texts: .mp4 can be accessed normally outside blender but I can't make the sound work on blender vse preview or even render a video with audio

texts:
Pretty much self explanatory. As you can see in the screenshot, I am using a configuration that used to work really well in the past. But now it does not work anymore with this .mp4 file that I got from Shadowplay recording. When I access the file outside of Blender, it works well, but if I insert it on Blender, it does not work the audio on VSE preview... If I render it under the setting displayed, it also will not have any audio on it.

Anyone can help me?


texts: How to get bounding box of multiple objects in a rendered image with Python?

texts:
Hello I am trying to get bounding box of items in my image which is generated automatically using a script by running blender from background. I am using the object index to get the boxes.
This is my current compositor setup,

This is the code I am using to find the boxes
import bpy
import numpy as np

def getVisibleBoundingBox(objectPassIndex,pixels,height,width):
    bbox = np.argwhere( pixels == objectPassIndex )
    (ystart, xstart), (ystop, xstop) = bbox.min(0), bbox.max(0) + 1
    return xstart, xstop, height - ystart, height - ystop

def getAllBoxes():

    S = bpy.context.scene
    width  = int( S.render.resolution_x * S.render.resolution_percentage / 100 )
    height = int( S.render.resolution_y * S.render.resolution_percentage / 100 )
    depth  = 4

    pixels = np.array( bpy.data.images['Viewer Node'].pixels[:] ).reshape( [height, width, depth] )
    print(max(pixels[540][1]))
    pixels = np.array( [ [ pixel[0] for pixel in row ] for row in pixels ] )
    boxes = []
    for i in  bpy.data.collections['CurrentItems'].objects:
        boxes.append([getVisibleBoundingBox(i.pass_index,pixels,height,width),i.name.split('.')[0]])
    return boxes

print(getAllBoxes())

This all worked fine when tested it with the gui but when running blender as background from command line it just gives this error
ValueError: cannot reshape array of size 262144 into shape (1080,1063,4)
I believe that is the empty viewer node image thats causing this.
Any ideas on how to get the image or some other method to get the bounding box that would work from background would be most helpful.
I have also tried saving the image as PNG and tried using that but it seems the objectPassIndex data is lost when saving as png.
P.S. I dont want to use world_to_camera_view as there is no reliable way to check for occlusion with that method.
EDIT: The bounding box needs to be a rectangle with the whole object inside it.
If a object is occluded by some other object then only the visible part be included in the rectangle.


texts: Shader Editor: sticky header while moving nodes?

texts:
It seems that Blender UI designers decided that whenever the user moves anything, the UI needs to change to display some kind of information, even if it is completely useless.
In the Shader Editor, if I move a node, the Header changes to "Auto Offset set to right" and displays the current XY coordinates, down to four decimal places! This is unnecessary, super distracting, and the opposite of helpful.
Is there a way for me to tell the Shader Editor to stop doing this? Just simply display the Header, don't display any of this coordinate information.
I can't hide the Header entirely; I need it for menus. I just want it to settle down and stop distracting me with garbage data in my face whenever I move anything.
Thanks
Aaron


texts:
I'm using a low resolution texture (128x64) from an old game as a background image to help me model but it gets blurry (or aliased I guess) which ruins everything.

I heard that one might need to increase the size of texture but if I do that then texture will get messed up and I want to keep all pixels of it in the same place without "JPGing" it.

Is it absolutely impossible to get sharp background image? Zooming doesn't help either. My version is 2.79


texts: I have blender 2.82, and when I go to edit >> preferences >> add-ons, I can't find Mesh: Relax at all. Keep in mind I'm a total beginner :)


texts:
I want to have instances rotate randomly over time, seems an easy thing to code, how about it?

I'm trying to make a sparkly / glittery surface to render and wrap around a human face model, or maybe just have instances of glitter rotate on the surface of that model.


texts: How do I select the object creation menu?

texts:
After creating an object the little menu in the bottom left corner pops up. But when I try to use it by clicking (and dragging) on it, it just disapears.

I already tried to reset blender and reinstalling it.
And I am using Blender v2.82a.


texts: I create 2 rectangular planes. Then I align it together. Now I want to join it to become one mesh. How?


texts: Applying Location Moves Object Origin to World Origin

texts: I'm having an issue with blender 2.76 where every time that I apply location, it moves the origin of the object to the world origin. I looked around for some answers and the only one I found suggested that I accidentally applied a key-frame, however I checked and no key-frames were to be found. Any ideas on what could be causing this?


texts: How can i see if my flickering light is working right without rendering the animation?

texts: I have a flickering light using f-curves. Is there any way to judge the strength of the flickering without rendering the animation over and over?


texts: How do I add a specific number of loop cuts?

texts:
I know you can add a loop cut using Ctrl+R, but I want to know how to specify how many to add, i.e. add 15 loop cuts to a plane. I know you can manually use the scroll wheel to get this number, however this can be quite tedious.

Related: Increase number of Loop Cuts - Apple Magic Mouse


texts: I want to flatten some places of a sculpted plane back to the original level, but flatten and smooth don´t work the way I want them to. The grease pencil marks the areas where the sculpt should be flat. What can I do?


texts: Baking ambient occlusion from python script

texts:
i'm trying to bake ambient occlusion maps for combinations of parts in a python script. While in another blend-file the baking works, i get a "No objects or images found to bake to" error and don't know what to do about it. The important code block is marked below. The for-loop just goes through the filenames written in baselist.txt and loads the Wavefront OBJ-files.

import bpy
import os
import sys

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

# initial values
bpy.context.scene.render.bake_type = 'AO'
bpy.data.worlds[0].light_settings.samples = 4

basepath = os.path.join('C://', 'Users', 'bassmas', 'Desktop', 'Bakerman')
respath = os.path.join(basepath, 'resources')
baselistTxt = open(os.path.join(basepath, 'baselist.txt') )
baselist = baselistTxt.read()
baselistTxt.close()
baselist = baselist.split('\n')

# beleuchtung
lampData = bpy.data.lamps.new( name="Licht", type='SUN' )

#material
if 'einheitsmaterial' in bpy.data.materials:
    mat = bpy.data.materials['einheitsmaterial']
else:
    mat = bpy.data.materials.new('einheitsmaterial')
mat.diffuse_color = (1, 1, 1)

if 'selfAO' in bpy.data.images:
    img = bpy.data.images['selfAO']
else:
    img = bpy.ops.image.new( name='selfAO', width=256, height=256 )

# for each OBJ-File
for baseplate in baselist:

    # alles löschen
    for obj in bpy.data.objects:
        if obj.type == 'MESH':
            obj.select = True
            bpy.ops.object.delete()

    # import OBJ
    bpFilepath = os.path.join(respath, baseplate, 'standardUV.obj')
    bpy.ops.import_scene.obj(filepath=bpFilepath)
    bpObj = bpy.context.selected_objects[0]
    bpObj.select = True

    # set active
    bpy.context.scene.objects.active = bpObj
    bpy.ops.object.mode_set(mode='OBJECT')

    # switch on lamp
    lamp = bpy.data.objects.new( name="Lichto", object_data=lampData )
    bpy.context.scene.objects.link( lamp )
    lamp.location = ( 0.05, -0.05, 1.0 )

    # assign material
    bpObj.data.materials.append(mat)

    ##########################################
    # NOW WHAT IS THE WAY TO GO HERE?
    img = bpy.data.images['selfAO']
    bpObj.data.uv_textures[0].data[0].image = img
    #bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.data.screens['UV Editing'].areas[1].spaces[0].image = img
    #bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.mesh.uv_texture_add()
    bpy.ops.object.bake_image()
    ##########################################

    # export unter neuem namen
    tSelfFilename= os.path.join(respath, baseplate, 'self.jpg')
    img.file_format = 'JPEG'
    img.filepath_raw = tSelfFilename
    img.save()

How to set the active texture/image from within the python script?


texts: How to register global (i.e., unique per file) properties?

texts:
I need to store additional information in a .blend file, that occurs only once per file. So, attaching it to, for example, bpy.types.Scene doesn't help.

Since bpy.data is an instance of bpy.types.BlendData, I tried attaching properties to bpy.types.BlendData. This failed:

>>> bpy.types.BlendData.testProp = bpy.props.StringProperty()
>>> bpy.data.testProp
(<built-in function StringProperty>, {})

Here, bpy.data.testProp is not a string, but some tuple, So it looks like registering properties on bpy.types.BlendData is not supported, like it is for bpy.types.Object:

>>> bpy.types.Object.testProp = bpy.props.StringProperty()
>>> bpy.data.objects['Camera'].testProp
''

Is it somehow possible to attach properties to bpy.types.BlendData?

Are there other ways to register global data in a .blend file?


texts:
New member here so please let me know is I'm doing anything wrong in this post and I'll adjust accordingly.

I'd like to create the following image. I create a hexagon (circle with 6 sides), make the face, add one array modifier in x 20 times, another in x&y once to create two rows, then another in y to create many rows. So far so good. I now set origins to geometry and apply a transform random in x & y only. Perfect so far. NOW if I extrude these faces in z, they obviously don't tesselate properly because the rotation has kinda shrunk them when viewed from directly above.

How do I rotate randomly AND maintain the tessellating columns of hexagons afterwards?

Some sort of elaborate boolean cutting operation?

Appreciate any workflow help from the pros here!
Many thanks.


texts: Camouflage Net hair particle material help

texts:
I have modelled a plane as a camouflage net using cloth physics. The net has a camouflage pattern with 4 colours. I want to apply hair particles to the net to give it a leafy texture. However I cannot work out how to make the hair particles (which are instanced from a separate object) take on the colour of the texture they emit from.
The images below explains it a little more I think.

This image is a close up of a section of the net. The particle object is selected. The particles do not take on the correct colour for the patch they are emitted from. Any advice on how to achieve this would be greatly appreciated.
I am using Cycles. The net shader settings are the same as the particle object, however they do not have an assigned object, and from instancer is not selected.
Thanks.


texts: Texture Rendering Black, but shows up in textured view

texts:
My sword looks fine in solid view, but when I go into rendered view, it turns completely black.

I have mipmaps off, texture solid on.

It looks fine in solid view:

;

But when I switch to rendered view, the sword is entirely grey.

.


texts:
I'm trying to make an island in blender. I went over to textures and made one texture I called sand, and one texture I called dirt.

Now, as I'm blending dirt and sand together, the sand overlaps the dirt (there is much more sand than there is dirt) Anybody know why this is or/ and have a solution to it? It looks kinda like the picture above on the left.


texts: Blender's cube projection unwrapping doesn't work anymore in Unity

texts:
I have Unwrapped my level in Blender using the cube projection Option. the results were exactly what I wanted

The level looked also looked fine in Unity for a while. However I'm not sure what happened but right now unity is not unwrapping them properly

Besides unwrapping every single texture manually I don't know what to do and I would definitely need some help. Thanks in advance!


texts: Do i have to use bump mapping for this...?

texts:
I'm creating a dragons head, and i just finished the tongue.
Now i want to give the tongue more "texture"...

For example, when i choose smooth lighting, it just looks smooth (obviously)
But can i somehow make the light look a bit more "dotted" like it would on a real tongue...?
Or must i create a bump map to get that effect?
I'm not trying to make it look super advanced, just not so smooth.

English is not my native language, so i don't know what this is actually called ;-;


texts: Ways to generate realistic looking low poly tree from detailed tree model?

texts:
I'd like to generate lots of trees in an animated scene. Some of the scenes will be seen relatively close up. It takes too much time to generate detailed trees in the animation. I'm looking for a better way to convert a detailed tree model into a low poly tree model. The simplified approach of using two plane does not produce satisfactory results.

Details

Starting with a tree model generated from the sapling add-on, a detailed tree is model is generated.

This model is too expensive to use in an animation.

Using two planes with renderings of the tree, a model like this is created.

This model generates an animation like this as the camera angle changes.

This approach is relatively inexpensive, but the results are not really satisfactory. Are there other, better approaches to convert a detailed tree model into something which can be rendered quickly?

If it makes any difference, I'm specifically interested in evergreen trees as viewed from ground level.


texts: Is there a way I can change or modify my mouse cursor in the 3d view while my custom operator is running?


texts: Subsurf modifier deforming mesh after boolean modifier

texts:
I have a mesh created from a UV sphere through extruding. Before I cut out the spherical part on the top (boolean modifier), the mesh was nicely smooth. I'm using the subsurf modifier (4-6 subdivisions). As can be seen on the picture below, after applying the boolean modifier, there are a lot of clearly visible edges and the edge of the "cut out" is not nicely rounded as I would like it to be.
I also have deformation at the sides of the spheres. I'd like this to be nicely rounded/smoothed, but I see lots of edges and similar deformation.

Any help to get the mesh nicely smooth is very much welcomed.


texts:
The anvil in edit mode (I put a mirror modifier on the x axis) and the boolean doesn't work on the anvil.

The anvil in object mode and the boolean works on the anvil.

[3]:


texts: How can I change video (or image sequence) speed (slow or fast) in blender composition?

texts:
I want to use slow down effect in composition. I can't find any control. I found time node.
https://docs.blender.org/manual/en/dev/compositing/types/input/time.html?highlight=time%20node#example

But I can't figure out how to use it.


texts: How to customize a shortcut to switching interface language between, eg. English and Chinese?

texts: I did this and it didn't help. What's wrong with this?


texts: Export model with multiple textures to Unreal Engine 4

texts:
I encountered difficulties importing a model with two textured materials from sketchup.

SketchUp image with a brick and timber texture from JPEG maps.

Blender recognizes my two materials as different 'UV maps' on the dropdown menu. Online tutorials recommend deleting the second UV map (ID19) and replacing it with a LightMap.

However, after exporting my .fbx file and opening it in UE4, my second material disappears (brick texture disappears (color is there though!) but timber texture remains)

Could someone shed some light on how I can get the brick layer to come up? I am able to export with one single material on but not with two different materials on a model. I assume it is not to do with scale as the timber is scaled to the exact as the SU image.


texts:
I am a total newcomer to using Blender, so I probably have something not adjusted correctly.  Here is my problem.  I will be editing videos using the video editor, and all of a sudden, the video will jump to playing 3-4X the normal rate.  I am not making changes to the frame rate or anything else.  In one instance, I watched a section of video and it was working fine, but then I got up and got someone to come look at it, and when I got back to the computer it was playing faster.

I have yet to discover a way to fix this issue.  I will try adjusting frame rates and other items, but it still flies over the video in the preview window at probably somewhere around 100-120 fps.


texts:
Multiple bones stay at the same place when I move in the timeline.

enter link description here

Here is a video wwhere I show the problem a bit more.
Blender problems

Here is the .blend file.


texts: Blender 2.83.0. I am trying to use weight painting on my mesh, so my armature can move along with my mesh. But I can't select the bones that I want to weight to my mesh while in weight paint mode. Can someone give me some tips ? I am new to weight painting.


texts: Rounded Ends (or caps) on Biezer Curve Pipe

texts:
Trying to make a simple bent hook with rounded that looks like the attached, but with rounded ends.

However I can not get the ends to close with a rounded cap.  I do not want to use an array --the instructions given with the first suggested / help link (shown next) do not work anyways. Can anyone please help? Pipe with round caps (ends)?


texts: Script for making every material one material per one object

texts:
I need some help with making a python script.
Anybody know how to automatically duplicate any material that's linked to multiple objects
so that there is one material for every object?
For example,

Here you see Material231 linked to two objects; Cone and Cube. I would like to develope a script which duplicates/makes a new material based on Material231 and automatically links it to other objects.
Any help is appreciated.
Thank you!


texts: I've modeled this example manually by extruding to show you what I mean, but its obviously neither a fast nor a perfectly accurate way. So how would you do it?


texts:
I'm new to Blender and am trying to track a very simple camera movement : I'm moving my camera from down to up, along a straight line.

I'm using a DJI Osmo camera, so that I get a stabilized image.

I've been able to do put several tracking markers which seem fine.

I know in a ideal world I should put some specific markers on the road, but as there are always some cars using it, I won't have a chance to do that.

As I said, the camera movement is very simple : from the bottom position, I move to the top position along a straigt vertical line.

When solving, I put 20mm for camera lens (dji osmo specifications) and 6.16mm for sensor width (again, from osmo specs).

According to many tutorials I've seen/read, I check keyframe and select refine focal length, K1, K2.

I thought I had all I need to get a good tracking result, but to my surprise, Blender goes all wrong !

I get a solve error of 3.6 (suprisingly, it seems each time a click on Solve camera motionI get different results). The lens focal is changed to 150.50mm (!?!), K1 to -488 and K2 to 326227 (!!!).

Is there something specific I should do for tracking such camera movement ?

I've been able to track sucessfully much more complex movements, and have no clues why I'm having such a hard time for this one.


texts: emission shader casting shadows - problem not solved

texts:
There is already a post about it in here, but the problem is not solved, in fact it is not a solution to the problem. What can we do to avoid shadows from emission shaders?

There's a similar post about it in here, and still the problem is not solved, and it seems: LIGHT PATHS CANNOT BE USED FOR MESH LIGHTS.
Here is a blend file that contains a simple experiment that demonstrates that the aforementioned solution in the first link does not work:

So, how do we avoid mesh lights to cast shadows?


texts: Shape key is affecting the normals of faces its not attached to

texts:
It did this after I created a bottom lid blink.
the weird part for me is that the top lid blink was never attached to these vertices but it is affecting the shadows and causes them to go crazy when the value of the bottom lid shape key is changed


texts: Issue with certain mesh vertecies stretching away from bone physics chain

texts:
So i have these two loops that attach to the head of my low poly model

but i found out that when I rotated the head certain vertices on the head mesh would stretch away from the bones. I thought that I could just leave it be since it wasn't that noticeable but I later found out that moving the head around from the origin of the "rope" armature  causes the same issue to a more noticeable extent.

The vertices affected with the problem stretch in the direction of the head being transformed, they act as if they are where they would be if the transformation value was doubled. I'm guessing there's something wrong with the mesh itself at these affected vertices but I am unsure of any way to identify what is wrong with them specifically.

I followed this tutorial for hair physics https://www.youtube.com/watch?v=02YYfXC7H8U , it's a string of rigid bodies connected by empties.

modifier stack of head mesh:


texts: How can I make an object fall at a certain keyframe?

texts:
Hello, I'm making an animation with scripting and I want a ball to start falling and hit another object (this case a lightsaber) at frame 20. This is (one part of) my code so far:
lightsaber = bpy.data.objects['Lightsaber']

obj = bpy.context.object

ball = bpy.data.objects['Naranja']

lightsaber
bpy.ops.rigidbody.object_add()
obj.rigid_body.type = 'PASSIVE'
obj.rigid_body.mass = 1
obj.rigid_body.kinematic = True

ball
bpy.ops.rigidbody.object_add()
obj.rigid_body.type = 'ACTIVE'
obj.rigid_body.mass = 0.1
obj.rigid_body.kinematic = True

The animation ends at frame 25. Could anyone tell me what I need to do, please? Thank you.


texts: Is there a more accurate way of knowing which vertice are affected by proportional editing?

texts:
The proportional editing tool use a white circle as an indicator to which vertice are affected but that works in 2D world well and not 3D.(for example if you design a flat paper page in blender and view it from top it works 100% accurately)

As you see in the image above some vertice are within the circle but they aren't affected.Is there a more accurate way to know which are affected?


texts:
I want to have a decal texture on an object move based on the location of an empty.

It is possible to use Object coordinates projected from another Object using the drop down in the Texture Coordinate node. This allows you to project a texture based on the location of this object, usually an Empty. But that texture has to be mapped with Object coordinates, so it needs to be a procedural texture. I am looking for a way to do something similar but with UV coordinates so I can do it with an image texture.

I know it is possible to use drivers to change the mapping, but I'm not clear on the best way to do it. If there's a solution that doesn't require drivers that would be better.


texts: how to control pose of an armature real time in blender?

texts:
I'm creating a devise to identify hand movements and display on 3d hand model in blender.For that I used flex sensors and accelarometer to measure finger/hand movements.By using pyserial the sensor values are imported to bender as many variables.

I'm new to blender and python.I have created a hand model and need to run it using python script.I have added always sensor and python controller. I need to change the pose of the bone(actually euler angles) in real time using those sensor values(In blender game engine).


texts:
whenever I press the GENERATE RIG option in blender.....this error shows up....I really cant find its solution.....So much time wasted on it but really cant find a single clue about it....someone please tell the solution.

  Following error at the bottom of the blender

     "Generation has thrown an exception: list index out of range".


texts: Whats the cheapest particles to use? Both in Blender Render and Cycles

texts:
So, if I want to use an insane amount of particles, what is the cheapest render setup? In PCU usage?
In Unreal Engine the sprite particles (billboard) are very cheap to use, but can be set to use GPU instead of CPU.
In Blender, will they be much cheaper to use on a CPU than low poly mesh objects?
Would a plane with texture and alpha work just as well, for use in cycles for example?
Can I use the GPU for the billboard particles in Blender?

Would love to get some more information on this. Could not find the answer anywhere.


texts: Move modifier to the top of the stack through python

texts:
To my knowledge I believe modifiers can moved up one step in the list through executing this line bpy.ops.object.modifier_move_up()

Is there anyway to move a modifier to the top of entire stack through python based on the modifier name or type ?


texts: Sound visualization: Length of animation does not match audio file length

texts:
I setup a simple animation nodes node tree to experiment with the animation of a shape key and a material node of an object (cube). This is the node setup: Although, as stated in the comments below, this does not necessarily seem to be an animation node related issue ..

I added the sound sample in the video editor and then matched the animation end frame (140) to the length of the sound file strip. When I play the sound by pressing play in the timeline (still video editor) the sound exactly matches the length from start frame to end frame.

But when I change back to node editor and press play in the timeline the sound has already finished on a much earlier frame (like 87) but the animation will go on until frame 140 without sound.

I tried to tweak the all over fps value but with no success.. (and without knowing WHY exactly)

Any ideas what I miss(do wrong here? Thx ..


texts: Best way to add a face if I modeled the body first?

texts: I'm modeling a character and am pretty far into it. I modeled the body first though and the face is in the center of the body (it's a cartoonish character). This means I'm gonna have to mess with the vertices in the center of the body to make the face. Can I make a face and then add it to the face or should I move the bodys vertices to make y face? I'm new to all of this so help from those of you is greatly appreciated.


texts: How to make Glass/Transparent Eevee shader without reflection

texts:
I was trying to make a glass shader for windows, however they have this really big reflection of the blue world background on the sides.

Since I am trying to use the blue background as a greenscreen, I can't have this.
Is there a way to remove those, or to simply remove reflection entirely, while still keep transparency?
This is my shader right now.


texts:
I seem to be having a problem with my rig. I've added Automatic Weights to my mesh, but for some reason, whenever I rotate or move the thigh or control root, the legs deform and split away from the torso. I'm not sure why this is happening. All my armature is parented correctly and the torso and legs are joined together via Ctrl + J. I even tried parenting them. Any ideas?

Here's my save:


texts: Can you fade in and out particles in blender eevee?

texts: I have looked for a way to fade in and out particles in blender eevee, but people say particle info node is incompatible with eevee. Does anyone know of a different method?


texts:
I'm trying to use the Experimental True Displacement feature, but it seems that a grey value of .5 is not the default mid level?

I tried using a gradient map and also generated a displacement map for a little indent on a wall, But my results are that the wall in it's entirety gets displaced and puffs up.

Am I missing something? Is there a setting somewhere where I can pick the desired midlevel? Or can somebody tell me what color value can be used for zero displacement?

Thank you!


texts:
I created my UV texture file and it is displaying fine in the UV/Image Editor window, but it is not showing up on the model.

In every tutorial and every where I've checked on the web it is supposed to auto update on the model and there is even an "Update Automatically" check box, which is ticked, but not working.

Any idea how to fix this? Thanks

Ignore the properties window, adding it as a texture should only be necessary for final renders, to my understanding.


texts:
I'm trying to modify Blender to add something I call (informally) "bone inertia". It's a bit like having a soft body attached to a parent bone that's used to drive the child bone. The difference is that I really want to use my own "physics" instead of going through Blender's Soft Body physics.

So far, I've been trying to achieve this using Python. I've got a script that does the following:

Adds a few properties to bpy.types.PoseBone. I call them "Strength", "Inertia"
and "Limit". I animate those properties so that I can turn the
behavior on, off or tweak it in the middle of an animation.
Adds a panel to the bone property tab that exposes those properties (pose mode only).
Registers a callback to bpy.app.handlers.frame_change_post.

In the callback, I check to see if an animation is playing (bpy.context.window.screen.is_animation_playing). If it is, I scan all objects in the scene and apply my own "bone inertia physics" to every armature found. For each bone, I keep track of some state from the previous frame, eg. the velocity of the bone's tail and some other things. Ultimately, I overwrite each bone's location/orientation by setting the PoseBone's matrix attribute. If no animation is playing, I don't modify the bones at all. That way, the user can pose the armature as they normally would, but as soon as they hit Play, they see the "bone inertia" applied to what they've done. This workflow is convenient enough for me.

I finally got the bones behaving exactly the way I want, but there's one problem: the mesh doesn't follow the bone locations set in the frame_change_post callback. I realized that it's because the callback is invoked after the mesh's Armature modifier is already applied.

I'm a C++ programmer so I went ahead and starting hacking on the Blender source code. I added a new Python callback, "armature_update_post", that gets called at the end of BKE_pose_where_is (right after the armature gets updated). This didn't work very well, probably because BKE_pose_where_is is called in a background thread, causing timing issues. (For example, in the Python callback, bpy.context.window was randomly set to None. I didn't investigate it too deeply.)

Now I'm thinking of re-implementing my "bone inertia" physics in C. To do it, I'll have to add new properties to bPoseChannel, including the state I need to preserve between frames (velocity, etc.), and add some code to BKE_pose_where_is_bone. I'm not sure what issues I'll encounter using this approach yet. For example, I'm not sure if I can reliably determine whether the animation is playing or not at this point, because it will still be called in a background thread.

Can anyone give me some feedback on what I'm trying to do? Is there a better way to achieve what I want?

Thanks!


texts: Can you repeat a portion of a texture across a face?

texts:
I'm currently trying to texture a series of walls, all different lengths, but wish to use the same portion of a texture to cover them all.  I know that I can split up the walls into roughly equal panels, or spread out the wall UVs to various sizes until they repeat as necessary, but my goal is to keep the polycount low, as well as keep the texture usage to a minimum.  My goal is to dedicate a strip of my main texture (say 128x1024 of a 1024^2 texture) to a repeating wall panel, and then tile that across my walls using different materials.  Other portions of the texture will cover windows, floor tiles (which similarly need to repeat, though in two directions), posters, and fake room renders I'll be scribbling in myself.

tl;dr:

Is it possible to repeat just a portion of a texture map across a large face?


texts: object disappears on material mode not clipping problem

texts:
Hey all I've encountered a problem on material mode my object is not fully showing I've checked my clipping
details and played with it a bit but the object is still not showing could use some help please

Material mode :

Rendered mode :


texts: How can I show the GLSL code generate by node?

texts:
Sorry for my english.

how can i show the code generate by the node and can i write my own node Element?
Can i add a uniform float var? in order to comunicate with the fragment shaders?


texts:
I'd like to render 60 frames of animation, where actually nothing moves, just the sunlight and the shadows are moving a little bit. I'd like to differenciate the objects and the shadows and render them differently, but I'm not sure what's the best solution for this.

I'd like to draw something on the image without any sunlight/shadows, and overlay shadows afterwards.

I deleted the sun and windows/walls, and then rendered a still image. I'm also trying to render the shadows animation with the sun and windows/walls are with them again, with editing render pass(shadow) to individual file output.

I'm not sure I'm doing this right, because I think if I can differenciate the shadows with render passes, then I could also render the image without any shadows, also with render passes.

It there better/faster solution for this? The file itself is pretty huge, and it's taking forever to render 60 frames, even in Rebusfarm.


texts: How to change the camera from Landscape to Portrait

texts:
I need a way to render a picture that is longer heighth-wise than width-wise.
Changing the scale of the camera does nothing. I've been told to look in the scene focus settings, and I didn't see anything.
Is there a way to change the shape of the rendered image?


texts: Don't have a num pad, How would I go about changing the view?

texts: A lot of the shortcuts in blender uses the number pad, Where in blender can I change for example the point of view without using the shortcut.


texts: How to recreate this selected matcap material in Cycles? It's most glossy in the center and has this special coat.


texts: Blender import ply file but only show orange color

texts: I'm trying to use Blender to open .ply file. But it only shows orange color. When I use Cloud Compare/MeshLab, rgb color of this point cloud model can be seen. Anyone can help me how to show the rgb color in Blender? I'm actually Blender beginner. Really appreciate.


texts: Can blender handle quadruped track data from a kinect?


texts: I want to displace a a symbol on this cube but in order to make it look good I need to add a lot of subdivison. I want this symbol to be a part of geometry since it will be used for 3d printing. Do you have a better idea how dispale a sybol with good resolution but with less geometry.


texts:
I have created two spheres (earth and moon) and am trying to get the moon to rotate around the earth and spin on it's own axis. I set the moons origin to the earth and got it rotate around but when I try to get the moon to spin on its own axis it rotates at odd angles when I render it, it is clearly noticeable.

Is there anyway to spin an object on two different z axis.(hope that makes sense) cheers.


texts: Can I copy UV map to many objects with the same and/or symmetrical topology?

texts:
I made a shoe, which needed to fit 7 different characters. So I made a mirror object for another leg, and then copied resulting 2 boots 7 times and changed shape to fit the 7 characters. Then I found I have a problem in my UV map layout.

Is it possible to fix it once and then propagate it through all 14 objects, or I have to start again from 1 shoe?


texts: Mesh shrinks when trying to bend after rigging?

texts:
I am a beginner at Blender and was following a tutorial that showed how to create a character with a rig and animate it. However, I have come across a problem I can't seem to fix. When I bend the arm for a running pose, the mesh at the elbow looses its volume. I have posted a screenshot below to show the problem.

Blend File: https://www.dropbox.com/s/kui3d18refgecde/charbendingsolutiontry.blend?dl=0


texts: I am working with a mesh that has a series of thin gaps. Ideally this appear sheet-like. I would like to avoid manually adding faces. Any help would be appreciated


texts:
The default Splash screens are cool, but I'd like to add some of my own work to remind me of how awesome I am (no, not really).

Is it possible to customize/change the splash screen?


texts: How to create a switch Node that recognizes if a texture is connected to the node input?

texts:
I'm trying to create a little trick, which recognizes if a texture type node has a texture inside it, so if yes, like in this example, it should set the MixRGB value to 1, I'm using a math node set to "Greater Than ", but obviously, this interacts on the parts where the pixels have a value higher than" 0 "but on the others it doesn't interact and the color stays on red. Tracing the Blender logo I'm using as a test.
Is there a way to "Smooth" those values, and make everything set to RGB "Green" if a map is inserted into the node and has at least one pixel with a value greater than 0?
In short:
I would like solid color Red if no texture is inserted in the node, and all green if a texture inserted in the node

Edit:
Something was suggested to me in a previous answer. But the problem is that in Blender, an empty Texture Node fires RGB values: (0,0,0) in Eevee, and (1,0,1) in Cycles. So, use solution would be with regard to RGB values only (Leaving aside the Alpha factor for now)
Feedback like this:


texts:
Just got blender and was going to get started trying my hand on some .dae files, however after trying several times to import them, nothing seems to happen. I get nothing. Am I doing something wrong, some settings need to be in place before doing a file>import>collada?

Any help pointing me in the right direction would be appreciated.


texts: How could two circles be connected when one has an interrupted edge ring?

texts:
I created a membrane of one speaker and want to connect a duplicate, the outer edge ring is interrupted (because I used Knife Project to cut the holes in the case). The problem is that Grid Fill expects a closed loop and Bridge Edge Loops creates this:

Is there another way than connecting them manually?

.blend


texts:
I just want to know why loop cut and slide ignores the face in the picture and how to fix it. I have checked and found no extra vertexes and i have already tried w--remove doubles and that didn't fix the problem.

Here's the model: http://www.pasteall.org/blend/40904

And here's the picture:

Thanks in advance

I have already checked the other questions that's similar to this one and the answers didn't help.


texts: Possible bug when when using empty as image?

texts:
I'm using empty as image for set up of blueprints for car modeling. When I toggle between solid and wireframe in the viewport the images strange things happens with the images! Please look at the second image below. Is this a bug or could it be avoided? I'm not using the x-ray option.

In solid mode:

In wireframe mode:


texts: How to fill a hollow object generated from solidify modifier?

texts: I have a vertebrae with solidify modifier applied, I need to generate another vertebrae which perfectly fits the inside of the solidified one. I have been trying the Boolean modifier by simply experimenting on a solidified cube, trying to cut a cube of the same dimension using the difference option but no luck.


texts: relationship between light intensity and 8bit grayscale

texts:
what is the relationship between light intensity (I) and the 8bit value of my black&white render output?

The background is that I want to simulate a sensor that sends a signal every time the intensity at a point (pixel) changes a certain amount.
The sensor should be invariant to lighting conditions so the real sensor measures photocurrent on a loglinear scale.

After reading this and this I think the sRGB scale is corrected in a similar way

But is the (8bit) grayscale value (for example rendered as a png file) then corrected in the same way? So if I want to check for loglinear changes in Intensity, I just compare the integer values?

I think yes, but I would really appreciate a second opinion


texts: bright squares showing up when rendering

texts:
I want to render something, but these random squares show up:

Here are some of my render settings:

(If you want to know another setting, just comment and i'll post it)
Thanks
Daniel
EDIT: I fixed it by rendering using CUDA instead of OPTIX and now there’s no random bright squares.


texts: How can I view the object in 2D in the front view

texts:
I'm a newbie to Blender, so sorry in advance if my question sounds stupid -and I'm sure it is-.

I'm working on a tutorial where I have to create one cube beside the default one. and then I have to manipulate them in the front view.

the problem is, after creating the new cube, and switching back to front view I see the cubes in 3D dimensions, not 2.

while in the tutorial this is what I should expect:

could you please assist me what's wrong?


texts: How can i join vertex of the same bezier?

texts:
I have to complete a 3d job and I think that for this piece it is best to use bezier or curves. I am a little novice with these tools and I can't find a way to draw "a bridge" between some vertices.

I tried with the F key but it does not let me connect them and it is not enough just to join 2 but it would have to be 4: (with the photos I hope that I understand better).

The piece is somewhat complex and I only manage to do it on the one side. My idea is to avoid  polygonal modeling as much as possible.


texts: How to do Textures/Material for a Concrete Floor?

texts:
I've been puzzling over how to create a believable concrete floor, something about 1800 square feet like the floor of a warehouse/factory with scuffed lines of paint, worn areas and maybe even a frost crack or three.

More info: this is for an animation environment with characters who are about two feet in height, so the floor will be quite visible in a lot of the shots. I'm assuming the low-rez approach used for games will be too fuzzy looking, but I'm also hoping to keep render times down while maximizing detail as much as possible.

What I Know/Have Tried: I know image textures end up more believable than procedural textures, but in my attempts with 1024-square image textures a repeated pattern really stands out, taking away from the effect I'm looking for. But using large image textures sounds like a recipe for crashing Cycles when it inevitably runs out of RAM.

So what's the best, GPU RAM-friendly way to create this type of material/texture?


texts: You used to be able to hide the dotted lines of a Parent Relationship by going to the Display tab and disabling the checkbox of "Relationship Lines". That option cannot be found there anymore. Where is it now?


texts: I textured a model with materials, and they have disappeared

texts: The materials showed up perfectly fine. I spent a bit of time in weight paint, then my textures disappeared. They can be seen in cycles render, but based on an old save they were showing up fine in blender render. I also can't apply any new materials either.


texts: Blender Python: How to activate the Auto Refresh in a imported sequence on Image Editor?

texts:
I'm developing a way to import DICOM slices on Blender. All works well, but I'm with dificults to activate the Auto Refresh after import the sequence:

I really read a lot of examples and the documentation, but the data is different of other commands. I cannot acess it:

import bpy
import os

def ImportaSeqTomoDef(self, context):

    layout = self.layout
    scn = context.scene
    obj = context.object

    IMGDir = str(bpy.types.Scene.IMGPathSeq[1]['default'])

    ListaArquivos = sorted(os.listdir(IMGDir))

    listaIMG=[]

    for Arquivo in ListaArquivos:
        listaIMG.append( {"name":Arquivo, "name":Arquivo} )

    print(listaIMG)

    bpy.ops.image.open(directory=IMGDir, files=listaIMG, relative_path=True, show_multiview=False)
    bpy.data.images[str(ListaArquivos[0])].source = 'SEQUENCE'

#    bpy.data.screens["Default"]..use_auto_refresh = True

class ImportaSeqTomo(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.importa_img_tomo"
    bl_label = "Teste"

    def execute(self, context):
        ImportaSeqTomoDef(self, context)
        return {'FINISHED'}

Thanks for the attention!


texts:
Recent versions of Blender do not generate any type of F-curve.

In particular, after inserting a key position image on the object, I would like to enter:

-for Xposition: f (t) = 8 * cos (t ^ 3)

-for Yposition: f (t) = 8 * sin (t ^ 3)

-for Zposition: f (t) = 0

which is impossible with an F-curve modifier, to create on the object a circular plane motion of radius 8 and accelerated

All that remains is Python.

1) A python script for this?

2) More generally, I'm looking for a tutorial elaborating a Python script to enter any type of mathematical function of a single variable, representing an F-curve related to any keyframe insertion.

Thank you for your help


texts: how to loop cut a mesh that doesn't have clear edge flow

texts:
i have mesh like this

and i need to cut it like this

but i can't because as you can see the mesh have a crazy topology


texts:
I'm writing an addon (let's call it MyAddon) which depends on other addon (say DependencyAddon).
If I install DependencyAddon first and then install MyAddon all works fine. Otherwise I get an ImportError, which is obvious.
Is it possible to show custom error message "Install DependencyAddon first" instead of traceback?


texts: How to properly connect the Denoise node in Compositor?

texts:
After enabling Denoising Data pass, there are now two image outputs:

Image
Noisy Image

Which should I use with the Denoise node? Blender Manual doesn't cover it.


texts:
I'm trying to hook blender up to Puredata via OSC. I want to send the location of objects within Blender to Pure data, so when objects get closer to other objects sounds are triggered within Pure data.

I'm still a novice within Blender.


texts: Resize 2 parts of object with different ratio

texts:
.

Hi all :)

I've an insole corresponding to a certain shoe size.
I need to resize this insole in order to have the right width for another shoe size.

The problem is that I've to resize (in x) the front and the back independently

For a specific case I need to increase front width by 12mm and back width by 4mm. But I need to keep an harmonious mesh.

Here's my blend file: http://pasteall.org/blend/index.php?id=47428

Do you have any idea?
Thanks a lot

Maxime


texts:
Most engines that support skeletal animation have some concept of keyframe events. Essentially, a keyframe can have arbitrary metadata associated with it that is inspected by the code that is driving the animation in the engine. This data is then used to perform actions at the appropriate times when the animation is rendered.

As a simple contrived example: An artist might create a walk cycle animation and on each keyframe where the walking character's foot touches the floor, the keyframes are annotated with a FootStepEvent string. When the walk cycle is rendered in the receiving engine, the engine sees the FootStepEvent string on a given keyframe and knows that it should play a footstep sound each time that particular frame is reached.

The engine I'm developing has support for this, and I have written various addons to get animation and bone data out of Blender. Specifically, for each action, I'm recording all of the action's FCurves and taking a snapshot of the skeleton at each keyframe along with data such as the curve's easing and interpolation settings.

The problem: How do I actually author per-keyframe metadata in Blender? What I would like to be able to do is associate simple strings with particular keyframes inside actions. I can't see anything in Blender's data model that would allow me to do this.


texts:
I was in need to know a good workflow to get alias files to work into blender (mainly for cycles rendering)

What It's obivious to do is to export to some common format like .obj (or trought other programs like maya or rhino and from there get other possibilities like .3ds or .lwo).
But the program splits up the nurbs planes in different mesh pieces, who won't stick together (I'd have to do a lot of work to get a topology), so isn't there any tool to stick the overlapping edges making from them some ngons? for example when I get a file from rhino I just have to remove doubles and I'm done, but here the planes aren't connected, and I can`t shade the surfaces.

Thanks in advance


texts: Why is glass material increasing noise, and what to do about it?

texts:
I have a quite simple rendering in Cycles, containing some droplets with a standard glass material – only glass node, connected to surface of material node.

The problem is, the glass increases the noise enormously. First Picture with glass:

Second picture for comparison with plain white diffuse material instead of glass:

This is just an extremly simple scene, and it's just rendered with 32 samples for testing purposes.

Is there a way to reduce the noise added by glass material? Please keep in mind, this is not about the noise in glass itself, but about added noise everywhere else.


texts: How do you make an object completely invisible from the outside?

texts:
I have this half-sphere that I want the inside to be visible and the outside to be invisible. I've been trying to do this with blackface culling, but at certain angles, I can still see the inside from the outside.

image from the front view

image from the back view

As you can see, from the back you can still see some of the inside. Is there a way to make it non-visible from the back? Is it possible to mask the material?


texts: Copy rotation does not always rotates correctly

texts:
I have created an ostrich and this is the armature.
The feather bones, 5 left, 5 right and one centre are controlled by an IK bone.
Bone naming is done view from the back of the ostrich, so left and right are correct.
The whole armature is controlled by the MAIN bone.
Every feather bone has a copy rotation constraint for the ‘X’ axis.
The 5 left ones have a copy rotation constraint for the ‘Z’ axis with and influence of: 0.2, 0.4, …, 1.0.
The 5 right ones are like the left one with the ‘Z’ axis inverted.
Picture 1 : The feather bones, 5 left, 5 right and one centre are controlled by an IK bone.
Bone naming is done view from the back of the ostrich, so left and right are correct.
The whole armature is controlled by the MAIN bone.
Every feather bone has a copy rotation constraint for the ‘X’ axis.
The 5 left ones have a copy rotation constraint for the ‘Z’ axis with and influence of: 0.2, 0.4, …, 1.0.
The 5 right ones are like the left one plus the ‘Z’ axis inverted.
Picture 2: the IK ‘Z’ axis is rotated clockwise and the feather bones tilt correctly.
Picture 3 & 4: now we rotate the MAIN bone CCW or CW and the left feather bones are still OK.
But the right ones are not correct anymore.
I have the same issue with the wings. In the case of the wings, it is the right side that does not work.
What did I do wrong?  How can I correct this? I have the same issue in Blender 2.79 and 2.8.
Many thanks for your help.


texts: Render what camera sees and not first frame

texts:
Sorry for the noob question, I just can't find the answer anywhere.
I've just setup a few key frames of animation and I happy with it.
However, after the render I noticed that there were a few glitches with some of the cloth physics.
All I want to do now is to move the camera and render what the camera sees in order for me to troubleshoot the scene.  However, each time I press render, it insists on rendering the first frame of the animation key frames.
Surely there's a way I can still render what the camera see and not forcing me to scrub through the key frames to get the camera where I want it?
Regards,
Val


texts: Blender not registering Keyboard and limited Mouse Input

texts:
2.8 is currently unusable for me, the program is not recognizing any keyboard keystrokes and will only allow me to select things with the mouse.

The middle mouse button does not register anything and I cannot select anything inside of the actual viewport. I am able to select buttons on the side and on the top menu, cannot pan or zoom.

All relevant drivers are up to date. I have tried using other keyboard/mouse combos with no luck.

I have tried to reset my preferences to factory.

Processor: Intel® Core™ i7-6800k CPU @3.40GHz
Ram: 16gb
Windows 10
GPU: Nvidia 1080

Here is the problem in action, in this I am trying to use my keyboard shortcuts, the mouse. I get a weird “Internal Error” pop up as I mouse over the viewport buttons on the left.

https://imgur.com/jcu8HNQ

I have been having this problem with 2.8 for awhile and it has kept me from using the program out of frustration. 2.79 works for me, I am able to work inside of the program with no problems at all.

I am at my wits end here with this.


texts:
I have a model that has some text embossed into it. I need to remove them. (We're still making it in the USA, but it is not legible when 3D printed.) Unfortunately this file was exported from something else and appears to be 100% triangles. What's the best way to do this?

This model is very complex and curvy on both sides. It makes things like disabling "Limit selection to visible" not useful because there is no perspective where all of the inset faces are visible.


texts:
I have a Text Object that I converted to a mesh:

I would like to reduce all the unnecessary edges like in the picture below (including the two I could not get rid of):

But instead of step by step dissolving edges (and then end up with some undissovable ones), I would like to achieve this in a simpler way.

Select the complete Text mesh (not just one letter) and dissolve all edges.
Unfortunately this does not work like that.

Also the Decimate object modifier just ends up distorting the Text/Font.

Is there an easy way to achieve this ?

Thanks


texts: Blender Texturing Problem, cant figure it out

texts:
im trying to get this work now since almost 1 week and i cant, im watching serveral Videos etc.. nothing can help me (beside this, there is no video for something like this , at least i couldnt find any),

so now i try to get help,

i got this Wall on the Right, i try to Copy it to learn, i got all the Textures the Person used for it but i still cant get it work, nothing fits together, im cluesless tbh.

(Im a hobby Coder and now since a certain time im trying to get 3D Art done and no its not easy but im putting so much time in it and it doest work out :S)


texts: How do I remove the orange reflection on the bottle? (coming from ground) (cycles)

texts:
Can you please help me if there is a way to remove this lighter reflection on the bottle. I guess its coming from the ground. I have tried to increase roughness but it didn't worked.
I have no idea about light paths. Guess it can be the answer?
I'm pretty new in blender.


texts: How to move an object in to the corresponding mirrored coordinate (BGE)?

texts:
Suppose I have character surrounded by a cubic room.
My goal is to move that character to the opposite position of the room every time the character reaches one of the walls, roof and floor both included.

Like in the classical game "Asteroids" but with the Z axis included.

It's already possible to print the position by using a game property (string) attached to this module:

def update(cont):
    own = cont.owner

    own["pos"] = str([round(v) for v in own.worldPosition])

But how do I create the interval able to move the character object to the desired position?

There is a .blend prototype hosted HERE.

Addendum 1): There is another prototype that can be found here:

LINK TO THE SECOND PROTOTYPE

For this second prototype if you press only the W key continuously, the character will move to the opposite side as intended. But, how does one achieve this integration?


texts: Extrude and subdivide without using tris

texts:
How do I extrude this top so the mesh will form a complete dress. More precisely, after applying the mirror modifier, each horizontal loop contains N=24 vertexes. To get good results from the cloth simulator, I want the skirt to have at least more vertexes around each horizontal loop so I need to branch each vertical edge to create more vertexes in the loop below. Is it possible to join two loops with N and kN vertexes without using a "tris bridge". That is, I want to stick to quads.

Update:

I figured out that I can multiply by three using the following pattern

|      |
+------+
 \    / \
  +--+   +
 /|  |\ /
+ |  | +
| |  | |
+-+--+-+

By only branching every other edge, it is possible to multiply by two.

This technique results in some bad quads. Is more regular tris a better approach then?


texts: Workflow for adding audio to scenes and combining them in the VSE

texts:
I've been trying to experiment with a workflow for putting all animation, editing, and post-processing into one blender file:

0000_Master combines clips of all scenes' sequences and edits them together, along with background audio, VFX overlays, etc
0001, 0002, 0003, ... individual scenes with audio track(s) for lip-syncing added to the sequencer (needs to be in the sequencer to control starting/ending point of the audio)

Unfortunately, I'm running into this issue, where the VSE is unable to combine the Camera (video) and Sequencer (audio) of a particular scene into the VSE. Is there a clean/better way to do this? I'd really like to be able to use the embedded scenes this way, as it allows for quick renderings of previews without preparing different quality files/proxies to export/import per scene, and there's very little setup overall.
If there's a feature request/issue that I can track (if it exists), that would be great to have.


texts:
I am trying to display a model from Blender in SceneKit. Exporting with .DAE (COLLADA). However, the CPU goes up to 100%+. The model is 122MB so i tried to lower the poly count. In Blender i lowered vertices from 20k to 5k. See below:

But when I load the model in SceneKit the poly count is still the same. I also tried converting the model and the animations to .SCN instead. This resulted in much lower file size, however the same poly count and CPU usage.
Pictures of showStatistics

The poly count is about 68k, both when vertices is around 20k and 5k. How do I lower the poly count?


texts: How to prevent the intersection of mesh particles

texts:
So I know this has been asked before, but the most recent article I could find was over a year ago so I am curious if this has been fixed.

I created the scene below by simply weight painting a subdivided plane and applying a collection of 3 objects as hair particles.

Can anyone recreate this scene WITHOUT any of these objects intersecting one another or is this still not possible to do in Blender?


texts: Is it possible to do rigid body sims with periodic border conditions?

texts: is there any native way or quick hack to get Blenders rigid body sim to use periodic border conditions, meaning that an object that leaves the domain to the left enters back in to the right, if it leaves at the back it comes back in at the front?


texts: My fluid domain disappears and appears to turn into the fluid object when I bake

texts: I made this scene with a fluid simulation a few days ago, but the fluid domain turned into the melt word "ICE" instead of the cube I used as the domain. Is this supposed to happen? Where is the cube domain now and how can I see or edit it again? Even after I click "load start up file" or close the blender and reopen,the domain stay that way in my next project.


texts:
The image attached, when I try to select part of the stadium, the whole stadium is selected, how can I separate this into different parts so I can edit different parts.

Thanks


texts:
I just updated to 2.9 and am experiencing some strange behavior with the Mirror command and mesh UVs. Is this a bug or some weird setting I don't know is enabled?
Here is my setup:

If I go into edit mode on the cube, Shift-D duplicate the mesh, mirror it across the X axis with the 3D cursor as the pivot, it at first seems OK but after exiting and entering edit mode again, the UVs of the mirrored portion of the mesh are messed up.

Any clue what's going on here?


texts: Any way to customize the color of the text input cursor?


texts:
I have a simple question on the installation of Blend4Web on Blender 2.8.3.
I add the path of Blend4Web file to the Blender. But I cannot find a Blend4Web Add-on, nor an engine window that I could choose Blend4Web.
Is it an issue of the Blender version?? Should I install an older version to be able to use it??
Thank you in advance!!


texts: Animation Node and the Different Ways to Make Grids

texts: What are the differences between these two Grids? And why use Animation Node instead of the array modifier?


texts: I am reconnecting nodes to create a glass effect. I'm following a tutorial and he has connected nodes and not explained what he has clicked on to bring it up. I can't find the Add box in blue.


texts: Use Pixel aspect ratio for image texture node?

texts: Is there any way to use the pixel aspect ratio for image texture node? Lets say i import a brick texture that is 1238x452 and want to keep aspect ratio. Mapping set to eg. flat or box.


texts: Rendering multi-layer EXR leaves small gaps between layers

texts:
I know this is kinda a hybrid issue, but I think the problem here lies mostly with Blender.

I've rendered a multi-layered EXR file of a character I did in Blender to color and adjust it further in Photoshop. Arms, legs, head and so on are all on separate layers for easier access.

But as you can see in this picture, there are very thin gaps between each layer of like 1 pixel. Sadly they are visible even from afar and make the image look ugly.

Is there a way in Blender to circumvent this? I know this is a very specific question, but maybe someone has an idea.


texts: How to use the array modifier with imperial units

texts:
Pretty new to Blender, I'm trying to learn how to make a studded wall.

How do I use the array modifier to use imperial units? For example, I would like to create a stud, and have them spaced 16 inches on center a set distance.

Thank you much!

Edit I've accepted the below answer, however, I had another issue I had to fix. The culprit was that when I scaled the initial object, I didn't apply the scale. Because I didn't apply the scale before the modifier, it wasn't working as expcted. Thank you much to Manu G for helping me through this issue!


texts: How to cut out holes nicely, without applying subsurf modifier (in the correct topology order)

texts:
Basically, this is what I want, without applying any of my modifiers. I assume I just need to put the modifiers in the right order? I'm sorry if the video is in bad quality, but I used the screencast option in Blender, then used FormatFactory (free software) to convert it to an animated GIF.

GIF animation of problem


texts: I created my road. I import OSM. With what function I can use my road to OSM road?


texts: Shape of the brush is oval not a circle. why?

texts:
WHATS WRONG WITH THE BRUSH SHAPE?????
I tried rotating the brush but nothing happend. Help.


texts: Scripting: Converting Text object to Mesh object fails due to incorrect context (2.78)

texts:
I'm new to scripting in Blender, but after extensive googling and searching through the API, I've created the following script to create an empty scene (my default scene has no cube, light or camera in it), add a Text object, set some various parameters, and then convert it to a mesh. However, when trying to convert to a mesh, I get:

RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect

The following is my script:

import bpy

font_loc = #set to font location

bpy.ops.wm.read_homefile()                       #load default (empty) scene
bpy.ops.object.text_add()                        #create the text object
mytext = bpy.data.objects["Text"]
mytext.data.body = "A"                           #set some stuff up
mytext.data.align_x = "CENTER"
mytext.data.align_y = "BOTTOM"
mytext.data.extrude = 0.1
fnt = bpy.data.fonts.load(font_loc)              #font loading works
mytext.data.font = fnt
bpy.context.scene.objects.active = mytext        #make sure my Text object is correctly selected
mytext.select = True
bpy.ops.object.convert(target="MESH")            #<------ context is incorrect?

On that last line is when I get the error, but if I type that exact same line into the in-editor console after the script exits, it converts the Text object to a Mesh object perfectly fine. What's going on? Is there some other way to convert the Text object that I can't find?


texts: How to get accumulated render time of animation

texts: When rendering an animation in the render window on the top right you can see the render time of the last frame. But where can I see the sum of the render times of all frames?


texts:
I'm fairly new to blender so I don't for sure that what I'm doing is correct. But I need recreate this jar.

I got as far as the overall shape. But now I have to put the dents at the bottom in and I don't know how to best do that.

I've tried to make a displacement map with Photoshop but that turn the render very dark, almost black even. It seems like a lot of shading issues are happening.

How do i get the dents correct without artifacts and render issues?


texts: Very often when i have a lot of materials in the scene and switching to materials tab, blender starts to rendering that materials to make a preview icons. This procedure taking a lot of memory and is cause of crashes when you have many materials(specially complex materials) and low RAM.


texts: Can I use a UIList class twice on one panel?

texts:
I know a UIList class is not a big deal to write, but for multiple reasons, I'd like to write one class and use it for handling two PropertyCollection lists. So if I have a class for a UIList like this, can I use it more than once on the same panel for different data in each location in the layout where it's used? If not, what prevents that?
class MY_UL_CustomList(UIList):
    """Demo UIList."""

    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        custom_icon = 'FILE'

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(text = str(index) + '  ' + item.name, icon = custom_icon)
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text==item.name, icon = custom_icon)


texts: Is there a way to animate a morph between different fonts?

texts:
I want to make an animation where the font changes into another in a smooth way.

Example: https://youtu.be/rtKbMZqnYFE?t=10s

Thanks!


texts: Exporting from Blender to Browser (Web Viewer)? What is the best way?

texts:
Currently I have modeled 3D products in version 2.83 of Blender, using cycles as a rendering reference. And I have been using version 2.72 to create Web view pages (.html) of these objects, with the Blend4Web add-on, which was discontinued in version 2.72 of Blender. I was having satisfactory results when the product did not have very complex materials, as is the case with this object below:

Render Cycles (Blender 2.83):

Browser - (Blend4Web):

http://www.gabrielmagalhaes.net.br/3dmodel/snack/
http://www.gabrielmagalhaes.net.br/3dmodel/omo/

However, with products that have more complex materials, such as glass and metal, I have certain problems. As is the case with the following object:

Render Cycles (Blender 2.83):

Browser - (Blend4Web):
- http://www.gabrielmagalhaes.net.br/3dmodel/geleia/

In other words, I'm stuck in version 2.72 of Blender, just to create the 3D view pages. Also I am having big problems with material compatibility between cycles and B4W. That is my problem.

I need my products to be very detailed, the way I model them in cycles. With good reflexes, and very realistic.

What would be the best substitute to Blend4Web?

What do you suggest? Is there any other tool that helps me to create 3D visualization pages of my products, without having problems with the materials created in cycles ??


texts:
I want to triangulate all my faces (quads) in a way that it makes an X. Effectively making four triangles for each face. How would I do that without having to manually do it for each face?

Unlike "Poke Faces", it should not create a vertex in the intersection.


texts:
(I'm a complete newbie so pardon me if I sound stupid)
I've been trying to export a model using the CATS plugin but I'm stuck at atlas-ing, every time I try to save an atlas, the image I posted happens.
I'm guessing this could be a common problem so I went here. Any help, leads, advice, anything, will go a long way. Thank you!


texts: Temporarily disable add-on UI property update callback

texts:
I want to synchronize two properties (e.g. sizeX and SizeY) when a “lock size” property is enabled. I have the properties SizeX and SizeY update callbacks linked to separate methods: update_sizex and update_sizey. When the property “lock sizes” is enabled, I want my update_sizex callback function to update the value of the property sizey whenever the user changes property sizex and the update_sizey callback function update the value of sizex whenever the user changes property sizey. Obviously since both properties have update callbacks, changing the value of one property programmatically from within the callback of the other property will create a cascade of recursive callbacks. Is there a way to temporarily disable the callback of a property programmatically just so that its value can be synced with other property value? (think of this as the Photoshop resize width / height lock mechanism).

sizex = FloatProperty(name='Size X', description='Size of plane along X',
                      default=10.0, update=update_sizex)

sizey = FloatProperty(name='Size Y', description='Size of plane along Y',
                      default=10.0, update=update_sizey)

def update_sizex(self, context):
        if self.lockSize:
            # update self.sizey without triggering recursive update callback

def update_sizey(self, context):
        if self.lockSize:
            # update self.sizex without triggering recursive update callback


texts: How to get rid of garbage data in blend file

texts:
I'm having a problem that by appending collections from scene to scene (or shot to shot) the blend files are inflating in size (well over 1GB already), although they contain more or less the same content. I found a ton of objects, images and materials in the blend file (Outliner>Blender File) which are not visible in the view layer nor viewport but only in the Blender file, and are often duplicates or materials and images from deleted objects or hierarchies. Purging does not get rid of them, and they are simply too many to figure out manually which ones are needed an what is garbage data. There is only 1 scene and 1 view layer in the blend file.
Is there a way with python to get rid of this unused garbage data-blocks?
Example here:


texts: How to layer images and create alpha transparency?

texts:
I've created two node maps (or whatever they're called), one of which layers image textures on top of each other...

And another which allows the transparent parts of the images to be properly rendered...

But, when I try to combine the two, I notice something's missing.  Specifically, I don't know what to plug in to the "Fac" slot on the Mix Shader.

I've tried connecting everything from every other node, but it either screws up what I've already done (for example, certain textures disappearing) or does nothing.  I'm pretty new to this, so I have no idea what I should do.  In fact, the node maps were taken from some tutorials I found.  Any help would be appreciated.


texts: How to join textures without them merging into one?

texts:
I was following a tutorial on making a tree. When the guy pressed CTR + J, all his textures were still separate. However, when I try to do the same thing, this happens:

How do I group them so that the textures dont combine?


texts:
I have selected some faces one one side of this object. How can I move that selection around the object to the other side, or how can I change the selection to select the same faces on other side?

I want this selection on the other side of cube.


texts: How to delete faces with only one edge connected to mesh?

texts:
I think this question must have been asked a thousand times before, but after several attempts to find a solution i am sorry to ask it again:
I would like to "delete faces with only one edge connected to another face".
Remaining edges and vertices not connected to another face should also be removed.
I can probably rephrase the task to "delete vertices with only two edges connected". I guess that is more or less the same.
Example:

I assume there is a simple sequence of commands to achieve that, but I am simply too blind to find it.
I am aware that after a first iteration in the example above, deleting the face on the right side will result in another face that has only one connected edge. This can be covered in a next iteration, no worries.


texts: Wrong texture unrwap when combining two textured objects with boolean union

texts:
sorry for bothering, but I'm having a slight problem with using the union feature in the boolean modifier. I'm currently creating a wooden bridge that is made out of several textured planks. My goal was to create this bridge in a .blend file, and then append it into another file where all my final objects were combined. Whin I did this, I saw that I would have to append all the single planks from the file. I used the boolean union to combine the planks into one mesh, since this would make it easier to handle. But when the objects were in union, the unwrapped faces of one of the objects would deform and get randomly placed somewhere in the material of the other object. This would stretch out and show the wrong part of the texture at the wrong face.

tl;dr: Textures from different objects get messed up using boolean union, what other ways can I combine objects?

Does anyone know how to solve this? is there some other way to combine the items without ruining the texture? The mesh is also kinda complicated, and mapping the faces and creating the texture would be inconvenient AFTER combining all the objects.


texts: Duplicating a group - (right now it just puts it as a sub group when you do)

texts:
First you make a group from 3 items
When you select the "entire group"
When duplicating The following happens:

The items are not in a new Group.
I can understand that when you copy items inside a group.
That you want them to stay inside.
But would be good if you select entire group specifically.
That it copies it in its entirety.

Or am i missing something?

If not.

Is there a quicker way then instead of having to remove them first.
Then adding to a separate new one?
Gets very tedious after a while :P


texts: In the blender documentation I found the TEXTINPUT event type. I couldn't find any information about it. How it does it work? When can we use it? Is it only for the game engine or can we use it in common scripts?


texts: Can you save UV images automatically? (Along with when you save a file)?

texts:
So a lot of times I lost all my texture paint work, sometimes I forgot to save it, sometimes it mysteriously turns to a previous 'save'. Either way, it would be much easier if the textures would save automatically along with a 'overall' file saving... its kinda hard to keep track when you have multiple materials...

Maybe there's an addon?


texts:
In the online manual it shows a panel with a drop-down for selecting modifiers to add. I can't find that anywhere and no one seems to know anything about it? Is the manual wrong? Does that not exist? Is there a way to make Add Modifiers available via the UI?

https://www.blender.org/manual/modifiers/introduction.html#interface


texts:
I'd like to install some python modules which need to be compiled and use them in Blender. Usually I'd pip install them but that doesn't seem to be a possibility for Blender. I tried copying sys.path from my system python environment but it came up with quite a few errors.

The modules are cython and mdtraj - both are available using anaconda and pip but both need to be compiled for the python environment they're supposed to be run on.

So how should I go about installing/setting those up for use in Blender?


texts: How to flatten a non-planar face to a targeted plane?

texts: Let's take a non-planar quad here for a simple example, how to only move one vertex on it, to finally make it planar while keeping the other three vertices still?


texts: When I copy and paste objects they are joined

texts: After pasting an object I make sure only one is selected, but both the original and the copy move together. I can enter edit mode and move one but they remain joined and ctrl+p to separate does not work. I'm not sure what has changed but I used to be able to copy an object and paste it as an entirely separate object.


texts: How to select all non-CPU CUDA or non-CPU OpenCL devices for Cycles rendering (command line)?

texts:
I'm looking for a way to have Blender 2.8 render with Cycles using CUDA but only for Nvidia GPUs (no CPUs selected) and do the same using OpenCL with only AMD GPUs (no CPUs selected).

My goal is to basically have a "CUDA script" that when run passes all available Nvidia GPUs in the system to Blender to render, while another "OpenCL script" sends all AMD cards.

I can detect and select a certain card with wmic but I can't find a way to match my behavior in the GUI of Edit > Preferences > System > CUDA > (only select Nvidia GPUs) for example.

Is it possible to have a blend file containing a script to render with just GPUs of a particular technology?

Thanks,

.trey


texts:
New to Blender, trying to load an image texture into the Diffuse channel instead of a colour to learn to UV unwrap. Quite simply I do not have the button needed to the right of the colour bar in materials to open the drop down menu with the image texture option in it, why is that? Using 2.79

thanks


texts: Export a single frame as a new Blender model

texts:
I've got a horrendously complex ship model that has two states that I wish to work with. Unfortunately I managed to produce 76 frames of animation - they looked smooth when I first did it. However I knew nothing about the origin business and I've gotten into great difficulties with Blender resetting where different objects are when I save and reopen the file.

What I wish to do is save frame 1 as a new model and frame 76 as a new model, then figure out how to reset all the geometry so all the wings and things are not everywhere.

Is there a way I can do this? I've found nothing obvious yet.

The horrendously complicated bit is the fact that it's over a million triangles - probably shouldn't be - but I didn't know how to get the detail I wanted any other way at the time.


texts: POSER - Can Poser files be used in Blender and Blender in Poser?

texts:
I only know Poser (now by Smith Micro) and use it for 3D stills.  Poser human characters/figures (with wireframes made by SmithMicro, DAZ3D or HiveWire) with photo-human textures can be extremely realistic, better than any other 3D programs I've seen.  I wish I could try my Poser figures in Blender to try its renderer, lighting, clothing creation, landscape creation, etc.
I don't yet know Blender; do any of you use Poser and Blender??
Thanks for your time!


texts:
I am looking for the UV Maps Panel, which is "in the Mesh Tab." I am totally lost on this.
There are buttons at the top which say View, Select, Add, Mesh. When I click on the Mesh button there are a lot of menu items, but no UV Maps panel. I'm guessing that this isn't even the Mesh tab. I would appreciate the info.


texts: blender 2.78 problem with bridge edge loop

texts:
When cutting a hole in the plane, I got into this problem.

v. 2.78

In the previous version of the blender (2.7), this problem does not exist.

v. 2.77


texts: How can i export in .3ds format in 2.8. I can't find option. I have search in addon also.


texts:
How can I add a Vertex from a script?
I'd like to create a line from the extrusion of a vertex.
This is my script now:

import bpy

location = bpy.context.scene.cursor_location    # Get Cursor location
bpy.ops.object.editmode_toggle()                # Enter Edit Mode

# Here goes the script I'm looking for!

bpy.ops.mesh.extrude_region_move()              # Extrude vertex


texts: Blender won't load UI text when opened from the console on a Mac

texts:
To open multiple instances of Blender on a Mac, I'm opening blender.app (2.75a and 2.75) through the console. That makes Blender's interface load with most of the text gone:

Vs. the normal way of opening Blender with Finder:

I tried:

open -n .../blender.app
open -n .../blender.app/contents/MacOS/blender

I also tried only ./ and tried to open the app manually inside the package contents, all with the same result. I also tried with 2.74, and the same happens. Oddly enough I am looking at a tutorial in which the guy has 2 instances opened on a Mac without much problem.

So, what's going on? If I have to make 2 instances of blender.app, it's ok, but how can I get the console window method to work?


texts: Renders with colors on either side of screen

texts:
When rendering video, there is a bright, flickering, vertical line 1 pixel wide (well maybe wider) on the left and right side of the screen.
https://youtu.be/HwnINVi3aH4 (I suggest watching it half speed)
It happens whenever something bright is on the opposite side of the screen, as though the bright parts on the left of the screen are shown on the right and vice versa.

Here's a frame given a black background to be more visible. See how the white shape top-left is visible top-right for a small part of the screen? And the larger white shape bottom-right is visible bottom-left.
This has happened multiple times, using MPEG4 Lossless and Image Sequence rendering. What's the fix? I'm using Eevee.


texts: Select all targets of an object's Boolean modifiers

texts:
If i have a cube A and sphere B. I apply boolean modifier (difference) to A and use B as cutter. So B is 'linked' to A via boolean modifier but B is not a child of A.
When A is selected , is there a method to select all of its cutters ?


texts: How do I Auto-Keyrame ONLY changed values?

texts:
Even with the "Only Insert Needed" Checked, keyframes are inserted on values that do not change.

By hitting "g" and "z" to move along Z axis, I only change that value, but keys are placed on the other curves as well

How do I make it so only changed values are keyed?


texts: How can I display a FloatVector without it being editable by the user?

texts:
I am writing a python script that takes some user input in the operator and does a calculation. The result is three floats, which I would like to display in a nice form like FloatVector but I don’t want them to be editable. This would produce unexpected results. I passed in only a get() function to the parameter constructor to make a read-only result, but now I can’t set the values via code.
What is the ‘blender way’ of showing data to the user in a ui panel, and if there is none, how can I make this work?


texts: soft body simulation Object contains another Object

texts:
I would like to simulate soft objects, where an object with certain physical properties contains another object with different physical properties. Think of a t-shirt wrapped by a plastic bag.
The problem is, that these two objects don't interact with each other, they don't collide, even if I active collision on both (same collision group). The object keeps moving out of the bag.

What I have done so far:

The pastic bag is a hollow object. (soft body active, collision active)
the T-shirt is placed inside the bag (soft body active, collision active)

The soft body simulation of the objects works as expected, but the inner object moves out of the outer object, that's the main problem.


texts: How to animate object target positions while respecting rigid body collisions?

texts:
I would like to have about 20 shapes and animate the target position for those objects. The objects would try to reach those positions, but colliding with each other (instead of going through each other as ghosts).

Is that somehow possible, even if it involves scripting?

So far I've only figured out I can have a dummy with an attractive force, and then all objects try to reach that one dummy. But how could I have one target dummy per object?

Reading old posts I get the impression that one could have forces that are only active in one render layer. Using View Layers in Blender 2.8 doesn't seem to have that effect: the force seems to apply to objects in other view layers too.


texts: I put a fire animation on a candle (using quick efects), but when I put it in a loop, it goes off and on again because in the beginning of the animation it goes on, how do you keep it lit infinitely?


texts: For realism should I use the maximum number of Subsurf levels?

texts:
I was wondering if I always need to use the maximum value of the options from the elements of "Add Modifier". For example, do I need to use the view 6 in Subdivision surface?
I know it depends of what we are trying to achieve, but we all want the same. Make something look the most believable. So do you always use the maximum value Blender offers?


texts:
Suppose I have a cube such as this:

This is a cube of 10x10x10 cm.
I go into Edit Mode to extrude and then:

It says 1.27m but the cube isn't that high even after the extrude it wouldn't be this high. I guessed that maybe this is just 1.27 times the height of the cube but visually it doesn't look like it's 27% taller so I figured that's not the answer.
I thus have two/three questions.
What are these numbers? It obviously isn't the height of the original cube and it also obviously isn't the height the cube would have AFTER extrusion.
How do I extrude to a certain height/depth/width?. Say my cube is 10cm high, then I extrude this straight upwards to 15cm then rotate that top surface by a few degree and extrude at an angle and I want to extrude it to exactly 20cm height (such that the final structure is exactly 20cm tall).
How do I extrude to a certain amount in the direction of extrusion? Similar scenario but unlike extruding to exactly 20cm height I want to extrude 5cm into the extrusion direction (in which case the total height would be less than 20cm).
I also have a few side questions because I'm a beginner but that are unrelated to the problem I have but why does scale change with dimension? If the cube is 0.1m and the scale is 0.05 then it'd be 5e-3 and not 0.1m?


texts: Two sides of cube are not baking normal correctly

texts:
I am trying to create round edges on cube using normal, and it works nicely, except I'm having issues with some sides that are not baking at all, as well as black seams. What could be causing this?

Setup:

Low poly - Smoothed, edge split

High poly - Rounded corners, smoothed - expanded to cover low poly

Cage - Low poly clone, expanded to cover everything

Baking in cycles.


texts: Render multiple Layers, how to mix/combine them, it's not working here

texts:
I am startup up with Blender and through an internet course I created a scene, which are heavy to render on my pc.
So I started to investigate Render Layers, ideal for my situation I thought, I can render each Layer at a time, also on different computers and eventually combine al rendered images together, to created a final Rendered masterpiece.
I am figured out that I have to set Transparency on, on all images.
So I did.
And for the background (World), which will be displayed on the back, with everything in front of it, I figured Transparency is not needed, so I rendered an empty Layer with the Environment setting on.
I now have 3 images to start with, more Layers will be rendered in a later stadium.
So I find out that I have to use the Node Editor with a box called Alpha Over to combine them, so I did, see screendump picture.

But the problem is, my combined end result is not showing anywhere.
What am I doing wrong, is my approach not right, I'm kinda stuck here.
Help would be much appreciated!
Regards
Martijn.


texts:
I make the model of phone. I use hard-surface modelling and now I have problem to make speakers holes. As you can see on screenshots something is wrong with faces after boolean modifier. As for me the geometry main body of phone is right.
Tell me pleace what I must make with model for obtain right surface.

And one more question: is it right to modeling the phone or things like that using hard-surface modeling?


texts:
I am modeling a car wheel in Blender 2.79 right now. I am combining the outer edge of the wheel with the spokes. I did this by:

1.) Joining both objects.

2.) Making edge loops on the outer edge piece which line up with z-values of vertices on the spokes, and snapping the vertices of the spokes to vertices on these edge loops.

3.) Making sure the faces / edges all line up right and flow right (They do, Blender recognizes the edge of the spoke and the edge of the wheel rim as one edge loop, which is good).

My model is pretty low-poly, but I have a Level 2 Subdivision Surface modifier applied on my spokes/rim object, and a few edges are creased. I wanted to join these two objects for this reason: where the end of the spoke meets the rim, it should look smooth and should have an edge which catches light (to look/be realistic).

I also have a Mirror Modifier on the spokes/rim with Merge Vertices turned on, and an array of 10 spokes/segments of the rim which makes the whole 10-spoke wheel (Also with Merge Vertices turned on).

Here is what my model looks like with Subsurface and Smooth Shading turned off.

Here is the issue:
When viewing my object with the subsurface turned on, there are some weird polygons at the top and bottom of where the spoke meets the rim. As you can see, the vertex is pushed outward by the modifier and just doesn't shade right. There aren't any n-gons or anything, as seen in the previous .gif.

So - What is causing this anomaly? What can be done to fix it? It's probably something obvious that I just am not noticing, like putting an loop cut somewhere or something like that. Thank you so much!


texts: Is there a way to loop in some way, the w slider on 4D nodes?

texts: I have a little procedural nodes animation that has a wavering 4d noise texture made by adding the #frame driver to the W value. I would like it to loop, but since the W value is like a random seed, there's obviously not some distant number it can go to that will be the same. I've also thought about having the w value go up, to a certain point and then back down, but I think that would be too noticeable. I know I will probably have to use something other than the W value but any ideas would help.


texts: How to stop blender from rendering world

texts:
I have an animation where some cubes are floating around on a pitch black world:

Since these are jpegs, you can't see that I chose blender to render the world transparent. But when I render, Blender will waste time rendering the transparent tiles. Even though it's only for a split second, it adds up to alot of time since it's an animation:

How can I stop this?


texts: Scatter Particles after the have been created

texts:
How do I move Particles in random directions (explosion) after they have been created?  I trace letters with a particle system without any movement.  Once I have particles all around my edges I want them to disperse.

In other other words, create non moving particles between frames 1 and 150.
 On Frame 151, put the particles in motion.

Thank you,


texts: I have a problem viewing my scene in rendered mode

texts:
I was following this tutorial   https://www.youtube.com/watch?v=p_bCVco0YKg   its a tutorial on making a cool glitch effect in blender. The steps called for turning the transmission up and the roughness down (as well as turning on screen space refraction) on the ico sphere (see pics) and then the tutorial went into renderd view  and i ran into a problem (see pics) mine is the one that says STUDIOS. (also fyi this is being done in blender 2.9 and eevee.)
Thank you very much!


texts: How do you bake ambient occlusion for a model?

texts: I have a model and I need to bake ambient occlusion for it. How do I bake an AO texture?


texts: Just been messing about with the game engine. I have a side scrolling shooting thing but when my ship is hit by an enemy bullet it gets knocked along the y-axis and off its current x axis direction. Is there a way to lock it to its own x-axis, so if its hit it will remain on that same vector? Once it has been hit by a bullet I can no longer give or take damage or pick up my wee gems because they can no longer make contact! I have tried the constraint actuator but with no joy. Thank you in advance.


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I have 2 animations of the same object I try to merge in one. the problem is that each start at the same origin XYZ and I need the second one to in the continuity of the first one.

What I did so far is to open the 2nd animation, copy the keyframes from the graph editor, open the first one, go the last keyframes of its animation and paste in the graph editor the keyframes.

When I hit play I see the first animation playing and when the 1st keyframe of the 2nd animation start the object is "teleported" to the origin XYZ.
 I have no clue how to move the 2nd animation without having to redo each keyframe of it which would be a nightmare .

How do I do that?

thank you!


texts: How to make a high-poly monopoly car piece

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I'm fairly new to Blender, and I am having some troubles making the iconic car piece from Monopoly:
The part I am having troubles with is the rear of the piece, which can be observed on the left here:
Note how the rear has a sharp edge going down the middle, with the sides being curved. Also, there is the hump near the top as well. If anyone has any ideas on how to model that shape, that would be greatly appreciated! I have inserted the low-poly version that I currently have.

Edit: I finally made it! Thank you to moonboots for your help. I have inserted the "final" result below. Art is truly never done...


texts: How do I keep the aspect ratio of an image imported to the 3d viewport as a plane?

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I use the import images as planes addon. I get the image. But then I noticed when I use it on a 480p image, its the same size as a 1080p image. I don't understand....is it keeping the aspect ratio but displaying them as the same size.....? When I try to define my aspect ratio in the dimensions tab it blows up so large that I can't zoom out to see the actual image anymore. So I'm guessing these are 2 different things.

All I want is to display my image in the 3d viewport at the same aspect ratio as the image actually is.

I don't really understand the unit system in blender. I can make a cube 1 unit in the x direction, 1 unit in the y direction. What is this unit though? I'm used to units being pixels.


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Im trying to make a cycles rendering test with HDRs but when i render an image it doesn't appear in the specified folder.

Here are some screenshots:


texts: How to get rid of black edges in material image texture?

texts: Good time to everyone! How to delete this unwanted black edges in materials of leaves, or what this edges black are? Thanks to all in advance.


texts: I'm using objects as particles but the objects have hair. Why is the hair is all going sideways?

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I made some wheat, complete with the little hairs.  I've set up a particle system to use my wheat reference and the result is pretty good at first glance.

However, if I turn off phase randomization it pretty quickly becomes apparent that the hair system used on my object is all biased in one direction.

I haven't used any Tangent or Object Aligned particle velocity and my scene doesn't contain Wind.
This is an object that I approved of wholeheartedly before I prepped it for use within a particle system.  (R X -90 and Apply Rotation)


texts: How do I recover a blender file that looks like a new file when I open it?

texts: I have been working on a file for a while and I know I saved it before I closed it, but when I opened it again it says I´ve opened it but it looks like a new file. With the cube and the light etc. I´ve tried to open it in several different ways but it always just looks like a new file. Completely gone. What do I do?


texts: How to evenly divide a face when loop cut doesn't work

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I have a face. It is rectangular, but has extra vertices linking it to surrounding faces. From what I've read, these extra vertices are likely the reason why loop cut (my go to tool for this type of thing) doesn't work.

Reading up on it, it seems the go to answer to work around this is the knife tool. However, it doesn't give me the fine control that I want. The knife tool will only give accurate cuts by snapping to the middle of an edge, unlike loop cut which can be used to make clean straight lines anywhere on a face.

Is there a way to make the knife tool more accurate so it can consistently make straight lines at any point on the face like loop cut normally does? Or is there a better solution?


texts: What is the reference point for edges angle display?

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When I display angles for edges these are always 90°, I am wondering what is the reference calculation object of a single edge angle display and how to change it?

PS: I know I can see the angles when selecting a face, however what is the meaning to have these 90° displayed then and can I change it?