texts:
i had these weird noise on my render
i had changed render settings even every object material, and it's not solved

Maybe anyone can help?


texts: Can not move polygons but only vertices of an object by bmesh!

texts:
I can only move the vertices of the monkey to (2,4,6) but not by polygons and effects look strange. What is the right way to calculate the polygons by the vertices according to their Z value?
bpy.ops.mesh.primitive_monkey_add(size=2, location = (0,0,0))
obj = bpy.context.object
obj.name='myobj'
me = obj.data

ico0 = np.array([v.co for v in me.vertices]) # get ico vertices

#find out Zvalue
zmin, zmax = ico0[:,2].min(), ico0[:,2].max()
zc = np.linspace(zmin, zmax, n_frames)

icop0 = np.array([p.index for p in me.polygons]) # get ico polygons
zpmin, zpmax = icop0[0], icop0[-1]
zpc = np.linspace(zpmin, zpmax, n_frames)
ico = np.zeros_like(ico0)
data = []
for i in range(n_frames):
    ico=ico0[np.where(ico0[:,2]<=zc[i])]+[(2,4,6)]
    data.append(ico.copy())
## ------- part 2  ---set up frame change event handler,
def my_handler(scene):
    i_frame = scene.frame_current
    if not (0 <= i_frame < len(data)):
        return

    obj = bpy.data.objects['myobj'] # be explicit.
    me = obj.data
    for (vert, co) in zip(me.vertices, data[i_frame]):
        vert.co = co
    me.update()
#clear the post frame handler
bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_post.clear()

bpy.app.handlers.frame_change_pre.append(my_handler)


texts: Pure white background + filmic + antialiasing: is it possible?

texts:
I'm trying to achieve an image with a pure white background. Apart from the grey background, I'm more or less happy with it so far:

This is using Filmic, and I understand the reason for the grey background. I don't want to blow out the highlights in those transparent objects, so my goal is to composite this image onto a pure white background.
To try and achieve this, I enabled "transparent" under "film" in render properties, and then set up compositing like this

So I'm compositing with a white background, boosting its value up to 512 so that it will come out as pure white.
The problem is that the antialiasing looks pretty terrible. I've zoomed in a bit so you can see it:

I guess this is because it's still in the Filmic colour space when it's doing the antialiasing, so the antialiased pixels are just getting blown out along with the background.
This isn't really what I want to do. Ideally, I want to switch into a linear colour space and do the antialiasing there. I still want the render to be done in Filmic, but I want the compositing to be done in sRGB.
Is it possible to do that? Or is there another good way to get a pure white background on this image, without blowing out the detail or having aliasing around the edges?
(I realise I could just switch the whole thing into sRGB and re-tune everything to get a similar look. But this seems a step backwards. I like the way Filmic looks in general, and I want to stay in it for the rendering if I can.)


texts: How to switch texts in Text Editor by script

texts:
Cannot find proper bpy.ops command to switch texts in Text Editor(normally you do that from area header by clicking and selecting text block).

bpy.context.space_data.text is read only.

Is there a way?

Edit: the property is writable, my mistake, everything is fine.


texts: How can i add a preview picture to operator

texts: Hi) I'm trying to write my own addon and I don't know how to add a picture in front of the operator, like on the example


texts: unable to select anyting in Particle Edit mode

texts:
As you'll see in the screencap, I am unable to select anything in Particle Edit mode.  I have a cloth baked simulation with no other modifiers.   I have a frame set within the similation range.  I can enter PE mode, but the full object outline remains highlighted, and no particles/vertices are available for selection (or via box selection).
V 2.90.1


texts: How to keep two object relative position and set one to origin

texts:
I'm writing Python code to intergrade the VIVE tracker to the Scenes, but OpenVR only provides absolute and separate positions.
right now I'm successful to get two trackers position and rotation, one is meant to be the origin locator, one is a virtual camera, how to offset all trackers to the origin and keep relative position base on the one Empty Object without parent them together.
Because the tracker data is streaming in real-time, I wanted to keep the objects clean and standalone
below is the method of assigning each tracker position:
old_rot = target.rotation_quaternion.copy(
    ) if obj.rotation_mode == 'QUATERNION' else obj.rotation_euler.copy()

mat_rot = vr_tracker_generate_mat_world
obj.matrix_world = vr_tracker_generate_mat_world

if target.rotation_mode == 'QUATERNION':
    rot = mat_rot.to_quaternion()
    rot.make_compatible(old_rot)
    obj.rotation_quaternion = rot
else:
    rot = mat_rot.to_euler(target.rotation_euler.order, old_rot)
    obj.rotation_euler = rot

# maybe some method to use matrix of Empty Locator obj to offset camera obj positions???


texts: Is there a way to make a shape key (or vertx group) blend along bone movement rather than linearly between start and end points of the vertex?

texts:
Still learning and messing around and can't figure how to do this or if it is possible at all.

Best way to describe what I'm seeing is if you imagine a finger curled tight as the the start point and it out stretched as the end point, rather than uncurling the vertex points seem to mostly trying to straight line to their end point of the shape key rather than maintaining a finger shape and I get shrinking and ballooning as a result.

What I want if for the shape to remain mostly intact rather than 'wither' and collapse while morphing between start and end points. Is there any way to do this?

Thanks for any help!

-KD

Example File - https://drive.google.com/open?id=1BqibHZXHuNuyNlJlniEy20b3_9IoSNRh


texts: I am making a truck animation video so at one stage my (truck) model is taking turn on the road, i want to rig the hook between truck and trolley like shown on the right side.


texts: Why Doesn't my Ambient Occlusion Texture Show Up Properly"

texts:
Okay, I just learned how to bake an AO lightmap for an object and how to blend it with another texture (thanks to the people here), and it looks just great when rendered, but for some reason the object looks almost black when I view it in the BGE. My other objects that have just one texture mapped to them look normal in the BGE. Here's an image of the object in the BGE:

Also, the AO texture shows up in Texture mode in the 3D viewer, but not the other texture that I blended it with. Here's an image to show you what I mean:

Here's an image of the object when rendered. Note that the AO is barely noticeable (another issue?):

And for posterity, here's how I have my texture nodes set up for the object:


texts: Prevent World texture from reflecting on an object

texts:
I use HDRI for lighting and have a plane made from some glossy material on which my other objects are. And I just can't figure it out how I could achieve that the World doesn't reflect on the plane, only the objects on it.

Under Object > Cycles Setting I cannot find any relevant option for this, my other idea was the light path node, but there I can see no output for world either.

Do I need to use compositor maybe? And if so how?


texts: Converting code to work in blender with sliders

texts:
I have some Fragmentarium code that I would like to convert so it will work in Blender anyone have any ideas how I can do this?

The code is below:

#include "Progressive2D.frag"

#group Spiral
uniform int StripesNum; slider[1,10,100]
uniform int StripesAng; slider[-180,45,180]
uniform float StripesThinkness; slider[0,0.5,1]
uniform float CenterHole; slider[0,0.125,1]
uniform float OuterHole; slider[0,0.825,1]

const float pi = 3.141592653589793;

vec2 cLog(vec2 z)
{
return vec2(log(length(z)), atan(z.y, z.x));
}

vec3 color(vec2 p)
{
float t = radians(float(StripesAng));
float c = cos(t);
float s = sin(t);
mat2 m = mat2(c, -s, s, c);
vec2 q = m * cLog(p);
return vec3(float
( mod(float(StripesNum) * q.y / (sqrt(2.0) * pi), 1.0) < StripesThinkness
|| length(p) < CenterHole
|| length(p) > OuterHole
));

}

Here's the animation of the code working in Fragmentarium

Here's the animation of moire patterns, I'm trying to recreate this in Blender so I can animate multiple copies of spirals turning at different rates (along with using sliders to adjust variables) to produce different moire patterns.

Note:
// Progressive2D.frag This is a utlity / include for the program to set up anti-aliased 2D rendering.
Progressive2D.frag  code location


texts:
I have one object with texture one it. I would like to mix another texture but only on some parts of the objecs.
Similar what painter does with the brush. He brushes smaller color parts into bigger background.

I hope I explained it. I can visualize it but don't know how to achieve it.

For example I would like that some smaller part of the object has another texture which fits into the brick texture as if it's eroded or torn down.


texts: I am having a difficulty in blender with scaling. I have this shape that I want to scale at the bottom, however, upon scaling, it always scale towards the active vertice. What I want is to scale the bottom shape towards the bottom centre. Any suggestions on how to do this?


texts: I'm getting outlines around all objects!

texts: I'm getting thin black outline around all objects which is also being rendered and the rendered image looks bad because of it! I don't have freestyle enabled or no cartoon modifier is enabled!Even tried disabling overlays but it is still appearing


texts:
Newbie Blender artist here and I'm having some issue with a Normal Map. The Map seems smooth but when rendered it seems to show some weird topology rather than smooth surfaces. If anyone could help me with this I would be eternally grateful.

Blender file - https://we.tl/t-Of5E9bSkW2

Thanks in advance.


texts: Layering materials on an object based on texture painting

texts:
Hopefully this is clear.   I found this artstation post rather interesting, as the gentleman was able to setup an array that would allow for basic texture painting to determine the 'layers' of material:

https://www.artstation.com/artwork/19w23

So I tried to establish something similar in Blender, and came up with this:

test (and poorly done) b/w texture paint is in the lower right.  In the left node editor, you can see that I have my two standard material setups, 2 of the texture image, both linked to a mix RGB (again, black / white), and that lastly added to the mix shader.   End result in the upper right seems to behave as expected.

My question is, is there a better way to accomplish this?   Would increasing the number of available materials just be a matter of duplicating the mixrgb and mixshader nodes?    Hopefully this makes sense, and thanks in advance!


texts: How to export a .fbx file with vertex colors for substance painter

texts: I am trying to use vertex colors in order to utilize substance painter's ID mask baking functionality.  Is there any way to export vertex colors in the high-poly .fbx file to generate the ID map?  I have painted the vertex colors but there has been no change upon rebaking in SP.


texts: Can you make a mesh follow another mesh with Cloth Sim?

texts:
Basically, I have a mesh that is being controlled by Rigid bodies and another one by a Cloth Sim that is pinned.

Is it possible to have the pinned part of the cloth mesh follow the other mesh that has rigid bodies?


texts: How to import a .xyz file as a manifold surface?

texts:
I am trying to 3D print a colored molecule by importing a .xyz file and exporting the geometry as a .x3d file, however no matter how I import the .xyz file (as a NURB, mesh, or metaballs) the outputted geometry is always non-manifold due to intersecting spheres.
Is there a method to remove the internal faces of the intersecting spheres, while maintaining the color textures for each sphere?
Thanks in advance!


texts: How to draw shapes in 2.8x from a script - does bgl still work?

texts:
For an addon, I want to draw a rectangle next to the mouse cursor.  I tried using the gpu package, but it only works with draw handlers in a specific region or space.  Since the shape needs to stay with the cursor, it could be anywhere on the window.

That leads me to bgl, but in 2.8x it looks deprecated - most code samples online to draw shapes with bgl don't work since functions and keywords are no longer included.  Is there a way to draw a rectangle with bgl still in 2.8?  Or do I need to look somewhere else?


texts:
I am learning Blender by play around with the default startup scene, where there is a cube, a camera, and a point light source.

I then only did one thing: I increased Material -> Specular -> Intensity from 0.5 to 1.0.

Then I render the scene. Although the material preview shows some specularity, the rendered image doesn't show any specularity.

Why is this, and how may I fix it?


texts: Radeon ProRender ,auto Triangulate of models (Render)

texts:
If I go and do a preview or even do a full render of Wireframe ,RPR will show models that are quads as fully Triangulated .Does anyone have any idea why ?
At first I though it would even do that if a model is full of Tris but it doesn't do that


texts: Hair particles in Cycles Render jumping to mesh origin when mesh is animated

texts:
I have a character with particle system hair. When I animate him, hair particles randomly jump to the mesh object origin in certain frames.

The character's hair modifier used to be on his body mesh, which has a subdivision surface modifier. But in this version, I created a separate scalp mesh which has no subdivision surface modifier. I've regenerated the hair in particle edit mode, but the problem still persists. So I'm at a loss. I'm on Blender version 2.78c, using the Cycles render engine.

Here's a link to the blender file containing the scalp and particle system, the cache (which is still syncing at the time of posting), and some example render frames:

https://www.dropbox.com/sh/s9m0ydegue6j0sp/AACMZZg6syIXe-xlaA5akPTIa?dl=0

Thank's for any help you can provide.

-Jonathan


texts: Help with Edge creases, creat folds in corners

texts:
I'm trying to make an engine sit ontop of a wing for my spaceship. However, When I don't use edge creases, I get circles.. when I do I get folds in the mesh.
here is the Un-sub-D modded mesh:

this is what it looks like with the sub-division modifier:

once I add the additional lines.. like this:

I end up having corner folds, which suck...

what am I doing wrong?


texts: How do I focus on an object's center (Numpad period not working)

texts:
I'm running through the donut tutorial, and when I click on the torus and press Numpad period, it focuses me on the side of the object.

I have the center set to: "Geometry to Origin" and it's not rotating about the origin either. I found a way to fix this the other day, but I'm new to blender and haven't touched it in a week and forgot the fix. Can't seem to find it again.


texts:
I need help with Clone(FClone) Brush in Blender,for some strange reason it doesn't appear,i tried to paint a new face texture onto the original texture.
What might i be doing wrong?I have attached a video showing what i'm doing.
Could some one please shed some light?

https://youtu.be/v-RCfvBaBWk


texts: audio track and video track are not the same length

texts: Given that av sync is on and the correct fps is set, why would the audio track and the video track not be of the same length. When the video file is played in a media player, no such problems occur, but when placed into blender's video editor, the total length of the video is longer than that of the audio. this varies from a short 8 second video with a 1 frame difference to a 2 hour long video with several thousand frames of difference. Also the audio does lag behind the video accordingly, but it takes a minute or so to really notice it desyncronising.


texts:
I created a space ship turret in a Collection in a separate .blend file to use in another file. Then I created linked collection instance couple of times in a new file.

Now I would like to customize them a bit - rotate some of the guns on turrets (not whole turrets though, just some of the objects inside collection). And of course make different rotations on different instances.

After googling a bit only thing I found that was useful was using Object > Relations > Make library override but while I can rotate objects I want and still have a link, constraints inside collection seem no to trigger.

I also don't want to append whole collections into the file - I'm quite sure I will make some improvements to turret later and I don't want to replace 10 instances with new version.

What are my options? Is there any reasonable way to do it? It seems as kind of a obvious thing to do with collections and I can't anything useful on the topic...


texts:
I am a Beginner and was working on THE DOUGHNUT.
I get these black lines(refer to image) and cant even select them.
How do I get Rid of them?


texts: I have a scene with a fluid domain and a particle simulation. How would I use the particle simulation as an inflow for the fluid domain? (I'm using Blender 2.90)


texts: Is there a way to add repulsion to each particle as they are being pushed or collided together?

texts: When you collide or push multiple spheres (particles) together like in the image they will be symmetric or lopsided depending on the number of spheres. If a repulsion could be added to each particle as they are being pushed together the symmetry would smooth out. This would be very helpful for another physics project I am working on.


texts:
I have spinning wheel with 2 keyframes (from 0 to 120 degree). Its rotation is constant (linear interpolation) and it is looped using f-modifier so it look like endless animation. Now, I want this wheel to accelerate speed smoothly from lets say 0 to maximum speed and stay on this for the rest of animation. How can i achieve that?
I could rotate wheel many times and edit its curve in Graph Editor but it's sound stupid and also can't be used for linear movement.


texts: One group of addons linked to multiple Blender versions?

texts:
Is there a more in depth tutorial about having one set of addons for multiple blender versons?
This did not work:
" To simplify upgrading you can use links to have each version read the same file contents. Links are also known as shortcuts or aliases. Create a folder for your addons and put your addons there, then create a shortcut in each config folder that you want the addon to be available. "
2.91 addons
2.83 link to addons?


texts: Model the tied end of a nylon/plastic bag

texts: I was searching over but can't find the topic similar. I wan't to make a plastic/nylon bag like this, anyone know the method ?


texts:
I'm new to blender, and I have a problem with rigging. I follow the tutorial to add armatures to the model, but after that, when I press ctrl+p and choose "with automatic weight" it gives me an error says "heat weighting: failed to find solution for one or more bones" I tried all the solutions that I found on the internet like remove double, delete or apply all the modifier, delete all the vertex groups, check the transform, rotation and scale(they are all good)
But nothing helps. I don't know if there's any problem with my mesh...

here is my blender file


texts:
Based on a tutorial I should be able to copy material if I select all the objects, making sure that the object I'm copying from is active. And then right clicking on the material and selecting "Copy to selected".

There's two places where I can click on the material. In one of them "Copy to selected" can be clicked but does nothing.
In the other it's not even clickable.

Is this an error or am I just dumb?


texts: I want a made circle hole in my mesh and this is happend


texts: Accidentally hit "toggle full screen", How do I exit?

texts: I'm stuck in full screen in the node editor. Escape isn't working, and I have no menus and no idea how to leave except to quit Blender and reopen the program.


texts: IBL with cycles: can I use a different background image from the one that affects the model?

texts:
For a visualisation I use a HDR image for environment texture. It gives image based lighting, it is also reflected in the model and it also appears as a background behind the model.

What I need is that this HDR image continues to affect the model but to use a modified version of this same image to appear as the background behind the model. By a modified version I mean: a far more subdued, faded, colourised, low contrast version of the same image, such as would give a background homogeneous enough to make the model stand out, yet more interesting than a simple gradient.

I know I could render the model without any background and composit the modified image in, but is there a way to do it without compositing? A node setup that separates the image texture that gives IBL/reflections from the background image texture, so I could modify the later without affecting the former?

I am looking for a one-step solution that requires no post production after rendering...


texts: Why the finger bending to side. I try to search for the roll the bone but did not understood which axis to match to make bend the finger. I want to make punch pose of the hand. Any suggestion where its going wrong or how it will work. Thanks


texts: How to do a ray_cast from camera origin(position) to object in scene in such a way that ray would pas through a given pixel coordinate in camera view?

texts:
As question states, I want to "extract" global coordinates of 3D point that generated information in a specific pixel in camera view(rendered image).

I have a pixel coordinate in a rendered image as (X,Y)<=> (point P1)
I have (point O) as origin of ray

How can I get (X,Y,Z) in global coordinates of (point P2) from this setup?


texts: Is there a way to UV unwrap each island separately in blender?

texts: this is what I mean by each island, right now I have to select-linked by seams but it would be easier if every island could be unwrapped. I know this is not usual to do.


texts: I am newbie to Programing and I trying to slowly Learn Python in Blender

texts:
HI I am new to programing I came across
this site to get me started

http://b3d101.org/en/pymove3d-python-3dworld/the-python-console/

I was wondering if anyone know of some common cheet sheets of standard Python Languages that is use all the time?


texts:
How can I model a metal mesh in Blender? I have tried to create a texture with opacity, but I cannot seem to get that to work. Is there another way to create this?

I am using cycles.

Thanks!

EDIT: Hey thanks everyone for the great advice! Before this I was not sure where to start, but now I have plenty of ideas about how to tackle this!


texts: Smoke Sim rendering in Viewport but not in final render (2.8, Cycles)

texts:
Im trying to render a scene which contains a smoke simulation. It renders in the viewport but not in the final render (both in Cycles):

Things I've checked:

Rendering is enabled in the outliner
Smoke has volumetric material
Gone through render settings (none indicate any function that would prevent the render)

To preview the final render I've set the samples to 16, but that wouldn't cause this, would it?
The trees and grass are invisible in the viewport for performance reasons.


texts: I have an container from which a lid comes off; I want smoke to pour out of the container on to the floor like some cryo chamber stuff. I've modeled the domain to do this artificially but the smoke evaporates when it hits the top of the domain. How would I go about doing this?


texts: I made a circle and then made a boolean cut into it with another circle. But when I apply the sub. surface, the outer circle is fine but the inner section changes into a weird quadrilateral. I want the cut to be in a shape of a circle. How do I solve this?


texts: Mesh acting wierd compared to bones movement

texts: I'm working on a robot for a video game, and some of the bones act different than the rest. Some move different parts of the mesh with unequal force even though the weight is 1.0 on all affected parts. Another problem is were assigned vertices don't move at all even though they are part of the same mesh and weighted at 1.0.


texts:
I'd like to split bezier curves at any point so that I get two separate curve objects (not just separated in edit mode), preferably while duplicating the split point as new ends so that I don't have to rebuild another end point to make the curves' ends match spatially.

I already tried splitting curves using "split" from the context menu. First of all, it seems like I can't just split a curve at any selected point but I have to select every point up until the one where I want it to split, which I find quite tedious (is this the only way it works?). And then that curve is only split in edit mode - is there a way to split it off as an entirely separate curve object?


texts: Blender crashes after certain ammount of time when passing data through a http socket

texts:
EDIT1: I've noticed that it doesn't always crash when I interact with Blender. It seems inconsistent.
TLDR; trying to continuously change the rotation value of an object with data from an http socket and Blender keeps crashing on every interaction or after a while when doing nothing.
Hello!
I am passing camera data from a game client called RuneLite to a http socket running in Blender.
Each time the socket receives a connection I am updating the values of an Empty which is the parent of a camera in Blender.
The crash usually happens within a minute if I don't touch anything, sometimes a bit longer.
If I do anything in Blender the application will crash too. I will be adding a crash log, in this crash log I tried to select the camera.
I've had a look at "https://docs.blender.org/api/current/info_gotcha.html#strange-errors-using-threading-module"
But can't think of a way to close the http socket thread.
Any help or advice with this problem is very appreciated.
Below is the code that I run from within Blender:
import http.server
import socketserver
import threading
from urllib.parse import urlparse
from urllib.parse import parse_qs
import math
import json
import bpy

PORT = 8004
data = None

class HttpHandler(http.server.SimpleHTTPRequestHandler):
    def do_GET(self):
        global data
        self.send_response(200)
        self.send_header("Content-Type", "text/html")
        self.end_headers()

        query = parse_qs(urlparse(self.path).query)
        data = json.loads(query["data"][0])
        # print(query["data"][0])

        self.wfile.write(bytes(f"<html></html>", "utf8"))
        setCamera()

        return

    def log_message(self, format, *args):
        pass

handler = HttpHandler

def HTTPThread():
    with socketserver.TCPServer(("", PORT), handler) as httpd:
        # print(threading.current_thread().name, "Running")
        print("Server started at localhost:" + str(PORT))
        httpd.serve_forever()

def setCamera():
    global data
    if data:
        for currentData in data["data"]:
            if currentData["type"] == "camerapositionupdate":
                print(threading.current_thread().name, "Running")
                rx = int(currentData["cameraPitch"])
                ry = int(currentData["cameraYaw"])
                # rz = int(currentData["cameraScale"])
                if bpy.data.objects["Empty"]:
                    bpy.data.objects["Empty"].rotation_euler.x = -(math.radians(rx) * (360 / 2048))
                    bpy.data.objects["Empty"].rotation_euler.z = (math.radians(ry) * (360 / 2048))

thread = threading.Thread(target=HTTPThread)
thread.start()

This is the crash log:
https://pastebin.com/f84P7p3r


texts: How to Create Connecting & Disconnecting Fluid / Bubbles?

texts:
I'd like to create this simulation in Blender, with different connecting and disconnecting bubbles splashing with fluid sims. Is it even possible? Do you please know what option in Blender creates this effect, that different bubbles gravitate towards each other when they're close?

https://www.shutterstock.com/cs/video/clip-23042995-3d-rendering-wave-swirl-ink-background-black

Thanks!


texts: How to orbit while translating (and otherwise navigate while using modal operators)?

texts:
I'm new to Blender and am soo excited to learn.

I've noticed that I can't do any navigating of the 3D view (orbiting, zooming, moving) while I'm in a modal operator. But, these are the times that I most want to change my view around, because I want to see from many perspectives what my operation is doing.

How can I navigate while in a modal operator? E.g., I want to orbit while in Translate (G) mode.


texts:
Can anyone verify that this script works in 2.78?

import bpy
# ACTUAL FUNCTION THAT TURN BONES INTO EDGES
def boneToEdges(armature_name='metarig'):

   myRig = bpy.data.objects[armature_name]

   # which armature to work on
   #myRig = bpy.data.objects['Armature']
   #myRig = bpy.data.objects['metarig']

   # this actually return STRING NAME of bone
   boneNames = myRig.data.bones.keys()

   # the actual data to each
   myBones = myRig.data.bones

   for i, bone in enumerate(myBones):
       #print(bone.name, bone.vector)
       # every bone has HEAD and TAIL

       #loc = bone.vector
       head_loc = bone.head_local
       tail_loc = bone.tail_local

       createEdge(coord1 = head_loc, coord2 = tail_loc)
boneToEdges("MyArmature") # Change the name to your Armature Object Name.

Sources:
https://www.youtube.com/watch?v=qVVFO-Lw4XA&t=155s
http://blendersushi.blogspot.com.au/2013/06/python-skin-bone.html


texts: Is there such a thing as free standard standalone character armatures?

texts:
I would like to start building an animation library using the widest, most generic, most flexible armature possible. I know nothing about character rigging best practices at all. I just want to take a rig that conforms to some sort of recognized standard, and then just start making animations for the library.

Is there such a thing? Or is there no standardization at all between character armatures? I've tried googling for information, but literally all I can find is 3D models that some other person created and that have a rig attached, with no information that I feel I can usefully trust.

Thank you for your time?


texts: Rig following another rig scaling constraint problems

texts:
I've made a rig and then copied a part of that rig, the new copied rig will follow the part of the original rig that its copied from, its just scaled up, I've managed to do this with copy rotation constraints, however unless I also have copy scale the rig will scale uncontrollably aka it will stretch and squish even though the original isn't doing this.

But with copy scale I can no longer scale the new rig freely, keep in mind that I need to animate the scale of this new rig separately from the rig that its following.

Does anyone know how to achieve this?
to sum up I need to follow the animation of the old rig (achieved with copy rotation and copy scale), but I need to separately animate scale, and i can't since having copy scale off will result in squishing and stretching uncontrollably.

Further detail:
with copy scale off individual bones will stretch and squish resulting in some bones to have 0 length and some to be super long unlike the original rig where bones don't change length, turning it on keeps the length equal but disables scaling of any kind, including armature scale (the entire thing) which is the thing I need to animate.
The rig is made with rigify, and the new rig is copying a part of the made rigify

Thank you for your help!


texts:
There was an addon where when you press crtl space it would bring up a menu for the manipulator. I found an addon for it called Manipulator Menu which you could hit crtl space and you could select from a pop up widget to use rotate location scale manipulator instead of having to click down on the bottom and I believe even if you just keep hiting crtl space it will cycle throw the 3 different transform rotate and scale. I had a virus alil while about had to delete everything of my PC and now I can not find this anywhere in the addons or even a working link.

I couldnt find the addon anywhere so my question is does anyone know a working link to that or if there is another way to do this so with like hotkeys or maybe like a script or something. I tried googling it and than addons forums at blender artists and even looked at http://blenderaddonlist.blogspot.com/ and not single one o them had a mod I could download.

I know it came from an older verison on blender under addons but now I cant find it for the love of me lol. If anyone can point me in the right direction for the addon or help me figure out how to change the keybinds to keys that arent used in blender. I have a logitech 8 button mouse but I just need to know what keys are not being used and wont mess up any of shotcuts. Hell if you have a work link that would be even better but I would appericate any help. Thank you!


texts: Cycles fireflies with police lights setup

texts:
For an animation project I'm working on, some vehicles with a warning light - these plastic ones with a rotating mirror inside which you can find on top of police cars, firefighter trucks (blue) or excavators and construction trucks (orange).

Some time ago I read a question (I am not sure if it was on stack exchange or somewhere else) where someone wanted to create glowing buttons. The answer which was given to him was something like "cycles is a physically-based renderer, so try to model like in the real world". So the solution for that was to model a button and put an object emitting light below.

With that answer in mind, I modeled the light as it looks like in the real world. A basic plastic casing with a separate transparent part (Glass BSDF), the mirror (Glossy BSDF) and a kind of light bulb (Emission). So far so good. The problem with that is, you need an unreasonable number of samples to make it look alright. You can have a look on my results below.

256 samples, 960x540 (25% of 1080p) - 0min : 31sec

1024 samples, 960x540(25% of 1080p) - 2min : 34sec

4096 samples, 960x540(25% of 1080p) - 8min : 12sec

This example scene has only ~1500 verts and the same for the faces. The vehicles I made have up to 80k faces and there is also a landscape around.

My question is: Is there a better way (in terms of rendering time) to achieve the same or a similar effect?

Thanks in advance
nioerd

--- edit ---

An image how the scene looks like with the changes suggested by pycoder (change the glass material of the bulb and the hull to a material which is only viewable for the camera)

256 samples, 960x540 (25% of 1080p) - 0min : 30sec

I can't see any real difference between my first try and the suggestion by pycoder, except that there is no illumination from inside the hull. Even the time needed for rendering does not realy changed. Did i do something wrong?

--- edit 2 ---

Added the model to download via blend-exchange.


texts: How to rotate view to focus on specific area in texture paint mode?

texts:
I'm in texture paint mode,  when i zoom in to some detail area then rotate view won't rotate around on that focus area. I mean that detail won't stay in the center while i'm rotating the view.

Ussually the dirty trick is to give one stroke of paint at any area where i want it to be on focus. This is just to register that area. Then i will undo the stroke. Now i can rotate around that specific area  properly. Is there any better way to do this ?


texts: Baking normals with Multires modifier vs cage

texts:
Below you can see the baked normals for Cage and Multires.

Both yield almost identical results. But which of the two is more prefered? Is there a reason why I should use the elaborate cage method?

Rendered in Cycles.

Cage

Multires


texts:
So i'm learning how to sculpt using this 3d model as a reference:
https://www.artstation.com/artwork/3YZ9Y

I have the basic shape of the head, now i want to create the eyes for this character.
I think the shape is a cylinder , but i don't know how to create the eye itself.

So i tried using the knife project tool on a cylinder, but i don't get the same results.

For me the shape is a cylinder because it doesn't look like a sphere.

So how i can create the eye?


texts:
I created a run cycle with Blender 2.72b on one computer, saved the dope sheet progress. I opened it on another computer and some parts of the animation are deformed.

Is there any way to save it properly to use on other computers?
How can I open it on separate computers, And save all data?


texts:
I want to add sand around the small rocks in this scene but I'm not sure the best way to go about it.

Ideally, I'd love to increase the rocks by millions, but obviously that would increase the poly count like crazy.  Is there a way to add sand/gravel without looking like blobs with noise texture?

Here's a reference I am using:


texts: How do I make multiple objects explode/separate?

texts:
As depicted in the title, I'd like to know how to make a selection of object separate at speed from each other.
More specifically a Lego model, the concept idea is to make a Lego object (containing about 150 parts) explode but keeping each individual brick intact. If possible it would be amazing to have the explosion parts move at randomised speeds, making the result look more natural.
Thanks.


texts:
I want to simulate the rotation of a few wind turbines I created in blender. I want to see which performs better and hope that the results will represent the reality.

Do you know any other language/software/method to simulate turbines?
How to make this possible in Blender? I tried it with clothing, but then the turbine gets too soft. I tried it with rigid body... didn't do well.


texts:
I baked two meshes. one is low quality the other is high quality.
But the result of bake is wrong...
what is the problem?


texts:
I'm having an issue with my image texture. I want the eye texture to show up on the flat surface I have selected but no matter what I do it never shows up.

Help please.


texts: Bone Heat Weighting Failed. No solution works

texts:
I have an object, that always result in a "Bone Heat Weighting Failed" error when I try to set parents with automatic weights.

What I tried as a fix so far:

It's only one lose part.
Just using a single bone.
Making sure scale of bone is applied.
Making sure bone is inside mesh.
Making sure they have the same origin.
Remove doubles in mesh.
Check normals.
Applied modifiers.
Checked vertex groups, UV maps.

Can someone with some rigging experience quickly take a look at the .blend file and help me out?

http://pasteall.org/blend/index.php?id=51166


texts:
How do I activate IK (Inverse Kinematics) on this rig? I feel like it has the necessary bones. I appreciate your help. I would really like to enable crouching and gyrating of hips for dance animations

Thanks, friends!


texts: Image as Plane no longer shows texture in object mode

texts:
I have just updated blender from v2.77a to v2.78.

When using image as plane the texture no longer shows in object mode after exiting wire frame mode.
Enabling "Textured Solid" under the display panel no longer works.

Is there an additional setting that is now needed to be enabled to view the texture in object mode again?

video of this working in previous blender versions

Here is the addon that i am using.

Image as Plane Addon


texts: Landscape material with ridges and erosion

texts: I have an modeled  landscape. How to create material with ridges and erosion on it  shown below?


texts:
I try to delete all meshes I made by putting together about all I could find from this question , using this code:

def delete_things(spec_type):
        oldMode = bpy.context.mode
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.object.select_all(action='DESELECT')
        for o in bpy.data.objects:
            if o.type == spec_type:
                o.select = True
            else:
                o.select = False
        bpy.ops.object.delete()
        bpy.ops.object.mode_set(mode=oldMode)
        bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
        bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)

def delete_all_mesh():
    delete_things('MESH')

delete_all_mesh()

I thought I made sure to set the right mode, still I get the error " bpy.ops.object.mode_set.poll() failed, context is incorrect"...


texts:
I'm trying to create a lightbulb using a tutorial on youtube, and I am completely new to Blender.

I'm trying to tighten the bottom of the lightbulb by scaling it down, but it doesn't scale proportionally. Instead it wavers off to the side.

What I have so far:

Expected result (screenshot from the tutorial):


texts: Can You Convert Hair Made From a Mesh Into a Particle System

texts:
I have been scouring the internet for an answer to this, but I can't seem to find one. I extracted a couple characters from Overwatch, these being: Mcree, Soldier: 76, Torbjörn, and Junkrat. In the cinematics for the game, their hair is a lot more detailed and realistic then it is in the game, for example: This is the cinematic
 and this is the game

What I want to do is make their hair from the game look exactly, if not very, very, very, close to the cinematic, and I really don't want to have to manually shape it. Is there anyway I can possibly convert their hair from the game into a particle system. I would include the Blend file of Junkrat, since he is the one I am currently working on, but I am unsure on how to that.I have seen other people succeed with this task, for example: I would really appreciate any help with this.

P.S. Junkrat seems to be only one with a full head, all the characters head's seem to stop at the hairline. Also the other people who manage to do this seem to use vertex groups, and some with interpolated hair.


texts: Using same mesh along multiple curves keeping correct orientation

texts:
I'm trying to replicate the stitching of a boot model, and I have achieved a piece of mesh to follow a curve. The thing is that this mesh needs modifiers applied (Array & Curve modifiers), and I need multiple curves along the way:

As you can see, only the top-left curve has been created, but I would need to create much more in different parts of the model. Is there a way in which I can use the same mesh to follow multiple curves, so if I modify it (UV maps, size...) it just applies to all at once?
The thing is, also, that I don't know if rotation will be an issue (the whole "curve and mesh have to have the same origin, and then you rotate it to fit the curve orientation"), so I don't know exactly how to solve this.
Maybe creating the multiple curves and then joining them alltogether, using this unique curve in the modifiers? Maybe it's better to duplicate the mesh as instance and use each instance in a different curve?
How can I manage so that the orientation of the mesh always sticks to like "flat outside" (as Image 2) of the curve no matter the curve I use (I've spent quite a few time rotating the mesh so that it faces correctly across all the curve)?
Thank you!


texts: How to separate faces of an mesh, center pivot to every face according to its normal?

texts:
I have separated all faces and set the pivot point (origin) to center mass with this solution:
This link is where i have found the first bit of the code
Here is the code:
import bpy
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.edge_split()
bpy.ops.mesh.separate(type='LOOSE')
bpy.ops.object.mode_set(mode = 'OBJECT')

Q: HOW TO SET THE PIVOT POINT TO BE ORIENTED IN THE CENTER OF THE PLANE ACCORDING TO THE NORMAL


texts: Texture Coordinate overlays another texture on my existing texture

texts:
I'm fairly new at Blender so there are so many ways I could be doing this wrong. Right now I'm working on a cobbled street but when I try to scale it using a mapping and texture coordinate node it's almost like the same texture is overlayed on top in rendered view.

Here is my node setup:

And this is what it looks like rendered:

Also, when I add the displacement modifier after subdividing it, the new geometry changes to the weird texture that the texture coordinate made as opposed to the scaled texture.

Shown here:

Thank you!


texts: How can an image be posterized in the compositor?

texts:
I tried to split an image RGB values and re-combined it with rounded values in order to reproduce the results described in this BA Thread.

But instead of a posterized image all I get is an almost black image. Why is that?

The issue was that I loaded an HDR image, with standard images it works as 3pointedit pointed out the value should be reset (I just tried several values before the screenshot was made).


texts:
I have this weird seam in my fork that I'm making. It wouldn't be such a big problem but it seems to interfere with the shader and causes a weird seam. I found out there was faces underneath the topology, so i tried removing them with a small amount of success. Here are the pictures,

I tried smoothing it in sculpting but it makes it much worse. I also tried merging any double vertices, no success. I cannot even select the edge loop. I think it occurred when I subdivided? But by the time I noticed, it was too late to undo the subdivision. Any help would be appreciated, thanks.


texts: How to make same height map effect like in AwesomeBump?

texts:
In Awesomebump height map add kind of volume effect.

I tried to recrate this effect with displacement modifier and microdisplacement.
Result with displacement modifier and height map is just ugly

Microdisplacement variant looks way better but for some  reasons unknown to me
faces apeears disconnected.

So, question is --- how to recreate this volume effect in blender7

Here is my blender file link


texts: Can I check to see if an object is used in another objects modifier?

texts:
I have a complex file with a lot of objects in it. Many of them are there as a target for a modifier of some kind Boolean, curve modifier, etc. Sometimes I go through and clean out objects that are no longer needed. The problem is that it isn't always apparent if the object is being used in another object's modifier stack. I don't want to break my work only to find out a day later that I deleted something important.
Is there some way that I can quickly see if the object is being used?


texts: With python script is it possible to restrict the mouse within an area, like Object->Transform->Move menu does in 3d viewport? When this op is started, user can't move the mouse cursor out of the 3d viewport.


texts:
I'm using an emission particle system to create a forest. For the most part it's working fine without problems.
But I do have a little problem. Some of my trees tend to float over the plane rather than coming straight from the face.
Here's an image of what I mean.

I'm using an emission particle system
Here's my settings.

I'd just like the trunks of the trees to come straight from the faces of the plane, and not have some of them float above.

I'm using cycles if that's actually necessary.

EDIT

This is what it looks like if I change from grid to random or jittered.


texts: How do I fix this rigging issue on a character?

texts: So I have been using Blender for a bit, but this is my first rigging project. I knew this was going to be uncharted territories, so I looked up some guides. After feeling comfortable with the process, I tried it out on my first character. I know this character has a lot of issues, but I said why not, its part of learning. I applied the rig, parented it to the character and moved it around to check. I noticed a small issue as I moved around the character. There is some clipping issue because I got lazy in the past and didn't fully create a body under the clothes (I couldn't find a good way to make clothes back then, and kinda still can't). So is there a way to fix this? I'll post the pictures. In it, you can see that the hand when rotated is obviously hollow. This is more of a learning thing, as I am really new to the rigging scene. I know its a rookie mistake to be lazy, so any ideas would be appreciated. I'm using v2.83.3


texts: How can I make the texture to appear once the game is played?

texts:
I had to add letter on the cube so i did it using UV mapping

 but once I play the game only materials are displayed and not the image.

How can I make the letter on the top face of the cube to appear once the game is played?


texts:
Is it possible to import Blackmagic .braw video files into Blender?
Blackmagic have released .braw with an SDK for anyone to incorporate .braw into programs for free.

Someone has written a Lightwave 3D file to import them into Lightwave.

It would probably be better to process files in Davinci Resolve and then import the files to be processed in Blender, but on occasion direct imports would save time and space.


texts: Select all vertices within box boundary when in Front view

texts:
I have seen other posts relating to this but I am posting now because of a specific situation.
I have a Blend file, created by a designer online, that allows me to create radiators using templates and modifiers.
A video was supplied with this showing how to use the objects.
One of the actions was to increase the height of the radiator by moving the top vertices up, thus ensuring that the scale remains correct. Simply using scaling on the object will change the dimensions of the top part of the radiator. Although this is not by much, given my current requirements, this raises an issue I have come across again and again with selecting vertices. I understand the concept of how box selects the visible vertices in Front view and also that Wiremesh would help. However, in this instance, the vertices combination at the top of the model is very complex and I have been unable to select all the vertices so this Move method cannot work as it reduces the model to a bunch of unselected vertices left behind.
The video, however, worked perfectly (on an earlier version of Blender but, nonetheless, perfect). I could not see any sleight of hand and believe the actions were genuine so this suggests either the object was a damn site simpler in construction in the video or Blender could select all vertices in the box on that plane.
There must have either been a means of selecting all vertices in the current plane view in the previous version or I have completely missed something in latest Blender. I have seen similar in other videos but this is the first time I really want to get this to work in my Blender model.
I am unsure about posting where the video is as I do not want to suggest an issue with the supplier as I am sure everything is genuine.


texts: As you can see in the attached image, I add keyframes but i cannot see any change in the dopesheet. Just for info: I have 3 object selected, 2 are from another layer in the same scene and are group instances. Where as one of them is just made in the current layer of the current scene. Could this be the problem?


texts: Cycles - How can I make a sphere see through?

texts:
How can I make a sphere see through like this:

https://sketchfab.com/models/f38fd38470c3496cb7a9f5a76fae41a1

I tried the normals trick (flip the normals so they face toward the inside of the sphere) and I tried to use the transparent shader (connected node to surface input), but neither worked.
Could anyone give me some advice?


texts: How to rotate an object by a special axis, without changing the shape

texts:
I want to swing this triangle around on that green axis.

or some way of accomplishing the same thing.  I just need to flip the triangle on its longest side.  as you can see me attempting to do in this gif animation.

I haven't found a way of doing it without distorting the shape of the triangle.
and I don't want to just eyeball it by trying to pull the corner into place.
I want it to be exactly the way it was only flipped.


texts:
I was wondering what the python script to type in the Text Editor would look like if I wanted to key every other 5th frame of my timeline?? I've got a picture of my problem below if that helps!
ALSO, what would the code look like if I wanted to delete every other 5th frame instead?
Thank you for your time!


texts:
I'm having a hard time creating a chrome object with flat faces but with smoothly bevelled edges.

If you start with the default cube, add a bevel modifier set to, say, 4 segments, set to smooth shading and render in cycles, then everything looks as expected. If you now add a glossy material with no roughness and an HDRI environment things don't look quite right - at least to my eye.

On the main faces inherited from the original cube the reflections are slightly bent. The bending is reduced if I increase the number of segments in the bevel modifier. At 100 (the max) things are just about OK. Adding loop cuts or a subsurf often makes things worse with some views revealing the triangulation used to render.

I think I understand the cause and that is due to the interpolation of the normal over the whole face which creates a slight curving of the reflection.

Adding an edge split and adjusting the angle works but adds sharp edges as you'd expect and the faces drop back to planar. Applying the bevel, selecting the large faces and making them planar adds a crease around them.

Explicitly modelling the bevel makes no difference.

Adding an inset face simply adds reflection weirdness to the outer "frame" faces that are created.

My objective is to have the main faces of my object flat mirrors and bevelled edges as close as possible to cylinders that smoothly join them.

Any thoughts?

Update

Here's a picture I constructed in PovRay to illustrate the issue, or rather to show what I'm aiming for:

Here's what I created in Blender 2.76rc3 using a bevel modifier with a segment count of 4:

And here with a segment count of 100:

This next image shows that making the centre panels flat shaded causes the normals to be split and thus display a discontinuity:

This next one shows that adding an inset face causes even more strangeness.

Here's my result using a subsurf - admittedly it could be improved but I was trying to avoid this method as it will not work with the target object that I really need to use the method on.

Finally, here is the result I managed to achieve using the Blend4Web normal editor to set the corner vertex normals of the main faces to be equal to the normal of the face.  I accidentally used a different radius.

This is the best so far but still I'm not happy with the process.  I thought at the start that I was doing something fundamentally wrong but I'm slowly coming to the conclusion that this is just the way it is.


texts: Why does Blender 2.70 not stay in Orthographic view when rotating from, say, Front Ortho view?

texts: I've just upgraded to 2.70 and now when I'm in Front Ortho view (or Back Ortho, Right Ortho, etc) and rotate out of it into User view, it switches out of Orthographic mode into Perspective. Blender 2.69 didn't do this? Why is it happening now in 2.70?


texts: Changes in Python text editor are executed immediately

texts:
I have a simple script that moves the cube. It seems that any change I make in the script is executed immediately (the scene changes) even if the script is not saved yet!
I do not think this is intended behavior.

import bpy
import mathutils

print('running')
Cube = bpy.data.objects["Cube"]
Cube.delta_location = mathutils.Vector((0, 0, 0))
for i in range (0,500):
    Cube.delta_location += mathutils.Vector((.01, .01, .01))

E.g. if I change the 500 in the range to 100 the cube moves to the origin at once...

BTW, this is on Linux Mint.


texts: How to get values from pixel information bar on the image editor using blender python

texts: Does anyone know how to get these value from the pixel information bar below and have them save in text file using blender python?


texts: I can't turn off/on Global Undo in Blender 2.8 because I cant see the checkbox in the User Preferences dialog.


texts: Create height-map/displacement map for simple object like baseball cap

texts:
Is there any way to create height map for some simple objects like baseball cap? (only part of the image is enough -the front printing area of cap shown below)

I want to print/warp some image on some object(cap,mug,...) with displacement map. Kind of custom design for people to upload different images like the below image of 'deer'.

below is what the displacement map will used for. The effect is what I got from some website.

input image

using displacement map to get the result below

may be helpful to explain what I need

An examples of what I need:

I have the user image which need to be distorted

Using software like Photoshop or Python code, I could get the final result of distorted image like below. Similar to Print/Warp something on a 3d object.


texts: How to fix blank space on the bottom of lighting HDRs

texts: I downloaded this an hour ago and cannot figure out for the life of my how to get rid of this gap. I would REALLY appreciate some help. The only way to hide it is to put the camera right on the ground and point it upward, but it looks terrible because the grass covers the entire camera. Am I missing something?


texts:
So I just divided my edges. By pressing F when selecting two edges to create triangle. After that, I need to adjust the face because the face was overlapped, so I moved around the new triangle face. Then I assigned the triangle face into a material and assign a color for it.
But here is the result:

The triangle area's color is weird. How can I fix this?


texts: How can I reset the Rotation of a Meta-Rig Control?

texts: I accidentally changed the rotation of the finger control (selected, cyan or blue color in the image)  but now I don't have a glue how the orientation could be reset. Moving the original bone in Edit Mode doesn't work. How can I reset the position of this Control to point to  the same direction as the other finger controls do?


texts:
I almost always forget to do the ctrl+a scale&rotation.  So, I don't know if I have really jacked up my scene :(

I was wondering if I could tie a python script to the actions of scaling/rotating an object. Such as when I'm done scaling or rotating an object the python script applies it in the background for me.


texts: Collision bounds for 2D Sprites in the Blender Game Engine

texts:
How can I make Collision bounds for 2D sprites in the BGE? (The 2D sprite I am trying to make collision bounds for is the image I attached below).

I imported the 2D sprites as planes with the "Import images as planes" add on (I checked "use alpha" when importing the image) but I do not how to make collision bounds for it.

I am also gonna be using "Character" physics for the 2D sprite.

  I am also new to the Blender Game Engine, so please try to explain it
  as good as possible.


texts:
How can I mask an image?
I imported a downloaded image from CG textures that had the chequered background.
I converted it from JPEG to PNG.
I imported it into Blender 2.74 and later in 2.76 as an "Images as Planes"
Adjusted the "Import Options" to "Use Alpha" and " "Premultiplied" and "Emission/Transparent" but it still shows the chequered background when rendered.

I also did the long way with UV unwrap and "Transparent" nodes and Alpha noodle In Image texture to Mix shader "Fac"


texts:
I have a large scene made in Blender, where many of the objects have mesh colliders. However, mesh colliders are a bit inefficient compared to using primitives. I would like to get rid of all mesh colliders, so that when I export to a game engine I can manually approximate the collisions using primitives such as cubes, added in-engine.

Is there a way to remove all colliders at once? If not, how do I remove colliders from specific objects? I don't see anything enabled in the "Physics Properties", but the objects still have colliders when imported into a game engine. I'm using Blender 2.83 and Godot 3.2.2 (both are betas).


texts:
I'm working on a project that will be evaluated in my university class "image processing and computer vision":
I'm trying to recreate some experiment we studied in class with Cycles and, in order to do so, i need to access the "sample patter" code: the "correlated multi-jitter" should be the most usefull patter to work on but i can't find the code anywhere.
I already checked the documentation and the wiki and asked on a bunch of groups and pages, but nobody seems capable to help.
Thank to all those who'll answer.
Have a nice day


texts: How to Combine Two Animations with Different Y Locations

texts:
I know how to splice together animations if they both start/end on the same point. But this is a little different.

Animation A - Starts at Y 0m, and ends at around Y 2m (this isn't reflected in the Transform tab)

Animation B - Starts and ends at Y 0m

I spliced the animations together, and tried moving Animation B forward to Y 2m where it needs to be using the Transform tab, but it moved Animation A forward as well, which I don't want.

I then loaded up Animation B by itself and moved it forward to Y 2m and saved it. I then tried to combine it with Animation A again, but it once again moved Animation A forward.

How can I get Animation B on Y 2m without pushing Animation A forward so that A and B merge like they're supposed to?


texts:
I'm desperatly trying to figure out on how to export a 3D Model with it's texture into the Hammer Map Editor (Source SDK) for Garry's Mod. So far I managed to make models and to have them in there but I am struggling a lot to figure out on how to actually put on the texture.
I followed the instructions of this video

Sadly I only get the model out since he does not explain anything on how to get that texture over. Even if I follow all his steps step-by-step, I just cannot get the texture over. Then I tried this. I saved the texture file as png, used VTF-Editor or viewer and turned the png into a vtf file. Put it in a folder and then all I have is a texture I can apply to my blocks, but it's not attached to the model like it is with all the other things.

Next I also tried using the hlmv tool to check on the model but all I guess is the pink and black checker texture and the message that the texture cannot be found.

I'm slowly losing my mind over this since I have tried so many things. Apparently when some things have a _ in their name the texture also just stays blank and when I remove it it starts working again for the texture alone.

Do we have anyone here who could please please show me how this works or tell me what the steps are.

Here are the steps I took.

Create a simple model in Blender
Giving it a UV model/texture
Exporting it via the Source Tool plugin
creating the QC-File and moving both onto the Studiomdl.BAT-file to create the model for Blender
Save the UV-thing as png
Open the png in VTF-Editor and save as VTF
Create a VMT File refering to the VTF file and put them inside a subfolder in the materials folder
Opening hammer or hlmv tool and check if the texture is applied
Losing my mind since yet another attempt did not work out. :C

STUDIOMDL.BAT file:

"C:\Program Files (x86)\Steam\SteamApps\common\Garrys Mod\bin\studiomdl" -nop4 -game "C:\Program Files (x86)\Steam\SteamApps\common\Garrys Mod\Gmod" %1
pause

QC file:

$modelname Varmints_Models/pumpkin1.mdl
$model "Body" "pumpkin1.smd"

$staticprop
$cdmaterials "models/Varmints_Models/"
$surfaceprop "pumpkin1"

$sequence "idle" "pumpkin1.smd"
$collisionmodel "pumpkin1.smd" { $concave }

VMT File Code:

VertexLitGeneric
{
  $basetexture "Varmints_Models/Pumpkin1"
}


texts: bone heat weighting: failed to find solution for one or more bones error message

texts:
Here it goes again, the rigging error. I have a model that has a mirror modifier already applied and a subsurface and displace modifier (not applied) in my model. So when I try to parent my model to my armature it gets the bone heat error message, but before I applied the mirror modifier it worked, although the bones only work on the left side and the right side didn't work at all.

Solutions I have tried:

Remove doubles (doesn't work)
Recalculate (doesn't work either)
Remove all modifiers (no luck)
Place the root bone at the center of the model (still get the error)
Apply the subsurface modifier and parent them (no result)
Apply the decimate planar modifier (this works, but the decimate modifier destroys my seam marked on my model, which causes my displace modifier to not function well because I baked my displace map with another model that has a multiresolution level of four).

blender file:

I have the unapplied mirror modifier model in layer 3 and applied mirror modifier model in layer 1.


texts: Objects transforming with mouse movement

texts:
I create an object in blender and when I hit S to scale etc the object scales madly with the mouse movement. Same goes with rotate and other transform options.
The 3D widget simply changes to a circle, not the normal symbols.
I've reset the interface and even did a reinstall, but makes no difference.
Its make blender unusable because you try to transform something by a a few degrees or scale and it does what ever it wants.
ANY IDEAS or is this just a bug.  I noticed it only started doing this with the 2.78 update.  I also noticed that panels have move around as well but thats another story.


texts: Python addon doesn't update when changing values

texts:
I'm a computer scientist myself and i'm learning blender API and Python, i'm mixing a bunch of tutorials, examples and other things i found along the web and i'm experimenting a couple of codes in blender python language.

My first addon was a operator in a simple panel, i 'wrote' the code using a template i found online, but i kinda was able to understand the things.The moment i changed the value, the mesh updates itself.

It works great, so i move on to a new challenge, make that fancy pop-up operators, i got some examples and i was able to achieve this :

import bpy

class DialogOperator(bpy.types.Operator):
    bl_idname = "mesh.dialog_operator"
    bl_label = "Property Example"
    bl_options = {'REGISTER', 'UNDO'}

    distance = bpy.props.FloatProperty(
    name="Distance",
    default=0.02,
    precision=3,
    description="distance"
    )

    depth = bpy.props.FloatProperty(
        name = "Depth",
        description = "Depth",
        precision=3,
        default = 0.00
        )

    def execute(self, context):
        bpy.ops.mesh.inset(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=self.distance, depth=self.depth, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
register()

That works and showed up the Pop-up i was looking for, however by the time i change the values, the mesh itself doesn't update realtime like it did with simple panel method above, only when i press"OK", the window closes, the inset is executed and it shows on the mesh.

And after it, for somehow it also appears on the side as a ordinary panel.

I believe it could be easy mistakes, but i want to understand what i'm really doing in here, i read some stuff, but doesn't mean anything yet, is like a couple jigsaw pieces that i'm putting together. Thank you in advance


texts: Why do people not connect all their cycles nodes?

texts:
So I downloaded this blend file to figure out how to bake out textures. In the process I see that he has some very complex node set-ups all to end up seeing them not connected at the end. Why have such complex node systems just to not connect them?

This is not the first time I've seen this. Please someone explain this logic to me.


texts:
Okay, so my problem is that when I render, the image shows as a silhouette of the object I am trying to render.  It also appears like this when I go to the rendered viewport . I have tried:

using a lamp with 1000 strength
Changing the type of lamp (from sun to spot)
Replacing the lamp with a default one (Deleting it and add a new unmodified one)
Replacing the lamp with a mesh with an emmision node
Replacing the camera with a default one

As you may have guessed none of it has worked.
Here are my world settings

And lamp's material settings

(I can't insert images for some reason but links are fine so the images are links)
I would like to


texts: I cannot enable CUDA in blender even though I have nvidia graphics card installed?

texts:
I have nvidia graphics card installed in my system but i cannot seem to enable cuda in user preferences. There is only one option under compute device i.e. CPU. Is there something i am not doing that is causing this problem?

Okey so I read the referred question- and i found out that my nvidia graphics card doesn't supports CUDA. But, is there any other way to enable GPU rendering in blender, or is there no hope?


texts: Eevee glass shader transparent only at certain angles?

texts:
So I made windows for my building in an Eevee scene, but at certain angles, it doesn't show what is on the other side and instead shows a reflection of what's below my building. I am using the Principled BSDF, with Transmission at 100%, Roughness at 0, Metalic at 0, and everything else at their default values. IOR is 1.45. Any tips on how to get my shader to just allow me to see through at any angle while still looking like glass? Thanks in advance for the help!
Edit: I also have refractions and reflections enabled in both my eevee render settings and the shader settings


texts: 2.81 - Any way to have the grid show through objects?

texts: Is there any way to set the grid to render over / through objects? I do a lot of work in quad view and large objects will easily obscure the grid. I'd like for it to always be visible.


texts: Can't switch off freestyle render lines' transparency - Cycles

texts:
I'm struggling with this render. I'm trying to stop the freestyle render lines from showing through the geometry. Must've been something i pressed, who knows:)

Heres my settings

Thanks:)


texts: I installed blender on linux, and by default OpenImageDenoise is not enabled, how to enable it?

texts:
Like the title states, i have installed blender on linux and everything works fine, except for the OpenImageDenoise, i am sure that my computer does support that feature as when i use blender on windows it works fine, why does it not work on the linux version?
The node is there but it just says "disabled, built without openimagedenoise"


texts: Continuation of existing curved edges to close mesh body

texts:
I’m totally new to blender; this may be a really obvious question! I just wondered if anybody can help.
I created this mesh body
I then smoothed the vertical edge vertices.This had the desired effect of smoothing the curves, but shortened the overall length of the vertex edges. This has left the top and bottom of my mesh open.
I would like to close both ends of the mesh using a continuation of the smooth curved edge vertices.
As shown below: the open end(circled red) is where I’d like to continue the edge vertices(yellow) to a closed point or small flat face. I need the continuation to follow the smooth curve/angle of the existing edge vertices

Any help or suggestions of a way to do this would be much appreciated, many thanks.


texts: Image texture (UV Map) blend with procedural rough material

texts:
is it possible the image texture blend with procedural rough material? Any tips/suggestion to achieve like this one:

My attempt:


texts: Animation Nodes v2 not working with Blender 2.79

texts:
I installed Animation Nodes v2 and installed it on Blender. The moment I tried to enable it, this popped-up.

Any idea how I can fix this? Is it because Animation Nodes v2 is not "yet" supported in Blender 2.79?


texts: Running Blender Game Engine in background

texts:
I'm currently using the blender game engine to simulate robotics.

In order to evolve quickly in my research, I'd like to start simulations running with the Blender Game Engine on a distant cluster, get some feedback in a script ("is there any collision?", for example), use this feedback to modify the model in the script, and iterate...

At the moment, I can start it along with the GUI interface:

  blender model.blend --python start_script.py

Where start_script.py is just:

import bpy
bpy.context.scene.game_settings.use_auto_start = True
bpy.ops.view3d.game_start()

However, when I try to run it in background:

  blender model.blend --python start_script.py -b

This fails with error:

  wmSubWindowScissorSet 0: doesn't exist

  Writing: /tmp/test_ge.crash.txt

  Segmentation fault (core dumped)

Any idea how I can avoid this?

Thanks a lot!!


texts: Is there any way to animate sprites using just the logic bricks in the Blender Game Engine?

texts:
Is there any way possible to animate sprites using just the logic bricks in Blender Game? I saw a video of this, but there wasn't much to build off of. The game I'm making involves 2D sprites that animate.

If possible, will a visual example be provided. If not, I'll take any response.


texts:
I'm trying to rig a flexible rod using bones (for use in Unity). I've attempted to use 2 bones, one at the base and one at the tip of the rod

I have then used the weight paint mode to paint the weight so the end of the rod is more bendy:

In pose mode, the problem is the bend seems to be happening at a single point, rather than following the weight

I have added a deform->armature modifier to the rod:

And I think my armature/rod is parented correctly:

How can I make the rod curve smoothly? I've tried using multiple bones but the rod bends at very sharp angles, not smoothly. The following image is an idea of how I want the rod to curve (on the Z axis and X axis)


texts:
has anybody an idea why this script doesn't work? The object "Sphere" is on a separate layer.

"addOne" is a property who generates random integers from 1–10.

import random
from bge import logic
import bpy

cont = logic.getCurrentController()
own = cont.owner
scene = logic.getCurrentScene()

if own["addOne"] == 1:

unitll here the script does work

    scene.addObject("Sphere")

or on the other hand, if I run a script that says for example

bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=2, view_align=False, enter_editmode=False, location=(-24.4838, 0.107069, 1.23061e-07), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

the cylinder doesn't apper in the game itself but only in my 3d view (where you actualy work). Can anybody help me?

thank you in advance,
Sputi


texts: Add a custom curve mapping property for an add-on?

texts:
Question
The title says it all. I want to be able to make this in Blender's UI, and sample it at specific points from an add-on:

Problem
There is very insufficient documentation on this, and I can't find any examples for how to create a CurveMapping property. I have worked with templates before, and I know the correct template to use, but it requires a curve mapping prop.
Extra Info
I found a few threads about this, and one gives me the impression that this cannot be done at all, but it is also very old.
https://blenderartists.org/forum/showthread.php?313871-Who-knows-how-to-Create-a-Custom-CurveMap
https://blenderartists.org/forum/showthread.php?207562-B256-How-do-I-add-a-CurveMapPoint-to-CurveMap-points
This similar question has been asked here before, but it didn't even get a comment:
Does anyone have an example of template_curve_mapping?
Is this even possible to access in python (as in only accessible in C)?


texts: How can I translate vertex coordinates relative to the 3d cursor's coordinates?

texts: When I move a vertex by entering the coordinates in the transform (N-key) it moves relative to (0, 0, 0) in world coordinates regardless if I have "Local" or "Global" active. But I wish to make the 3d cursor's location the (0, 0, 0) origin if that is possible.


texts: Object Location / apply doing funny things

texts:
I set my camera rig (created following this Answer) to follow a path, and it’s keeping station some distance away with a faint dotted line pointing to the position on the path where I expect it to be.

I tried doing "Apply transformation" on the rig object, and that moved the gizmo and center dot of the object to where I thought it should be, but it left all the edges in the original position.

What’s going on here?


texts: Before the 2.8 I hid some meshes and now i cannot unhide them... Here is an image.


texts: why are there jagged shapes when I bridge edges of two things?

texts: When I was connecting one cylindrical shape to another, (I was modeling a leg and connecting the foot to the leg )they had slightly different amount of vertices. When I connected them using bridge edge loops, it had these triangles as faces where the gap was between the two cylindrical shapes. I wanted the transition from one shape to another to be smooth, but I got these jagged triangles to fit the gap.


texts:
I have a character mesh with a 2 handed gun held in his right arm and supported by left arm. IK and constraints are set properly as suggested here: Rigging two handed weapon

Still, it seems like the left hand can't keep up with the gun, making it feel like it is lagging. If I set Time Remapping from 100-100 to 100-900 (making the animation run slower), it is a lot better, but it really isn't the right way to fix it. The general concept of IK is there, the hand follows the gun nicely, but this issue completely ruins it for using it in animated renders.

I am looking for a solution to effectively glue the left hand to the desired place on the gun. Iterations are set to maximum in case of every IK constrain.

If you need any more informations let me know.


texts:
I just want to know the benefits of using geometry nodes over particle system.
Will I be able to generate more particles with less memory usage in geometry nodes?
Why are geometry nodes such a big deal. I didn't find anything interesting in it (or maybe i just don't know how to use it)


texts: So I sculped a body out of several objects and half of it's mirrored. When I parent the armature to one of the objects, as I move the armature, it will move the object alongside it's mirrored part. How do I stop that?


texts:
I am newbie to Blender scripting, but I am trying to make very simple Addon with the help of the YT tutorial that looks like this but it is giving me error that something is wrong, tho there is no error message in the console window.
The script should appear as a menu item inside OBJECT -> APPLY, and should just apply all the active modifiers in all selected objects. the script of the Addon looks like this:
bl_info = {
    "name": "Apply Modifiers In Selected",
    "author": "Anonymous",
    "version": (1, 0),
    "blender": (2, 90, 1),
    "location": "View3D > Object > Apply > Modifiers In Selected",
    "description": "Applies all the modifier in selected objects",
    "warning": "",
    "doc_url": "",
    "category": "Object Apply",
}

import bpy
from bpy.types import (
    AddonPreferences,
    Operator,
    Panel,
    PropertyGroup,
)

class OBJECT_OT_applymodifiersinselected(Operator):
    bl_label = "Apply Modifiers In Selected"
    bl_idname = "object.apply.modifiersinselected"
    bl_description = "Applies all the modifier in selected objects"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_options = {'REGISTER', 'UNDO'}

    def execute (self, context):

        for ob in bpy.context.selected_objects:
            bpy.context.view_layer.objects.active = ob
            for name in [m.name for m in ob.modifiers]:
                modifier = ob.modifiers[name]
                if modifier.show_viewport:
                    bpy.ops.object.modifier_apply( modifier = name )

        return {'FINISHED'}

def menu_func (self, context):
    self.layout.operator(OBJECT_OT_applymodifiersinselected.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_OT_applymodifiersinselected)
    bpy.types.VIEW3D_MT_object_apply.append(menu_func)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_applymodifiersinselected)
    bpy.types.VIEW3D_MT_object_apply.remove(menu_func)

if __name__ == "__main__":
    register()

Can anyone, please, tell me what is wrong with the code?


texts: How to map UV on generated Mesh from Curve?

texts:
Hi I created a Mesh from a curve with a Bevel Object and now I need to UV map it.

It should become a rebar and needs the typical ripples at its sides as displacement. I created a seam and tried different unwrap methods. Actually I hoped that the generated texture coordinates would fit already but it is always stretched along the long part as shown in the picture.

How can I map it as an even cylinder along the mesh so that I can achieve the typical rebar look?


texts: 2 joined objects won't display materials correctly

texts: I have two objects each with it's own material. I joined the two objects, that gave me one object with two materials.  However when I erase the materials and try to put them back on only one material applies. how do i fix this?


texts:
I am using the the CollectionProperty class to store a list of properties, so something like this:

class MyPropertyGroup(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty(name="Property Name", default="Something")
    value = bpy.props.IntProperty(name="Property Name", default=22)

bpy.utils.register_class(MyPropertyGroup)
bpy.types.World.my_collection_prop = bpy.props.CollectionProperty(type=MyPropertyGroup)

Then in an Operator I am calling the add() method to create additional properties:

class MyOperator(bpy.types.Operator):
    # some irrelevant code here...

    def execute(self, context):
        my_prop = context.world.my_collection_prop.add()
        my_prop.name = "test"
        my_prop.value = 123

Now my problem is doing the opposite of add().

How do I go about removing an instance from a CollectionProperty?


texts:
I'm trying to generate a realistic rain using fluid simulation (I need realistic droplets).

I was wondering if it is possible to "emit" fluid from my inflow objects without having it filling its domain; like you can kill particles when it touch a surface.

I know I could make a bigger domain but this costs a lot in performance.
My idea is that if I could ignore the "filling", the performance could be better and the cache would be lighter.

Possible ?


texts: Vertices movement keeping view perspective, but not actually moving the vertices

texts: I'm currently making the plate from the donut tutorial available by the blender guru on youtube. Here's the link: https://youtu.be/SBtDix7xGOg?t=733. We are creating a plate from a solidified circle. I'm on the step where you're creating the spot for the tea cup to rest, which involves the movement of a vertices loop in the "z" direction. I pressed "g", then "z" to move the loop similar to what's shown in the second image. If you look at it from a different view, however, it seems like the vertices moved in a manner that would make it seem like the loop moved in the "z" direction, when instead they just smeared on the surface of the plate in 2-D. (First image) Has anyone else experienced this issue?


texts: Having trouble properly adding object to collection using Python script

texts:
I want to put some objects in a separate collection in my Python script.  However, when I add an existing object to a new collection, it seems to exist in both the new collection and the main collection (where I put it to begin with) as shown in this figure the Cube exists in both the axis collection and the scene collection:

Here is my script:
import bpy
scene_collection = bpy.context.view_layer.layer_collection.children[0]
new_collection = bpy.data.collections.new("Axes")
bpy.context.scene.collection.children.link(new_collection)
obj=bpy.context.active_object
new_collection.objects.link(obj)
bpy.ops.mesh.primitive_cone_add()
#scene_collection.objects.unlink(obj)
bpy.context.view_layer.active_layer_collection = scene_collection
bpy.ops.mesh.primitive_cone_add()  #add cone to original collection

The script adds the initial cube that appears in the 3D view to the new collection.  When I was reading about collections, I was under the impression that new objects would automatically be added to the new collection, but the first cone that I add in the script is placed in the original collection.
So, my questions are, why is the Cube in both collections and how can I make sure it is only in one, and can I make the new collection active so that new objects are automatically added to it?


texts:
I'm iterating through a list of vertices. The for-loop is for selecting each
vertex and translating it separately.

However whenever I switch between the modes during the for-loop the selection of the vertices behave strangely. It only selects 3 of my 6 vertices. If I uncomment the lines for switching into edit mode it works as usual.

Here is the code:

import bpy
import numpy as np

ri = 4
bpy.ops.mesh.primitive_circle_add(vertices=6, radius=ri, location=(0,0,0))

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

bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(0, 0, 0.5)})

bpy.ops.object.mode_set(mode='OBJECT')
data = bpy.context.active_object.data

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='TOGGLE')

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

indices = np.arange(-6, 0, 1)
verts = []
for i, v in enumerate(indices):
    vert = data.vertices[v]
    verts.append(vert)

for i, v in enumerate(verts):

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

    v.select = True
    bpy.ops.object.mode_set(mode='EDIT')

bpy.ops.transform.translate(value=(0, 0, 0.5))

bpy.ops.object.mode_set(mode='OBJECT')
v.select = False

Thanks for your advice.


texts: Can I avoid an undo when operator is called due to a property change?

texts:
I am writing an add-on that creates a mesh with several randomly generated aspects. The mesh is generated from default property values when the operator is initially called. These properties are added to the tools panel for the user to modify.

In some cases I want to modify the already generated mesh both to avoid wasted recalculation and to retain the majority of randomly generated features. Ie - it might look the way I want it except for some minor aspect I can change without effecting the overall appearance.

To do this, my property update functions set a flag to indicate whether the property change necessitates a complete regeneration of the mesh or if the existing mesh can be tweaked instead.

I am seeing that there is no object to tweak when the operator's execute function is called after a property change. It appears that an undo is performed before the operator is called again.

Is there a way to avoid the undo operation? Or a way to store the mesh and access it when the operator is called again?

As an example:

# ------------------------------------------------------------
# Operator for adding a Thing
# ------------------------------------------------------------
class ThingAddOp(bpy.types.Operator):

    ...

    # set a flag indicating a complete regenerate is required
    def update_regenerate(self, context):
        self.do_regenerate = True

    # set a flag to indicating a simpler update can be done
    def update_modify(self, context):
        self.do_modify = True

    # flags used to determine if Thing should be regenerated or modified
    do_regenerate = BoolProperty(name='Must regenerate object', default=False, options={'HIDDEN'})
    do_modify     = BoolProperty(name='Can modify object', default=False, options={'HIDDEN'})

    ...

    def execute(self, context):
        thing_add(self)
        self.do_regenerate = False
        self.do_modify = False
        return {'FINISHED'}

    @classmethod
    def poll(cls, context):
        return context.mode == 'OBJECT'

    def invoke(self, context, event):
        return self.execute(context)

    def draw(self, context):
        ...

# ------------------------------------------------------------
# Creates a random Thing
# ------------------------------------------------------------
def thing_add(props):
    if props.do_modify:
        # At this point there is no object to modify!!
        bpy.ops.object.mode_set(mode='EDIT', toggle=False)

        # only resize because the user liked the randomly
        # generated object but wants to resize the base
        # without changing the other apsects of it
        size_base(props)
    else:
        create_base(props)   # creates a base with a given size
        create_spokes(props) # creates randomly oriented spokes
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)


texts:
I wrote an operator to create an empty object and then make it a parent to the currently selected object.  However, when I assign the parent object, the child object moves unless it is at the origin.  How can I keep that from happening?  Here is some code that demonstrates the problem:

class ObjectTest(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "myops.object_test"
    bl_label = "Array of current object"

    def execute(self,context):

        origobj = bpy.context.active_object
        bpy.context.scene.cursor.location = origobj.location

        bpy.ops.object.empty_add()
        objparent=bpy.context.active_object
        objparent.name=origobj.name+"Array"
        origobj.parent=objparent
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

I would like the empty parent object and the selected child object to be at the same location, not necessarily the origin.  I am trying to make a group of objects that can be moved together, and a parent seems like the best way.  I was using Blender 2.83, but I recently updated to 2.9.  Thanks for your help.


texts: Is radial symmetry possible in texture paint mode?

texts:
I saw a technique on YouTube that demonstrated radial symmetry in sculpt mode but can't find such settings in texture paint mode.

Is there a workaround for this in Blender? Why are both modes treated differently in that regard?


texts: Why can't I see keyframes in blender after importing bvh files though it plays animation?

texts:
Animation is playing but no keyframe is displayed in either timeline or graph editor.
]1


texts: Properties and outliner not showing at the same time in the layout tab. How do I have them both visible at the same time?  I can only see one or the other.


texts: Incorrect Reflection of Glossy Over Glossy

texts:
Here's the Render:

I hope you may see the wrong reflection of jug on that glass. Jug colors are fully swapped there.
I think I have some incorrect node setup.


texts: Is it possible to see an object's positions at different frames all at once?

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In other frame-by-frame animation software, you generally have an option to display previous frames as a kind of chronophotography (with the farthest the most transparent)

Is is possible in Blender to view a same object say at $t_k$ and at $t_{k+n}$ ? (That would ease setting the orientation)


texts: How to apply image texture and material color together?

texts: Is it possible to apply both material color and image texture together? how?


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I have to use flat shading in Blender, but I need to use transparency too, for the windows.
I can't use shadows or AO, I just need to visualize the flat shading and transparency in the viewport.
If there's a way to do this, please let me know.
My settings:

Expected in viewport:

My viewport:

Thanks in advance.


texts: Slow soft body physics causes the animation player to stop

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I just started using Blender.

I'm trying to roll a ball running down a long pipe. Just letting the soft body physics run drops down the fps in solid view mode under 1 fps , which causes the animation player to stop.

My guess is that the objects("pipeline") its collapsing with is just to big?! But shouldn't this somehow be an easy job to do?


texts: If a cube is rigged on all it's edges. How can I animate it so it tumbles forward forever?

texts: When I roll a rigged cube over its edge (for instance this example which has no bones on all its edges but anyway -> How can I rig a cylinder so that when it's rotated its end cap will not penetrate the floor?), some bones stay behind outside my mesh. So I'm not able to animate a next turn/tumble. Does someone have a solution? It is possible to transfer the bones to a new position in one frame after the first rotation? How does this work?


texts: Shower Head Fluid Simulation: Domain too big issue

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I am trying to simulate and eventually animate a shower in blender. The simulation works fine when the domain is small but does not work at all when its large. And I need it to be large as I don't want splashing water when I animating it.
I am new Blender user (started yesterday) and tried playing around with various settings. All the scales are 1.0.

I currently have just on inflow but eventually plan to have a lot (75: one for each nozzle)

Here is my blender file: https://drive.google.com/open?id=0BzhkRkqiPRPtRmh6N3F4TjVtaWc


texts: Cleaning unwanted overlapping duplicate meshes

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I have a model with hundreds of mesh objects. Unfortunately I clicked shift+D to duplicate many and did not notice. Later after working a while, I was rendering, and noticed there are double meshes overlapping each other.

How can I find all duplicate meshes and delete them. I could do it manually,  just clicking,  but it would take a long time and if I miss something i will not notice.

Is there any option,  or can anybody suggest to me,  how can I find all duplicate mesh and delete them.

Model with all double (duplicate) mesh

Final Result


texts: How to create random cracks and crystals on marshmallow

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I've created two materials out from multiple tutorials, yet I'm not even close to this texture with random crystals(1) and creases(2):

I have this so far:

How can I create this kind of randomness in

amount
size
depth
form

of the crystals and cracks?


texts: Denoise node and File Output not working

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I am rendering out several layers at a high resolution, running them through the Denoise Node, and then outputting them with the File Output node. I have some passes that are getting denoised, and some that are not.
After the render runs, the output folder contains images for each pass plugged into the output node, but all the ones that go through a Denoise are just black. While the compositor runs, I can see the files get created. It finishes creating all the outputted files before the denoise nodes finish running, as they are quite slow on 4k images. By the time the denoise finishes, the file output node has already run, and it does not run again. If I disable the denoise nodes, everything outputs just fine (but is, of course, noisy.)
I've tried turning off Two Pass in the compositor options, but it doesn't help. Is there any way to fix this? Is this a bug that I should report, or a limitation?
EDIT: It looks like this problem can happen when saving an image on its own. When you open the save file dialogue, it will trigger the compositor to run again. If you don't wait for it to finish running the denoise node before hitting save, your save file will be blank.


texts: I want to bend my plane in y-axis but it's not happening. I have been facing this problem from many days


texts: transparent (test) grid showing up when rendering?

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When I'm rendering, I've noticed that there is the transparent grid, even with the user's perspective filled with non-empty texture.
How can I get rid of that?


texts: Which engine in Blender should i start with?

texts: I just started learning Blender and I noticed that there are two engines "Blender render" and "cycles render". I'd like to know what is the difference between them in term of Tools, interface (not really rendering time)? I wonder can i first learn Blender Rendering and then switch to Cycles render and use it as easy as trained Blender render? If they do differ so much, please list main advantages and disadvantages. Thanks.


texts: Using an RGB map to assign various shaders in a material

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I am importing a RGB image into Blender and I would like to replace the colors of the image by materials (Glossy, Glass, or other complex Node setups).

For example I would replace the green with an iridescent material, the blue with a concrete texture, the red with a Glossy shader, etc...

I haven't found how to do that because I am not sure how to plus these directions into the image texture. I looked at my previous similar question, but this image I am working with now has no Alpha layer.


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Any idea how to make these insets on a plastic bottle? Tried with bezier + lettice but results are not good and with no control once applied.

thanks!


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My mesh shows what looks like a bogus face normal. The mesh and screen cap show the problem. Some holes still show a face normal but no face can be selected!

I got to this point by creating a building mesh and merging vertices. I created a separate mesh (plane) for cutting holes in the building. I used knife project to put cut lines into the building. Then I selected and removed faces where holes should be. Some holes still show a face normal even though there is a hole (no face can be selected). Merging vertices does nothing.

This appears to be a problem, but I don't know if it causes anything bad.

[("https://imgur.com/a/fD528qR)


texts: How do I model or simulate a "squishy" object compressed inside a container?

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I'm looking for a way to create a model of an object squeezed into and compressed by a tight spherical enclosure surrounding it (think a plush toy stuffed inside a hollow ball). I don't want to simply flatten the parts of the object that are touching the enclosure; I also want other areas to bulge out as if the volume of the object is being displaced by the compression. How can I do this, either using modeling tools directly or through a soft body or other physics simulation?

Note that I am only interested in the final compressed state of the object, not an animated sequence showing how it gets compressed (although I don't mind using an animated simulation if it gets me to my end goal).

I'm also open to suggestions for other software tools that would make it easier to do this.