texts:
I'm very new to using blender, I installed version 2.69 from the software center (using Ubuntu 14.04 LTS).
Whenever I try to import a video into the sequencer I get the following error:

  File File_name could not be loaded

If I try to run blender from the terminal I get this error directly when I launch it:

  using fallback mode for management connect failed: No such file or directory

I don't understand what the error means or how to fix it, Any suggestions?


texts: How can I animate a mesh to be transparent without hiding the smoke that it emits also?

texts:
I recently asked this related question about animating a solid mesh into smoke, and a solution that I might use is to shroud the mesh in smoke heavily whilst the mesh animates to zero opacity, which sounded simple, except there's a problem:

The mesh owns the smoke, and mixing it's material with a transparent shader hides both the mesh and the smoke.

How can I hide the mesh without hiding the smoke also?

One solution that I thought of could be to create a duplicate of the mesh to contain the smoke that is set not to show the smoke emitter, and then as I hide the mesh that is shown, the emitter will remain but the smoke will continue. This would work, but it's a work-around (noob-ish) way to handle it.


texts: Strange unexpected elements when baking texture

texts:
Hello!
I am baking a texture from a high-poly photogrammetry model to a low-poly and I get those strange beige spots.
What am I doing wrong?
(see my baking setting on the side)
Thanks for your feedback!

model with the seams


texts: I want the points back (Blender beginner)

texts:
So i am a beginner with blender and I want to make a donut but I have a problem.
This is what I have now:

But I want the points back:
Is there any shortcut or something that I can use?


texts: I exported my animation with all standard settings and used the 3rd Selection in the Video Format Options. When the render was complete, I couldn’t open it because it was in .mkv. What specific settings should I use for a Mac?


texts: Render in Real Time? Fasten Render Times?

texts:
i do love to use this software, for a lot of things, like faster modeling, and friendly interface;
The thing is, i work for a Dome System, so i have to Render 4K (4096x4096p) resolution frames at 60fps, and in fisheye format, so even little 30 seconds in 3D took three entire days, a LOT OF TIME, (and with basic textures/animation)
I've seen on plugins to other softwares like After Effects, that in 'Elements' you can lower the render times A LOT. Same with Cinema4D and AE implementation.
The thing is, before trying to jump into those mix of softwares, is there any way to fasten render times, in Internal, Cycles or any other possible rendering option? Even if its possible to make it nearly of real-time rendering?
I only use simple textures, maybe bump, not too much geometry because i don't like to use that much due to optimization, but render times is something that is actually killing my own job, because i can't preview somehow the animations i make the same day so it's like being animating things blind.
Please, if someone know a possible option, please tell me, i'm worried.


texts: How to move an object to a different render layer?

texts:
I am wondering how to move something to another render layer.

I see the render layers next to where it says Global, but how do I switch my objects over to another render layer?


texts: Cut a hole with Boolean Modifier is not working

texts:
I can not cut a hole in an object with both Boolean modifier or Carver tool.
Hole needs to be here.


texts: How can I see texture on my model besides in shading?

texts: For some reason I can only see the texture in shading. How do I make it so I can see the texture regularly?


texts:
I was wondering if there is an easy way to create a gap between objects.

In this scenario I have 4 different objects so an array modifier will not work. But I want to create a gap between then that has an exact amount for all the gaps.

Now I can eyeball it, I can wiggle with the Location properties or I can create a spacer object and use the snap tool to do it. All of these workflows feel a bit extra and will not work on larger scenes.

Is there a easier way to accomplish this?


texts: where is viewport unlink feature in blender 2.8

texts: where is viewport unlink in blender 2.8 --- to make window witch created by (duplicated area in to new windows feature) in specific 3d view editor with specific setting.... unlinked from other windows or workspace so the view setting will not change when you open another windows or workspace ... this was possible in blender 2.7 ... it called (viewport unlink).


texts: Blender 2.9 Python GPU Module, drawing lines in the wrong position

texts:
I have problems with the GPU Module and rendering custom geometry in Blender. When I run the example code from the Blender docs, it works as expected. Running the first line drawing example produces the image below, drawing a thin red line ten units up in Z:
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

coords = [(0, 0, 0), (0, 0, 10)]
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos": coords})

def draw():
    shader.bind()
    shader.uniform_float("color", (1, 0, 0, 1))
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

But, when I try to encapsulate the code in a simple class, things get weird. The same coordinates in the code produces a line in a weird position, downwards at an angle instead of straight up. And I have to execute the code twice to make it even show up.
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

class drawManager:

    coords = []
    shader = None
    batch = None
    handle = None

    def __init__(self):
        self.coords = [(0, 0, 0), (0, 0, 10)]
        self.shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
        self.batch = batch_for_shader(self.shader, 'LINES', {"pos": self.coords})

    def draw(self):
        self.shader.bind()
        self.shader.uniform_float("color", (1, 0, 0, 1))
        self.batch.draw(self.shader)

    def doDraw(self):
        handle = bpy.types.SpaceView3D.draw_handler_add(self.draw, (), 'WINDOW', 'POST_VIEW')

    def stopDraw(self):
        bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

dm = drawManager()
dm.draw()
dm.doDraw()

Am I missing something essential here or is this a weird bug?


texts: Practical Implications of a Thickness Map

texts:
So below, I have a thickness map from Substance Painter.  I looked into this on the questions here and found a pretty useful post here on thickness maps that might be relevant to anyone trying to answer my question:  How to bake a fake SSS map (thickness map)

My question is: as I understand it,  a thickness map like the one below is basically useful in that it can approximate SSS to a certain degree to be used in things like animation or when you don't want to spend hours on computational resources.  It will basically just make an object look like it has light that gets absorbed and refracted out and all of that technical stuff that happens with SSS.  The downside is that if you use the thickness map to approximate, then this effect is just baked onto the mesh and it won't be realistic in that when the lighting changes angle you will still just see the baked effect and it doesn't change live thus it won't give a photoreal type effect with how light interacts with it.  It's main use then is probably for a stylistic type animation or render/games and not in the vfx film industry.  Is that accurate?


texts: Why does a gap in my model change to a solid surface when switching to Object mode?

texts: When I enter object mode, the space where I want the visor to be fills up and I was wondering If I render it that it will be filled up.


texts:
It should look like the image shown here:

I tried adding text but that is not so clean.The image shown above has a texture.

How can I add a texture such that I have letters on the faces of cube?
What should I do to add different letters on each of the faces of the cube?


texts: How to unwrap and bake object created with array modifier?

texts:
Noob here!
I have a texture that applied to a plane

...and duplicated with an array modifier as so...

What I am trying to accomplish is bake the image(s) onto the resulting mesh.  Is there any way to do that?

Each time I try to UV unwrap the mesh it screws up the array textures and uses the single image.

My purpose for doing this is to bake the texture on an image an import into Unity.  Thanks for any help.


texts: Rigid object behaving differently in Object and Edit mode?

texts:
Ok, so I'm a total noob at this. However, It seems weird that an object, in this case a modified cube shape, behaves differently when dropped from a hight depending on if it is viewed in object or edit mode. Im using the 2.8 Beta. In Edit mode, my object drops and hits a passive floor plane, bounces a bit and comes to rest. All good. When I switch to object mode however, the object drops and hits the floor normally, but after that it won't fall over! It just stands there on an awkward angle and moves a little in super slo-mo!?

Any ideas?


texts:
Would it be possible to screen capture or output node-tree network like really big, bigger than actual monitor screen. If possible, a way to capture the node-tree boundary.

So far, I only screen shot limited to my monitor.

Thanks.


texts: Why is my object mirroring this way--possible camera issue?

texts:
I'm following a blender tutorial and it was explained how to mirror my object.  I put the origin in the center and then applied the mirror modifier, but rather than the leg mirroring across to the position of the opposite leg, it mirrored right next to the original leg, like so (ignore my amateur sculpting):

Could anyone explain what I might be doing wrong?

Thank you so much for reading!

EDIT:  Thank you Mr Zak for your response.  I am still having problems however, and I think it's something to do with how my object is placed in relation to my reference image.
When I'm zoomed far out like shown below, the leg appears like it's in the wrong place, misaligned to the right.

Zoomed in to where it was on the first image I posted with the mirroring, it appears to align with my reference image.
Finally, When I zoom in more closely the leg is misaligned again, this time misaligned to the right (I would post a picture of this, but I have not been a member long enough to have the permissions to post another link).

I feel like I must be going about things the wrong way in terms of camera angles.  I am constantly having to readjust my camera to align properly with the reference image.  To get to a front angle, I generally click View>Right and that orients me looking at the image, but it's never at a consistent distance/panning, if that makes sense, and I have to readjust so that my object is lined up with my reference.  I feel like the guy working in the tutorial I'm watching does not have to readjust the way I do, so I feel like I must be making errors there.


texts: Is it possible to append a camera from another Blend file? I have tried file > append > camera > camera and nothing happens.


texts: Flatten option is not available in Blender 2.92

texts:
I am following along a this tutorial at the mark 49:05 time, he is using F3 to open Search menu, and types FLATTEN.
When I do the same, the search results disappear, and I have no FLATTEN option.

I tried ShiftT as mentioned here but that did nothing.
How can I access the Flatten option?


texts:
I'm trying to export 3D scans from Meshlab to Blender but when importing to Blender the scans lose their colour.
I have tried to export as .ply file but still no colour.
How do I fix this?


texts: How to put a unique material on duplicated objects separately?

texts: I've a sphere and then duplicated it. In object tree they are displayed as three siblings. I selected on of them and created a green glass material through node editor however this material was assigned to all three spheres. I confirmed that my selection is only on one sphere. What am I missing?


texts: Hexagon Sphere (wait!) with specified number of hexes?

texts:
Have read the many posts on hexagons to a sphere, with the icosphere -> subsurf -> node removal and limited dissolve which gives me a (mostly) hexagon tesalated sphere.

BUT

it determines the number of hexagons based on the initial icosphere settings and they are basically twice as many or half as much as I need.

Changing subsurf doesn't help obviously as only one input provides hexagons.

So I need 352 hexagon faces on my sphere (yes, inclusive the 12? pentagons too)

Anyone have any ideas?

Many thanks in advance!


texts: How can I change IntProperty default value stored within PropertyGroup?

texts:
I am trying to dynamically modify IntProperty default value. Currently, it is stored in bpy.types.Scene.mysettings as PropertyGroup. So far I've succeeded in updating the default value only by assigning a duplicated class that has been updated with new default value and pre-registered using bpy.utils.
Is there any easier way to do this? Is there a way to redeclare single property without reassigning whole class or is the solution really dynamically creating and assigning Classes?
Working example:
import bpy
from bpy.props import PointerProperty
from bpy.types import PropertyGroup, Panel

def update_default_value(self, context):
    settings = context.scene.mysettings
    # Current solution: assigning different PropertyGroup Class to update default val
    bpy.types.Scene.mysettings = PointerProperty(type=UpdatedSettings)

class AAA_PT_Demo(Panel):
    bl_space_type = "VIEW_3D"
    bl_context = "objectmode"
    bl_region_type = "UI"
    bl_label = "My Demo"
    bl_category = "Demo"

    def draw(self, context):
        settings = context.scene.mysettings
        layout = self.layout
        layout.prop(settings, 'myboolean')
        layout.prop(settings, 'myint')

class MySettings(PropertyGroup):
    myboolean : bpy.props.BoolProperty(
        name = "On Check Update Default",
        default = True,
        update = update_default_value
        )

    myint : bpy.props.IntProperty(
        name = "My Int",
        step = 5,
        default = 10,
        )

class UpdatedSettings(PropertyGroup):
    myboolean : bpy.props.BoolProperty(
        name = "On Check Update Default",
        default = True,
        update = update_default_value
        )

    myint : bpy.props.IntProperty(
        name = "My Int",
        step = 5,
        default = 999, # New Default Value
        )

def register():
    bpy.utils.register_class(MySettings)
    bpy.utils.register_class(UpdatedSettings)
    bpy.utils.register_class(AAA_PT_Demo)
    bpy.types.Scene.mysettings = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_class(MySettings)
    bpy.utils.unregister_class(UpdatedSettings)
    bpy.utils.unregister_class(AAA_PT_Demo)
    del bpy.types.Scene.mysettings

if __name__ == "__main__":
    register()

Useful resources I found on the way:

How to create PropertyGroup (original doc):
How to create and access PropertyGroup (discussion)
Changing default value of IntProperty


texts: Cycles : shadows on smooth shaded mesh, strange behavior

texts:
I wonder if this is a bug, or if I missed something...
When a light hits tangentially convex surfaces with "smooth shading", the shadow on this surface seems to "partially ignore" the smoothness of the surface. Here is an example with a simple cylinder :

On the left, a cylinder with "flat shading". Everything's ok.
On the right, the same with "smooth". We can see an edge, bad shadowed.

With or without the "Edge split" modifier, no matters, the edge is still there. The shader is a simple white diffuse shader with no texture nor displace.

I have to add a subsurf modifier with at least 2 levels, which will insanely increase the vertex count... And I can't do that for my project.

I hope someone already saw it, and have a little tip to share. Or if someone already know it's a bug, or a limit of the current Cycles renderer ?


texts:
I created an outdoor HDRI map to composite a model into a real life footage, unfortunately, because of the broad dynamic range, my HDRI appears REALLY blue [the sky part only]. Needless to say it doesn't match at all.
I added a hue/saturation node and desaturated the HDRI quite a bit, but is there any other way that you guys prevent that from happening?
I captured HDRI with Insta 360, if that matters.


texts: Automatically optimize texture files and materials, to be able to sculpt and paint

texts:
I used meshroom(photogrammetry software) to create models. Importing them into blender, I notice many texture files and every time I try to use clone in Texture Paint, Blender crashes.

How do I automatically optimized texture files and materials, to also be able to sculpt and paint?


texts:
I cannot show vertex color unlit - it keeps being affected by some global light. Does anyone know how to do this? I have selected "flat lighting" and "vertex" in color under the Viewport Shading Menu, but I still have a global light. I also tried turning off the light in the scene and tried both solid and rendered view.

I saw what might be a solution here; how to make viewport display diffuse maps in full color? (2.8) but i don't have this "REC709" option.

All i really want is to Vertex Paint in Unlit so that white color is always 100% white. It must be possible.


texts:
Recently I was working on a project in which I was attempting to re-create a planet surface similar to that of the one in the following image:

I was using the compositor to create the material for the surface. This is what I was able to get with the following node setup:

Would anyone we able to provide advice on how to better emulate the surface of the planet from the provided image? I believe it is of the planet Jakku from Star Wars, and my struggle is with regards to the grey mountainous areas that I can't quite seem to get right. I am new to Blender, so any advice is appreciated, thank you!


texts:
Why is the new 2.82 signed with a cert that is not recognized by Windows? Is this typical?

I don't typically install exes with invalid or unrecognized certs.

Thanks,
Mike


texts: How to close render 'View Render' after the render by bpy.ops.render.render()?

texts:
I would simply like to understand how to close the render window after it is finished and ready.
The save path is already set, so it does not require manual save.

Right now I use this system to render, and it works well:

bpy.ops.render.render('INVOKE_DEFAULT',animation=False, write_still=True)

I thought adding a simple operator to close the window, I found this in the blender documents:

bpy.ops.render.view_cancel()

But obviously it gives me a context error.

I don't understand what kind of context I have to overwrite to pass the right context, I think the rendering window has its context, but it is really difficult to get to this solution

How to use bpy.ops.render.view_cancel() to close render view?

Edit:

I am trying to reach the right context I think I have succeeded, now I no longer receive the error, but this operator does not seem to close the window, on the contrary, brings it back to the foreground:

for w in bpy.context.window_manager.windows:
    for area in w.screen.areas:
        if area.type == 'IMAGE_EDITOR':
            for rgn in area.regions:
                if rgn.type == 'WINDOW':
                    override = {'window': w, 'screen': w.screen, 'area': area, 'region': rgn,'workspace': w.workspace}

bpy.ops.render.view_cancel(override)


texts: I Need Help on a Set Up on my Video Editor on Blender

texts: So what's happening is let's say like I take this video, I split it in half, I encode the one half, and then the other, but the other half, the second half, plays the same video from the first half but with the second half's audio. This has been happening to a game series I was doing with a friend. I use OBS Multiplatform as my game recorder and I use the High Profile as part of the recordings. So I was wondering if anybody could help with this.


texts: How can I add the glass stamp to the bottle?

texts: I'm trying to add this to my model but I can't figure out how to.


texts:
I'm making a head model from another scene, and the body on a separate one. Both are different .blend files. Problem is when I copy (ctrl+c) the head model and paste it to the other scene (ctrl+v) the verts of the mirrored side of the object look clean compared to the original side.

Here is the scene of the head model. As you can see, both sides have retained consistency.

After I copy pasted the head model to the body scene, this is what I get.

The mirrored side looks inconsistent with the original side.

I need both sides to look the same.


texts: Can't select edges after dissolving and using loop cut tool

texts: I used the loop cut tool around the side of this model and then dissolved the edges because I thought it would save on file size and rendering and now I cannot select the area marked with the darker orange lines at all. Is this retrievable or will I have to start again?


texts:
There is a way to make an object parented to another object, but only for the rotations, not for the location.

If i move the parent, the child may dont move.

If i rotate the parent, the child must rotate exactly same than the parent.

All this must work in real time in the BGE.


texts: How to modify vertex groups through script

texts:
I'm trying to modify an object's vertex groups from a python script. I've come up with the following code which throws no errors, but doesn't change the values in the vertex groups:

class scaleWeight(bpy.types.Operator):
bl_idname = "object.scaleweight"
bl_label = "scale vertex groups"

def execute(self, context):
    ob = context.active_object

    try:
        assert ob.vertex_groups
    except:
        return

    for v in ob.data.vertices:
        #print(v.index)
        for grp in ob.vertex_groups:
            weight = grp.weight(v.index)
            #print('weight=', weight)
            try:
                grp.add(v.index, weight * 0.5, 'REPLACE')
            except:
                #print('err')
                continue

    ob.data.update()

    return {"FINISHED"}

Can anyone tell me where I've gone wrong here?


texts: How should you go around with geometry for Unity?

texts:
I'm confused. Can someone tell me which way is better (1 or 2)?

1.

2.

2nd is after using a limited disolve


texts:
I am working on creating a funny holiday present for my family since I moved away, I used a smartphone app to create a 3D mesh of myself to create small nightlights with a 3D printed clear plastic.

I am having trouble converging the complicated mesh with a base rectangular prism to make the attachment to the light. Like so:

I have tried to heavily decimate the bottom vertices but this method doesnt seem to work and 3D printing with the internal vertices that arent converged to the rectangle seem to confuse the printer into inverse geometries at the sections, so the bust snaps off the base when printed.

I would greatly appreciate any suggestions you may have, I have been Blender adequate for maybe 7 months now and still don't know how to effectively use all of the tools and features.

Thanks Guys!!
-Jack


texts: only object origin moves in object mode, can't move the mesh(origin already unticked )

texts:
This happens after opening any blend file .recently i've switched to ubuntu.when i tick origin the mesh moves but in the different direction-.-...
https://streamable.com/nspzd8

I'm using blender 2.83.8 on linux ubuntu


texts:
I have an extruded circle with a seam:

When I unwrap, the seem is not split. How can I force blender to split the UV map along the seam?


texts: Blender console formatted printing: Is there a maximum length?

texts:
With the default cube mesh and Blender 2.77, if I run this code in console:

for f in bpy.data.meshes['Cube'].polygons:
    for v in f.vertices:
        print("%f %f %f" % bpy.data.meshes['Cube'].vertices[v].co[:])
        print("%f %f %f" % f.normal[:])
    print("\n")

I get the following output (truncated for brevity):

-1.000000 -1.000000 1.000000
-1.000000 0.000000 0.000000
-1.000000 1.000000 1.000000
-1.000000 0.000000 0.000000
-1.000000 1.000000 -1.000000
-1.000000 0.000000 0.000000
-1.000000 -1.000000 -1.000000
-1.000000 0.000000 0.000000

-1.000000 1.000000 1.000000
0.000000 1.000000 -0.000000
...

However, with this:

for f in bpy.data.meshes['Cube'].polygons:
    for v in f.vertices:
        print("%f %f %f %f %f %f\n" % bpy.data.meshes['Cube'].vertices[v].co[:], f.normal[:])
    print("\n")

or even this:

for f in bpy.data.meshes['Cube'].polygons:
    for v in f.vertices:
        print("%f %f %f %f %f %f" % bpy.data.meshes['Cube'].vertices[v].co[0], py.data.meshes['Cube'].vertices[v].co[1], py.data.meshes['Cube'].vertices[v].co[2], f.normal[0], f.normal[1], f.normal[2])
    print("\n")

I get the error:

Traceback (most recent call last):
  File "<blender_console>", line 3, in <module>
TypeError: not enough arguments for format string

Why can I print 3 floats easily but printing 6 floats doesn't work? Is Python's formatted printing different that C's (in this respect)? Or is it something Blender specific? Is there a maximum limit on how many 'arguments' the format string can take?


texts: Particles, how to trigger object's animation on birth?

texts:
I have a particle system, I'm using an animated object as a particle, the particle system's period is 40 frames, which is the same as the lifetime, since I need every particle to play the animation once, then disappear. How can I make the animation of each particle start when it's born?
The case right now is that the animation starts when the first particle is born, so the first particle is fine, but for instance, the particle born on frame 35, is animated for the last 5 frames only of the animation!
I know it's better to upload the blend file, but I can't for this project, and screen shots won't really add any more explanation, it's a generic question for a basic operation, that I've been trying to do for 3 days! Appreciate all help.


texts:
I am extremely new to blender, I am attempting to model some sandbag physics for a 3d printing project. I want the sandbags to have a nice look to them.
The video below shows the issue I am having.

I want the sandbag to still retain some of its shape but still deform a little bit when it hits the ground. I have also attached the .blend file too. I wish to eventually create something like this:

https://drive.google.com/file/d/1ZmSZTsNzK_ImuBXawsH8giCsZZE77aDZ/view?usp=sharing


texts: Faces with more than four vertices for 3D printing

texts:
When I'm making planar faces with more than 4 vertices I can do this with F or AltF.

F will create a single face.

AltF will create multiple faces made up of triangles.

Which of these is the best? I'm planning on using the model for 3d printing. Will a face made of more than 4 vertices cause problems?


texts: Why does my object file show up as a dot?

texts:
I completed a sculpt in the free open source 3d sculpting program Sculptris then exported it from Sculptris as a object.  but when I imported the object file into Blender  all I saw in the 3d view was a dot as the object. I do not know what do and have no idea what has caused this issue. I opened the mesh in windows 10 3d builder app and the mesh showed up normally but I am still unable to see it in Blender.  Does anyone know how to solve this problem?
I tried to scale the object to see if maybe the mesh was too big in the 3d view but I still saw nothing show up besides the dot.
Here is a picture of what it looks like:

The object file I am trying to export is 24.8 MIB. If you want to know how big it is.  Please let me know if you know of a solution because I am so frustrated from this issue.

Here is the link to the blend file: http://www.mediafire.com/file/jpajin1epe8bvko/myobjectfile.blend


texts: Particle System, objects emitted colliding

texts: Basically using particle emitter to emit trees for a forest. Problem is they emit to close to each other making it look messy is there anyway I can make the particle system detect the other particles emitted and not collide with each other when emitted. This is being done using hair(needed) and heard about dynamic paint but couldn't work out how it can fix this issue.


texts: Poles not correct in Rigify add-on after skinning

texts: I have a big problems with the Rigify addon. It seems that you need to have a slight bend for the knees and elbows (the natural bend) to get the poles for knees and elbows correct. If the poles are wrong and I try to fix change the poles afterwards I get weird twisting on legs. My solution was to reshape the basemesh a bit to get a slight correct bend and then the poles are correct. Is this a bug or is there a better way to solve this?


texts: Play movie, image, or image sequence at specified time?

texts:
I have a live-action shot of someone holding a gun and fake-shooting. I want to add muzzle flashes with Blender's compositor, so I grab my muzzle flash stock image to overlay onto the shot. How can I make the flash appear at selected points in my shot?

So far the only thing I've found that seems close to this functionality is the Offset option on the Image node when an image sequence is selected, but this just skips frames, it doesn't place the sequence in time.

What I really want to do is decide when a Movie, Image or Image Sequence plays in my composition. How can I do this?


texts: How to make vertices level with a diagonal edge?

texts:
Here, I'm trying to bring the z coordinates of these points down so that the top panels will be perfectly flat without distorting the shaft.
How do I do this? Scaling down along the normals makes the end of the hilt here thin, and I can't be precise when trying to snap to the edge.


texts: Blender baking is absolutely black after exporting and re-importing mesh

texts:
I have a mesh that I modify through scaling and then bake, the result looking like:

I then exported it as an obj and re-imported it. But when I try to bake it again I get:

The meshes should be identical. So I am not sure what could be causing the second to be rendered black.

It also takes no time to "Bake" the baking bar appears for half a second showing 0% and then disapears. As if blender considers that it's not worth baking the object.

Edit:
Working:

Not working:


texts: How can you move the origin at the base of object?

texts:
How can you move the origin at the base of object and not set the origin to geometry ?
(A follow-up question to this one: How can I place multiple objects on the mesh?)


texts: Running a blender script on linux hosting

texts:
I am currently working on a web app which spits out a .stl file in blender. I have used php and I am calling the script in php using exec(). Please look at the code below. I found the code from https://stackoverflow.com/questions/23563809/php-running-a-python-scrip-using-blender-from-a-php-project-using-cmd-commands

$script = "C:\\xampp\\htdocs\\test\\test.py";
$blender_path = "C:\Program Files\Blender Foundation\Blender";

$output = exec("cd $blender_path && blender -b -P $script", $data);
echo "<pre>";
print_r($data);
echo "</pre>";

And all works well locally. I uploaded the content to my site(Linux hosting), Uploaded Blender(Linux - https://www.blender.org/download/) changed the paths and nothing happens. It doesn't even output any errors. Is there a separate command line code for linux? I am not used to using Linux and I have been struggling with this for the past 3 days.

Any help is appreciated.


texts:
I need to trigger an action (a 30 frames animation) attached to a nurbs path, made by keyframing the "evaluation time" in the curve menu. But it's not listed in the objects of my scene, I checked :

    logic.scene = logic.getCurrentScene()

    # print all the objects in the scene
    for obj in logic.scene.objects:
            print(obj.name)

It's confusing because it IS listed in the outliner along with the other objets..?

So how can I access my curve so I can use playAction()? Is there another way to acces an action in the scene?


texts:
I am working on a pie menu for texture painting but i've encountered something I do not understand.

The code and image I have presented below shows a pie menu with a prop that enables mirror brush on X axis, what I do not understand is that the UI does not look the same as in the panel.

How can I remove the checkbox that is presented in the pie menu to the right

import bpy
from bpy.types import Menu

default_keybind = 'W'

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Texture paint"
    bl_idname = "paint.image_paint"

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

        toolsettings = context.tool_settings
        #settings = self.paint_settings(context)
        brush = context.tool_settings.image_paint.brush
        ipaint = toolsettings.image_paint

        col = layout.column(align=True)
        row = col.row(align=True)
        #pie = layout.menu_pie()
        row.prop(ipaint, "use_symmetry_x", text="X", toggle=True)

addon_keymaps = []
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)
    wm = bpy.context.window_manager

    km = wm.keyconfigs.addon.keymaps.new(name='Image Paint', space_type='EMPTY')
    kmi = km.keymap_items.new("wm.call_menu_pie", default_keybind, 'PRESS', ctrl=False, shift=False)
    kmi.properties.name = "paint.image_paint"

    addon_keymaps.append(km)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    for km in addon_keymaps:
        wm.keyconfigs.addon.keymaps.remove(km)
    # clear the list
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

    #bpy.ops.wm.call_menu_pie(name="paint.image_paint")


texts:
I'm trying to rig this 3D astronaut model, but I'm having problems. The mesh doesn't follow the armature, I tried all the fixing steps. but nothing happens. A strange thing also happens when moving a bone. blender starts to lag for some reason. Can someone help me out?
Here's the link to the blend file:
https://drive.google.com/open?id=11ujtoCIPFT7M03eqsOH_TQPPsYmUkmr5


texts: Iterate over custom properties without searching?

texts:
If I understand the way it works, accessing a property by string (data["propname"] = 0) requires the system to search for it. Iterating over all of the properties in data, comparing the id-string until the correct one is found. But what about when we are already iterating over every property?

for key in a.keys():
    a[key] = b[key]

This type of situation seems like it would be very inefficient. Especially if every access requires a search. Even if some type of hashing is automatically kicking in, it seems pretty wasteful. Is it possible to do this in a way that makes more sense? Some type of property iterator? Or any type of index or reference to the property that relates to the next one in the same structure?

If not, would it be possible to build any type of lookup table or helper utility for a situation where you need to iterate the same set of properties for many objects?


texts: Turn cycles normal map into geometry displacement?

texts:
How can I convert a Cycles procedural texture displacement (which is just a normal/bump mapping) into geometry displacement?

I am aware that I could use the above image as a texture for the displacement. This is not ideal as it is affected by the lighting.


texts: Is it possible to get rid of these shading artifacts for a smooth shaded flat surface?

texts:
I am modeling a logo and want beveled edges that will be smooth shaded to look rounded but a flat surface that looks flat do you have any sugestions?
This is the result after beveling edges:


texts: I have followed some tutorials but I can't transfer the weight properly. I just got the neck weight. I'm using blender 2.78c.


texts: I Want to run this along the surface of a face and then rotate it on the Y and X axis how can I achieve this?


texts: Why does the apply_pose operater not work when invoked from a script?

texts:
When the bpy.ops.poselib.apply_pose operator is applied from the UI it works fine, all selected bone groups get the pose applied.

Doing the same from the console or script seems to have no effect:

bpy.ops.poselib.apply_pose(0)
{'FINISHED'}

bpy.ops.poselib.apply_pose(2)
{'FINISHED'}

The full script:
It should read a control file "pose.txt" and apply poses to selected bone groups for each defined frame

import bpy

# http://www.blender.org/documentation/blender_python_api_2_69_9/bpy.ops.pose.html

target_map = { "Root" : 0,
 "Spine" : 1,
 "ArmFK.L" : 3,
 "LegIK.L" : 4,
 "Fingers.L" : 6,
 "Links.L" : 7,
 "ArmFK.R" : 20,
 "LegIK.R" : 21,
 "Fingers.R" :23,
 "Links.R" : 24 }

def get_pose_index(obj, pose_name ):
    idx = 0
    for pm in obj.pose_library.pose_markers:
        if pose_name == pm.name:
            return idx
        idx += 1
    return None

def build_layers(targets):
    layers = []
    for i in range (0, 32):
        layers.append(False)
    for t in targets:
        idx = target_map[ t ]
        if idx is not None:
            layers[idx] = True
    layers = tuple( layers )
    return layers

def apply( obj, targets, pose_name):
    idx = get_pose_index( obj, pose_name )
    if idx is None:
        print("pose %s not found." % pose_name )
    sel_layers = build_layers( targets )
    print(sel_layers)
    bpy.ops.pose.armature_layers(layers=sel_layers)
    bpy.ops.pose.select_all(action='SELECT')
    print(idx)

    bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot')

txt = bpy.data.texts["pose.txt"].as_string()
for line in txt.splitlines():
    if line.find(" ") != -1 and line.find("#") == -1:
        sframe,rig_and_poses= line.split(" ")
        rest=rig_and_poses.split(":")
        print("frame :%s" % sframe )
        obj_name=rest[0]
        poses=rest[1]
        pose_list=poses.split(",")
        bpy.context.scene.frame_set( int( sframe ))
        for assignment in pose_list:
            targets = []

            bone_group_name,pose_name=assignment.split("=")
            if bone_group_name.startswith("Hand.L"):
                targets.append("Fingers.L")
                targets.append("Links.L")
            elif bone_group_name.startswith("Hand.R"):
                targets.append("Fingers.R")
                targets.append("Links.R")
            else:
                targets.append( bone_group_name )

            obj = bpy.data.objects.get(obj_name)
            if obj == None:
                print("obj name=" + obj_name + " not found.")
                break
            print("assign obj:%s bone_group:%s, pose:%s" % (obj, bone_group_name, pose_name))
            apply(  obj, targets, pose_name)

.blend file

Updated .blend file


texts: Strange particle omission area in render (Internal)

texts:
I'm trying to create a scene to render a skydome for a game in Blender Internal, and this strange rendering effect started occurring:

As you can see, there's a weird half-square on both sides of the image that's curved as though against the camera lens, where the cloud particles are completely cut out and there's a difference in colour in the World background. It also looks like there's a thin beam of light on the bottom of the squares which connects horizontally to each other.

The camera has a Field Of View of 90 degrees and the image output ratio is 1:1 (500x500 pixels). Mist is being used.

This is really bizarre and I've got no idea how to fix it or even what to describe it as. Could anyone help me?


texts: Camera to follow path of curve starting from exactly where it is currently

texts:
I need my camera to follow the path of a circle curve. However whenever I do this it creates an offset because of the cameras location as I understand it. When I go to reset the cameras location it is now not in the exact position that it started in. So I want my camera to circle around an object, but the camera needs to start in the exact position that it is in now.

Tl;DR Need camera to follow a path starting from the exact position it is in now.

sorry if that didn't make sense, please ask any questions for clarification :) I would greatly appreciate any help anyone has to offer!


texts: Texture Painting leaves behind weird unpainted spots (Blender Internal)

texts:
I've been wanting to get into Texture painting for a while, but i've been having this problem: https://gyazo.com/23a1bfc681ba7e9583baa88159027cf8 (gif)
it happens way more and worse than this as well, it just leaves these weird unpainted spots behind. I have no idea how to fix this and i've seen so many people making texture paintings that look flawless while mines out here looking like this (when its rendered it looks even worse)

Another example:

Help would be appreciated!


texts: I've never entered any audio/sound into blender. I'm curious to know, does Blender generate sound for you? or is it all whatever I import?


texts: How to get the menu with Add Gear options back?

texts:
I'm new to Blender and I've figured out how to make a gear but I have a question!

Shift+A > Mesh > Gears > Gear will add a new default gear to the build area and will bring up an Add Gear menu in the Toolshelf on the left where you can change all aspects of the gear.

But once the gear's object was moved / the interaction mode was changed / any other action was done, the Add Gear menu on the left disappears.
How do I get this menu back?


texts: Struggling with Layout element order of Pie menus

texts:
I am sensing that there is an order or format issue in my script. The following sequence results into this pie layout with the two last commands starting at the 2 position.

        box = pie.split().column()
        row = box.row()
        box.operator("MESH_OT_faces_shade_smooth", text="Mesh Smooth")
        box.operator("MESH_OT_faces_shade_flat", text="Mesh Flat")
        box.operator("calculate.normal")
        box.operator("mesh.flip_normals")
        box.prop(mesh, "show_normal_face", text="Face Normal", icon='FACESEL')
        box.prop(mesh, "show_extra_edge_length", text="Face Normal Length")
        box.prop(scene.tool_settings, "normal_size", text="Size")
        row.prop(mesh, "use_auto_smooth")
        row.prop(mesh, "auto_smooth_angle", text="Angle")

But I would like them to be in one row byt at the end of the pie menu.

Can somebody explain to me where my flaw in the logic there is?


texts: How can I manually rig a mesh to an armature with Python, as if using bpy.ops.object.parent_set with automatic weights?

texts:
I'm working on a Python script that generates a rigged model. The model itself is fairly complex and is composed of many individual mesh objects, all of which I want deformed by the armature when posed. I have set each individual object as a child of the armature, added the armature modifier with automatic weights, and everything works just as expected in pose mode.
Initially, my script selected all of the mesh objects and then used
bpy.ops.object.parent_set(type='ARMATURE_AUTO')

to setup the armature modifier with automatic weights. This worked great until the model included more individual mesh objects, now the script crashes Blender when I run it.
Of course, failure is not an option so I'm exploring alternate ways to complete my task.
I think what I need to do is to manually add vertex groups to each individual mesh object as they are being generated, and each of these vertex groups should be named after a bone that is nearest the mesh object in question - this is what will tie the mesh object to that particular section of the armature when deforming in pose mode. I will give all of these verts a weight of 1 when making the association.
I have a few questions:

Am I understanding what needs to be done correctly, i.e. the process of rigging?
Will the process outlined above result in the same behavior as using automatic weights?
Do I need to add vertex groups for bones that should NOT affect the verts in question, with a weight of 0? Or is only adding vertex groups for bones that the verts should deform with the proper way to do it?


texts: I'm trying to make a cigarette. I made the burn area and the ash, but I can't get them to combine. Can you guys help me?

texts:
Here are the nodes for the cigarette/ash parts. I don't know how to mix them. I tried mix shader, but my ash part overlays the paper texture.
The last picture is what I'm trying to achieve.
I'm waiting for your replies.


texts: Where is the 'selected to active' bake option in new version?

texts:
Where is the 'selected to active' bake option in new 2.8 version?
There is 'bake from multires' now, but options are only normals and displacement, and I need to bake color


texts: What are the best free-blender tools in order to retopology a mesh? I'm using Mira tool during this period but i don't like it very much. Any advice? Please help me


texts: How to Fix Weird Crease in Character Model

texts:
I've been working on this character for many hours, but just noticed there's a weird crease down her back. I've subdivided far too much to be able to just grab the edges and shrink it, does anyone know how I would fix this? I'm very new to blender, but I tried sculpting, and I can't really get rid of it without wrecking the surroundings.
As you can see in the picture, there's also some weirdness on the upper back and the butt I'd like to fix as well, but then again the character will not be naked so the butt's a nonfactor haha.


texts:
My blender session looks like so:

im in render view and can see the spot light Im using. When I export to an image however I get this very flat image and no light happening? why is this happening?:


texts: I want to close gaps in a model to make it printable

texts:
I'm trying to learn Blender through a project: preparing a model for 3d printing.
This particular model has a big problem: it's non-manifold. In a big way!:

As you can see, as the model was created to be seen from a front view, it didn't need to have a body under the longcoat. It's up to me to close that big gap so it prints, melding the legs together with that in the process.
I tried creating a plane, intersecting at the height I calculated it would touch both legs and the coat.

I made a boolean modifier, with union. My reasoning was, once the boolean is complete, I'll be able to select the exterior section of the plane, that will be cleanly cut by the exterior silhouette of the model...

However, that is not the case. The plane kind of becomes bugged out, and the area of the plane that sits right where I want it is not really separate from the rest.
How would you solve this particular problem?


texts: I can't move around in the viewport in layout mode. No zoom, No Hand move thing nothing. Did I change some setting by mistake? When im in sculpting mode it works kind of, but when I go back to layout mode it snaps back to a very far away view and my object is tiny and I can't zoom or move the viewport/cam?


texts: Importing Time & Space Data for Kinetic Type/text in Animation Nodes

texts:
I'm trying to create some kinetic typography in blender from an imported csv file (or multiple files if that's easier).  For each word that is to appear on screen I want to be able to control where it appears & when.  Also how fast it appears if possible.
So in the external csv file, for each word the csv data will therefore include something like this... [ "Word", time, x, y ].
Does anyone know how I'd go about doing this?  Ie: importing the data & using it to create an animation of (I'm presuming) instanced text objects?  I've spent a week or so getting to grips with animation nodes so if you sketch it out that'll probably be enough


texts:
I've been trying to get this to work for two days but no hope...

I've tried importing it as an obj file (and that works) but there is no animation
(side note I've also tried adding a cp2 file as well as the obj but I can't find where to put the file),

I've tried importing it as an fbx file but that won't load in 3DS Max.

Btw I'm using 3DS Max Lite that comes with After Effects (and I know that this isn't much info from 2 days but I was looking through every video I could and still couldn't find anything that helpful apart from https://vimeo.com/28146883 (again problem for this video is that I have a newer version of 3DS Max and I don't know how to add cp2 files))


texts: How to render a mesh transparent with a color on its edges only, with nodes?

texts:
I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)

EDIT:

I was looking for something like the hand in Kinectimals :

Thanks


texts: delete vertex or face leaves verts & faces instead of deleting them

texts:
This is driving me nuts.  I have a scanned OBJ file ~4M faces and I'm trying to clean it up by deleting extra geometry that isn't part of the area I care about.

I'm using edit mode > box select > face and edit > box select > vertex.  Both methods have this problem:

The selection doesn't get deleted, only some of it.  I don't know why or how, but I just want the selection to get 100% gone.

Help!


texts:
Funny, this never happened before.  Now everytime I bake cache this is what I get.

It's supposed to be a river with fluid simulation making the water, but the result of baking the cache always results to the second image.

In the second image, the highlighted orange is the Domain object.

I have tried removing the cache folder, restarting blender, making a new cache file location, replacing the domain objects and trying to recreate a similar simulation with the remade fluid objects.

I don't understand why this worked before and only starts acting up now.


texts: I created a basic shirt for my character but can't manage to cut the hairs that go through it. What would be the shortest way to trim the "outer" fur? I know how to do it via simulating collisions and the Force Field applied to the shirt, but it is extra slow and really too much for a still render.


texts: Any idea whats going on with these back legs?

texts: I tried removing doubles and nothing happened. Not sure what else to try


texts: How to align polyhedra face to face in an array

texts:
I am trying to create an array that starts from the object's face rather than from its geometric center (to create objects made of tiled polyhedra), here is an approximate example of what I mean:

To make an array I've moved my object's origin to a face and made a custom transform orientation perpendicular to the face:

Yet when I create an array it doesn't behave the way I thought it would:

Looks like the offset occurs from the object's center rather from the face, and the direction of the offset doesn't make sense to me (it's supposed to be X, why is it going upwards?).

How do I get my modifier to start from the specified face along the specified axis?


texts: I've got a bunch of randomly-sized pillars and they are all connected. I want to create an even gap between all the pillars, almost like a city. I can't find a way to accomplish this.


texts: How do you make an SSS texture (Using Principled BSDF) only affect part of a mesh? (Image/gif inside)

texts:
(Albedo texture on left and SSS texture on right just for reference) https://i.stack.imgur.com/veTGy.png

I've been trying to figure out how to have an SSS shader apply only to certain parts of the mesh it's attached to (The skin, usually) with little luck.

It's not making the entire mesh look like a tomato, but it gives all parts of the texture that aren't skin a strange artifacting(?) effect that makes all parts of the model that aren't skin look terrible. Shown here: https://imgur.com/a/ADmiXiG (Note that the Subsurface intensity starts at 0.1 in this gif, then goes to 0 (disabled), and ends on 1.)

Strangely enough, even if the entire texture is transparent other than the skin itself this weird effect still happens ("Use Alpha" was enabled on the texture too, I checked.)

Any tips on how to solve this issue? I might be going at this totally wrong, so any responses would be greatly appreciated!


texts:
I have created a simple model here

When rendering it the end of it is cut off

How can I get the camera to render a longer distance?


texts:
My problem is that I have my character with clean lines in Texture Mode and when I try to render it, it becomes blurry. In Cycle Render it's even worse, I can't see the textures I have created on Gimp.

Here are my render settings :

I looked at many answers on Internet but didn't find the answer I needed...

Well, have a good day !


texts: Main Release will crash immediately (2.79b) but experimental build 2.8 will run fine on PC

texts:
I Don't know where else I can ask, but my pc is freshly built, 1.5 weeks old, specs are:

i5 7600k 3.8 Ghz
16 GB Ram
1060 6GB Vram

I made sure my updates are up to date, graphics card, and OS.

2.79b will crash immediately, over and over. so i tried the 2.8 experimental build and that will open and run fine with no crashes.

If anyone has any input, or solutions. It would be greatly appreciated.


texts:
I am unable to get a material to appear on a plane which I'm working on. I new to blender and followed the steps of most tutorial. In most cases, selecting a certain colour automatically applies to the object but mine does not seem to work that way. I have tried selecting all vertices in edit mode and assigning it but that does not work as well.

Any advice on why this occurs will be greatly appreciated.


texts: Appending with bpy.data.libraries.load and drivers

texts:
I'd like to append all objects from a specific blend file. Some objects in the blend file have drivers attached. For example z-coordinate of the Cube is equal to z-coordinate of the Empty. I used the following simple code for appending.

import bpy

with bpy.data.libraries.load("path/to/test.blend") as (data_from, data_to):
    data_to.objects = data_from.objects

for obj in data_to.objects:
    bpy.context.scene.objects.link(obj)

However, drivers don't work after execution of the above code. They start to work if I go to the driver settings and press "Update Dependecies" button.

What is the trick to make drivers work?

Here is the blend file I'm trying to append:


texts: How to lessen geometry of an object during animation

texts:
I'm  using Blender 2.8 to animate the growth of a curve that is beveled using python and Animation Nodes 2.1.4 (running Ubuntu 18.04 64bit) The animation generates about 2.6+ million vertices and faces when the animation finally reaches the end.

At each frame the vertices and faces are increased due to its "growth".  Is there a way to decimate or control the amount of vertices / faces in Animation Nodes or does anyone know of another way to prevent the generation of so many vertices / faces or to lessen them during the animation process?

Here's the Animation Nodes.

Python Code: used to generate the data:

import math
import numpy as np

def lorenz(x, y, z, s=10, r=28, b=2.667):

    x_dot = s*(y - x)
    y_dot = r*x - y - x*z
    z_dot = x*y - b*z
    return x_dot, y_dot, z_dot

dt = 0.008
#num_steps = 150

# Need one more for the initial values
xlist = np.empty(num_steps + 1)
ylist = np.empty(num_steps + 1)
zlist = np.empty(num_steps + 1)

# Set initial values
xlist[0], ylist[0], zlist[0] = (0., 1., 1.05)

# Step through "time", calculating the partial derivatives at the current point
# and using them to estimate the next point
for i in range(num_steps):
    x_dot, y_dot, z_dot = lorenz(xlist[i], ylist[i], zlist[i])
    xlist[i + 1] = xlist[i] + (x_dot * dt)
    ylist[i + 1] = ylist[i] + (y_dot * dt)
    zlist[i + 1] = zlist[i] + (z_dot * dt)

Example of animation of the Lorenz Attractor being generated:

I've also attached the blend file.


texts: How to turn off viewport to orthographic snapping during rotation on alt + middle mouse drag?

texts:
That was view axis. Can be closed.

Settings: I made factory reset and turned on emulate 3 button mouse.
Completely clean Blender without anything changed still has this
feature...

Issue: I want to turn off Blender behavior: Alt+ Middle mouse
button drag, which is causing the viewport to snap to front/top/left/right
orthographic view. I don't want this snapping feature.

And it seems it can't be turned off (Image 1) 3D View -> Rotate View -> View3D Rotate Modal, changing, disabling or clicking X doesn't change anything so it's maybe not this one setting

Changing Rotate View - and picking Alt key (Image 2) changes normal rotation of viewport to Alt + middle mouse and this snapping feature to Alt + left mouse button (I'm using emulate 3 button mouse).


texts: How come I can't see my bones in orthographic view?

texts: i'm trying to model a rig using x mirror but I can't see the bones even though i'm in editmode. i want to extrude a bone on x axis so that two bones extrue using x-mirror. it donest work in persp view and in tutorials they use ortho view.


texts: Why those hexagons appears in sculpting mode?


texts: Converting string int-tuple to float-tuple

texts:
Is this a valid way to convert a string int tuple to a string float tuple, or is there a better way?

test = str((1, 1, 0))

# get chars between ()
test = test[test.find("(")+1:test.find(")")]

# if not a float already
if "." not in test:

    str_out = "("

    # add .0 to numbers
    for char in test:
        if char.isdigit():
            str_out += char + ".0"
        else:
            str_out += char

    str_out += ")"

print(str_out)


texts: .sd animation file-fromat support in Blender

texts:
I would love to import a rigid body simulation from RealFlow to Blender, which is a .sd file-format (exported rigid body as an alembic sequence from RF to Blender doesn't work).
Is there a way to import the .sd file into Blender somehow?
For any Autodesk user: does 3DS MAX support .sd file-format natively?
Thank you.


texts: Adjusting points in 'Stroke Method: Curve'

texts:
I'm trying to understand how stroke method: curve works in sculpting mode, because it seems to act differently than a standard bezier curve you would add to a scene. And I've come across no documentation on how to use it.

I have the basics down but one annoying aspect is my points keep overlapping, such as in the far left of this pic, and I don't know how to separate them. It would also be useful to know if there's a way to make the two points equidistant and 'balanced' after one arm has been adjusted.


texts: Is there a way to resize multiple objects with different sizes, to the same dimensions?

texts: So I am very new to Blender and I am attempting to model a low poly P250, after a lot of struggle I had the wireframe outline, but when I looked at it in 3D view everything had different thicknesses, I've got no clue how to change all parts to the same dimensions. To an experienced user this must be painful to look at haha.


texts: video editor problems, how can i save an edited video as mp4?

texts:
Could someone help me here please?
I've edited a video in Blender's video editing program but i can't download the file as an mp4. I've looked trough all the answers I could find on the web and on this website, most of them say I should render the video in default mode, but then there's no sound and only the main video without the music and pictures I've added. I'm in this screen now:

Can someone explain me how to download it as an mp4 file or give me an example how I could do it? Any help is appreciated!

Greetings,
Lander


texts:
I accidently hit something and wireframe mode is gone. I'm now in what looks like cycles render, but I cant escape out of it.

My mug is nothing but a grey shadow basically. How do I fix this?


texts: How do I create a vertex at the intersecting point of two intersecting edges without addon or scripts, no faces involved?

texts: As seen in the screenshot, I'm using version 2.79 . Is it possible to do it with plain blender, without installing addons?


texts: Weird outline around brush strokes in texture paint

texts: I'm trying out the texture layers in texture paint. I've got my base texture and then a completely transparent layer which I want to paint on. I can paint on the base layer no problem, but when I switch to the alpha layer the strokes have a weird black outline around them. Anyone know what's going on?


texts: How to make seamless and tiling terrain for export and get the same result , piece of advice please?

texts:
I would like to know how can I make a tileable and seamless terrain texture for a large map for my game.
first of all I am not a noob in the concept of tileable texture and seamless too.
but my target is unity , I would like to know some question I ve for you to help me.

this is my first map. (the picture below)

I think this picture for my map terrain is a sort of dungeon's castle floor as toon concept , by the way , see the yellow lines between the joints or intersections of the plane (4 subdivision , 4 faces inside the plane) .
I consider is not bad , there is not seams , the bricks running flows well.

Then I would like to know if I am right??? (I put the 2nd face and the 4th face, futher more the first UV space from 0 to 1 ... check this picture above. I think is valid ??

then the result in Unity is this


texts: Displacement Map (Micropolygon Displacement) displaced weirdly

texts:
I'm currently learning the process of baking displacement map through blender render in the version of blender 2.79.

Problem:

I find that the result using node for displacement map isn't very promising with those block-ish surface, while Displace modifier works fine, does anyone know the reason behind this?

Reason of one is preferable than the other:

I'm trying to get the node method to work since I've encountered problem with Displace modifier, it not only displace the differences on the character, like abs muscles, but deformed the others unchanged muscles like the mouth and face... Therefore I'm hoping that solving a simple case would solve the complex one.

Two Blend files are included in the link below:

DisplacementMapNode - Referring to the Displacement map node set up.
Displace Modifier - The displace modifier set up.

If the displacement map is missing, please do leave a message, i'll upload it as soon as possible, although I believe I packed it into those blend files.

Any explanation would be deeply appreciated as I have tried to solve this issue for a day, Thank you and have a nice day modelling!
BlendFiles


texts: My model looks fine in blender but does not render all faces in Unity

texts:
I created a simple arch bridge in Blender and it looks fine in blender but if I import the blend file into unity, some of the faces don't render at all. Can someone check my model and tell me where I'm going wrong? I have recalculated the normals, and I was not using any modifiers when I created the mesh. Any insight would be appreciated. The blend file is here

https://www.dropbox.com/s/qw3h9ueqfm6vl9o/arch.blend?dl=1

the mesh looks like this in Unity:

https://www.dropbox.com/s/tprxy8psyupkt51/2017-01-28.png?dl=0


texts:
I'm new to Blender so be easy on me.

I'm learning how to use textures and UV Mapping. I made a "wizards" hat and added a fabric texture to it. After seeing how it was stretching the texture, I put a seam down the middle of the hat (long ways) so that it is cut directly down the sides.

Now the texture is showing up nicely, however one side of the seam is much darker blue on one side than the other. Any advice on how to get the color similar on both sides is greatly appreciated!


texts: animate a texture according to the position of an object

texts:
I'm on a really difficult project and I'm blocking on one thing.
I have many simulated soft bodies that are projected on the ceiling and crushed.

I'm looking to change the texture of the object when it crashes. It should be automated in the animation so as not to do it by hand for each object.

I think to use a collider (or empty), when the object crosses its texture changes, but i'm not sure if it's possible.

It's a cell simulation, when the top cells are crushed, i want the core outline disappears, so only the core remains.
If i just anime the texture or material, all cells are affected.

This is a example what it should look like :

Thx all


texts: I'm trying to texture a model I made with a texture pallet I imported into the Compositing View with Smart UV Unwrap, but when I'm in Edit Mode, the entire model is in a sort of mid-way-to Wireframe View in which everything is grey but still see-through and selectable through. When I key Z to toggle to wireframe, the grayness goes away and my model is simply shown in regular wireframe. From YouTube tutorials, I see no one with this issue. Please help!


texts: Is it because weight paint or is it something else? I have tried making it right with weight paint but it's still not working. Should I add more geometry to the leg part? Like adding few more vertices around the knee?


texts: How to remove a common prefix from vertex-group names?

texts:
I'm looking to write a script that can remove a prefix from all vertex group names, so that I can use the mirror modifier appropriately. The models I work with have "b_" as a prefix for most group names. I found this script to add the prefix back on after mirroring, but it still takes far too long to process the whole thing.

Updated: Removes & Adds prefix back in

import bpy
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode='OBJECT',toggle=True)
for g in obj.vertex_groups:
    if g.name.startswith('b_'):
    print(g.name)
    g.name = g.name[2:]

else:
    print(g.name)
    g.name = 'b_' + g.name


texts: How to set frame rate to 25 FPS as default?

texts: Is it possible to set a default frame rate to Blender? I usually use 25 frame per second. If I started a new scene it would be useful to have 25 FPS as default.


texts: Advice on how to approach scene involving zooming down to atomic scale?

texts:
The animation I'm planning involves zooming in on a stainless steel ruler all the way down to the atomic structure in a single shot which would involve passing through the following levels of detail:

Shiny brushed stainless steel ruler with numbers and markings as additional texture (photo realistic).
Etched depressions that make up the markings.
Scratches / pitting that make up the brushed texture.
Grain boundaries* (see note below).
Packing of atoms within the crystal grain.
Individual atom within a crystal grain (fuzzy ball of questions & confusion).

*note: steel at the atomic level consists of grains of crystal clumped together where the atoms that make up each grain are arranged in an orderly matrix, the grain boundaries are where the axis of the different grains don't line up.
So my question is what plugins and techniques can people suggest to accomplish this as painlessly as possible.
I'm thinking I may be able to approach it by modelling a large enough patch at each detail level to just fill up the camera and then somehow stealthily transition between the texture at the larger level and the detailed model at each stage as the magnification increases.
Alternately via the python API generating a dynamic texture dependent on the current zoom level of the camera something like a fractal texture [just spit-balling here - haven't even looked at the API yet].


texts:
I'm trying to understand nodes, I have this complex material with PBS images textures combined  by color dodge mixer node with a gradient texture for paint it half white and half aqua green.
First I want know if this is the good way to do that.

Then I wanna add an overlay texture (made with photoshop and graphic tablet) to add some details:

So I've tried with mix shader:

On the viewport shading It's seems working (even if it's lighter):

On cycles' preview seems the material is letting pass light trough, in some areas, and the texture is almost invisible:

I've tried also by using one single principle BDSF by adding a mix node but the texture is already almost invisible (I've tried different type of mix without any success)


texts: How to clean up a mesh in order to export a freestyle vector for a 3D engraved lamp?

texts:
I'm trying to create meshes for a 3D illusion lamp that is made through laser engraving acrylic. Like the one on the below picture.

As I'm new to 3D modelling and I mostly do architecture stuff or furniture, I really struggle with organic shapes, which are most of the requests that I get now. As an example, I downloaded this model and as you can see below, the mesh is way too dense for my purpose.

I tried to decimate the mesh but the result I get is not what I'm after as it ends up being triangles rather than a tidy mesh like the shark above.

Is there a way to get a similar result cleaning up the mesh? Or is the only way modelling it from the scratch (in which case I would have to give up as I can't model such a complex shape).
All the freestyle  vector export I can handle. It's the mesh that's my problem. I would greatly appreciate any suggestion.
Thanks!


texts:
Hi I'm trying to make a river scene but the only thing that is showing up when I render is the object that I'm using as a fluid inflow.
Camera View

Rendered

As you can see in the outliner everything other than the grass in enabled in render but for some reason it does not render.
Can anybody tell me why this is happening?
Blender File


texts: How to know what is new in the daily releases?

texts:
I see that https://builder.blender.org/download/ shows a new version almost every day.
But I can't see what was changed since the last version.
How can I know it?


texts: Is there a workaround for error: "Could not write image: Too many open files"?

texts:
I'm on windows 10, version 2.79 of blender. I've rendered a small (<1080p) image and when I attempt to save it it fails with error:

Could not write image: Too many open files.

I have tried saving by using Image>Save As Image(F3) as well as rendering a one-frame animation. This error does not occur with any smaller projects. But this project contains 1,275 textures. I have tested up to 485 textures without issues. Deleting and removing a few of these textures doesn't seem to make a difference. Any thoughts would be appreciated. Cheers!

Message me if a blend file is necessary to solve this.


texts:
Is it possible to 'inflate' the uv islands, something similar to Alt+S Shrink/Fatten in the 3D view?
Couldn't find an answer searching through the built-in add-ons, but is there any add-on out there that could do that?
I'd like the uv's to spread/inflate, so it can cover more texture space.

Many thanks


texts: Blender 2.79 cycles normal map bake artifacts

texts:
I am baking a normal map in Cycles and keep getting strange results, I do not know what am I doing wrong.

I tried baking in Cycles in tangent and object space, tried baking in BI in tangent and Object space.
The resulting map looks OK as far as I can tell, but I keep getting either completely or partially black render.

I tried all possible space options in Cycles material normal map node.
What am I missing?

Attachment: Blend file


texts: procedural texture driven by image texture? Possible?

texts: I am just messing around and trying to make some kind of object that has a bunch of hearts on it. I have an image of a simple heart and I tried mixing it with a checkerboard texture and it wasnt working. I'm just making sure I'm not wasting my time and trying to do something that isnt possible. I'm still very new to blender!!


texts: Is there a rendering problem with the camera in blender 2.9?

texts:
I have rendered before and have noticed a weird artefact issue in 2.9 that appears in the camera view and sometimes when meshes interact.  Is this a known issue and is it solvable or do I have to go back to 2.83/2?  I assume my project is not going to go much better.

I rendered an earlier image with the same settings and it was fine, but when these artefacts appeared I rendered and it shut down my R5-graphics with an error and I had to turn off the computer and reload again.
The clipping is unlikely to be an issue if the item is closer than the rendered rock and sun in the background on the full image that is bigger.  This is just the centre of the work area.
Sometimes I have had this where if I move the objects imported on another project, then I get similar artefacts until I move them, but move them again and they come back even in different positions.


texts: Animation problem on rigged object after export

texts:
I am making custom models for mod in a game and am having a problem I can't figure out.
I rigged and made an animation it works good in blender, but after I export it and test in game the armature doesn't move the mesh.
Here's the blend file I saved. And don't mind the bad weighting, wanted to test it out first before finishing it.

Its for crusader kings 2. You are able to view models and animations using jorodox tool in google chrome. It only reads .dae files.


texts: All radio button icons missing on new install

texts: I recently installed the new 2.77ver. initially on a usb hdd. on opening it for the first time I found all the radio button icons  were grayed out with a mottled grayish texture. In Blender stack exchange I found ref. to a vaguely similar problem and the advice  was to reinstall. I have now done that using both zip and msi. files plus an trying older ver. I also tried different drives. All with the same result; the buttons icon are all missing. I have  wiped my hdds after each unistall to remove any remaining files. Any Ideas? Thanks. jrt


texts: Why is my render so blurry in Blender 2.78?

texts:
I am using blender 2.78 and am trying to make a Minecraft animation. When i try to render it, it turns out like this.

Settings:

In cycles render
CPU
20 Samples rendering final


texts: More effective way to subdivide the cone?

texts: Was wondering what is the most effective/fast way to subdivide the cone to make the subsurf modifier work properly?


texts:
I have two different JSON files, first is for the Skeleton and the other for the Animation. I wrote a python script which converts the JSON skeleton values to a blender skeleton, and it seems to work fine.
The way I did this was by looping the bones in the JSON file and adding new bones using their names and TranslationToOrigin for both tail and head, then in another loop, I set the child bones heads to their parents tails, which in result creates a nice looking skeleton. (I'm not sure if this is the way to do it, but looking at the skeleton it looks correct).
Anyway, my problem is with the animation file. Each bone has an array of KeyFrames, and in each KeyFrame there is a Quaternion and Translation. What I'm failing to understand is how should I be applying the translation to a specific bone, since each bone has 2 translations(Head and tail). I'm also not sure if the Translation values in the animation file are relative to origin or to the parent.
Pastebin references to both files

Skeleton
Animation

I have been stuck on this for the past couple of weeks. Any hint will be truly appreciated.


texts: Filling in Grease Pencil Shapes via Python Script

texts:
I am trying to fill enclosed shapes in Grease Pencil using Python Script, as if using the fill tool. There seems to be a Grease Pencil operator, but I haven’t been able to figure out how to use it in the script (bpy.ops.gpencil.fill()).
Any help would be much appreciated.


texts: How to add Depth of field in Cycles render?

texts:
I find myseld wanting to add multiple visual effects in Blender Cycles but I can't find any, like Bloom and depth of field etc.
How do I go about adding these in my cycles renders?


texts:
As a newbie in Blender, (I'm a lightwave and Modo 3d user) I'm probably just beginning posting questions here, I hope I won't bother you too much.
So, I'm trying to unwrap some sort of a low poly dinosaur, I followed some tutorials but It doesn't work for me.  See the video:
https://youtu.be/2YmFlE3n9OQ
Thank you!


texts:
How would i go about making something like this

And this  was my attempt at making some palm trees :(

I want a method of making a palm tree that looks a lot better then my attempt.


texts:
I've been trying to figure out how to get a normal map from my highpoly mesh to a low poly mesh (which is just the high poly decimated a few times.)
I've followed a few different tutorials and I keep getting the same results so I thought I'd ask for some help.
I smart uv project the low poly mesh, then I add a normal map and image texture node  and set it to non colour data and make sure thats still selected. I select the high poly, then the low poly and go into the cycles settings and make sure 'Selected to Active' is ticked then press bake. I'm left with this:

I'm not sure it's an unwrapping issue, topology issue. Some help would be appreciated if you can!
Thanks


texts: Dispalcment modifiers coffuses normal direction

texts: When I use displacemnt modyfier on the model it displaces the faces only on x axies insted of perpendicular to the face. But normals of model are set to by perpedicular.


texts:
As you can see in those 3 picture,i was using the record button to keyframe the animation and copy the rest pose to frame 77. I have no keyframe in frame 76 and things should go smooth from 75 to 77. But somehow the rig twisted like that in the middle picture.
The problem only happen when i copy pose, use the I key to insert key, and return to rest pose(Alt+R,Alt+G).
Edit 1: add the blend file


texts: I'm getting these weird spots on my Mechanical arm?

texts:
I'm getting these weird spots on the fingers of my mechanical arm and I'm not sure why. Does anyone have any experience with this???

I do have an image texture for the scrapes, but I have no idea why these weird dots are showing up with it. I tried disconnecting the normal and roughness map, but that didn't seem to help. Here are my nodes:

And here is a LINK for a copy of the Blender file with the texture.


texts:
I´d like to have a mesh, which behaves like a cloth, cotton or so which is in front of a tube, in which I simulate water. Now when the water exits the tube, I want the cloth (which is pinned at two vertices at the top) to move away. I added a sketch for a better understanding. The tube with the water in it works and it also enters the tube. But I have problems regarding the cloth...

I tried two different options.

a) Just cloth physics, the water didn´t recognize an obstacle and passed right through it

b) Cloth physics + Obstacle (Shell), the water was stopped by the cloth, didn´t exit the tube and the cloth also didn´t move except of the motion at the beginning, when it "fell" into the Pin-Points.

Does anyone have an idea how I can realize that?

Thanks a lot in advance!
Jens


texts: Mesh is visible with Dynamic Paint Image Sequence WETMAPS

texts:
I am trying to create a fluid scene where the object will have a gloss to simulate wetness after the fluid rolls off the object.

I have the node setup working fine, but the wetmaps for dynamic paint seem to show the mesh lines through it.

can anyone figure out whats going on?

Blend File,
https://drive.google.com/open?id=1I2h7YoMSlY9QAkQcvve9KhDY8f0FE0Ss


texts: Parenting bones and armature: " cant find solution for one or more bones"

texts:
I am doing the rigging part and to parent the bones and the armature when I do Ctrl+P I get a message bone heating waiting:

  cant find solution for one or more bones.


texts: How to export animations to use in an Android app

texts:
I have made some animations in Blender, use the native Android SDK to build apps and would like to export the animations from Blender, so I can use in my app.

I'm talking about exporting the actual animation, not about rendering it; for example: I have a box that blows up, in Blender - I want it to blow up in the app when an event occurs.

How can I export a Blender animation to be used in an Android app?


texts: Animate colour change, in text with the beat

texts:
how do i change the text colour like this guys intro?

https://www.youtube.com/watch?v=bdCiMz1iOFE

--Edit--
here is the screenshot, like how do i animate the colour change of the text


texts: Scripting an "open image" button input for image/env. textures?

texts: Is there a way to script out a normal image/environment texture node with the exception of an "open image" button input that can be plugged into a node group and have that button actually be displayed outside the groupnode? Any alternative would of course be acceptable  as well, but from my research I've found the only way to enable such function is to use a script. Thanks.


texts: How to map procedural bricks on a Pyramid Part II

texts:
I created a pyramid from a default cube and applied uv unwrap > cube projection. That works great for a flat pyramid, but in the setup shown below, it gives distortion on the bottom and inner faces:

If I switch the Texture Coordinate from "UV" to "Object" I get a much better result, but then I have the problem of one face being horizontal bricks and one being vertical. This was originally solved by using cube project and UV but then, as I said, the inside and bottoms get distorted.

The question is how do I get a workable, procedural brick texture that matches up on all surfaces? And the goal is to have the main face of the pyramid all display horizontal bricks. Guidance greatly appreciated!


texts: Merging two separated parts back into one perfectly

texts:
I have a spherical-like object whose thickness is 1.6 mm.  There is a section of the surface that is to be only 0.8 mm thick.  So I changed the thickness of the entire object to 0.8 mm, then selected the faces that define that special region, then pressed P to separate it from the rest of the object, then changed the entire object's thickness back to 1.6 mm.  So now that special region is 0.8 mm as desired.  The problem now is the gap between that region and the rest of the surface caused by the separation.  I want to close that gap so that from the outside, the surface looks like a single surface and no one can tell where the 0.8 mm thick region is.  What is the most precise way to do this?

I tried moving the edges and vertices of the region so that it intersects with the original surface, but the intersection is not clean (see below).  How to do it perfectly so that it looks like the original surface from the outside?

When I join the two with Ctrl+J, the two regions share the same edges, so I'm stuck on how to proceed there as well.


texts: Why is the boolean difference modifier not working on joined meshes?

texts:
I have gotten the boolean difference modifier working on basic shapes, however, when it is applied on joined meshes (with correct normals and no duplicate vertices)  the boolean difference modifier applies a union instead of a difference
Does anyone know what could be going wrong?


texts: How to create a semi transparent plastic shader?

texts:
I'd like to create a semi transparent plastic cycles material to match the material from this reference:

My current node setup

First rendering

Any suggestion or help on that topic, what's missing and what I should add to get that plastic material look is appreciated. Thanks.


texts: How can I simplify or resample a Bezier curve?

texts:
When I use the Grease Pencil to draw out quick curves in the 3D Viewport, and then convert the pencil to a Bezier curve, the result is always consisting of very dense geometry and handles which are not aligned very well:

too many control points:

strange concept of handle alignment

Is there a Tool / Addon which can simplify these curves, so they become more smooth, and easier to control afterwards?


texts:
I'm in the Blender render mode, not Cycles. I created a texture with an alpha channel and drew on it with a black-coloured brush, enabled Z Transparency on the material it was applied to and enabled the Alpha influence in the Influences tab, only to find the black drawing is white (see below).

I'm not sure why it's doing this. Is it because of the material behind it also being black? I'd like to know how to fix this problem.


texts: I imported this building, and there are all these relationship lines in it. How do I delete the relationship info? I know how to hide the lines, but assuming they're 'junk', how do I get rid of them?


texts: How to select the all the edges of a loop cut?

texts: In Maya when you hold shift and double click on the loop cut, it will select whole edges of loot cut making easier to move the whole loop or delete but how do you do it in Blender?


texts:
I have a simple flat face. I am looking at the top view and the face is at an arbitrary angle.
The rotation angles show:
x=0
y=0
z=0

I am used to other programs that would shows the relative angle at all times.
How do I turn this plane so it is aligned with the x or y axis?


texts: Beveling edges with varying number of segments (preferably programatically)

texts:
So I wrote a script to select a certain set of edges that I'd like to bevel. I save the edges inside of a dictionary with the key being the indices of the vertices on that edge and the value being the weight of the beveling. The edges are guaranteed to be separate. Which mean they don't share any common vertex. But some of them need more segment and width, some of them need less depending on the angle between the faces it lays on. I tried using the bevel modifier but it only either bevel by weight OR by angle and not both. I also tried manually beveling each edge but after one bevel, the indices are all messed up and the algorithm can't find the edges anymore.
Is there a way to achieve this?


texts: Subdivison Surface Modifier / UV islands boundary Problem

texts:
I have some subdivision + UV boundary problem
My English is poor. So I prepare image

As  you see the picture
The Blender's result of UV islands boundaries are different with other DCC, after subdivision
I think my blender "smooth, keep corners" option didn't work properly
I need the same Result, Like Maya and 3Ds Max

I use blender for modeling and Texture painting
But I cannot do texture paint with This kind of UV islands boundary result to export to other DCC
Please!! Help me!!

Thanks!!


texts: How do I stop vertices being hidden by the Subsurf modifier in Edit mode?

texts:
So I'm trying to do a model and I noticed when in Edit mode the vertices and edges are being hidden by the smoothed surface view:

How do i fix this?


texts: Why the texture does not show on my object?

texts:
Here are my files for the stuff I show below: https://www.dropbox.com/sh/0fraun9z3psbges/AACu2uOLH4eCNEiU-cFfv3-la?dl=0

manual.obj has usemtl 2imagesconcatenated
manual.mtl has newmtl 2imagesconcatenated and
map_Kd imageBlendedBefore.png
material is applied:

the UV Map is selected (and with Viewport set to Material):

When the viewport is set to Texture:

When viewport is set to Rendered:

I would like to see my texture applied to my object. What am I missing?


texts: Problem adding a smoke flow modifier with python

texts:
I have the following code that turns a named object into smoke emitter that turns off and on at specified frames:
def addSmoke(objectName, start, end):
    some_obj = bpy.data.objects[objectName]
    startframe = start - 1
    laserShowFrame = start + 2
    bpy.context.scene.frame_set(laserShowFrame)
    startframe = start + 1
    endframe = end + 1
    bpy.context.view_layer.objects.active = some_obj
    some_obj.modifiers.new(name='Smoke', type='FLUID')
    some_obj.modifiers['Smoke'].fluid_type = 'FLOW'
    some_obj.modifiers['Smoke'].flow_settings.flow_type = 'SMOKE'
    some_obj.modifiers["Smoke"].flow_settings.flow_behavior = 'INFLOW'
    some_obj.modifiers["Smoke"].flow_settings.use_inflow = True
    some_obj.modifiers["Smoke"].flow_settings.surface_distance = 1
    some_obj.modifiers["Smoke"].flow_settings.temperature = 3
    some_obj.modifiers["Smoke"].flow_settings.smoke_color = (0.219997, 0.219997, 0.219997)
    some_obj.modifiers["Smoke"].flow_settings.density = 0
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= start)
    some_obj.modifiers["Smoke"].flow_settings.density = 0.183307
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= startframe)
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= end)
    some_obj.modifiers["Smoke"].flow_settings.density = 0
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= endframe)
    bpy.context.view_layer.objects.active = None

It fails on this line:
some_obj.modifiers['Smoke'].fluid_type = 'FLOW'

telling me that it can not find the "Smoke" modifier. which is weird because I add it in the previous line.
KeyError: 'bpy_prop_collection[key]: key "Smoke" not found'

I am sure I am missing something small but I can't find it.
When creating a Dpaint modifier I have to use this:
bpy.ops.dpaint.type_toggle(type='BRUSH')

Perhaps there is an equivalent for Smoke simulations. If there is I can't seem to find it.


texts: Getting the full address of an interface item

texts:
In blender menus, I can CTRL+C on a menu item and get it's full address (correct me if this is the wrong terminology) that is ready to paste in python code. In a properties window, there are some buttons that I can right click on and choose "Copy Python Command." However, if I right click on the X field in the Transform Location in the same Properties window, I only have the option "Copy Data Path" which puts the text "location" in the clipboard. If I hover over the same X field, I see at the bottom of the tool tip:

bpy.data.objects["Plane"].location[0]

Is there any way to copy this to the clipboard?

Here's why I'm doing this: I have an idea on how to simplify the workflow for Drivers to somewhat mimic similar functionality in the best compositor in the history of VFX; Shake (R.I.P.) and want to make a proof of concept for how this will work. Basically copying an address to a value number field and pasting that in another number field with the option of using it as part of an expression. The expression would be parsed and then executed via

exec()

and

eval()

commands.

So basically enabling expressions in a number field and allowing that expression to include updated values from object parameters.

I think that this would be a great addition to blender, but noone seems to be interested in the idea. But if I could show everyone what a great idea it is...


texts:
I just got started with Blender and my main interest is to use code to generate 3D images. I like what I see, but I do not like the fact that I cannot just use any library I want.

Usually, when using other python distributions ( Conda for example) I would use the following trick in the terminal to install everything I need.

import pip

def install(package):
    pip.main(['install', package])

install('requests')
install('numpy')

This however, gives a huge error in blender.

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/__init__.py", line 13, in <module>
  from pip.commands import commands, get_summaries, get_similar_commands
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/commands/__init__.py", line 7, in <module>
  from pip.commands.freeze import FreezeCommand
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/commands/freeze.py", line 6, in <module>
  from pip.req import InstallRequirement
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/req/__init__.py", line 2, in <module>
  from .req_install import InstallRequirement
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/req/req_install.py", line 11, in <module>
  import pip.wheel
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/wheel.py", line 22, in <module>
  from pip import pep425tags
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py", line 131, in <module>
  supported_tags = get_supported()
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py", line 82, in get_supported
  arch = get_platform()
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/pip/pep425tags.py", line 38, in get_platform
  return distutils.util.get_platform().replace('.', '_').replace('-', '_')
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/util.py", line 103, in get_platform
  distutils.sysconfig.get_config_vars(),
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/sysconfig.py", line 511, in get_config_vars
  func()
File "/Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/distutils/sysconfig.py", line 443, in _init_posix
  raise DistutilsPlatformError(my_msg)
  distutils.errors.DistutilsPlatformError: invalid Python installation: unable to open /Applications/blender.app/Contents/MacOS/2.71/python/lib/python3.4/config-3.4m/Makefile (No such file or directory)

Can I use pip with blender using this trick? When looking at the error I get the idea that indeed does exist and that I can access it within blender. It is however  also telling me that it doesn't use the right python version.

I am using a mac, but preferably we would have a solution here that works for all systems.

EDIT

I still have not gotten pip to work in Blender but as of Blender 2.70 this is not as necessary anymore because Blender now includes the Numpy library (thanks community!)


texts: How do I properly use core matte to keep green section of shirt on using green screen keying?

texts:
I have some footage shot with a green screen and stupid me didn't pay attention to the shirt I had on which on the center of the shirt has some green. So naturally, I have a hole in my chest when keying. My solution was to create a mask around it and then feed it to the "core matte" input on the keying node. While this does work, it changes the color of the part on my shirt.

My question is: How do I prevent color change if this is the correct way to fix it?  If it is not I'd like to know the best solution.

Thank you so much in advance for taking the time to help!


texts: Object in texture and material view appear black

texts:
When i change from solid to texture and material view my object appears black, im in blender render engine with GLSL shading and Hemi added,

Here is my solid view,

when i change from solid to texture my object appears black,

the same happens to solid to material

and the same for texture painting mode.

Any ideas what might cause the problem?


texts: My intro finished rendering then it went black (the screen). I it by pressing 'Play' but I only saw a black screen with the music playing. Can anyone help me get it back to the normal intro please.


texts: I want to simply smooth out the circle faces on the object using the Shade Smooth render selection. However, all the faces are affected by the smooth render and I get a stretched lines look to the faces. I tried to select (in edit mode) the required faces I want smoothed out but with applying the Shade Smoother render (in object mode) the whole object is affected by the smooth render. Thanks in advance with any help to resolve this.


texts: I run the preview the video and audio sync up without a problem. However, once I rendered it, the final video has lots of 1/2 second skips in both the video and audio. Like they are stuttering, but the audio and video do this in sync. Does anybody have any idea what could be causing that or supply a link to a tutorial that covers the output process in detail?


texts: pressing alt key and then clicking right mouse button keeping cursor on smaller face always select vertical group of faces and keeping cursor on larger faces always select circumferential group of faces. I want to select all smaller faces on circumference. please see images to understand problem. thank you


texts:
import bpy

class MyDialog(bpy.types.Operator):

    bl_idname = "tools.mydialog"
    bl_label = "My Dialog"

    string_prop:bpy.props.StringProperty(name="String Prop")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        # Whatsoever needs to be done...
        return {'FINISHED'}

def my_menu_addition(self, context):
    self.layout.operator(MyDialog.bl_idname)

if __name__ == "__main__":

    bpy.utils.register_class(MyDialog)
    bpy.types.VIEW3D_MT_object_context_menu.append(my_menu_addition)

it doesn't happend anything and there is no error in log.
Why the dialog doesn't work in object context menu?


texts: Why won't Lasso or Box Select select all of the faces in the region?

texts:
Here's a problem I've been having a lot of with Blender:  I have a mesh, and I want to select all of its faces, so I do a box select like so:

However, this never works right.  It always skips some polys as can be seen here (note the thin black triangles that are not selected):

If I try again it may or may not add a few more polys to the selection.  Sometimes, if I zoom in I can select a few more, but not always.  What am I doing wrong?


texts: Method to align object local axis with global plane when rotating on local axis?

texts: For the cube shown I want to do a rotation on the cubes local z axis so that the cubes local x axis lies on the global xz plane.


texts:
I am lazy. I select my mesh, U -> Smart Unwrap -> Ok. And I would go on and texture it with SubstancePainter or Photoshop. I only create low Poly stuff and this has worked perfectly sofar. Everything is in correct angle and proportion:

More and more often I get resulst like these, even though I have "Correct Aspect" checked. This makes it impossible to work with:

Tweaking values doesn't fix anything. The Unwrapped Mesh is in inappropriate proportions and it stays this way. It's actually FASTER to redo the entire model and unwrap it again than to complicately mark seams and fiddle with the Mesh in the UV-Editor. Unless of course it comes out bugged again, but sofar that was never the case. The model is pretty much equal, the result is totally out of whack.

WHY???

What is happening here behind the curtains that I don't see/understand?


texts: Hi I have made a stick man that looks like wiring using nurbs curve and a cirlce to bevel the wire frame man (Extruding using a face in most programmes). I have made an armature but now notice to parent the wire frame man to the armature it does not work. Is there a way I can do this?