles image-nodes sampling?

texts: Where is(are) the function(s) that, in the image node, transforms a point in UV space (vector that goes into the node) to a color (color of the pixel of the texture)? I can't seem to find such. Thank you very much in advance.


texts: How to make a BGUI widget always focused/active?

texts:
I am trying to make a textual interface that doesn't rely on the mouse in order to focus widgets. All I have is a TextInput widget and I want this to always be focused/active such that it doesn't need selecting by the user with the mouse in order to type, I want whatever the user types to be input.

I have got as far as making it so that the user only needs to hover their mouse over the widget in order to use it using:

co.owner['sys'].layout.input.system.focused_widget = co.owner['sys'].layout.input
co.owner['sys'].layout.input.just_activated = 1

I can't however seem to find which attribute needs changing in order for the widget to always think the mouse is hovering over it,

co.owner['sys'].layout.input._hover = True

doesn't seem to do this.

I've also tried

co.owner['sys'].layout.input.activate()

but this constantly refreshes the input field so I can't type more than 1 letter.

Any thoughts?


texts: I want to make bottle as this one, but i cant find anyting like that. What is node material for that? I need transparent plastic material


texts: Discard mesh zones from solidify modifier

texts: I would like to discard some zones from a mesh from solidify modifier, but I don't know how


texts:
I have a fairly complex scene which is consistently crashing or glitching out my system:
Ryzen 2700X 32 Gb RAM, RTX 2060, 90 Gb Swap file. Linux Ubuntu.
I am using Blender 2.90.1 but this was occurring in earlier versions.
I have had to increase the swap file on my system, and the amount of memory the scene is using when trying to render in Eevee is 90 Gb...I just don't understand it. It's big but not that big.
By contrast rendering in Cycles (BPT) is only using 20 Gb, and renders without issue, other than it takes a long time.
The main culprit seems to be a character that has UDIM textures, but the rest of the scene is using "way too much memory" as well. I have been able to render the scene in the past but only just, and it often has glitches. There is enough swap memory to allow the scene to render in theory, but I seem to now have pushed it over the edge.
I don't understand why Eevee requires so much memory to render but cycles does not. Can someone explain?


texts: I can't get Object Index to give me a clean Luma Matte. Please Help!

texts: Why is it that I can't get a clean looking Luma Matte from either Object Index or Material Index Pass. As you can see in the example I provided, I do have anti-aliasing checked in the ID Mask. What is it that I'm doing wrong here? Or does it even work? Please help!


texts: Why is my half resolution render taking a quarter of the time of the full one?

texts:
I render an animation at 200 samples; $1920$ x $1080$, using Cycles.

A still takes about 2min44s to be rendered.  Tiles are $480$ x $360$.

I noticed that when doing half resolution renders, the same still would take only 43s, which means only 26 % of the full resolution time.

Is it a normal behaviour ?


texts: I recently finished an animation and want to render it quickly. I was looking into some external rendering services like Octane, but I saw that Octane forces you to change your materials to make the scene look normal. Is there any external rendering service that just offers quick rendering time? Thank you!


texts:
How can I get a graph legend that automatically gets my maximum and minimum elevation from an object?
Basically, I have an object that dinamically paints other with waves. I have a node setup that gives me color by relative height. I want to retrieve now the maximum and minimum absolute values of height that the waves are at current frame. I need to know how to build this http://lroc.sese.asu.edu/news/uploads/WAC_color_medium.4.colorbar.png that adapts height values from current time.
this is my current situation:

the following blend file has my current code. Please fill free to change or adapt as you need/want to make it work.


texts:
I have the reference image and im really confuse do i have to model it with the texture i can manage it. So i decided to have a texture if im going in correct path. I have a texture and i have unwrap but can i get extra bump with the nodes like the reference or do i have to model with the mesh. Any suggestion or help or any addon will work. Thanks

Reference image

Image im wrapping it

Displacement modifier but result not smooth


texts: How can I fix my rotation issues of an object following a path?

texts:
I have a project with an animated bird following a path. Everything was working pretty smoothly, but now when I get to a certain point on the path the rotation of the bird is messed up, and when I try to adjust the rotation it won't rotate correctly along the selected axis. I'll attach the .blend file so you can see what I mean. Any suggestions will be much appreciated!

.blend LINK:  https://www.dropbox.com/s/x8x13845d2bj5cm/bird.blend?dl=0


texts: Boolean does not work in Blender 2.8 beta

texts:
I'm new to Blender and unsure if this a bug in the beta version or my error. I can't make the union boolean modifier work. It does nothing visible.

Setup:
I created an svg file and imported it. I then converted the curve to a mesh. Since it has several discontinuous parts I selected the linked parts of the mesh and filled them. Then I extruded the mesh to get depth. I intend to 3d print the result so the separate parts needed to be joined. I created a cube and scaled it to use as a connector. I duplicated the result and moved them into place. I selected the shape and added a 'union' boolean modifier. The first cube worked. The other cubes do not work. Picture attached.

What I checked:
I believe the meshes are closed, water tight, and the normals face outward. Any other suggestions?

blender file


texts: Blender armature imported as FBX to UE4 doesn't keep bone offset

texts:
I've created a character and rig and it looks and works fine in Blender, however after I export to FBX and import to UE4 the bones are shifted. One issue is that the root bone moves to the floor and seems to pull all the other bones down with it. Also there are a few bones that are parented to the root bone with an offset, shown by the dotted lines:

However in UE4 those bones become attached to the root bone. Is there a way to make them keep their offset on import? The bones move the mesh just fine but are in the wrong location. For example, when I select the bone that is visibly where the upper leg is, UE4 thinks it's the lower leg:

My transforms are all applied. Not quite sure what's going on here, any suggestions welcome. Thanks


texts: Armature Animation not rendering (Blender 2.92)

texts:
The armature retains the pose from the first keyframe for the whole animation instead of well, actually animating (i'm rendering the animation image by image so its higher quality).
The file: https://drive.google.com/file/d/1cgeS1PT1RBATIqh087n6P07D2391EITP/view?usp=sharing


texts: Is it possible to make powder explosion in a certain way?

texts: is there any way to make a powder explosion and then make the powder particles follow a path? i am not very good at blender.it would be great if someone helps me out here.


texts: Why is my texture skewed despite the UV looking correct?

texts: I trying to make a room in Blender. I'm new to Blender, had some experience with Maya and C4D. I started by making a cube and flipping the normals to make the walls. I applied a texture to the floor which worked fine. But then applying the walls has me putting my head through a wall. I did a cube projection of the wall to unwrap it, however it looks like it's still projecting the texture from above, despite the UV editor showing exactly what I actually want.


texts:
first,  I mean to Operating System Cursor... NOT TO  blender's 3d cursor

second... this location is different to ct.windll.user32.GetCursorPos(ct.byref(pt)), I think because blender made here own calculation from blender UI...

blender allow me to set the location of this "real" cursor using bpy.context.window.cursor_set, but.. how to get the actual location?

thanks


texts:
I rendered some footage, saved blender then closed it. I came back later and opened the file then realised I didn't watch the footage, so I clicked play render only for it to tell me that the file is not found.

I went to the location that the error was showing me (as it usually has the file there) but it's nowhere to be found. I checked my computer's recycle bin to make sure and it's not there either, so I'm at a loss.

What happened to the file?


texts: Difficulty sewing different cloths together in blender 2.8

texts:
I've tried various techniques of attaching planes with different cloth physics settings together, but so far have not achieved the hoped for result.
Straight linking overwrites the settings of one sample with the other. Parenting/using hooks at most leads to a wildly extending isthmus of cloth and usually to two pieces linked by a dotted line fading into the depths of BlenderSpace.
I've even tried linking one mesh of one type to a narrow strip of another, itself linked by sewing 'threads' to the other cloth mesh set up with different settings.
Can anybody suggest a solution? Adding a thickness mod? Applying empties and hooks at every vertex? Turning back around three times and spitting?

Thanks, Quin


texts:
Experiencing some unclear problems with Blender 2.79,
I uninstalled it with the intent to reinstall a fresh version using the same Linux mint Sylvia 18.3 operating system.

Then realized that the current repositories I used offer an older Blender, version 2.76.

So I downloaded Blender, version 2.79b from Blender.org then unpacked the archive and tried to run the Blender executable. None of the files I found seem to be 'the executable'.

I then tried the terminal with sudo add-apt-repository ppa:thomas-schiex/blender. Did get a long message ending by

<  ---------
'Executing: /tmp/tmp.YmGQR1O6nu/gpg.1.sh --keyserver
hkp://keyserver.ubuntu.com:80
--recv-keys
42A98114
gpg: demande de la clef 42A98114 sur le serveur hkp keyserver.ubuntu.com
gpg: clef 42A98114 : « Launchpad PPA for Thomas Schiex » n'est pas modifiée
gpg: Quantité totale traitée : 1
gpg:              non modifiées : 1'

------- >

But

The Blender installation did not seem to occur. Only obtained a small text file in /etc/apt/sources.list.d

The terminal's long message talks about adding a user to video in order to operate CUDA. Did not think it was needed since Blender 2.79 used to work on this same computer previously. Maybe I was wrong about that, did not want to risk more damage fiddling with the unknown.

So
How can I find the executable Blender file in the downloaded package ? What is the name of that executable file ?
or / and
what should be my next step with the process using the terminal ? should I follow the 'sudo adduser  video' ? How does that work ... Is the terminal prompt,
 user@Latitude-E6330'the  ?

Thanks a lot for your help.


texts:
I'm using Blender 2.8, doing retopo for a sculpted model with Shrinkwrap modifier and sometimes enabling Snap. Some of my vertices have their pivot oddly offset and it's making the shrinkwrap modifier perform badly.

As you can see in the screenshot here, I have selected a vertice but the actual pivot to move it around is off to the side and below it. This is not the case for all of my vertices, and does not change if I switch between different pivot point "styles" (individual origins/median point/etc.)

How do I fix this and "reset" the transformation center to be right on the vertex itself?


texts:
I have a problem with the lamps. When I first create them, it all goes fine. But at some point of making them, or when I deselect them and work in other stuff, they get lost in the viewport. Only their light is visible in the material mode, and they still appear listed in the outliner, but I can't select them.

If I try to create new ones, they don't cast any light.

What can I do? Is there any way to reset the lights or something?

Thank you so much!

P.S. I'm using the Blender Render engine.

EDIT: I was asked to post some screenshots, so I tried to put lamps on my project again.

This time, the lights didn't work from the very beginning. I haven't changed anything in the project since the last time I tried, so this behavior in Blender seems completely senseless to me, like a bug.

Here, I turned off Environment Lighting.

These are the material settings for the mesh I'm trying to put the lights in.


texts: How to designate a viewport for one camera?

texts:
If I have multiple cameras in a scene, I would like to choose a 3D view and dedicate a camera to it.

I would like a single 3D view when I choose camera view, Num+0, it will ignore my other camera selections and always show the view of 1 specific camera no matter what. Even if I use that 3D view for other view modes modes it will always come back to the same camera for camera view. Even when animating to switch cameras won't affect the 3D view. Like a monitor directly connected to that camera.

How do I set that up?


texts: How to make a cell fracture glass pane not break so far away?

texts:
I have this wall with the cell fracture addon used on it:

I want this object:

To make it look like a simple glass window breaking, but instead, it shoots all the pieces of the wall everywhere:

How can I make it break in this sort of direction?:

I basically want it to look like a glass window breaking.
Thanks
Daniel


texts:
Refraction planes texture view vector mapped?
My blend to test: https://dl.dropboxusercontent.com/s/1a9yqhqfis5wlrx/mIN5.blend

Principle is: texture is fixed, whenever you move object texture will not move together with object.

And I'm want to do this with refraction texture. Refraction as fixed background texture, I'm not sure, but it's called view viewport. Important! Plane must have 3D scene objects view inside.
And finally result have to look something like this:

How to do 3D perspective on only 1 plate with fixed texture?
Any demo?

Please, suggest me any possibility solution.


texts: Eevee: Light leaking into adjacent walled-off room

texts:
I have a scene with two rooms next to each other. On the left, there's a corridor with area lamps emitting light. However, that light is passing through into the adjacent room. I've tried using different light probes but there isn't enough insight on those yet for me to understand them.
Example from inside corridor:
Green - light from area lamps
Red - incorrect passes into engine room

Example from inside adjacent room:
Green - light from area lamps
Red - incorrect passes into engine room
Yellow - light leakage

Here's an outside view of the two rooms:

Is there a fix for this? I'm aware that this is only a beta and this may be a bug that is going to be patched, but I'm also aware I might be doing something wrong here. I appreciate any answers in advance!


texts: How can I make a bubbly foam for coffee?

texts: So I tried making a cup of coffee, the liquid still looks like tea but I'll mess around with settings to make it look like one (of course, tips would be really helpful). But I'm more concerned on how could I make foam for the top layer (white foam) look bubbly and not smooth?


texts: Problems with assigning dimensions through python script

texts:
I don't know how to put this, as a bug or error in code. Anyway here is my code,

bpy.ops.mesh.primitive_circle_add(vertices=5, radius=1, location=(0, 0, 0))
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
TRANSFORM_OT_translate={"value":(0, 0, 30)})
bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.context.object.dimensions[0] = 0.7  // Does not work
bpy.context.object.dimensions[1] = 0.7

The code as you can see creates a mesh circle and extrudes its vertices and then set its dimensions for X and Y axis as 0.7. Well the code executes fine, but the dimension for X does not change. It remains at some 1.902.. . I need help in rectifying this problem.

Note: I am using Blender 2.75.