texts: Change the start frame and end frame of a bake in Blender using script

texts:
I am doing a cloth simulation. After baking I realize that the required simulation comes to an end in the 40th frame itself but it keeps simulating till the 250th frame. Now I am able to change the end-frame of this simulation in the GUI simply by changing the value in the end frame box in the timeline. I tried to implement this from script by the following commands:

bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = 40

But this is not working. When I run this, the end frame in the timeline still is 250 and Blender is baking all the 250 frames. So, to sum it up, how can I set the start frame and end frame for a bake from script (not GUI in blender)?


texts:
Is there a script which can correct all compatibility breaks, (automatically looks what version of Blender the file was made with and adds whatever necessary to get it look like before)?

Example: Let's say normal map strength is now 10 times smaller. For files created prior to 2.67, just multiply the value with 10 after opening in a 2.67+ version, to get the effect the artist really created.

If not, is there a text file listing all those compatibility breaks so that we can understand why, when a file looks weird/wrong?


texts: Why the blender browser plugin is not updated?

texts: You can create blender games and make it run on browsers using Blender Browser Plugin. Just wanted to know why the browser plugin is not maintained? If it is available, it will make a huge platform for developers.


texts:
I have an object that is given colour with a lot of sun lamps, then I did some compositing to my liking.

Here is what I have:

Now I want to add another object below it to be render with the banana but the sun lamps will affect the colour of the second object which is why I wanted to bake it so I can remove the sun lamps and still have the same colour but on a uv and have one plain lighting that will show both objects and its textures.

Now when I bake it I don't get the same effect I would in render. When its baked it looks much darker and when rendered the colour is gone could someone explain why as well as is there a way to bake everything on a object including there compositing as well. Thank you in advance.

Here is the baked texture:

Here's a quick image:


texts: Smoke is not showing up in cycles 2.76 when I try to render

texts:
I'm new to Blender and cannot figure out how to get the smoke to show up when I render.

Attached is the link to my file...

http://we.tl/1hnJHPvZgE

Thanks for any help!!


texts:
Starting yesterday, 2.8 began running very 'hot' on my GPU. Task manager shows GPU running between 98 and 100%. In fact when clicking render view in the view port, the program has begun crashing - regularly, like almost every time.
This is sudden. I've never had this problem with any version of blender. Not sure if it's Windows 10 (which I strongly suspect) or a bug in blender.
Is anyone else experiencing this problem? Any suggestions/solutions?
Thanks very much.

Blender 2.8 ran perfectly until yesterday. Both the Beta and the "stable". 2.79 ran without a hitch as well. At this point it doesn't matter what I'm doing. Whether in the view port or rendering, the program's performance drags;the task manager fluctuates between low, high, and very high (100%) GPU usage. I did a windows 10 reset an hour ago, in the hopes that, that would fix the problem. I performed a fresh install of 2.8, but still it's slow and crashes. Again, I've never had a problem like this with Blender. I've always been impressed by it's stability. So, this all comes as a bit of a shock.


texts:
Is there any function which allows to embed all used textures at once in the .blend file?

I have multiple .blend files with dozens of textures and would prefer not to do this one by one.


texts: Bezier curves not rendering like preview

texts: I'm having trouble getting the  bezier curve to be smooth when rendering, but it looks fine on preview. Help!


texts: Enable OpenCL GPU Rendering on Ubuntu 16.04 with Intel Skylake GT2?

texts:
I know this is experimental technology and I shouldn't get my hopes up; I installed both the proprietary Intel OpenCL SDK (2016) and open-source Beignet (they don't seem to be interfering with one another) and devices appear under the OpenCL category when I run Blender 2.78 with

CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 blender

The Beignet drivers are giving me compilation errors, but the Intel render kernels work for CPU rendering only.  When I attempt GPU rendering ("Intel HD Graphics" option), the render will stop on the first tile and will not progress further. I get no errors; with the Supported feature set I only get the message "Device init success" and with the Experimental feature set, I get the list of successfully compiled kernels.  I have tried running as root with the same results.  After several minutes, I get the errors:

OpenCL error (Intel(R) HD Graphics): Hardware running slow or hung.
OpenCL error (Intel(R) HD Graphics): Out of resources.
OpenCL error (Intel(R) HD Graphics): Out of resources.

I have an Intel® HD Graphics 530 (Skylake GT2) graphics chip alongside a quad-core Intel® Core™ i5-6300HQ CPU.

Perhaps it's time to get a dedicated GPU, but I'm wondering -- has anyone had success with this setup?


texts: Where is the option for facets view or face triangles?

texts:
There is the facets view in 3DsMax that allows you to see the triangles that cut every quad in two, and in Maya there is a "face triangles" option which does a similar thing but with doted lines. This is an important visual aid while doing retopo for game models.
Is there such an option in Blender?


texts:
I would like to have multiple objects moving as one in Blender Game Engine. For that I created a blend-file with the Objects and grouped them.

In my game-blend I linked this group from the blend file which brings the objects into my game. Now I would like to move this group on keystroke. For that I created a Sensor and Actuator. But my objects are not moving.

But: I have my camera tracked to that group. By that I can see that the object are not moving, but the camera is moving to the side just I would expect the camera to track my group of objects.

Could someone please point me to where I made a mistake?


texts: How can I quickly make two normals opposites?

texts:
The best way I can really explain this is, in a 2D space, two lines are parallel when you can draw a perpendicular line between both of them. In a 3D space, if you have two surfaces that are facing each other exactly, you could draw a normal between them (except when put into function, since both objects have normals, one of them would have to be the opposite of the other, so they could face each other).

For example:

It's easy enough to do in rotations like that, but with rotations like this, it's not as easy:

I want to rotate the cone so its base is 'parallel in 3D' and facing the side of the cube. The thing is though, I need a fairly quick method of doing this because I need to do this many, many times.


texts: Creating an accurate spinning wheel using drivers on Blender 2.83

texts:
I know that this has been one of those things thats been around for a while, so im sorry if this is repetition of older discussions.
I understand the math behind the calculation of the rotation of a wheel or a ball according to the distance it travels, but in the mathematical equation we need the (radius) which is defined as dimensions in blender, and unfortunately in new versions of Blender we cannot access to the data path of the dimensions of the objects.

How can I access that data so I can address it to my driver values?
Is there any new and better work around to do this in Blender?


texts: How can I copy weights to another mesh which has another rig?

texts:
Assume I have two identical spheres. I add a rig to the first sphere, then I deform second sphere in sculpt mode without adding new polygons or vertexes. I duplicate the rig and I want to connect this secod rig with my second sphere that the rig could animate this deformed sphere exatly like another rig animates first sphere. Another words I need to transfer weights from the first sphere to the second sphere. But 'weight transfer' option only works with objects that connected to the same rig. So I have two spheres and two rigs.

How can I manage that?


texts: blender 2.8 - array modifier doesn't follow curve

texts: I want to build a simple race track. I have created a closed bezier curve. Then I have added a plane object with curve modifier. When I try to apply array modifier planes don't follow a curve. What is wrong ?


texts: I tried to make a tube by using the vertex replicated from object(not add bezier curve),but I add the bevel thickness, it seems flat not like I prefer to. How can I solve this problem?


texts: how to get the area of a polygon in python API?

texts:
I would need to get and compare the area of the polygons/faces of objects of different shape. I found the variable 'area' in class bpy.types.MeshPolygon but this does not give me the real area of the polygon after scaling and modifying a mesh primitive. Why is this? Is there another way to get the area?

Thank you for your time!


texts: How to change Transform Orientation with keyboard in Ubuntu

texts: How I can change Transform Orientation with the keyboard in Ubuntu? In some linux systems (and many others) Alt + Space are a system combination to show application menu and are captured by the OS.


texts: How to go back to previous state from amimation player?

texts: I m new to blender. We play animation by pressing Alt+A. Now how to go back to previous state. Stopping anim player just pauses the animation.


texts: Update parameter on bpy.context.active_pose_bone changed

texts:
I would like to update a custom scene parameter when selecting between different pose bones.  Blender does not allow value to be updated on draw() method.  Though I might need to add a method to a handler but I can see any for active_pose_bone or selection changed.

Does anyone know how to update a parameter on selection event?


texts: The file I made in Linux Mint 19.3 won't open correctly in Linux Mint 20

texts:
I just invested in a new machine- 32 gb Ram, Nvidia 2070 super,12 core Ryzen 9, you get the picture. I installed Linux Mint 20 for the warpinator but when I open files I made in Linux Mint 19.3 it looks like Hiroshima just happened. The objects are in completely random sizes and locations. Anyone else had this problem? Also, if anyone knows how I can get my GPU rendering to work, that would be handy, the Youtube tutorials are all outdated.
Many thanks,
Dan


texts: Video render is splitting the final video into chunks

texts:
I'm totally new to Blender, specifically the video editing aspect to it, so I apologise in advance if I've missed something monumentally obvious.

Basically, I have edited together a video using multiple video, audio, and image files. I've managed to get everything looking, working, and sounding how I want. I've gone to render the video as a FFmpeg video, but when it renders, it gets about halfway through before splitting the video.

What I mean is, I can see where it is exporting it to (my dekstop), and it's one file, but at about 50% of the way in, it stops and begins to export the video into a second chunk, now a second file on my desktop. I rendered another video using the exact same technique the other day, which is roughly the same length, but that was only one file.

Please help!


texts: I selected the armature, I am in pose mode and no bones are showing up. Am I doing something wrong? It would make sense if I am, as I am a beginner but I looked to see if this happened to anyone else and it never did.


texts: when imported into unity, how to make blender/unity recognize the "shared walls" of a object?

texts:
As you can see in the attached picture i'm trying to model a floor plan/map of a building and import it into unity to make it a AR object where you can distinguish different rooms, the problem I have is that all the room divisions aka shared walls just melt into a same object when imported into unity. I tried the solidify option to then increase the thickness of the walls, but it just....doesn't apply. My mistake was to use "poly build" tool on the edges of similarly sized walls to just "extend them" and drag the edge or a "room" to become a new shape/room/wall to later extrude the planes into 3d objects.
All shapes that are sharing a wall just become a unified object without a distinction between the "slices" of the same rectangle. Sorry for clunky description. here are some pictures and hopefully you get my drift.


texts:
I want something along the following lines:

import bpy
object = bpy.data.objects['Cube']
bpy.context.scene.objects.active = object
bpy.ops.transform.rotate(value=0.638031, axis=(-0.818828, 0.361665, -0.445779), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

But I still have to select the object manually.
How can I make the object active using python?


texts: How do you detect collisions with fast objects like bullets?

texts:
I am currently trying to make a tank to work in the game engine. I have the body roughly done and am trying to get the gun to work. Just making the barrel create a shell at a high velocity doesn't work because the shell travels to fast for the engine to detect a collision. If I have the velocity down enough that the collision is detected, the shell doesn't really have enough speed.

Are there any other ways to make a shell behave like a bullet and still detect collisions? I've tried making the bullet larger, but that still doesn't always collide.


texts:
I want to create a metallic look for a sphere which will be used as part of an animation. I tried to use the Glossy BSDF and Anisotropic BSDF surfaces but still wasn't able to achieve desired results. I want the sphere to look as it looks in the preview window, but also using 3 area lights system didn't do the trick for me.
I'm using Blender 2.8 and I want to create this material using script.

This is the current layout and shading:

Example of the desired result (found on the web):

Thank you all :)


texts: Curve Object Deformed by Curve - Distortions (Artefacts)

texts:
Shaping curve object by curve (modifier) results in a terrible shape with cracked surface. Here is an extreme situation, but good visible issue.

Perspective

Top

How can I curve it smootly without adding more control points or remeshing?


texts: How open file browser to save a new blender file

texts:
I'm trying to open a file browser (similar the browser in the image bellow) where the user can chose a folder and file name to save a new .blend file with the selected objects.

I want make a addon to easely save a new blender file e.g to select a collection and save a new blender file with the collection name and all objects inside there or select only two object and save a new file with that.

To do that I'm using the code bellow but all I get is some errors. Someone know a simple way to open that browser. I read some parts of the blender api documentation but I'm really confusing with some functions that I found in there.

The code I'm using:

class FileExporter(Operator):
    bl_idname = "export.file_exporter"
    bl_label = "Save"
    bl_options = {'REGISTER'}

    def export(self, context):
        self.file_path = bpy.path.relpath

        bpy.ops.wm.path_open(filepath=self.file_path)

    def execute(self, context):
        self.export(context)

        return {'FINISHED'}


texts:
I'm somewhat new to blender, and brand new to eevee so if I say anything wrong I apologize.

How would I go about making a chrome material in eevee? I've tried to reduce the roughness and play around with every setting but I can't get anything to look good.

Thanks in advance.


texts: Render giving me nothing but a rough background

texts:
I'm making a little picture

And when I click (shift-Z) it gives me this

I have no idea what caused this if anyone has an idea how to fix this, that would be very much appreciated. Thanks


texts: I'm creating cloud in Blender/Cycles. While following this tutorial I came across artifacts:. The problem is marked on render (the biggest visible artifact) and seems to appear in areas where faces overlaps in particular way, this places are significantly darker. If I would smooth the geometry, they will go away, but the thing is that I want to keep such fluffy shapes. Does someone know how can it be fixed without changing topology?


texts: Would like this spline to have a repeating pattern of red, white and blue along the length. Right now I'm stuck with just one red, one blue and one white along the length.


texts: How to bake a Bent Map (Object Space Normal) correctly with Cycles?

texts: I am trying to bake a bent normal map with Blender Cycles but i get weird results by default. I mean it works but it's not the same colors as other map bakers like XNormal or Substance Painter, the texture looks like this:


texts: Two Problems with a Nixie Tube: Glass and Glow

texts:
I want to make a convinceable model of an IN12B Nixie tube.
The model should render with eevee.
I added an example file.

Two problems:
The glass looks somehow "plasticy" and is a lot of settings hacked together awfully in a mess.
The "neon glow" isn't what it should be:
Neither there is a reflexion of the glow on the glass or the plate nor it there this distinctive
faint glow of the neon gas around the wire.
Here is an image, how it should look like:
http://danyk.cz/digitrony_en.html
and search for "Soviet nixie tube IN-12B" (sorry, there are too many example on that page).
How can I acchieve more convinceable materials and effects?
Here is a rendering from the 3DView:


texts: Small difference in Texture UVs when in object mode :(

texts:
when i have my mesh in edit mode it looks fine:

(look at the concrete seams). But as soon i switch into object mode they get distorted:

I just dont understand why. I had a bevel modfier applied earlier but it is applied as you can see in the modifier tab.
Does anybody know a solution?

Thanks in advance!


texts: How to delay a script without delaying blender's startup?

texts:
I placed a script in blender's startup scripts folder so that it runs automatically. However, I need it to run after blender starts up or else it throws out an error.

How can I delay or keep trying to run my script without delaying the blender startup routine?


texts:
Hi i'm trying to make a scene where a bullet shoots itself to the corner of a concrete wall, making the corner pieces fall off. But i'm not sure how to do that without the whole wall breaking.
also should i just use a smoke simulation for the dust that happens when a piece brakes? or is there a much more efficient way with particle systems


texts: Is it possible to edit an animation built with Mixamo ?

texts: So I was doing a simple WalkCycle using Rigify but then I decided to do it using Mixamo which seems way easier . I wonder if it's possible to edit graphs and dope sheets for Mixamo animation? For example I didn't like how the models hip moves so I want to change it a little bit, would it be achievable?


texts:
https://drive.google.com/open?id=1gtvROMb59WXV3SZNH1_DZnJhHFueWp4C
I need a smooth infinite zoom like this
https://drive.google.com/open?id=1_UxbldMl9jNphuOYLkA9DFLwCH8obNOE
But here is mine, it looks very dirty and doesn't quite fit right, any idea how can I fix this?
I need the camera to infinite zoom in to a city road.
What I do is render out tele/medium and wide-angle so that's 3 shots from one camera and then change the camera and make another doing the same approach, in the end I parent them up and just play with the scale to get the effect, but how do I fix them together when I have to like go forward the first camera renders doesn't fix with the second.


texts: Why does choosing the 'Windows Ink' tablet API mean I can't navigate in the viewport using my stylus?

texts:
I'm new in Blender, so I have some problems working with "Grease Pencil".
Obviously when you use a graphic tablet with "Grease Pencil", to achieve good smooth curvature of strokes you better switch to the "Windows Ink" in the "Input" tab of the "Blender Preferences" settings (other "Tablet API"s as "Automatic" & "Wintab" don't give good results. Basically they produce a jagged curved strokes). Below I posted some examples.

But when I dealing with "Windows Ink", besides smooth strokes, I can't use almost all interactive viewport navigation tools and right click menus & settings of brushes through the stilus. My stilus is ordinarily like other modern stiluses with two buttons and I assigned to these two buttons the functions corresponding to the right mouse button and middle mouse button. Instead I have to use icons for navigating that are not comfortable or through the mouse itself.
As I say, this problem comes out only when using "Windows Ink". Other "Tablet API"s don't cause issues with viewport navigation and right clicking.


texts: How and where are the Python keywords assigned a syntax highlighting type in blender?

texts:
Blender has a colour assigned for Builtins, Symbol, Special, Preprocessor, Reserved, Comment, String and Numbers.

The text editor theme for syntax highlighting

While testing importing Vim colorschemes to blender I noticed there is quite some variance in keyword assignment.

Vim uses a syntax file to highlight colors from the colorscheme

Snip from vim syntax file for python python.vim

"
" Keywords
"

syn keyword pythonStatement     break continue del
syn keyword pythonStatement     exec return
syn keyword pythonStatement     pass raise
syn keyword pythonStatement     global assert
syn keyword pythonStatement     lambda
syn keyword pythonStatement     with
syn keyword pythonStatement     def class nextgroup=pythonFunction skipwhite
syn keyword pythonRepeat        for while
syn keyword pythonConditional   if elif else
syn keyword pythonImport        import
syn keyword pythonException     try except finally
syn keyword pythonOperator      and in is not or

My current result for importing the github colorscheme

How and where are the python keywords assigned to syntax type in blender.  Can they be modified using python?


texts: Is there a way to grab both keyframes and markers in blender?

texts:
I have lots of camera animation binded to markers to switch between the cameras.
I can grab and scale keyframes, and the same goes for markers, but I cannot grab them together. Every time I need to move keyframes and markers I have to do it separately and this is annoying.
Is there a way to move them together?


texts: Animation keys on IK target instead of underlying skeleton

texts:
I have animated a skeleton (that uses circles as the IK targets for the bones) and mesh with a walk cycle using the automatic keyframe insertion. However, the keys are ending up on the circles instead of the underlying skeleton. Is there anyway to animate the underlying bones using the targets?

edit: files


texts: Shortcuts using Ctrl not working in Linux

texts:
I'm using blender 2.79 in two different Linux computers (Redhat and Arch, both running Gnome 3), and I'm hitting a super annoying issue.

Whenever I try to use any shortcut with Ctrl, it behaves as if I had hit Ctrl and Alt, instead, and any further key hits behave as if Alt was pressed.

For example, if I try to hit Ctrl+P for parenting objects, it instead shows an error complaining about proxies (it got Ctrl+Alt+P- Make Proxy).

After that, if I hit p, it opens the Clear Parent; if I then hit space, it shows the Orientation menu, instead of the tool search.  I can't even move the view by dragging with the MMB (in the same way I couldn't do it with Alt+MMB.

That behavior continues until I hit Alt, and the shortcuts start to work again (unless, of course, they have Ctrl in them).

I'm new to Blender, so this may be a noob question, but I just can't find any answers to it, and I'm surprise I face it on two different systems.


texts: I can not type number or use number keys inside Blender

texts:
Above is the picture of my keyboard. All of a sudden, I am unable to use my number keys inside Blender. I am not sure if I accidentally hit anything. I don't even remember.

I usually use these keys for changing 3D views, now I have to use the pie menu to change views and I also can not type any numbers into the value input box.


texts: Extruding faces and boolean not working right

texts:
I want to ease this area

So I dupulicate the top face, and extrude the face in order to do boolean for this part, as below

But it seams that after boolean, there is like the extruded face which was used as boolean object is one pixel smaller than the original face, thus resulted in a hollow box, but why is that, the extruded face should be exactly the same size as the original face, but after boolean operation, it proves that the extruded face is smaller than that, like below,

I even tried to extrude the face down below, it still generate the hollow shape, why face is smaller.


texts: Prevent splash screen from being shown when using a script?

texts:
I'm writing a Python script that creates a Blender scene; I'm running it from the command line with blender -P script.py. However, the splash screen always appears and it's really annoying. Is there something I can do from the script that prevents the splash screen from showing up for just that invocation of Blender? Note that I do not want to change the global preference.

The tooltip over the user preferences splash screen setting recommends bpy.types.UserPreferencesView.show_splash, but changing this from my script doesn't seem to do anything.


texts:
How do I make a material that looks like the surface surrounding the helical objects in the image below in Cycles? It looks like smoke on the edges, but is transparent in the middle. It is important that the helical object doesn`t get distorted like if it was placed inside a glass bubble. This image was made in Cinema4D.

Original image link


texts: How create a ramp with angle with python script

texts:
I am learning how to use blender with python script. I want to draw a block with ramp. until here, I can generate a block but my problem is precisely on how do the ramp. if you can help me please.

I know the point from which I must start the ramp coordinates(0, 4, 5) and (0, -4, 5). the angle is 60°
Here is the script(this script allows to draw a cube. if you help me to do a ramp with coordinates and angle known please):
import bpy, bmesh
from math import *
from mathutils import Vector
import numpy as np

def create_mesh(polygon):
    coords = []
    pos = 0
    while pos < len(polygon) - 1 :
        i = polygon[pos]

        pos_suivant = pos + 1
        if pos_suivant < len(polygon):
            j = polygon[pos_suivant]
            coords.append(i)
            coords.append(j)
            pos += 1
    return coords

def draw(zTop, polygon):
    """this function receives 2 arguments :
    * zTop of type Integr: it's the maximum height
    * polygon of type list of tuple: it's coordinates of polygon
    * this function allows to draw a cube
    """
    coords = create_mesh(polygon)
    bm = bmesh.new()
    for v in coords:
        bm.verts.new(v)
   # print(bm.verts)
    #création de la base
    base = bm.faces.new(bm.verts)

    #processus d'extrusion
    hauteur = bmesh.ops.extrude_face_region(bm, geom=[base])

    #ajout d'auteur d'extrusion
    bmesh.ops.translate(bm, vec=Vector((0,0,zTop)), verts=[v for v in hauteur["geom"] if isinstance(v,bmesh.types.BMVert)])
    bm.normal_update()

    me = bpy.data.meshes.new("Shape")
    bm.to_mesh(me)
    # ajouter à la scene
    ob = bpy.data.objects.new("Shape",me)
    bpy.context.collection.objects.link(ob)

coords = [(0,4, 0),(0,-4, 0), (4,-4, 0), (4,4, 0)]

draw(10, coords)


texts: How do the AV-sync, Frame Dropping and No sync in Timeline work?

texts: How do the AV-sync, Frame Dropping and No Sync options in Timeline work when working with audio and video?


texts:
I'm banging my head up against the proverbial brick wall here. I'm doing an animation which is a spoof on a 1960s kids show from UK called Camberwick Green, this starts with a six sided box which rotates for a short time, and then the top slides open to make way for one of the shows characters to slide up through the top. The first pic is of the first frame which is how the box is first shown with the top closed.

The second pic shows, in my own description, how the top opens. the white dots being the pivot points for each individual triangle and the purple arrows which i hope will convey to you the direction/rotation of the triangles so it should open up iris fashion.

The third pic shows the end result of the top sliding open.

Which result I'm pleased with as far as it goes, but the issue arises when i scrub back to the first frame, it shows the box as in the third pic with the lids open rather than closed like it should. when i play the animation, the main box rotates as expected but with the lids totally open all the way through, thereby missing the opening altogether. Here are some details of how i animated: I first inserted a keyframe on frame one, then rotated the whole box -18 degrees at 12 frame intervals for my keyframes. When i hit keyframe 240, i started rotating the triangles -10 degrees on their pivot points as well as the regular rotation of the box as previously stated, so for example at frame 252, i would rotate the box at -18 and this would automatically keyframe at that point, then staying at that frame, i would individually rotate the triangles, with the thinking that I would be keeping the movements on the frame, but the result is a constantly open lid throughout. I've tried manually inserting keyframes with location/rotation/scale etc but the result has always been the same. I would have thought that once a keyframe is recorded, that would be how it should be. Sorry if this is long winded, I've only been learning this for about 4 months. Here is a link to the opening of the show if it's allowed... Many thanks in advance.
https://www.youtube.com/watch?v=DWNR-08Ff0w


texts: Exported UV image in Blender 2.82 has opaque background?

texts: In Blender 2.79, UV images have transparent background. But in 2.82, they have gray, opaque background. Opacity setting in the export dialog only changes how light or dark the background is. Feature or bug? For now, I have to manually remove the gray background to work with it.


texts:
I have a problem with an armature. When I put only one bone in one mesh it works, but I want to put a few bones in one mesh. Is that even possible?
It works in this video (https://www.youtube.com/watch?v=n0VspDUOErE) but it doesn't work for me. Sorry for my English.


texts:
I am new to Blender and was using it for creating YT Channel Intro with templates available on Velosofy (This one: https://www.velosofy.com/template/intramazing-2d-text-intro-free-professional-intro-zxbyijehap4).
The problem is after rendering it with FFmpeg (I even tried AVI JPEg) and H.264 it doesn't render it as in preview, it becomes dull and even the object have black spots on their edges.

In the Render Properties>Colour Management the value for Display device is sRGB, view transform is Standard and sequences is sRGB still it's the same...
And yes it's a video and for trying rendered image...


texts:
I would like to make a camera like in most First Person Shooters - similar to GTA. This would mean that the view angle depends on the position of the mouse and the character walks forward, along the view vector.

How can this be achieved in BGE?


texts: How to move a soft body object in the scene towards a "goal position" while physics is active?

texts: I have a couple of soft body objects in a scene sitting on a plane. My goal is to smoothly move one of these soft body objects towards a goal position smoothly while still having its 'base' anchored to the same spot (a kind of controllable soft body tentacle). Note that I want the soft body physics still do its job while the object is moving towards the goal position. This means that the object might collide with other objects. I wonder how can this be done?


texts: blender trackpad behaviour on windows as on a mac

texts:
I switched from a macbook to a windows laptop.
All I can do with the trackpad is zoom in and out.
Is there anyway to get the same behaviour as on a mac?


texts: Blender 2.8 Lighting not rendering properly

texts:
I have an issue with the lighting/rendering in blender 2.8 cycles, in both the viewport and the render modes.

It was working properly a couple of days ago but whilst trying to use it today I can't get lighting to work. I have tried using different lights (spot, point, area and shader emission), played around with the world lighting values but nothing seemed to work.

So I uninstalled blender, re-downloaded and installed a fresh version of blender and built the scene shown in the image and this lighting issue has persisted. It looks as if the direct lighting and shadows are rendered as this ''default/ambient grey'' and the only light that is shown is this weird ''bounce/diffuse'' light.

In the image shown all of Blender's settings have been left at default, the large cube in the back has an emission shader and the other cubes/floor have the default principle shader with only the colour hue changed.


texts:
I have a rigged model with one arm that distorts and disfigures when posing while the opposite doesn't.  The disfiguring arm doesn't have any modifiers or settings (As far as I've been able to find) that are any different from the arm that poses correctly and neither do the bones.  The only thing I can figure is that maybe it has something to do with it being a duplicated + mirrored version of the side that works correctly, although the normals have all been recalculated and the mesh origins are correct.

I'm really at a complete loss here.

Here's a gif of whats happening:


texts: How to map a texture to a distorted quad?

texts:
First, a picture to show my question:

As you can see in the second picture, when I scale two vertices of a quad the texture gets distorted wrong. Because a quad is basically two triangles, when I distort the quad only one triangle is being stretched, so the texture warps badly revealing the hidden edge.

I want to map the texture as in the 3rd image (I've done that subdividing the quad multiple times). Is there any option to map the texture so I get the same result?


texts: How to toggle Xray in viewport with Python?

texts:
From the interface you get this command (which return a failed context error when run from the console):

bpy.ops.view3d.toggle_xray()

On the manual there is unfortunately no tooltip that would give any help (search page for xray with ctrl+F):
https://docs.blender.org/api/current/bpy.ops.view3d.html

Has anyone successfully toggled xrays with python?


texts: Is there a way to get Project from View unwrap to work with modifiers without applying them?

texts: I have an object with an armature modifier (although this would apply to any modifier that deforms the mesh). I want to Project from View unwrap to get a UV map for one pose, then change the pose and Project from View again for another UV map. This doesn't seem to be possible because Project form View apparently only works with the base unmodified mesh. I tried using the on cage and edit mode options on the armature modifier, but it still uses the base mesh.


texts: How can I access, edit, add and remove Metaballs in Edit Mode with Animation Nodes?

texts:
I'm working on a rather complex animation where I plan to use Metaballs to shape a certain geometry in combination with Animation Nodes. I have managed to get what I want by using the Object Instancer node, and the result looks just fine. But the Viewport becomes unbearable slow because of the high amount of Objects in the scene. The Polycount thanks to Metaball merging would not be an issue though.

To improve that interaction performance, I'd like to place, add and edit my metaballs in Edit Mode instead. Is this possible? Merging the Object Instances into one new target mesh would by the way also work for me, I just couldn't find a node that does this.


texts: How to get topographical contour lines like shown in manual? Analogous to Rhino3D functionality?

texts:
The Freestyle SVG Exporter page in the manual shows this image:

but doesn't really have any indication of how to achieve this contour line look...

I did some more digging around and found an article from 6 year ago with a similar image, that had a very similar picture and provided a script, which I've yet to try (haven't messed with scripts in blender yet...):

Is there a more "official" way of achieving this? I know e.g. Rhino3D has contour line command so I'm wondering if blender has anything similar?

edit: I want to render the scene as an svg, should have specified. I got the script to work, but it's destructive... it operates on the mesh directly unfortunately. If anyone can find a way around this would be helpful.


texts: How can I paint on a model to create embossed details?

texts:
I need help to understand what this video is showing.

In this video I want to understand what it's showing when he is drawing a line or some shape on the model surface and later it is converted to an embossed, extruded shape. Does it only work with cylinder shape or any shape? Can anyone please explain to me with an example how it is working?


texts: How do I make these facial tattoos without messing up the topology using nodes in cycles?

texts: I made the black tattoos on the model on the left by sliding vertices and coloring the faces. Of course this messed up the topology of the face (which I would like to animate). I've been trying to use texture painting to achieve the same look of the model on the left on the model on the right without sliding the vertices and messing up my topology. I can't figure out how to do this. I've come close, but I'm sure there is some concept concerning texture painting that I don't understand that keeps me from getting the result I want. How do I make these black tattoos without messing up the topology using nodes in cycles?


texts: How to find number of animated frames in a scene via python?

texts:
I need to find the number of animated frames after importing a bvh file  in blender. scene.frame_start and scene.frame_end only returns the start and end frames in the timeline.

My bvh file has 880 animated frames. How can I set my scene length automatically?

Could you please suggest a solution?


texts:
I'm currently working on a scene with a projected image on one of the walls. I've gotten to the point where the imaged is being emitted, but when I check what it looks liked rendered or through the camera it doesn't show up.

Not sure what it is as I already checked to see if it was the lights in the scene that was effecting it and its not. It could be that I'm emitting the image wrong as I was following an older tutorial. Here's an image of the node editor:

Also it's in the eevee engine but it's the same for cycles. Any suggestions or advice would be helpful.

Here's the file:


texts: I had just pressed ctrl z in sculpting mode and this happen.. can any one help me out

texts: I had just pressed ctrl z in sculpting mode and this happen.. can anyone help me out.


texts:
Rendering has never been a problem for me, but lately  every render of a frame, or for animation takes longer than usual.

My actual project is rendering 46 seconds per frame but once it reaches 100% it get's stuck for one minute or more leaving the final render to be 2 minutes long, it is now happening with every single .blend I have, it even get's stuck with the default scene with only one cube and no compositing.

I'm not really sure what can be causing this, but I'm open to all solutions


texts:
I have a transparent texture and I can't figure out how to apply that transparency to the object.

As you can see, the texture in the bottom right is transparent in places and solid in others.
But in render view the texture is just black.

You can see it better here.


texts: Blender 2.8 Text Editor OSL Script Node Update Disabled

texts:
I found out what Open Shading Language was today and was excited to try it out, and it was working at first.  But at some point, I found that I could no longer press the "Script Node Update" button either in the Text Editor or in the Shader Editor's script node in order to actually use the scripts.  I've tried both Internal and External scripts, and I'm using the Templates, so it's not a syntax error in the OSL Script.  I also tried saving the file to see if that was the problem (as before, I was working just on new, unsaved files), but it still didn't work.
I just can't press the update button to actually use the Script node as the button is grayed out.  I can't figure out what I did to break it and how to fix it.


texts: Convert large particle system(s) to one object efficiently

texts:
I place leaves on my trees with emitter particle systems. Then, to make a forest, I place those trees with another emitter (or hair) particle system.

Problem is particles of particles don't work, I only get the trunks without leaves in my forest.

Following this question : How can I convert a hair-particle system into 3D, editable objects?, which solution takes ages (I use about 500 000 leaves per tree), I tried to write a python script, but comes to the same problem. Searching on google, I found Brecht saying it comes from the naming of object (leave.001, leave.002 .... leave.500000) which after 1000 iterations becomes pretty slow and after 10000 extremely slow (so naming 2000 object is much slower than twice the time of naming 1000 of them). Anyway, that step is useless, blender needs one big mesh with all leaves to allow instancing it, not 500000 objects with one linked mesh.

So question is how can I convert all the particles to one unique object in one step (or at least avoid it to take 28 hours every time) ?


texts: Mirror image disappears when joining with another object

texts:
Before joining.

After joining.

The Cross and surroundings are half mirror image. But when I join it to the back wall, the mirror image part is disappearing.
Please tell me why and how can I solve this problem.
Thanks.


texts: How can I use the new BVH nodes to know if a certain object is inside a volume?

texts: The idea is to drive properties like scale if an specific objects is inside a give BVH volume.


texts: I have Blender 2.78 and I'm trying to save my project however I don't see the file tab or add tab in the top menu bar. I see create to add mesh so that's solved but no file tab.


texts: Texturing: Adding black lines from geometry

texts:
First time posting on the Blender stackexchange!
My question is regarding the black outlines on this wall:

Basically I'm trying to recreate something similar to the image in cycles (different materials assigned to geometry) and I wonder what would be a good technique for that. What I do now is assign a different color material for each of the panels on the wall (basically every colorful panel is a face of the wall mesh). A few ideas I have:

Adding additional loop cuts where the outline is and assigning a new black material to them.
Modeling the outlines separately as a plane and adding using shrink-wrap to stick them to the wall.
Using a mix shader and a mask with straight lines to determine where in each material the black line should be applied.

Basically my question boils down to: Can you somehow realistically blend between differerent materials on the same mesh, if they're right next to each other in cycles?
Any other ideas for this are welcome!
Thanks in advance!


texts: Does linking objects between files make it possible for all linked files to be corrupted?

texts:
I have had a couple of issues with odd behaviour in blender files recently, and it could well be due to file corruption. I am creating a file that includes objects from several files and wanted to make them linked. Then I thought - if something about my system is causing file corruption, am I risking all of those files becoming corrupted if the combined file is corrupted?

(I live in a place with a pretty shaky power grid that also has a lot of thunderstorms, so brown-outs and power outages are common. My computer is on a surge protector with a battery backup, but if that isn't the cause of these things, I don't know what else to check.)


texts: How to display my reference image in Wireframe mode

texts:
I imported my reference via Images as plane. I can view them in material preview, but when i switched to wireframe mode I can't see my refernce images.
How can i fix that?
Two pics for proper demonstration of my problem.


texts: How come my bevel is going outwards and not inwards? I'm trying to create molding but can't get it to go in the right direction


texts: Would it be possible to make your game for Mac Linux and Windows

texts: I understand that you can only make a runtime of your game on the current os you are on (I am on Linux) Would the .blend open on Windows that I have been working on on Linux via flash drive and am i able to save it as a runtime on there?  Help is appreciated.


texts:
I've got a Minecraft cube that I'm trying to apply a displacement map to, but the displacement is just not working.

So each Minecraft texture is 16x16 pixels, so by taking a cube and subdividing (simple) 15 times, I'll get a 16x16 grid of faces and the displacement map should work, but it's giving me weird geometry.

Changing the Midlevel doesn't fix it, just gives different types of broken. Scaling it up in edit mode actually helps it, but even after doing that I could see that the texture was not applying. There were bulges in the wrong places.

Here's my settings:

I changed my extension to clip, but switching between the different types doesn't do anything. I had to disable Interpolation because the texture is so small, otherwise it's all blurry. Stuck and not sure what to do.

And disclaimer, I have already read (Displacement on certain objects not working) and it doesn't help me. If you read it, you'll see that it's node-based, Voronoi texture. I don't have any nodes since this uses a modifier. It doesn't help me nor solve my problem.


texts: How to create an engine glow effect for spaceships in cycles?

texts:
I want to create some kind of lighting effect for the engines but I quite new to lighting in general. To be honest, I'm used to sticking a single point lamp in.

From the tutorials I've seen, none of them are for cycles and focus on lighting a whole object anyway, not particular faces of it.
The engines I want to add the effect to are the 3 on each wing and the 2 in the middle.

I tried following this (How to create a fire/light effect in a spaceship engine) previously but none of it is making too much sense.

The first method shown was using volumetric materials. I've never heard of that before while working in Blender but I thought I myswell try it still but the whole method itself was just too complicated. I just didn't understand half of what it said.

With the composition method, I used the same nodes (with same values) as in http://i.stack.imgur.com/tzaT8.jpg yet I didn't notice any change in my render whatsoever. I guess those effects were supposed to effect the picture as a whole? I don't have any experience with either nodes or composition previously before this.


texts: Is it possible to curl hair in both directions in the same particle system?

texts: Is it possible to give some particle hair guides positive amplitude values and other guides negative amplitude values in the same particle system?


texts: I have been looking at this painting for a while trying to recreate the red fabric material on his hat and poncho (not sure what the name is, but it looks like a poncho) from what i can tell it is some kind of velvet type material. I have found that a color ramp with layer weight as factor does provide an ok result to achieve the high lights effect. but I'm sure there must be better more realistic ways. Thanks in advance for any help! EDIT: this needs to be a shading setup that works in EEVEE.


texts: Access to object location from previous frame in cycles

texts:
Is there a way to access an objects location data from the previous frame in cycles? I want to make a shader that colors the object accordingly to the distance the object traveled between the current frame and the last one.
My goal is an animation with moving cubes colored by the "speed" they have.

Also, I guess thats information that is not available in osl?


texts: How can I remove the lines around the edge of an object?

texts:
I got a Minecraft rig which I want to have as a transparent image for a thumbnail. I always get these weird lines around the head (and sometimes on the rest of the rig as well), but I want to get rid of them as they don't look nice. I tried removing the lines in Photoshop, but that takes a lot of time.

Please have a look at the screenshot which has been attached to this post. How do I get rid of the lines around my Blender Minecraft rig? I'm a Blender beginner, so please send very clear and detailed instructions if you know the answer! :)

Thanks!

Problem occurs with:
- Windows 7 Pro 32-bits
- Windows 10 Pro 64-bits
- Blender 2.75a (also had the problem in previous versions)

Download link for .blend file:
https://mega.nz/#!LV4zAJ6a!SYgFytB9C92YXd5gNaH8C7m2fWys2e0AetcRpmFeTwc


texts: Shadow only plane isn't working. Keeps sending me the ground as being pitch black, and I have compared it to a working file

texts: I have tried copying the settings from (http://rgbmix.blogspot.com/2014/08/shadow-only-material-in-cycles.html) To no evail. Here is my .blend (http://1drv.ms/1GO6f2F)


texts:
After rendering my first scene in blender with a lot of noise. i tried searching for the denoiser node in composting. i don't seem to see it anywhere. I use blender 2.80.

Thanks.


texts: Where is the "average" setting in the vector math node?

texts: I'm currently following CG Geek's mountain tutorial and he uses the "Vector Math" node and sets the type to "Average". But with blender 2.8, they removed the "Average" setting so, is the "Average" setting in a different node or is there a new setting in the "Vector Math" node that replaces "Average"?


texts:
When i try to rotate my object then adding a keyframe to it, it doesnt work, rotating also in X or Z (i just need it to make it rotate in Y on this time, like in the picture) creating a weird movement between the initial and final keyframes (those are only two, i need a continuous simple, rotation)
How can i make it rotate? also, i think it's about the pivot, how can i fix it in order to be able to properly rotate the object?


texts: How can I run Bmesh ops interactively inside an operator with a popup?

texts:
I would like to add some bmesh operators to one of my operator class. The operator has pop up menu invoked by return wm.invoke_props_dialog( self) so the values are edited interactively.

Here is a relative portion of my code inside execute

def execute(self,context):
    me = bpy.context.object.data

    bm = bmesh.new()   # create an empty BMesh
    bm.from_mesh(me)   # fill it in from a Mesh

    bmesh.ops.smooth_vert(bm, verts=bm.verts, factor=self.smoothvertices, mirror_clip_x=False, mirror_clip_y=False, mirror_clip_z=False, clip_dist=0.0, use_axis_x=True, use_axis_y=True, use_axis_z=True)

    bm.to_mesh(me)
    bm.free()

    return {'FINISHED'}

This works but after couple fiddles Blender just disappears, I guess it makes sense in a way probably the memory is not handled well in this occasion.

What is the right way to handle an interactive smoothing or similar operations using the Bmesh operators inside an instance of a bpy.types.Operator?

Sample Operator Code (Use it on high res object in Object Mode)
https://paste.debian.net/hidden/e93c95b8/

This seems to be the end of the log when it crashes when run with debug flag. I also have remeshing prior to smooth and some others.

redo_cb: operator redo Remesh meshes
Warning: No mesh data to join
Error   : Unrecognized Exception
Address : 0x00007FFF87993FB8
Module  : C:\Windows\System32\KERNELBASE.dll

EDIT1: I wonder if this is more of an issue with the remesh operator than the bmesh operator.

EDIT2: My other suspicion is that hitting the default 32 undo step inside an operator might be the culprit.

thanks


texts: Best settings to reduce cycles memory consumption

texts:
I'm trying to render a very complex scene with blender and it seems to be using too much memory. I've already tried using tile size as a multiple of total resolution and spatial bvh splits.

Can anyone recommend any settings that can reduce memory consumption of the scene?
Note, I'm talking about a still render.


texts: Bezier Curve - Evenly space a bezier curve, without losing the curvy-ness

texts:
I am currently working on a project, in which I need a bezier curve to act as a path. The path needs to be as smooth as possible, and I cant affort to lose any of it.

I also need to space out the bezier curve, so that its evenly spaced everywhere ( cause of speed inside the other application ). I used looptools for this before, however this requires your curve to be mesh, which results in losing curvy-ness.

Might someone have a solution for this? Either by a feature of blender, a simple tutorial or a python script? Please let me know. Have been looking for a good solution for half a year already, so Thought it might be time to ask some questions haha.

Thanks in advance!


texts: Can't move nor scale the mesh in Object mode

texts:
I just bought a Character, with a C00 license. And the mesh seems to be locked some how. I'm able to use it in Pose mode. But only in the 0 0 0 position.

HERE IS THE BLEND FILE: I modified everything to the minimum, I just kept the mesh data, and here are the eyes ( with a different UV ).

http://nearfy.com/EYES_S-A.blend

In Edit Mode:

I can move and scale it but when I move it, each eye moves in opposite direction.

However, in Object Mode:

if I add a new Cube, yes I can modify the cube, move it and scale it, but still can't modify the original mesh.

The only thing I can do with the Eyes in Object mode is select them, and delete them.

I've been playing with the icons in the outliner, but even if they are all active ( eye - arrow - camera ), still no success.

I saw a similar post in here:

https://blenderartists.org/forum/archive/index.php/t-196654.html

But I removed all the modifiers and no success.

I also tried to append it from an empty file, and didn't manage.

I'm running out of ideas, and the seller is not answering.

Any suggestions?

Thanks in advance
Sebastian


texts: Why does blender 2.8 twist the thumbs the wrong way around  in my Poser 11.1 Pro FBX figure when it imports. How can I maintain the integrity of A Poser figure when I import it into blender


texts: So I am trying to drag to get exact numbers and measurements, is there a way to set the increment at which the drag tool controls the size of an object. currently when I drag I get something like 1.0574-1.0342 per drag when I want to get 1.0574-1.0573. is there a area where I can type in a number to control how slow the drag is when resizing edge lengths.


texts: Exporting FBX issues (not the one you think)

texts: I am taking obj files and exporting them as fbx because le unreal. Anyways I keep having this bloody problem. I export scene as fbx, sometimes the whole scene doesn't export a mesh or two does. I select all and use export selected and sometimes it works and sometimes it doesn't. I make sure everything is at origin, origin is at geometry, transform all is applied repeat the above. I dunno what the hell I could be doing wrong and yes all the above is the steps. Export fbx, import in ue4, bang head on wall, export with all selected, import bang head on wall do the same thing export, import it works, what the? That is how it works. I am aware UE4 is trash and it could be UE4 but looking at the file size it isn't a few kilobytes is not UE4s doing sadly. I can usually blame UE4 for things. I think in some cases I do not have modifier applied but I swear I applied all modifiers in other cases. Anyone else suffer from this disease?


texts:
I am familiar with python but completely new to Blender. I want to create a python script to read an obj file and render it from a fixed camera with a fixed lighting and save it to an image. Is there an introductory script that I can see?

My constraints are that I am on a remote server without an X connection, so I can't launch a GUI.

I ran into this question, but it doesn't tell me how to set up lighting:
Blender script import model and render it

Thanks!


texts: MakeHuman is destorting my MakeClothes clothing (Blender)

texts:
I'm trying to make clothes in Blender with MakeClothes.

I've added the model "Female Average With Help". I've selected tights as the object to change and have scaled it up. All I wish to export is the top.

When I press "Make clothes" it doesn't wrap around the model correctly...

I don't understand the warning I get in the image above. I don't think it has anything to do with the problem though...
Anyway I go to MakeHuman. I can import my top but as you can see, it has problems. Make human has added additional geometry to the model.

I follow this tutorial https://www.youtube.com/watch?v=eskfzfU4NsI


texts:
Is there a way to export GLTF or do I need a plugin or something? Thanks!

Benjamin


texts: Problems extruding a circle along circular path

texts:
I'm trying to extrude a circle along a circular path, ending up with a torus.

First, I added a Bezier circle centered at 0,0,0 and made it 10x10 in width and height (to form the path), then I added another circle, also at 0,0,0, and made it 2x2 in size.

When I select the smaller circle as the Bevel Object of the larger circle, the resulting shape resembles a swollen torus with a slight depression in the centre (where the hole would be) and becomes 20x20, larger than I expect.

I've tried positioning the smaller circle in different places, and at different angles before setting it as the Bevel Object, with similar results.

Any ideas what I'm doing wrong?

Here's an image of the two curves, then the end result:

Update

Just in case it helps anyone else, I think my problem occurred because I was scaling the larger circle (the path for the extrusion) via the Transform panel in Object mode rather than Edit mode.

Instead, if you add the (larger) circle, change to Edit mode and scale it to the correct size, and then change back to Object mode and set the Bevel Object, everything works perfectly.

Not sure if it's related, but a response on another site implies that you could also scale in Object mode, then Apply -> Scale, though this didn't work for me.


texts: Why does UV orientation affect tangent space normals?

texts:
When using a tangent space normal texture, the orientation of UV islands affects the normals even when using the Generated or Object Texture Coordinate. How can a UV map influence a texture that is NOT using any UV map ? How can tangent space itself be affected by the UV map ?

Here's the basic setup :

a plane split in 2 faces, each one being rotated differently in the UV map
a noise texture with generated mapping.

And here's how it looks :

Here's the file

See how turning one face by 180° in the UV map removes the seam, while the noise texture is using a generated mapping.


texts: Python: Edit panel to edit custom bmesh face layers?

texts:
With the bmesh module, I added a custom data layer to a mesh, holding information for each face.

bm = bmesh.new()
collision_flag_layer = bm.faces.layers.int.new("collision_flags")
for triangle in model.triangles:
    vertices = model.get_triangle_vertices(triangle)
    vert1 = bm.verts.new(vertices[0])
    vert2 = bm.verts.new(vertices[1])
    vert3 = bm.verts.new(vertices[2])
    face = bm.faces.new((vert1, vert2, vert3))
    face[collision_flag_layer] = triangle.collision_flags

Now, in Edit Mode, I created a panel to display this property in labels:

class MarioKart8EditPanel(bpy.types.Panel):
    bl_label = "Mario Kart 8"
    bl_region_type = "UI"
    bl_space_type = "VIEW_3D"

    @classmethod
    def poll(cls, context):
        # Only allow in edit mode for a selected mesh.
        return context.mode == "EDIT_MESH" and context.object is not None and context.object.type == "MESH"

    def draw(self, context):
        obj = context.object
        bm = bmesh.from_edit_mesh(obj.data)
        face = bm.faces.active
        collision_flag_layer = bm.faces.layers.int.get("collision_flags")
        if collision_flag_layer is None or face is None:
            self.layout.row().label("No collision face selected.")
        else:
            #self.layout.prop(face, '["collision_flags"]')
            row = self.layout.row()
            row.label("Collision Flags")
            row.label(str(face[collision_flag_layer]))

That's pretty awesome already, displaying the custom data like this:

However, since this is edit mode, I want the user to be able to edit this value of course. As you might have noticed from my code already, I commented out a line where I failed to create a number picker for this with the layout.prop method.

How can I implement an edit control for this custom data?


texts: Can't select Pose under Scene Collection to Enter Pose Mode

texts: So I downloaded the recent version of blender on my new PC. I've used 2.8 forever but figured I'd get the most recent version on my new build. On the previous version I could select the Pose line (with the green guy next to it) to instantly switch to Pose mode with that armature's bones made available. However, clicking on it in this version does absolutely nothing and I'm not sure why. Someone, please help me feel dumb and tell me why I can't select Pose. I reviewed my preferences, but couldn't find anything inhibiting.


texts: Armature only moves parts of mesh on an object

texts: I created the armature, I applied the bones to the arms and legs with automatic weights, but when I go into pose mode and move an arm(only the arms are doing this) the object moves, but pieces of it like the bottom stay behind and don't move with it, which doesn't make sense to me since the arm is one single object. PS I don't know if this helps, but I modeled the objects in magicaVoxel, then imported them as obj files into blender to animate.


texts: Weird Sharp Shadows when normal baked with cage

texts:
I am getting this weird sharp edges at the shadow transition when I used cage while baking them.

It didn't appear when I when cage was not used, but without cage the edges are very sharp and don't get the curvature properly, so I have to use them.

I want to know what's causing this.


texts:
why my normal maps is shining white? I have no idea why.I took a high strength level to show you my result. Its very confusing to see the white glow if i plug in my normal map. I also tried the bump shader same problem.
I using Blender 2.8. render eevee

Hi guys i added one more picture. I have a wiered looking reflection. The only object with this color is in the inside of the building how does the reflection appear on the glas?


texts: shortcut for running the simulation in Blender 2.8 instead of Alt+A?

texts:
I'm following this tutorial, and at 1:40 it presses Alt+A to "run the simulation":

However, this keyboard shortcut does not work ib blender 2.8. I was wondering if you could help me know:

what is the right keyboard shortcut for doing the above step
how I can do this from the menus/toolbars? (if I forgot the shortcut)

If above are not possible then if there are specific tutorials replicating the above tutorial in 2.8?


texts:
I would like to know if there is a tool or an addon in Blender that can help me to create a muscular system, i.e. a way to move the mesh (like the contraction of biceps).

I was watching this video but I'm not sure how well it works.

Any advice or should i use shape keys?


texts:
I am trying to create the green part of the pommel shown here:

I used the screw modifier like this:

I would like to duplicate the pommel wrapping and make it rotate counterclockwise to achieve a similar look as in the 1st picture .. but I can't figure out how. I don't know if this is actually the right way to do this.


texts: Fluid simulation - Where are the slip options for domain boundary and collision effectors in Blender 2.82 and above?

texts:
I'm sure I've seen these options before, but I really can't find the settings for the slip type in Blender's UI - at least not in 2.82. I found them in the documentation for 2.80:
https://docs.blender.org/manual/en/2.80/physics/fluid/types/obstacle.html
They have apparently vanished from the documentation for version 2.82. Is this feature gone?
I've set an object to be a collider in the fluid simulation, and it is working. But these are the only settings I can find...

I also couldn't find any images or video tutorials showing where the slip type options are located (not even for 2.80).
P. S.: The slip option question has actually been asked by someone on here, but people apparently refused to answer the question and instead focused on criticising the quality of the (in my opinion) reasonably clear photo that was attached there: Where are the 'obstacle', 'volume initialization' and 'slip type' fluid options?


texts: Image Stretching as result of 3d tracking

texts:
When I do a camera track and set up a tracking scene,  stretching appears in the image in the compostitor.
Why?
Also, an "Unsistortion" node has appeared in the compositor making the composited image look distorted.


texts: When exporting this file into fbx, part of the mesh is invisible, why is this?

texts: So far I've figured out that the mesh that is invisible has no weight paint on it. Is there any way to export it without weight painting, and it still being visible?


texts: Weight Paint x mirror is painting left and right weight to the left side of the mesh

texts: Im trying to paint weight on the left side of the mesh and have it mirror over while painting to the opposing bones on the opposite side (def-thigh.L over to def-thigh.R). however, when I paint, it paints weight for the left and right bones to the same side verts (def-thigh.L). instead of mirroring the weight over to the verts for bone def-thigh.R.


texts:
I'd like to add a backlight to my character in Cycles, but I don't want it to illuminate anything else—and I'd also like it to stay behind the character at all times, regardless of the camera's location. (This also should not rely on layers.)

I'd appreciate an answer answering this twofold request for an answer!


texts: Particle System Makes Objects All Lay Horizontally With The Same Rotation

texts: I'm trying to make a grass particle system, however when I select the group of grass clumps, they are all laying down. When I set the "Initial Rotation" to "None" instead of "Velocity/Hair" the grass is up the right way but "Phase" and "Random" under Rotation doesn't do anything so all the grass is facing the same way. Another person had a similar issue and the response said to change "Normal" under "Velocity" to 1 and "Z" to 1, this however only increases the size of my grass objects. A lot of other sliders in the particle settings also increase the size when I don't think they should. Anyone know why this is and how to fix it?


texts:
I'm working on an animation in Blender 2.8 wherein a line is increasing in length over the course of 40 frames. I'm using the array modifier, so a discrete rectangular shape is duplicated along the length of the line.

Using keypoints on the array count (from 1 to 25) works, but the new items simply pop into existence along the line.

Is there a way to make these new items fade in, going from transparent to opaque? Perhaps using nodes? I'm going to be rendering in Cycles.


texts: Weird partial mesh collapsing inwards after switching from sculpting mode? (Bug?)

texts:
I got Blender yesterday for sculpting, today i tried working on the hair of this face i worked on. It went well until i switched to shading and layout mode. I honestly don't know how to properly describe this so i couldn't find any bug reports that were similar.

Does anyone know what causes it, how to avoid it in the future and how to fix it?

This is what it looks like:

Even though it looks fine in sculpt mode:

Here some screenshots of the shapekeys (I think?) :

On that note, the wireframe view seems a little off as well:

Sorry if this has been asked before, couldn't find the right wording for it.


texts: I am making a sword and require some help. Until now I have made swords in blender by making two meshes, one is the blade and handle the other is the guard. Now today I am wondering if I can make the sword one mesh and if its possible to curve part of the mesh, the guard, with out affecting the rest of the mesh.


texts: Cannot keyframe anymore. All movement stopped and every keyframe is the same

texts:
In the Dopesheet, I had an animation. Now for an unknown reason, the armature bones move but the object does not, LocRotScale wise. While I can perform the steps of moving my object in OBJECT mode, and inserting or replacing a keyframe, it is updating all the keyframes. As if there were no keyframes. I can't keyframe any rotational or positional motion. Armature keyframes are still moving, but all motion associated with the armature itself... it's lost. The keyframes are there, but they're all the same, and I cannot change them.

Here's a video of my screen.
https://vimeo.com/298955191


texts: How to access tools from the tools panel in blender 2.8

texts:
One of the first changes I noticed in blender 2.8 was that this panel:

was gone, along with all of the tools that where in it, some of the most useful of which for me where the physics tools. Is there any way to bring it back, or if not, where did all of the tools on it go (ex. I still can't find the copy physics from active)? I'm not really expecting someone to tell me about every single tool, but just generally if they were relocated to somewhere specific or just thrown all over the new interface.


texts: Blender Orient an object (displaying Vector Arrows)

texts:
I need to orient a various number of arrows on the screen, each need to point to a direction calculated by Python.

Python have calculated the end points of each arrow (say tail at (0,0,0), tip at (1,1,1)). How do I place an arrow between those two points, with the tail and tip at the correct spot with scripts?

My current plan is place the tail, then calculate the degree of rotation needed to get to the right direction, then rotate it. Is there potentially an easier/more direct way?

Optional: If the code does not scale the arrow, that's fine, as long as the arrow point in the right direction.


texts:
I am new in blender and I am trying to do this simple shape but i faces a problem that my UV map dosen't fit the cylinder down there you can see a space with no image?? anybody had the same problem or it is something wrong I did?
Thanks in advance

Blender file and texture incloded:


texts: I'm trying to clear parents of some mirrored and seperated objects and even if I clear parent while keeping transform, the scale and rotation of the objects still change and warp the objects which destroys all the work. I don't quite understand how to get this to work.


texts: Expand box/UI/drop down in AddonPreferences to show more user preferences

texts: This Code works fine CodeManx:- https://blender.stackexchange.com/a/19158/78916, but how would I get this work in  an AddonPreferences cutom boxex? I can get it to work but it references 'object' 'cube' I would like to have it reference a UI file! Not asking for a script but something I can read to get my head around building custom UI's for the AddonPreferences, driving me crazy to get anything other that this, reference wise. HardOps has a perfect example of what I want in a expand panel on the UI tab, those are perfect to what I want, but I've a hard time following the code in 'Hops' python! An Expand box/panel is what I want (I think) but I just cant get anything to work in AddonPreferences, where do I need to look and what to read?


texts: right now I try to create little holes which are formed like these menu buttons so there is a little space between the body of the camera and the buttons. Unfortunately the Boolean doesn't work properly and creates no hole. Is there another way to solve this problem beside the boolean?


texts: How can I tell if Blender is using all 64 GB of RAM?

texts:
I have 64GB of RAM on my computer and I'm trying to check if Blender is using all that it can.

I still get viewport slowdown at times when working with complex objects. I know there are many settings in the preferences and I want to know how I can tell if windows 7 and Blender are working to use all 64GB of RAM.


texts: How to understand the math behind Andrew Price's embedding his beer within his glass

texts:
I just watched the Blender Guru video How to Make a Beer in Blender and stopped at the point where it advises us to make the liquid slightly larger in diameter than the inner diameter of the glass - approximately half way between the inner and outer walls.

I then turned to Fluid in a Glass
(and why you’ve been doing it wrong your whole life) where the video points. Although the wording there isn't exactly correct, I think that I understand the point. In the glass shader where you specify IOR, you are not actually specifying the index of refraction of the material inside the volume defined by the mesh. You are actually only specifying the ratio of the index of refractions of the spaces on either side of the mesh. And that's all that Snell's Law actually needs when applied to a single interface:

$$ \mathbf{n_1} \sin(\theta_1) = \mathbf{n_2} \sin(\theta_2) $$

$$  \sin(\theta_1) = \frac{\mathbf{n_2}}{\mathbf{n_1}} \sin(\theta_2) $$

$$  \theta_1 = \sin^{-1}\left(\frac{\mathbf{n_2}}{\mathbf{n_1}} \sin(\theta_2)\right) $$

The problem is that in the physical world, the interface between liquid and glass has a very small index difference - the ratio is nearly 1.0. This is why some transparent object can seem to almost completely disappear when submerged in water.

But it seems to me that the workaround of embedding the liquid into the glass is not going to have the desired effect - if the desired effect is to get closer to a realistic image. It creates two interfaces and each has a large ratio of indices of refraction of something like 1.3 or 1.4, or 1/1.3 and 1/1.4 depending on the directions of the normals.

Question: Wouldn't embedding the liquid inside the glass wall as described in the video produce physically wrong and unrealistic refraction? Since there is just one interface, using two meshes that just touch, or overlap seems like it's just asking for trouble. From a rendering point of view, meshes are interfaces between physical materials, even though we say that we assign "materials" to them we're actually assigning surface characteristics.

edit: I've just found an excellent explanation here, yes the IOR < 1 technique should be correct and a single mesh for the glass-liquid interface used.

I'll use an index of refraction of 1.4 and 1.3 for glass and liquid respectively in the following discussion just to make it simpler.

Wouldn't a more realistic method be to just use a single mesh for the boundary between glass and liquid, and choose IOR = 0.93 with the normals pointing out, or IOR = 1.08 with the normals pointing in?

That doesn't mean that there is an actual index of refraction is 0.93, it just means that when rays pass between the space inside the glass mesh and the space inside the liquid mesh they will be refracted and (Fresnel) reflected based on the correct physics for a single interface between materials within indices of refraction of 1.4 and 1.3?

note: This would require the top of the liquid to have a different mesh or at least a different material, with the IOR set to 1.3 for the correct liquid-air interface behavior. Or you could just put foam on top.


texts:
This is the robot rig that I am working on. I duplicated the left leg to make an FK IK switch. But the IK is not working on the "Third leg part L.002". I tried to move the IK control bone, which is "Foot L.002", but I am not able to. I can only rotate it and it is not controlling the other bones.
Here is my blender file https://www.mediafire.com/file/bero482tlud01xo/robot_v2_-_rig_-_controls.blend/file


texts:
I have a particle system created in blender and would like to export it as mesh into 3d max, I used this link Convert particle system to animated meshes
but somehow it's turning all of them on a very big scale and they look like they are too close to each other.
I added 2 pictures shows before and after using the script


texts: Populating an EnumProperty using a Function

texts:
I need to populate an EnumProperty with the names of every group in the scene, so that I can include them in a dropdown (prop_menu_enum) in the interface.

How would one accomplish this? I'm creating a tool that has to do with group instances, and ideally speaking, one could choose the group from which they wanted to instance objects using a dropdown menu. As far as I'm aware, (I could very well be wrong!) the only to do so would be to create an EnumProperty using a function to populate it, but I don't know precisely what that function should contain. I tried making a function that returns a list of containing the group's name as the first two elements, and the third being an empty string, but for whatever reason I can't seem to get it to work!

Any help would be greatly appreciated, thanks!


texts:
Why when I create an object (ex: a UV Sphere or a Cylinder) in a file I am working on, it doesn't show anymore the option of how many vertices/radius/depth etc at the moment I just created it. Previously worked well but I don't know what happened. (if I open a new empty file, it works well again)
I am working in Blender 2.8


texts:
Is a smoothness map the same thing as a roughness map?

For example:


texts: Help: No Cycles render option on Steam release!

texts: I need Cycles render on so i can turn off MipMaps, But i Don't have the option to turn on Cycles Render! Please Help me!


texts: How do I export animated materials into Unity from Blender? What's the most efficient way to make complex, animated materials?

texts:
I have made a bunch of nodes for a material so that it plays this complicated scrolling animation, however, while I can copy the nodes to the other materials, it doesn't transfer the animations (the keyframes) as well. How would I copy these keyframes?
On another note, I wanted to make a bunch of these similar animations, but in the end I want the model in Unity. I don't know if these animations that are done with nodes can tranfer over into Unity. I'm guessing it might be possible? But since I spent the entire last couple of days trying to animate these textures, I don't think it's worth it.
To better clarify what my goal is, the animation goes from the front of the object to the back, and then back to the front. This makes the object have a holographic transition. You can see the animation play here.
What would be a better way to doing this animation and in a way that it works in Unity?


texts: problem with array modifier while trying to create a plant

texts: i am trying to create a plant, but when i am adding array modifier to a leaf and seting the properties that you can see on the screenshot below, it is having this strange distortion, so i want to know how to clean it up and where is my actual mistake


texts: How do I set a specific render engine while launching blender?

texts:
I have noticed that Blender Internal Render Engine is the default engine that is set when launching Blender. Users can change this behavior by setting a different engine and saving the user preferences.

My question is, is it possible to choose the engine to be used by blender when launching blender?


texts: Transparent particle objects are rendered black in Cycles but in the viewport they look perfectly transparent

texts:
The membrane layer in transparent or black is displayed correctly in the viewport but as soon as I render it in cycles, it is only displayed in black.
I increased the light paths until I reached 1024 samples. Then I increased min light bounces and min transparent bounces. But more out of desperation. I did not expect that it could bring something. I was rendering with a very high number of samples. I think it was around 300,000.
I'm running out of ideas. The example in the screenshot is rendered with 10,000 samples.
I didn't finish the render because you can see that there won't happen some magic anymore. (Red arrow)
Maybe someone has a tip or two for me. I would be very grateful!


texts: How to Run Code After Baking With 'INVOKE_DEFAULT' Has Finished?

texts:
bpy.ops.object.bake('INVOKE_DEFAULT', type='DIFFUSE')
save_image()

Does not work because the bake uses 'INVOKE_DEFAULT' and thus save_image will be executed directly.

How to run save_image after the baking has finished?


texts: I have a model which I need to separate its head from body

texts:
I am very noob with Blender. I started playing VRChat and discovered that we can create our own avatar.

I had 0 skill with Animation programs, but I watched some tutorials on how to upload my own Avatar model to VRChat.

So I downloaded an Avatar from the net, used Unity to upload it to VRChat and successfully did it right, but there was no lip sync.

Therefore people advised me to use blender to do that, so I downloaded Blender and imported this avatar to it: I noticed that it has over 40k polygons which is double the polygons that Avatar needs to be to be uploaded to VRChat.

The problem is that the whole body including head, body, hands and legs are under one mesh, but I want to reduce only the body's polygons so that the face doesn't look messed up in the Chat.

Is it possible to separate the head from the body and have it separated mesh so that I can decimate only the body without changing the head and by keeping everything in tact without messing something like the bones and/or the lip sync ?

I will be very appreciated if someone helps me with that.


texts: Is there a way to get custom properties panel in a custom t panel?

texts:
I already created a custom t panel and use the custom properties often, was hoping to add them to the panel, but do not know how to grab the custom properties panel and copy it to my t panel.
Any help is appreciated.


texts: What is the best way to reduce polycount of the leaves

texts: I have a small desk plant tree I modeled in Blender (using the Tree Sapling Generator) and it might be used in a game. It has a high polycount, so I've tried decimating it with the Decimate modifier but it gives me bad UVs and removes almost all the leaves. I don't want to use a texture, I would like individual leaves.


texts: AO baking for modular environments that will be moved/rotated?

texts:
I need help in baking in such a way that my modular environment will line up regardless of direction or position. Can it be made internally or do I need xNormal or similar?

(Images are with diffuse on top)


texts: Perform assembly/alignment of two objects

texts:
Firstly, I am new to blender and have never used it until now, I search for something similar but couldn't be able to find. For my thesis, I am working with .STL files and I have a question about whether it is possible to make an assembly process between two objects using the mesh vertex's. What I want to do is place the selected vertices (image 1) coincident and perform the assembly as I make here (image 2).

image 1:

image 2:

I wrote a script in python to perform that "assembly" but im checking if there is a software capable of do that because it is more user-friendly and there is a thing that blender does that I need: when I move the object to any place in space, when I export that file, he puts new coordinates . So what I need is to guarantee that I can perform the correct alignment of the two objects in blender and that's ok!

Thank's for the attention


texts: I currently have Blender 2.90. I have tried to install the plug-in Animation Nodes (The latest version as of June 2020). All the installation videos say to just upload the zip file, but a zip file will not appear in the file selector. Instead, if I unzip that file, it does show up. However, when I click on that folder, all of the files inside it appear, and I can't just upload the whole thing. I'm wondering if I'm doing this incorrectly?


texts: How to scale area light icon in viewport?

texts: I placed an area light in my scene. Its icon appeared to be unreasonably long. Is there a way to shorten it in the viewport?


texts: Deform a complex pattern along a 3d path, maintaining vertical

texts:
I am trying to create a patterned railing for a curved staircase, like this:

Except that in my case, the staircase does not have a constant curve. This is a straight segment of the railing I am using:

What is the best way to do this? I have tried deforming the railing along a curve. I can get this to work for a horizontal path, but when I add a vertical element, the uprights of the banister do not remain vertical. By the first curve, the railing is no longer perpendicular to the floor and by the bottom of the staircase the railing is lying horizontally or even under the floor.

I have tried using an array modifier with an empty, but the size of one segment is too large to follow the curvature of the stairs accurately and organically. I don't want to make the pattern smaller in this situation.

I have tried using a lattice, but the results are lumpy and it is hard to maintain a constant thickness. Additionally, since not all the parts of the railing are attached to one another, parts of the metalwork begin to protrude through the handrail when steep angles are needed, along with other unwanted deformations.

This is what I've got so far:

Thanks for your help.


texts: My entire object is not straight how did i mange this

texts: I thought everything was ok and spent a decent amount of time trying to figure out how to scale the object but everything I wanted to do has been unsuccessful now I found out its not even straight, is there any way to even tell that's its like this without checking like I had to with this plane (orange line)


texts: How an animated object moving on a plane could leave a mark on it?

texts:
I want to know how an animated object moving on a plane could leave a mark on it.
In the exact way shown in this video
https://youtu.be/cUsXyimUw6o?t=97
from 1:37 to 1:45
I need to explain how a cleaner product cleans the floor.
I want to show the area where the machine is cleaning.
I want to mark the floor where the machine passed through.
How I can do it?
In post-production for sure, but if possible (and if it's convenient) I want to avoid other softwares. I would do it on Blender.
Thanks


texts: Simple Fluid Simulation isn't working - No fluid is generated

texts:
I am following a simple fluid simulation tutorial found here. But I just can't get the fluid to actually generate anything when I press play on the timeline.

I have a filled circle as the inflow object, set to liquid.
I have some obstacles and a surface to catch the fluid, all set to effector.
I have a domain that encompasses the entire simulation (cube) set to a domain type of Liquid.

Nothing happens once I run the simulation. In the tutorial this is what's supposed to happen.
I could really use any kind of help, I've been stuck on this for a couple hours already.
Here's a screenshot:

Here's the blend:

Thanks much.


texts: The filename in Chinese can not be display in Blender 2.8 when file explore in open

texts: When I tried to load a video to video sequencer, the file name in Chinese could not be displayed.


texts: How to create semicircle from sharp edge

texts: I need create from these edges semicircle. What can I do this?


texts: HDR background rendering in view-port but not in final render?

texts:
I've looked at other threads about this and they say to toggle transparency under film. It still doesn't do anything and I just have no idea why this won't work. My blend file.

View-port render

Final render


texts: How to control foam in the modifier panel?

texts:
I was recently trying to create an ocean scene and searched up some tutorials, there were lots using a lot of node setups but after a long walk I found a ways to generate foam from the modifier panel, so I gave it a try:

There's not much control given in the modifier's panel and mostly the render looks dull but some part look pretty good like the one encircled. Is there some way to control this more accurately?


texts: How can i see my keyframes for attributes of animation nodes?

texts:
I cannot find my keyframes for my keyframed attribute of animation nodes. Frame selected did not work. Can anybody give me a hint?
I keyframed max value, as you can see. I would like to see it in timeline/dopesheet.


texts: Grease Pencil - broken lines that should be smooth

texts:
When I use the grease pencil, I get broken, jagged / pixellated lines that should be smooth.

See the "chinks" / breaks in the black line above.

When I zoom in, (here on the bottom left) the pixellation smooths out, though it doesn't disappear:

I'm using the latest build of Blender (2.78, 2016-09-15), and the strokes are made with the "Basic Brush".

Would appreciate feedback bout what's going on and how to fix it -
thanks.


texts: Adding an image to a plane as a reference

texts:
I am modelling a mountain on the Moon using a reference photo from above. I have added a simple plane in top ortho view, and would really like to just plop that photo onto the plane.

I started looking into UV mapping, but it doesn't seem to be what I need, at least not the way it is usually used. I added the image as a reference, which helps a little, but of course as soon as I'm not in top ortho view, it disappears.

How would I do this?


texts: How to use a 2D video to make a skybox and reflect it in a mirror object

texts:
I have a 2D video (nothing special, just view from ground) of a sky with clouds passing by. I want to use it and have it reflected on the surface of a complicated curved mirror-like 3D object in my scene. I think that what I want is called a skybox but my "texture" is a normal video, not a panoramic video.
The reflection doesn't have to be precise. My object could even be "satin finished" instead of mirror so it's more about "atmosphere" than precision. I want the viewer of the final render to feel that the object was there, surrounded by this cloud sky.
Just point me to a tutorial fs you know one. I will learn from there. Thanks for any help.


texts:
I'm having a problem with rendering my animation with video sequencer, my rendered frames are .PNG and high quality, yet when I render them in video sequencer the final result comes with poor quality
Outputs:
Encoding
Container: MPEG-4.
Autosplit Output is checked.
Video Codec: H.264.
Output Quality High Quality
Encoding Speed Realtime
Post Processing both Compositioning and sequencer are checked
Display Device sRGB
View Transform Filmic
Look high contrast
Squencer: sRGB


texts: How can I use one image as a texture for an entire model?

texts:
I have this texture file:

I want to apply this texture to these cubes (which I have joined together to be one object):

How do I apply one of each of the four textures to each of the cubes?


texts: I am new to blender and I'm trying to move the cube using XYZ csv file. How can I merge the file with the object and make it moving using that file. Can someone help me. Thank you


texts: How to make hair material different from the plane itself?

texts: In Cycles Render, I added hair to a plane (as I was making a grass field) and I don't seem to know how to make the actual flat plane's material different from the hairs themselves, because I'd like to make the plane have an image texture and the hairs have a yellow-like color to them, but of course, if I attempt to make the material yellow-ish, the plane AND the hairs will become yellow. I'm done with the plane, I just want to control the hairs' materials.


texts:
I'm making an animation of a stencil paint against a wall. I'm trying to resemble the graffiti painting whit dynamic paint over a logo. But I can't make it work. Assuming the issue was sited at the logo material, I tryied setting it to: 1 - transparent BSDF 2 - diffuse BSDF 3 - image texture. None of them gave me the key. Also tried applying or not dynamic paint on modifiers, and had no succes. When changing canvas mode from paint to wave, it worked. Might that give a clue?

This is my project:
https://drive.google.com/file/d/0B48XSxEO28GMNTZaSHBmUTlETEhKWTFtSV9Ga21kQm50cWZZ/view?usp=drivesdk

This is a closely related question I made about the same project: Spray paint simulation


texts: Blender Cycles keeps crashing when moving lights around in Viewport Shading

texts:
I'm fairly new to Blender, I haven't really used it at all except for rendering out a couple of projects since about September, so this could be something that I'm just not understanding... My setup is an i9 9900K, 32GB DDR4 RAM @3400mhz, and an RTX 3070 8gb. I have my System Settings set to OptiX. Render Engine: Cycles. Feature Set: Supported. Device: GPU Compute. No Denoising either.
I currently have a scene with about 6 area lights, and 32 chess pieces (12 original pieces that are duplicated), and 1 board. Every object has a 4k map.
So I'm running into random crashes whenever I move a light in my scene. Whenever I try and render I'll get "Blender CUDA Error Out of Memory" or some other ones. But the thing is, I haven't had any issues this entire week of rendering until about last night. Sometimes it'll crash, sometimes it wont, sometimes I get a CUDA Error, sometimes it renders perfectly fine. I haven't changed any of the lights in my scene since I started, I just turn some off and move some around, and as of last night Blender just instantly closes on me when I try and do that.
I haven't changed any of my settings in the scene, so I don't know why I'm getting these errors all of a sudden.


texts: Rectangular/Portrait orientation. Is there any way to change the size of the camera?

texts:
I'm trying to make a rectangular/portrait orientation style image for the camera in Blender 2.8. I've tried adjusting the aspect ratio, but all it does is the stretch the image. Is there any way you can adjust the size of the camera?

How it is now.

How I want it to be.


texts: Blender wont work and just stays white window

texts: I have been at this for hours and have not found a solution. Manually switched sound settings to 44100hz and then doesn't show that error but still opens and just stays all white window. I have checked my opengl and is on 4.4. I have tried older versions still same issue. I have copy and pasted opengl32 into the blender foundation folder. Tried -noaudio same issue. Im trying out Blender to learn animations and still have not been able to begin to learn. I hope it is not a sign that it is not something for me. Thank you so much for helping me.


texts: Python API – Access Grease Pencil stroke point weights

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I need to read Grease Pencil bone weights from the Python API so I can add that data to an export script I'm using. I can't find where the per-point weight groups are stored. So far, I'm able to access the point positions, pressure, strength, etc through GPencilStrokePoint. This data structure doesn't store group weights, though.
GPencilStroke does store group weights in groups, but this is only one set of weights per-stroke, not per-point (each stroke has many points).
Is there some other data structure I need to access for the weight data?


texts: how to resscale skeleton animation timing via python

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i have captured / tweaked rokoko mocap animation files exported as fbx. they are 100 fps rate. when i import them in blender,i.e skeleton has 4000 frames. i want it to be 1000 frames.
when i select armature , in timeline (select all keyframes) put first frame on 0. hit 's' key visually make it 1000 frame and click. INFO window shows
bpy.ops.transform.transform(mode='TIME_SCALE', value=(0.25, 0, 0, 0), orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

is it possible to repeat this command on next skeleton (next imported file) ? i tried copy pasting but return msg in console is 'CANCELED'


texts: blender export to fbx with embed texture

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I'm trying to export from blender to 3d max with textures.
I am exporting with .fbx format, but it only exports 4 textures. (in my .blend file I have 107 packed files)

My question is whether it is possible to get all the embedded images exported to fbx with textures?

I use blender 2.74 and exported to 3dmax 2015


texts: How to correctly insert a circle inside himself (when press "I")?

texts: There is problem. (Circle is new and uniform).


texts: How do I copy transform of a bone to an object?

texts: I can translate an object to the position of a bone with snap menu. But I would also like to give the object the same orientation as the bone. Is there a way to do this (without using a script)?


texts: Exporting skeletal mesh to fbx splits many bones into a bone and an "end", increasing the bone count

texts: I have been trying to get meshes from Blender 2.82 into UDK 3, then from there using the models to mod games.  This is turning out to be impossible because when I export fbx (exporting to psk is no longer supported but is better for UDK 3) it takes a model with 42 bones and creates an fbx that has 67 bones (all the additional "bones" are bone ends that do nothing). These extra bones cannot be removed in UDK (apparently) and it makes it impossible to use the model (upk file) in any game because the bone count is wrong. How does one export to fbx without adding fake bones (the bone ends) to the final skeletal mesh?  This didn't used to happen with 2.7x and before.


texts: How do I change where imported objects appear in the world?

texts: All objects I import go the center of the grid. Is there anyway to change this.