texts: Eevee Glass Problems with Overlap and Alphas

texts:
im working on a 3D model of a car for my company, and the problem is that the windows (front, lateral, back, etc) of the main car have problems on export and in viewport.
When you rotate the view around, in some point the glasses loss the effect and become grey or white (only when there are too much glass behind other from our viewpoint)
i made my research on internet and other forums and the alpha for glass in Eevee have problems
I saw too a post where they say to not have the same material, but i try to, and i run into the same quickly
i did check normals, geometry, hdri, and look at materials blend modes, backface and similar tweaks for glass and i dont know if the problem is from my parameters or its a bug from Eevee
Here the images for see what i mean:
https://ibb.co/DgKJXmd (where is the bug)(front passenger window is where you need to look)
https://ibb.co/XDnvgFZ (rotated view a bit from the perspective of image 1, and that weird colour is gone)
sorry for my bad english, hope i didnt make your eyes bleed
Thx for your time :D


texts: How to convert an object transformed by a Hook Modifier to an object with Loc,Rot,Scal Transformations?

texts:
I create one triangle whose is transformed by 3 animated cubes.

To realize this, I use "Hook Modifier" (as proposed in this topic ) , each vertex of the triangle is associated to a hook and each hook is parented to a cube. Each cube is animated.

During the animation (from position 1 to position 2 in the screenshot), the origin and the vertices of the triangle stay in the same position.

Is there a method to move the origin and eventualy the vertices of the triangle when the cubes move ?

In other words, is it possible to convert this Hook Modifier with animated cubes to get Location , Rotation and Scale keyframes of this triangle ?

(Rem: it is the same problem after applied this modifier as shape keys )


texts:
I'm beginning in Blender and trying to create my first test game, but now I'm stuck in the creation of a aim system.

Basically I created a tank model and associated an armature in it. Then, I created a cube (IK_target) which gives the position where the tank should aim to. I used Inverse Kinematics to achieve this, and I actually did some progress.

When in Pose Mode, the Tank aims to wherever the Cube is, but when I run the game, the armature moves but the mesh didn't deform. Am I missing something?

I already used the actuator "Run Armature" in the armature, but it didn't work.
I searched internet around and found this guy with a similar problem, but I couldn't solve as he did.

Here is the blend file.

PS: Let me know if there's another way more sophisticated or simple to achieve this result.


texts: My model has a second model inside of it

texts:
When I try posing my model, it appears to have another model on the inside, and I have no idea how to delete it...

If you need more screen caps or data just let me know.


texts: How To Make A Board Game Piece With Vector Displacement

texts:
My final outcome will be a flat plane with a displaced board game piece that I can move around. I started by making a cylinder come out of the plane.

Then I wanted to use RGB curves to shape a board game piece.
I tried for a while to turn this all into a vector I could use, but I just don't know how.

I'm using this less than and clamped add to make the plane under the cylinder full white so it doesn't change with the base of the game piece
P.S. I've tried putting my final b&w texture into the x and y sockets on a Combine XYZ node, and I've tried doing that but multiplying the combine to the vector I'm working from, every solution I've conceived always makes a cone shape, despite the RGB curve shape. I had some weird problems like this on another project where the outcome is pretty much not related at all to the nodes


texts: How to avoid objects intersecting eachother

texts:
I have this structure:

I want to place some tiles between the poles. As you can see I already started.
I modeled a single tile, and I proceded to duplicate it and place it by hand until I got a section covered.

Now though, I obviously end up with sections of the tiles inside the mesh of the supports. I tried to fix this simply by erasing the exceding parts and trying to connect the remainings to the poles as best as I can. But I still end up with some intersecting mesh. When I render it it doesn't look extremely bad, but it's not exactly perfect.
And I'm also worried about texturing.

I was wondering if there was a better method to achieve this; To have the tiles connect to the poles but without intersecting or going so far as to have sections of tile inside the poles.

For the smaller poles intersecting the bigger ones I had the same problem, I resolved it with the boolean modifier. But it wasn't that easy since I ended up with lots of triangles on the meshes that I fixed by hand. I also have some disconnected parts, hardly noticeable though.

This is the blend file: http://www.pasteall.org/blend/33562


texts: How to make all faces flip to the right/consistent direction?

texts:
What's happening is that I have tried to flip the normals, inside and out, but there are always faces which have to be flipped!

Normals recalculated

Inside View

If I flip them again, all faces get flipped and end up horrible and, not working at all. So how can I make all of the faces flip to the right direction?


texts: How to type in script editor window when mouse cursor is elsewhere?

texts:
I'm very new to blender, using it for robotics, so primarily drawing using python very little hand-drawing.

When I am typing in the script editing window in Blender (2.76b in Ubuntu) and my mouse cursor drifts outside this window (worst is the viewport window), the ability to type into the editor window halts. I have to manually push my mouse cursor back in, even if the text cursor (|) is still in the editor window. Is there a way to change this default behavior?

It is particularly annoying if I accidentally type a hotkey (e.g., Z) that changes some basic behavior in the viewport, and I don't know what I did. This is becoming very frustrating and inefficient.

I assume this is also a feature, so you can go do some quick hotkey stuff in the viewport while working on scripting, but I would really like to let my mouse cursor and text editing cursor be in different places, while editing text. That is, I want the text cursor to take all my keyboard events, as is the default in all my other applications.

I have searched online for an answer, posted at blender forum and gotten no response yet:
https://blenderartists.org/forum/showthread.php?402785-How-to-type-in-script-editor-window-when-mouse-cursor-elsewhere


texts: Cycles - Baking to image problem (looks like seams on the image, but not sure)

texts:
Am totally lost as to why this is happening.  I'm quite new to Blender, but have been trying to use nodes lately.  I'm trying to make some game assets, and am baking my material to an image, but I am getting what appears to be seams showing on the image.

I have no clue how I would UV unwrap my model (low poly rocks / mountains), so I use the Smart UV Project option, so am not sure if that is the cause or not.

Thanks


texts:
Is there a way to write the console output to disk?  In other words, as the system writes to the console, it also writes to a text file?

I am hoping that there is a simple setting in blender rather than having to write a bunch of scripts to write messages to a file on my disk drive.

This is so I can figure out why my script is causing blender to shut down.


texts: weird normal map bake from high to low poly

texts:
I have baked my high poly to my low poly using Cycles, but at the render results i cant get the right bumps.

Here is my low poly character

and my high poly character.

I applied the normal map and the base colour to the low poly and it worked fine,

but in render preview i get the following results, weird lines and weak bumping instead of my normal map bake sculpt.

nodes used

Is there a way that i can get the right texture from my bake?


texts: Inconsitant Animations when uploading to UE4 with the Send to unreal Tool

texts:
I'm trying to create an animation using SplineIK's with tracking bones into UE4 using their Send to unreal Tool.
within blender everything appears to be correct with the animation, however once uploaded to UE4 the head of my little snake friend makes a 180 during a couple points in the animation.
When saving the keyframes for the action/animation I have tried using the Insert Key frame menu>LocRotScale and VisualLocRotScale options. Both of them return the same results.
both pictures below are of the same keyframes.
The circles are the targets
The way i have the spline IK setup is I have target bones within the same armature as the weight painted bones. the Targets are Hooked to each point in the BezierCurve. and the Armature weighted bones have the spline IK Modifier applied in pose mode. everything appears to deform correctly and without issue inside of blender.
I have tried Keyframing only the armature weighted bones, only the target bones, and both together.


texts: What is the recommended angle to set the Pole angle to when setting up an IK rig?

texts: Is there a specific or recommended degree to set the pole angle at when setting up an IK? I've read that 90 or 180/-90 or -180 are good degrees to set it to, but does it matter? Can any degree be picked so long as everything is aligned and straight to a person's satisfactory? Or are there any repercussions from doing this?


texts: Some vertices don't move along with the rig

texts:
I follow this tutorial which uses rigify and I have run into some issues.

Not every vertex moves along the rig. Any idea what could cause this? I applied the location and rotation for every object.

The entire head is weight painted with blue.

blend file


texts:
Object disappear from 3d view but show in outliner and edit mode is disable
what happen ? hundred of object are invisible

export to .stl and it still exists


texts: How does Mesh based collision shapes works in Rigid Body Simulation?

texts:
I kind of understand the difference between Convex Hull and Mesh shapes. But my question is how does the physics engine works for these two? In the case of the triangles how does the engine calculate the force of colliding objects? are the contact points being calculated for each node on the mesh?

I would greatly appreciate any explanation.


texts: about how to preview in animation window blender2.81

texts: I activate workspace in animation window, I can zoom in/out in animation window, but I can't move the view, the "little hand" tool on the right side only affect the model window, not the animation preview . How can I use that hand tool to move the view in the animation previw window?


texts: Grease Pencil stroke thickness not behaving in render like in viewport

texts:
I have a weird behaviour with GP stroke thickness. I managed to get a consistent line thickness on a scaling up house I made — thanks to some keyframes on the GP object (Thickness scale and its layers' individual Stroke Thickness).

Very happy with the animated viewport look.

Problem is when I render a video, the scaling thickness is ignored. The weirdest is that it seems to render with the thickness from the frame I'm on in the viewport.

Meaning that depending on where I am on the timeline, I'll get different renders.

Any idea what could be the problem ?

viewport preview : https://gyazo.com/46e87ad00c4e2b5ed75789b07fbfec80

rendered animation : https://gyazo.com/81fd1ce37efbd954618a1ee369c3e95c

Blend file : https://gofile.io/?c=SFQO49

Using 2.82 daily build


texts: I joined these teeth with my character and yet they won't move with my rig.  Everything else I joined moves with the rig.  I joined the teeth later on though so maybe that's the problem.  Does anyone know how I can get these teeth to move with my rig?


texts: I am trying to render this scene above [Snap-shot 1]. But when i am trying to render the scene, its showing me the result [Snap-shot 2]. Whats wrong with my blender [2.72]


texts: How to select outer edge of selected faces?

texts: For example, when faces like below are selected, is there any fast way to switch the selection from the faces to the edges that are marked as blue? (Deselect the faces, select only the outer edges.)


texts: How do I animate a person taking out a sword from his back?

texts:
I would like to have a human taking out his sword from his back. The sword is meant to be somehow tied to its back, but it needs to be pulled out.

I already did the arm movement, then imported the character into Unity, put the sword, and tried to see what happens. Unfortunately, the hand literally passes through the sword, so I figured out I had to do a particular animation for the guy pulling out his sword. Any suggestions?

Should I have 2 separate objects in the same animation? Can i somehow put a bone into the sword or what would you guys suggest?

Edit: I need to mention 2 more things
1.I'm fairly new to Blender
2.I figured out I cannot attach the sword to his literal body, but I need to include it in the animation

Edit2: I read somewhere that by editing, I can put my post up again on the list, so here I am.. Sorry if I piss you guys off


texts: Problem when merging two elements with subdivision surface modifier

texts:
I'm having a problem merging two elements with a subdivision surface modifier. The vertices are pretty well aligned, I think it has something to do with the subdivision surface modifier but I can't figure it out.
To be sure I was doing it the right way I hid everything but the two edge loops I want to merge and then aligned all the vertices one by one to have an exact copy. Everything looks good if I have the viewport on 0. The higher it goes the worse it gets. I don't know what to do to fix it.
I also tried to smooth it with the smooth tool but that didn't work either.
To be more expecific if I don't have the subdivision surface modifier everything looks just fine.
Thanks in advance.


texts: full single rotation last pass strange behavior (incomplete X / Z rotation)

texts:
I have a strange behaviour of the pass between 2 last keyframes of X and Z axis in full single rotations - instead of snapping the original state the model rotates backwards, both in Blender and c++ code? where can the problem  presumably be? I, not that deep into Blender to guess the reasons myself:( Applying the recorded video describing the said above - thank you :)
https://youtu.be/tw0JBH1Bobo


texts: How do I make my file open in the same state it saved in?

texts: I have a man who has a armature and has been weight painted.  Whenever I open a saved file, he is in a weird meditation pose.  In order to clear it I have to go into pose mode of the armature and click Alt+R, Alt+G, and Alt+S repeatedly until he is back in his normal pose.  I then can continue working on him.  when I save it and open the new file he is again in this strange pose.  Not sure if this is related or not, but when editing him and I click Ctrl+Z to undo something sometimes his pose will go really crazy and I can't clear the rotation, position or scale and have to re-open my last save.  I would like to have this fixed so I can open my project and go strait to work and would like to know how to fix this.  I don't know if this helps or not but this just started happening 2 days ago, Thanks for the help!


texts:
I have a simple mesh with simple rigging, but when i try to export FBX i can't open the file. im using blender version 2.92

when i try to open the file it show "can't load 3d model"


texts: Driver python expression doesn't work as intended (doesn't calculate if else properly)

texts: I can't understand why it doesn't work. Driver value should be 0 according to my expression. Can't figure out what is wrong with it.


texts:
Blender 2.72  Boolean operations with the primitive forms give expected results.  Trying to use a e.g. cube to remove the tabs from a hand by difference to leave the hand doesn't give the expected result.   Trying to use the cube in the same position with an intersection does not result in the removed tab.
One of the operations looks like a union.
Any suggestions?
If you want more info, please tell me how to obtain it.  I'm not having a good day with Blender.


texts: how to bake ambient occlusion from multires?

texts:
Hello I have tried baking from multi res using emission shader and AO shader connected to it and doesn't bake anything it's all white, I also tried to use AO shader connected to a math shader(power) and still nothing,
I have the image texture selected and the UV map unraped correctly


texts:
I'm trying to create a 3D textured model of a boomerang based on this image

I have a good model and have applied a wood texture to it, but I'm pretty stumped when it comes to creating the designs in a way that looks convincing. If anyone knows a good way to approach this the help would be greatly appreciated. Here's my model so far:


texts: Inset faces not working as it had been a few moments ago

texts: A few moments ago, inset faces simply created a new face inside another face as it always did. Now, either this happens (see picture 1) or the border between the new face and the old one is disproportionate (see picture 2). Any ideas what the problem could be?


texts: How to bend the bendy bones found in Blender Builds recent to 2.78

texts: I checked the Wiki, I checked the website of the original creator, I am still lost. Does anyone know how to make Bendy Bones Bend? I have added segments, I am not sure where to go next. Anyone know how? Please, I just want to use it.


texts:
Does anyone have an tips for matching renders from Maya to Blender?

I am having a problem where that the same model in the same position gives a slightly distorted result when rendered in Blender. Overall it looks like the entire render in Blender is not at wide as Maya's default render. Other than stretching the objects' width, it there another way to fix this error?


texts: Exporting FBX Files - One Action per FBX?

texts:
Hello everyone!
I am new at blender but i need to learn it for a job. I worked like 3 years on maya but I would like to add my maya workflow on blender...
My probleme is : I would like to export each action of my scene as one fbx for each. I could export them one by one but sometimes my work need to have around 40-50 different actions.

This is my goal, but acutally I did 1 by 1!
If I compare to maya I would like duplicate the game exporter who actually work well for my work
if someone know something similar on blender let me know or I would like to script it.
thanks you !


texts: Can Blender be used on an Android device?

texts: Can the software be downloaded on an Android device?  If yes, then what is the process?


texts: Accidentally set shortcut for vertex select to left mouse. How do I undo this?

texts:
I was trying to set it to one of my programmable keys on my keyboard but I messed up and made this happen...

Can I undo?


texts: multiple file package changes in blender 2.7?

texts:
In fact I want to pack many add-ons.

I was using some "standard" __init__.py check

but in reality this does not work, then I tried the example of wiki blender changing the deprecated import imp toof importlib import reload but this example does not work either!

I looked for some reference in manual but I do not get anything

also the CoDEManX code from link is not avalaible,... then ...

what is the current way of packaging multiple files?


texts:
I am trying to make a drum rotate with water fluid. I'm looking for a clear explanation of effector and domain.
Effector fails to fill in the shape.
I just want to fill a horizontal cylinder with water and rotate with dynamics.
I'm using Blender 2.9


texts:
Is it possible to turn this generated mapping into an UV Map?
If not, would it be possible to access the generated mapping by using bpy?


texts: Add an image texture to a shader subgraph

texts:
I am trying to create a material which uses a texture. That texture is used in a subgraph (I think the technical term in blender is NoedGroup, but Im not sure). The input for that subgraph is the texture name as a string, uv coordinates and some other stuff.

I have a osl script which loads the texture using the texture name and do all the operations needed. The problem is that the script node is not compatible with eevee.

Is there anyway to add the image texture as an input to the subgraph so I can replace the osl script with eevee compatible nodes?

I have check this other answer, but seems to be doing exactly what I currently have.
Select Input Texture file name as parameter/node


texts: Rendering Camera Image Background From Glass Refraction

texts:
I am trying to render a scene that uses Camera Image Background.
The camera is tracked and moving simulating the video. Thus I am using Image Background and hoping it would just render and appears on the Refraction.
I tested using actual Image Plane, it seems to render, but of course this is not ideal since camera is really moving.
Is there in anyways we can render Camera Image Background and having it actually appearing as Refraction in render?


texts: faces are lined and stripey in the view port after extruding

texts:
I'm new to Blender and I was wondering how to correct this; i'm not sure what to call it on my faces...

i'd be grateful if you legends could enlighten me?


texts: is there a way to animate a lot of bones moving the same way one after another?

texts: I have about 140 bones which I want to move down and each starting at the same point but I want each to start moving a few frames after the previos one the same way and stop them all at once.


texts: Unsupported Graphics Card or Driver when running on remote desktop

texts:
If I try to run Blender from remote desktop, it says

looks somehow expected, but it is not. If I open Blender being on physical console, it works. If I then open this desktop remotely, it still works, allowing me to manipulate 3D objects, run animation etc, i.e. perform namely that operations, which one would expect don't work remotely. Simultaneoulsly, some innocuous operations with menu may cause this dialog again in the middle of operation and crash.
Looks like OpenGL is used in some embelishements, not in main operations.
The, can it be turned off?


texts:
as you can see in the screenshots i want to bake the same result of the viewport as new baked texture,and the same goes for the other nodes beside it, but i dont see anyway to do it, i tried with baking with diffuse and it bakes a black or white texture with shadows from the hdri lighting, also obviously i want my texture shadeless, which means none hdri lighting baked on it. and BTW how can i add a clearcoat as a texture which means more glossiness in the surface but in the red painted part only (tho i have to invert the textures cuz i want the red look like car paint and the metal less glossy than it is).

the texture that i want to bake just like appears rendered  full node preview

EDIT: i finally could bake this i just had to bake it with a diffuse shader which means i had to put my node setup in the color input of the diffuse node and then add other separate image with a new image created and just keep it selected and without plugging it in another node and then go to the bake settings, select diffuse, and uncheck direct and indirect button and then bake and wait until the bake was done.


texts:
I'm doing something wrong while trying to PARENT an object together.

I'm not sure I'm following the steps correctly.

Note the "dotted" string seems still attached to between the Icing & Donut still after "parenting".

Hope someone can solve this problem.

Thanks hugely and regards in advance.

Mike


texts:
Cut this short has possible why is there missing options on the bevel,screw.
like had more details in the bevel Mod, but now have 3 bars width type,amount,segments ?


texts:
I'm very new to Blender and I'm watching Grant Abbitt's tutorial and it's so good but I got 1 bug. When I need to add a material to an object, this material goes to every object which i copied from the original!
I already tried to click on the object and set a custom material but still the same, i can't get two objects (copied) with a different material. Anyone can help?
This is the video i followed Complete Beginners Guide to Blender 2.8 | Free Course | Part 4 | Materials, but it does not work for me.


texts: How do I create this shape at the top of a violin (the scroll?)

texts: I am trying to model a violin, but I am unsure how to make the coiled thingy at the top above the pegs:


texts: How to set different aspect ratio per camera in the BGE?

texts:
I'm trying to make an aplication with several cameras. Each camera is used to render to a texture with the BGE. And then, the main camera render some planes with the views of the rest of the cameras. This allow me to modify the planes to do some quad warping for me to proyect.

The problem I find is that all the cameras share the same aspect ratio, which is defined in the render settings. Is there any way I could specify the aspect ratio for each camera individually?

The idea is that the to main cameras get two views of the interface (a 2.5D type UI), and then they are rendered to the planes which can be distorted to fix the keystone and do the quad warp. A final camera, gets the corrected result, and it is played in the BGE. Since blender doesn't allow two windows, I have to use a 1600*1800 camera to expand the main window to two 1600*900 projectos. I hope it does make sense now.


texts: One material, different colors on objects

texts:
I got the following set-up

My goal is to have these balls all the same material, but with a different colors. I don't want to rely on some random value; I want to assign on my own which object gets a particular color. How to accomplish this?


texts: How to let some keyframes influence the animation loop without being played?

texts:
In the picture above you can see the keyframes for a walkcycle.
The start and end keyframes are the same as it sould be in a looped animation(frame 0 and 59).
The two keyframes on the far left and the far right(-13 and 72) are needed for maintaining momentum during the loop, as without them the loop wouldnt look smooth.
I now need a way for them to influence the animation without increasing the animation length and without these two keyframes being played after exporting. The animation should only be played from frame 0 to 59.


texts: Transferring rig weights from one mesh to another in blender 2.76

texts:
I've recently started using blender in order to create my own models for games and such. I have created a model, rigged it, created clothes separately and now I want to add those clothes to my model so that it moves with the rig without the skin poking through.

So there are many solutions that use the weight transfer tool but I can't seem to get this working with blender 2.76. I parent the rig to the clothes with empty weight groups under the deform option. I then, selecting the mesh and then the piece of clothing, go to weight paint mode and choose the 'transfer weights' option under the tools section but the weights dont actually get transfered, nothing happens.

All the tutorials online use previous versions of blender and so the interface of options when choosing to transfer weights is different which could mean that I am just selecting the wrong options (I tried messing with them but nothing works).

Any help will be appreciated. I can post pictures later if need be.

Thanks


texts: Offset all keyframes to reposition animation

texts:
I have two mocap animations on a skeleton which are pointing in different directions, and their root bones are centered at different locations. For example, my walking-in-place animation is facing X+ and is at location [10,50,0] while my run-in-place animation is facing Y- and is at location [30, 10, 0].

I want both animations to face Y+ and be at location [0,0,0].

I cannot simply reposition and rotate the root bone, because the root bone also has keyframe data that would be lost.

What I can do is to turn on 'Automatic keyframe insertion', and then manually offset the root bone rotation and location by the relative amount on the appropriate axis. However, this is impractical as my animation has over 100 keyframes, and if I were to do this manually it'd take a really long time.

It should be relatively straightforward to write a script that does this automatically. For example, for the walking-in-place animation, I'd just tell the script to subtract vector [10,50,0] from the root bones location for every single keyframe, and then subtract [90] from it's Z axis.

However, I want to know if this functionality already exists either within Blender or in an addon. Seems like an issue that should be relatively common.


texts: Children Hair Particle doesnt follow the path

texts: The children doesnt seem to be following the path. What should i do to make it to follow


texts: Join multiple NURBS circles without collapsing circles/losing positions?

texts:
I'm trying to join and fill multiple NURBS circle surfaces (similar to the YouTube video here https://www.youtube.com/watch?v=_kGmh9r6pkE) but when I join my circles, they collapse into one circle, as opposed to keeping each circle's unique location.

Any help appreciated!

Blender file before joining:

Blender file after joining:


texts:
I have a vector and vertices, and I'm trying to align the vertices to that vector using 'Translation Matrix', unfortunately multiplying the matrix with the vertices' coordinates do not change anything.

here is the code:

import bpy
import bmesh
import mathutils
import math

msh = bpy.context.object.data
mesh = bmesh.from_edit_mesh(bpy.context.active_object.data)

vec = mathutils.Vector((0.7071, -0.7071, 0.0, 1.0))
trans = mathutils.Matrix.Translation(vec)

m1 = mesh.verts.new((1, 0, 0))
m2 = mesh.verts.new((1.5, 0, 0))
m3 = mesh.verts.new((2, 0, 0))

m1.co = m1.co * trans
m2.co = m2.co * trans
m3.co = m3.co * trans

bmesh.update_edit_mesh(msh)

Thanks in advance.


texts: Should I turn off Dynamic Topology if I have a huge number of verts?

texts: So, I'm making quite a big mesh and at some point I've reached 1.5-2 million verts. This, obviously, slowed down Blender and it's near impossible to work. Is it ok if I turn off Dyntopo? If so, how do I make sure that the part of the mesh I'm working on is at enough high detail level?


texts:
I have a mask that applies to an entire video clip - with a few key frames.

For some reason some rendered frames omit the mask completely.  After investigating, the output of the mask node in compositing is to mask absolutely nothing.

There are no key frames around the problem frames.

Below is the mask output of frames 9 and 10 in the composite.  As you can see 10 masks nothing, where 9 has the 'key hole' mask.

Frame 9:

Frame 10:


texts: What is causing sharp creases on subdivided model?

texts:
I am doing this Blenderguru tutorial to work on my modelling skills. In the image below I have marked some areas where I made some modelling mistakes. Now I would like to learn what I have done wrong and how best to repair those mistakes.

Here you can see some details of the top left corner:

Area 1 What made that sharp crease in area 1 ? And how to remove that ?

Area 2 Why this "sharp" shape in area 2 ? And how to remove that ?

Area 3 The glass of the iphone and the metal ring don't abut against each other. There is a "gap" between those two objects. How can I repair that ?


texts: Blender 2.79 and 2.78c crash on startup with Exception access violation error

texts:
I've been trying to install blender 2.79 on my windows 10 machine but it crashes on start up and shows the error bellow :

I tried changing the sound properties but it did not work, I updated my graphics card drivers, I tried installing a previous version of blender (2.78c) but I kept getting the same error, I tried installing the 32 bit and 64 bit version but the problem persists, I uninstalled every instance of python i have installed, deactivated my firewall... I even tried debugging it and i got this

I also tried the --factory-startup option but i got the same results as the debug case so i tried using the  latest build version with --factory-startup

This is trully frustrating and I really need it for work so any help would be much appreciated.


texts: I have a camera solver on a camera, how can I delete the solver on a duplicate camera and keep the rotation and location the same?

texts: I have motion-tracked a scene and have a camera with a camera solver on it. I duplicated the camera and need to delete the camera solver in the second camera. I was wondering how I can delete the camera solver and keep the location and rotation the same as the first camera so I can keyframe it and animate it later in the scene.


texts: Export Compositor image and rendered image as two layers in the same file

texts:
I am wondering if there is a way to output a single image file that contains two layers: one with the rendered image, and one with the composited image.

This would be useful when importing renders in Photoshop, or in order to have two options for each image when exporting an animation. It could also be cool to have the composited layer and the rendered image when importing the sequence into an editing program (one would then have two footage layers instead of one and can blend/fade between the two etc).

Here's a file I experimented with, I exported to .tif which I think supports layers, but in Photoshop there was just one image.


texts: UV unwrap doesn't show up in Object Mode?

texts:
I know that this is a usual question and might already have an answer online, but I am stuck at UV unwrapping for a lot of time already and i want to explain my issue in detail.

I want to add textures from an image onto a few cubic meshes i have, mostly the front face. I unwrapped the cube in blender and added a image to and it looks good in the texture window, but as soon as i enter object mode or rendered the image is no more and the cube is showing the material only and not the image. I have already assigned the image texture with UV coordinates to the cube still it doesn't show up on object mode. Please help me..


texts: Archimesh is not displayed in the Tool shelf

texts: I've enabled Archimesh and just started using it. The problem is I can't find it among the tools in the Tool shelf. How can it be fixed?


texts: Manually make it look like an object is going through the floor (of a real life photograph)

texts:
I have a picture of a room including the floor and I want it to look like there is, for example, a cube going through the floor. Is there a way to do this, maybe by making it go through a plane that is transparent to the photograph but not to the cube?

If anyone knows how to do this, as I'm not very good at doing things from text, would you be able to explain with pictures or something? Is there is a tutorial for this sort of thing?


texts: How to render this style of geometrical objects

texts:
Referring to http://www.cs.cmu.edu/~kmcrane/Projects/DGPDEC/paper.pdf

The document includes numerous geometrical object that are illustrated in a very particular style that is appealing. Can this be replicated via Blender?


texts: No way to light a scene with selective lighting without using layers?

texts:
I am slowly switching to Blender from C4D, and so far, i am loving (specially the character animation part_

But I've been trying to find, for a very long time an easy way to light up a scene with selection/restrictive lighting (this light will only affect this cube, this other light will be only for the background, etc...) in Blender, but I coulddnt find a direct and straightforward way to to achieve this.

I only saw some options when using layers/composition etc.. which is quite combersome for something that could be so simple, in just one pass..?

Is there any other way to achieve this results?

Thanks in advance!


texts:
For the sake of increasing work speed, I am looking for a way to setup quick scaling of solidify thickness in edit mode. The context is that I'm making mesh hair consisting of lots of different strands, and editing them manually. To make this as convenient as possible, I am using very low poly flat strands with a lot of subsurf, and then solidify to turn them into flattened cylinders.

I need to be able to make the strands different sizes and thicknesses. If the solidify were applied, this could be done with Shrink/Fatten. I can scale the strands based on normals to make them wider, but their fatness is defined by their weight in the solidify vertex group (and capped by the thickness set in the solidify modifier.)

To get the full functionality that I want, I need to be able to set a hotkey that lets me adjust the value of a vertex group on my selected object. Ideally, it would multiply based on mouse movement, like most modelling tools do. But I'd settle for being able to type a number to multiply it's current weight by.

So overall, what I would need is a way to multiply the value of the selected verts within the active vertex group, and have the Factor be based off mouse or keyboard input. Is there any way to set this up? Or an addon that could do it? And if not, would such an addon be possible?

Update: It looks like Gain from the Levels tool can multiply the weights. I can hotkey Levels, and it will repeat the last Gain setting whenever I use it, so that helps. But i can't have the Gain change based on a typed value or mouse movement without clicking around a bunch.


texts: where can I download cycles as an addon and why does blender not run?

texts:
I don't know why but the newer versions of Blender don't run on my PC(I have an AMD radeon graphics - 1GB), but the newer versions of cycles have seemed to improve a lot, like giving a pre-made materials to smokes. So, I wanted to try this, since blender doesn't run I wanted to know if I could download cycles as an addon?
Plus, if there are any suggestions regarding how can I get newer versions of blender to run in my PC, please mention them as well, because I'm so confused as it meets all the requirements that Blender's site mention I should to run the newer versions in my PC. My machine has an i5-4200U CPU @ 1.60GHz, RAM is 4.00GB and is a 64-bit operating system with an AMD RADEON 1GB graphics card.
details from the caps viewer:

first I go through the install process:

Then blender install all fine:

and when I finally hit the blender icon it just crashes without even opening,it shows this:

Plus I'm using windows 7(ultimate).


texts:
I am trying to install the jester king/import_3dm add-on.
However I get this error.
Anyone who might be able to help, thank you?
Best
Søren

I add the zipped file via preferences/addon and Install button.
The add-on appears on the list but shows me this error.
I am a newbie to blender, so this does not make a lot of sense to me.


texts: The OS shows rendered files as TextEdit Documents instead of PNGs

texts:
Using the new 2.90 version, I made a simple animation using some cloths sims and rendered it out in PNG images. When I check the images inside my file browser (Both the Blender file browser and the native MacOS file browser) I see that they are not PNG images. My mac instead says that they are TextEdit Documents.
When I open the image, it opens normally inside the "Preview" app (the default mac app for opening images). Sometimes it opens inside the TextEdit app and it shows me a bunch of garbled text.


texts: How to reverse the moving of timeline in blender

texts: My timeline is moving in the opposite direction of frames like frame 50 to frame 1


texts: How to remove this distinct line in my texture?

texts: I know it is something to do with uv unwrapping but I am unsure as how to fix it. Any help?


texts: I bought an graphics card nvidia gt 710.After installing the driver when i open blender cycle render blender stop suddenly.Its happening every time when i click cycle render.


texts: How to do seperate render passes in blender?

texts: I a lot of VFX breakdown that uses something they call "render passes". From what I see, they are rendering the clip in seperate ways (like rendering the ambient occlusion, specular, shadows, depth of field, etc individually and then combine it). Is there any way I can do this?


texts:
I am new to using blender, and found something I wasn't able to solve.

I have a simple model like this:

With texture from the bottom:

I would like to curve this model like a bracelet, did it with a beizer circle + curve modifier.

But somehow it messes up my model, as you see here:

What could I do? I tried changing the resolution but not much has happened..


texts:
I would like if someone had same problem.
after editing Uv and made some separation, I found I need another seam to make the island to be straighten.

But if I mark new seam, It breaks other UV island which I arleady made...
I hope to know how I can avoid this problem. thank you.


texts:
I have created 20 towers.

Each tower contains few mesh. Each tower is not with single mesh. Some are curve some have array modifiers some bevel etc.
I want to generate on a plane to make a city. With single mesh we can. I have created collection to divide the building small medium and large.

I have created a generation result collection and in that 3 collection (small medium and large).
In the small medium and large collection i have divide the collection in the name s1 s2 for each building.
I tried to parent each building with the base of plane. But all mess. All the parts of the building distributed here and there.
Any solution how can i fix all the building on single plan to make a city. Thanks


texts: Align loopcuts (so it looks like one big face)

texts:
i have a problem that loopcuts are throwing shadows when i render. I basicly want an area to look like it was one face instead of multiple. Her is an exeample what i mean:
This is my model:

and this is it rendered. The red circles show what i mean.
It's more pronnouned when i look from other angles.

The lines in the first red circle i could life with, but the lines in the 2nd look really ugly from other viewpoints. If i delete all the faces and make one big ngon face from it it looks nice, but i of couse want to avoid ngons.
So how can i fix/align this, so that it looks like it was one face?


texts:
When I animate everything looks normal here:

But then I render it with F12 it looks like this:

Why is that?
I'm a beginner and not a native-english-speaker. So sorry if I get a bit confused.


texts: How to link a segment to a bone to get a better result?

texts:
I'm making a rig in blender, pretty simple one, the only problem right now is this:

You can see it's pretty messed up.
I want to get to this result:

So I think I need to rotate the loop cut in the middle of the arm, or something like that, but I want it to be automatic when I rotate the bone. Could anyone help me please? I've been stuck on this for 5 days. (No joke, I'm still a begginer, and everywhere I look, it's either for v2.7 and below, or they use a more complex rig and thus blender works fine.)


texts: Can Animation Nodes extract data from dupli-instances?

texts:
By dupli-instances I mean dupli(verts/faces/particles/frames). I was thinking that once vertex snapping is working with duplies in 3d viewport, then you can somehow extract vertex location and poly's in Animation Nodes, like from normal mesh.

Is it possible or not?


texts: How do I created a solid model from an imported wireframe?

texts:
I have imported a CSV file to give me vertices and edges using the addon CSV mesh Importer, but none of the edges connect. I have trying to model a ship from a video game so I can export and 3D print it.
Is there any easy way to change wires to become faces?

I have tried different Ctrl + F options but they don't work.


texts: now i need to simulate the arrow illusion which is,an arrow drawn on a sheet of paper that is put 4 inches behind a glass and then the glass will be filled with water and look at the arrow through the glass we should find that the arrow direction is reversed due to refraction of light(you can check that on youtube). I know how to simulate fluids, but how do i simulate that refraction? How can i simulate what happens to the arrow?


texts:
I've been having trouble figuring out how to uv unwrap my main character model in a game I'm creating. I've done quite a bit of research and can't seem to figure out how to do it. Basically when I try to unwrap nothing happens in the UV/Image editor which just shows these box things, It was previously just completely black until I pressed reset in the uv menu. I'm trying to unwrap it so that I can texture it in blender using the painting thing. I'd appreciate any help here's a screenshot that hopefully shows you whats going on:

Cheers


texts: Cannot render, because of too many faces

texts:
i'm having a rookie issue. I'm trying to make a train station, which would include a train. Problem is that i can't render anything without blender crashing. This is: Blender 2.8 Eevee or Cycles (here is were i originally made the models). I also tried transfering the train in the picture to 2.79 (this changed nothing). Notice everything is set to render in 1280x720 px and with 150 samples.
I tried rendering with the subsivision modifier "on" and "off". Blender crashes every time.
On the bottom righ of the pictures below you'll see my faces count, i'm guessing its ridiculously high, but i need the detail to achieve i a photorealistic effect (hopefully).
I simply mean to get still images, nothing more. Anyone knows a possible solution?

Edit 1: I neglected to provide my laptop's specs, is not tthat grate but shouldn't be a problem (read edit 2):

Operating System
    Windows 10 Home 64-bit
CPU
    Intel Core i7 @ 2.70GHz 42 °C
    Kaby Lake-U/Y 14nm Technology
RAM
    8,00GB Single-Channel Unknown @ 1063MHz
Graphics

Intel HD Graphics 620 (HP)
4095MB NVIDIA GeForce 940MX (HP)

Storage
    931GB Western Digital WDC WD10JPVX-60JC3T0 (SATA)   30 °C
    119GB SanDisk SD8SNAT-128G-1006 (SSD)

Edit 2: I've done more before
I figure i'd check an old render i did on on blender 2.79, on this very same specs. I was able to render with no issues and the faces count was of almost 12 millions. Now i tried rendering the first picture (1.5 million faces), following the instructions left by one of the guys (lower sub-divs levels and use cycles). Still crashed. Could it be a Blender 2.8 BETA thing?


texts:
I have this simple setup:

I'd like to walk this perimeter and find the total length of every side, so as to find which side is longer:

How can I do that with a python script? Thank you
EDIT: added a clearer picture


texts: Adding driver through python doesn't work properly?

texts:
I am writing a script and this script required adding a driver to an object,so I added it but I have 2 problems with it.

I have added a single property variable and set its ID and path. After I run the script, the variable added correctly and everything is fine, but I see that the path is colored in red and Blender said that my driver failed. I figure how to fix this, by selecting the ID object (spin object) one more time (which is already selected) as shown in the figure.
So how can I fix this? Because I don't want to do this every time I run the script.
and here is the script and the image.

newVar.name = "Array"
newVar.type = 'SINGLE_PROP'
newVar.targets[0].id = bpy.data.objects['Spin object']
newVar.targets[0].data_path = 'modifiers["Array"].count'

When I change the value of the variable (array count), I didn't see the effect until I press update dependencies. I want it to be updated without pressing update dependencies
every time I change the value of the variable. How can I do this?


texts: I'm texturing a model, and I used a texture stencil to try it out. Now I can't make a new brush preset for solid colors or other textures, the only way I can do this is deleting the first texture. I think there is a way to make new brush presets but there is no + to add a new one.


texts: How do I use blender masks to make it look like there is magic in my videos

texts: I'm working on learning how to use masks in blender. I would like to use the masks to make it appear as if there is magic in my videos. Such as when a person in the video lifts they're hand a certain way, magic comes out of it.


texts: How do I make objects not renderable in OpenGL Render / overlays disabled on Blender 2.8?

texts:
I have some mesh that i do not want to be visible when disabling the overlays button but they still do so, in Blender 2.79 checking the Render only box was enough but here it doesnt work like that. any ideas?

p.s., the object is not supposed to be rendered in render mode either


texts: How to use shadow catcher in animation render?

texts:
I struggle to use a simple shadow catcher option on a plane,
If I render a single frame everything works perfectly:

but if I render an animation, the shadow catcher option on my plane doesn't work:


texts:
I am new to blender, trying to edit light and shadow parameters. I came across the following.
I had added a light point to the workspace. When I click on it (the light point object), the menu on the right-hand sidebar does not display the Light settings that I would expect.
The available settings are Transform, relations, collections, instancing, motion paths, visibility, viewport display, and custom properties.
I have looked for any light or shadow properties settings but I cannot find them.


texts: On cubes, one of the faces has a checkered face, that doesn't like to cooperate with what I am doing. Can someone shed some light on what exactly this face is, and what it's purpose is?


texts: How to make anime style Beam with Object collision in 2.9?

texts:
How to I make an anime style beam with spiral effects and collision with other objects, effects and all.
I'm using blender 2.9 and the eevee engine
Example

original video = https://twitter.com/Erisdraw3D/status/1358783589152927745


texts:
On previous versions of blender, I used this code to make a popup that shows all the modifiers.
class SFC_OT_modifiers_popup(bpy.types.Operator):
    bl_idname = "sfc.modifiers_popup"
    bl_label = "Modifiers Popup"
    # bl_options = {'REGISTER','UNDO'}
    bl_options = {'INTERNAL'}

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def check(self, context):
        return True

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

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

        ob = context.object
        md_self = bpy.types.DATA_PT_modifiers
        for md in ob.modifiers:
            box = layout.template_modifiers(md)
            if box:
                getattr(md_self, md.type)(md_self, box, ob, md)

    def invoke(self, context, event):
        context.area.tag_redraw()
        dpi_value = bpy.context.preferences.view.ui_scale
        coef = dpi_value * (-175) + 525
        return context.window_manager.invoke_popup(self, width=dpi_value * coef)

On Blender 2.9, they changed the code from
layout.template_modifier()

to
layout.template_modifiers()

Do you have an idea of how to make it work? We cannot add parameters to it anymore.
Previous >> https://docs.blender.org/api/blender2.7/bpy.types.UILayout.html?highlight=layout%20template_modifier#bpy.types.UILayout.template_modifier
New >> https://docs.blender.org/api/blender2.8/bpy.types.UILayout.html?highlight=layout%20template_modifier#bpy.types.UILayout.UILayout.template_modifiers
Thank you for your help ;)


texts:
I want to remove obstacle between points A and B.

I tried to use bhvtree but I have an error
import bpy
from mathutils.bvhtree import BVHTree

a = bpy.data.objects['a']
b = bpy.data.objects['b']
bvhtree = BVHTree.FromObject(a, b)

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "Text", line 6, in <module>
TypeError: expected 'Depsgraph' type found 'Object' instead

I don't know what is the Depsgraph type!


texts: How to add an existing node type to my custom node tree?

texts: I have my own nodes tree of nodes and I know that ready-made types of nodes already exist in Blender. When I create a button to add node and use it, I get an error, but not in all cases, for example, when I use "NodeFrame" I don't get an error. How can I add node?


texts: Does anyone know how to keep a scale the same across multiple blender projects? For example, I have a plane set to 8', but when I copy it and paste it in a new project, it is set all the way to 314.96' with the scale still set to one across the XYZ axis. What am I doing wrong?


texts: How to place repeatedly a small texture on very large surface?

texts:
I want to apply a texture(small image) on a very large plane(100.000 km x 100.000km)
If i do nothing,texture will be too much large.
So i want to apply repeatedly the same no large texture in this very large plane.
How to do that?
thanks


texts: BGE how can I run a sound file while a key is pressed?

texts: In the BGE, how can I run a sound file while a key is pressed, but have it stop as soon as it's released?


texts: How to remove a keyboard shortcut for sculp mode?


texts: Blender 2.8 viewport problems (because of AMD Radeon R9 M295X 4096 MB?)

texts:
Ive been using blender 2.79 without problems for some time. I've recently downloaded blender 2.8 in which a very basic problem appears.

In cycles, when in rendered mode, the viewport behaves very strange. It will not update any shaders. It will not update the position of a light source until I go out of rendered mode and back in again. When using nodes for a light source, after changing any parameters the light will just behave as an infinitely strong source.

These problems seems to only be present in the viewport, it renders fine.

If the project is saved, it will display the correct shaders in the viewport in rendered mode. But again, will not update if I make any changes.

Is this because of my GPU? Seems like it should be supported with 3d gen GCN.

Under Blender Preferences > Cycles Render Devices it says "no compatible GPUs found" for Open CL.

Im running on
MacOS Mojave Version 10.14.3
iMac (Retina 5K, 27-inch, Late 2014)
4 GHz Intel Core i7
32 GB 1600 MHz DDR3
AMD Radeon R9 M295X 4096 MB

What do?


texts: Black reflections at extreme angles with glossy shader on smooth surfaces

texts:
How do I remove them?

They don't appear when using flat shading.

Nothing in the scene can cause this.


texts:
I need some help in removing all material slots in one go using a python script.
I am able to use this, would prefer to ave all removed.

bpy.context.object.active_material_index = 0
bpy.ops.object.material_slot_remove()
bpy.context.object.active_material_index = 1
bpy.ops.object.material_slot_remove()
bpy.context.object.active_material_index = 2
bpy.ops.object.material_slot_remove()


texts: Why is my cycles render still grainy on 1000 cycles?

texts: I recently made a desk lamp model and set the samples to 1000 for an overnight render upon waking up the image was still rather grainy is this something in my blender that isnt set right or something in the scene itself?


texts: Sculpting not symmetrical but X axis is activated?

texts: As u can see my sculpt isn't symmetrical. I don't understand how that could happen because I always had the X axis activated. Is there something else I have to consider while sculpting so that doesn't happen?


texts: Is there any method to make the size random to the instanced objects created via Animation nodes?

texts: I made the instances from a collection (of 4 objects) with the help of Animation nodes. I would like to change the sizes of each objects randomly. Now it seems all uniform and if i try to change the scale its all scaling equally. Any method to do this?


texts: How to curve my subdivided mesh along it's y axis

texts: I have a simple mesh that i have subdivided along its y-axis, i want to curve it along an arc but i can't find the way to do it with a modifier, how exactly can i curve it along an arc?


texts: Is it possible to make visible spotlight lightrays?

texts:
I'm using a Spotlight on one of my scenes, first I planned to make the effect of the lightrays on other editing software, but maybe it's possible on Blender. It is possible to make a spotlight look like the image below? (also, I'm using cycles)

Thanks in regard! :)


texts: Say I irreversibly deleted my camera in my scene. Could I solve for its position, given a prior 2d render of the scene?

texts:
Given a still capture of a mesh, is it possible to solve for the position of the camera?

I know the camera's FoV, I just need its position and rotation.


texts: Large Grease Pencil File Lagging in Blender 2.92

texts:
I have been using Blender 2.92 for a few months (using the grease pencil) and it started lagging a lot on a specific file (0.92GB), particularly on specific scenes.  It lags so much that I can’t sculpt, undo, select, switch modes etc. without waiting at least 30 seconds. I really can’t continue my project at all.
I have tried to open my file on a computer that has lots of RAM, but the problem persists.
I also tried un-checking Global Undo in my settings, reducing the lag a bit, but it still does not work well enough.
I saw on YouTube that in earlier versions of Blender, we could modify the Window Draw Method, but I can’t figure out where to find it in my preferences (and don’t know if this solution would work).


texts: How to distort (in this case) letters, patterns etc underneath a water drop?

texts:
I’m interested on how to distort typography, patterns etc. which partially lie underneath a drop of liquid. See example below.

How would you approach this?


texts: Why does Edit Mode show a different number of vertices than Object Mode?

texts:
When I look at my object in Object Mode it says 110k vertices. The problem is, when I select my model it says 13k vertices. I have no clue where the extra vertices are, or how to delete them. I'm trying to use UMA (for unity) and I need to have less than 65k vertices in total.

I have no clue as to where to find the missing vertices.


texts: Can the base dublivert object be hidden?

texts: Is it possible to hide (in the viewport) the base duplivert object, without also hiding all of its duplicates?


texts: How to save an image in uv editor even when closing blender?

texts:
I have a palette image in my uv editor to color my models, but every time when I close blender, I have to reopen it again, is there a way to save it in my workplace without reopening it always?
THANKS


texts: Cannot "Baking the Wiggle" in Blender v2.92.0

texts:
When I try to "Bake the Wiggle", it gives me this error

I searched for a fix and tried one but it still doesn't work. Changing type of a rig but I don't have any RigType options.

Blender : 2.92.0
Wiggle Bones : 1.5-b16

Note: This error appears on all bones
Disabling "Additive Bake" solved the problem for me.


texts: How to apply the ocean modifier to get an animated object?

texts: How to apply the ocean modifier to get an animated object, (not a static which have  froze in a single phase)?


texts: My mesh is a black wireframe but only on layout mode

texts: My mesh is black and transparent, only on layout mode and I do not know how to change it.


texts: Noise texture not working on two planes at same time

texts:
i have two separate planes, i have applied same noise texture in both the planes.
The problem is that it's only working on one of the plane.
Herein the image, you can see the upper ,although having same texture, is not showing the texture in lower plane.
What should i do now? Please help.


texts: How do I select vertices that are directly under the other?

texts:
I'd like to select vertices that are directly beneath the one I am selecting to save me the trouble from moving out of ortho view. It's mostly on simple shapes like the cube below.

Notice how the first image has two vertices selected. However, if the other side is not.

N http://puu.sh/kg0oN/a618eee709.png

I want to be able to select vertices like so without coming out of ortho mode:

Is there a way to do this?


texts:
With the logic setup below I'm trying to pause the game, then on any key stroke resume where it was paused. Trouble is when the BGE is Paused it seemingly can't listen for any input.
click image for full size


texts:
After I rendered an animation in second layer, my render always render the second layer. I changed my camera setting and clicked 1st layer and then click render, but it still pops out the rendering of my second layer (my animation render).

How can I change back to render my first layer again? There are some pictures about my interfaces below, if they help.

Link to .blend file:


texts: How do I apply a simple armature that I made to a model?

texts: I have a simple model that I want to animate for a short film. How do I attach an armature to a model? I want to be able to move the armature, which will control the model, and pose the model for animation.


texts:
Situation

I am working on a visualiser that sprays fire at the start of the drop

In my Scene there is a 2D animated background, multiple thousand frames long
I have two fire fountains which spray two times for about 80 frames within the former animation time
This fire fountains takes about 2 hours to render each time these frames are hit, and the fountains are always the same
The camera constantly shakes

The scene from the side (ignore the overlap of the fire with the other stuff, it doesn't matter)

From the camera (beware that it shakes, so it won't stay exactly the same)

Rendered

Goal

I want to pre-render the fire and then somehow insert it to drastically reduce render time, and I can't simply layer it because the fire is 3D and the camera moves.
I have no idea how this can be achieved and would appreciate any suggestions :)

Progress

I now have this node setup, but I don't know how to get rid of the black background. Everything I found was for cycles.


texts: i've been strugglin with my hair paticule on my character , wich i've been attach to the skin and the skin have been attach to some clothes . I finaly finnish doing a basic rigging on the character but when i'm moving arm or else the hair dont move along with the hair (instead move up and down ) . I've been trying to weight paint the vertex group but nothing is happening , only the skin and clothes have been affect by it . Please could you help me out ! Peace !


texts: How to copy previous settings after the first try?

texts:
So I just downloaded 2.71 (YAY!) and tried the super-handy "copy previous settings" option on the splashscreen...

...but Blender froze (prolly cuz I had another instance open at the time). No worries, I'll kill it and try again...

...except it's not on the splashscreen anymore. Well (says I) it's gotta be somewhere: space "copy prev..." yup! There it is!

...But it throws the error: "[such-and-such-directory]/Blender/2.71 exists!"

...Well, I guess I can delete the existing directory (and whatever record it had) and just re-extract...

...But it still remembers!

So the question is, how do I get Blender to copy the previous settings, if it thinks it already has?


texts: hard self collision: make particles occupy space

texts:
By default, Blender's particles don't have any spatial extension. This is fine as long as particles are rendered as halos. But if you give them a size and an appearance as object, it becomes obvious that they're able to go through each other.

What tricks can be pulled off to fix that problem?
For example, if you want to fill an area with houses, toss some leaves onto the floor, or just want charged balls to stick to each other.

I'm aware that a precise solution of this problem is very challenging -- but already some kind of approximation would do in most cases.


texts: Is there a way to create "snap to surface" constraint?

texts:
https://i.imgur.com/K8rOWnm.mp4
Here's a visual example of what I want to make (I did it by using "snap during transform" on "face" mode)

basically I want to create a camera that's always offset X amount of distance from floor that's under it automatically, just Z axis to be constrained

I already tried using floor constraint but it never really works

please help me out


texts:
I have a 3D beaver that I have made in Blender, before I saved it, his head was firmly on his body but as soon as I save it and reopen, the head (which is one object of joined components) appears like this:

Of additional note: the ears have some bendy modifications (I am a newbie in Blender so followed a stuffed bear tutorial and changed it a bit).
I know the answer is probably simple, have I missed a step in my building of the model?
There is nothing else special about it, it's simply spheres and cylinders with the basic diffuse material. Apologies for my inability but I have yet to find something Googling.


texts: Why do meshes "jitter" when rotating the 3D view?

texts:
I searched but couldn't find anything for this.
When I rotate the 3D View it "jitters". This is especially noticeable near the edges in Edit Mode.

Does everyone else see that? What causes it?


texts:
I have a simple scene where I have simple planes and textures using the alpha channel of the PNG as transparency.

The way I created the files makes the Alpha channel 000 black and 255 pure white. Here is one texture if you want to examine it.

When I prepare a scene using cycles, it works fine.

I can add more planes this way.

But when I add a third one, the intersection of the planes begin to form a shadow.

Stacking 4 planes make the shadow obvious. It is rendered on the spot where the images are combined.

Here is the blend file without textures.

What settings can I change? I changed bounce samples... but this is not about bouncing...

Any tips?


texts: Blender 2.91.2 Mantaflow fire + smoke simulation doesnt fully render in Eeevee (very little smoke and no fire at all) vs in solid object

texts:
I tried cleaning cache and changing its location to somewhere else, tried modular and all baking, still same result.
I tried changing to cycles but same result.
If needed, I am using AMD R9 380 4GB.
View in solid object.

Rendered image.

My domain settings.

My domain material shading.

SOLVED USING 2.93 ALPHA (RESULT):


texts: Blender is automatically selecting multiple vertices while not holding down shift, help?

texts:
So I am just working on a chair in blender and opened it up and I immediately ran into this problem.
I would select a corner of a cube and move it into a position, done with it, and then go to select the next corner, which should automatically deselect the previous corner and only select the current corner, except Blender just isn't cooperating today and selecting both corners as if I was holding down shift to select them both. I have obviously pressed a button or something which makes it do this but I couldn't find anything when I searched it up so I need your guy's help. Thanks guys.
Images:

Nothing selected here

Box select first corner

Box select second corner, not holding down shift


texts: how do I copy fluid physics from one object to several

texts:
How do I copy fluid obstacle properties to other objects.  I see that we can copy from active with ridgid body tools but this does not exist for fluid.
Right ?


texts: Set camera constraints as if it were from solver

texts:
first of all: I am very new to Blender Python :-).

I performed a camera tracking on a video and I have now a camera with a MotionConstraints on it that moves accordingly. I am able to access the transformation matrices of the camera on each frame.

What I want to do now is to read these matrices from an external file and set them on the camera, as if it has been from the camera tracking solver. The problem is that these constraints are read only. How can I obtain this?

Thanks.


texts: Can Blender still be used commercially since Java licensing has changed?

texts:
As I was installing Blender, I was prompted to update my version of Java, but I don't want to update it because of the Java licensing change.
Can Blender be used with an older version of Java that predates the licensing change?


texts:
I decided to design my own room in blender, so made a room out of "Plane"-Objects. Now i need some holes in the "walls" as I want to make windows an doors.
I have absolut no idea which tool to use to cut something out of a "Plane" a name for a useful function would be enough, anything else should be findable with google.

Btw I'm an absolut beginner so please be precise.
Thank You


texts: So still kinda new to blender, and decided to try out 2.8 because of eevee. But I seem to be doing something wrong. Was trying to figure out why the emission wasn't showing a shadow by itself on the two blocks like in the cycles preview.


texts: How do you make a Shape Key with a UV Warp Modifier?

texts:
I have a project of an Eye with a Pupil image texture that moves with a bone-controlled UV Warp modifier. I'd like to make shapekeys out of this (like "Eye Up, Eye Down, Eye Forward"), but I see no "Apply as Shapekey" button like I usually do, so I'm just confused.

Is this possible to even do?

Here is the blend file I'm working with.


texts:
I am kind of new to the whole animation aspect and in fact still in high school.
 I am trying to make a Minecraft character rig and I want to make some 3D hair. I did not know how to quite make it so I kind of when just did something pretty simple. It isn't the greatest in any means, but any how the point is every time I render it white lines show up between objects or joined objects. I don't know how to fix this and would like help (a picture is posted below of the problem).


texts: Can I confirm knife action with mouse, or other key than Enter?

texts: Can I confirm knife actions with the mouse, or some other key than Enter? Going all the way to Enter breaks the flow in a way that's inconsistent with blender's philosophy.


texts:
As far as I know, Blender seems to have three denoisers.

The default denoising feature in the view layer tab
The denoising feature displayed in the view layer tab when optix is enabled
The denoise node in compositor (Intel Open Image Denoise)

Question :

Are the optix view layer denoiser and compositor denoiser nodes the same technology?
If all three denoisers are different, I am curious about the name of the algorithm they are using.


texts: How to load particle cache in Blender 2.92？

texts: I used a program I wrote to generate the sample cache sequence in .gz format and then imported it into Blender 2.81 to create the particle system I wanted.However, since version 2.82, I can't find a convenient place to import the particle cache. Can anyone tell me how to do this??


texts:
Okay I have been through these forums for days and I'm finally breaking to ask the question.
I'm designing for 3D printing (so solid forms are extremely valuable).
I have an SVG Logo (both in Curve and Mesh format in my scene) that I need to mesh to a cylinder type shape I created so that it can be embossed onto it and then also etched into it (need to create both versions). The etched version I need to retain the inset shape so that it can be printed separately (in another color) and then glued into the etch if possible.
I've tried Shrink Wrap (makes it flush), Simple Deform (does nothing or warps it out of recognition), and Curve (if it even lets me use it) does nothing that I can tell.
I have no clue how to get this to just match the curve of the cylinder and it should not be this complicated >.<
Any help is greatly appreciated and I apologize for being such a newb.
Notes: I'm working on a Mac version of the program so the common hot key commands do not work most of the time so please avoid them in your help if possible.
I've posted two pics of my current workspace.
Again,
Thank you![


texts:
I'm reading a lot of threads dealing with "averaged normals" and i can't understand if it is possibile to set them in Blender.

Is there a buttom or a path in Blender to average the normal of my mesh?

And then which extension could be the best to export my mesh saving this information (the averaged normal)?
Fbx? Obj? Or both are good?


texts: Best Practice for clothing items (zip) to attach to clothing (jacket) with cloth simulation

texts:
The objective is to create a realistic jacket which has zipped pockets on each side, but for it to work with cloth physics enabled.

The problem is to find the best solution for having a separate object, such as a zip, work with the simulation.

What would be the best practice for this, or is it simply best to cheat it?

What I've tried so far:

Create the zip as a separate mesh
Create an empty and vertex parent it to the pocket.
Parent the zip to the empty, so the zip
follows the jacket during simulation.
Use weight paint and 'pinning' to reduce amount of
bending/deformation around the pockets.
Use shrinkwrap to 'attach' the zips to the
pocket and to deform with jacket during simulation.

The problem, is that the shrinkwrap still deforms / stretches the mesh with unwanted results -

Blend file (updated):


texts: How to model a twisted cylinder like this

texts:
I'm new to modeling. I want to make a cylinder-shape object as follow. I'm thinking of it as a twisted cylinder.

I tried using twist modifier on a cylinder but the result was disapointing.

How should I make them? I'm using Blender 2.8


texts: Cycles Texture Painting on hair particles

texts:
I'm trying to paint over an existing texture with blender's texture paint in the cycles engine. When I paint my texture and then render the object the changes that I made to the texture are no longer there in the render.

In my current project, I'm trying to get rid of some discoloration on the model's scalp with Blender's texture painting.

Thanks!

I pushed F3 in the image editor to save and it gave me an error?


texts: How to move the camera diagnoally far away?

texts: When the camera is at the white position (the default position when you create a new Blender file), how can I move the camera to the red position, while seeing the same place? I know I can press g to move the camera, but none of the "x", "y", or "z" axis will do this.


texts: How to get to original T-Pose coordinates after bpy.ops.pose.armature_apply?

texts:
very related to this question:
PoseBone local rotation values to global with axis changed
For the addon we're building we do the following steps:

Create Mesh and armature from third party system
Change the pose of the mesh using the standard Blender rigging
Send bone rotations in global space to a third party system
Third party system returns new geometry
We substitute the mesh with the new geometry
Set new armature rest pose as the current state
Iterate between 2 to 6 until the pose looks like we want
Export to file

The problem we find is that while iterating between 2 to 6 there are moments where the geometry coming back does not correspond to what we expect. As the third party system needs the rotations coming from the rest pose we need to accumulate the rotations to output what the system expects. Currently we do the following:
        for pose_bone in context.object.pose.bones:

            # We'll translate from bone coords to avatar coords
            # using the matrix_local matrix in the actual bone
            # (not the pose bone) which contains the rest pose matrix

            # From matrix_local we'll extract the rotation
            rot = pose_bone.bone.matrix_local.decompose()[1]
            rot = rot.to_matrix().to_3x3()

            # Apply the rotation to the direction axis angle
            axis_angle = pose_bone.rotation_quaternion.to_axis_angle()
            new_axis = rot @ axis_angle[0]
            new_axis.normalize()

            # Get the axis angle to matrix
            axis_to_matrix: Matrix = Matrix.Rotation(
                axis_angle[1], 3, new_axis
            )

            # Rotate that axis with the accumulated bone matrix
            bone_accumulated_rotations[pose_bone] = (
                axis_to_matrix @
                bone_accumulated_rotations[pose_bone]
            )

            accumulated_axis_angle = (
                bone_accumulated_rotations[pose_bone]
                .to_quaternion()
                .to_axis_angle()
            )

            # Get the actual axis angle multiplying the magnitude
            # with the unitary vector calculated earlier
            result = (
                accumulated_axis_angle[0]
                .normalized() *
                accumulated_axis_angle[1]
            )

            # Assign the rotations to the locations avatar-core expects
            # on the pose numpy array
            bone_idx: int = get_bone_index(skeleton_info, pose_bone)

            pose_np[bone_idx*3] = result[0]
            pose_np[bone_idx*3+1] = result[1]
            pose_np[bone_idx*3+2] = result[2]

        mesh: Mesh = avatar_obj.data
        mesh.vertices.foreach_set("co", verts.ravel())
        mesh.update()

        # Set rest pose to armature current pose
        bpy.ops.pose.armature_apply(selected=False)

Is there anything else we should take into account when accumulating those rotations?
Thanks!


texts: How can I control specific edges I want to have an outline? I know you can make a freestyle edge mark and exclude them but there doesn't seem to be a way to edit it more in depth like choosing one edge to have an outline and another without in the same mesh object. I was just curious if someone has made an add on for blender freestyle that gives you more control like that.


texts: User Profiles with specific Add-ons loaded?

texts:
Is there an option to create custom user profile that has all of the preference options saved to that profile?
Would be wonderful to have my tools available to me, at least visually, always.
But this is turning out to be impossible in the way that blender displays add-ons on the side.
Then it would at least be nice to have seperate profiles with seperate tools loaded via splash screen or in some other form.
Do I have to install 4 versions of Blender?
Has anyone else ever thought of this or made a tool for just that?


texts:
Total blender and general software noob. Trying to import an fbx rig into Blender. Keep getting the following error message:

https://imgur.com/a/ghbHg
Model, rig, nothing will load in. All I need it for is to reparent a few bones and apply textures. Basically looking for how to get blender to recognize the fbx file or perhaps another program that may be easier than whatever is necessary to fix.


texts: Create new object from selected faces while retaining faces on old object

texts:
I have the following model:

What I'm trying to do is for each face create a new object.  I found out how to do that here, Splitting pieces of a mesh into a new object
The problem is, that method removes the faces when I select them from the original object (refer to my screen shots)

How do I create a new object from the selected faces without taking them away from the other object?
I am doing this because I need to make another part that fits into the main object for 3D printing later.


texts: Make displacement modifier line up with poles of object?

texts:
Here is my problem. i have added a default bezier curve and used the screw modifier on the X axis to turn it into a teardrop/vase shape then converted it into a mesh. now if i apply a displacement modifier with a picture as displacement it places the displacement on the Z axis facing the side of the object,but i want it to face the x axis so that the center of my heightmap lines up with the tip of the bezier curve, like how a displacement on a uv sphere would line up with the 2 poles of the object.
i apologize for the quality of the picture but all it needs to show is how it displaces the object by default. if there is anything unclear about my question i'll gladly clarifiy. Thanks in advance!


texts: How to select polygons facing camera instead of polygons located in the opposite side

texts:
I want to select marked face:

however back face gets selected:

Is there an option in blender to only select facing polygons camera ?


texts:
Okay, so I've been working on a living room scene for a bit, now I want to render. Everyone online is saying it's a good idea to use 1000-5000 Samples. So I set it to 1000 and my render time for a single frame will take around a year... So I compromised and set it to 100. Rendering a single frame took 12 hours:

Am I missing something completely? I'm rendering with a GTX 1060 6GB and an i5-4460. Here's my sampling settings:


texts: How do I make a molecular "cloth" which I can drop some objects onto?

texts:
Basically what I want to try to create is similar to this:

https://www.youtube.com/watch?v=UhuOsg06oOs&list=LLl-SOEftSFSK6xy1vylYL8g&index=8&t=0s

I've downloaded molecular and cube surfer.

I don't care about the reflections, colors etc. I just want to try to recreate the physics.

I think I need to create an emitter which produces all the balls into a grid. But then I also need to attach this to something, so it won't drop - plus I need to make so other objects can drop onto it and make it move.

I'm lost. Spend the last two full days trying to wrap my head around this.


texts: Looking for a script that transfers shader attributes to custom properties

texts:
I am currently working on a project that requires me to input the attributes of a group node to the custom properties of the material. Some attributes include the color, blend mode, ignore base color and many more. As you can imagine, this becomes quite tedious as I have to scroll to custom properties and input the correct information every time I made a change to the material.
I'm wondering if there is a script I could run that automatically takes all attributes and updates them in the custom properties.


texts: How can I select something if the Gimbal is in the way?

texts:
When I'm modeling with the gimbal in view, I frequently cannot select something if the gimbal is in the way:

Is there a way to select through the gimbal, rather than having to move so the gimbal isn't in the way?


texts:
For my project I've make an human animation with a first Mesh and Rigify Addon. THe animation works fine, and now i would like to add to the first Mesh an head to become more realistic. How can i do that without restart my animation ?

Thanks for answers,

Theo


texts: Object must be linked but can't delete it

texts: I haven't been modeling long and completely fubar'ed my model so i had to go in a clean it up but i can't seem to to get rid of this one piece. I tried unlinking, didn't work & if i try to just delete it, it deletes a huge chunk of the model. It's driving me nuts because i don't need or want this piece there..I don't want to put the rest together until i can get this piece outta there lol.


texts: GPU compute not working in Mac Book Pro with NVIDIA GeForce GT 750M 2048 MB

texts:
Blender 2.77 not rendering with GPU compute in mac book pro with NVIDIA GeForce GT 750M graphics and Intel Iris Pro Built-in graphics.
2.5 GHz Intel Core i7 and 16 GB 1600MHz DDR3.
after starting the render its shows--

first for about 2 minutes the status line shows --'Loading render kernels(may take a few minutes the first time)’  after that a message is displayed -
' cycles render GPU Compute. Calculation is finished.'

then in the status area it shows-  'OpenCL build failed: errors in console.'

is this graphics card not supported in blender?

what can I do to use the GPU render.


texts: Hair particles not following curve modifier :(

texts:
Happy Holidays everyone :)

I'm making a holiday special simulation this week but I can't do that if my garland is just a string.

The zig zag tube is the emitter which represents the string and the spiky things are the "leaves" of the garland, for lack of a better word.

Sad to say these leafy hair particles are just ignoring the curve modifier. :'(

Any help would be greatly appreciated :D
I also need my personal project finished before Dec. 31 :)


texts: Cycles, shade based on proximity to another object's geometry

texts:
I am trying to make a texture that changes color based on how close one object's geometry is to another.  I've faked an example below.

I intend to use this on objects more complicated than planes, so pre-computing distances isn't reasonable.  Ideally I'd like to be able to provide a list of objects that the proximity-shader is affected by.  In particular, I don't want an object's proximity to itself to affect shading.


texts:
I hit a ctrl-Z problem : the undo works in edit mode but won't apply in object mode.
Undo history (ctrl-Alt-Z) won't show neither.
I get the same behaviour in the History buttons of the Tools panel...
Any clue on this ?
Thanks,
Fred


texts: Why do similar UV islands rotate differently when unwrapped?

texts:
I have a simple model that is symmetrical on the Y axis. When I unwrap it, with the entire model selected the two identical sides do not share the same rotation:

If I de-select the middle UV island (the long band of quads) and unwrap, I get a more reasonable result:

How come?


texts: Blender MantaFlow ... no visible result!

texts:
Im really wondering why the MantaFlow branch does NOT show me anything. What I mean ... I made a simple cube as a domain, than another one as an obstacle and finally a sphere as a flow. Leave the settings as it is but of course change the type of simulation to liquid for both the domain and flow. When I press "play" on timeline nothing happens so I tried to press "bake" which looks like something is computing cause it takes some time.
After all is done I want to play the anim but I still see NOTHING so wonder if I made some mistake or what??? If someone could point me in the right direction I will be REALLY glad fellas!

Sincerely, Jan


texts: Easy way to rotate all vertices along desired shape?

texts:
I want to make the "tail" follow the blue line from the picture:
 Is there any easy way to do it?
Trying to rotate each point looks messy as I do have to rotate and drag back to position:

Thank you


texts: bmesh from_edit_mesh points to old dead bmesh after free

texts:
I've been struggling with a bmesh problem for a while now and I can't wrap my head around it. When I free my bmesh data and try to make a new bm instance with the same object, it points to the old freed data.

Simplified code snippet:

import bpy
import bmesh

obj = bpy.data.objects["Cube"]

me = obj.data
bm = bmesh.from_edit_mesh(me) #creates new bm
verts = bm.verts
for vert in verts:
    vert.co[2] += 1
bmesh.update_edit_mesh(obj.data)
bm.free()

me = obj.data
bm = bmesh.from_edit_mesh(me) #points to old dead bm (memory pointer is the same)
verts = bm.verts
for vert in verts:
    vert.co[2] -= 1
bmesh.update_edit_mesh(obj.data)
bm.free()

One thing that does work is switching the mode twice like this:

import bpy
import bmesh

obj = bpy.data.objects["Cube"]

me = obj.data
bm = bmesh.from_edit_mesh(me) #creates new bm
verts = bm.verts
for vert in verts:
    vert.co[2] += 1
bmesh.update_edit_mesh(obj.data)
bm.free()

bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()

me = obj.data
bm = bmesh.from_edit_mesh(me) #creates new bm
verts = bm.verts
for vert in verts:
    vert.co[2] -= 1
bmesh.update_edit_mesh(obj.data)
bm.free()

This is however something I really don't want to do because it's just ugly and it shouldn't be necessary.

Running the second script twice will crash unless you switch mode twice before running it again.

Turning just this part into an operator will also crash if you run it twice without switching modes twice between executions.

obj = bpy.data.objects["Cube"]

me = obj.data
bm = bmesh.from_edit_mesh(me) #creates new bm
verts = bm.verts
for vert in verts:
    vert.co[2] += 1
bmesh.update_edit_mesh(obj.data)
bm.free()

How can I avoid this problem in a nicer way? I don't want people using my add-on to have to switch mode twice if they want to execute the same operator twice. But I also would like to not switch modes constantly in my code


texts:
I wrote this script and it will track from one frame to the next.  When I put it in a loop, it no longer works.  I can hit the run key over and over again and it works perfect.  How do I make this script run until final frame?

import bpy
import random

bpy.ops.object.select_all(action='DESELECT')
ctx = bpy.context.copy()
for area in bpy.context.screen.areas:
   if area.type == 'CLIP_EDITOR':
     ctx['area'] = area
     bpy.ops.clip.detect_features(ctx)
     bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)
     bpy.ops.object.select_all(action='DESELECT')

I have also tried the following and blender only goes forward one frame. I having trouble with changing which frame the script works on and deselecting features.

import bpy
import random
import math

det=0
bpy.ops.object.select_all(action='DESELECT')
ctx = bpy.context.copy()
for numX in range (1, 10):
    bpy.context.scene.frame_set(numX)
    for area in bpy.context.screen.areas:
        if area.type == 'CLIP_EDITOR':
            ctx['area'] = area
            if det==0:
                bpy.ops.clip.detect_features(ctx)
                det=1
            bpy.ops.clip.track_markers(ctx,backwards=False, sequence=False)
            bpy.ops.object.select_all(action='DESELECT')


texts: FBX animation exported from Blender doesn't work in powerpoint

texts:
I have a simple animation consisted of one mesh attached to an armature. It has been created just for the testing purpose. After exporting as fbx and importing in to powerpoint the model is visible but the animation is missing. I have tried all kind of export options but without any success. Any idea on how to solve it?
Thanks
I am using power point on a Mac. It can be that animation is not supported yet.
Update:
I have tried fbx in powerpoint on windows but still without animation.


texts:
I ran into a problem that when I turn on shadow smooth, it desnt't work on all faces. Please help me understand how to fix this.

As you can see, it also doesn't depend on the angle:


texts: Textures disappear in BGE Playmode, but colliders are still there?

texts:
I have built a village level in Blender Game Engine, and up till today all was good. However now my Grass texture and my wood texture become Transparent when I enter the Play mode, but the mesh still has collision.

Zipped level: The level and all associated textures
Play Mode on the left vs. Material View on the right

Update: It seems to be object specific, not material specific.


texts: I want to get vertex color data from a video file in dynamic paint, I used initial color to link image and video texture to the dynamic paint settings

texts:
I want to use dynamic paint to get an output for use outside of Blender so the only export I want is vertex colour. Hence to use images and videos as vertex colour in Dynamic Paint I found out that I can link video or image textures in initial colour but the problem is that videos do not appear to play in the vertex colour. It does play in the texture settings but It doesn't in the canvas. Can anyone help me with this? I have attached some screenshots.

the texture preview plays according to the frame but the vertex colour does not.

After Baking also the result remains the same.

Basic Shading setup

UV Map Setup


texts: Why is my rigging constantly stretching ad deforming my model?

texts: I've been using Blender for a little while now and one thing I can never seem to get right is how to stop the armature from deforming and stretching my model. I've been practicing on a low poly model I made but even in this one I can't get the armature right. I've tried weight painting and it doesn't seem to have much of an effect, not to mention whenever I try to get the clothes to move with the model it messes up even more. Can someone explain to me what I've been doing wrong? I will attach the file I have been working with. Than you!


texts: What are the advantages of Rigify versus MakeHuman's MHX rig? My ultimate end goal is to import my character into Unity3D, and it seems like there is going to be a lot of "cleaning" I will need to do to a Rigify rig before bringing it into Unity. I was thinking of just going with MakeHuman and it's mhx rig. What are the disadvantages versus Rigify in rigging in general and also in a blender-to-unity workflow?


texts: Lag when generally manipulating models like translating and rotating

texts: So, I'm on Ver. 2.9, and models tend to lag A LOT compared to the same models when manipulated in 2.79. Basically in 2.9, I can't translate the models/bones without a lot of lag occurring. This doesn't occur with the exact same models when manipulated the same ways in 2.79. Any way to speed up the program itself without affecting the models?


texts: I am trying to make a mesh that after 3D printing it will be 15cm on the Z- axis, 8cm in the Y- axis and 13cm on the X-axis in real-life. The following image shows the mesh and on the right there is the scale and dimensions. What should I change for it to be 3d printed correctly, as described above?


texts: You can clear transforms of a bone with shortcuts alt+G, alt+R and alt+S. This doesn't clear locked transforms, which makes sense. But sometimes after applying an action, some locked channels may receive a value, which persists after clearing the transforms. Is there a quicker way to clear these locked channels than manually zeroing out them for each bone?


texts: How does BGE handle Python class definitions?

texts:
I have a game (toy) that works in PyGamek, and I'm trying to port it to Blender. I'm very familiar with both Blender and Python individually, but not together.

In this case, I have a class called "Critter." Each critter knows how to do things like drawSelf() and chooseNewOrientation() and predate(other_critter) and getPredated(other_critter) other fun things like that.

What is the "Blenderic" method for me to implement this class in BGE?

It seems like each OBJECT (mesh) is the parallel to an instance of the class, and that has worked well enough. But I suspect that if I just define the class in a script and attach it to an object (even a single object that never gets duplicated), the class will get defined every frame... which I'd like to avoid, obviously. Right now, I have individual functions in a script on each critter, and that works well enough so long as those are static functions (or would qualify to be static). I'm not sure how to handle things like class member functions/variables. I.e. it'd be nice for each critter to have a "self.diameter" that can tell the "self.drawSelf()" function how big this instance is supposed to be.

So, what's the best way (conceptually) to handle the equivalent of a class in BGE that can spawn instances of itself, which know about members?


texts: In the compositor how do I export a video file - when I select FFmpeg as output, file export defaults to OPENEXR

texts: So I've rendered out the files as a image stack but want to render it to a video file. I reimported the image stack into the compositor and added file output (changed the OUTPUT type to FFMPEG (as per manual) but when you pull out FILE OUTPUT in compositor it's now reading OPENEXR (?). I'm lost. Any help welcome.


texts: Run modal operator while tool is selected

texts: For my addon in blender 2.8 I need to have a modal operator running while my custom tool in the new toolbar is selected, or at least know when it is selected/deselected so that I can invoke/stop a modal operator. I have not been able to find any way to do both these things. Is it possible with the current python API?


texts: How to add details without ruining the current curvature/form of the mesh?

texts: So, I'm trying to cut some circular holes in the mesh, but by doing so I'll have to add some more loop cuts which will ruin the curvature when subdivided. Is there a way to fix this without manually moving/ edge sliding all the vertices?


texts: No render speed difference in Eevee cpu vs gpu

texts:
My gpu got damaged last night so I removed it and started using blender with cpu only. I found that there is no difference in render speed or performance between cpu vs gpu. 2 second per frame on cpu and 2 seconds per frame in gpu with same file, same textures, same setting, same resolution.
How is this possible ? Is it possible that eevee wasnt using gpu earlier ?

Specs : gtx 1060 6gb
              i5 6500


texts: Skeleton moved between Object Mode and Edit Mode

texts: I have a problem to solve. I have a mesh of a character that I created for a game, using Blender 2.80.75. I then found a skeleton animation on cgspeed.com which is fine for my case. The problem I encountered is the position of the skeleton that changes when I am in Edit Mode compared to that in Object Mode. They are not the same. In particular in Object Mode the skeleton has its feet placed on the X-Y plane, while in Edit Mode it slides lower. It also changes the pose. How should I do it ?


texts:
I need some help with Animation Nodes.
I have this node setup:

and am trying to make this object:

What I want is to be able to take one of those "iteration" boxes and loop it.  But when I try to do it, I get this problem:

Also, when I connect the object list of the Invoke Subprogram node to the Object socket on the Loop Input, it keeps creating a Create Object List node, which is useless for what i'm trying to do.

Is there another way to do this that keeps the Object Instancer out of the loop?
I want to be able to animate the number of iterations, as well as have the Scale value of the Object Transforms Output node reduce with each iteration by a factor of n, which I will also animate.
Is this possible in AN?


texts:
So, I cannot see my smoke domain in the viewport or when the scene renders when I have the cache type set to 'modular'. The scene works well when the type is set to 'replay', but I am still confused as to why modular didn't work for me, and has worked for others. To be honest, I don't know which one is better: modular, replay, or final (I don't know which works for a final bake then rendering). I can't bake the physics if the cache is set to 'replay' and I wonder if that effects anything in the long run. I am ready to do a final render, and it seems off that I can't bake my physics.
When researching, I noticed a lot of people ran into a similar issue but a solution has not been brought up yet. For most people, the modular setting works fine, but for some it does not.
I am working in blender 2.83


texts:
I am putting together a coastal scene. In order to make the rocks close to the water shiny from the water, I would like to set the roughness as function of the height (z value). If all the rocks where single objects with unique location, I suppose it would be easily done. However, my landscape is a big 3D scanned object and I would like the reflection to change accross the mesh. Is there a node that achieves this?

Ludvig