texts: So I am sculpting a model to future animation. Right now I have the mouth sealed. Its basically just an outline of the mouth, so its like I'm sculpting it closed. My question is, do I have to sculpt the mouth open so that I can animate it in the future for speaking and expressions?? I'll be posting pictures so to get an idea of what I'm trying to say.


texts: How do I render an orthographic image of a 20km x 20km mesh in 2.8?

texts:
I have a 20k x 20k mesh.
Output is set to 25000px x 25000px, BW, PNG
Camera is set to Orthographic, Location, x=0, y=0, z=25216.7m

For some reason when I press 0 on the numpad for the camera view, it looks like the camera is about 0.5m from the ground. The camera is certainly at about 25000 from a visual estimate. Can anyone please give me suggestions on what I'm missing. Thanks.


texts:
I have a need to create quite a lot of aircraft models which later will be utilized in visual scenes of air traffic simulation.
They don't need to be perfect, but to be acceptable and good for eye from distance.
Not much details expected, but gear, flaps, lights expected.
Also, 3-4 LOD levels required.
I wonder what would be Your approach? I have a collection of fuselage cross-sections
blueprints, which I was thinking to utilize to create quickly 9-10 cross-sections curves and then loft a body, but I never had a good experience with NURBS.
Any thoughts? How would You approach this kind of task?
Appreciate Your help!


texts: How to map an Image on a plane manually?

texts: I'm trying to put an image onto a plane. I've used the Import Image as Plane add-on, but I'd like to know how to do it myself. I tried setting my image as the texture for the plane, but it appeared stretched. I think that I need to adjust some mapping setting. Thanks!


texts: Is there a way to ease keyframes as a whole rather than easing each component?

texts:
Let's say I've got a cube that spins around and moves, like so: (click for higher quality)

In the graph editor, it looks like this.

Each axis of rotation and motion has its own line, but is there a way to manipulate the easing of the keyframe as a whole? It's nice to have the control over all aspects of the animation, but there are times where it's very inconvenient to have to manipulate every single axis to get a simple easing.

In Adobe Flash, you can manipulate the inbetween of two keyframes using this editor, regardless of the amount of scaling, rotation, and translating involved:

Is there something like that in Blender?


texts: No light or transparency through glass and water objects using various transparent materials

texts:
I'm trying to render an image that has a wall of windows through which sun should be reflecting into an environment, and a pool with a glass wall facing that wall of windows. At the moment I'm going for having the light be sort of natural. The camera is positioned so it seeing part of the outdoors through the water, the glass wall of the pool, and the glass of the windows.

I set up the water, glass in the windows, and the glass of the pool wall as the same material - it uses a set of nodes to allow transparency and accurate reflections without getting into caustics, it's in the wiki manual and also documented in an answer here.

However, nothing can be seen through the windows, and lights I specifically put in to shine through the glass of the pool aren't visible, except for one, a little. Those I put in just to see if they would show.

I have tried increasing the Render Light Paths settings so that Transparency, Bounces, and Transmission are all at 50. I've tried increasing the Camera Clipping End Distance to 2000. I moved the objects in question to a new file so that things that were set up as linked groups are instead local, to check materials. Nothing has changed.

What is the issue here?

Edit: I have tried two alternate approaches to a glass material that seemed like they might help, with no luck.

The first is shown by Dorian Zgraggen here:

The second is shown by Michael Ting here:

I remain completely confused as to what the problem is. For now, I simply replaced the window glass with an invisible material (by switching the shadow ray for a camera ray in the material in the first screenshot above). I am going to try putting a lot more light under the pool, and then I'm completely out of ideas.


texts: Image texture not showing up on glossy material

texts: I added a material to an object, put a gloss bdsf on it and for color i selected image texture. I selected an image and it's not showing up when i click render. What should i do?


texts: How to fix broken hotkey with remapped keyboard?

texts:
I've recently moved to a PC from a Mac, and I've had some trouble replicating my Blender hotkeys on Windows 10.
I've remapped my Left Windows key to "Alt" and I'd like to use it in the operations "Alt+G" and "Alt+R" ("Clear Position" and "Clear Rotation" using the 2.7x default keymapping). However, for some reason, Blender will not allow this. "Alt+S" works fine, as do other operations involving the key, but Alt+G and Alt+R will not work with my remapped key. The operations do work just fine with other keys bound to "alt," however.
How can I make these hotkeys function properly? I'm a bit at a loss.
(If it's relevant, I used "Power Toys" to remap my keys.)
Thanks!


texts: Cycles is not baking my duplicated faces

texts: I am creating a seamless texture in blender using a duplication method on a plane with 9 faces. I have objects parented to that face. On that face, I have the option for dedication set to faces and it allows me to tile the objects to make a seamless texture map. I have another plane above the objects that I'm baking too, and when I go to bake, it will only bake the normals for the objects themselves and not the duplicated faces. Is there a setting or something that will allow it to bake the normals on duplicated faces?


texts: Problem with scaling uv's to tile textures at the right size

texts:
Using cycles don't understand how to scale my uv so that it looks right on the model but remains small enough to fit in the uveditor image so i can bake it properly. The texture image is bricks and is about 500x500. Im using an image size of 4096x4096 in the uveditor window.

I have to scale the uv up so large to make the bricks look right that it's way to big to fit in the image size i want to bake at. Maybe my texture is too large or maybe cycles isn't the best way to do this?

Here are some pictures

Here is what the uvs look like right now

Now i scale the uvs up to make the bricks look right on the model

And this is where im stuck I want to bake a texture map here but the uvs are much too large to fit in the image at this size? Do I have to just increase
the size of the image or find a smaller texture image? Seems like there would
be a way to adjust the texture image size or tiling so that you dont have to scale the uv so big to make it look the way you want but instead decrease the size of the texture. Does something like this exist or is there another answer im over looking?


texts: After adding a new constraint,the whole rig is broken

texts:
I'm trying to rig the wing of a bird (I'm following the piero training course of the CG Cookie) and a strange behaviour is happened when I added a new constraint to the bone called "CTRL_armPole". It seems that the whole wing is broken. I add two videos,the first one is a little piece of the tutorial that I'm following,and the second one is what happens to me :

1: little piece of the tutorial

2: what happens to me

how can I fix this situation ? thanks.


texts: Is it possible to make the default scene fill two monitors at startup?

texts: I know how to set up the default scene by pressing Ctrl+U, but whenever I startup Blender it always fills only one of my screens, even if I set it to fill both before setting the default scene. I end up having to resize it every time I start it up. Is there a way to set this to happen by default?


texts:
I'm making a fort and I have made half and mirrored it. And I've made the first side view. Then I've added array with a count of 4 to complete the 4 sides like a square shape. I added an empty and rotate it by 90 degree. The problem is when I rotate, all sides do not match perfectly or are not aligned in square and some gap is created. The top 2 round circle when array should give 4 corners it's giving 8 corners.

Before Mirror

1st Side view

After rotating 90 degree with empty

What I'm doing wrong with the mesh alignment. Any suggestion or help is welcomed to complete the square.

Thanks


texts:
This is my render viewport image:

And this is what it looks like when i do the render:

What have I done wrong? How can i get renderred image to look like in render view?


texts:
I'm using blender 2.8 and i have a scene with a donut with sprinkles for which i used the particles function. But when i try to add any object, every single sprinkle gets equipped with the same object, when i try to delete them, sprinkles disappear too. I'm guessing, it might have something to do with the weight paint i used for the sprinkles. You can check the file here:
https://drive.google.com/drive/folders/16M--sEhafyabL10aAXjqivKVprbfprCW


texts: How can I manually assign individual vertex UV coordinates?

texts:
I've been learning a great deal about the various sophisticated ways to assign UV coordinates in blender, including unwrapping, seams, etc.

However, sometimes for simple tests it would just be so much faster if I could just write the UV coordinates for each vertex manually. Is it possible to do this?


texts: I'm trying to bevel the front edge (the edge closest to the camera) a different amount to the already beveled edge. How do I do this?


texts: How to achieve a plain and clean UV edge export ?

texts: When I export my UV layout, I get the UV layout with faces shaded so to say (fig 2). Is there a way to get a pure edges export without faces being shaded (fig 1)  ?


texts: Generate Particles with Random colors (continuously or from a set)

texts: I am trying to do rocks and I want them to have a random base color from within the colors that look "rocky". The only method I know of is to duplicate the base objects over and over and give each a different color in the node editor, then group them all and use them as the group input for the particles. This is slow, inefficient to change, duplicates a lot of data, and comes out with a uniform distribution of the colors. Is there a way to have give particles a random color from a set or range?


texts: when texture painting parts of the model are stretching

texts: so when making a sky island I found that my textures have been stretching I know it does not have to do with the UV because I tried to fix that and nothing happened. I also changed my texture mapping to 3d and all the other options and there was still stretching. thx for the help ahead of time.


texts: How can i add a Color Ramp Widget to a custom node?

texts:
How can I add a Color Ramp Widget to a custom node in the custom nodetree in the templates custom_nodes.py.
I understand that I will have to find a way to store the color stop data on my own, as that was one of the limitations i came across by reading similar questions.
But it would be really nice even to find a workaround if this is not possible at the moment. Or any kind of alternative bpy ui control for clamping float ranges and stops.


texts: Object appears transparent in render but not in viewport

texts:
I've made a simple motion tracking scene with a cube breaking on a surface.

When I see the viewport render using Shift-Z, everything appears as expected.

When I render the final image, the cubes appear seethrough

[3


texts: Beginner in 3D | Imperfections appear when I use multiresolution subdivide

texts:
I'm make a monster 3D from a tutorial, I add details in sculpt mode and when I subdivide this imperfections appear.

The solution or the cause is maybe simple but I don't know what to make...>.<


texts: Cycles Cuda out of memory on final render but not on preview

texts:
I am trying to render my scene (F12) and after two minutes I get the error shown below.

However, when I render the preview, it seems to have no problem.

How can I fix this problem?

Using Blender 2.78c + Win10  Render Settings

Let me know if any more information is needed. I'm still trying to get the hang of blender

The Blender file and normal map


texts:
What I seek

I'm not sure if "crossfader" is the best way to describe it, but imagine black on one end, white on the other, and a grayscale image in the center. You can lighten or darken the image with a single slider.

I am trying to create a node setup that will either lighten or darken grayscale values, depending on whether an input slider is above or below 0.5. So at a value above 0.5 it would become lighter (with 1.0 fully white), and at a value below 0.5 it would become darker (with 0.0 fully black). If at 0.5 it should remain unchanged.

I'm looking for a solution that will work universally in Cycles or Blender Render, so it shouldn't rely on Shader nodes or other engine-specific nodes, but rather only make use of nodes involving math and color.

Why I need it

I'm trying to emulate the functionality of the Layer Weight node's Blend slider.

I know I can emulate most of the functionality of this node using the technique explained by Jerryno here. This gives output equivalent to the default 0.5 value. However there is no way to lighten or darken the result the way the Blend slider does.

Here is a comparison of the two node setups:

What I've tried

I first tried to use Math nodes to add or subtract from the 0.5 value and mix that, but I soon realized that's not the same process. Next, I tried using MixRGB nodes with Add and Multiply blend modes. I believe this is producing the correct result, but I can't figure out how to control them using a single slider centered at 0.5, since the lightening and darkening rely on different color blend modes. Here is a screen shot of my latest attempt:

The annotation "pretend this cannot be changed" is because, remember, the Layer Weight node will be replaced with the Blender Render incidence angle node setup, which has no Blend slider.

The annotation "how to combine" is because a simple mixing of color values will not suffice. Somehow Multiply must be used if less than 0.5 and Add must be used if higher than 0.5.

There's probably a simple mathematical solution I'm overlooking, but I'm stuck trying to figure out what it might be.

Hopefully I've explained this question well enough. Feel free to ask questions if anything is unclear.


texts: Why won't the location of the light affect the direction of the shadows?

texts:
So I'm new to blender, and I've been working on a project with a tutorial. (some of you might know this)

I was going through quite smoothly until I noticed that no matter where I place my light, the rendered version appears the same. (directly above the objects) I tried different types of lighting, different brightnesses, (light is currently at around 4.000 brightness) nothing works. But if I delete the light, it becomes dark and grainy. (I checked on the side bar, there are no other light sources or objects..)

Even if I put the light source under my objects, the rendered version appears the same.

Am I doing something wrong? Why can't I change the direction of the light?

Uh.. Since I'm not allowed to post more than 2 links, I'll just post extra info here (also replying to @bertmoog)

I tried changing the light types, but they all do nothing (except for Sun, of course, and Hemi, which is interpreted as Sun for some reason) The brightness is set on 4.200, color set to white, shadows enabled, etc. But it still won't do anything. As you can see, nothing appears in the preview.

EDIT: I found that by rotating the sun to point where I want it to, it works almost like normal point lighting (sorta). This pretty much solves my problem, but still, why won't the other lighting modes work?


texts: In an attempt to create some "realistic" clothing, I used Shrinkwrap to project a mesh onto a character. So that the clothing appears elastic, and not glued to the them, I then used Convex Hull on the horizontal loops (I tried it on the entire mesh but it had unwanted results). Unfortunately it has left me with LOTS of internal geometry (see image), and was just wondering if there was a way to delete it all. I thought I remembered reading about such an operation in the Blender manual, but can't seem to find it again.


texts:
I created a plane, subdivided and decimated it. After that I edge split the plane to create multiple triangle. To give them a 3rd dimension solidify was used.
When I now want to animate the triangles falling down on a rigid plane, everything works fine so far except that the triangles fall into each other. Is there a way to prevent this? I played around with self collision but nothing I did helped. Do you have any tips?


texts: Texture painted in Cycles Render, but the painted texture doesn't show up in Blender Game

texts:
This is probably a silly question, but how can I see those painted bones and muscles to show in Blender Game as part of the mesh?

I painted in Cycles Render. Answer is probably something obvious that I am missing.

Thank you very much, by the way, great community here!

cycles render
blender game

Bob


texts: How to add sound to sequencer using python

texts:
I want to add music via python.
I tried:

bpy.ops.sequencer.sound_strip_add(bpy.ops.sequencer.sound_strip_add(filepath="//mymusic.mp3", frame_start=0, channel=1)

but somehow it gives me the error:

drop file blabla
Traceback (most recent call last):
  File "blabla", line 60, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.sequencer.sound_strip_add.poll() failed, context is incorrect

Error: Python script fail, look in the console for now...

Any ideas?


texts: Problem with Material drivers for nodes properties

texts:
I'm following these instructions https://blender.stackexchange.com/a/75652 (paragraph "Setting drivers"), and also the video linked here https://blender.stackexchange.com/a/5384 video: https://vimeo.com/40389198, to understand how to implement a driver Texture Panner.

I added a driver to a Mapping node translateY property by going to Datablock->Objects->Cube->Material Slots->Material.001->Material->Material.001->Node Tree->Nodes->Mapping->Location->Y, selecting Y and pressing D (note: right-clicking the property->Add Driver yields different results).

The expression of the driver sets the Mapping translateY to frame_current * 0.05.

The Debug value is ok and if I render the animation it works as expected.
However the viewport doesn't update the value for preview while scrolling frames.

Is there a workaround to preview it (with scripting maybe?) ?

Edit 1:

Reloaded the file which  had an incorrect texture

This is the code snippet I used in 2.8 experimental. Since the drivers UI part hasn't been implemented yet, drivers can only be accessed with Python. It works in Cycles but not Eevee as of May 2018.

For an approach which works in 2.79 check D. Skarn's answer.

import bpy

mydriver = bpy.data.objects["Cube"].material_slots["Material.001"].material.node_tree.nodes["Mapping"].driver_add('translation',1)

scn = bpy.data.scenes["Scene"]

def getframe_fn():
 return scn.frame_current

bpy.app.driver_namespace["getframe"] = getframe_fn
mydriver.driver.expression = 'getframe()*0.05'

Thank you all for the help!


texts: Rig a strand with multiple control points?

texts:
I am trying to figure out the most optimal way to rig things like hair strands, cables, tentacles, etc. I am looking to make a strand that is moved with a controller at the tip, but then has multiple control points along it's length. Essentially, I'm looking for the same sort of effect you can get from editing a multi-point curve with proportional editing, but on bones.
Another way to state it would be a bendy bone rig that uses a single deform bone (with head and tail) as described in this tutorial, but that then has more control points along its length.
Spline-IK with multiple hooks controlling a bone chain is close, but does not have local Y roll, and I can't get it to properly copy rotation.
Here is my current rig:

This rig consists of:

A root bone that does nothing

A bezier curve with only 2 control points(pictured but occluded)

4 bone chain spline-IKed to the curve (not pictured but in same place as bendy bones)

4 tweak controller bones that are children of the 4 spline-IKed bones (the spheres)

4 deform bones that are constrained to stretch to the 4 tweak bones (the visible bendy bones)

A hook bone that controls the tail curve control point and has Limit Distance on the rig bone

A master controller bone (the 5th sphere) that is the parent of the hook bone.

All of this works great. I can use the hook bone or master controller bone to move the curve's control point, and the whole strand follows. I can then manually go in and use the Tweak bone to add waviness, as shown in the picture. The problem is that I have no local Y rotation.
My plan was to get the needed Roll by having the Deform/bendy bones copy rotation of the local Y of the Hook bone (probably at diminishing amounts). The problem is that they misbehave badly.
When the strand is straight, they behave fine. When i move the hook/controller and the strand starts to bend, they cease to properly copy rotation. Sometimes they'll copy a bit, sometimes none, and sometimes they'll twist 180 degrees and kill the mesh. If I'm rotating the control bone instead of the hook, they don't get the hook's rotation, unless I set them to Local with Parent, but then they still do various odd twisting (just different forms of it.)
I've tried changing the order of the copy rotation and stretch to constraints, but both have problems (but slightly different ones, so I'm wondering if the Stretch To is killing the Roll.)
I'm looking for a way to solve these copy rotation problems, or any alternative ways to build a rig that will do something similar.
UPDATE: Here's the file. IK bones are on layer 2.

Try putting it in some bend poses and then rotate the hook bone or controller on local Y and you'll start seeing problems.
UPDATE 2:
This answer has solved the copy rotation problems. What now remains is issues with the stretch bones. When rotating at extreme angles, the stretch bones start flipping 180deg on local y, causing horrible twisting.


texts: Is it possible to auto generate and superimpose Frame# over images imported into video edit?

texts:
I imported a series of images into the video editor and I would like the rendered output to show the frame number, or better yet the file name of each image, on each image. Is there a way to automatically generate that number?
Why do you ask? The still images are used in reports and frame numbers or file names would make it easier for my customers to find the desired image.
  Thank you,
    Paul


texts: How can I create a border around a cylinder mesh that protrudes forwards

texts:
I have a cylinder mesh and I want to create a border around it that protrudes forwards. Would anyone be able to explain how I could do this? I know how to create edge loops, but im still finding this a bit difficult.

Here is a references example:

As you can see in the image there is a black border around the yellow mesh and it protrudes slightly forward. I want to create this protrusion.

Thanks everyone.


texts: Help! Transparency and refraction not showing up in viewport like tutorial

texts:
I am brand new to Blender and following CG Boost's beginner tutorial series.

I'm at the part where he's adding a bunch of drops on the surface of an apple, and I set everything identical to the video, but my material looks horrible compared to the video's.

I've made sure that screen space refraction is turned on in the material, and I've also made sure that it's enabled in the render properties as well, with refraction also enabled.

Here's my screen:

Here's the tutorial screen:

Here's a zip of my scene and textures

I can't figure out for the life of me how to get the same transparent result. Any help would be a HUGE help. Thanks so much.

EDIT: I figured it out. I had to turn OFF Screen Space Refraction for my apple. Multiple layers of refraction don't work in the viewport it seems. Hopefully this helps someone! :)


texts: I'm working on a very large scale project and I want to try to make an object with Smoke Inflow but only from certain faces. How would I select or define those certain faces in Edit Mode?


texts: How do you use the Boolean modifier without horribly deforming the mesh?

texts:
I'm currently modeling a plane where the exterior was modeled first and the interior was added in with Ctrl + J as a separate object, so the plane as a whole is non manifold.

Here's the interior of the first class room:

This is in-between the interior and exterior (not connected):

So, as you can imagine, I'm trying to cut a porthole into the plane with the porthole object. This is the boolean modifier on the plane (raising the modifier any higher deforms the plane):

Rather than getting a nice clean cut, I got this:

The interior part was cut through, but not the exterior. I find this extremely confusing, because it should have worked in theory. This is what the wireframe looked like before the modifier was applied:

In the image, the porthole object was selected, so in the plane mesh you could see 2 definite cuts. So how can I get it perfectly, just like the wireframe "preview"?

I thank you in advance for helping.


texts: Parenting Lattice with Constraints to an empty

texts:
I am trying to animate a train that I got pre-rigged from Blendswap. I got the wheels to turn properly but am having trouble with some parts following the mesh (see video below). I found that when I parent the lattice object to an empty that controls the train's movement nothing happens. The lattice has copy position and copy rotation constraints applied in order to move the connecting rods, so I can't turn them off. I've tried parenting the bone to the empty, but then the movement doesn't work. I've also tried parenting to a bone and using a child of constraint above the other constraints to no avail. I'm using Blender 1.79b.
Video of parts not following the empty


texts:
I'm a blender newbie. I'm trying to build an helmet, and I've got to the point where I have to cut the global object I've built so far to get the visor.

After creating the bulk shape (basically a half sphere on top of a cylinder), I've selected the knife tool and started cutting and everything seemed fine, until I reached this point.

Here, the shading is weird:

I thought maybe was just something with the calculation of the new normals so I used Tools > Shading: Smooth and now the weird "box", the most visible problem, is gone. That line on the upper side, however, remains.

How can I fix this? Is there something I can do or is related to something I did/didn't do when I cut the faces to get the visor shape?

Thanks!


texts: How do I start motion on a curve on a later frame?

texts:
I have my camera parented to a curve using "Follow Path", and it travels just right, I just need it to start moving on a much later frame, not frame 1. I tried to key frame the Evaluation Time but I get the error message seen below.

Here is the scene. I typed in "1" for the Evaluation Time.

I pressed "I" over the Evaluation Time and got this -- Report: Error. F-Curve with path 'eval_time{0}' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers

What am I doing wrong? Any help is greatly appreciated.


texts: Plane mesh doesn't show up in Collection?

texts: I'm a beginner when it comes to blender but I've learned a lot in the past few days. I started a new project where I was messing with the shape of a cube. The cube was showing up in the collection on the upper right. However, when I added a plane mesh (also through Shift-A) it doesn't show up in the collection. Is this a glitch or am I missing something?


texts: how to merge and transfer files as one piece to other blender project

texts:
I want to add my robot model to the camera image with motion tracking, but I don't know how to add the model and rig files as one piece.
And the robot is walking on the stage. I have to add this as an animation, but how do I discard it? Is it possible ?
https://ibb.co/CbtvMkz
https://ibb.co/nwH6wYP


texts: What is this extra geometry which cannot be edited in edit mode?

texts: I just saw this on the "bar" I'm trying to create, I can't edit it since it doesn't appear to be a face, what can I do?


texts: My Blender sculpt brush subtract mode color is set to blue but shows white instead. Why is that?

texts: In the Tool Shelf>Options Tab>Appearance>Show Brush(checked)>Subtract, I have set the color to blue because it is what I am used to in ZBrush. For some reason though, when I hold down Shift to smooth I get a white circle instead of the blue color that I set. Am I seeing a bug or doing something wrong?


texts:
i used smooth shade in a mesh and it responde me with a
strange behavior. Some parts of my mesh has smooth shade but for other parts it doesn't have. I tried recalculate inside/outside normals. And a few other things i have read but none of them has worked so far. And one more importing thing is that when i try scultping mode it starts working but as i went back to object mode and render it doesn't work.

This is object mode. As you can see above some parts of it has smooth shade other parts doesn't.

And in this sculpt mode. Which works fine.

And last this one above is different mesh. The look i want in the first mesh should be like this. But can't find a way to fix it.


texts: How to apply stripe texture along a curved mesh?

texts:
So I've created a bezier curve, added some thickness and converted it to a mesh. Now I would like to add a gradient texture to that mesh but following the shape of the body like the reference image on the left.
I've tried to play with a Texture Cordinate node and Mapping, but I don't really now what I'm looking for.
What I am missing ?


texts: - Child Parent bones are attached to objects on both sides of mirror? How to fix to only apply to one side?

texts: - Bones attached to one side of the mirror control and warp objects on the other side of the mirror? How to fix please if anyone knows?


texts: How to activate an action after another action happens

texts: I made a camera action using Blender Game engine and set it to run at the beginning of the game now I want to activate another action after this action is done


texts: How do I use Grease pencil fill tool so that it doesn't bleed out of an area?

texts:
I am using grease pencil on version 2.8 from 12-16-2018.
I try to use the fill tool but the fill does not stay inside the lines or does not do anything it bleeds out to the whole area, is there too many lines of my drawing for it to handle?

I have tried increasing the leak size, adding the fill on the same layer that the line layer, making a simple closed shape to fill but nothing works. am I missing something? thanks for your help!


texts: How can I make an object emit a single particle with predefined frequency

texts: I have no actual blend file for this, as I have not managed to make it work, but in essence I would like something along the lines of a tap that drips water every 1/2 sec or so. Is this at all possible? Any tutorials I have found simply emit a no. Of particles at random with no set frequency.


texts: How to get color data of lighting for materials?

texts: I'm trying to make a cell-shaded material in EEVEE using a color texture plugged into an emission shader. However, I'd like the color of the texture to react to the color of the light it is around. How can I accomplish this? I assume I'll need to convert a shader to RGB and overlay it with the texture, but I'm unsure how to go about this.


texts: How to add circular flame restricted within an object?

texts:
I need a flame inside the following structure:

The flame needs to be realistic like a bonfire, conical and pointy. Something like this(for shape of flame only not textures and color):

I tried a sphere for domain and flow:

But it gave this result:

The flame needs to be restricted in the bowl like structure.


texts: i'm with this issue on Node Editor. This is probably a repeated question here, but I couldn't find. Sometimes, and I don't know the exact reason, the links of the Node Editor gets blurry and only gets back normal when I reset Blender, does anyone knows why?


texts: How do I make a walking and running sound?

texts:
I have the sounds, and I have done so when I hold w it starts the walking sound and when released stops.
But when I have done wshiftcollision the run sound overlaps the walking sound:


texts: My model doesn't follow my armature, but only in rendered mode (2.8)

texts:
When I'm in object mode everything tracks correctly, but when switching to rendered view, or rendering outright, the model become off track, and distorted.

Haven't the faintest idea what could be causing this, so any help would be great, thanks.

]2


texts: what are the requirements for mesh transformation using armatures

texts:
I have a simple mesh, fully triangulated, closed surface, parented to an armature with "Bind to: Vertex Groups" selected. There are two bones, and a vertex group named like the child bone, which contains a couple of vertexes.
The weight paint looks fine (surfaces around grouped vertexes are red, rest is blue). Seems fine to me.

However, the mesh doesn't move if the child bone is rotated in Pose Mode.

Am I missing any of the requirements? Given how often questions like this pop up, I think a comprehensive list of conditions that need to be fulfilled for skinning would be very useful. I'm not even sure if triangulation and a closed surface are required in recent versions.

I uploaded my file here: https://drive.google.com/file/d/0B3uTFOmcBwRQajBzdkY4QUpUejA/view?usp=sharing

Edit: Recreating the armature fixed it. Is there anything special about the first bone that is created? I'm still not understanding what is going on.


texts: Transparent Plane that receives shadow and light emitted by object

texts:
I can make a plane to be transparent and only show the shadow of an object with the Shadow only option in the Shadow category of the material. That is useful for making 2D graphics with transparent shadow.
Is it possible to make the plane show the shadow and the light emitted by my object?
Like in this screenshot, only the background plane should be transparent:


texts: How to make a strings to hold a marionette?

texts:
I want to make a marionette with strings holding its elbows and hands

Any idea how I can make a rope threads for this dummy?

(I want them to be attached to his arms with notch and have no Idea how to do that...)

Like this:

But I want to make strings attached via notches not metal rings like shown here


texts: How To Append a Node group from another Blend file Using Python Script

texts:
How To Append a Node group from another Blend file that is Present in my D drive on my windows computer.
I wan't to Append a Material and path to my material is -
- D:\2.8\Test01.blend\Material\Test_Material
using a python script.

Can Anyone Help me Out ?


texts: How do I scale my reference images correctly within Blender and is there an easier way?

texts:
I am trying to model this car and I got the blueprints and cropped each of the views and check that they were all within the scale of each other. I used these blueprints here

http://carblueprints.info/blueprints/porsche/porsche-911-gt3-2.gif

I didn't have to resize any of them just crop it so that each view is their own file and saved them in png format. So when I placed them in Blender they got resized and I don't know how to scale them within Blender.

This is what I'm getting so far.

The length of the car from the front is the same length as the car from the side view. I want to scale down the front view of the car but I do not know how. Also is there a way I can prevent blender from scaling so that when I import it, the images all stay in their respective sizes so I won't have to do any scaling in Blender.


texts: Colomanagement Workflow - how to achieve requested target RGB Values?

texts:
i think this is a colomanagement workflow qestion at its best. Imagine the following scenario:

Say there is a nitpicking customer, and he requests the following you from you: Deliver an image showing a sofa with three pillows on it, and the pillow colors shall be

-Pillow 1 RGB = 0.8 0.01 0.01
-Pillow 2 RGB = 0.75 0.8 0.065
-Pillow 3 RGB = 0.05 0.8 0.22

Thank god he did not ask for a canvas print with target CMYK Values! (but this is a topic for the upcoming discussion)

So, how in terms of managing colors, can i achieve this? Typing the given numbers into the color wheel of the shader input may be the worst idea.

I think this example explains what i am thinking about. From what i've learned so far, the problem can be compared with music:

I take my guitar, plane the note "c", this note i will record using a digital microphone. Then i take the recording on my computer, burn it on CD, put the CD into my hiFi system and play it.

What note will i hear?

So, the question again is: How can i achieve target color values at the very end of my color pipeline?

I'm loking forward for a good discussion.

Thank you in advance.


texts: Reset object origin without moving object

texts: I have been working on this sculpt and noticed when trying to mirror that the point of origin for the model has been moved. How do I reset the location of X and all rotations to zero without moving the object?


texts:
I am in dental technology and believe I can use Blender to fabricate better dentures. My first task is to form a baseplate over the dense mesh of a dental model. I have found the "Extract mesh from face set/mask" menu items but cannot figure out how to separate the resulting meshes and reposition them on the model to form the base of the denture.

This is a baseplate from META "Dental. As you can see it could be a mesh generated from the model surface and then add subsurface modifiers to give it the quality necessary.
Thank you in advance


texts: how to display the face strenght of normals?

texts:
I'm confused about what "normal face strength" is. I thought normals were just normalized 3D vectors that point to either side of a face, I didn't know they also had magnitude or "strength"value.

I know there is way to see which direction the normals are pointing by checking "Face Orientation" under the Overlay options but is there a way to also see what the strength of each normal is?

Also, is the normal strength of my meshes something that other programs can understand? For example, if I were to export my model as an OBJ and import it into Maya or Unity, will Maya know the strength of each normal?

By normal strength I mean this:


texts: Correct way to define "DATA" for object.material_slots in a single bpy call

texts:
I am quite happy with how the UI works now by calling a function I created for assigning the material to object or data:

class ApplyMaterialTo(bpy.types.Operator):
    bl_idname = "material.data"
    bl_label = "Material Data"
    bl_options = {'REGISTER'}

    def execute(self, context):
        bpy.context.object.material_slots[0].link = 'DATA'
        return{'FINISHED'}

    row = layout.row()
    row.operator("material.object", text="Set Object Material")
    row.operator("material.data", text="Set Data Material")

But I feel my approach is pretty convoluted. SO I tried to apply what I learned to day but this does not work:

row.operator("object.material_slots[0]").link=DATA

The resulting error message is:

Traceback (most recent call last):
  File "C:\Users\info\Desktop\Claas UI.blend\Claas_UI_2.py", line 174, in draw
NameError: name 'DATA' is not defined


texts: Flip armature animation direction (from Mixamo to Blender (2.77))

texts:
Hi I am having trouble trying to combine multiple animations downloaded from Mixamo and imported into Blender via .fbx.

Everything imports correctly but some of the animations I need to combine in the NLA are animating in the opposite direction to each other. I cannot figure out how to flip the direction (eg. from +y to -y) of an animated armature (there are hundreds of keyframes).

(I've tried parenting another 'Direction' Bone to the armature and key-framing the rotation at certain points but this still does not work because of the offset distance between bones during the animation.)

Any help or ideas appreciated!
Here's an example blend file... https://drive.google.com/folderview?id=0BzkKNZyqdUhXc3N3RVg3YVZmUTA&usp=sharing


texts: How do I make an object emit from different points, and animate the emission location?

texts: I have made these objects in 3D. I would like to bounce random balls of light around inside them so that they collide between surfaces like they are inside a pinball machine.  I would like them to emit light which glows and flickers from within at random points across the vertices if possible.


texts: How do I import a minecraft rig into my scene?

texts: So I downloaded this minecraft rig by: VMComix and I was wondering how I can import it into my scene that I created. I tried file, append. But the rig has so many parts, I just don't know what to do, or how to import it!


texts: Random objects to grid (Animation Nodes)

texts:
http://prntscr.com/ixcbym

How to assign, for some points of grid one object from group 'sec'. And for other points, other objects from the same group?


texts: Model does not move with bones after auto weights are applied

texts: So I followed an animation rigging video on YouTube but how come my mesh doesn’t move with the bones? I’m in pose mode and nothing happens to the mesh but only the bones were moving... been stuck for this problem for days. Need serious help.


texts:
I am using Fedora 26 PCs and ssh to connect from one PC to the other.

Blender version 2.78c cannot run over a SSH connection, but surprisingly version 2.77a has no problem with that!

When I run blender 2.78c over a SSH connection, the main window briefly opens, but crashes within a second with an error message in the terminal:

X Error of failed request:  BadRequest (invalid request code or no such operation)
Major opcode of failed request:  153 (DRI2)
Minor opcode of failed request:  1 (DRI2Connect)
Serial number of failed request:  11
Current serial number in output stream:  11

Obviously this is an X related issue, but it's strange that version 2.77a works just fine, but 2.78c does not...

Is this a bug or a new "feature" in the newer version?


texts:
I am working on an closup of fluid animation but fluid movement is quite jerky. I need a nice fluent movement. Is it possible?
video
My settings


texts: You know how if you move an object too far off within your blender space it starts to glitch out and moves to spaces that are in large numbers, like "D:78453876956487 along global X," well that's a problem that I'm having and was wondering if there is any shortcut button to center the object to the 3D cursor or something?


texts: How to tween the alpha channel (visibility) of an object?

texts:
Edited 5/16/19. This was a beginner question, and I worded it all wrong because there was so much stuff I didn't understand.

My understanding now is that before creating an animation I need to create all the objects I expect to need in the 3-D View panel. I can't add a new object once there are lots of keyframes and tweening happening, because the existing keyframes may interfere with the new object. There are also mysterious things called "actions" using advanced editors that I know I will never understand.

When I create a Material with .5 alpha, I cannot assign it to the selected object.

I'm looking for a solution that tweens the alpha property of an object, so that an object gains or loses visibility gradually. If this really cannot be done in Blender, please someone post "this cannot be done in Blender". I would be surprised, since Blender can do everything else.

I apologize for being such a beginner. I started learning using cgcookie.com, but after the success of the first course I couldn't keep up with the fast videos and had to quit. I now search the web to learn each new thing I need in Blender, so this question of animating the alpha channel is probably useful for others, too.


texts: How can I group Vertices for easy painting

texts: I am starting to paint my character with few basic colours, but there are multiple vertices throughout my mesh, is there a way to assign groups to specific vertices of that mesh, for when selected I can easily apply a material. Thanks!


texts: Straightening Lines without Straightening Iron

texts:
Thanks for looking this over in advance.
Hopefully pictures describe this somewhat well- but I'm looking to take the guess out of my guesswork here and have lines which are "perfectly straight". Here, that means for Vertex A, B, C all on the same plane and collectively forming an Edge, with Vertex B at some point between the two others- the interior/exterior angles at Point/Vertex B are equal to 180 degrees.
Any thoughts on how to go about doing this?
In case there's a mixup, the second picture is simulating what I want to do, but that's going about it in the eyeballing way/guessing where co-linearity occurs.
Additionally I should mention that similar questions suggest scaling on an axis around a median point, which works great for lines which are perceptively straight up/down or left/right, but with this angled business the method does not appear to work as described.


texts:
Does bmesh.ops.rotation() rotate the mesh about the current Local axis or the Global axis?
Likewise is the center of rotation coordinates in the local or global axis position?


texts: Why is a purple light/texture appearing in rendered view?

texts:
I'm rendering a low-poly building/skyscraper for a city that I am creating. I have been following this Blender Guru tutorial  on YouTube and my models and textures have been looking great, but now when I go to render cycles is appearing weird with a black background and a pink shading. Here's a screenshot: I understand that my lighting isn't great yet, but I don't understand the pink colors.

Thanks ahead of time.


texts: How do I clean up unintended mesh inside a mesh?

texts:
I'm a novice Blender user and I could use some advice on cleaning up some unintended mesh.

I'm working on a 3D model that I extracted from microscopy data. For this purpose the volumes are extracted from the raw data using a program called AVIZO. Then I exported the volumes to blender for smoothing and animation etc.
I've been working on the model for a couple of months and I was adding the finishing touches when I found out that there was a lot of unintended mesh inside of the model. I think that I must have been sloppy with the "fill holes" or "fill" functions in an earlier version of the model.

I've deleted part of the unintended mesh by hand but it takes a lot of time.  I'm wondering if you know a faster way of cleaning it up? Due to the pending deadline I don't have enough time to go back to an earlier version. I can provide some screenshots of the mesh if that helps.

I hope it's okay for me to ask such a question on this forum.

Thanks!

Edit:

This is the screenshot of my mesh. As you can see there is a lot of stuff going on in the centerpart.

Edit:

I've uploaded the most troublesome part of the mesh


texts:
Result so far:

Breakdown:

Single line:

Two Gradient textures with Constant ColorRamps added by Math node, one is rotated by 180 degrees. I can control line width by changing position of second color input in ColorRamps (they must be the same value in both).

This is wrapped in a Node Group called "Line".

Triangle Fan:

Four copies of above Node Group, each of them with different Z axis rotation (0, 90, 45, -45).

Question:

It seems to be complete solution but first of all it's kind a over complicated for my taste. It's working only with Texture Coordinates > Object and controlling width and line smoothness isn't to easy.

As much as I want to ask only one question they are too dependable of each other and answering one will eliminate the need for others.

1. How to make line width control easier? (I've tried with Wave but lines are crossing after scaling.) - Partially solved thanks to @kilbee.

2. How to control line smoothness?

Blend file:

Edit 1:

Thanks to @kilbee I have managed to pack node setup and control width but I have lost ability to smooth lines. I was wrong saying that one question will solve the other one:)

Blend file with @killbee setup:

I have also edited question a little bit to be more specific.

Edit 2:

@kilbee has done it. Amazing. Here is his version packed in Node Groups with little modifications (just Multiply nodes as Values):


texts: Blender python : Where is the output when running script from blender text editor

texts:
Where is the output is displayed or piped? like when simply doing :
print('test')

i can't see any result in any window? not in console etc. So where is the output has been sent to ?


texts: Is it possible to search for a panel / button in the properties editor?

texts:
I'm using Blender 2.83 LTS, and I know about pressing F3 to bring up the search dialog, but that only seems to list operators and some subset of what you can find in the pull-down menus (File, Edit, Render, Window, Help).
Is there a way to search the properties editor - for example, I remember from a tutorial I've seen in the past that I can set the world units and scale, but I can't find it except by hunt-and-peck through all the tabs and panels.
Is there a way to search for, e.g. "Unit Scale" and so quickly discover it is in Property Editor -> Scene -> Units -> Unit Scale?
Seems like an add-on which would be great for newbies like me.
(This is similar to Searching for text in the properties panel, except that I'm aiming lower: just finding non-editable UI elements by searching)


texts: How do I make a high resolution mesh? (before retopologizing)

texts:
I'm making a character I want to rig and animate. Tutorials I watched say to really polish and have the character in high resolution before going onto retopologizing. I'm not sure about how exactly that works.
I tried with 'detail flood fill' but it made blender go preeetty slow. Is that the way it's supposed to be and do I just have to stick through it until I'm done with retopology?(If this is the right way, what would be a good number to set it to?)
Or does it have to do something with 'remesh'?
In case it's important, I sculpt with dynamic topology.
It'd be great if someone could help me. Thanks!


texts:
how do I make PNG transparent without dark?

I'm trying to add aurora borealis to this planet but it looks more dark than usual, I tried to put a multiply node for the clouds and it did worked but not for the aurora because it needs to be green and multiply node make it look white. I also tried different blend mode but it's not working, thanks for any help.


texts: FBX export from Blender 2.8 change scale

texts:
I am exporting a mesh in Fbx format with all the transformations applied and the     scene set in meters and when I import to max set system the scale of the mesh changes to cm.

I have tried to import to blender 2.79 and if I do any transformation to the mesh before exporting from Blender 2.8 it does not maintain the scale in meter even if I apply the transformations.
Any advice?

Thanks in advance.

  Blockquote


texts: When rendering my mirrored object, why does a line appear down the middle?

texts:
As said in the title, rendering my helicopter thing has a line down the middle, where it mirrored. Will this be a problem when exporting, or better, is there a way to fix it?

You can see the line down the cockpit. Please help :(


texts: Nigeria Female headtie ( called Gele in Nigeria)

texts:
I'm trying to model a female headtie popular used in Nigerian wedding as shown in the images below , i dont realy know exactly how to go about it, im a bit confused either to use clothes feature in blender , or some sort of array modifier  and bend modifiers . Any help will be appreciated
some the links below will give you an idea
https://www.wikihow.com/Tie-a-Gele
https://www.concise.ng/2019/03/07/how-to-tie-gele/


texts:
I want to have custom vertex normals. I have a brief search, and found the
official doc. It claims that Normal Edit Modifier can do this, and it is placed in Modify column of all modifiers. However, in my blender program, the Modify column only has:

Mesh Cache
UV Project
UV Wrap
Vertex Weight Edit
Vertex Weight Mix
Vertex Weight Proximity

So where is the Normal Editor? Is it being deprecated? Or replaced by other stuffs?

I'm using Blender version 2.73.


texts: Where can I get the first Blender 2.8 build?

texts: I have been testing just about every Blender 2.8 build out there to test the new EEVEE engine. I would like to compare the first build with EEVEE and the latest build in a video but I can't find the first Linux version of EEVEE. Could anyone help me get the very first Blender 2.8 version that had EEVEE in it? It would be highly appreciated!


texts: I need help on how to make this kind of reflective diamond material in blender. Im doing visuals for an artist and i can’t find any good tutorials/posts on how to achieve this kind of effect.


texts:
I am making my own asset library. I want to prepare everything for Cycles and for Luxrender in different files. To avoid two different Objects I need some way to keep the Data in both files the same except the material, because I need to adjust the materials for Luxrender and Cycles separately.
Is there an easy way to only unlink the materials or so?
Modifiers, Armatures, eg. should stay all the same!


texts:
I just started learning python and blender and I am struggling with the very basics.
How do I do the following with code on the console?:

Render the Camera view
Save it as a png


texts: Software to work with 3D scan and prototyping

texts:
I have a beginner Rhino background and now I have to work with 3D scanned objects: I need to modify them and send for prototyping. The main issue I have to start with is that edges are not smooth at all...
Which software do you suggest me to work with? Is Blender a good option? Do you have a learning path I can follow?

Thanks


texts:
I have a simple setup, a plane with a subsurf modifier set to 1 level of subdivision and adaptive subdivision, with a basic node tree to get a microdisplacement effect.

Now what I would expect to get is this:

but what I get in reality is this:

The normals of the microdisplacement seem to be rotated -45 degrees in the x axis and then 45 degrees in the y axis, because I got the correct result by doing just that to the plane.

I did test this with various older builds and got exactly the same results.

Any why this is going on, and more importantly what the fix is?


texts: Is it possible to tweak round corners of UI?

texts: I haven't seen an option which allow to "rectangularize" some rounded corners of UI buttons. It is possible ?


texts: Why doesn't the shrinkwrapped vertex move smoothly over the mesh?

texts: I have a mesh and on to that I have added a single vertex, which I'm extruding making lines on the body. I have added a Shrinkwrap modifier and when I extrude the vertex it goes up or down instead of moving along the surface of the mesh. I have checked and there is no snapping on.


texts:
I'm trying to create a list box on a 3d view panel but I can't seem to find the correct control in the list of properties that have an associated UI or in any other related documentation.
What I'd like to do is instantiate on of these:

within a blender python script.
Does the API expose these controls and if not, is there some way of creating a custom control with its own drawing and mouse handling routine within python or would I have to add that in C++ and expose it to python (which is probably a bit more involved than I have time for at the moment)


texts: How do you select the interior faces of a cylinder with an array modifier?

texts:
I have a circle with an array modifier. It looks like this:

I'm also using the curve modifier on it. That makes it look like this (slight curve):

It looks kind of clunky because I'm stripping this down as much as possible. Ideally the edge of it would be completely smooth. I want to use the boolean modifier to carve this into another mesh but it's too complicated (I assume) and it's never able to apply the modifier.

To fix that I'm trying to clean it up. So I want to remove all of the internal faces. So I go into edit mode, select by face, and then select Interior Faces. and then ...nothing.

How can I select those interior faces? I know there are faces inside the mesh because I can zoom in and select them individually. If I can't select them is there another way to simplify this model?

I've used decimate and that brings me down to about 248 faces for the mesh you see but it's still not simple enough (boolean modifier still not working).

Another way to get this to work might be to select only the visible faces, select inverse, and then delete. But when I uncheck Limit selection to visible it then highlights all of the "invisible" faces automatically.


texts: When bone moves across the y-axis, move bone2 across the x-axis

texts:
I need to move the child across the x-axis when I move the parent across the y-axis. I think the Transformation Constraint is the one I need, and I couldn't figure out how to use it correctly. Here is my setup:

If possible, how do I get the side bones to move closer to the center bone when I move the center bone down the y-axis? And vise versa?


texts: Cycles Render: How to remove accidental gloss/wet?

texts:
I'm still a newb to Blender and even more to Cycles Render but I have a model with mapped textures with nodes set up for transparent textures as well.. however when I make the model Smooth and change from Blender Render to Cycles Render I get on the left side this effect of gloss(?) or wet(?) like in the screen below.

What do I need to do to get rid of off this effect?
The .blend file of the model


texts: Planes rendered into two triangles of different colors?

texts:
I defined some glossy planes by specifying the four vertices and vertex order for each. I rendered them in Cycles under an outdoor HDRI lighting. Strangely, some of the planes split into two triangles rendered in very different colors.

At first I thought it was due to surface normals, so I made sure the surface normals all point to the camera. However, the problem persists.

Why is it so, and how may I fix this? Many thanks!


texts: Using "Rigid Body" for rolling ball. Flat surface. How to push the ball to roll?

texts:
Think of billiards. With some force, a ball can roll on a flat surface. When I had asked a question about calculating rotation for a rolling ball, someone wrote an answer that I should use Rigid Body. But the Rigid Body introduction video was using a slope. I want to roll a ball on a flat surface.

So, if I have an active Rigid-Body ball and a passive Rigid-Body plane, can I push the ball slightly so that it could roll a little bit and stop (like billiards)? Or must I use a slope?


texts:
I tried to use a bevel modifier and then there one point in the object has weird face. I tried to erase each face and combine differently but no matter how, this shows up again. All faces are directing outside correctly.
How can I remove this black/gray face? Why this happens?


texts: Why my active rigid bodies are vibrating Continuously?

texts:
I am making a simulation where dominoes are pushing each others,So I made it with rigid body , when I made my dominoes an active rigid body object and played the animation all of the dominoes vibrate from right to left which cause some dominoes to fall before its pushed by the other.

This is the properties of all of the dominoes :

How can I prevent the Dominoes from moving until its pushed by the other ?

...


texts: Motion blur not quite like real camera motion blur - cycles

texts:
I have been attempting to render a warehouse scene with a package moving down a conveyor belt, with the idea that I would get a motion blur that match what a still camera would get with a dragged shutter. The rest of the scene looks pretty good to me but the motion blur looks really weird. It looks more like a flash has gone off rather than

I couldn't find a simple explaination (ie: one that my artist brain could wrap itself around!), so I am hoping someone here can give me a place to start.

Motion blur is checked. The shutter is set to 30.00. What am I missing to get the smoother blur across the box?


texts:
Is there a way for the middle mouse button to rotate the object perpendicular to view? Currently, no matter which angle my view is at, when I press and hold my MMB to rotate, the object will rotate along the Z-Axis.

I’ve been a Solidworks user previously and hope to change the rotate to similar. I believe it should be a setting but I’ve already tried most and it doesn’t work. I’ve search the net for the answer and nothing seem to work. Please help me, new user to Blender.


texts:
I am programming a Python script, which takes a mesh from a external tool and adds it to the blender scene.

I transmit a texture and the mesh, and it actually works. But I have trouble with the UV coordinates.

The external tool handles the uv-coordinates per halfedge. This results in multiple uv coordinates for a vertex but all referencing the same texture. This is used for hard seams in the texture.

Now I need to reproduce this using Blender. How do I achieve this?

Using the bmesh module I can iterate over the loops of the mesh, but I don't know how to utilize this for my purpose.

Is there a halfedge support in Blender? Or can I set multiple UV-coords per vertex for one texture on a mesh?

Thank you for your help!

Greetings, Dragonseel


texts: How can one be sure that 2 objects are exactly at the same base height level in blender?

texts: How can I be sure that the two objects below have their respective bases at the exact height from the green (y) line or one another in blender?


texts: How to speed up only a part of an animation?

texts: I'm doing my first animation right now, so I'm not the best at such things :D yet. I'd like to know if it's possible to speed up only a selected part of my animation. I use a path in my animation that my character follows. Here is my blender file:  maybe you can tell what i did wrong or i need to do, to fix my problem, when you take a look at it.


texts: I was following a tutorial on YouTube when I realized that in render mode GPU is clickable but does not work. I tried doing what i saw online but couldn't find my GPU in the system preference. The information about my PC is: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHZ. And the GPU i'm using is Intel(R) HD Graphics 5500 driver with OpenCl 2.0 and OpenGl 4.4.


texts: Adding image texture to procedural texture without colour alteration

texts:
I have a node setup consisting of a procedural texture, and an image texture. Alone, both are fine when plugged into the Base Colour input of a Principled BSDF. However, I have not found a way to combine the two without one texture affecting the other.

The most promising setup I have is to add the two textures using Vector Math, then plug that node into the Principled BSDF node. However, this causes the colour in the image texture to change from orange to yellow. The only other colour data in the image is alpha transparency.

I suspect the transparency might be the cause of this issue. If this is true, how do I go about adding the image texture on top of the procedural one, without altering either texture's colours?

EDIT: Example setup:


texts: Apply transformations does not work in automated process

texts:
I am facing a strange problem with Blender. I start Blender with a script as parameter which is supposed to apply all transformations to an imported fbx model. The import itself works fine.

Part of the code is following:

for o in bpy.context.scene.objects:
        print(o.name)
        o.select = True
        bpy.context.scene.objects.active = o
        bpy.ops.object.transform_apply(location = True, scale = True, rotation = True)
        o.select = False

When running the code like that, Blender does not apply the transformations. Instead it prints:

Warning: Objects have no data to transform

for every single  object.

The really starnge thing is, when I paste the exact same script snippet into the editor field and run it, Blender executes it like expected and applies the transformation.

I really tried to find a solution, but did not find one. Thank you in advance!


texts: How to properly map tiled texture with non-uniform scale?

texts:
Blender Internal here. Texture is scaled to maintain circle as circle. And has offset to put it (circle) in the center.

With Generated (cube) mapping it is almost good, except one moment where tiles do not follow each other in one direction.

With UV map I can rotate those parts to match direction, but everything else is messed.

I've tried to use min/max Crop settings with no luck (by the way, does Crop actually scale rather than crop?)


texts: Arrange order of items in collection / outliner?

texts: I’d like to manually rearrange my items within a collection but dragging doesn’t do anything ? I’ve turned off Sort Alphabetically but still no joy. Maybe this isn’t possible yet in Blender 2.9 ? I like to keep things organised like in C4D. Any help would be much appreciated.


texts:
I am working on making a custom menu that would allow access to things like Cycle Render, Blender Render, changing file formats for render outputs, etc.

I understand how to make menus using operators like

layout.operator("rigidbody.objects_add", text="Add as Active"). type = 'ACTIVE'

Is the process for creating menus for bpy.context.scene similar or am I missing some basic understanding of python and how Blender works?

UPDATE....

In the info panel I am trying to execute this.

 bpy.context.scene.render.engine = 'CYCLES'

I am using this template from cgcookie.

EXAMPLE

import bpy

# Creates a menu for global 3D View
class customMenu(bpy.types.Menu):
    bl_label = "Sub"
    bl_idname = "view3D.sub"

    # Set the menu operators and draw functions
    def draw(self, context):
        layout = self.layout

        layout.operator("rigidbody.objects_add", text="A Add Active").type = 'ACTIVE'
        layout.operator("rigidbody.objects_add", text="B Add Passive").type = 'PASSIVE'
      # here is were I would like to add a menu item to change to cycles.

def register():
    bpy.utils.register_class(customMenu)
    bpy.ops.wm.call_menu(name=customMenu.bl_idname)

def unregister():
    bpy.utils.unregister_class(customMenu)

if __name__ == "__main__":
    register()


texts: How to get the proper rotation difference between two vectors using quaternions?

texts:
I'm trying to calculate the vector difference between a face normal and an object. This is similar to some other questions, such as this one:

Python script get face normal, then set it as another object's orientation (Z-axis) accordingly

I can get the cone to align properly in the example, but a very similar action using a vector other than 'Up' doesn't rotate the way I would expect.

In this example the cube is facing the opposite direction of the wall. I simply want to calculate the angle difference and rotate the cube to match the wall.

To accomplish that I use the following code (skipping to the important bits):

>>> norm
Vector((-1.0, 0.0, 0.0))

>>> cabvec
Vector((1.0, 0.0, 0.0))

>>> norm.rotation_difference(cabvec)
Quaternion((-4.371138828673793e-08, -0.0, -0.7071067690849304, -0.7071067690849304))

Which flips it around, and turns it on its side (which may be happening to the cone also, but the cone shape is forgiving in this aspect).

What I would want in this situation is a result that simply flips the object on the z-axis 180 degrees. Which in the quaternion nomenclature would look like this:

>>> mathutils.Quaternion((0.0, 0.0, 1.0), math.radians(180.0))
Quaternion((-0.0, -0.0, -0.0, -1.0))

So I'm missing something on how to properly set up and calculate these rotations.

MORE INFO

So this only appears to not work when the vectors are in opposite directions. If I move the wall slightly then it works fine:

norm -->  <Vector (-0.9970, -0.0776, 0.0000)>
qrot -->  <Quaternion (w=0.0388, x=-0.0000, y=0.0000, z=0.9992)

I'm just learning about these rotation systems, but I was under the impression that issues with things like gimble lock would occur with Euler type rotations. Quaternion didn't have these types of limitations.

Either way I'm pretty sure the process itself is good because it works in all the other scenarios. So I don't know if I'm dealing with a math issue (can't perform this type of operation) or Blender issue (maybe need to present the info in a different way).


texts: Animation not rendering through to the last frame using Eevee

texts: I am working on version 2.82a. I created an animation with 4 objects (3 are parented to 1 and that one has a rotation action. There is an "Image as Plane" object as a background that is a motion clip of some clouds that is well over 380 frames long. I completed the shot at 280 frames and rendered that out to PNG frames. Worked great and the AVI video file that I made from it look really good. But here is the problem. The shot was too short so I upped the end frame to 380 frames on both the timeline and the properties panel and then rendered out the PNGs to another folder. When the render got to the 282 it would only render black frames. The shot plays perfect in the Layout window and makes it al the way to the 380th frame. I though that maybe the background video was too short , but that proved to be wrong, I turned Blender off and rebooted but still no frame will render past 281 ? I have 4 lights in the scene, 2 point lights and 2 spot lights. the camera has a move which is basically a zoom out. All action and movement comes to a stop at frame 200 except the two point lights which move to create a sheen effect till the end of the scene. Oh and the background continues to play till the end. Again all of this looks great playing in the Layout Playback. Oh one other thing I have used Eevee only during this process. Hope that someone has had this issue and found a solution thanks for you help in advance.


texts: Seams are visible after texturing using UV unwrapping

texts: I'm a newbie to Blender. When I texture my model using unwrapping, the change in texture at the seams is clearly visible. Is there any way to overcome this?


texts: How to setup custom data-structures in blender python?

texts:
I am currently working on an add-on that is supposed to organise bones into clusters and to do fancy things with those clusters. You can look up the details here if you want.

There is just one problem about my code. I have to come up with a data structure to save said "clusters". My first instinct would be to just write an empty class and fill it with memebers. But in Blender that seems to produce a ton of problems:

import bpy
import os

#cleaning up the console
os.system("cls")

#this class is used to store stuff (oversimplified)
class Foo():
    #just setting up one element
    bar = None

#make instance of Foo()
foo = Foo()
foo.bar = "bar"

class dumbOperator(bpy.types.Operator):
    bl_idname = "test.dumb_operator"
    bl_label = "Dumb Operator"

    importedFoo = None

    def execute(self, context):
        if self.importedFoo.bar is not None:
            print(self.importedFoo.bar + " is here!")

class dumbPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Dumb"
    bl_label = "Dumb"

    def draw(self, context):
        lay = self.layout
        button =  lay.operator(dumbOperator.bl_idname)
        #this won't work
        button.importedFoo = foo

#registering stuff
def register():
    bpy.utils.register_class(dumbOperator)
    bpy.utils.register_class(dumbPanel)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    try:
        unregister()
    except Exception as e:
        print(e)
        pass
    register()

And even if I would somehow circumvent the problem shown in this example, there is just way more lurking around every corner (e.g. you can't make a CollectionProperty out of instances of custom classes, so layout.template_lists() are unavailable as well).

So why am I even using a custom class at the first place instead of a PropertyCollection? because I have no idea how to make a PropertyCollection out of this:

class BoneCluster():
    """Simple class that is used to store groups of bones and some details about them
    Bones can be assigned to more than one instance of BoneCluster"""
    def __init__(self, name, parentCluster, prefix, bones, constraints):
        #The instances name. Will be set and read by the user
        self.name = name
        #If this instance of BoneCluster is a copy (thus a child) of another instance, a reference to it's "parent" will be stored
        self.parentCluster = parentCluster
        #If this instance of BoneCluster is a copy (thus a child) of another instance, all of the bones names inside it will begin with this prefix
        self.prefix = prefix
        #List of all bones, that are assigned to this instance
        self.bones = bones
        #List of all bone-constraints that link the bones inside this instance of BoneCluster to the corrsponding bones of it's respective parent
        self.constraints = constraints

Has anyone a solution to this dilemma?


texts: Z-fighting in cycles texture? Black artifacts

texts:
I have a texture over UV map on simple block. I am using cycles render, but I am getting black artifacts in spherical waves all over it . It looks like Z-fighting, but I am not sure. Cube mesh is using right UV map, projection is set to flat and extrapolation clip . There is only one layer.
When I try to use solid color, the artifacts are gone.
Has somebody else experienced this?


texts: Set rotation_euler beyond 360° with python

texts:
I animate a camera using an empty. In order to show some objects I need to rotate the emtpy (and though the camera) beyond 360°.
I can set any values manually, but setting
obj.rotation_euler.x = -4.9217

Sets it actual value to 76.7° causing camera to make a full 360° turn.
My question: how can I assign any values using python, like I can enter they manually.
UPDATE: As @batFINGER pointed out, the convertion from -4.9217 to 76.7° is not happening immediately, but after further transformation. In my case I have:
obj.rotation_euler.x = -4.9217
obj.rotation_euler.rotate_axis("Z", 0.01)

So my question can be rewritten as:
How can I rotate around local axis without loosing rotation values over 360°?


texts: Texture not being shown in rendered animation

texts:
I decided to do a project using blender to do some rendering and I've followed this tutorial: Blender Tutorial: Wood Chipping Text Animation
So, everything was going fine, but somehow when I rendered the animation I've made, the textures in the cube and in the text objects wasn't there. Here are prints and my blender file. By the way I am using VLC player to play an OGG file.
Here you have some of the texture details of the one I've used and how I'm using.

Here I have a frame of my animation beign played in VLC Player, as you see it doesn't show the texture I've used in my project.

As you guys can see in the images, when I put "rendered" the textures are attached to the objectsm but somehow there are not in the animation.
Does anyone have a clue of why my textures are not being attached to the files in the rendered animation?


texts: How to fuse/weld/combine 2 "tunnles" in scuplting

texts:
Im fairly new to blender probably only a month 1/2 or so in.
I thought doing a skull tonight would be a good practice sculpt but Iv run into an issue in that I cant connect these "tunnels" (not sure what the exact terminology would be) nor can i seem to find a solution via searching.

The closest thing iv come up with is a Boolean union but they are part of the same mesh or do all the bits separately then union them...im at a loss.


texts: Is it possible to paint only on selected vertices in vertex paint?

texts:
I'm trying to add some fake shading to a model in vertex paint mode, but I'm having trouble because some parts of the mesh hide the vertices I'm trying to paint. Ideally, since I'm painting the same colour on all vertices, I'd like to select all the vertices in edit mode, and then use the fill tool (shift+k) to assign the colour to only the selected vertices.

I searched on the internet for any kind of masking in vertex paint mode, and there appears to be something called "Face Selection Mask", but this info was from an old forum thread, and doesn't seem to exist in Blender 2.74. The ability to paint or fill only the selection would be extremely helpful.


texts: Making manifold meshes from Google Map data imported from RenderDoc+MapsModelsImporter

texts:
There's a Blender addon called MapsModelsImporter which imports data exported from Google Maps via RenderDoc.
Using this, I extracted parts of a city, resulting in 1.7 million or faces. Most of the faces overlap but as you can imagine there are many artifacts, internal faces, and non-manifold geometry.

I can use a Boolean modifier easily enough to cut chunks out but I'm having trouble making a manifold mesh so it can be 3d printed.

What I've tried so far:

The following was attempted but with limited success. Before each of these attempts, I put up some faces to roughly outline the base, join all the meshes with Object > Join, delete loose vertices and edges with Mesh > Clean Up > Delete Loose, and remove double vertices with Mesh > Clean Up > Merge By Distance.

Apply a Remesh modifier. This works the best so far but misses some details. It's a lot of manual work to try to get the modifier to pick up missing details.
Use Face > Intersect (Knife) and Mesh > Clean Up > Merge By Distance (tried both settings: self-intersect as well as intersecting with the base). There are so many faces that multiple passes are needed because only a subset of cuts are made in a given execution. This also blows up the number of vertices.
Use Object Data Properties > Remesh > Mode: Voxel > Voxel Remesh. Wasn't able to successfully complete the execution from this. RAM + VRAM totalled over 100 GB and Blender quits.
Select the edges using edge loop select and use F to create faces around the edge. Because the imported meshes are made up of discontinuous grids, it's not easy to select the boundary. Also, this doesn't address the issues in the centre of the mesh.
Use external tools such as MeshMixer, Instant Meshes, Cura, and Slic3r. Was not able to succeed with any of these.

Question:

What's the best way of making such a mesh manifold?


texts: How do I reset the 3d cursor rotation in 2.80?

texts:
I'm currently working with the Blender 2.80 beta, and although I can snap the 3d cursor to objects easily, and tweak its precise position with the 3D Cursor UI, I can't figure out how to reset its rotation, because it is not exposed in the UI with the position. Is there a tool or some kind of trick to reset only the rotation?

Also, there is no undo for cursor changes, correct?


texts: How do you make it a new object after extruding?

texts: I just extrude faces from a mesh, now I need it to be a new object and not be a plane inside another object....


texts: Is Bridge Edge Loops in Sverchok possible?

texts: Is there something like Bridge Edge Loops in Sverchok (possible)? Or can I perhaps easily (using a ScriptNode) call LoopTool's Bridge, Circle, Curve, Space, etc.?


texts: I want the red cube to detect near navmeshes. Is i possible? I need it to change navmesh by its name after reaching the intersection so car will turn on intersections on random.


texts: On the left is my armature, and on the right is what I want it to look like, I basically want the leg to hinge around the front, rather than bending in when the leg moves, I also don't want to have a massive crease around the leg. So erasing the weight painting doesn't work


texts:
Problem
When I create a new floor and manipulate it, I cannot drag freely the white dot (the parts).
What I tried
I created a new file and in the new file it works fine. But I did a lot of work on this file.
Blender File


texts: Combining OpenGL and Blender Render (For Lightsabers)

texts:
I'm working on another lightsaber video.  For the clashes this time, I've decided to utilize a lens flare pack by cfirwin3 here and it's super awesome. However, it appears that they only render properly when I push that OpenGL render button down at the bottom of the 3D viewport screen (I don't really know anything about OpenGL). That's all fine and dandy, but can I use this output in the Node compositor? More importantly, can I use this output and integrate it with the renderlayers I have for the lightsabers?

I realize I could render the lens flares as an entirely separate video but I would prefer not to because the clashes are just a small portion of the video and most of the animation would be black.

Thanks.

Can only be rendered as seen if OpenGL is used (as far as I know). Can't be used directly in compositor from here:

And how do I combine it with my lightsabers on other layers:

I can composite the lightsabers:

And this is the sort of look I'm going for (credit to Maxwell Swet):


texts: How to make objects follow an elevated curve yet stand straight?

texts:
For a project I need to model a railing that follows a spiral staircase. I wanted to use a curve for this, but the poles always stand perpendicular to the curve. I want them to stand straight. (I used a random curve for the tests below.)

I had found a promising workaround using "instancing" (see: https://blenderartists.org/t/how-to-use-array-modifer-curve-to-create-landscape-and-fence/1202336). However, this seems to only work for perfectly symmetrical objects like round pillars because it doesn't seem to rotate the objects at all, making them all face the same way. I have to use a base model that requires alignment with the path in the Z-axis. (I realise I'm better off doing the handrail seperately)

Any help will be sincerely appreciated. If anyone knows of any solutions or addons please let me know, because the lack of options in Blender's array modifier is growing more and more frustrating..


texts: why are Particle emission so different than other programs

texts:
I have have used particle systems in Maya and Houdini, in which there is an emitter rate (how many particles are emitted per a second) and a particle lifespan (how long until the particles die).

In Blender when you create an emitter you have your lifetime (lifespan) but the particle emitter is only exposed indirectly through Emission and Start and End frame.

If you change the length of your scene, you have to change reconfigure you particle settings.

In Blender your are limited by constantly having to readjust your start and end frame alongside the emission.

Is there a benefit to this restriction and is there a workaround in order to have the same emission independantly of emision time?

This video showcases the feature I would prefer.


texts: Weird clipping after applying mirror modifier and merging vertices

texts:
Video:
https://drive.google.com/file/d/1MVZNXL4hxZHGoRhc0QlMnFVmv6hdBeQL/view?usp=sharing
After applying a mirror modifier & merging the vertices, this faint line shows.
Does anyone know what causes this and how I could fix it?


texts:
I want to add new object and link previous and new object on button click,
i.e like adding a new textbox on button like in html same kind can we create new objects on button click in blend4web??

Thanks in advance


texts: Rendering with filmic log color space and saving output for use in photoshop

texts:
I recently learned about the magic of filmic log and love the way it makes my renders look. However, I'm having issue with saving the output from blender. Specifically, for use in photoshop for cropping, sizing and minor image corrections.

My previous workflow was render > save as OpenEXR (rgba / float full) > open in photoshop and save as PSD.

With filmic log, The colors on the EXR file look wildly different in photoshop than they did in the blender rendering output screen. The brighter parts of the images are completely blown out.

Here's an example image, blender on the left, photoshop on the right:

I've tried assigning a color profile to the image in photoshop like the filmic log github suggests. It seems to make no visible difference on screen.

Saving to PNG or TIFF produces darker, low contrast images but does seem to avoid most of the blowout.

Let me know if there's any other info I can provide.


texts:
Is there a way to precisely place a repeating texture on a large mesh?

I have a mesh with 8 by 16 by 1 dimensions, loop cut both horizontally and vertically, so its surface is divided equally to 1-unit squares. I also have a 64 by 64 texture, containing 16, 16 by 16 squares of varying colors. I would like to place these squares so that they are repeated and each one only covers one square on the mesh (so the texture covers the mesh evenly).

I have tried several methods, such as making a Project View unwrap from top orthographic view (theoretically, this way I get even squares on my UV) and then resize it until the squares overlap precisely. However, there is always some distortion, I cannot make them align dead on.

I know I am doing it wrong; there must be a way to do this on the dot, I just don't know how.

Can someone help me solve this problem?

This is what I have; maybe visualizing it will help understanding y problem better:

Update 1.: Here is the texture I am using to learn precise texture placement:


texts:
Probably a dumb question, but I can only find solutions on how to move bones from layer to layer,
not how to, for example, move a whole layer from slot 1 to slot 2.


texts: in roblox I can use only one texture per object, but I don't know how to do this because I make my objects with more textures than one


texts: Example of the problem: I have 5 objects and 1 armature. Every mesh is skinned to 1 bone and got 1 vertex group, but when I open this ".FBX" in unity and hit 'show all bones', it tells me that every mesh is skinned to every bone what could be the reason for this? I know the problem is in Blender. Opened the ".FBX" in Maya as well and its the same. Tried all kind of exports and cleans and still nothing.


texts: What causes the distortion of image textures

texts: The window and door textures in this model are inverted somewhat and I'm not sure why.


texts: I rendered a short animation using Eevee engine, but my cpu was used 100% of the time. The temperature and fan of the cpu went crazy. How is that possible? Eevee is supposed to use OpenGL and has nothing to do with the settings in preferences, correct me if I'm wrong. I do have Cycles on GPU Compute and Cuda selected in Preferences with no CPU, but that shouldn't matter anyway. I have my both monitors plugged in the GPU display ports. It's a RTX 2070. I rendered the animation 3 times and checked the hardware with CAM and Task Manager. Why is Eevee using my CPU instead of GPU???


texts: How to render with alpha-channel defined by object form?

texts: I need a transparent hole in a specific part of my render defined by object. For example, I have a cube. How to make an alpha-channel on the place of a cube?


texts:
I have just tried to do the "separate by loose parts" option and I think there might be too many objects to separate so blender just crashes. Is there anyway I can do this without it crashing?

Thanks,
Dan

These are the blocks here  ^ ^ ^ ^


texts: How To Stop a Texture from Tiling in the BI

texts: I was texturing an eye for an Animatronic I'm modeling from Five Nights at Freddy's. His name a Balloon Boy, and when I put the eye texture on, it becomes smaller, and begins to tile all over the eye. I want to know how to stop this.


texts: Can I use bpy load big .blend file gradually? My 3D format file are always several Gbs big. If load whole file all at a single time, it takes time.


texts:
I have this simple set up of cubes and planes with a texture, all of my normals face out but for some reason some of my them don't react to the lighting and shadow as they should:

for them to look correct I'll have to flip the normals to face toward inside, I can't find what's the reason and it don't look like having a logical pattern to it, some faces look weird at random.
I suspect my normal map, can somebody explain what's wrong with my normal map and what a proper normal map should look like please?http://sta.sh/01py369pouw3
I've changed my normal map to a proper one but looks like the problem is rooted somewhere else

does anybody have any idea what's wrong? http://sta.sh/01n0s48c9prn


texts:
I set all the normals on the leaves of the tree to point upward using Data Transfer. Unfortunately I forgot to deselect the trunk when I applied the Data Tranfer. There has to be some way to reset the normals on the trunk:

Edit: File upload. Not the original file because I can't give away hundreds of trees for free..

Recalculate Normals doesn't do the trick.


texts: In Blender 2.8, how do I light an EEVEE scene with an HDR?

texts:
Blender 2.8 supports the same world node setup that Cycles does. This correctly puts the HDR image in the world background.

But EEVEE doesn't light the scene properly. Everything looks flat and washed out. Is there a way to properly light an EEVEE scene with an HDR?


texts:
I recently downloaded one of Kitbash 3D's scene kits, for use in Blender. The download comprises two parts: a Blender-specific file containing the buildings, and a folder containing all required texture files.

The building file loads successfully in Blender, but buildings are displayed in a default colour (bright purple!). Blender users will know that in the program's Shading set up, texture files are attached to a system of nodes. Now, when I looked at my Blender, it looked like the texture files were in place, but somehow weren't being 'read'. As an experiment, I tried replacing one of the dummy textures with a copy from the folder - and it worked!

I'm sorry if I haven't explained this very clearly. However, I hope someone might be able to give me a nudge in the right direction.


texts: How should an animated character be moved while repeating a walk cycle?

texts:
I created a walk cycle as an action, placed it in the NLA editor and repeated the cycle.

For each repetition the character jumps back to the starting position, what are some options to move the character forward? (The ending position should be starting position of the following repetition of the action).

Starting position:

Walking until last frame of action the same action should follow but the position jumps back to the origin. (Same as image 1 except current frame has advanced)

I also tried in the NLA editor (same effect as above):


texts: Ambient occlusion baked UV map is dark/ugly and not looking the way I want it to

texts:
I am making a model for a video game and I need to AO bake a uv map. I've been trying to do it similar to the way a person did in their video but he's using an older version so it ends up like this:

The video I'm referring to is here at around the 20:20 mark https://youtu.be/zCMt-jfDgC4?t=1219 Can anyone help me on this and tell me how to bake something similar to the way he did?


texts: I'm currently modeling my game character in Blender (see below picture). What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?


texts: Dotted lines and crosshairs in imported .dae

texts:
I'm pretty new to blender, so it might be a stupid question but I can't find a solution/explanation for this online.

I imported a character file from a game into blender, in the .dae format, since the original file was a animation before I converted into .dae, I would assume it came with the first frame pose, anyways... there are this dotted lines and crosshairs around the whole model, I would assume that they are the bones (because they are conveniently placed where the bones should be), and I should be able to change the character pose using them, but I can't find a way to move them with the model, it only moves the crossair that I clicked. What do I need to do?


texts:
I'm fairly new to using the compositor and I have this issues with having 2 renderlayers, one for the glare of the reflections. and one for the glare coming from the lights as some sort of glow basically.

now since those lights will sometimes be behind certain meshes and such, they shouldn't show through. how can I resolve this with still keeping the glare from the lights. but those little LEDS masked off by the mesh

as you can see, the practice file works great

but when I take the same steps in the actual model file I end up with this where the glare is not showing at all:

or this, this happens when I change the pass index to 1 in the ID mask node

would really love to hear what I can do next to resolve this. thanks in advance for your help!


texts: Need help with 2D shooter (blender game engine)

texts: I am trying to make a 2D shooter in the blender game engine just trying to get used to blender. My characther can move jump and shoot but I can't find out how to make him shoot to the left (instead of always right) if he moved to the left. Thanks in advance


texts: Why can I not grab the extrusion from the front view to the right view? (On the nose.)

texts: I am unable to grab from the right side. I think it has something to do with the mirror modifier but am unsure how to fix it. 3 things fixed this, but then other problems happened. First, I turned off merge but lost merges. Second, I turned off the edit mode button. Third, I turned off the x-axis. Both the second and third made me lose the mirror side. Seems to have something to do with the mirror modifier, but I am unsure what is wrong.


texts:
I'm really new to blender and am trying to make a badger animation for my toddler (he loves badgers...)
I know I haven't made a brilliant model and that may be the issue, but I can't get the mesh to move with the bones. Have I rigged it incorrectly?
Thank you in advance for any help.

Mike


texts: How can I hide just the custom gizmo icon on with a checkbox instead of all gizmo's as my script does?

texts:
import bpy
from bpy.props import StringProperty, IntProperty, BoolProperty
from bpy.types import (
    GizmoGroup,
)

# CUTOM PANEL IN PROPERTIES OUTPUT PANEL
class CUSTOM_PT_menupanel(bpy.types.Panel):
    """Creates a Panel in the Output Properties of the properties editor"""
    bl_label = "Test"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "output"

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

        row = layout.row()
        row.prop(scene, "gizmo_show_hide")

#SCREEN OVERLAY GIZMO
class Camera_overlay(GizmoGroup):
    bl_idname = "Gizmo_Icon"
    bl_label = "Gizmo"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'PERSISTENT', 'SCALE'}

    def draw_prepare(self, context):
        region = context.region
        self.my_gizmo.matrix_basis[0][3] = region.width - 40
        self.my_gizmo.matrix_basis[1][3] = 40

    def setup(self, context):
        mpr = self.gizmos.new("GIZMO_GT_button_2d")
        mpr.icon = 'OUTLINER_OB_CAMERA'
        mpr.draw_options = {'BACKDROP', 'OUTLINE'}
        self.my_gizmo = mpr

#GIZMO SHOW AND HIDE FUNCTION
def update_func_gizmo(self, context):
        areas = context.workspace.screens[0].areas
        for area in areas:
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    space.show_gizmo^= True

        return{'FINISHED'}

#CHECKBOX GIZMO BOOL
bpy.types.Scene.gizmo_show_hide = BoolProperty(
    name="Gizmo Hide",
    description="Check Box to Show And Hide Gizmo",
    default = True, update = update_func_gizmo)

#CLASS LIST
classes = (

    CUSTOM_PT_menupanel,
    Camera_overlay,
)

#REGISTER AND UNREGISTER CLASSES
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()


texts: How to know how many smoothing groups i have in my model?

texts:
I'm having trouble with normal map in substance painter, so to not separate the uv based on my hard edges, its probably better to make only one smoothing group.

Avoiding this boring process. however i can't find how many smoothing groups i got on my model.


texts: Starting Blender via Java-Code and autorun a script

texts:
Like in the title am I trying to start Blender via Java. It works pretty good. I am on Windows and do the following java command:

Process process = new ProcessBuilder("cmd", "/c", "pathToBlendfile\\blendFile.blend").start();

I also have a script that does what it should except for a few things. The script seems to be running BEFORE the blender windows are there. It works great with simple things like creating / moving / scaling / etc objects. The problem is with poll()-methods like setting the 3D-Cursor to an object, moving objects to a 3D-cursor etc.

I tried to set sleeps in hope to have Blender fully loaded before the "need 3D-view" part of the script starts but Blender will stay grey until the sleep is over, hit me with several errors and just stops the scripts right there.

I was looking like 2-3 hours for some sort of python-code saying something like "waitTilBlenderIsLoaded()" or something like this.

Does this awesome community have some kind of idea? :(

Thanks for any kind of help!!

Cheers