texts:
I try to model a mouse with metaball. I don't know if it is the best tool for modeling.

The structure is too solid. Can I make details? I don't know how to make the fingers.

Thanks a lot!


texts:
I am very new to blender and was wondering how to do something
I was wondering how I can kind of squish the end of an object as seen in the picture below:

But I want to make it so that there is a slope making a pointed object (not really, really pointed just slightly).


texts: I have added the png transparent image with the setting and its not showing transparent black background is seen. I have the base color aluminum and i want to add that logo of png on to it. The image is black letter with transparent background why its showing in white letters and black background. May i know where im going wrong any suggestion or help.


texts: Python/API - How to import python files from a directory

texts:
I'm working on a program that imports and combines stl's I've made. I have functions that imports random models based on lists of file names. I want to make it dynamic, so I can add new stls, along with a new python file, to describe which files can be imported. These will be little mini "Addons" (not a real, Blender add-on). The goal is so that I can send people new models I've made, as well as a new Python file allowing my main script to access those models.
These mini "addons" live in a file, currently called "testing_testing", and look like this:
import bpy
addon_title = "Addon_Scifi"

scifi_bases = ["Scifi1", "Scifi2", "Scifi3", "Industrial5", "Scifi4", "Scifi5"]
db_scifi= {"name" : "scifi", "assets" : scifi_bases}

scifi_list = ["Scifi1", "Scifi2", "Scifi3", "Scifi4"]
d_scifi = {"name" : "scifi", "assets" : scifi_list}

addon_bases = [scifi_bases, db_scifi]
addon_assets = [scifi_list, d_scifi]

print("Imported Scifi Addon")

From the main script, I can import these if I call them specifically by name.
from testing_testing import Addon_Scifi

How would I go about doing this dynamically, so I can import all python files in that folder? Ideally, I'd like to create an enum property so users can choose which specific addons to import. Basically it would be a dropdown, where you could choose one, then have a button to import it.
So basically, I would need to loop through the files in my testing_testing file, grab the name of the file and add that to the enum property. I can get a list of everything, using os.listdir() and  bpy.path.abspath("//"), however that returns a list of strings. How do I import those modules based on their string names?
Thanks in advance!


texts: Duplicating Objects with Rigid Body Settings

texts: I am using Animation Nodes' Object Instancer to duplicate an object with Rigid body settings. A far as I can tell, the physics settings are being duplicated on the cloned objects, but the physics engine is not recognizing the clones i.e. their outline is not green and the clones do not interact. Thanks.


texts: Material to bake, what am I doing wrong? Video included

texts:
Included Is a video of what I'm doing.
https://www.youtube.com/watch?v=KRAZzMyQUYg


texts: How do I animate influence of follow path

texts:
I Have been using blender to make/modify objects for 3D printing and now I thought I would try some animation.
I am trying to start the camera moving along a path starting at frame 40.  From frame 1 to 40 it moves via key frames with loc.  Starting at frame 40 I would like the camera to follow a circle path for a couple of iterations.
How do start / stop the influence of the path at specific frames.
I in my googling have seen mention of a start/stop but I am not seeing in properties/constraints.  I see noting to control the constraint in the dope sheet or the NLA editor. (Which I just discovered)


texts: Why do grey faces appear on inset faces after using the knife tool?

texts:
When I use the knife tool with angle constrained on an inset face it leads to these weird grey patches appearing on the face and I don't know what they are.

Is there any way to use the knife tool on an inset face without this happening?

Before simple knife cut:

After simple knife cut (highlighted):


texts: How can I make a button in a panel that runs a custom script that I have already written

texts:
I have written a few scripts, some are over 8000+ lines.
How would I put these in a tab and link a button to those scripts.
All I could find on the internet was how to run basic stuff like put down cubes but not how to make a button run an already written script.


texts:
I'm french (sorry for my poor english), i'm a new on blender 2.8 and older...

So, I have a question about planes nd video clip.

I put a video on a plane. I gave the frames information but I can't see the movement on the render movie.

Someone can explain me I can I do?

Thanks,
Fred


texts: Does Blender 2.8 have a working import-export plugin for After Effects?

texts:
I know it's still in Alpha but having the ability to render quick visualizations in Evee with camera animation data would be an absolute game-changer in my production environment.

Does anyone know if an update has been made to this plugin?

At the moment, I'm animating and exporting camera data in 2.79 and then rendering the frames out of to 2.8 to use Evee.


texts: How to make a rope curving in a certain way

texts:
I wanted to make a small rope curving like this in Blender for my model. But I found 2 issues; I can't find a way how to curve this smoothly (so tips for bezier curve or whatever would be appreciated) and if I already make something looking at least 70% like I want it, when I apply the curve modifier the rope just disappear and it is nowhere to be found.

How can I do it?


texts: I am seeing a lot of noise when using eevee to render. Attached is a mesh where you will see the noise is very heavy at the bottom of the iconosphere. This noise is only seen with metallic materials. Is there anyway to get rid of it?


texts: Animate changing textures with keyframes in cycles

texts:
In Blender internal render the Textures tab has checkboxes that can be keyframed. This means you can change textures by unchecking and checking. An example would be if you had 3 different textures with eyes (1 is open, 2 is half open, 3 is closed) and you key them to simulate the texture animation.

Is there a similar way to do that in Cycles Render, because those boxes don't appear.


texts: Retopology and baking normals for double-sided (thick) clothes from Marvellous Designer workflow

texts:
I apologize for wording stuff badly in advance.

I can't work out an efficient workflow for creating clothes with thickness using Marvellous Designer and Blender that incorporates retopology and texture baking.

Currently, I have a project in Marvellous Designer with a character in a shirt and a coat. Coat is supposed to have thickness (so the insides could be seen).

My plan was:
1. Modelling and simulating clothes in Marvellous Designer, export without thickness (done)
2. Sculpting details in zBrush/Blender/3DCoat/Sculptris/whatever (done, used Blender and 3DCoat)
3. Retopology in Blender (done)
4. Apply thickness modifier to the low poly and high poly models (done)
5. UV low poly in Blender (done)
6. Baking Normal Maps in Blender or xNormal /maybe Knald or 3D Coat (tried xNormal and Blender - bad results)
7. Import in Unity/Unreal

But I'm having problems with #6 (baking normals): both coat's and shirt's collars project on geometry under themselves. As I understand, I'd need to explode the model (separate and space out all geometry that might overlap - in my case - collars from the shirt and the coat and probably the insides of the coat, too) but the thought of going into the edit mode for high poly models is terrifying, let alone trying to select something there (freezes due to high poly count)
Tried baking with cages - trying to adjust the cage for collars or other tight spaces or inside cavities seems next to impossible too.

So I guess, it's either of two questions:

Is there an easier workflow for clothes made with Marvellous (on what stage do I add thickness: when exporting from MD / to high poly sculpt with thickness modifier (looks bad) / to low poly model (baking one-sided mesh to a thicker topology?) ), how to retopo cavities under collars so the bakes there would be hassle-free?
Or is there just an easier way of baking overlapping geometry?


texts:
I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.

Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have mapping > coordinate set to UV and Mapping > Map set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.

Blend file


texts:
I've made an animation for my unity game. The problem is that every-time I export it the exported animation is imprecise at the feet of my character.

I already tried to set the "Simplify" in the export settings to 0, but nothing changed. I also tried to disable "All Actions" and "NLA Strips", and  applied the scale on the armature and the mesh.

Here are my export settings:

A quick video for better explanation here: https://youtu.be/2veA3o-hGUA

I don't know the problem and this issue is killing my game because its visible at some points :c.


texts: Why did Global Texture Coordinate disappeared in Blender 2.80?

texts:
Global Texture Coordinate disappeared in Blender 2.80

I need Global texture coordinate for boolean cut texture animation


texts:
I'm new to blender and having issues with smooth shading artifatcs in the mesh that I'm building.

I'm trying to model a spotlight and no matter what I do I get these stange surface shading effects and I'm just about to give up now. I have searched many articles online and couldn't find a solution to this.

I tried turning on Auto Smooth and it seems to work and wondering if this is the only workaround for this.

already tried edge loops (not for this test model) and sub surf modifier.I get slightly better results but I can still see the shading problems.


texts: Blender closes when using the scroll wheel

texts:
I am running a Windows 8 and have recently installed Laplacian Lightning and Blender Source Tools, and have failed to import Mineways twice. My new problem is that I cannot touch the scroll wheel without Blender suddenly closing on me. No error messages, no laggy crashes. Just blankness.

I have no clue what is going on and I need Blender to start working again because I'm not happy with this.

HINT: it's Laplacian Lightning. Looks like there's a problem that can't be avoided. Not because of RAM but because of a possible bug which I don't know how to fix.


texts: Non-planar quads: how to connect two curves with faces?

texts:
I am trying to create a specific shape consisting of two curves connected together by faces (in the context of modelling a plane).

Here is what I came up with by converting the first curve to a mesh, extruding to get the second curve and applying some transforms (rotating and scaling).

The problem I have is that because the scaling is not uniform on all the axes I get non-planar quads which get triangulated by Cycles:

I thought of different ways of fixing this:

Creating and converting the two curves separately gives a similar result
Dividing the quads by adding intermediate curves makes the quads flatter but it is not perfect

I know that it is mathematically possible, for instance if the algorithm converting a curve to a mesh divided the curve into segments according only to the angle and not the distance between vertices, so that's why I'm asking: does anyone know how to do this "the right way"? Thanks!


texts: What is this and how do I get rid of it?

texts:
I have no idea what that white ring is or how I applied it. Here's a picture of it in edit mode:
I want to get rid of it but I don't know how to go about doing so. I'd appreciate some help. If needed, here is the file: https://pasteall.org/blend/07f0ab12a84944e69b2afd50cf7d3f6f


texts: Smoke/Liquid Ignoring collision object during simulation

texts:
I’m fairly new to Blender and modeling in general, and I’m running into trouble with running simulations (smoke, fire, liquid, etc). I’m trying to produce simulations to be used in a projection mapping project.

I’ve set up a smoke domain around a model I’ve made from an architectural drawing of a wall. The goal is to place emitters in the wall, and have the wall contain the smoke. I’ve set the wall to be a collision object, however, the smoke seems to ignore the wall entirely, filling up the entire domain containing the wall. This problem also occurs when I attempt a fluid simulation as well.

I’m coming up blank with explanations for this, and wondering if I have produce the actual model itself in an incompatible way. I am able to set up working simulations with basic spheres/etc with the same methods. Am I missing something? File below:

https://www.dropbox.com/s/g60loplq7jp4pe8/board-smoke-test.blend?dl=0


texts: Input format support for linkage between objects

texts:
I'm attempting to render a 3D view of a network (actually exported as VRML from the Graphviz graph drawing package) in Blender and would like the vertices and edges of the network to be physically connected (i.e. so that moving a vertex moves all edges connected to it, and vice versa).

Note that (as per the following diagram), unlike vertices and edges in a mesh, the vertices and edges in the network are compound objects.

Do any of the input formats that Blender supports allow such physical connections to be specified?


texts: How to create a "suspension" for fast moving objects?

texts:
I have searched this for long and have found nothing about.

I'm trying to make a racing game like Mario Kart, but when my character reaches a certain speed, hes bounces up, like hopping, at any slight change of the ground geometry. Even at invisible edges of completely flat planes with no imperfection.

I know the Object Type Character fixes that with "step height" option, but I cannot use the "servo control"  actuator on it, which is crucial.

How to add a tolerance to this small imperfections with the "dynamic object"?

Unfortunately I'm not a programmer, I am an Artist, and wondering how far I can get using the logic editor, and simple scrips.

Ill leave my project here, so you can see for yourself. Note that the details of the map such as the edges of the platforms are set to "no collision", so this is not the problem.

X Accel
Z Brake
C Shoot Item
A Hop / Drift
Q, E Side Step
Arrows - Direction


texts: Change value of sun light emission strength from Python console or script

texts:
I need to programatically modify the value of sun light

From the picture, it seems we can code it from

bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 1.2

however, the code produce an error that

>>> bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 2
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'

I found a similar post it is related to changing the material, but mine question is related to the sunlight, how would i do it ?


texts: How to scale a mesh without destroying the UV Map

texts:
I was as you can see below, I placed a bump and a normal texture on a cylinder with UV mapping, but I need to scale the cylinder up to make it longer.

But it then ruins the UV mapping,
So I'll ask, Is there a way to scale a mesh without ruining the uv\texture?
The texture I used was...

]1


texts: Bone Limit Rotation constraint not fully working

texts:
So I'm using a Damped Track constraint and over that a Limit Rotation constraint as I only want the bone to rotate in X axis. This is the only setup I get it "working" but it has one tiny mistake, it rotates it a little bit to one of the sides, when it's not supposed to.

Even weirder is that if I take off the Limit Rotation constraint and I make it so the bone naturally only rotates on the axis I want then it looks fine (but I need the Limit constraint).

I would really appreciate any ideas, thanks!

Note: if I change the Convert option to anything else other than Local (or Local with Parent) then it goes all over the place.

--- EDIT ---

After doing Locked Track as constraint instead of Damped Track and Limit Rotation the rotation still happens, even when I'm not moving the tracked bone in X:


texts: How to disable confirmation dialogs for simple operations

texts:
I have just started using Blender (for video editing), and I have run into one thing that just drives me crazy.

Whenever I try to do even the most trivial operation, there is a popup asking to confirm that I want to do it. There is no purpose for this, as there is an undo feature, and it is a constant annoyance.

Is it possible to disable this feature? If so, how?


texts: How to export Blender 2.8 for Elements 3D/After Effects (+ Node material)?

texts:
I'm new to Blender, but thanks to a few tutorials online, managed to create a cool fireball effect I'd like to utilize in one of my upcoming videos (hence Elements 3D / After Effects).

But, despite exporting the object and loading the mtl files into Elements 3D, all I get is the following:

The animation works great, and I'm getting the opacity, but that's about it.

To help clarify, below are some screenshots of what I'm trying to produce... but everything about the material was created using a node tree, which might be the issue?

Desire Result:

Full Node Tree:

Zoom in:

Just to show material location (within isosphere)

Any help would be greatly appreciated! I tried learning how to bake this using a YouTube tutorial, but I think because I'm not using Principled BSDF, it's not working? I'm honestly unsure. Sorry for such a newbie question!


texts: How can I make the animation to be loop without starting from the first frame but from the last frame?

texts:
When the animation start the point light is at the bottom in the middle on frame 1 :

Then when it's getting to frame 120 the point light is on the left side but when it's starting over from frame 1 it's like jumping backward to frame 1 and start from there and I want it to continue nonstop and not to move backward but to continue from frame 120. Like endless animation loop.


texts: Animate the peeling of top sealed packaging

texts:
I'm working on my first blender project for a product concept. It's comprised of a cup and seal (both seperate objects), of which I want to give the top seal an animation of being pealed off.

The best comparison would probably be instant noodles, where you remove this seal by pulling. I tried using the simple deformation and hook modifiers, without the desired effect.
I've attached pictures of the viewport and mesh.

Any help would be greatly appreciated!


texts: "View" "Object" "Add" On Bottom Toolbar have Collapsed into a Menu, How Do I Undo This?

texts:
I was building a model and at some point I must have clicked some shortcut and now part of my bottom toolbar has collapsed into a menu. It's quite annoying because I manually switch my views in this project quite often. I closed blender and loaded it up again, the default project showed the full toolbar but when I opened my project up again it was gone once again.

In the photo, I have selected the new collapsed menu with my mouse to show what I mean.


texts:
Just starting out and am trying to figure out the best topology for the attached. I can certainly mirror from the arch centre, but having difficulty with where to start. From left to right within the larger opening and 'cloverleaf'... or from the right to left with the simpler edges of the block? The triangular divots against the outer arch bevels are also complicating my attempts to reduce.
Thoughts/comments welcome, and thanks in advance for your time.


texts: Can Blender be used to send to a factory to create silicone products (mass production)?

texts:
I got started on a project early January.  The job was to model silicon baby products using reference images he sent and make them look like they were professionally taken in a studio.
I completed the job successfully, but now he wants to use the models I made and have them manufactured and turned into real silicon products and have them mass produced.  He asked if I thought my models would meet the technical specifications to use them produced at a factory.
He wasn't sure if Blender was something like CAD software and I'm not sure either, but I have read that you can create the products in Blender to have them 3D printed, but I'm not too sure this is the same thing.
How is this done? Is Blender enough, do I need some plug-in that will help meet all the specifications, or is this something more suited for CAD software?  He's talking about mass production, so I don't want to mess this up! If more specialized CAD software is needed, is it easy to pick up for a Blender user, and is there an easy one to start of with?


texts: Difference Between texture and material shading in the viewport?

texts:
I am working on following a basic tutorial to practice making game assets. I am new to texturing and nodes, so I had a little trouble. I did notice a difference between when I had it in texture mode and when I had it in material mode.

The image above is in material mode, and it is how I want the texture to look in my test (excluding the metal bands I still need to texture)

The above image is when it is in texture mode, so I am wondering what is the difference between the two, and how do I make sure the final product when in a game engine, stays like the material image.


texts: I currently experiment on an eagle. The eagle from the beginning had a shape of feathers. After sculpting its body (which also changed a bit his original form), I lost the shape of the feathers at some parts of its body, as seen in the picture below. Is there a way to "multiply" the feathers that remained, to the rest of its body?


texts: Texture/Color showing up in viewpoint but not in render?

texts:
This is what I see in my viewpoint, I set the texture to the texture file I want to use, the color for the texture should already be set, but isn't appearing, so I set it to the brown texture I want. UV was unwrapped.
This is what I see when I render.

Not sure why this is happening? I'm a new user, so please explain why it happens!!
Thank you!


texts:
Let's say I have an animation that my computer can only process at an incredibly slow rate (A forest, for example).

Is it possible to cache the animation so I can work with it (and only have to recompute modified elements) or must I slog through it, possibly for hours, every single time?


texts: Is it normal to wait 50 min for baking a "simple" fluid animation?

texts:
As said in the title, is it normal for this to take so long? In this video it takes them seconds to bake (video: https://youtu.be/xIxUZpRk4Ac?t=147), they stated that they had a GTX970 but I don't think GPUs affect bake time.
Also while I'm writing this, it says elapsed time is 20 min and time remaining 30 min.
Here are my specs:

CPU

Intel Core i7 6700K @ 4.00GHz
Skylake 14nm Technology

RAM

16,0GB Single-Channel Unknown @ 1069MHz (15-15-15-36)

Motherboard
ASUSTeK COMPUTER INC. STRIX Z270F GAMING (LGA1151)
Graphics

ROG PG278QR (2560x1440@144Hz)
4095MB NVIDIA GeForce GTX 1080 (Gigabyte)

Storage
931GB Samsung SSD 850 EVO 500GB (SATA (SSD)
465GB Samsung SSD 840 EVO 500GB (SATA (SSD))


texts:
When I set Blender to metric units with scale '0.01' (centimetres) or any other scale, except '1', I meet a bug.

Sometimes, Blender displays some values in meters. If I click into value and then press Enter immediately, it changes units to centimeters, although such operation should not change anything.

Proof: https://youtu.be/cJ-TfmF0PlI

UPDATE

It is a bug and it can be fixed.

One way is to adjust value after click. Initially it was 1.54844 m. Once clicked, it became 1.54844. Since absent units means cm, Blender should change the value to 154.844 immediately after click.

Other way is to retain unit in the window, but make it not selected, like windows do on file rename. Once I click F2 on file with extension, it selects name but extension:


texts:
I have a group of keyframes that dashes then jumps
I want to separate these into two different actions and manage them separately.

So how do you do it?


texts: Error when changing end frame with python

texts:
I am trying to use the

bpy.context.scene.end_frame = num

but it comes up with an error:

RuntimeError: expected class ConvertFrames, function draw to return None, not str
location: :-1

I am using a button in a panel in the view port ui.

how do you fix this?

when i click the Apply button it fails


texts: In the dopesheet, setting a new keyframe between two existing keyframes overwrites keyframe data

texts:
I'm a technical artist at an indie game studio.

Actually, this is an issue that one of our artists is having, and he screenshared his process with me over Google Hangouts. This is what I observed:

He would set the beginning (A) and and end (B) keyframes for a
3-key idle cycle.
When creating the middle keyframe (C), he would select a single
channel in the dopesheet editor and a single object in 3D View.
The transform values applied when setting keyframe C would also be
expressed in keyframe B.
This was confirmed both while posing and while playing the animation
(Alt + A).

The strange part is that I couldn't reproduce this behavior when I tested the .blend file on my end. The artist also noted that this was the first time he had encountered the behavior, as he'd successfully produced 15 animations for our project earlier this year without issue.

We haven't found any similar issues when searching Google, which leads me to believe it is a setting somewhere which allows the user to overwrite keyframes which are already set later in the timeline. Feel free to comment with any suggestions of human error, as well.

A few final notes:

I am using Blender 2.67 while our artist is using 2.69.
I am on a Mac while he's using Windows.
We are testing a file which the artist created and shared with me via Dropbox.

Thanks in advance for your help. Any insight would be greatly appreciated.


texts: How can i export my models without any offset

texts: I have a 3D model and I am trying to export each part of the model that makes it to an OBJ and JSON format, but I notice I get an offset as the models are not centered at their own origin after exporting. How do I export each of the at their own individually centered origin.


texts: I am working on a computer tablet. Attached the screen shots of edit mode and object mode of the "to be" screen of this computer tablet. What is causing these frayed edges and how to solve that ?


texts: More than half of my meshes are invisible since the upgrade, and I can't bring them into view

texts: I recently updated the blender, and while I like the new look, many of the elements I have come to know and rely on have been vastly altered or re-arranged. That's okay, I'm relearning, but almost all of my client work is hidden, invisible, IDK. As you can see the visibility is set to eye open. When I copy and paste the element it displays correctly, which is one workaround, but my file is literally thousands of meshes it would be very challenging to recopy and repaste every image.


texts: Hair Dynamics - hair is frozen in place and stretches to scalp

texts:
I have been making hair for a character I intend to animate, but now I have a strange problem with it that I've never seen before. When "Hair Dynamics" is enabled on each particle group, the hair no longer moves as you expect when I move the scalp around with the timeline running.

Instead, the moving parts of the hair stays locked in place, and the roots will then stretch and follow the scalp wherever I move it. The only thing I can think of that started this, was just saving the file under a new name. I then closed Blender and opened the new file later, where this issue started.

Something I have noticed is, when I start to move the scalp with the timeline running, the dark red cache bar changes color to a light red - like it's not caching anymore. It feels like Blender don't do any hair simulation at all. Don't know if this means anything, but wanted to point it out.

The Blend file is attached and it would be a great help if someone would take a look at it and hopefully have a solution. :)


texts: Import and render 3d objects with python

texts:
I just started learning blender and python.
Is it possible to write a script that does this?

imports a 3d model from a folder
creates 100 cameras with random positions (the 3d model should fit the picture)
creates random exposure
renders images from all 100 cameras and saves them
does it with all 3d models in the folder


texts: z coordinate of empty object won't export when exporting the object to directx

texts: I am curerntly modeling a scene that has an empty object because I want to spawn something at the position of the empty object. However when I export the scene with the empty object to directx , only the x and y coordinates appear to be exported but not the z. coordinate. Can anyone tell me why this is the case?


texts:
Im Overlaying/ Over Dropping my face onto a video i want. im a beginner so i dont know if ive just done something wrong in the process but ill try to be precise.

ok, so the frames and resolution for both files are different so i set in the properties bar to the gameplays resolution/positioning at 1280px720p at 29.97fps

what ive done is ive added the first file witch is the game im playing (1280px720p, 29fps)
ive then add my face (1920x1080p at 29fps), I split all the vid and audio files so that they are all at the same length, i then transformed the vid of my face, scale it down, position it where i want and over drop it over the game.

sounded right to me right??... I dont know, but after i did all the processes it played horridly, then id let it play through and on the second round play at 30 fps for about 10 sec then drop down to 20 or less.

I cant figure out why it does this...


texts: Problem of distorsion using the displace modifier with an external displacement map

texts:
Here my mesh, a simple tunnel with 2 modifiers :

1)  Subdivision surface

2)  Displace Modifier

In particular the displace modifier is created with the default library of Blender, Clouds like the image above shows.

Now i have imported this seamless map below and i want to use it instead of Clouds. There it is:

This is my workflow:

1) I upgrade my definition with sub. surf. modifier, getting almost 200k vertices (this new displacement map need a mesh with more resolution in order to have a decent result).

2) I apply the sub modifier.

3) I select all my mesh in Edit Mode and I used Smart Uv Project for having a Uv Map with these stats below.

4) I open the displace modifier and insert the new displacement map. Here the stats I used:

The final results is pretty decent but there is a problem: there are 3 seams, that I underlined in red.

What could be the problem causing this distorsion? I tryed with many seamless texture and there are always these three lines.

Is there a method to fix it?

Here's the file, just in case

Thank you!!

EDIT: the problem could be created from seams of smart uv project. I tried with the unwrap and the results is this:

There is a way to fix it?


texts:
I am currently learning how to model (fresh noobie here). To do this I am undergoing a project that is way over my head: Modelling a female body (I removed all nudity from images in this post).

I making progress; however, I have noticed one major difference between my model and an incomplete model from an cancelled tutorial. (Unfortunately I only learned it was cancelled several hours into it XD).

If we look at the most up to date version of the model from the tutorial, you can a lot of squares that seem to avoid rotating or stretching. They are, for the most part, all in similar size and aligned rather straightly on the various axises. There are exception of course for the more unique areas, like the shoulders.

Now if we look at my model...
I ended using a lot more curving and rotated my quads. I don't really have similar sized quads throughout the entire model and a lot of them rotate a fair ways which dis-aligns them with the various axises. While my model is still incomplete, I felt like that area was pretty close to completion.

I ended doing this because I felt like it followed a better flow with the female body. In the particular area of my screenshot I thought it goes better to define the bones at the top of the waists. See the screenshot at the bottom for a visual reference.

Is there a particular reason why the modeler from the tutorial might want to emphasize on the similar sized quads and not rotating the quads as much? Or is it just an individual modeler's preference?

Is there any "bad practice" views on how I've been making my model?

I am NOT looking for opinion/preference based views. I am looking for answers that are backed up by generally accepted "good practices" and "bad practices".


texts:
In the image, I know that setting Normal to a value (other than 0) in geometry will create a bump map from the texture onto the material. It works well and I'm doing this for the hair of a human model. What is the difference between positive and negative? Does one bump in one way and the other the exact opposite? (So if 1.0 bumps it outwards by a certain amount, -1.0 bumps it inwards by the same amount).

But my main question is the Bump Mapping Method and Space. What do these do exactly? I looked up on here and it doesn't specify their purposes, only shows the available options. What is the difference between these options? I found that Original method (which will for some reason disable Space) looks the best to me but I want to make sure that option is the most appropriate for the situation I am in.


texts: IK + Pole Target {Rig} is =//= Twisting my Characters Mesh

texts:
When i apply this rig i have here to my test model.
With automatic weights. It totally twists my model.
Any clue whats causing this? I tried to mess with the poles rotation.
And i tried to apply rotation and scale.. nothings helping.

Picture:

Edit:
I found out that when i disable the Pole targets it seems to do it right.
But how can i make it right with poles enabled?


texts: Edge offset evenly spaced around an asymmetrical object?

texts:
Given a rectangle with a subdivided mesh, if I edge select around the rectangle and scale outward (on the X/Y in this case) it will not scale the edges evenly. The distance from the rectangle to the final landing space is uneven (see screenshot).
How do I scale an asymmetrical object evenly, so that the sides are equidistant to the origin?
Note, I extruded the selection first so you can see the uneven sides more easily post X/Y scale.


texts: How to make gravity respect the scale in Scene > Units?

texts:
I need to assume 1 BU = 1 cm, for use with Unreal Engine. That's because I can't use the FBX exporter's "Scale" value - it's not recognized properly in Unreal.

In Scene's settings, I chose Metric and changed the unit scale to 0.01. Everything is correct expect for simulations :/ Object are falling slooowly...

I can't set gravity to -981.0 - Blender clamps all values above 200.0. So, what else can I do?

Oskar


texts: GxAV Addon does not do anything more than adding static bars

texts: I need to animate an audio visualization, so I searched for an addon and found nothing but GxAV. So I downloaded and installed it, and then when I operated it, it just added static virtualization bars into the scene, and no matter what I change, those bars will never change according to the audio files I selected. They do nothing at all. I watched many tutorials I found on YouTube, but they have the same steps I followed the first time. Please comment on the question for any inputs you need from me, or if you know another addon that does the same thing then please post it as an answer, with some clues to get the result I am looking for.


texts: Blender 2.80 GLTF Import and Export Issues

texts:
I am having an issue with Blender 2.80 on Ubuntu 19.10 Linux. If I attempt to import any GLTF files, Blender crashes immediately and I can't find any logs in my /tmp/ directory.

The second part of the issue is a specific .blend scene I'm working with. When I try to export the file using the native GLTF/GLB exporter on Blender 2.80 I am unable to see textures in online GLTF viewers (like https://gltf-viewer.donmccurdy.com/). If I export as seperate GLTF + textures + bin I see no textures folder.

Here are the files I am working with: https://send.firefox.com/download/3ca124498928be3c/#xYGd--ZDuHM0fq_x_lrCnw.

Appreciate any thoughts on this and whether I should report this as a bug.


texts: Edges appear with (unwanted) subdivisions (many vertex). How to change/remove?

texts:
(blender 2.81) beginner.

I need some help, please.

(edit mode). Do you know how I see these vertex? they are making a subdivision of the main edge. I think I did nothing to create them.

How can I go back to regular view? (without them)

thank you.


texts:
How to do a python script to generate landscape in a script-based way?
I would like to create a script-based generation instead of cliquing and manually adjusting of properties.


texts: How can I make an object show up on different layers without having to copy it? E.g. I have an object animated and I want it to show up on multiple layers.


texts:
I'm brand new to blender and have been trying to teach myself for the past few days, but I keep getting thrown by the simplest things. In this case:

I've beveled this edge, but the old 90 degree edge is still there. I can manually delete all 5 pieces of it, but it's super annoying to try to grab those tiny pieces.

I'm using version 2.78 on a mac, but the same thing happens in 2.79:

Would really appreciate some guidance. Thanks!


texts: Maybe it's elementary but I can't find the 'Add' node in Blender 2.82. Maybe you know where it is.


texts: How do I make my camera render more of the scene?

texts:
When I go to render an image of my scene it only captures whats in the outlined area box. what I want is to capture what I see in the scene.

example picture below , I want to capture the ring and the monkey in the scene.

You can clearly see that once it renders the image its going to show the cube and parts of the ring and monkey.
I do not want to have to reposition all of my objects.


texts: I made a simple low poly rock and want to do the textures with blender and export everything to UE4. However, when I apply a texture to my rock the UV seam is very obvious. I have tried using the clone tool in texture paint mode to hide the seam but it doesn't help. Is there a way to hide the seam?


texts:
I am trying to enlarge the uv map  using python scripting so more square in my texture. Not sure what is wrong.
bpy.ops.object.select_all(action='DESELECT')
XYZcoord = (0, 0 ,0)
ob = bpy.ops.mesh.primitive_plane_add(location=XYZcoord)
bpy.ops.transform.resize(value=( 20, 20, 20))
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=10)
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode="OBJECT")
material_image = bpy.data.materials.new(name= "Basic_Texture")
material_image.use_nodes = True
principled_node = material_image.node_tree.nodes.get('Principled BSDF')
principled_node.inputs[7].default_value = 0.08
texImage = material_image.node_tree.nodes.new('ShaderNodeTexImage')
texImage.location = (-300, 400)
texImage.image = bpy.data.images.load("H:\\blender__texture_maps_ao_normal_height_etc\\Wooden_planks_04_2K_Base_Color.png")
material_image.node_tree.links.new(principled_node.inputs['Base Color'], texImage.outputs['Color'])
texImage_rough = material_image.node_tree.nodes.new('ShaderNodeTexImage')
texImage_rough.location = (-300, 0)
texImage_rough.image = bpy.data.images.load("H:\\blender__texture_maps_ao_normal_height_etc\\Wooden_planks_04_2K_Roughness.png")
texImage_rough.image.colorspace_settings.name = 'Non-Color'
material_image.node_tree.links.new(principled_node.inputs['Roughness'], texImage_rough.outputs['Color'])
bpy.ops.object.shade_smooth()
bpy.context.object.active_material = material_image

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.select_all(action='SELECT')
bpy.ops.mesh.select_mode(type='EDGE')
bpy.context.area.ui_type = 'UV'
bpy.ops.transform.resize(value=(2, 2, 2), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
bpy.ops.object.mode_set(mode='OBJECT')
print(bpy.context.active_object)


texts: Adding edge loops based on selected edges

texts:
I am trying to create edge loops based on a selection. The best way to explain is through the video I am following for learning topology.

https://youtu.be/CpSAG85Rsk0?t=1461
(It is linked at the relevant time in the video)

This shows how it is done in 3DS MAX, which is what I normally use, but I'm trying to learn blender. How can this be done in blender?

Also how can one create two edge loops, and slide them apart, like the pinch function in 3ds max which is also shown in the video, he places them a bit further apart.

EDIT: Here is a gif of what I want to do. After I subdivide, I want to be able to slide the edges apart from each other (like I am doing) but where they follow the mesh' topology.


texts: How to set parameters on objects position while animating?

texts: I'm trying to animate a gun reload, and I'm very new to blender and animation. When I try to rotate the gun in a certain way, the parts start to move everywhere when I animate them. What can I do to confine the parts to their respective areas relative to surrounding objects?


texts: Someone call it a Selection Indicator or Halo. I would like to know how to make this effect in BGE?


texts: "Apply Scalings" parameter missing in export_scene.fbx?

texts: I'm trying to write a simple exporter script to do an FBX export with all the settings I want already selected, for convenience. Reviewing the API on export_scene.fbx, I don't see a parameter matching the "Transform -> Apply Scalings" option in the regular export UI (as in the image below). Is this something that's absent from the documentation, or is there no way currently to assign this from script? Thanks!


texts:
I have an object which follows a 3D NurbsPath.
My object is visible at frame 1 and also my animation starts at frame 1.

How can I "move" the animation, such that my object start getting animated at e.g. frame 30?


texts: Blender adds extra bones to ends of armature when I export as .fbx or .obj?

texts:
Whenever I export this hand model to .fbx and then reimport it, it always comes in with end bones attatched to the any loose ends in the armature. Can someone try downloading my blend file and let me know if it happens to them as a comment, and answer if you can solve this problem? Thank you.

I have taken down the blender link now that the issue is solved.


texts: I don't understand why my "coffee" still looks like water. What can I change to make the coffee darker but still realistic? I couldn't post my screenshot, so please let me know anything I could fix and I'll explain my settings.


texts: Is there any way to publish game for android

texts:
I know about blender for android but that's just blender player and no export/publish for android.

Is there any way for build a single android apk from blender game?
No Gamekit, is there another way ?


texts: Why is the mesh deformed when sculpted with Subsurf modifier?

texts:
I am creating a pillow for my couch.

But when I click on my base, it just deforms it like this:

Does somebody know how to fix it?

After ticking dyntopo it looks like that...


texts: I have been texture painting in look dev mode. But when i try to render it, everything looks very dark. I have 3 sun lights in my scene, ambient turned on in Eevee settings. What am i missing? I really like the look of my scene in Look Dev mode, how can i achieve the same look when my scene is rendered too?


texts: Is it possible to render a 3D model and image from a 2D picture

texts:
I have begun to create custom car and motorcycle works so that I build them in real life.
Is there anyone that has had any luck entering 3D models from an uploaded 2D image, and if so, how was it done?


texts: Restrict movement of objects or verts during G S R with python

texts:
I want to fool around with the selected objects/verts while doing GSR, mostly translate. A bit like a constraint. Is there a tutorial out there on doing that?

Main problem: What would be the right way to make sure a script is only active while
a: moving objects and/or
b: moving verts?

I guess it would be possible to append the function to bpy.app.handlers.scene_update_pre
It doesn't feel right to have the script check whether it's going to be used all the time.


texts:
I was exporting my model to Unity and saw that a part of the eye ball is missing and you can see through it. Why is that?
In Blender:

In Unity:

Any idea what's wrong? Thank you.


texts: How can you copy a weight paint from a Bone in one object to a bone in another object

texts: So I have two objects that are identical except for the weight painting. I want to get the properties of the weight paint from one bone onto another bone on the other object. Does anyone know how to solve this? Is it even possible?


texts: How to set cursor position in the text editor?

texts:
I found bpy.ops.text.set_cursor(), which looks like what I want, however it always sets the cursor to the end of the file.

import bpy

class CommentLineOperator(bpy.types.Operator):
    bl_idname = 'text.comment_line'
    bl_label = 'Comment a line'

    def execute(self, context):
        t = bpy.context.space_data.text
        cursor_x = t.current_character
        cursor_y = t.current_line_index

        if t.select_end_line != t.current_line:
            # if there is a selection already, use default behavior:
            bpy.ops.text.comment()
        else:
            bpy.ops.text.select_line()
            bpy.ops.text.comment()

            print(cursor_x, cursor_y)
#            bpy.ops.text.cursor_set(x=cursor_x, y=cursor_y)
            bpy.ops.text.cursor_set(x=0, y=0)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(CommentLineOperator)

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

if __name__ == "__main__":
    register()

Running the above in the text editor and assigning the newly created text.comment_line operator to a shortcut and subsequently using that shortcut in the text editor will comment the line, then move the cursor to the end of the file even when I manually specify position 0,0.

How can I move the cursor in the text editor properly?


texts:
I want to set up a rigid body system of gears hanging off gears.

The picture shows what I want to happen:

The small green gear rotates in place, the big yellow gear is hanging off it.
The small yellow gear is fixed (and rotating) on the big yellow gear, the big blue gear is hanging off it.
The small blue gear is fixed (and rotating) on the big blue gear, the small read gear is hanging off it.

How do I set this all up, so that the gears all rotate correctly, hanging from each other and without slipping sideways?

Here's how it all should move (modeled in Algodoo):
https://www.youtube.com/watch?v=vwk2OUOmkm0


texts: Blender 2.8 I can't see vertices, edges or faces in edit mode

texts:
I was working just fine and suddenly when I changed from object to edit mode, neither vertices, edges nor faces were highlighted as usual. I can still select them but can't see them, the object is displayed as in object mode. It happens with all my objects in the scene. Does anybody know why this could happen? I'm using 2.8

This is my viewport. I have one edge selected


texts:
I am making mouse wheel interaction in BGE.
I found some mouse wheel events are skipped when I scroll wheel very fast.
I think this is because Mouse Sensor Logic Brick is activated only once a frame.
I need a value how many times mouse wheel is scrolled in a frame, it is maybe called "mouse wheel delta" in some of other environments.

Is it possible to get "mouse wheel delta"?
If yes, how can I get it in python?


texts: How can I get straight lines on a UV map?

texts:
How can I set straight several edges in one action?

My current workflow is to select each edge, Shift+X+0, but I'm sure there is a more efficient way to do it, as with the Loop Tools -> Relax button.

I know the UV squares has the feature to grid by shape, but what I need is to get several edges on the same axis straight without affect the angle of the edges on the other axis.

Is that possible?
Can you help?


texts: Smoothing out jagged mesh edge in edit mode

texts:
I have a mesh with some jagged edges that need smoothing out without having to do a lot of manual work. It's a zig-zagging mesh and I'm trying to fill out the creases so that there is a somewhat continuous outer edge. The image below is a screenshot of the mesh, with the red line marking where the mesh should follow.

In other words, I'd want to fill in those jagged creases with edges like so:

Searching around, most solutions are for making blocking meshes look smooth via shaders, but what I'm trying to do is a little more crude.
One question closer to mine had a pretty good solution: How do you make a jagged circle edge smooth?
Here @ChristopherBennett suggested using Loop Tools.
Gave that a shot but it doesn't look like it works very well. It misses some of the inner vertices, even when I delete the faces underneath (because I thought it was maybe confusing the tool)

Was thinking about smoothing out the outer edge and then lofting the top and bottom.


texts: warning message when the images has not been saved

texts: I'm doing texture painting and using a new texture. Sometime after painting i forget to save that image and when i quit there's no warning at all. Is there any setting in Blender to prevent this ?


texts:
Im using polyhedrons created only from hexa- and pentagons to simulate tiles on a planetlike gameboard, to make my board look like a planet and not an polyhedron. I want to make it spherical while still keeping the tiles mostly intact, what would a good approch be?

I cant use subdivision surface or bevel because that only rounds out the edges and leaves the faces mostly flat. The Solution probably involes subdividing the faces and then telling the object to try to become a sphere, which is the part i dont know how to do.

The polyhedron i use looks like this


texts: How to make an object visible in only one view in blender 2.83? For example let's say i want to view a cube only from top view , whenever i switch to front or side view the cube will not appear. Blender 2.78 had the right/front/top side only option.


texts:
Im working on an anvil, following this tutorial all the way around without noticing.
But now it comes to the texture part and Im totally freak out when it turns out that my anvil is so much lighter than it needs to be, and it affects all the texture thing, you know.

Anyone know why and how to correct?

This is my anvil.

And this is how it should be.


texts:
So I was trying to create a smoke simulation and it shows up fine in the rendered view but as soon as I go to the camera, It disappears.

In the picture, the two sides are the same view and angle but the right is in the camera and the left is not.

Here's the blend file:

https://drive.google.com/open?id=0Bx4pBUqoLAb-UnVLT0dTTEJlcU0


texts: How to configure which Blender version opens when clicking on a .blend file?

texts:
If I double click a recent blend file icon, the version of Blender that it calls is an old one.

The file was created using 2.76, but if I double click it it runs inside 2.72b.

If I right click it and navigate to 2.76, it still opens with 2.72b... or at least that is what I think it did. Am I imagining things? (I have just tested and that is what happens)

If I double click the 2.76 .exe it opens 2.76, but if I go to the file icon, right click and then navigate to the 2.76.exe it opens in 2.72b

I have 2.72b in a completely different folder called ART.
2.73 and 2.76 are in the normal Blender Foundation folder right next to each other. So what is causing the system to jump to another folder to open 2.72b?

This isn't a problem, but seems bizarre.

EDIT: Windows 10.  Yes, it is probably the O/S that is doing this, but it may mean that others have downloaded updated Blender, not overwritten the old install and are using the old version without noticing it. (It was a few weeks before I realised what was happening).

The thing to remember is to open Blender directly, check the splash screen and then File>Open.. the blender file. But finding the right version's icon is also hard because they don't include the version number in the icon. Perhaps it would be better if the icons change with each stable install the same way the splash screen changes.

I think I may decide to uninstall the old versions and see what happens.


texts:
I'm pretty new to Blender.

Is it possible to test mechanical objects like gears in Blender before printing them in a 3d printer? If so, how?

For example, if I have created a robotic arm, is it possible to simulate what would happen if I turned something?


texts: Run an edit-mode operator on every object in the scene

texts:
I want to untriangulate every object in my scene with this script:

import bpy

for ob in bpy.data.objects:
    bpy.ops.mesh.tris_convert_to_quads(limit=0.9, uvs=False, vcols=False, sharp=False, materials=False)

But it doesn't work in object mode, any ideas on how I can get it working?


texts: How do I link vertices between two objects?

texts:
I know I can link objects by using parent-child relationships, but is there a way to link elements from meshes in two different objects, particularly vertices?

The situation is that I'm working on a terrain object for a game, and I want to separate out the roads for special treatment later on. So created two grid mesh objects, removed all of the faces from each, and I want to use one for the general terrain, and the other for the roads. The grid mesh with the terrain will not duplicate the grid mesh for the roads, and vice versa, except right at the boundary between the two.

I'd like to be able to have the elevation of the corresponding vertex of the road mesh move when I edit the elevation of a vertex in the terrain mesh. That is, in this image,

I want b1 to move when I move a1, and a4 to move when I move b4, even though a1 and a4 are in one object, and b1 and b4 are in another. Is there a way to do this, or am I asking too much?


texts: Rigid Body Sphere Shows In Rendered View But Not In Rendered Image and Animation

texts:
I have created a roulette wheel trying to get the physics engine to work with it and I have a rigid body for all and they collide when in the rendered 3D view but rendering the image or animation it does not show up. Ill take some screenshots for a better understanding.

Here is the sold view and it is showing up in the scene.

Now I switch to rendered view and all the textures with the sphere still in the scene and works when the animation is played.

Then rendering the image the sphere disappears and I assume it had to with the physics or something but not totally sure and has screwed up my animation.
Any help is greatly appreciated.


texts: how to specify if a button is in false mode in script

texts:
so i just need to know if and how to do this. example one: (all of this will be in blender game engine)

import bge

def main():

cont = bge.logic.getCurrentController()
own = cont.owner

right = cont.sensors ["right"]
left = cont.sensors ["left"]
gas = cont.sensors ["gas"]

if gas.negative:
    if left.negative:
        if right.negative:
            own ["rotation"] += 0.1
else:
    own ["rotation"] = 0

so i just need to know how to say "if im not pressing w, do this" INSTEAD of doing this "if im pressing w do this" normally you do if w.positive:
     blah blah blah...

please help and thanks in advance


texts: Simple UV unwrap with unexpected results - 2.78

texts:
Pretty simple UV unwrap, not anything I'd consider complex but for the life of me I cannot understand the results. I have prepared a file with just the object in the state of unwrap - hopefully someone can figure out what I could have done? Not sure this is related to 2.78 but that is what I am using.

All doubles have been removed - just by the way, and scale was applied.


texts: I cant figured out why a cylinder make a hole in my geometry, when it supposed to be a notch? Why there isn't new faces?


texts: Rigify addon does not do its job properly for my character

texts:
I am new to the Rigify Addon. I have used it with my character, and it's not working well in some parts such as the face.

Link to the blend file

Just give me some tips to improve my rig. You can also make some changes for improvement and share that.


texts: Adding Edge Loops Around Airplane Window

texts:
I would like to add an edge loop around each one of these windows and are not 100% sure on the best way to do it even after watching some videos.

If someone could point me in the right direction that would be great. Thanks.


texts: Can you fuse a low poly mesh and a normal map to make a high poly mesh?

texts:
Basically I have the low poly mesh and the normal map, but lost the high poly mesh.
So I wanted to know if there is a way of getting the high poly mesh by fusing the two things I have.

Edit: I also have the diffuse, metalness, roughness, tintmask, emissive map.


texts: How do you make an object local using the API

texts:
I'd like to make an object (currently linked to a library) local.

I know there is bpy.ops.object.make_local function, but is there a faster solution ?

The code below works, but needs to select the object in the scene:

bpy.context.scene.objects.active = bpy.data.objects['my object']
bpy.ops.object.make_local(type='SELECT_OBJECT')


texts: Bending curve/object around another object

texts:
I'm trying to make some 3d fx and I imported my basic svg file. Now I want to wrap it around the top surface of the object but I don't know how. Can somebody help me accomplish this?

Here's how I want it to look like (except not textured):


texts: Weird warping of render image in Camera track

texts: Hi guys, Please help me fix the render image as there are weird warping in the corners of the image. I'm using cycles.


texts: How to get hip/buttocks armature to bend correctly

texts:
When my model bends forward and squats down, its buttocks disappears. I'm wondering how I can get the buttocks to look more like the red line in the attached picture.

I've tried weight painting, but at best I can get the buttocks to be flat, not curved like the red line.

Any help is highly appreciated. Thank you.


texts: Declare a global variable in a Blender session

texts:
I have a list declared like this -

m_list = own.get("m_list")

Now the problem is I can't access this list from another object. How do I declare the list so that I can access it from another object. I have to check whether or not an element exists.


texts: I can't seem to select any vertices edges or faces in edit mode, blender 2.8, Mac OS 10.12.5

texts:
I'm trying all three point/edge/face contexts and using the select tools, yet nothing is selecting. I can't do any modeling! I've read a few other posts pointing to graphics drivers, but I have the best drivers for my system, or at least I've been using this driver for the last 6++ months, and there isn't a newer one available. Am I out of luck for now?

I have 3 nvidia gpus on a 2012 Mac Pro, it's working perfectly in all my other software like c4d, redshift and octane. Nvidia Web Driver 378.05.05.15f01

Please help if you have an idea of what to try next!?


texts: How to create text input field with Blender Python API?

texts:
I need to create a couple of text input fields for my Blender addon. When the script starts, the first text should be replaced by the second one. So I need to create 2 text input fields and to have access to the data entered in these fields with Python API.
Does someone know how to do it? Tried to google something, but didn't succeed.
import bpy
from bpy.props import StringProperty

mystr: StringProperty(name="Enter something:")

class HelloWorldPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_hello_world"
    bl_label = "Hello! World."
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

def draw(self, context):
    self.layout.label(text="He that endureth to the end shall be saved.")
    self.layout.prop("mystr")

def register():
    bpy.utils.register_class(HelloWorldPanel)

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

if __name__ == "__main__":
    register()


texts: Blender 2.69 Properly Export UV Maps Using Python

texts:
I'm currently working on my custom format exporter form blender and have hit some kind of a speed bump... Through tons of experimentation I have finally found that UV data is stored in:

mesh.uv_layers[layer].data

But I don't think that the internal blender data format agrees with the way I'm going about exporting. First off, my exporter assumes that all faces are either triangles or quads. If a face is a quad then it outputs it as two triangles:

t1 = 0 1 2
t2 = 2 3 0

Now, my exporter just iterates over mesh.polygons and outputs per vertex per triangle, but uv_layers.data obviously doesn't store it this way. So how could I go about exporting it? I need a way to lookup the uv coordinates for a specific vertex and output it in the same way as I do this:

for vert in fac.vertices:
     file.write("+v %g %g %g\n" % (obj.vertices[vert].co.x, obj.vertices[vert].co.y, obj.vertices[vert].co.z))

But using the vertex's UV instead.

Any suggestions are greatly appreciated!
Thanks guys!!!

EDIT:

For anyone who runs into a similar problem, here is my working code:

    for fac in obj.polygons:
        if len(fac.vertices) == 3:
            for li in fac.loop_indices:
                file.write("+t %g %g\n" % (uv_layer[li].uv.x, uv_layer[li].uv.y))
        if len(fac.vertices) == 4:
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[0]].uv.x, uv_layer[fac.loop_indices[0]].uv.y))
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[1]].uv.x, uv_layer[fac.loop_indices[1]].uv.y))
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[2]].uv.x, uv_layer[fac.loop_indices[2]].uv.y))
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[2]].uv.x, uv_layer[fac.loop_indices[2]].uv.y))
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[3]].uv.x, uv_layer[fac.loop_indices[3]].uv.y))
            file.write("+t %g %g\n" % (uv_layer[fac.loop_indices[0]].uv.x, uv_layer[fac.loop_indices[0]].uv.y))

This code will export the uv coordinates for any triangle or quad in the mesh (Quads are broken down into two triangles). The result is a list of the vertex uv coordinates in order of the vertices. So every 3 lines represents a triangle.

obj is the mesh data of the current mesh, which is accessed by bpy.data.meshes['NameOfMesh'].


texts: I'd like to know if it's possible to get the zoom value in the node_editor and, if it is, how ?


texts: Selecting all coplanar vertices from another mesh

texts:
Let's say you have this cube here, with points A, B, C, and D, which are all on the same plane.

Then, let's say you have a plane that is perfectly co-planar with points A, B, C and D. It is a separate object that can be joined with the original object. Here is a visualization.

What I need to do, in Python ideally (but for the purpose of this question any solution would be good) is to select points A, B, C and D as they rest on the same plane as the second object. It should be possible, because they are perfectly co-planar.
There is also a previous question on here that asks how to select all vertices inside of a 3D object. It is similar to this one.
How do I select all vertices within a specific 3D area?

Also, even better, is if you could do the same for an object that is not a plane, but also has no volume, like this:


texts: How do I make my transform values match up to the ones on the Object Properties window?

texts: Whenever I transform something in Blender 2.8, there is a little transform box that shows up; but the values in there don't match up with the values in the Object Properties Window at the right. I would prefer to make both the same so the values are consistent for both. Is there a way to do this?


texts:
I am working off of the blender 2.83, I started a render and then stopped it to fix a mesh issue. When I returned to object mode I was greeted with this lovely disconcerting sight.
I have done the basics of turning blender on and off, clearing material caches, changing render modes. turning off layer....ect.
Any help would be appreciated, but please someone tell me my file isn't corrupted

Thank you.


texts: Exporting mesh (3D model) for Adobe Dimension

texts: I've tried exporting a mesh (as an .obj) for further use in Adobe Dimension. It imports in Dimension without textures or materials, just a blank object/mesh. Does anyone have experience with this?


texts: Transfer weight paints / copy vertex groups results in destroyed mesh

texts:
My goal is to have one blend file with many characters (meshes) which
are all assigned to the one armature.

Currently i have a well designed and (already rigged) character, originally imported as collada file (and created with adobe fuse).

I added some control bones and IK to make the character more flexible. So until this point everything works perfect.

But now my problem:

When i try to add an other character mesh and assign it to my current existing armature i have to transfer my vertex groups and weight paints because i also want to reuse them. But the transfer weight / copy vertex groups results in a strange deforming mesh.

EXPERIMENT 1:

The second (deformed) character mesh
after the usage of "Copy vertex group to selected"

RESULT: Mesh is heavily deformed

EXPERIMENT 2:

The second (deformed) character mesh
after the usage of the modifier "Data transfer"
-> Vertex Group(s) / All Layers / By Name

RESULT: Mesh is a little bit deformed

It should be possible to copy the vertex groups and weight paints without quality issues, but i don't get it :-/


texts:
I'm trying to get and set the vertex colors of a mesh through a python script. However, the script seems unable to find the vertex color data, claiming the data set has length 0 despite that clearly not being the case.

import logging
logging.basicConfig(level=logging.DEBUG,format='(%(threadName)-10s) %(message)s',)

obj = bpy.context.edit_object

mesh = obj.data

if not mesh.vertex_colors:
    mesh.vertex_colors.new()
    logging.debug("Mesh had no vertex colors, adding them")

color_layer = mesh.vertex_colors.active

logging.debug(mesh)
logging.debug(mesh.vertex_colors)
logging.debug(len(color_layer.data))

if len(color_layer.data) > 0:
    i = 0
    for poly in mesh.polygons:
        for idx in poly.loop_indices:
            color_layer.data[i].color = (1.0, 0.0, 0.0)
            i += 1

This is the console output:

  (MainThread) bpy_struct, Mesh("Cube")
  (MainThread) bpy_collection1, LoopColors
  (MainThread) 0

Here is my mesh, which very clearly has a non-zero list of vertex colors:

Anyone knows what's happening?


texts: Why do loose parts of clothing keep stretching after rigging?

texts:
I know this may seem like a duplicate but it's not because I've gone through so many tutorials and nothing fixes this problem.

I've rigged up my character and small parts of their clothing(like high socks, long collar on the shirt, things like that) will stretch towards the center when I test the armature and I've gone to weight painting and painted the offending vertices and meshes but it still doesn't fix it and I am really, really stuck here.

I've been stuck on this problem for literal months going through well over a hundred tutorials and getting nowhere. Also I cannot upload or share the model at all due to copyright.

I really need help on this and I definitely need screenshots to help explain things. I cannot duplicate or recreate the problem because again copyright reasons.

I've tried Automatic weights, I've tried envelope weights, I've tried empty groups, I've tried armature deform, I've tried everything I have found or could think of but nothing is working to fix this major issue.

Edit: Here is a quick drawing on a template to help explain it. Any loose parts such as the higher part of boots or long collars on a shirt or long hair will cause this stretching towards the center of the model to happen, regardless of direction. It's like there's a magnet near the center of the model that these loose parts are being pulled to, no matter what I do.


texts:
I  have created a lighthouse with a spot light which rotates. The spot light is enclosed inside geometry, the front of which is transparent glass but the back is opaque. In order for the lighthouse to only shine out to sea I dont want the spotlight to shine through the opaque part. How do I achieve this as at the moment it shines inland too?.
The model is for Microsoft flight simulator.
Thanks
Keith


texts: Followed Blender Guru's Geometry Node tutorial (gumdrops), have some issues with how it looks

texts:
I followed the tutorial as closely as possible, have the exact same settings (according to my knowledge) but it does not look nearly as good. It's too transparent. Can someone tell me how to fix it?
(the first one is mine, the second one is the proper one)


texts:
I was working on a scene with 2 groups of particles that were supposed to collide with an object.

I set the physics on the "collision object" to collision, in the preview the particles did collide, also in the render preview, but strangely in the final render the particles just went through the object.

I then started to watch tutorials to see if I did something wrong, nothing. As I'm kind of new in blender, I don't really understand the functions of some features, so I tried to bake everything and started messing with the cache in the particles settings.

Finally checked if the problem was in the particles settings or in the collision object, so I put another plain emitting particles into the same scene, still colliding with the object but with different settings.

Again in the preview everything was ok, also in render preview, but in the final render (both animated and only picture), neither the new plain nor the particles emitted appeared.

My conclusion is that the problem, has nothing to do with the particles or the collision object. I don't know if it's possible, but I think the final render is working with a previous version of the project.

I already checked the camera option in Cycles settings and the camera icon, that's not the problem.


texts:
By default in Blender, you set the emission of particles by specifying a starting frame, an ending frame, how many particles you want to spawn during this time, and how long you want each particle to live for.

This is fine and all, but it would be incredibly useful if instead you could simply state how many particles per frame you would like to spawn, and to have that carry on for as long as you want without having to constantly adjust the start/end frame and particle density.

Is this currently possible in Blender? If so, how is it accomplished?


texts: Unbend object bent with simple deform modifier

texts:
Basically, if I bend a subdivided plane on the Z axis 180 degrees with the Simple Deform modifier and I've applied the modifier, is there any way to undo that bend? I have a mesh that looks like A, is there any way to deform it into mesh B?
I've been trying to achieve that with another Simple Deform Modifier, playing with the origin, the angle and so on, but I've been completely unsuccessful in getting back to the original shape.


texts: Overlaying images with different seed values

texts:
Lets say I render 200 images with different seed values and 50 samples each. I wrote a program that adds all color values of each pixel and color together and then divides it by the amount of images.
So am I allowed to say, that the combined images has 10.000 samples?


texts:
I need to build a particle system which will be turned on and off with a property of another object (trigger).
I have a cube with custom property "trigger" and a particle system with driver assigned to "Velocity: Normal".
PROBLEM
When I set value for the cube property (trigger=0) the velocity is changed to "0" but particles are still emitting.
What do I miss?


texts: How to make a loading bar work with a process - not time?

texts:
I have a loading bar with 100 frames. Most of what I can find for making a loading bar is what I've done (100 frame animation) and works with time. In other words, the loading bars load up independent of loading up objects and the scene. I am trying to create a loading bar that progresses as objects, properties, and parts of the scene are loaded. How can I have my 100-frame animation progress through the animation as parts of the scene are loaded? I am looking for a python script that could load up these parts and progress the loading bar. Thanks!

To make this a little quicker to answer: I am fine if you create the .py script with only as little as 2 frames as I will know how to add the rest  - a 100 frame python script would be absurd to ask for an answer.


texts: Mirroring an object along Z-Axis results in improper lighting

texts:
Let me start off by saying, I am not certain if this is a Blender problem, or a problem with Roblox rendering. They're having no luck finding the problem there, so I'm coming here to see if it's something Blender-related.

I have a model which loads up in reverse of how I need it to be. The left side is on the right. So, in Blender, I have mirrored it, and flipped the normals.

The grey brick is a light source in these two screenshots.

I've tried extruding, I've tried using -1 Z size instead of the mirror function,  I've tried flipping and recalculating normals every way I can. But the lighting only looks right when I don't flip the Z axis at all, like so:

Is there a function in Blender that can fix this, or is it not a problem with the model, but the rendering program? (Blender's render shows no difference in lighting.)


texts:
Has Blender implemented a python interface API yet? So when developing floating tools users can create a tool interface using pyside of pyqt?

This is critical to have when planning for pipeline tool development.


texts: Can the mesh select mode menu converted to a pie menu in Blender 2.72?

texts:
The release notes mention that it is possible to add pie menus. But I'm not sure how to do it.

How could I convert the mesh select mode menu's appearance:

to this?


texts: I'm from Australia so obviously i would want the Aussie mirror. But when i go onto the downloads page there are only the US, German and both Netherlands mirrors. Please help


texts: Free 3d character models to edit in Blender

texts:
Rocmen here, a newbie. I was wanting to import 3d character model like a man
and modify it and then animate it. Is that possible in Blender?

Thanks for any help

Rocmen


texts:
I'm trying to make a animation where, from a clean slate, more and more objects are to appear one after another. I have seen a method where you make the material transparent, but this doesn't seem like a good way to do it...
Since I have about 100 object that I want to animate, that all have the same material, I don't want to make a duplicate of the material for every object.

Do you have a better solution for this problem?

Best regards
/John


texts: How to control the direction for the Build modifier?

texts:
I'm practicing with the Build modifier. I understand its basic functionality but I can not figure out, why it starts revealing one section of the mesh from the top, and the next section on the bottom and finally starts to build up the model.

Q: Is there a way just to get the modifier to build up from one direction?


texts: Merging parent > children animations into a single animation

texts:
(the actual issue is at the end, the first lines explain why this particular issue exists)
I am currently facing a very specific issue regarding the export of animations.
In my current project, I develop a WebGL editor in which animations can be applied to different types of objects, such as Text, 3D Objects, Planes... etc. These are very basic animations, which supports Position / Rotation / Scale of a single object. At first, these animations were written in code and expressed likeso: animation(t) = [ translation(t), rotation(t), scale(t) ]. Nothing too crazy here.
As the project evolved, the artist team wanted more control over the animations, so I implemented an animation loader, which takes a GLTF file as an input and extracts the first animation if finds in it. It works well, however given the complexity of the system and the time given, I can only implement the extraction of a single animation, so the 3D artists must work on a single object and apply all their animations on it.
They would like to have more control, and be able the encapsulate many animations to "layer" the effects, such as the following example:

An object "FLOCON", in this case, has an animation and it is within another null object which adds another layer of animation (still on translation/rotation/scale), which allows the artists to add variety to the animation easily.
However, the implementation of the current solution does not allow for such a system of animations to be imported. The full animation must reside in a single object so that it can be extracted as a single block.
I could enforce the artists team to only use one object for the animation, but I would like to explore more interesting options for them first.

The issue:
Do you know if there is a way to turn a tree of objects/animations, such as an object which has an animation is within a null which has a animation, which is in a null with an animation...etc (see the example above), can be turned into a single animation ?
We are only working with translation / rotation / scale, so in the end the combination of animations can be expressed as a single animation of translation/rotation/scale, the question being: is there a way to do this operation in Blender ?
Thanks


texts: Is there a Snap option in the Graph Editor?

texts:
I want to move my vertice #2 up to the Y position of my vertice #1.

Is there a Snap option that would allow me to do it? I can't see it on the horizontal menu bar, perhaps I'm blind...

Thanks in advance!


texts: Blender Python: Call operator function from another function?

texts:
It looks like the best way to report a user-error to the user is by using self.report() of Operator types. However, what about when the operator calls a global function that needs to report a specific error? Is there any way to reach back to the calling operator and have it throw an error with a specific message?
The classic method to handle something like this would be to have the global function return some type of error index, then have the operator send a string that relates to the error type. But this creates a lot of relationship links between the operator and the functions it calls. If I later change the function, I have to also modify the operator.
Is there a simple way to pull this off? Either to access the "active" operator or to throw a global user error?


texts:
Is there a way to render both sides of a polygon in the game engine? Because as far as I know polygons have "normals" which means that the side with the normal is what will be shaded on the polygon, and games usually have two sides
Grass for example will be visible from both sides of the polygon that it is mapped to. Is Blender capable of something like that?


texts: How to mask animated objects so they aren't visible past a certain area?

texts:
I am animating objects that will be rendered with video footage in the compositor. My difficulty is how to apply a mask so that the objects disappear when they expand past a certain point.

Objects within circle mesh should be visible

Objects outside of circle mesh should be invisible

Current nodes set-up for object materials:

What masking options are at my disposal to achieve this effect, and how can I apply them?

Thanks for any insights.


texts: How does Blender know whether to use compositor output or 3D scene output

texts:
So, I am working on a project and experimenting with Blender 2.8.

Correct me if I'm wrong, there are multiple outputs, VSE, compositor, 3D scene etc. How does Blender know which to use? Are they separate outputs or are they one output? E.g. composite, 3D scene OR 3D scene ---> compositor ---> VSE ---> Output?


texts:
To learn more about Blender Physics, I've developed a scenario that encompasses what I want to be able to achieve.

GOAL

Something like rubbery taffy is stretched out from a post, around a sharp corner, then rolled onto a stick, overlapping itself.

The taffy will not have a consistent cross section, it is randomly irregular.

Some important physics details:

When the taffy interacts with the sharp corner, it flattens a bit like it would in real life. Otherwise maintains volume.
When the taffy is rolled onto the stick, it self-collides and doesn't clip.
The taffy is under tension (stretched out); I might animate the stick moving around, so tension would vary.
Gravity should act on the whole suspended portion to cause droop.

From other videos, it seems baking + tweaking is common, but I would prefer a pure simulation approach (no intervention), even if it's really slow.

PROGRESS

So far I've tried to use cloth physics, but there's no volume preservation, and it clips through the corners of the block.

I'm using 2.79, but if 2.8 is better for this, I can switch.

Any direction or reference to good resources would be appreciated. I have uploaded my file below.


texts: How to add multiple PBR textures on one game-ready object

texts:
I am making Roulette Wheel and I want it to have multiple different PBR textures, and those textures have their color,normal,roughness maps, for example: marble,oak wood,metal etc. It is for the games so if I do it by making UV seams on places I want some texture on and selecting those faces I want texture on I create new material, import downloaded textures,assign them to that faces and so on.
But at the end it seems I have multiple textures ,and as I understand it, they should have all be on one texture and then move UV maps to match it as you like if you want it to be optimised. What is the right way for multiple PBR textures on one Game-Ready object?
I hope question is clear, let me know if something is unclear.


texts: How to make a data-block reference which count as an user?

texts:
I write a blender add-on for my one use (You can find a work in progress code version here: https://github.com/CaptainDesAstres/Frames-Animated-By-Curve ). In this script, I use a custom property which is a list of movie clips (see code here: https://github.com/CaptainDesAstres/Frames-Animated-By-Curve/blob/master/multi_track/TracksList.py ): I have a string property in which user can specify a movieclip name (or a path to load it). When this property is updated, a method add a «Track» object (which contain the name of the movie clip) to the list, so my add-on can manage every movieclip listed this way.

My problem is that: when I add a movie clip to the list, MovieClip.users doesn't increment. So, if the movie clip have no other user, it may be erase when saving file! I figured that I just have to increment manually MovieClip.users while adding it to the list and decrement while removing it from the list but I get an error : «AttributeError: bpy_struct: attribute "users" from "MovieClip" is read-only». I know I also can set MovieClip.use_fake_user to True but that doesn't seem clean to me. So how can I add a user reference to the movie clip?


texts:
I do not know English very well and write via Google translator, but I need your help.

I need that bezier would retain its shape of a semicircle when I bind the last and the first vertex to different objects.

You can do it manually, but I would like some kind of automatic process, and it will be more accurate than me, thanks in advance :)


texts: Why does my mesh not move with the bones parented to it?

texts:
I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed Ctrl + P and then I have chosen the option 'With Automatic Weights'.

However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong?


texts: Armature bones with two constraints snap to unwanted angles

texts:
I have 3 bones. Let's call them 1st 2nd and 3rd. No parents.
Now 1st has two CHILD OF constraints set to follow 2nd and 3rd.
Rotating these bones works until I set both of the constraints influences to 0.500.
After that, rotating anywhere beyond 180 degrees looks like it snaps to inverted values.
This happens with rotation and transformation constraints as well. (even with extrapolation on)
How can this be fixed?


texts: Where I can see it? Doesnt seem to find anywhere. And new updates are released every day it seems? Should I update Blender every day too? Afraiding of that something will be broke in updates, like recent sss for eevee.


texts: How do I add custom options to an export script (like triangulate faces, unwrap UVs, etc.)?

texts:
I have a functioning export script that I haven't worked on since about a year ago. I'm just getting back into polishing it up and optimizing the code, but I can't remember how to add check boxes, custom values, and such in the UI export panel. I googled for some templates and tutorials, but I couldn't find anything.

Any example code that someone can provide would be appreciated.


texts: How to Animate The Child while the parent is already animated

texts:
Trying to animate the child relative to the parent animation , but the result always offset from the original placed position . Even though I Keyframed At The Same Position (By Using ALT+G) It Still Jump

Here's the problem + Blendfile :

I saw the only one solution that didn't work :
https://youtu.be/sUdV9qQXmVk

Also , this is not about parents and unparenting . The whole internet only gives me the "child of" constraint , which isn't what I mean ..!

enter image description here

Update : deleting the config file WORKS ! Things is going well , the problem won't occur anymore .. what makes the problem is still unknown .. since I have 30+ add-ons installed .
Maybe some of my configuration is messed up , maybe some addon changes the behavior , maybe I shouldn't use Windows config to linux config .. who knows .


texts: Where has the "Show in Viewport" option in the 2.8 branch of Animation-Nodes gone?

texts:
I may be missing something, but the "Show in the Viewport" option that was available under "Advanced Node Setting" for an input data, is no longer there.

Is there a way to get the data input interact at the viewport level?


texts: Can you make the Direction of Gravity dependend on the Rotation of an Object?

texts:
Ok so here is the Visual Example of what i mean:

The arrows show in which direction Gravity is pulling. So, is there anyway to do something like this ? Maybe that Gravity is depended on the Normal Vector of a selected Surface ? Or i guess the Invers Normal Vector so it points in the right direction since the N Vector points upwards.
AS far as i understand it, in Blender Gravity is a Global Constant and not local. Which means you cant do that. But can you ?
Thanks for the help !


texts: I'm fairly new to blender, and I created a gun I would like to texture. I am using online videos to help me UV unwrap my gun, but when I try to unwrap the seamed pieces individually, this pentagon shows up. I don't really like it. Any help on how to get rid of it would be appreciated. I think it came from me clicking "Follow Active Quads" in the unwrap menu, but I'm not entirely sure.


texts:
I am fairly new to animating in Blender and so far this has been nothing but nightmare. I have never been so angry in months and this is just making my hair lose. If anyone is able to help with the problem, please tell me, I'm helpless.
I have been watching Youtube tutorials on how to rig a model and on my first try, It wen kinda good. I rigged the model, but It also highly demorfed other parts as well. I decided to try another rig, so I deleted the one I have and looked at another tutorial. Now, when I try to connect the armeture and the object, the option of parenting with automatic weights doesn't come up. I tried to look at like 5 tutorials on how to rig an object, but I still cannot figure out what am I doing wrong.
Is there some secret hidden inside Blender that I forgot about? Are there any websites explaining better on how to rig an object in Blender? Do I have to create the model again?
Thank you very much for your answers and I wish you nothing but the best day ever.


texts: How to get a Fresnel node to only affect one part of an object? Ie) The top of an object

texts:
Just had a quick question.  In the image below, I am trying to get dust to show up at only the white parts of an image.  I am trying to get a PBR dust effect where when you look at it, at an angle, you can see the dust film better.  I know you do this with a fresnel node.  The trouble that I am running into is that there is fresnel on the whole object and where white is on the object, that's where dust is supposed to be.  I was able to access just the top parts of the model where dust should physically lie (second image below) but I can't figure out how to get the fresnel effect to work only on this top data.

The problem where I am getting fresnel everywhere:

The top facing values where I only want the fresnel to work on (I want it to work on the white values):

What're your guys' thoughts?


texts: Lamp and eeevee volumetric light. How to avoid the halo around the light source

texts:
I am using volumetric light with Eevee and I have no idea to avoid the halo around the source of my light.

I can locate my cube with volume scatter under the lamp but I want to have volumetric light for my whole scene.
I changed start in volumetrics but I am not fully satisfied with the result.


texts: Is there any way to copy the weight of one bone over to another(forgot to use x-mirror)?

texts: I solved my other problem and I finally got it to deform to an acceptable level. However now I'm having trouble, I forgot to activate x-mirror when weight painting and I got the weights right on one side but I can't or don't know how I can transfer it over to the other side. I want to transfer the weight of thigh.L to thigh.R so is there anyway I can do this?


texts: Blender 2.8 - fliping character pose in animation issue

texts:
I don't know if this has been answered already.

I have a problem with Blender 2.8.

I have a character properly rigged and named.
I have started to create some animations like walk, idle, run etc..

My problem is when I want to flip the pose of the character it doesn't work.

In older versions of Blender I just pressed SHIFT+CTRL+V and it was fliped,but now when I press the same combination it doesn'T do anything.
So I have tried to flip the pose through the menu first in the editor window
(Pose -> Paste the pose fliped ) - pose isn't fliped, I have also tried to flip it through the Key menu (Key -> Paste flipped) in the action editor - doesn't work

This is the pose I want to flip.

And this the pose I get after pressing the Paste flipped/Paste the pose flipped

Does anybody knows what might be the problem ?


texts: I want to separate two objects along an axis, but without scaling them. I already tried S X in local mode, but it didn't work.


texts:
I created previously 2 actions (animations) of my model, which I use in Unity. They both have visible number "3" near the "F" letter button, which I click that action would be saved. When I am adding now new actions and clicking "F" button it always appear "visible users number" not as "3" but as "2". These actions, which have "2" instead of "3" are not visible when I importing them to Unity.

Is there possible to change this "visible users number" that my new actions would be the same as these ones, which have "3" buttons instead of "2"?


texts: How to join multiple objects without overlapping?

texts:
So, I made an object with multiple objects overlapping each other. Now I want to join everything in one unique object, without overlapping parts.

For example, this cool guy:

If I active the wireframe view, we can see overlapping parts:

And what I want is this:

I made this example using the Boolean Modifier with Union, but it doesn't work with more complex objects, like this one:

Where the cube is an object, and the cylinder another. Union just goes crazy, maybe for the overlap at top.

In resume, what I want is a way to take the shape of a group of objects, and apply it to a new object, avoiding internal overlappings.

Sorry for bad english, I hope you understands.

Thanks in advance!


texts:
Suddenly the dopesheet acting weird.
I click at a certain place, but the yellow straight line isn't at the place I clicked.
If I locrot a bone, the keyframe was created not at the yellow stragiht line.
I type the end frame of 150, but the playback stop before 150.
How to fix this?


texts:
Sometimes I have a big script and I want to do some tests without it running until the end. I'd like to add a lign of code to terminate the script where I want it without closing blender.

I've found this code online but it quit Blender, which is not what I want, I'd like the equivalent of a CTRL+C in the console.

import sys
sys.exit()


texts:
I'm trying to get the class of the operator I made. The operator's bl_idname is "object.primitive_manipulator" and it's class is Object_OT_Edit_PrimitiveManipulator.

What works (Give the correct operator as type()=bpy.ops.BPyOpsSubModOp)

bpy.ops.object.primitive_manipulator works fine.
getattr(bpy.ops.object, "primitive_manipulator")

What doesn't work (Gives the wrong class as type()=bpy.ops.BPyOpsSubMod):

bpy.types.Object_OT_Edit_PrimitiveManipulator
getattr(bpy.ops, "object.primitive_manipulator") (hasattr() returns true but it doesnt show up with dir() on bpy.ops, only object does which is odd)

Both of these last two are the actual methods I need to use to programmatically iterate over an array of operator strings to then get their classes and do stuff (I can use string manipulation but I'm still curious to my below question).

What type is this being returned by the two methods described that won't work, why don't they have any parameters, and what is their purpose?


texts:
Version 2.78 here. I have created a human model in MakeHuman and would like to export it into Blender, and then subsequently save the model (after doing some further editing) into a .blend file.

According to this YouTube video, I have to download "BlenderTools" from MakeHuman and then copy three directories (makeclothes, maketarget and makewalk) containing scripts into my $BLENDER_HOME/2.78/scripts directory.

My question is: I'm on a Mac, so I just have a Blender.app that I open from the Spotlight Search. I have no idea where Blender is actually installed on my machine. I tried which blender but got nothing.

Any ideas where I can find $BLENDER_HOME on my machine?

Thanks!


texts: Where to find Blender's Prefs/Settings files in Ubuntu 14.04?

texts:
First off, I did notice there's a similar thread. However, I needed to add that my files have a date for last year (?!). Really odd, I'd think, because I've been using Blender just couple days ago. Isn't the date of those files supposed to be updated every time I use Blender?

Btw, using the graphical Files Manager app, I found 3 files here:
 Home/.config/blender/2.77/config/
1. bookmarks.txt, 2. recent-files.txt, 3. userpref.blend

I need to install Blender in another pc soon. But it would be great to save the time needed to setting up Blender.

Thanks guys,

JDL


texts: How to make a ''Follow Curve'' animation more harmonious?

texts:
i made a camera follow a curve with the option Ctrl + P (Follow Curve) and it works good except for the fact that when the camera reach a vertice (curve) it turns too abrupt, is there any way to fix this? i tried with the graph editor...but i see no keyframes...
Help! :(


texts: I want to make a rocket engine nozzle but I don't know how to curve a cone into its point and make it hollow. I thought about using a torus or cylinder but I wouldn't know how to recreate the shape. (Google Raptor Engine)


texts: How to bring always the front of view of a 2D animated character?

texts: What can I do to animate a character showing only its front of view ? The problem is that it is done in two dimensions and when the camera shows it obliquely, is not good. how can I configure the x and y axys ? Even the duke nukem 3D character always shows only the front of view. thanks.


texts: Metallic surface render with white patches

texts: I do not know what I'm doing wrong, my scissors render with white patches on it.


texts: Cycles renders alpha channel in black and grey instead of black and white

texts: I have a lighting setup with an HDRI map and a few supporting lights. When I render my image, my alpha channel is grey and black and I can also see that my cryptomatte channels are semi transparent. I know it is something I ticked on in my render settings...can anyone help out please?


texts:
I want to build this thing, exactly.

I've created a cylinder and extrude it.

How can I extrude the ring outwards exactly 7mm?
Or Is this the complete wrong way to do this?


texts: How do the H.264 encoding settings work in blender?

texts:
When encoding videos with H.264, I'm used to the constant rate factor compression setting. However I don't see anything like it in blender's options:

Is there a way to set the constant rate factor from the GUI? If not, what do these settings do? I can only assume they are for the two-pass method, but I'm not sure which ones correspond to the descriptions in the wiki.