texts: How can I create a bump line across an object using textures?

texts:
I want to create a photo realistic lego man in bender cycles.
But the problem is that I cant figure out how to use my black and white texture
to make this little bump line across the lego minifigures arm.

My scene.

I want the result to look like this.

It's driving me crazy!!!
Please Help.


texts:
For my graduation project in design university I'm working with the technique of vacuum forming.
My goal is to be able to physically print an image onto a sheet of plastics and then form this sheet of plastic over a mold (for instance a face). Like described in this video:
https://www.youtube.com/watch?v=kKHb1hBS7bY&index=57&list=PLhQgkDdtdogQNrsdQWNkaNwtS8ROL_PdF&t=3s

The problem is that the plastic sheet does not equally deform everywhere so the image that im using needs to be pre-distorted according to the deformation of the plastic.
My plan to solve this problem is to first print a grid on a sheet of plastic and form this over the mold so I have an idea of how the plastic is deforming. I could then 3D scan this formed piece of plastic with the grid on top.
But then my question is: How do I figure out how to deform my original texture so it fits the face perfectly when I vacuum form it?
Thanks a lot in advance!

EDIT 2:

I made a more comprehensible overview of the steps I made to obtain the deformed image. See added picture.

Step 1:
I drew a grid on a piece of plastic.
I vacuum formed this plastic sheet over the clock so now I now the deformation of the sheet of plastic

Step 2:
I 3D scan the sheet with the grid

Step 3:
I remodel the geometry of the clock and overlap the faces with the deformed squares of the scan

Step 4:
I 3D scan the original clock

Step 5:
I bake the textures from the scan of the original clock on the model I made in step 3

Does anyone now have an idea how I can take the newly baked texture and deform it so it matches the undeformed grid I drew on the plastic sheet?


texts: There is weird artifact inside my model its not letting me sculpt properly!

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I made a rat head model from a quad mesh. Then I downloaded an fbx model and deleted its rig armature, resized it and put the rat head on the models head, and booled them together. I sculped the whole body without any problem but ehen i tried to smoothen the joining part of the head to the body. It didnt go well! I just cant smoothen the junction. What do i do? + later i checked that the quad mesh caused some artifacts when i booled them togather  [![i cant smoothen and join this area][1]][1]
[1]: https://i.stack.imgur.com/B9IsW.png![enter image description here](https://i.stack.imgur.com/T921Q.png)


texts: How to get that realistic palm leaf shadow?

texts:
I want to have a shadow of a palm tree leaf on my product in Blender (cycles). Something like:

I want this to look realistic, is modelling the leaf the best way to go about this? Is there any other way?


texts: why wont the particles show up on this mesh?

texts: I've set the grass particle to work off 'density' in the vertex groups. first time this has happened. there are no modifiers except 2 particle systems on this object. is this a glitch or am I missing something?


texts: How to have an object lie on a specific face

texts: I've been trying to get this object to lie flat on this face but I'm having no luck, any suggestions?


texts:
I'm using 3 cameras, and what to have different composition to each camera, I learned how to change the composition but it's work for all the cameras together, how can i separate them?
EDIT:
Maybe it wasn't clear, I'm use more than 1 camera.
I need one of the cameras to show the result that seen in Composite and other camera to show the result of Composite2.

How can I config the cameras differently? or maybe it should be done in other way?


texts: How to prevent hair particles from going through the mesh

texts: How can I prevent hair strands from going through the mesh in other way than using force field so the outcome is like A or B shown on the picture? I've tried using collision with hair dynamics but couldn't cope with that (cos I'm a newb probably, trying this method I got some very weird twisted hair results), maybe you can help with the explanation or some other ways than manual particle edit. I was looking for the answer for an hour and many people recommended collision on the mesh with hair dynamics but the instructions weren't clear or the result was not as expected. I'm using Blender 2.77


texts: How to save a scene setup with a named label (multiple renders from single file)?

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I have a file with 10 objects in it
I want to produce 5 different renders from this file
Each render should have its own camera angle and light
Each render may have the objects differently arranged/moved
I should be able to switch between each render I want to produce by clicking on a name of it in a list, and cameras, lights, object placement/visibility should follow.

Is this possible to accomplish in a single file in Blender?


texts: blender shape face angle inside outside measurement

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Background: I'm working on an blender exporter python script add-on. I'm processing shapes based on angles between vertices. I'm accessing this angle using:
 class bmesh.types.BMLoop.calc_angle()
In blender edit mode I turned on "Face Angle" viewport overlay to show angle on selected edges for debugging.

Notice all angles displayed are INSIDE angles (measured on inside of shape)... EXCEPT: The 73.74 degree angle on right side of picture is OUTSIDE angle?
For consistency shouldn't all angles be measured INSIDE?
The expected angle on right side should measure the reciprocal -
360−73.74=286.26
Why it it measuring the outside for only this angle but inside for all other angles?


texts:
Whenever I try to mirror my model, it overlaps and I can't find out how to fix it. I've tried setting the origin, but that doesn't work.
This is my model:

And when I mirror it, this happens:

When I apply rotation:


texts: How to correctly bake glossy/reflection from camera POV?

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As seen in the comparison below, before, it looks right in the camera view; however, the glossy baking result appears to be projected from the normals instead of POV. I have been able to find very little information on the wiki about this.

Is there any way to keep the glossy baking result the same as the rendered image (from specific POV)?

Notice the reflection on both the ball and the ground.

Before:

After:


texts:
I'm trying to rig a hydraulic piston:

I added a bone for the base part of the piston and one for the moving part. I added a "Track To" constraint to the base part so it points at the moving part. Then I added a "Copy Rotation" constraint to the moving part so the rotation stays the same for both bones.

This worked fine for the first piston (the black bone - you can only see the base part) but I can't get the second piston working.

The problem is the blue bone - it has to stay at 90° to the yellow bone. How can I get the yellow bone to rotate around the head of the blue bone?

I tried Inverse Kinematics, but I don't get the right result:

Now the 90° part works but the IK-bone isn't pointing to the green bone (it just
aligns the yellow dotted line with it)

I hope someone can help me.

Thanks in advance,
Sebastian

EDIT: I've added a link to the blender file: https://www.dropbox.com/s/uypfpwiy9r9ldd3/Cannon.blend?dl=0


texts: Mirror to X not working (Weight Painting)

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Hi Mirror to X isn't working. How do I fix this?
I'm using v2.83


texts: Export to glTF with PBR materials ( facebook integration)

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I'm experimenting with 3D posts on Facebook on the only supported format is binary glTF. I'm using the Khronos exporter and their PBR node groups.
Has anyone been able to export a model with PBR and display it on facebook?
I get:

the model without my PBR material when I use the Metallic Roughness node tree
an "GLB File Invalid" error from facebook when I use the Specular Glossy node tree

Am I missing something? Thanks!


texts: How come ambient occlusion shadows not showing in Blender Render-Render?

texts:
How come the ambient occlusion I see in the 3D viewport is different from the render?

Or is it that they must be baked to view them in the render?


texts:
I have a 3d model of a simple object I am trying to print. No matter what i try to do to make it unbroken (ctrl-opt-shift-m) I can not fix it, I checked all of the vertices and put new faces on every spot multiple times. It is a messed up object when i export to stl and load in simplify 3D. Looking at it, I can not see where any problems lie. I attached a picture of the object.

For the File

Here is after I did the triangulate modifier and tried to fix it. Stilll issues


texts: How use lerp python function at driver expression?

texts:
I'm trying to use a lerp function, but Blender gives an error. What is the problem?
The problem appears exactly when I try to do something with a lerp. The rest of the driver works fine.


texts: Make multiple objects expand (and smush) together inside container

texts:
I've tried to do this a few times and have only come across this post - Scaling a Soft Body object which has helped and the video the person references is exactly what I'm after - but their softbody method isn't perfect.
I would have thought that the pressure function within the cloth settings would be the ticket to make this work better but I can't get it to give the proper effect after fiddling with the settings endlessly.
Am I better off using softbody or the cloth physics to make this work? Thanks!


texts: Animation Node (Vertex color) and Cycles Node (Gradient)

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I have a problem creating a color gradient in the AN grid (I used vertex color, but only one color remains). This image below shows the effect you would like to have on AN. But I used the array and the Node Cycles. How do I have the same effect on AN without instancer.

That's how I did it at Cycles

I'm using this Config in AN

But I only get this


texts: Edges won't join / UV unwrap issue Blender 2.8

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Started unwrapping my model, and ran into a couple issues. I think i found problem, but could use some help fixing it.

The unwrap is extremely warped in various spots of the mesh. While attempting to troubleshoot the issue I found edges are not properly connected to each other in between extrusions(you'll see what I mean when opening the file). I attempted to join those edges with no luck. It seems there is something I'm missing. Problem area is marked in blue circle.


texts: Python, OpenGL to pick geometry only defined in the script

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Here is a scenario in my addon.
There are faces (triangles, quads, polygons) drawn by bgl. They may not have the corresponding Blender mesh counterparts. I'd like to click on on a bgl face and to know which bgl face was hit.

So how would you realize picking bgl faces?


texts: Different lighting between saved render image and CompositorNodeViewer image data?

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I am following this blog post for testing out rendering possibly without writing to a file:
https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/

I've tried this procedure out on a custom scene, but noticed the lighting was significantly different. Trying it out on a public demo, the Race Spaceship, I also observe a difference between the image from the saved file from render() (img_file) and the file from the view data (img_view), computed as np.abs(img_file - img_view):

Any chance someone knows the root cause of this?

Here's the script I'm using to create this image (Blender 2.80, Ubuntu 18.04):
https://github.com/EricCousineau-TRI/blender_server/blob/625f30f191d315fb741b88c817094ecd104eeaa6/view_rendering_test.py

Possibly related: is that the Viewer node data is using sRGB, whereas I want to see RGB?

Blender Cycles render-> Different result between screen image and saved jpg file
(will see if I can tinker with settings to affect this)


texts:
Is there a way to make an arch thicker (i.e. less hollow space) but retain SAME diameter? I created this arch using cylinder -> disable capped ends -> solidify modifier. I've already applied the solidify modifier. If I add another solidify modifier the mesh becomes messed up.

I know I can just create another arch from scratch but want to know if there is another more efficient way.


texts: Blender automatically closes when i try to save a render as a png image

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My blender crashes when i try to save a blender render as a png file
I normally click on render as image and it renders and when it finishes rendering i click image and save as png then i go to my save location and click save but when i click save blender crashes and doesnt save my file...If you need more information just comment on it and also i got images but i am new to stack exchange and i dont know how to add..Any help would be appreciated thanks alot..


texts: Efficient empty volume rendering in Cycles

texts:
Suppose I am rendering a smoking torus from above in Cycles:

(at laughably bad resolution, of course, but that's not the point)

Cycles spends a lot of time rendering the empty space, even though the density is 0 (and therefore, the volume should have no effect on light). I don't quite know why Cycles has to think so much.

In fact, the render times can be almost halved (from 11 min to 6 min) by using an old BI trick and masking empty parts of the volume with a shadeless object (which can be made here).

This is fine for simple test renders, but now I'd like to make actual scenes with smoke and fire in them, and obviously my little masking trick won't work because there are objects behind the smoke that can't be masked. (Also, shrinking the domain is not an option)

How can I optimize scenes with large empty volumetric sections?


texts:
I want to make animation in Blender but in way what is closer to me as pixel artist. I want to make frame-by-frame animation with 3d models but to do so i need to set model itself as keyframe. I need to swap mesh,UVs and textures while keeping everything else. Also i need to say all frames have different count of vertices. It is even possible ? Is possible to set only mesh,uv and texture on same object while keeping everything else, 60 times pre secound ?
If someone knows how it can be done, please help me.


texts: How to set texture as active texture for projection painting on an object with multiple materials, and multiple textures that make up each material?

texts:
I am using Blender 2.83 and
I am working with a model that I unfortunately cannot share so please bear with me. The model is a character model and I am trying to make updates to the diffuse base color texture on the face.
The face has 3 materials on it. The first is a shader with a large node-graph with all of the usual image textures like a diffuse map, roughness, SSS, and normal maps all weaved together into different math, color, and mix shaders. the second two are smaller shaders for hair (taking up the proceeding two slots).
My issue is this,
If I open up the image editor window and open the diffuse texture, if I make changes to the 2d image, those changes appear in the viewport as expected. If I have the model selected in the 3d viewport, toggle to texture paint mode,  and start painting there ( say drawing white lines directly on the model in the 3d viewport) the model does change, but the image texture in the image editor does not change to reflect my brush strokes.
In the past, with other character models I have worked with, this was not the case, and changes made in the 3d viewport would be reflected back onto my 2d texture open in the image editor. I am curious what the issue could be, and how Blender knows which image I want to paint on when painting in the 3d viewport?
Any suggestions or insights?
Thank you


texts: Invisible Physics to Certain Objects in the BGE

texts: I'm making a first person view game.  I have an invisible collision body that I use for interaction with other objects.  I have it so that the player can "shoot" cubes.  How ever, if the player looks down and tries to shoot (for example if an enemy is coming close) the bullet gets bounced off the collision body for the character.  Is it possible to make it so that my bullets can collide with everything except for the collision body?  Thanks!


texts: Moving a vertex in retopology toward or away from you.to the correct surface

texts:
While retopologizing a sculpt I have run into an area that can only be seen by looking through multiple layers of the base mesh. Even moving my viewpoint to look out from inside the mesh the vertex it is hard to stick the vertex where it needs to be.  Is it possible to move a vertex directly away from or toward your point of view so it sticks to another layer of mesh?
Alternately is there a way to attach the vertex to a spot you have a good view of. Then slide it along the mesh surface to a point hidden behind another part of the mesh without jumping to another layer closer or farther away?


texts: Navigate 3d viewport hovering the mouse (without any button click) with ctrl/alt/shift key combinations

texts: Is this possible to navigate in the 3d viewport just hovering the mouse (or the pen on a tablet) with the existing ctrl/alt/shift key combinations BUT without the need to click on any button of the mouse/pen? Just hovering the cursor on the 3d viewport and with the keyboard.


texts: How do I reconnect the bones within parented armatures?

texts: I needed several armatures parented to each other in my skeleton, but now all the bones are disconnected.Basically (dont laugh, i needed armatures to each bone :), one armature parents the other and i wanted to reconnect the bones. How can I do that? under the bone tab, relations, parent is disabled. please tell me I can do that....


texts: Why is the wave texture not texturing these spheres?

texts: In this setup the plane, the cube, the uv and ico spheres, all these are assigned the same material.


texts: How to Bake a Metallic and Smoothness Map for Unity in Blender 2.91

texts:
I have a set of models in Blender with materials that are mostly metallic. There is a hi-poly and a low-poly version of each model. I need to transfer these models over to Unity for the project I am working on. I plan to use a standard URP/Lit shader in Unity for these models.
I have unwrapped the low-poly models as a group so that they can each share the same material maps. I know how to bake the Diffuse and Normal maps for these models. I know I can bake out the metallic and roughness maps in greyscale using an emit node, but this would give me two RGB maps.
Per Unity's Reference Manual, Unity wants Metallic in the Red channel, and Smoothness (inverted roughness) in the Alpha channel. How do I get Blender to bake a map like this (without purchasing addons or third-party software)?
Given the popularity of Unity, I would expect there to be some good explanations on how to do this. I spent several hours trying to lookup how to create this kind of map, but I came up empty.
I could probably write a script in Unity to insert greyscale maps into individual channels on a new map (and optionally invert them), but I would prefer to use built in methods in either Blender or Unity.
Any help would be much appreciated.


texts: add an object from bpy.data.objects in context scene?

texts:
i'd like to "append" a deleted objects that is stuck inside bpy.data.objects via python in the context scene, how to do so?

right now, i'm creating a new object and doing something like that

    stuck = bpy.data.objects['my_hidden_obj']

    bpy.ops.mesh.primitive_plane_add()
    New = bpy.context.object
    New.data = stuck.data
    New.name = stuck.name

but i'm almost sure there's a way better technique to do so ? correct ?


texts:
i'm having problems with my IK rig. I'm working on a generic character model rig with multiple animations. One of these animations is a walk cycle and a practice that a lot of people implement is the use of "paste flipped" in order to make animating easier.

Although, when using my IK rig, the paste flipped option doesn't work in the way that it should. As you can see, when I try to flip the keyframes, the legs get all buggy and weird. I just want to know how to fix this problem so that I can animate walk and run cycles easier.


texts:
Currently, I am following some tutorials on the blender. On latest tutorial we were supposed to create a little creature here's the photo of what it looks like in development.

I am trying to scale those selected vertices to give a more rounded shape. In the tutorial, the instructor successfully does this, however, when I try the scale tool it does not move the vertices.

Why I am failing on this, but the instructor can successfully do it?

Here are the settings I am using:

Note: I am using Blender 2.77.


texts: Object is opaque in viewport and semi-transparent in cycles render

texts:
I accidentally made an object semi-transparent.
I've been working on this Blender project on and off for several months. At one point I was trying to make an object semi-transparent so you could see through to the object inside of it. I must have had some success, since it renders semi-transparent in Cycles. The transparency does not show up in my viewport display. I have tried making the object opaque again, but I cannot remember what I did several months ago & I'm new to Blender. I've searched through many tutorials, but do not know how to fix this.
Edit: I'm working on this project for a lab, so I cannot share the file. Also, I was a bit unclear, the hair particles I added are visible in the final render (picture below), but the material texture isn't. My end goal is to create an animation where the skin/fur of the animal disappears to show the skull. For now, all I want is to render an image of the skin/fur that I have created, without the inner objects showing.

Any help would be great! Thanks.


texts: BGE: Add object actuator spawning bullet on wrong angle

texts:
I'm trying to make a turret in blender game engine,

(the small red object is the laser)
As you can probably tell, this is a laser turret(top right), but the lasers (nothing special, just a red cube reshaped) are pointing the wrong direction.
I can't really say much more other than give a screenshot of my logic bricks.

What fires this object is a empty. And it's called to fire it by the turret you see it's self. No need to show the logic bricks for what calls it, unless needed.
I truly apologize for any mistakes. I tried to look this up, and found no results, and it's 1:47 AM and i need to wake up early tomorrow.
A link to download the .blend: https://www.dropbox.com/s/4psdrb2zf8xcs7x/Cube%20assault%20%3B%29.blend?dl=0


texts: Why is the cursor not at the expected position?

texts:
In this configuration, where the bottom edges of this object are at world origin coordinates (0,0,0), and this edge has a length of 0.196m, why is the cursor not at the expected position when I give it a 0,0,0.196 location?..

What's the right way to put the cursor where I want it to be?


texts: Find the type of a panel displayed in the UI

texts:
Is there an easy way to find the type of an panel displayed in the UI?

Right click -> Edit Source does not work for panels in the tools/properties regions.
It is definately possible to access some of them.

I tried to create a list and retrieve some info from bpy.types.* but it is still difficult sometimes to find the correct panel.


texts: I have a model for 3D printing, to make the model I need to do Boolean operation, after the Boolean, I will have many of this island type faces (like the figure) that I need to get rid of them. the model is big, therefore, manually deleting them is not an option. can anyone suggest me a proper way to do this?


texts: Trying to generate a naturally hairy plane

texts:
i am a total amateur so apologies if this is easy.
I am trying to generate a planar surface that is covered with a "spaghetti-like" polymer.  I have tried to use a lower plane and hair emitters (too straight) and have looked at hair dynamics (but this doesnt seem to do much on a planar surface for me).  Any steer in the right direction hugely appreciated


texts: Where does light come from in a Cycles scene without lamps?

texts:
Using the Blender Render, if you have no lamps, the objects are black.  With Cycles Render, even without any lamps, there is a small amount of light.

Here is a render of the same yellow monkey without any lamps present using the two render engines:

Where does this light come from?  Can you turn it off?


texts: Flattening a segment of a 3D curve in to a 2D plane (Z = 0)

texts:
I've been trying to flatten a set of points, which form a curve in 3D, to a plane, preferably Z = 0.

Here is the screen shot my view:

There are 3 kinds of objects in here:

Set of meshes {O3M6.L1.000 - O3M6.L1.013}
Curve drawn (using BTrace -> Objects Connect) connecting the centers of each mesh iteratively. You can find the implementation from the question asked in here.
The minimum bounding box drawn using the Minimum Bounding Box add-on.

What I want is to align these centers vertically. So, if there is any way I could form a 2D plane approximately (with least away from the centers) passing through the centers, please feel free to answer.

I came across this idea, which may 'sound' easy:

Considering the rotations (X, Y, Z) of the cube, in the Transform window, mentioned in the above image, we can rotate the Box parallel to the plane Z = 0.
Note that these rotations could be applied to the Set of mesh we have as a group. Thus, the set of these meshes would be somewhat approximately parallel to Z = 0.

I don't know how to apply rotation parameters of one object to another. Any help is deeply appreciated. Thanks in advance.


texts: How to render packed isometric tilesheet

texts:
For those who know Adobe Flash / Animate, when you export an animation, it can automatically create a packed tilesheet with a xml coordinates file such as

frames.xml
<frames>
    <frame x="0" y="0" w="256" h="512">
    <frame x="256" y="0" w="256" h="512">
    ....

How can I export a packed isometric spritesheet such as the one below in blender?


texts: How can I move the bounding circle of an object?

texts: I have a problem with the bounding circle in bge. I have a rigid body object with a hole on it and is is placed on a static box. I want to be able to get in but I can't due to the position of the bounding circle in the middle of it.I tried to change the radius but then it cannot stay still on the box . How can I move the bounding circle?


texts:
so I feel a bit sorry about asking the probably 1000th question about the bevel modifier. Long story short, I'm having some issues with an ugly bevel in my model and I don't quite understand what's causing it:

Now, it seems to me that there might be a relation to that additional edge that I have in the green box and which I don't have in the red box. However, when manually inserting an edge on the left side like I have on the right side, it doesn't change anything (selecting both vertices, then 'F').
Also, from what I know there are no inner faces in my model.

I've checked through other bevel related questions. The closest one I could find was this one:
How to fix Beveled intersections/corners/inner edges?

Still, is there any difference for me using the bevel modifier instead of the one that works on the mesh directly? Also, I'm not quite sure what a good topology is supposed to look like.

Any ideas?


texts: Python Opengl Render doesn't show texture

texts:
when I click opengl render button in the GUI of the 3D view, the rendered image contains texture. However, when I use python script to render the same thing, I only get solid image without texture.

bpy.ops.render.opengl()

How can I make it so that script rendering also render with texture?

Thanks in advance!


texts: Trying to create visualization of EM waves

texts:
I'm trying to create a visual representation of EM waves traveling through space and I'm having a tough time.  I found these images I like but I am having trouble coming up with a good way to render them.  I'm using cycles and it is a still image so I don't need to worry about animating.

Thanks.


texts: All in one node setup for most texture map types?

texts:
Is there a node setup that anybody may show that will allow you to easily put in most texture maps in one simple set up. For example something like Andrew Prices PBR material nodes. But instead have options that will say the texture maps of color, gloss, AO, spec, depth, bump, normal etc. and then by puting only the texture maps you put in (through image texture node) and will produce your output with what you have put and the empty sockets will be ignored and the sockets you have used have a slider.

If nothing like that exists or it will be very dificult to build, what is the general node stup so that if I have all of these maps (or most of them if not all).

I believe that this question only shows only a few of the maps:

How do you apply a gloss and spec map on one cycles material?


texts:
I am making a car with blender and I want the car to ride with rigid bodies.
I already have the wheels and they are all moving and reacting to slopes but now I want them to connect to the rest of the car. Is that possible?
Here are the wheels.

Here is the car itself.

But if I play it the car doesn't connect to the wheels. Is there a way to do that?


texts: How do you get lights to interact with a motion track? I can get shadows but I cant get lights to show

texts:
Im using a mesh with an emission shader hidden in the engines, it will light the uwing itself but wont cast light on the floor that the shadows are cast in
]3


texts: Inconsistent UVmap when 'follow active quads'

texts:
On the UVmap where the islands are double layered is where that nasty Texture inconsistency is.
I was wondering if there is a way to 1.) Unwrap 2.) Reset 3.) Follow active quads with an even Square uv map
I'm actually using 'UV squares' Add on to achieve the same effect.
I try to turn the uvmap into a single, even rectangle or square and it will layer islands unto itself creating these texture inconsistencies
How do I get an even uvmap without it layering islands and keeping all of the proper faces next to each other?


texts: Avastar behaviour for a scripted weights setting

texts:
This is a second life question.
I made a script which defines bones weights.
When i am binding the mesh to avastar and playing with the sliders (here breasts), i am obtaining that result :

As you can see, the rig (arm, leg) is ok... but the breast goes as 90° turned (shifted to the right).

But.. when i upload the same mesh to sl, all is ok :

What can give this result ?


texts: How do I make a plane have a colored material in Cycles while adding thickness?

texts: How do I make a plane have a colored material in cycles render mode, while making it at the same time have thickness?


texts:
I'm creating a world made of cubes, similar to cube world game.
Is there any quick way to create a map made of cubes that looks like this?


texts: Blender uniform Bezier curve without using its shape

texts:
Ok, I Don't know how to properly express what I'm looking for, but I'll try:

I have a BEZIER curve like this:

My problem is that in edit mode, the distance from the resolution points isn't constant:

I need to use this curve to animate a follow-path constraint, and the non uniform points lenght results in an unsmooth animation. I already looked at this question: Uniform "density" of bezier segments

But it was asked and answered more than 1.5 years ago. Is there anyway in the new versions of blender to do it? It's alright to create new verts too but the important thing is that the curve doesn't lose its shape. Is this possible?


texts: Blender 2.80_Is there a way to make Blender File Browser remember it's settings?

texts:
I'm hoping there's a simple solution I'm overlooking to tell Blender 2.80 to remember it's File Browser settings (ex. display size, sort by date modified, etc.) Has this situation been remedied in Blender 2.80?

I know about these ideas:
How to make the file manager default to sorting by modification date?

Those potential solutions do not seem usable for me at this time due to my lack of knowing how to implement them. Also I think the addon referred to there gives an error at Blender preferences> addons> install addon, something like "addon needs upgrade to 2.80". Thanks for any ideas.


texts: Is there a way to create an HDR map from a rendered scene in blender?  I'm asking because I'm working to optimize an indoor scene that will be used multiple times for rendering scenes in a comic, and it has open windows which look out to a cityscape.  I would like to cut the cityscape out and replace it with an HDR version of it, so that it doesn't have to calculate as many bounces and (by extension) renders faster.


texts:
I've installed Blender on an older machine. When I started it, I couldn't see any texts (see below).

How can I fix it (e. g. change the font) ?

Update 1 (03.09.2016 13:02 MSK): This machine runs on Windows 7 Starter Edition with Russian locale. I'm using 32-bit version of Blender 2.77 (blender-2.77a-windows32.msi).

The graphics card is Intel Graphics Media Accelerator 3600 Series.


texts: Using localPosition to create a property based tracking system

texts:
So I have been using this code to broadcast coordinates so other objects can read the properties. The problem is that when I an using a vector I cannot tell if it is in the negatives or positives. Plus when I'm using a parented set, it goes off the median object location.

import mathutils
import bge

owner = bge.logic.getCurrentController().owner
positionToCheck = owner.worldPosition
positionToCompareTo = mathutils.Vector([0,0,0])
cont = bge.logic.getCurrentController()
own = cont.owner

own["position.x"] = float(abs(owner.worldPosition.x))
own["position.y"] = float(abs(owner.worldPosition.y))

The position.x and y are properties on the given object that I make other objects read for various reasons. I'd like another way to accomplish this without a vector.


texts: How do you get 2 render layers from an exr file?

texts:
I am compositing a scene with 2 render layers. I saved it as an image sequence of EXR files so that I can close the program. However, after compositing, the Exr doesnt keep data from separate render layers. I have different render passes in the layers and need them to stay separate.
Question:
How do I get the render layer data from the EXR so that I can composite either render layer separately?
Here is a picture
Notice how the EXR import have anything indicating separate render layers
Forgive my horrible handwriting, and thank you in advance.


texts: How to export an animation into unity (sound baked to an f-curve)?

texts:
I made an animation, using bones and converted sound into an f-curve, like in the first part of this tutorial: https://www.youtube.com/watch?v=OAes-ITNaGA. How can I export this animation into Unity now?

As I understand this animation depends on "constrains" and “drivers” inside Blender, is there an acceptable way to export this animation into Unity?


texts: How to redefine an Float Property after create it?

texts:
I've created a slider like so:

bpy.types.Scene.slider_value = bpy.props.FloatProperty(
    default= 0,
    min = -100,
    max =  100,
    )

In some case I need to go out over the previous  min and max values.
It is possible to simply redefine the Float Property ?


texts: How to share node value with another node to keep them sync

texts:
How should I setup a driver to keep two values same across blend file?
Like ...
World > Mapping node > Z Rotation  value to Object > Mapping node > Z Rotation
It would be handy in case like when you reconstruct environment from equirectangular texture set for World shader and same texture is used for an object I reconstruct like here.


texts:
I'm beginner and I don't know what I clicked to make it happens.
I can't neither move nor scale object, but the orange dot at the center of object.
Help please


texts: Why is the blender exchange option missing from the export tab in makehuman?

texts:
In all the tutorials for makehuman I watched on youtube, on the export tab, there is an option to export as blender exchange. However, in my makehuman, that option doesn't exist. I remember a long time ago, I exported my makehuman models as blender exchange before, but that was an old version. I don't know where that option went. My makehuman version is the newest one (I just redownloaded it). Here are some screenshots:

My makehuman:

Youtube tutorial:

Thank you for your help.


texts:
I have a blender scene where I have a set of small steps. I also added two bounding boxes for each step.

But the problem is that when I build my game in babylon.js my player cannot ascend the steps.

My question is: is there an "incline" feature that I can add to either the steps or the player, or for both? If there is how do I do that? If not then what do I need to in order to have my player ascend the steps?


texts: Animate two objects with different armatures

texts:
I need to animate the weapon and the arms in the same project, but both of them are different objects with different armatures. How can I achieve this? Or maybe I can use just one armature for both weapons but export them separately (each armature should have their own mesh)?!

The weapon mesh is a child of the Weapon Rig and the arms mesh is a child of the Arms Rig.


texts: Adding material to spheres sequentially using Python

texts:
I have the following script, which I was hoping would add a basic red material to my spheres as they are sequentially created. Unfortunately, the script does not work, in the sense that no material is added to any sphere. Indeed, no spheres are created, but in the absence of "bpy.ops.material.new()" and "bpy.context.object.active_material.diffuse_color = (1, 0, 0)", the script produces spheres.

Could someone please help me tweak the script to make it function as desired?

import bpy, csv
fp = "C:/Blender/Spheres.csv"
with open( fp ) as csvfile:
    rdr = csv.reader(csvfile, delimiter=';')
    for i, row in enumerate( rdr ):
        if i == 0: continue # Skip column title
        # Generate UV sphere at x = row0, y = row1, z = row2, and radius = row3.
        bpy.ops.mesh.primitive_uv_sphere_add(size = float(row[3]), location = float(row[0]),float(row[1]),float(row[2])))
        bpy.ops.material.new()
        bpy.context.object.active_material.diffuse_color = (1, 0, 0)

A snippet of my CSV. spheres.csv

x;y;z;r
2.34;2.45;7.65;0.024
6.78;9.31;6.33;0.0467
3.36;8;1.04;0.3626


texts: How to select objects in the outliner with only hotkeys

texts:
Hopefully this is a super easy answer for someone. Just curious if anyone knows how to use the keyboard to make an object selection from the outliner? I mainly need this because I have a ton of objects that I need to name and doing this with arrow keys, a hotkey for object select, and then using F2 to rename would be so much more efficient than having to click on each one with my mouse.

Thank you so much!!


texts: How to make a transition between 2 strips in NLA Editor?

texts:
In the NLA Editor, I set two strip actions, each one of these actions defined with the dope sheet.

However, I have a gap (20 frames about) between these 2 strips in NLA.

Do you know how to interpolate easily between these 2 strips, without defining other action which could be called for example "Transition action"?

Thank you


texts:
I am looking for tool bar icon files either .svg or in any other picture format. But I couldn't find them.
Other icons are in the blender_icons.svg file in "release\datafiles"
Where are the tool bar icons ?


texts: How to create tentacles moving with the wind?

texts: I have the feeling i'm on the wrong way to do this. Because its part of the mesh. So, maybe somebody know it. How can i add movement to the tentacles in the wind? Like Hair. Sadly the whole mesh move with the wind, but i only want the tentacles.


texts:
I asked/posted this problem already, but some slug closed it. So now I have to repost this same question again because I can no loger update my prior question coving this same subject matter.

everything was working right up until it did it again. while moving my mouse arrow over anything on the side panels they just begin to disappear. I have found that if I grab the edges and close them then pull them open again they do redraw. this is only with blender I can switch to a different desktop and I get no ill-effects to any other GUI apps whatsoever.

My memory is set to 10240, I have 16GB RAM. I have no real idea why this is taking place. I'm running void linux using the "linux" ATI/AMD drivers for my card.

when I create  a new file does not appear to have the same effect.


texts: Can't try Blender 2.8 due graphic card and/or driver

texts:
this post may seem repetitive but among many with this kind of issue none of them can help me.
I already updated both drivers (Intel and Radeon) and BIOS, installed Radeon ProRender + libraries and still got the problem.
I checked about both Radeon 520 and Intel UHD 620 and they support openGL 3.3.
Intel driver is already disable here to don't et it create any conflict.
Please, I don't know what else I can do.


texts:
I would like to be able to set vertex colors via bpy.  There are a number of answered questions including this one Set a specified vertex color to black via python for coloring the central vertex of a hexagon shape.

I have set up a scene with a subdivided mesh (2 or 3 times).  I then ran the following script:

import bpy
import bmesh
from random import uniform
import mathutils

context = bpy.context
mesh = context.object.data

if mesh.is_editmode:
    bm = bmesh.from_edit_mesh(mesh)
else:
    bm = bmesh.new()
    bm.from_mesh(mesh)

if not bm.loops.layers.color.get("color"):
    color_layer = bm.loops.layers.color.new("color")
else:
    color_layer = bm.loops.layers.color.get("color")

red = mathutils.Vector((1, 0, 0, 1))
black = (0, 0, 0, 1)
for face in bm.faces:
    for loop in face.loops:
        print("Vert:", loop.vert.index)
        print("link_edges:", len(loop.vert.link_edges))
        print("LOOP color:", loop[color_layer] )
        loop[color_layer] = black if len(loop.vert.link_edges) == 4 else red
        print("LOOP color:", loop[color_layer] )

if bm.is_wrapped:
    bmesh.update_edit_mesh(mesh, False, False)
else:
    bm.to_mesh(mesh)
    mesh.update()

bm.clear

Thanks to the suggestions of batFINGER the script now works and changes loop colors for the vertices (there are 3 or 4 link_edges for each vertex).  The results can be seen in the Texture Paint workspace by selecting Vertex Paint in the selection box.

Prior to my update of the above script the colors were not changing.  I don't quite understand why it is now working - but I glad it now works.


texts: Displacement on a cylinder or creating a texture roller

texts:
I am a blender beginner and was wondering how to create a so called 3D printable (the mesh needs to be highres) texture roller as this one:

https://www.thingiverse.com/thing:3029293

I first tried creating a basic cylinder combined with a sub-surface- and a displacement-modifier, what for some reason did not work for me.. Even when creating a seam and uv-unwrapping I still had no luck...

Secondly i tried to follow this tutorial World map as displacement map on a sphere distorted but while I managed to get the bump mapping working, displacment mapping in a similiar way (using the same overall structure) did not work correctly -> Regarding this approach, i am wondering how to "bake/apply" the mods before exporting the mesh to be printed.

Lastly - and for me actually most interesting - I thought to create a 2D drawing (either manual or via .svg import) to project it on a cylinder, but did not even finde a way to do this

As non of the afformentioned approaches worked at all and me getting depressed after working on this for a while, I decided to post here.

If anyone could help me or at least pinpoint me in the right direction I would be really great full!

Cheers JI


texts: How to create this effect of embossy surface and repeated pattern with scale?

texts:
I am very new to Blender.
Right now, I am modeling a 3D for a lipstick bottle (image below).

Question: How to achieve this type of effect as marked in red rectangle in the below photo.


texts:
I want to make a pretzel but I can't seem to get a good idea of how to make one.
I am wondering if you can use a curve and then put it on full bevel.

Basically, is there a good way to shape it?

Help is appreciated.


texts: How to animate concentric expanding circles emitted from a moving object?

texts:
I need to create 2 animations. The first one is a small sphere which emits expanding circles (torus) with a certain frequency (think of it as a still object emitting sound waves in a set frequency). I tried hiding a torus inside the sphere, then animating the torus by scaling it ib the X and Y axis, however this makes the torus wider and flatter. I need to preserve the thickness of the ring. How can I do that? Here's a picture to represent whay I mean:

Afterwards, I want to move the object in a direction. While moving the emitted circles should become closer at the direction of the movement, and further apart in the opposit direction:

Is there a way to animate this easily?
Thanks...


texts: How can I create a soft, fluid filled pod that can rupture?

texts:
I was watching a trailer for an animated short film and there was a moment when a green pod split open and a person fell out, along with a bunch of fluid. I've set up the link so it begins on the exact part I'm talking about. (Edit) I've also made gifs of the scenes featuring it, as best I can. Also, I use Blender 2.8 and while I'm sure I could find the equivalent settings to the 2.79 ones after a ton searching, I'd prefer it if an answer were written for 2.8.

I really like this effect and I want to recreate this animation; my best guess is use a fluid sim with a soft body sim but I have no clue how; I'm pretty inexperienced with sims.


texts: Blender 2.8: My 2.79 creations have no textures!

texts:
I created a model using v2.79b including textures, but when I "upgraded" to 2.8 and loaded my project, all of my textures were gone!

The entire interface has changed so much they really should have called it "Blender 3.0". Just figuring out how to switch to "Texture View" required some Googling. And since my textures still don't show, I'm not 100% sure I'm even doing it right, but when I check the Collection Tree, I find there are no textures linked to any of my materials!

The whole damn interface has changed so much simply reapplying all of my textures is going to be a PIA... unless I'm simply missing something.

Am I wrong or does v2.8 ignore linked textures assigned using earlier versions of the program? :(


texts: Can I force "nla: bake action" to bake every frame?

texts:
I'm trying to get the Bake Action, to put a keyframe in every frame or every two frames or whatever no matter what, seems like if the value is the same it wont, but I want a keyframe in every frame
is there a way to force this behavior?


texts: Frame object from python API from a specific location

texts:
My ultimate goal is to: from a given location L, update a camera to fill the frame with that object at location O such that the camera center after the re-framing is on the axis OL.
Here are the potential avenues that I tried but fail one way or another.
bpy.ops.view3d.view_selected
While this appear to be the obvious solution, unfortunately in this situation, the viewport camera frame the object by changing the location of the camera, leaving it outside of OL line.
Tracking constraint
While this solves the direction problem, the camera is not moved along the OL axis to properly frame the object.
Basically the two potential solution I found only solve half of the constraint and I can't seem to mix them together.
Thanks for your help


texts: How to add reference numbers to exported UV map

texts:
My current workflow is:

UV unwrap my 3d object in Blender
Export UV map as a .png
Import UV map into photo editing software (Photoshop/ClipStudio Paint)
Create a new layer and paint the UV map in a separate layer, using the UV map as reference (where the outlines are)
Save the painted UV map as a png
Import the painted UV map .png  as a texture in Blender.

The most time consuming part of this workflow is that I have to keep a mental reference to what part of the UV map maps to what part of the 3d object. Sometimes I don’t know which part of the 3d model a certain part of the UV map refers to and I find myself making brush strokes in Blender on the texture to determine where it maps to on the UV map.
Is there a way (built into Blender or an addon) that can:

Add reference numbers/letters to the exported UV map
Export a third angle projection image of the 3d object (or something similar) that has the same reference numbers/letters as the exported UV map to use as reference when painting over the UV map in Photoshop/ClipStudio Paint

I know Blender allows you to paint directly onto the 3d model (Substance Painter also allows this) but my computer does not have enough power to follow this type of workflow.
I am open to look at existing workflow's that follow a similar process.
Here is an example of the UV map that I want to generate as reference:

Here is an example of the projection image I want to generate to help map the UV map to the 3d model:


texts: Why is this passive rigid body allowing objects to pass through it?

texts:
I have an object falling to the ground and breaking into pieces, but my plane, which is a passive rigid body, allows many pieces to pass through it:

Why is this happening and how can I fix it?


texts:
I have tried to look at other posts on how to do this. I don't seem to have an import brushes option in User Preferences>Add Ons. I see where others have had a similar problem and it was suggested a python script was offered to fix this. I am not quite knowledgeable with coding and such. No idea how to add script. Would love to have some of these free brushes for Blender I've seen posted. Any help would be appreciated.
Blender 2.79, MacOS versoin 10.14.6 (18G87), Intel Core i5, Graphics Radeon Pro 580 8 GB


texts:
Blender 2.77a

Problem

When I export this blend, external software shows it as heavily deformed. Blender shows it fine and so does the Windows Object Viewer.

Shapeways and Tinkercad however shows the following:

I've tried to export stl, obj and other formats (ultimately I'll need stl) and they all come out the same. I have tried to convert quads to tris, but that did not produce a different result.

Object is manifold, has no loose geometry, no doubles and no pending modifiers.

Anyone know why and how to fix it?


texts:
Sorry if this is the wrong place (I tried researching).

1. Could someone explain difference between post-processing and compositing in terms of animation.

2. Is it possible to animate(key frame) compositing ex. A warm feel is added for first 5 seconds(sunset) then its night (so instead of a warm feel a more cold dark feel) so I need to change the compositing throughout the animation.

3. Should I instead just create the animation normally and composite it in another software.


texts: How to get the volumetric display not to show overlapping triangles

texts:
I was following a tutorial online and ran into an issue with my system. (Using EVEE for the render)
I have a noise texture mapped into a emission shader then connected to the volume on the material output. I get these strange overlapping triangles instead of the look that the tutorial has. I have also increased the end and put the tile size to 2px in the volumetrics. I have included a screenshot.
My system is a Dell precision T7500 with an Nvidia K4000.
This happens on all versions of Blender that is final releases.
Thanks.


texts: Changing Text Content Externally VIA OSC

texts:
I am new to Blender and am using AddOSC to manipulate Blender objects "on the fly". I would like to be able to change text content using Open Sound Control. However, as far as can make out text objects do not have text content available as a readily accessible property. (I have been using Blenders' excellent ' code reveal' facility which is activated when hovering over fields to get the necessary assignment addresses for OSC). I find this lack of a simple content property box surprising as in most other programs text content is an assignable text property usually available within a properties panel.

The only solution I have found that sort of works is by making the text object editable via a script and then changing text content that way but this method lacks responsiveness and flexibility and works against the OSC approach.

It seems odd that Blender has such a wealth of capability in the visual presentation of text but that the control of content seems less important - or maybe Im missing something? I would be grateful for any suggestions as to a way forward.

Thx in advance.


texts:
So i'm sculpting and, sometimes, specially after i made a big change in the surface with any other brush, the smooth brush completely destroys the geometry that was there. This only happens after i've set dynotopo and changed the mesh, and if i turn it off, it stills creates the same problem.
Every now and then if i enlarge the radius of the brush, it fixes it, but usually i have to take out any hard edge or lower a big bump that i made before and that seemed to have caused it. The weird thing is that it acts like that for the whole mesh and not just specific parts, and that sometimes it only happens when using my graphic tablet(as in the gif), but other times with both the tablet and the mouse.


texts: What are the keyboard shortcut for Knife Tool and Reroute Node for the Node Wrangler for Blender 2.8?

texts:
For the Knife Tool, it used to be holding the Ctrl key and dragging across a node connection to cancel the node connections, while to create a reroute node, it was holding Shift and dragging across a node connection.

What are the new keyboard shortcut for Knife Tool and Reroute Node for the Node Wrangler for Blender 2.8?


texts:
I need to turn of 1 driver for testing as more than one driver affects the same shape key. There's a shape key getting a 1 value when it is suppose to be 0 in rest pose mode so I need to debug.

I try the clicking on the eye, only hides the graph details.
I try to click on the speaker, nothing changes.
I try >Toggle >Mute, nothing changes.

All I can do is turn disable the shape key but it doesn't help my situation.


texts: Rendering Colored Texture, but the result is a gray texture

texts:
I am making an object and look like this

But when i rendered the image, it turns out like this

This is my render properties

This is the material properties

I just want to render the image like the 3d view, can anyone help me please?
I am new at this, and only follow tutorial from youtube.


texts:
Hey guys im back with another artefactproblem, it seems like this forum loves this topic (0 replys to my last question regaring artefacts)

But to the end of this year i hope that a good soul helps me.
So lets start

Like you can see below, the rendering creates areas on my skin which are colored darker than the rest. My mesh is not the best, but i could be much worse so i cant figure out what causes these problem. Below you can see the rendered image. The mesh in viewport and leave you my .blend file.

So i hope you can help a new user like me .)

Best regards, Marc!

[.blend file is compressed and hair is removed]


texts: Blender Materials not working / Viewport not rendering correctly

texts:
I got a new GPU (AMD Sapphire RX 550) and since then, Blender (2.91.0) doesn't display my Objects correctly in the Viewport, while I´m in Material Preview / Rendered mode. It seems like the Materials are not there / can´t be rendered. While I´m in the Shading tab my Object looks like the Background (maybe its invisible?) and as soon as I start rotating around it does not clear the Background from the Object (like those Object smearing effect in (buggy) games when the skybox is not cleard)
I tried switching the Renderer but that didn´t work.


texts: 2d Keyframe stays visible after adding new ones

texts:
I aded 41 keyframes by either plain drawing, duplicating or editing other keyframes, the thing is, when I try to add keyframe 42, the keyframe 41 appears on top of it, and this happens for every new keyframe I draw.
The only new thing I added was a new GP layer  above my original layer, and if I erase it, it also disappears from all previous keyframes.
I tried searching other questions with this issue but I don't seem to understand anything, I have some experience modeling and sculpting as well.
Also: this has nothing to do with onion skinning as these only appear when drawing new frames, not when hitting the spacebar.


texts:
I just modified a blender file but after rendering I am getting these black extra layers on the video. How can I remove it. Thanks

To be honest I downloaded the blender file and modified it i have 1% knowledge about this. Please download my blender file and help me thanks.
https://www.mediafire.com/file/edmq98ye4lavy9v/my_best_V2%281%29.blend/file

The first screen shot i am getting that black layer while playing the video and the second screenshot I am getting that black layer at the end of the video.


texts: How do I fix Exception Access Violation error on startup?

texts: I just installed Blender, but when I try to start it, the command prompt comes up with "Error: Exception_Access_Violation" and then closes (and Blender never starts of course). How do I fix this? I tried running as administrator and that doesn't help either.


texts: No splitter widget in new separate window

texts:
I am new to Blender and I am trying to find my way through its interface. I want to have several windows (I mean OS windows, not Blender windows). So I create a separate window by dragging splitter widget while holding Shift.

The problem is there are no splitter widgets in the newly created OS window. So I can't have multiple blender windows in it. The new window does not have a Layout type drop down menu either. So how do I add new Blender windows in a new OS window? (Sorry if I'm using the wrong terms, but hopefully its clear what I am trying to achieve).


texts:
So I've been reading about riggin in blender, just started doing it, and I wanted to rig a simple model.
The problem is that when I move the arms down, the body deforms pretty badlt, and the model doesn't look round and fat anymore :(
Got any tips for a begginer to fix this problem?


texts: Using Python I would like to render the timeline 3 separate times with the material color changing each render

texts:
I have a scene where I want to render the timeline 3 separate times with the material color changing each separate render.
RGB input node is generating the color on the material.

With the RGB input set to '#000000' I need the render the whole timeline to a folder named 'Black'.
I need for the RGB input to change to '#FFFFFF' and then render the whole timeline to a folder called 'White'.
I need for the RGB input to change to '#00FF00' and then render the whole timeline to a folder called 'Green'.

Please help with any guidance on creating a python script to achieve this result, thank you.


texts: Batch exporting of multiple objects into separate STL files

texts:
I have as scene with 45 objects, I am trying to write a script that will export all of the objects into separate STL files. Any ideas?

Here is a broken script I have right now:

import bpy
import os

# get the current path and make a new folder for the exported meshes
path = bpy.path.abspath('//1')
os.makedirs(path)

for object in bpy.context.selected_objects:

    # deselect all meshes
    bpy.ops.object.select_all(action='DESELECT')

    # select the object
    object.select = True

    # export object with its name as file name
    bpy.ops.export_mesh.stl(filepath=str((path + object.name + '.stl')),   use_selection=True)

I am getting a "Python script fail, look in the console for now..." error.
PS. I'm using a mac.

Thank you for your help!!!


texts: Rigid body hair mesh clipping and collision issues

texts:
I'm completely stumped by rigid bodies and trying to figure out where I went wrong. I have rigged a series of hair braid objects using the Wiggle Bone Add-On, which is a great way to get some natural, springy bounce when the hair moves. The trouble comes when I try to fix the collision issues that result.

With the help of another add-on, I've added rigid body cubes over each braid, and despite all of the braids having the same rigid body settings, only some work. The ones in the front are perfect, but the sides still clip the head sphere no matter what I do.

Also, why do my braids bounce around so much? I want them to be rigged to react to eventual animation, but at the moment even at rest with no motion or momentum, they immediately start bouncing around. How can I set them to be at rest until they are put into motion?

Thanks for your advice!

my test blend file (it's easier to see with overlays turned off)


texts:
Using Blender 2.66 with Ubuntu 13.10.
How to import AC3D files?
I do not see an option for this under user preferences.


texts: physics : blow sheets of paper with wind?

texts:
I need to create an animated shot where sheets of paper would be blown away by some (directional) wind, like you would do with leaves :

I'm hesitating between animating it by hand (using curve modifiers on my sheets) or with physics.  It should be quite realistic.

Would you consider doing it with physics, or is it just too much work ?
If yes, how would you do it ?

Thanks !


texts: (Blender 2.8) Imported .obj files are translucent

texts: Just as the title describes, whenever I import .obj files and I use "Cycles" render in my viewport, they completely become translucent, or almost transparent, I'm wondering as to how to fix this problem but its been bothering me for more than a week now. Any suggestions?


texts:
I'm using an UV map node for some cycles materials, both being generated by a script of mine.
Everything is OK in the viewport and in renders but in the material preview tab it appears with an uniform color corresponding to the right border of the texture.
As soon as I disconnect the UV map node from the diffuse texture, the preview is OK again. If I reconnect it the preview shows again an uniform color. It this so for the Diffuse shader or the diffuse entry in the principled shader.

If I play with the UV mapping, either with the mapping node or the mapping in the Properties -> Texture tab, it seems that I can change the position but in the preview pane any change in the size seems to not have any effect.

I suspect UV mapping used for the viewport & render are not the same than for material preview.

So the question is "why the preview show only the color on the border of the texture while what can be seen in the viewport or in renders is OK since it corespond well to the texture and the UV map"?


texts: Strange shift on pixel row while compressing video with alpha channel

texts:
I came here because when i export my render in AVI Raw (RGBA) i got some render issues. There is some kind of 1 pixel shift in some pixel row :

You might need to zoom to see it
This problem doesn't appears in blender render preview and it's still there if i render in .jpg at first and create a video with the blender's video editor. Here is what i see in blender with my rendre setting :

Because it appears only when i export the video  i think it come from the compression process but i don't have enough knowledge on it to find a solution by myself :/
Thank you


texts: Is there a way to get a node's dimensions without displaying it in the Node Editor?

texts:
The aim of the question is to calculate a node tree layout for a generated node tree.

Nodes have height, width and dimensions.

It seems that dimensions corresponds to some default size and that height and width to the currently displayed dimensions. But these last two are not set until the node is effectively displayed somewhere in the editor (or am I wrong?).

But if you want to generate a node layout for a material or a node tree which is itself generated and which is not displayed for now, is it possible to get the dimensions? If yes, how?

We can:

bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

to force a layout calculation. But this works only when the node tree is displayed in the Node Editor (at least it seems to be the case).

How can we get the 'future' default dimensions so that a node tree layout could be calculated?

Edit: Some extra details

When creating a node tree, it is not displayed until it is used (instantiated) in a material and opened for editing.

In this case,

width and height are some default values: 140 and 100
dimensions is a Vector(0.0000, 0.0000)

I've experimented and found that these values are updated when the node is displayed (and bpy.ops.wm.redraw() is called). So that typically, the Principled and Diffuse shader nodes do not end up having the same dimensions.
But before that, the dimension values are as given above.

The complete code is hard to share here, but here are some basic snippets:

Creating a node tree (node group) is:

node_group = node_groups.new( node_group_name, 'ShaderNodeTree' )

Creating a material is:

material = materials.new( material_name )

Creating a node in both cases:

self.internal_node = node_tree_nodes.new( type = self.name )

But once the data is created, there are two cases:

The node tree is displayed in a view and

bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

can be use to 'force' a layout update and get the dimensions (if this bpy.ops is not called height, width, and dimensions are not updated).

Or the node tree (bpy.data.node_groups typically) is not displayed and I can't find a way to retrieve the 'future displayed' dimensions.


texts:
How can I snap the center of the bottom part of a box to the center of a plane?
I have read the other posts related to this, but they are too confusing.


texts: Blender 2.9 instantly crashes when I try to render in Cycles

texts:
Blender 2.9 crashes instantly when I try to either render the viewport in cycles or when I try to render the scene in Cycles.
My computer:
Mac Pro early 2009
OSX 10.13.6 High Sierra
3.33ghz 6-core Intel Xeon
48gb ram
Graphics Card:
Nvidia GeForce GTX Titan
Latest Nvidia drivers
Blender 2.9 doesn't recognize my video card when I pull up preferences. 2.83 works perfectly.


texts: Keyframes without interpolation / Behaviour

texts:
a quick question on how keyframes / rendering an animation works within Blender.
I want to render multiple images with different settings within some materials ,different shapekeys and poses, but no movement at all. I thought the best way to archive this, is to render a x frame sequence and have drivers tap in or out with 100% on each frame. So my question is: How does Blender handle this?
For each frame, will blender first apply all keyframes and then render ? Also can I deactivate the interpolation thing, or can it happen that something is not 100% on frame 2 when i have set it 0% on frame 1 and 100% on frame 2 ?

A short answer is all i need, thanks in advance.

Also on a side note : How is Blender handling resources ? Besaid file is getting kinda large with many meshes/materials and i have experienced slower performance while doing the same tasks (like creating another mesh :D).Making other stuff invisible didn't seem to change that. Moving them to another layer seemed better (maybe that in fact is freeing all memory for those items ?).It is still very workable, but in general, if there is a way to make blender kinda ignore all the stuff i don't need right now entirely without removing it from the file, that would be great.

Thank you in advance, again.
Have a nice time,  Aaron.


texts: How to smooth a curved surface without it looking like a paper plate?

texts:
I have always had issues with curved surfaces, like the foot of a wine glass, for instance, but I have found that with smoothing them, it makes them to look like either a pancake or a paperplate, here is a fine example of this cylinder that I used the subserf modifier on:

It's just a simple cylinder:

And when I subsurf it, it makes like these ridges in the middles of what would be the tris.


texts: I have added a cane to the hand bone of a rigged model by using a "Child of"-Constraint and now i want to make the location and rotation of the contraint permanent, so i can parent it to the rig. I tried to apply "Visual Transform" but then the cane moves to an entirely different place.


texts: What would cause a face to be in the wrong place after rendering?

texts:
I'm using blender render. I've only been using blender a couple of weeks. In edit mode, viewport shading solid, I see all the faces in the right place. When I switch viewport shading to rendered, the some faces are in the wrong place and rotated horizontally. Is there a reason why when I view it rendered this is happening? I would like to see the faces in the same location as they are in viewport shading solid.

Edit mode-Viewport Shading- Solid. This is correct location of faces.

Object mode-Viewport Shading- Solid. This is also correct location of faces

Object mode- Viewport Shading- Rendered. Faces in wrong location. Left side of bldg is on both sides and rotated horizontally on the left side where its supposed to be.


texts: I added some legs to a Blender model and now the bones do not move the mesh, what did I do?

texts:
So this is the first time I've done this in Blender opposed to using PMX Editor. I wanted a model to have legs and a skirt instead of the jeans she originally had so I added them and removed the bones that came with the legs. I have deleted the extra vertex groups it created and now none of the bones work.

How do I go about fixing this? I have included the Blender file. Any help would be absolutely amazing.


texts: Change Vertex Position During Rig Animation

texts:
I couldn't find a solution to this problem.

I have my character all rigged and made a walk cycle. I parented another mesh with the rig which are the character's clothes. When he starts walking though the clothes are not always perfectly covering his body parts, so that his leg glitches through the cloth, which is awful of course!

I thought I go through every frame and correct the glitches by changing the vertex positions of my cloth mesh. However I seem not to be able to change the vertices within the "Pose Mode/Armature Animation Sequence", when I go into edit mode the clothes revert to the rest pose and no animation can be played.

How can I solve this problem? Thanks for any help!


texts: camera clipping settings not extending far enough

texts:
Blender 2.8. MAC
I created a straight cyc wall and I'm rotating doing about a 35degree camera rotation around an object.  No matter how big I make the camera clipping end point the wall clips on the ends.  Currently it's set to 10000 but there's no change with any number bigger than 250.  I can see the correct wall end in viewport but not in camera view and not in renders.  I place a monkey head on the edge of where it clips.


texts: Eevee in render and in viewport, and material preview also not showing after updating my drivers

texts: material preview, Eevee in viewport and also in render giving this blank object even in cycles. It's all start after I updated my Amd driver's. I have factory reset my pc but the problem still remains help!! Plz.     Pc spec: AMD Radeon Rx 560x series 4gb, ryzen 5 3550h with Vega 8 graphics


texts: Making a single node using multiple nodes

texts: Is there a way to reduce a set of nodes to a single customized node. I am needing to put some mathematical expression and when I do it using the node editor (in animation node) the whole tree looks quite clumsy and it becomes quite unreadable.


texts:
I'm new in blender but not in 3D modeling. I've just install Blender, watch some tutorials...and of course, when I try to modeling my first 3d model, I stuck in with solidify.

I try to modeling my office which has a little bit strange geometry but I can't get strait lines, normal to the surface:

this is how it looks before I applied solidify

...and after (I try all options Solidify has in properties)

You can download the file here:
https://1drv.ms/u/s!AoXovnN-smCh6DpZ3NAXiqpF4GkW?e=Rz05Q3

Thanks!


texts:
Goodmorning, I am working to imitate the tutorial at this link:
https://www.youtube.com/watch?v=QbSmoZCrP8I

At minute 5:15-5:30 he creates a circle with 8 vertices, deletes 3/4 of the figure and then use the mirror modifier to complete the operation.

I'm trying to imitate him, but after deleting the 3/4 of the circle I apply the mirror modifier but the circle does not close.
My result is:

Instead in the original tutorial the circle is:

I don't understand where is the problem.


texts: How do I get the filepath when I import a file?

texts:
I am trying to create an import script, I just need to get the filepath as a string to execute the rest of my functions. How can I do that?

Below is the visual example of what I want to get.


texts: Correctly filling a convex and concave mesh from curves

texts:
I need to make curving concave and convex meshes, while at the same time, expressing the mesh data as only quads. (Quad meshes work well with subdivision, smooth shading, and bevel, but triangular or n-gonal meshes don't work with all 3.)

The nature of being both concave and convex thwarts making quads going completely vertically or horizontally and similarly messes with the almighty grid fill. I had no luck converting this mesh from a filled 2d curve, since the curve is filled with triangles that cause shading artifacts. So I tried manual work, revealing it is indeed impossible to fill with quads in a purely vertices/horizontal manner. An n-gon fill doesn't work, and the last image shows that grid fill has issues even at its best. I also tried smoothing vertices on all methods, and it got the grid fill method pretty close.

I could use workarounds, like using flat shading on the flat side of the axe with an autosmooth modifier, but I want subdivision and smooth shading.

(When extruded out) how can I fill this mesh in a way that doesn't cause smooth shading artifacts?


texts:
I am having problems getting displacement mapping to extrude in the correct direction on all sides of a sphere.  I have been following this tutorial: https://www.youtube.com/watch?v=n0r0UnaIK_Y

UPDATED


texts: Addon: how to make Blender run check()/redraw when option changed?

texts:
Operators have a check() function that Blender calls when it wants to check if it should redraw. Exporters usually use this to attach a file extension to the file name (eg).
I know check() already runs after the user has edited the filename field, or after they click a file in the filepicker. I would like it to run after the user changes an option too. For example, the glTF exporter does this:

If the prop is drawn by the operator.draw() function this happens automatically. However it does not happen automatically if the option is drawn by a separate panel. How can I get it to update in that case?
Here is a complete example you can test with: https://pastebin.com/2k6mBNGz
(PS. I already know how the glTF exporter does it. I'm interested in a "proper" solution.)


texts:
I'm new to blender and somehow I got into some mode or something (not sure what or how) but I can't find a way out of it. there is a constant orange dot in object mode (even if I press A to deselect everything) and if I change to edit mode a blue line around the object appears(pic) and nothing else except within that selection can't be adjusted or selected. how do I get out of this selection?

thanks


texts: What units does the rotation argument expect when creating objects?

texts:
I want to create a lamp in blender using python. I want to give the lamp some rotation. As per the documentation I can set the initial rotation using a tuple of numbers in the function call like this rotation=(0.0, 0.0, 0.0)
this is the specifc documentation for the rotation parameter:

rotation: (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

What units is this parameter specified with? It does not seem to be in degrees or radian.

When I try with my example code here where I use rotation=(0, 1, 0) to get 1 degree on the y axis. I end up getting 57.296 degrees after running the code.

import bpy

bpy.ops.object.lamp_add(type='AREA', view_align=False, location=(0, 0, 0), rotation=(0, 1, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))


texts: BGE get controller/joystick count in python

texts:
I am making bge games and want them full controller support and I have already scripted the input, but the axis and the buttons index is changing when having different amount of controllers. Here is what I mean:

#joystick for buttons, joystickaxis for axis

#2 controller

#controller 1
joystick = bge.logic.joysticks[0]
joystickaxis = bge.logic.joysticks[1]

#controller 2
joystick = bge.logic.joysticks[1]
joystickaxis = bge.logic.joysticks[0]

#4 controller

#controller 4
joystick = bge.logic.joysticks[3]
joystickaxis = bge.logic.joysticks[0]
#controller 3
joystick = bge.logic.joysticks[2]
joystickaxis = bge.logic.joysticks[1]
#controller 2
joystick = bge.logic.joysticks[1]
joystickaxis = bge.logic.joysticks[2]
#controller 2
joystick = bge.logic.joysticks[0]
joystickaxis = bge.logic.joysticks[3]

#3 controller

#controller 3
joystick = bge.logic.joysticks[2]
joystickaxis = bge.logic.joysticks[0]
#controller 2
joystick = bge.logic.joysticks[1]
joystickaxis = bge.logic.joysticks[1]
#controller 1
joystick = bge.logic.joysticks[0]
joystickaxis = bge.logic.joysticks[2]

#1 controller

joystick = bge.logic.joysticks[0]
joystickaxis = bge.logic.joysticks[0]

Now I need my script to know how many controllers are registered in bge and I would like to know if there is a python function for that, I mean bge seems at least to know how many there are.


texts: Applying Mesh Transforms to a Collection of Objects (and iterating the output) - Animation Nodes

texts:
I have put together a pretty rudimentary node tree that transforms a mesh based on a matrix of random Eulers, that functions as expected:

Question: I’m trying to apply these transformations to a collection of objects, rather than a single mesh (in this case a cube & an icosphere). With the goal being a “grid” of objects from a collection, that resemble the instanced icosphere in the first image. I’ve attempted looping through the collection like this:

As well as using collection info + copy object data to create instances of the collection:

I feel like I might be close but I’m quite stumped, I’ve been working on this issue for a while and it’s been causing major headaches, any help is appreciated!!
To reiterate: My goal is to create a grid of objects sourced from a collection, that are each stacked instances, rotating “randomly”:


texts: rotation values not set correctly with script that uses CSV

texts:
I'm just starting to discover the possibilitys of using csv to create an animation, but i have some trouble with getting the correct values from a CSV.

My problem is that the RZ values all end up as 114 degrees. while I assumed that they would all end up around 2 degrees, what have I done wrong?
It seemed to work when I tested it with hard-coded numbers in the script.

I've adapted the script so it works with the standard Cube object in a new file for testing.

this is a small part of the CSV:

X,Y,Z,RX,RY,RZ,FRAME
0,0,0,0,0,1.994,0
1,0,0,0,0,1.996,15
3,0,0,0,0,1.998,30
2,0,0,0,0,1.782,45
4,0,0,0,0,1.999,60
1,0,0,0,0,2.004,75

The script at this moment

# -*- coding: utf-8 -*-

"""
Created on Thu May 16 17:21:32 2019
@author: Me
blender 2.79b
"""
import bpy, csv
import bpy.types
import time
from mathutils import *

fp = "C:/Users/Me/Documents/blender/csv/data.csv"

with open( fp ) as csvfile:
rdr = csv.reader( csvfile )
for i, row in enumerate( rdr ):
    if i == 0: continue # Skip column titles
    X, Y, Z, RX, RY, RZ, FRAME = row[0:7]

    def animate_object( obj, X, Y, Z, RX, RY, RZ, FRAME ):
        obj.location = Vector((float(X),float(Y),float(Z)))
        obj.rotation_mode = 'XYZ'
        obj.rotation_euler = Euler((float(RX),float(RY),float(RZ)))
        obj.keyframe_insert(data_path="location", frame=float(FRAME))
        obj.keyframe_insert(data_path="rotation_euler", frame=float(FRAME))

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

    frame_number = 1
    for frame_number, cp in enumerate(rdr):
        animate_object(cyl, *cp)


texts:
how do i bend the object in the image according the direction of the blue arrow? i tried to add a curve modifier attached to a bezier but not work

Any help?


texts: How to model a light source using a spectral distribution curve for the color

texts:
My previous attempt was unclear so I'm rephrasing the question:

I'm making a promo video for a certain type of lighting and at one point, I'd like to show the difference in the spectral power distribution (see graph below) of the light output for each type of bulb.  In other words, I want to use the SPD to color the light emitted by the bulb into the room based on wavelength and output power.

I have the SPD, I just need to use it somehow to color the emission source.  This is all I can think of but it's not exactly mathematical and I'm not sure it really captures a realistic representation and I don't know if it just basically averages the colors together:

It produces this light:

But I would rather have the emitted light follow a curve similar to this if at all possible:

Thanks for your help.


texts: Why has everything only one colour in my final render?

texts:
i am new to blender and this amazing 3D community .I was working on a fun project but the fun project become a headed I don't know how .I got wrecking ball , cubes and a base but problem is everything showing same colour in final render .in render mode everything is fine even in camera also but I don't know whey final render is showing only one colour.here are some images of my fun project(which turn into headed .)

this one was rendered mode.this is what I want .

this is what I am getting blender is not even reading emission .

P.S -  this was just a fun project so i did not took much care of textures and lighting as I planned to keep it myself.
hope I gave enough details .


texts: I'm rigging a model, and I'd like to hide all of the vertices I've already assigned to vertex groups. Is there a way I can quickly select either all vertices that are assigned to various vertex groups, or all vertices that have not yet been assigned to a vertex group?


texts: How to pull all vertices from a specific Vertex

texts:
I want to create an old tv screen look. The only way I know how to describe it is a very round screen that protrudes outwards. I haven't touched blender in awhile and I know you can have one vertex apply to all when pulling outwards. Otherwise it only affects a couple faces around it. (Sorry for the bad explanation)

Instead of this on the picture I want to pull the vertex and have it apply to the rest of the plane.


texts: Objects are not affected by lights in cycles

texts:
I've imported obj file to blender and tried to add textures, but it failed with cycles.

In internal renderer everything seems ok, normal map works, specular map too. Diffuse has good visibility. But in cycles everything is very dark, normal map won't work along with specularity. And what is more - lights don't affect the object at all! Only world beckground affects the object.

With default cube everything is alright, so there is some problem in that object, but i don't know how to find it. I've already done converting tris to quads, removing doubles and clearing custom split normals, but it does not helped tho.

Here are screens of cycles and blender internal of the same object (there is no texture in cycles, to show that lights have no effect, while hemi is set to 100. with texture it would be boring almost black object). Notice normal map effect in internal render, while there is none in cycles, but nodes are set for it.

blend file: http://www.pasteall.org/blend/43121


texts: Branched Path Tracing control for preview in 2.78

texts:
In blender 2.78 when Cycles is set as the renderer and Sampling is set to Branched Path Tracing, I lose the ability to set the number of preview samples. This is helpful when I have very high Sampling/Samples values for the final (very slow, but high quality) render.

The net affect is that the preview window takes forever to update and my PC is bogged down trying to calculate detail that I don't want or need in the preview window every time I make a change to the scene.

When regular Path Tracing is used, you have control over the number of Preview Samples which you can set to a low value so that the real-time update of the 3D view is fast. Then you can set your actual render samples high for better quality on the final render.

It seems like this control is completely missing when Branched Path Tracing is employed, forcing me to go through the hassle of using Path Tracing for editing and then switching to Branched Path Tracing right before I do the final render, with the resulting outputs potentially looking different.

Is there any way to set "Preview Only" settings for the Branched Path Tracing option (for more than just AA Samples, which does have a preview specific setting).


texts: How do I toggle an objects visibility in blender game engine?

texts: Its a pretty straight forward question.  I have tried using the visibility actuator but has no option for toggle.  I have also tried using an animation but it doesn't seem to be working.


texts: Rigify: Unexpected deformation based on a given weight paint

texts:
Okay, so I just ran into a weird problem I have no explanation for.I am used to the basics of skinning and weight painting bones to a certain portion of a mesh, but still I don't know what is going on in this case here:
I have a rig set up with blender's rigify add on (see the rig.blend file attached to this post). After creating the rig I parented my geometry with automatic weights which results in fairly good skinning most of the time. Anyhow, this time some deformation was weird, so I checked the weight painting and noticed some strange behaviour.
On the picture below you can see the skin weights applied for my DEF-forearm.R and my DEF-hand.R. From this picture alone I could expect a certain kind of deformation when rotating my hand for example ...

... but what I get is this ...

As you can see my upper-arm geometry is also deforming even though I only rotated my hand ctrl. The deformation bone for the upper arm didn't move at all but still the geometry associated with that upper arm bone is getting deformation from the hand bone.
I can watch this behaviour on all extremities within the rig.
Download the rig file here.


texts: After merging objects: how to get rid of double faces?

texts:
I have 2 objects. They have some edges and faces in common (but also some differences of course). I can merge these with ctrl+J. I can then do 'remove doubles' to remove the double vertices.

However, this way I end up with double faces and edges.

For example, I have a face of model A and an edge of model B. The edge of model B is in the same plane as the face of A and the edge of B also goes through the edges of the face of A.

I would like that the edge of B cuts the face of A and its edges, so that the edge of B becomes a part of the edges of the faces of A.
That way I can do further editing on the model.

A 'manual' fix is possible but then I'll have to it over 150 times which is a bit much.

So, is there a simpler automated way to do this in Blender? I've searched a bit around but I don't even know how it's supposed to be named, so all tips are welcome.

The end result will be a 3D-printed lens adapter for a vintage lens so the accuracy of the model is rather important.

Thanks in advance!

Update:
My goal is to merge the light and the dark blue parts.

The boolean operator seems to work fine with basic cubes, but it fails when using it with my more complex model. Depending on whether I set the normal of the dark blue ring on inside/outside it either doesn't work (throws error) or it gives a weird results with only around half of the faces shown. Looks a bit like This recent problem. I've applied scale and normals with ctrl+A and ctrl+N.


texts:
Lamps show up in reflections regardless of what object they are contained in. This is 100% inaccurate. To demonstrate this more clearly, I gave the triptych wall painting a mirror surface. You can see balls of light from the 3" point lamps inside the lamp shades, and a huge white plane that fills the window from an area lamp, which shows right through the curtain without any occlusion.

Ironically, switching on "Show Preview Plane" in the Reflection Plane removes the reflection of the lamps -- which should be the default behavior! Unfortunately, "Show Preview Plane" cannot be used for rendering, only for viewport debugging. But we desperately need that ability during rendering.

Does anyone know of a workaround for this, besides turning off specularity? Setting radius to 0, reduces the offending reflections to small specks, but as the images below show, it does not remove them. Any advice would be greatly appreciated!

IMAGE 1: incorrect lamp reflections EEVEE

IMAGE 2: Point lamp radius set to 0, reflection still incorrect

IMAGE 3: Angle 2, showing area lamp reflection through curtain without occlusion

IMAGE 4: "Show Preview Plane" enabled on Reflection Plane. This is a screenshot, not a render, since this feature is not available during render. This is the look I need to achieve.


texts:
Why does my mesh crinkle when I move the armature and how can I fix this?? Please help! I want my mesh's arm to move normally like a real arm

[enter image description here][3]


texts: Differences between dissolve and delete?

texts: Does dissolve works the same way as the delete operator? And what does dissolve and limited dissolve mean?


texts: Cycles. Image as texture will not render

texts:
I am new to cycles and I am running into some trouble.  I am trying to apply an image texture to a plane but it will not show the texture no matter what I do.  I have unwrapped and added a material, then add a wood texture and nothing. I just cannot figure out what I am doing wrong.  I have watched tutorials and they make it work just fine.
By the way, I can make blender internal work just fine.


texts: Rigify can't seem to generate my rig because of an issue relating to the nose. It says "bpy_prop_collection(key): key "ORGnose" not found. Which is weird if you ask me because there are nose bones placed on Van's face (The character)


texts: Selecting keys in Graph Editor from different channels at same time and value?

texts:
Is it possible in the Graph Editor to select keyframes from different channels that are stacked on the same time and value? I have tried box select, various shift-select combinations, the k and alt-k hotkeys for column select etc. without success. It doesn't matter if I have all my channels selected, I can only select a single key. This is really a problem for my workflow-- but perhaps I am missing something obvious.

On the left I've made all 3 channels active-- on the right after box select only one channel and key have been selected.

Thanks


texts: Assigning two shortcuts for the same action

texts: I'd like to assign two shortcuts to the undo action in blender 2.8 (ctr+z and middle mouse click) but I failed as it seems only one at time is possible. Is there any way to do so?


texts: Reducing internal faces generated by extensive curve extrusion?

texts:
Excuse my title gore.

I've been modeling Gothic architecture:

(reference)

Here's the blend file I've been practicing with.

So I'm extruding along curves a lot. The complication is the fact that just one curve with a highly detailed bevel object won't work. You'll often need part of your beveling to split off into additional tracery, or to omit it in certain places. So you'll need a bunch of similar curves with different bevel objects.

I end up with a bunch of meshes running perfectly parallel to each other, which prevents the use of the Boolean modifier, the obvious answer to this question, even after dealing with n-gons. I also have lots of hidden faces from tucking curves inside each other to hide my end points. Cleanup and decimation are often necessary to prevent Blender from hanging when you tab into edit mode, actually.

What I'm asking is how I can reduce/eliminate internal geometry, ways to reduce my face count (especially parallel faces), or any other advice you  might have relevant to the end of modeling Gothic architecture. I'm probably doing something wrong or inefficiently.


texts: How do I parent another object only to a specific bone?

texts:
I have hands model which I rigged, now I want the gun to be parented to the left hand, where the problem occurs as left hand is the same object with the right hand, so by parenting the gun to the bone, in the end the gun is parented to both bones, the right hand and the left hand.

In my head I have 2 Options, either:

Find a way to parent the gun only to the left hand bone
Separate the right hand from the left hand as well as the right hand bone from left hand bone, but if so then another question arises how do I separate bones from each other?

Here are some screenshots to make it easier


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In my game I have a Nurbs curve in the XY plane. I have a rigged car, that has a follow path constraint, so that it follows this curve.

I would like to make the Nurbs curve behave like a snake in the snake game. The snake should move by extending its head and cutting off its tail. When the player presses the 'up' arrow, the head should extend forward and the tail should be cut off. When the player presses the 'right' arrow, than the head should make a turn to the right, and idem for the 'left' arrow.

Is it possible to do that? In the pictures, the dots are the vertices of the Nurbs curve. I can give more details if necessary. Thanks :)

Examples of the curve turning to the left, the right, and moving straight:


texts: How can I emulate projector image or film with realistic keystone correction?

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I was searching how to emulate projection image or film in blender for rendering and I came across this thread:
Correcting perspective distortion for an angled projector (Keystone effect)
I have tried as in examples end up with this:

then found this thread :
Avoid distortions when creating projector effect
This one worked ! but only for floor projection

In searching web found out this add-on it's great projection emulator, but without keystone correction.
https://blenderartists.org/t/projectors-a-blender-add-on-for-simple-projector-creation-and-modification/1171329
Maybe some one could help me with keystone correction or would take mathematical / programmable  challenge to solve this problem ? Any advice would be good !
I believe there should be more users struggling with this problem ;/
Best regards !


texts: Create one curve object per spline in Animation Nodes?

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I am trying to create a scene where a list of spheres are positioned onto the verts of a hidden icosphere, and as I move an empty through the icosphere, the visibility of the balls is toggled, and then as each sphere is revealed, splines will grow out to join them (probably using the Bevel End value), following the edges of the icosphere.

I've solved the problem of revealing the spheres as I move the empty, but I'm stuck on the splines part.

I've already created a version of the scene where all the splines are used to create a single curve object and the Bevel End value was used to grow all the splines at once.

Please see this video for what I have so far: https://www.dropbox.com/s/7n3nfqkm1czca2q/Blender_%20%5BD__Data_Dropbox_3D_T3DF__Personal_David%20G_AnimationNodes_bally-ball-plexus.blend%5D%2020_02_2018%2013_21_21.mp4?dl=0

What I want to have is each of the splines grow as their respective spheres are revealed. I know I could instance a bunch of curve objects, equal to the number of edges. In this case, though, all their origin points would be at the same place (0,0,0), and so an effector object wouldn't help, nor would I have the curve objects in any sort of spatial order with which I could use a falloff profile on their individual bevel ends.

I've seen that I can individually effect the splines of a single curve object, as shown below, but I haven't been able to figure out how to do that based on proximity to something else, or even in any particular order.

Have I made sense here?

Any ideas?

Thanks


texts: I'm seeing a curved environment highlight on the top left + bottom right corners of my object. How can I remove this reflection so my object has consistent lighting?


texts: flat area to sphere or turn to half of sphere

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I recently made a flat surface and turned it into a rounded shape and sadly forgot on how that was achieved within Blender.
the wished result is on the far right.

I tried to make it now with the "to sphere" function but that gives me really crappy results.
I just know that I haven´t used the proportional editing nor a real sphere back then.


texts: Python - get RGB value from face with generated texture

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I just began learning Blender Python API, not sure if what I am asking is possible. I want to write a script to distribute objects on the surface of a mesh based on RGB value of a generated texture. Similar or identical to the way Blender already does it with particles emission. To do that, I assume I need to have a way to get RGB value at all the points on the faces of the mesh.

If that fails, what about just the vertices colors?