texts: Weird Boolean Modifier glitch (double faced after intersecting with more than 1 mesh?)

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I have a boolean modifier with the following settings that is modifying the object outlined in green with the following settings:

where Cube.018 are the 'ribs' around the edges (they are all joined together in 1 mesh for simplicity

I'm trying to cut some holes in the main object (the ribs actually go into it a bit). As you can see, they all work fine up to when the ribs start intersecting with the extruding cylindrical object (that's actually PART of the green object; it was added in edit mode). Then it just starts going haywire with darker double surfaces (inverted normals? I tried flipping normals already though) and whatnot.

Any help is appreciated

EDIT: Not duplicate because nothing 'goes invisible' and as far as i can tell, nothing connects (although that may or may not be the cause of the double surfaced (?) faces. I also removed doubles for both meshes as well

EDIT 2: As requested by Mr Zak, here are some screenshots in edit mode and the blend file:


texts: Linked Duplicates vs Collection Instances

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I'm pretty new to Blender, and am trying to wrap my head around some basic workflow stuff. I have been modeling a small truck which has several reused components (tires, suspension, windshield wipers). What I'm trying to figure out is whether I should be using Linked Duplicates or Collection Instances for all of these components.
Linked Duplicates
Linked Duplicates seem like the preferred / standard way of dealing with this but it's been hard to understand what is linked from the Outliner. I know that in the Object Data properties tab there will be some info about how many linked objects exist, but otherwise it's pretty opaque how these behave.
Collection Instances
Collections and Collection Instances seem more straightforward to organize in the Outliner, but also come with some pretty annoying drawbacks. From what I can tell, the original collection has to live at the world origin so that the new instances are easier to work with. But if you do that, you end up with a bunch of disabled collections of stuff modeled at the world origin.
Are Collection Instances even supposed to be used this way?


texts: Texture shows in render preview but not in Render

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I have an issue with rendering my wood texture.

It shows up fine in render preview but not in the final render: the texture shows up black.

I'm not sure if it's my render settings or the way I set up my texture in the node network and I did UV unwrap of the plane.

It'll be helpful if someone could help me through the steps


texts:
I want to change how light is calculated. Therefore I need my own raytracer. How do I write my own simple raytracer using python?

Answering my own question. Will happily accept improvements & suggestions to the answer.


texts: Video texture not rendering correct on different pc

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I'm simuating fire by using a video texture. (see: https://blender.stackexchange.com/a/80954/6102 )
This works fine on my pc.

Now if I try to render on a different pc (I have tested 3 different pc's)  I get each time a sqhare instead of a nice explosion (where you only see the explosion from the video instead of the full rectangle of the texture being rendered).

The result should be a nice explosion (which I have on my other pc: https://i.stack.imgur.com/o3gw9.gif )

Any idea what is wrong? I'm using the latest blender version (2.78c)

I have this setting:

and GPU compute with feature set supported is active.

My blender files also have "External data" -> "Automatically pack into .blend file" enabled, so the video texture should be enabled.

Update: this is a test file which works fine on my pc (shows the explosion nicely) but on the other pc's it shows just some kind of white rectangle.


texts: Interpolate movement by incremental steps

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I have a question for which I can't find an answer: I would like to move an object from one point to another along an axis, and I would like the movement to interpolate by increments (in my case the increment is 2). As an example, let's say that on frame 1, my object has Location X = 0, and on frame 10 it has Location X = 8. I would like it to interpolate its movement like this:
Frame 1 & 2: Location X constant at 0
Frame 3 & 4: Location X constant at 2
Frame 5 & 6: Location X constant at 4
Frame 7 & 8: Location X constant at 6
Frame 9 & 10: Location X constant at 8
That would create an interpolation curve that looks like stairs. Do you know any way to do this?


texts: How to connect a cylinder/sphere to a flat/curved surface surface?

texts: I'm wondering how you would attach a cylinder or sphere to a flat surface in edit mode. There are many instances, especially in SciFi where you need to attach a cylinder or sphere to a flat surface in a clean matter. Like in these images there are many cylinders intersecting curved and flat surfaces. I know in some of these images they probably don't have it connected and instead just pass through each other, but how would you connect the meshes in edit mode?


texts:
I looked up several ways to write a text in this frosting/icing pattern but couldn't find any.

I created a curve path in the text I wanted.

Then made a circle mesh object in this star shape. Added Subsurf. Converted the Circle to a curve.

Then chose the bevel object for the text as this Circle.

This is what I got

But I cannot find a way to twist the frosting around itself. Notice in the 'Soft' image how the frosting twists around itself. In the text I rendered, it just flows straight

I also tried Simple Deform Twist modifier, but id did not help.

Also created an elongated cylinder, twisted it and then added the curve modifier but it just squashed it on to the curve.


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I'm sure this is a tired question on here, but having scrubbed through a few on here I haven't find an answer directly for this issue.

In baking a normal map, the content bakes perfectly fine but it's perspective is skewed.

The first image is the original object, the second is the low poly with baked normal/AO.

As you can see, the second picture appears to have baked an orthographic perspective that is NOT perpendicular to the normal of the face, it's as if it's coming from the top left of the frame. I'm wondering HOW this came about, as the Normals are perpendicular, the UV isn't skewed and the bake is just done as any other object. What caused this?


texts:
I think this question is already answered anywhere, but I couldn't find a solution with my search terms :/ .
So I got this model and I only want to smooth out the cylinder parts, but not the extruded edges.

So here is my original model, I think it's kinda clear what should be smoothed out, it is supposed to become a rifle scope.

This happens with the normal smooth button, but I already tried it with a Bevel modifier and subdivison surface aswell.

Solution: Edge Split Modifier with Smooth:


texts: How do I change the UV Mapping algorithm, for example LSCM to Angle Based?

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Is there a GUI option to change the algorithm ? I want to compare all the options Angle Based, LSCM etc. I'm using UV mapping to correct image distortion.
I'm not even sure what the default algorithm is and were I can check which one is using.
Thank you.


texts:
I use Blender for modeling and rigging and Lumion for rendering, but lumion can't read models rigged in Blender.
How do I export FBX animation without rigging?


texts:
I'm teaching myself how to model in Blender and struggling a bit with the bevel modifier. Basically I want to round off the outer edge of the bill of my hat. I expected this to be pretty simple but it just isn't working how I thought it should.

Can you help me understand why the modifier is behaving this way?

Image 1: At first the modifier doesn't seem to do anything. This is how it looks with the offest set to .2" and nothing else changed.

Image 2: If I turn off "Clamp Overlap", the modifier starts to affect the edge, but it's also creating artifacts around the edge and striations across the surface of the bill.

Image 3: This is how everything looks if I turn off my subsurf modifier. Ideally I only want the bevel to affect the outer edge of the bill. Not sure how to achieve that.

Image 4: I suspect this is the root of the problem. In order to create the bill, I extruded the green edge and repositioned the vertices in order to create the pink edge. I've noticed that these edges are connected on either side by an edge, but they don't actually form a contiguous edge loop. Could that be the reason for my troubles?

Edit: Added the images below in reference to the advice from @jailton_so.


texts: Why does my object change it appearance when moving camera

texts:
I made a bookshelf and used 3 meshes for different books. The other two are looking fine though and i all seamed them the same way and made them out of cubes.

This one blue book though keeps acting weird. Each time i move the camera it doesnt show the front of the mesh.
What did i possibly do wrong here?


texts: Object is not showing Wires in wireframe mode and turns into invisible type black in Material preview mode

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I just downloaded Blender 2.83 LTS version and Blender 2.91 and encountered a very weird problem.
When I open Blender and add any object, whether it is any mesh or I import any file, it doesn't show the Wireframe in wireframe mode, and also it doesn't show anything in material preview mode.
It shows the object in rendered mode and that is also only if I switch my render mode from Eevee to Cycles. Everything is visible only in the solid mode in every render setting.
When I am using Blender on my laptop with some old 2 core Intel processor and 2GB Nvidia Graphics card, everything is working perfectly fine but my laptop is not powerful enough to work on.
I checked everywhere on the internet for similar problems but no one posted the solution related to this.
This is how it looks like https://www.youtube.com/watch?v=YtpySO4vK_I.
I changed and tried all systems setting in preferences and switched Blender versions but nothing worked. Moreover, it doesn't show the vertices in vertex paint mode also. Please help
My configuration is:

1950X processor
RX 580 graphics
and Windows 10 Pro


texts: How do I get more accurate particle collisions with 'size deflect'?

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I'm trying to get more accurate particle collisions while emitting an object as a particle. Trying to make confetti.

I turned on size deflect and now all of my particles collide 1-2 meters before they even touch the object. Any ideas?

I tried applying the scale of my particle object.


texts: Is it possible to show glass as being transparent in the viewport

texts:
I have been trying for a couple of days to make an object with a glass material transparent in the viewport. I've seen a couple of tutorials using the material viewport shading and cycles render to change the color and Alpha values of objects but my system doesn't seem to work the same way.

I'm using version 2.79 of blender in material viewport shading and using Cycles Render.


texts: I am doing a simulation of clothing. The clothing which is .obj format was exported from CLO3d(a clothing design software). I have processed the .obj file and it only contains Vertex items, Face items, and Line items(this can be used for sewing). I want to dress it onto a human body, but the result seems so strange when compared to Blender | Sewing Cloth In Blender 2.83 | Beginners Tutorial. Hope someone can give me some advice.


texts: can the system console window default position be adjusted?

texts:
When developing scripts for blender, I regularly have to restart blender and the console window defaults to my main monitor, behind the blender window.

I'm starting with "-con" startup parameter.

Can I adjust the default position so it opens on my secondary monitor?


texts: Tutorials for simple objects like Railway wagons etc

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Total beginner. I want to create railway items like wagons, etc. For making .stl files only for 3D printing. No rendering, animation, or anything besides modelling needed.
Can I change the menu to only show the tools I need?
I also need a tutorial to copy over a jpg drawing that gives a side view and end view for reference.
How do I use the tool to extrude, etc? Does this tool have a name?
Show measurements.
How to make different windows etc and place in a library for use as required.
I am 76 and a bit slow on the uptake.  But just the basics is all I need.
Recommended tutorials for me to look at. Thanks. Or even a custom tutorial (you would do this in 5 mins I think !!)
Thank you
-Charles Harris


texts: How to create a seamless blender day to night transition using hdr

texts: I making a short animation clip for my website, the video depicts a scene of a mountain across two days an nights.Using a transition between 4 HDR the problem is the transition isn't seamless and highly noticeable I've searched the web but haven't found much more than demonstrations of the transition. Is there a way to seamlessly transition between dawn, morning, noon. evening, night, twilight and dawn again


texts: linking rotation + location/trying to rotate a robotic "C-arm" along its "mount"

texts: I really have no idea how to better word the title. I am on my second day with blender and im trying to rotate a C-arm (X-ray equipment) to model real world equipment. I can manually animate the motion by adjusting rotation then compensate with location to keep the c-arm "anchored" to the "track" since it isn't a perfect arc. I attached screenshots to better demonstrate my dilemma. Is there a constraint that will keep it attached to its parent object's surface as it rotates? or is there a way to link rotation and location transforms together?


texts: Any Python Code Example for RemeshModifier API?

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I'm new to Python and Blender, so my question could be ambiguous.
I have to make Python script that remeshing OBJ files on Command Line Interface.
I've googled about it and probably result code gonna being like this.
import bpy
import sys

argv = sys.argv
argv = argv[argv.index("--") + 1:] # get all args after "--"

obj_in = argv[0]
obj_out = argv[1]

bpy.ops.import_scene.obj(filepath=obj_in, axis_forward='-Z', axis_up='Y')

#
# Applying RemeshModifier API
#

bpy.ops.export_scene.obj(filepath=obj_out, axis_forward='-Z', axis_up='Y')

./blender --background --factory-startup --python MyScript.py -- input.obj output.obj

It seems I have to learn about getopt library since RemeshModifier has various modifier.
But applying RemeshModifier part is hard to find example to learn.
If there is link that I can study for this, please show me. Many thanks for reading.


texts:
I am making Pac-Man mouth close/open animation.
My goal is to bring it into Unity.
At first I made this combination of a sphere and a cube by using boolean modifier.
Then I changed the size of the cube and made shape keys animation.

It works well in Blender, but in Unity it doesn't work, because Unity doesn't understand the Boolean modifier.

As the next method, I tried to apply Boolean modifier in Blender and remove the cube.
Then the open-mouth is OK, but how can I close Pac-Man's mouth?????

Q: Basically is my approach wrong here? Or how can I close his mouth?
I am a new bee for Blender. I appreciate your any advice.


texts: Convert bevel node output to black/white

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I want to use the new bevel node to simulate chipped paint along edges. I find the edges by using the cross product of the normal outputs of bevel and geometry nodes. However, the output is blurred around the edges and I need a sharp transition to achieve the desired effect, so I am trying to use a color ramp with both positions set to 0.5 to convert the greyscale map to black/white. But it doesn't work, the output is still a greyscale gradient.
How can I fix this?

thanks in advance!


texts:
I want to find solid mesh volume at certain level of Z
I extruded open mesh into Z axis to get solid mesh
Then BISEC in XY with fill option
I have a problem   in Z around 40 mesh has hole
please check below gif

please check below 2 files
here 2 blend files


texts: Does anyone know how to export objects to VRML by using a script?


texts: How to rotate a simple model if you have accelerator, gyroscope, magnetometer data?


texts: How Do i add colour to this image texture?

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I think i have bumped it correctly? I now want to add colour so that the planet looks nice. Also I am having trouble with the image texture after unwrapping and scaling in the uv image editor- not sure how to fix this? As shown in pics. Thanks.
enter image description here

I have attatched a detail of the updated nodes, although I cant see the colour option the same as shown in your multiply nodes.


texts:
Hi I've animated a simple mesh using the AnimAll addons, now I would like to export the animation (packed into fbx or not, it's not important) to Unity 5. How can I do that ? I've already tried to export the animation doing File->Export-> Fbx then import the fbx into unity but the animation is missing.
From the other hand I got 2 different meshes:

1) Is the mesh of the model at frame 1.
2) Is the mesh of the model at frame 80. ( the frame where I've put the animation).


texts: Is it possible to do motion capture in Blender? Basically where someone will have a bunch of sensors on them and the person, or objects motion get's turned into 3D motion.


texts: How to individually scale more than one face?

texts:
I hope the images explain what I want to do, because English is not my language.

Here I have more images:


texts: Blender file Dialogue window always hides suggested folders, how to show by default?

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Whenever I open up the file dialogue, to find an image, install an addon etc... Blender always has my suggested folders hidden, and i have to manually grab pane splitter, dragging down the bottom one to show all the folders.

Is there anyway to manually set this so it DOESNT hide these folders, or always allows, say, 400px of space above?

Heres what it initially gives me:

Heres what I want it to be (after i manually drag down the pane)

I'm on MacOS 10.12.6 running Blender 2.79


texts: Drive shapekey based on activating a pose?

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I have a character with a rig that involves an armature with a pose library, and various shapekeys made from backed simulations. I want to make it so that when I load a specific pose, it also turns sets the influence of the associated shapekey to 1.

It seems that either I need to run a script that takes the name of the pose and shapekey and loads them, or I need a way to have it automatically activate the shape key when the pose is activated.

Are either of these options possible? Is there a better way?


texts:
I have two scenes which i want to switch between when a collide sensor is activated. If i use a 'remove scene'+ 'add scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'set scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'add scene over lay' the transition works but you are still able to see the first scene behind the second...

Is there any way of getting around this? New to blender, sorry if it is really simple!

Thanks


texts: How to randomize Animation Nodes spherical/directional falloff?

texts: I want to have a directional falloff effect like in the picture below, but so that the edge is not so uniform and has some "randomness" instead. I'm not asking for how to widen the width of the falloff, but rather how to make it so that some of the objects come down a bit earlier than others, while still preserving the overall directionality of the falloff.


texts: Physics properties: Will the render be accurate without baking?

texts:
I have a scene with lots of objects with physics on them. Dynamic paint, rigid bodies, wind, and turbulence. Now, getting all of this baked and packed in a .zip to send to a render farm is quite the hassle.
So my question is: is the baking process necessary for an accurate render, or will the physics be
calculated accurately during the actual rendering?


texts: Map Multiple Objects and then Join into One Object with One UV Map?

texts:
I am creating this brass table with glass shelving model for a game. To avoid breaking things, I can only have one mesh for the table frame and one for the glass shelves. I currently have a bunch of rounded rectangles for the frame and three flattened cubes for the shelves. The frame with legs is one object/mesh and the 3 shelves are another. I also need the whole table frame on one UV map layout and the glass on a separate one.

I tried joining all the rectangles for the frame and just doing Unwrap and it seemed to work but then all four legs were not mapped. So the only other solution I could think was to map each object separate and then join it all together after. Is there any way to do this where they'll be all on one layout? I was looking at the multi object uv edit add-on and it looks perfect but I really need to join everything in the end to what I described so not sure if that's going to screw it up.


texts: How to list the frame numbers which contain keyframes in Python?

texts:
I animate with lots of holds in between each keyframe so there are lots of frames with no movement throughout my animation. I don't want to render a bunch of duplicate frames (I'd rather stretch them out in post), so I've devised a way of rendering only the frames which have keyframes using a batch script.

"C:\Program Files\Blender Foundation\Blender\blender.exe" -b "C:\Users\Me\Documents\Blendfile.blend"
-f 1 -f 23 -f 24 -f 25 -f 26 -f 31 -f 32 -f 33 -f 34 -f 37 -f 38 -f 39 -f 45 -f 46 -f 47 -f 51 -f 52 -f 53 -f 59 -f 61 -f 71 -f 72 -f 73 -f 75 -f 76 -f 77 -f 83 -f 84 -f 85 -f 93 -f 94 -f 95 -f 98 -f 99 -f 100 -f 103 -f 104 -f 105 -f 110 -f 111 -f 112 -f 114 -f 115 -f 116 -f 122 -f 123 -f 124 -f 127 -f 128 -f 129 -f 130 -f 131 -f 132 -f 140 -f 141 -f 142 -f 143 -f 144 -f 145 -f 149 -f 150 -f 151 -f 152 -f 153 -f 154 -f 156 -f 157 -f 158 -f 161 -f 162 -f 163 -f 169 -f 170 -f 171 -f 175 -f 176 -f 177 -f 178 -f 179 -f 180 -f 181 -f 182 -f 183 -f 192 -f 193 -f 194 -f 196 -f 198 -f 200 -f 202 -f 204 -f 206 -f 208 -f 210 -f 211 -f 212 -f 213 -f 217 -f 218 -f 219 -f 226 -f 227 -f 229 -f 234 -f 235 -f 236 -f 237 -f 238 -f 239 -f 240 -f 244 -f 245 -f 246 -f 249 -f 250 -f 251 -f 253 -f 254 -f 255 -f 264 -f 265 -f 266 -f 267 -f 268 -f 275 -f 276 -f 277 -f 279 -f 280 -f 281 -f 282 -f 285 -f 286 -f 287 -f 296 -f 297 -f 298 -f 308 -f 309 -f 310 -f 316 -f 317 -f 318 -f 319 -f 323 -f 324 -f 325 -f 332 -f 333 -f 334 -f 343 -f 344 -f 345 -f 352 -f 353 -f 354 -f 356 -f 357 -f 358 -f 361 -f 362 -f 363 -f 367 -f 368 -f 369 -f 370 -f 371 -f 372

Currently I'm manually populating this script with the frame numbers. However, I know that Blender keeps the data of all the keyframes (such as at the top of the Dope Sheet).

So my dilemma is, how can I write a Python script that collects this data for me? Does anyone know how to tap into this Super Sheet Summary or some Blender internal function to grab the frame numbers of the frames which have keyframes on them?

All help would be greatly appreciated! Thanks!


texts:
I am getting this type of effect in edit mode in letest version of Blender 2.83.0

Should I switch back to 2.82.7 or is there any solution to this bug?


texts:
Trying to render an image with 2.76 and cycles in SBS (Squeezed Frame) or line-interleaved still renders that anaglyphic red/blue thing in the viewport. (To be more clear, I'm talking about the F12-render and the result in the image editor.) The result should be in real colors. What am I doing wrong?

Only when I save, it saves a image_L.jpg and an image_R.jpg. Those are in real colors but not line-interleaved nor side by sidy squeezed.


texts: Why do I get funny glich in my viewport?

texts:
I'm seeking for some infos about a glitch that happen in my viewport when I make volumetric clouds in eevee. I'm working on a iMac (21.5-inch, Late 2013). Memory 8 GB 1600 MHz DDR3 and my graphics is an Intel Iris Pro 1536 MB

I hope someone would be able to answer me about this problem.
Thanks!


texts: Renaming bones, their vertex groups and driver and what else correctly without destroying the functionality

texts:
How can I do this (pseuso code) in Python (Blender 2.93 API):
For each bone in the armature, do
 backup name of bone as org.name
  if bone is on the left side (x-axis)
    add "_L" to bone name
  endfi
  if bone is on the right side (x-axis)
    add "_R" to bone name
  endif
  for each occurance of org.name in the scene where the armature is, do
    rename org.name to name
  endfor
endfor

All answers I found, were limited to only rename bones (AutoRename in Blender for example), or only take the vertex groups into account and/or doesn't detect "left" bone vs. "right" bone.


texts: I'm trying to learn how to animate smoke and I found this nice tutorial. I tried to apply the tecnique to my specific situation. Infact I've created a 2D animation with a man that brings his hand/lighter to the mouth/cigarette and he lights it up. Towards the end of the tutorial,the author wants to animate the smoke. Go to minute 7:52 to see what he does. It seems that he puts a keyframe at frame 1 of the timeline and the rotation values on the mapping tab on the node editor become yellow. I did the same,but in my case the X values inside the mapping tab did not become yellow. Now go to the minute 8.19 and you will see that he skips to frame 250 and he changes the X rotation value on the mapping tab to -130.4 and then he puts another keyframe there. This is the result that he gets. His smoke is moving. But I don't get the same result. In my case the smoke texture remains the same ! So,there is something that does not work in my scenario. Here you can see what I did. So,where I did something wrong ?


texts: There used to be options about the slip conditions for the fluid simulations, such as "no slip", "free slip", etc, but they don't seem to exist anymore. Did blender simply remove the features or are they named differently now?


texts: How can a changing angle be measured and used as a property in BGE Logic Bricks?

texts: I'm trying to measure the angle of a moving boom and put that moving angle number into a window on-screen. What needs to be done to constantly measure that angle? Can this information be used in a property? This is in BGE, without animation.


texts: Gray-scale lighting from world, color lighting from fire

texts: I have a project I am working on, it's a short animation about someone who is suffering from shock after witnessing their village being slaughtered. And I thought that it would be a really interesting aesthetic if everything being lit from natural lighting (not including fire) was on the gray-scale, and the only time there is ever any color is when fire is lighting it. The reason being I want to add a feel of numbness to show how he feels, that everything is numb and the only time he feels anything is when he's looking into the fire remembering what happened.


texts: Is it possible to create a compositor node with PyNodes that outputs camera clip_start and clip_end?

texts:
Im not looking for a how to, but some of you may know if this is possible or not. An example of a dummy node added to compositor would be much appreciated, i can't find any (or i'm looking in all the wrong places)

The PyNodes documentation is here, The TextEditor template Custom Node creates a custom node tree, but what am I supposed to do with that?


texts:
I have a relatively simple blender image (walls of a house), and my computer is reasonably top-shelf.  However, blender is not showing me the entire image while I'm editing it.  What's worse is that the part it's not showing is the part that's closest to me, so I can't even get to the part of the image that I'm trying to work on.  I've includes two pictures: one of my system's specs and one of my house design with portions of the wall (nearest to you) that are missing from the image.  Video card is NVIDIA GeForce.

This seems to be a memory issue to me, like blender is not using all of the memory my system will allow it to use.  I have the memory limit (userpref/editing) set to "0" (which my system says means "unlimited").  Any thoughts as to what I can check/look at/etc. to keep it from doing this?  Thanks in advance for your help.


texts:
Is there a way to straighten all the edges of the selected area of a UV map automatically? This means aligning every edge (set of consecutive vertices selectable by AltRMB). Currently I have to do this manually, as illustrated below, by selecting an edge (AltRMB over the edge), hitting S to scale, and X or Y to constrain it to the X or Y axis and then 0 to set the scale to zero, averaging the distance between all points on that axis.

This is the final result that I'm trying to achieve:

As illustrated above, this is extremely slow to do manually. I have tried Follow Active Quads, but in most cases that doesn't result in a straight grid where all the vertices are lined up along the X and Y axes. Is there an automatic way to straighten the edges of a UV map by lining them up along the X and Y axes?


texts: Different scales on multiple purchased models and mixamo/fuse models

texts: I purchased a classroom scene online (.obj file), and imported it into blender. At first it appeared nothing was there, but apparently it's just insanely small and no where near the default center point/grid. Once I realized this I was able to locate the classroom and work with all the objects in the room as normal. However, now I want to import a character from mixamo and adobe fuse (.fbx file). When I import the .fbx, it works, but it appears at the default center of the grid like most imported objects normally would.. This means the character is MUCH larger than the classroom. It also means that the classroom is extremely far away from my character at the center of the default grid. Is there a way for me to import my character into my classroom directly (where it is currently located), and at a smaller size automatically?...


texts:
I want to create an equilateral triangle.

I added a plan and then merged the two points on one edge .. that seemed to work fine.

The length of the bottom of the triangle is 2m and I'd like to set the length of the other edges to 2m.

Is there an easy way to set the length of an edge?

I understand that I can do some math and figure out the x,y for the top and move that point to create the correct length, but I'd like to just set the length of an edge if possible.


texts: Need advice on how to make chain link shape

texts:
I'm trying to make this chain:

The general shape of the link is like this:

I just need some direction on how to make this shape as its giving me a bit of trouble.


texts: Remove/Add Collections per render layer with Eevee

texts:
I was able to choose which layer was rendered when using 2.79
Now that things are called collections, and layers are... layers.
I can't exclude collections from certain renders while at the same time allowing the excluded collection to render in other layers.

For example. I have a freestyle layer and a basic render layer. I want some collections to have the freestyle outline, while other collections will remain basic(without freestyle). I'm using Eevee and have not figured out how to do this in blender 2.8


texts: Is it possible to update link to a renamed armature?

texts: I was curious to know if it's possible to update a link to an armature after you renamed it in the original .blend file. I had to change its name for the sake of organization, but I haven't been able to discover a solution, and all the animation channels that hold my animation keyframes are naturally not connecting and updating. I was not able to find the answer to this specific question online, let alone discover a solution. I know Blender has a few quirks with linking libraries so please advise and thank you.


texts:
I have accidentally inserted an edge loop using "Loop Cut".
To remove it, I click an Edge, then I choose Select Loops -> Edge Loops.
Then I press Del on the keyboard, then Delete Edges.
This removes something else.
What am I doing, and how could I delete just the accidental edge loop?`
Thank you!


texts:
So I for the past week or so I have been having extreme difficulty trying to import .blend file that I made into unity. When I either drag or import the .blend file into unity I automatically get a message saying "Blender has stopped working", as if the blender was even running to begin with,which it was not. Also in unity in the error bar on the bottom of the window I get the message blender could not convert the .blend file to FBX file. The only way I found to work around this,that only partially works, is to export the .blend as a .obj, but this will not work if your .blend file has multiple objects. I'm posting this to both the unity stack exchange and the blender stack exchange as either program could be at fault. I would appreciate any help I get get immensely, as this problem has been one of the most frustrating problems to date.

Thanks, Nova


texts: How to define a RGB color and specular color in Blender 2.74 using Python

texts:
In my code below, I want to define a RGB color and specular color:

import bpy
from math import *

Name = 'Dimi'
bpy.ops.mesh.primitive_cylinder_add(radius = 0.5, depth = 1)
scj = bpy.context.scene
ob = bpy.context.object
me = ob.data
ob.name = Name

ma0 = bpy.data.materials.get("furniture")
ma = ma0.copy()
ma.name = 'furniture_' + Name
ob.data.materials.append(ma)

ncolor = []

for c in color:
 ncolor.append(c*0.003921)

#defining main color
ma.rgbCol = [ncolor[0]*0.962,ncolor[1]*0.962,ncolor[2]*0.962]
#defining specular color
specCol = [0,0,0]

But in:

#defining main color
ma.rgbCol = [ncolor[0]*0.962,ncolor[1]*0.962,ncolor[2]*0.962]
#defining specular color
specCol = [0,0,0]

That is a blender 2.49 code that I can't find how to make work in Blender 2.74


texts: Render an animated object inside an irl video

texts:
Is it possible to animate a single object inside a irl video. If so how could i achieve this.

Example: Animated bird landing onto a tree branch.

Sorry for my english.


texts: Trouble with animation nodes and objects appearing to be linked when they're not

texts:
I have this animation of some gears turning. It looks fine in the viewport, everything moves correctly, but when I render the animation the gears aren't turning or they're glitching. I tried to solve this by baking to keyframes. However when I do this it messes up the rotation of my gears. Whats even weirder is that is also messes up the rotation of gears that aren't even in the same node tree. Ive cleared all parents and object data, but the problem persists.

What's also strange is my Drive gear obviously has some rotation keyframes to drive the rest of the gears, but some of the other gears have also inherited those same keyframes, and when I delete them from those other gears, they also get deleted from the drive gear. Is there some kind of link other than data or parenting that I might be missing? Please help

Also, Happy to share my blend file but I'm not sure how.


texts: How to create an object with both emmision and diffuse or reflective properties?

texts:
Imagine two opaque plastic spheres with small light bulbs inside of each that aren't too bright.  They should both emit light, but also be partially illuminated even more by the light emitted from the other one.  So, hiding one of the spheres should make the other less bright and vice versa.  I would prefer to use the Cycles renderer.

It seems like I can only choose between using emission or diffuse material.

P.S. I'm a newb at Blender but know the basics.


texts: Why are some of my command line arguments being ignored?

texts:
I am trying to render an animation of gears. In the GUI I have set the options shown in the picture below and when I press Ctrl+F12 the animation renders and saves each frame as a '.jpg' file to the /tmp/ directory.

However, when I try running from the command line using
blender.exe -b .\gear_colored_last.blend -f 1 --render-format PNG --render-output //render_ --debug-all

I get the following output:

As you can see, it tries to save '.jpg' files under /tmp/. The only argument it took was the frame number -f. All other arguments were ignored in favour of those saved in the GUI. How do I overwrite the GUI settings from the command line?
I am using Windows 10 and blender 2.83.


texts: Trying to edit the nose, but zooming in will display the vertices behind it

texts:
The first one in the clip, I can get close to the nose just fine, but the second one, if I try to zoom in... then it displays like that?

How to fix that?

Maybe you can check what's going on, you can download it here.


texts: Attach the points of one path to the location of another path

texts:
Basically, I want to model a ship hull, but rather than modeling it by hand, I would like to use paths. One way to do that would be to create two sets of paths, where the points of the one set (which would be the ribs) are constrained in two axes by the second set (would run the length of the ship).

If there are other ways to parametrically model a hull (as opposed to using brushes), those answers are welcome as well.


texts:
For example, when I have many View Layers in a scene:

While there is a small triangle pointing down, no matter where I move my cursor to, the menu doesn't scroll. Clicking the triangle doesn't work either. Pressing DOWN on keyboard does scroll it, but is there any way to do this with a mouse (without scroll wheel) only?


texts: Why the manipulator is not in the center

texts:
I want the manipulator to be like in the picture:

But when I select the car the manipulator is not in the center of the object.

How can I do this? the manipulator is visible in the center of the object


texts: What is causing disabled options when adding a mesh/curve object to the scene?

texts: Sometimes when adding an object to the scene I see that all options (on toolbar or in window after pressing F6) are disabled. Can anyone tell me when can this happen? What is causing it and how to revert it - make it enabled again. It worked for me when I restarted Blender and reloaded the scene. However I would really like to know what can cause it?


texts: Can I render different passes into different folder automatically?

texts:
I have a file output node rendering different passes into a single folder (circled in pink).
I have set up folders for different passes (circled in yellow) and I want to set blender to automatically render the different passes into different folders because as of right now, blender renders all of the passes into a single folder (circled in teal). Is there a way to automatically render different passes into different select folders?
P.S. I believe you can just use several different file output nodes, but it wouldn't be as convenient as using one so...


texts:
So I opened blender and to my supprise certain windows are missing as seen bellow

I want the default editors that come with new blender files. How would one go about adding them back in, I need it arranged like when you open a new blender file like this?


texts: Can I slow down my entire animation with particles?

texts: My animation has particles and keyframe animations in it. I really like how it looks right now, but I want it to play out slower while retaining 24 fps. It seems that Time Remapping only affects keyframe animations. The only solution I could find to slowing down particles was lower velocity and increasing damping, but I would like to keep what I have now. Is there anything I can do?


texts:
I'm using Blender 2.8. Is there a hotkey to switch between the add and subtract brushes in weight paint mode?? I heard you press the number keys, but that doesn't seem to do anything.

Thank you for your time!!!


texts: How do you hide back faces so that you only see faces when its normal is facing the camera? When exporting it for use in a game, the face is rendered in only the direction of its normal, so this would be useful to have something similar.


texts: Is it possible to make nanometers or angstrom a default unit to work with?

texts: I'm trying to make nanotube models and molecules in Blender but I'd prefer if I can work with the defaulted units as nm or angstroms.


texts: My render preview in the viewport and my final rendered image look nothing alike (my render preview looks far better)

texts: Above is the final rendered image (left) and the render preview (right)


texts: Sculpting brush tool only makes fancy triangles, no depth

texts:
So I want to sculpt on that object I have made, and when I do so, practicaly nothing happens. And then I try with a new project, with the original cube, and the factory settings but still nothing happens. I have dynamic topology enabled, and so when I get into wireframe mode, I can see the fancy triangle, but no depth to them, the brush tool only ads triangle... so if you have any idea of what's going on feel free

sculpt tool http://imageshack.com/a/img600/3905/by1v.jpg


texts: Array modifier and merge distance for curve

texts:
I want to do some knitting on cloth mesh and need to array knit curve,connect points and finally add bevel depth.But there is no merge by distance for curve and array modifier can't apply to curve.
What should I do ?


texts: Grass Hair Particles not lighted correctly

texts:
so I've been working on a scene using hair particles instancing grass meshes. Now that I tried to set the lighting up using sun(s), the grass is not illuminated correctly. In fact, the side facing the sun is dark, while the other side is lighted, so the whole process is reverse. Here are some screenshots of which I hope that they will make it more understandable:
https://imgur.com/a/1Avzonu

This occurs with any lighting source so I'm sure that the grass is the problem. Does anyone know how to fix this issue?

edit: I would like to bump this as I could find no solution, neither on Stack Exchange nor anywhere else. Has anyone got an idea for the causes of this problem? The normals are alright.


texts: Python: Copied Object Not Showing in Outliner

texts:
When I copy an object using bpy.context.active_object.copy() the new object doesn't show up in the Outliner even though it appears when I list() objects in the Python shell.
Questions:

Is there a second step to get the object to show in the Outliner?
Or perhaps it's only copying the object's data? (If so, to what purpose?)
Are there no companion functions, ie: paste() and/or cut()? (Command line completion yields nothing.)

Note: bpy.ops.object.duplicate() makes a copy that does show up in the Outliner, so these questions aren't about how to make a working copy/duplicate. I want to understand the purpose of copy().


texts: Is there a better way to rotate the order of vertices of currently selected faces in edit mode?

texts:
I've been playing with duplifaces and it turns out the orientation of the copied geometry depends on the order of the vertices in the face (https://developer.blender.org/T30547).  Since I'm unhappy with the orientation of some of my duplicated geometry, clearly I need to "rotate" the vertex order of some of the faces.

I've come up with this little python snippet, but it has one drawback I can think of.

# rotate selected face

import bpy
import bmesh

mesh = bpy.context.active_object.data
bm = bmesh.from_edit_mesh(mesh)

for face in bm.faces:
    if (face.select):
        vs = face.verts[:]
        vs2 = vs[1:]+vs[:1]
        # face.verts =vs2 # fails because verts is read-only
        bm.faces.remove(face)
        f2 = bm.faces.new(vs2)
        f2.select = True

# trigger UI update
bmesh.update_edit_mesh(mesh)

The drawback is that it destroys the old face and creates a new one.  I suspect that there will be some cases where information on the old face will be lost.

Just for some flavor, here's an illustration of a situation where you might want manual control over the orientation:


texts: Complex text (curve) to mesh creates gaps

texts: I have a logo based on a complex font that I want to 3D-ize. When I convert the 2D text object (created in Blender or imported as SVG - same result) I get a mesh that has a log of gaps in it, which is really visible when you extrude it. Some of the gaps seem to come from the curve intersecting (itself), but not all... What can I do to get it as a solid/continuous object?


texts: Detect if characters are selected in text editor

texts: Further to my previous question (print number and index of selected lines in text editor), i'd like to know if it's possible to detect if characters are selected in text editor.


texts:
I was trying to reproduce this grasshopper tutorial on creating a parametric brick wall and I was able to reproduce almost everything, except the bricks rotation along the surface.

In the left side is the expected result, in the right side is what I got
I tried using the "duplicate bojects along an edge" node, but it seems that is doesn't work with multiple items in a list (it creates only the first one).
Any ideia how I could approach this?
Here is my node setup:

Thanks!
[EDIT]
Here my final setup after @nikitron answer:


texts: The easiest way to move an object to 3D cursor

texts: What's the easiest way to move an object to the 3D cursor? The easiest way I know of is copying and pasting the coordinates in the right menu of the viewport. Is there an easier way to do it?


texts: I need to export a file in fbx, png and zip format

texts: I don't know much about this, sorry if my question caused confusion, what I meant is that I want to participate in a contest which asks for a 3D character with fbx, png and zip format but my program does not have png or zip (I don't know much about this) what do I do?


texts:
Very noob question, I know, but I can't find the answer on Google or in the manual.

I'm editing a movie file in the VSE, and nothing else. When I want to render it out, the audio is at 44.1kHz, and I'd like it to be 48kHz. I can't find the setting for that anywhere.

The audio I've imported is already at 48kHz.

Can anyone point me in the right direction?


texts: Can I make a UI button that makes buttons in a Panel?

texts: Is it possible to make a button that creates more buttons when you click on it? I was thinking that maybe it'd be a good idea to make extra buttons that store extra info. or functions that you can easily access. I did some searching and found this, but it seems hard to use, and it doesn't seem like you can delete or replace items in a CollectionProperty (actually you can edit items, as @Jerryno said). I've seen how the Surface Panel in the Cycles Materials Tab creates more buttons when I add nodes to it, so I'm wondering if I could do that for myself.


texts: Not getting perfect even thickness with solidfy modifier. I have simple box and i want to give 3mm box thickness to it. I tried complex and all other options inside it. Non of its working. Face are all facing correct. Scale rotation are also 0 and 1. Any suggestion why not getting thickness.


texts:
I'm very interested in modelling however I only have a little bit experience in Adobe Flash Pro. I would like to start from Blender and how to make easy models then go higher and higher into more advanced models. Is there any book from which I can start from ?

I know that there are many tutorials on Google or YouTube such as this one (http://www.youtube.com/watch?v=-2uY7rjhhMs) but I prefer some solid book which will explain everything from the basics.

Thanks
Every help appreciated.


texts: Python timer to spawn objects in animation?

texts: Is it possible to have objects spawn during an animation using python? I'm trying to spawn a steady flow of rigid bodies.


texts: How to add motion blur to HDRI backplate? (example included)

texts:
I want to show motion like shown below but keep the far background sharp.

As you can see above, the wheels and the road, along with the vegetation, are motion blurred but the background, with mountains and sea, is sharp. This whole image, except the car, is a backplate from HDRIhaven. And I have no clue on how to achieve this specific effect.


texts: How to scale all the edges proportionally

texts: I have a simple mesh and i have extruded the edges and want to scale little outside with the all edges proportionally. I have applied scale and rotation and remove doubles did not work. I have tried Alt+s that also not work. I change the pivot to individual origins also not work. Whats else to be try to make my mesh have a equal or proportional scale.


texts:
Is it possible at all to save a physics cache with a .blend file, so that when I open it back up, I won't need to cache it again?
P.S. I do understand the implications, that the .blend size can be huge.


texts:
fellow blender users.

I recently learned how to animate and I created a simple moving cube and that worked fine. Now I want to apply an animation to a lizard that I've modelled for a game. The lizard walks with its square legs shrinking and growing. So I've applied the scale keyframes (Because the legs are growing and shrinking) but the animation doesn't work! Please help.


texts: How do you change the camera focal length in Blender 2.8?

texts: In Blender 2.79 this option was in the Camera tab.  In 2.8 I see I can adjust the 3D viewport focal length.  However when I go into camera view, I can't seem to find a place to adjust the camera focal length.  Is this done differently in 2.8?


texts: Access body of Message actuactor through logic bricks

texts:
Is there any way to get to the body of a message using just logic bricks?
It is possible to set the body using the Message actuator; yet I see no way to access the body when using the Message sensor.

I know you can get to it using python, and it is quite useful, but is there any way to get that same data using the logic bricks?


texts: Make materials colors show on textured solid?

texts:
In solid mode with textured solid checked, A model will show the material color until any face on the model is "attached to an image" (have the face selected, and open an image in the UV image editor). The model will then turn white. Is there any way to revert this? I'm using internal.

Here we are in textured solid mode. The green cube has a green material. I selected the green cube, enter edit mode, select a face, then change the image in the UV image editor. A UV map that I never created appears, and the cube  turns white:

How can I make it green again while still showing the texture on the checkered cube


texts: Black lines when zoomed out both in blender and unity,

texts:
im having a problem with blender.

im making a roman house, and then created UV map and texture it.
for some reason, it's showing black lines between faces.

i re-arrange the faces in UV map so that it'll fill more blanks and then i enlarge it to get more details out of it.

This is the UV mapping, i expand the texture 2-3 px outside the UV map border to avoid color bleed. So all edge of the UV map is covered by the textures.

This is when i zoomed out in blender

This is in unity when i tested it

then i tried to make a texture where the walls are stick together in UV map and the line is not showing. But by doing so i reduce the quality of the texture.

now my question is, do the faces in the UV map need to be placed close to each other when the actual face in the 3D mesh is side by side? (as in I can't re-arrange it to get more detail as i enlarge it)

i've googled a few posts and most of the answer is because of color bleed due to the texture not covering the black lines of the UV. But i did expand the textures to 2-3 px outside the UV lines to avoid color bleed.

best regards.

Note:
black lines in unity only appear as I put a normal map to the material.


texts: My "Info Header" was replaced when I went into Node Editing Mode. How do I get the default bar back?

texts:
I am working on an animation, and I had to change it to node editing mode for a while, but the file bar at the top of the screen is replaced with the bar at the bottom of the screen that says View, Select, Add, etc. How do i get my "info header" back so i can change my mode to compositing mode? Or does anyone know a shortcut to get to compositing mode? Thanks

Please help ASAP this is a timed animation project I am working on


texts: Animating using shape keys, not animating

texts: There are actually quite a few posts of this question, but apparently I'm having a different problem. All i want is for my character to slowly open his eyes using the shape keys. I set frame 1 with eyes closed. then frame 30 with eyes open. When I go back to frame one, it doesn't reset to the closed eyes and when i hit play nothing happens. Does anyone possibly have a solution on why this may be happening??


texts:
I want to make some thing like 2d motion graphic with blender, i have done it with blender 2.79b without ligting but with nodes, input RGB, connected directly to output.

since next july blender 2.8 expected to release, so give it a try.

In 2.8 i realize that i cant connect directly form input RGB to material output.

The question

how do i replicate the condition on 2.79b to 2.8?


texts:
I converted a particle system to "real" objects.

I got thousand of them...
I would like to be able to select every nth object.

I've seen it is possible to select items with a pattern, but is it possible to select every n item ?

Thanks.


texts: How to Add a Material to a Lamp in the Blender Game Engine

texts: I'm making a game in UPBGE mainly it has a day/night cycle. I made a street lamp with a spotlight. I'm asking for a way to use nodes in for the lamps in the game engine.


texts: Method for creating a bulge in a fuselage

texts:
What method would you suggest I use to create, as best I can describe it, the "bulge" or streamlined c-shape add-on found under some commercial aircraft (see the underside of an Airbus A320, or a Citation Latitude as examples)

I have the fuselage (cylinder) modeled, and am now stuck at how to go about adding this c-shaped bulge under and attached to the the fuselage with its well-defined crease along the top where it meets the round-face of the tapering (to the rear) fuselage, and then its gets a streamlined shape at the bottom, front, and back. I have the aircraft's blueprints, so I know its size, location, dimensions, etc. but the method for adding this is my stumbling block for now.

I've added a couple of images to show what the end result should look like, so hope that helps.

What's the best method and tools you'd suggest I use in Blender to get this done?
(I have both v2.7 and the 2.8 beta -- so can use suggestions for either version)

Thanks for the help!


texts: Why can't I see the Physics button on the world panel?

texts:
I'm starting to make physics in blender, but when I was going to edit the parameter "gravity" on the "World => physics" button, I found it nowhere!

Can someone please help me? What can I do? I need it for my animation assignment.

It is like the first image when it should include the buttons shown in the second one.

Here I have the world panel, but the "physics" subdivision is nowhere to be seen

It should be like this. Sorry for the spanish.


texts: Scale a 3D beveled bezier path vertex on 1 axis, not 3

texts:
I'm trying to create a complex beveled bezier (bezier curve with a spline object as the bevel). It needs to have the same Z+Y scale throughout the object but the X axis needs to scale to widen to fit the letter shape.

In edit mode with a vertex selected and using Alt+S I can scale the control point and get the scale I want one the X axis ... but ... I am also getting Y/Z scaling.

Is there a way to lock the axis with this scaling mode or another way for me to scale the way I am looking for? The image show a single control point scaled but I'd want to scale the others to fill the C shape on X without changing the other 2.

I haven't played with using a Taper object but given how I'm trying to fit a very specific shape, scaling the points would seem to be the best way to have precise scale.


texts: Incorrect Context bpy.ops.paint.image_paint(mode='NORMAL', stroke=None)

texts:
can somebody help me figuring out what the correct context of the image_paint operator is?

I thought it needed to be the VIEW_3D Area with region_type set to WINDOW but I always get a runtime error.

This is the operator I am trying to run (with strokes instead of "None")

bpy.ops.paint.image_paint(mode='NORMAL', stroke=None)

import bpy

def get_override(area_type, region_type):
     for area in bpy.context.screen.areas:
         if area.type == area_type:
            for region in area.regions:
                if region.type == region_type:
                    override = {'area': area, 'region': region}
                    return override
    #error message if the area or region wasn't found
    raise RuntimeError("Wasn't able to find", region_type," in area ", area_type,
                        "\n Make sure it's open while executing script.")

override = get_override( 'VIEW_3D', 'WINDOW' )

start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end

bpy.context.scene.tool_settings.image_paint.use_clone_layer = True
bpy.context.scene.tool_settings.image_paint.mode = 'IMAGE'

bpy.ops.view3d.viewnumpad(override, type = 'CAMERA')
bpy.ops.paint.texture_paint_toggle()

for i in range(start,end):
        bpy.context.scene.frame_current = i
        bpy.ops.paint.brush_select(override, paint_mode='ACTIVE', texture_paint_tool='CLONE')
        override = get_override( 'VIEW_3D', 'WINDOW' )
        bpy.ops.paint.image_paint(mode='NORMAL', stroke=None)
        i = i + 1

bpy.ops.paint.texture_paint_toggle()

Above is the code I was trying to run. A mesh object needs to be selected and a camera needs to be in the scene.


texts: What is the term used to create a mesh with less vertices using shrinkwrap?

texts: I used to know this term but I haven't thought about it in over a year, so I completely forgot about what it's called. The term refers to using the shrink-wrap modifier to maker a new mesh over an old one to change the amount of vertices when the old one has too many?


texts: How to keep procedural texture proportion automatically

texts:
If I add a procedural texture into node Compositor, it became oval, because of Render's aspect ration.

Does exist a way to math a value for Texture > Scale input socket, that take Render aspect ratio into account to correct deformed proportion of texture?

I was able to manually stretch it back with Scale node > Absolute, but it doesn't seem to be the best way for texture quality.

I would prefer correct "Scale" on texture node input socket automatically when Render size is changed. (Sorry for different texture type here, I hope its not confusing.)


texts: Why does sculpting with dyntopo produces small cracks on the mesh surface?

texts:
I'm new to blender, I started about a week ago. I'm currently designing a human head. As for the details, like lines, little molds etc., I thought of using sculpt mode. So bsc. what I did was, editing my object, or rather it's vertices, make it more "high poly" with a subdivision modifiers, editing again, subdivision again, and so on.

Now I ran into a problem.
When trying to use the sculpt tools, literally nothing happened. i searched the interenet for answers, all I found was the tip to turn on "Dyntopo". I did. After that the sculpting tools had effect, but the effect wasn't the one I wished for, neither the one it should be. It was more like little cracks in my model, I can't even describe it properly, but I'll add images.

Any ideas what I'm doing wrong? What settings should I use? Is there a way to finalize my model, so that the PC doesn'T take it as editable object anymore, in order to improve performance when sculpting? Kind of locking the vertices?
I'm running a GTX 980 and an I7 3770K and 16GB RAM, still it lags like hell...

http://imgur.com/a/JKcd0

Thank you very much, I hope this is the right place to ask this kind of question!


texts: How come fluid domain cube visible after baking ? (with keyframing render domain)

texts:
update: i used schaling to work around this.

I have a watertap simulation that I am working on. Only the problem is that when finished baking the domain cube is visible until the moment that the watertap inflow gets enabled (is animated on). I have searched and found that you can animate the domain use when rendering (domain fluid, camera icon). It did work the sometimes but, the last few times it did not. I completely build new the inflow and domain again and again.

the watertap inflow starts at frame 65 and until then the domain (camera icon) is animated disabled, but still the domain is visible during frames 0-65.

Could someone help me with the domain problem?
Also there are ice cubes droped in the water, only 2. But in playback there seems to be about 8 cubes?? Don't know what that is.

I like the blender tool so trying to get the fluid (and other simulations running correct). To me the simulations seem to be the hardest to predict and control of the blender toolbox.

url to my blender file :

Cheers


texts: Object Mesh is Disappearing in Edit Mode but is not Hidden

texts:
I think I accidentally turned on a setting but I don't know how or which one.
The mesh of my object disappears in edit mode and it is not hidden.
In solid mode, my object looks like this:

But when I go to wireframe mode it only shows an outline of the object where I should see the mesh like this:

In my other projects, I can see the wireframe of the objects under edit mode like this.

As a result, I cannot select individual vertices, faces, and edges when I am in edit mode of that object.
These problems started occurring after I used the keyboard short cuts shift + D and P to duplicate and separate the object.
Thank you!


texts: How do you use "Ocean" modifier "Generate Normals"?

texts:
Sorry if I get things wrong. I'm still very new to Blender.

I am liking the "Ocean" modifier, but I've noticed that subdividing my meshes for displacement takes up a lot of CPU power. So I've been trying to experiment with the "Generate Normals" feature to create a normal-map and apply that to my mesh instead.

However, it doesn't seem like Blender detects this as a normal map, but instead as a bump map. In particular, the GUI has "Bump Mapping" icons available, which seems wrong to me.

See this picture for example.

So it looks like the ocean "displacement" texture is a bump-map, at least... the GUI seems to think its a bump map. But by my eyes, the preview looks like a normal map (or at least, has more than just "green" colors, so it probably is a normal map).

I'm relatively new to this however, so maybe I'm just not understanding things. As it is, my grid / plane has a very good ocean shape to it when I increase the number of subdivisions. However, I'd ideally prefer the "generated normals" instead, because normals are MUCH faster to render... and the "ocean" part of my real project is kind of a background-thing, so I'd rather not generate a high-poly mesh to smooth this stuff out.

Look at this sad render! Its so flat! I think it is clear that the normals are either not being generated properly, or are not being applied properly. EDIT: I've applied the "smooth" property to edges / faces / verticies. While things have smoothed out, it still seems like the normals aren't being generated properly, and instead Blender seems to be interpreting the data as a bump-map instead of a normal-map.

If it matters, I'm using "Blender Internal" for now. Most tutorials seem to focus on cycles, but My current project is all "Blender Internals" and I'd hate to switch to cycles all of a sudden.

EDIT: Blend File Available.


texts: How do you access and set a specific bone animation fcurve in python ? e.g. set pinky02_L z rotation = 8 degrees

texts:
I want to access the keyframes for a specific bone in animation_data.action, just so I can reset them to a default value.
My main problem is I dont know how to just access a specific bone.

The general purpose of this is to automatically reset the hand positions of bvh animation loaded onto a manuelbastionilab model. The bvh animation loads it in fine, but because there isnt really any hand data, it sets the animation to a default splayed out position. And because it assigns it to the wrong bones, it comes in with a crooked little finger. So I just want a simple python script to reset any animations I load in to a good default.

I think I should be able to get to the animation data for the keyframes with

myaction = bpy.context.active_object.animation_data.action

But I dont know what comes next, I dont know how to access the fcurves for a specific bone like a joint / bone in my little finger called pinky02_L

This seems incredibly basic but Ive spent ages googling it and failed miserably.

I suspect I might have problems with setting the data too !
I am using quaternions and so I want to access say the z rotation quaternion.
So how do I access the z rot channel, I think its some array offset for the fcurve or something ?
So once I have found the fcurve for pinky02l (pinky02lfcurve = ?), is it something like curve =  pinky02lfcurve[6] to access the z rotation channel ? Or have I got it all horribly wrong ?

keyframePoints = curve.keyframe_points
    for keyframe in keyframePoints:

And Once I have a keyframe how do I set it to a value like :

keyframe.value = math.radians(8.0)

. Is it that simple ? I bet its not!

Any answers to any parts of this would be great !
p.s. thank you to batFinger and Scott Milner for answering my question about it setting it to the wrong degrees the other day.

So from the post lemon refers too I if I am understanding it correctly if I use:

for curve in pinky02lfcurve
       if curve.data_path.endswith('rotation_quaternion')
        if curve.array_index == 2 # or is it 3 for z with quaternions ?
            keyframePoints = curve.keyframe_points
            for keyframe in keyframePoints:
                keyframe.co[1] = math.radians(8.0)

Ok so re writing to take into account batFingers post I think the following should do what I want !

myaction = bpy.context.active_object.animation_data.action
fcurves = myaction.fcurves
rot = Euler(0,0,8)
myquat = rot.to_quaternion()

pinkyb = bpy.data.objects['MyArmature'].pose.bones['pinky02_L']
dpath = pinkyb.path_from_id("rotation_quaternion")
fc = fcurves.find(dpath, index=0)
keyframePoints = fc.keyframe_points
for keyframe in keyframePoints:
    keyframe.co[1] = myquat.w

fc = fcurves.find(dpath, index=1)
keyframePoints = fc.keyframe_points
for keyframe in keyframePoints:
    keyframe.co[1] = myquat.x

fc = fcurves.find(dpath, index=2)
keyframePoints = fc.keyframe_points
for keyframe in keyframePoints:
    keyframe.co[1] = myquat.y

fc = fcurves.find(dpath, index=3)
keyframePoints = fc.keyframe_points
for keyframe in keyframePoints:
    keyframe.co[1] = myquat.z

So I hope this should be good apart from the curve control points which are still at their original positions I think. Though I also still need to work out what angle I actually want to set it too ! Thanks again batFinger and lemon.


texts: how can i remove all points or reset curve to default ? (use code)


texts: Is there an easy way to make volumetric clouds for Cycles?

texts:
I'm working on an animation that takes place on a plane. I'd love to include the big detail of clouds moving past through the windows, but I'm using Cycles. I have no experience with the particle emitter, so the only clouds I've ever created were ones from the add-on for Blender Render only.

I want an easy and fluent way to create a huge sky atmosphere, similar to the one in the SFM Saxxy Awards winner, Turbulence.

So, how do I do this easily in Cycles? I'm not with a team or anything, and I don't have hours of spare time to do this. Again, I have no experience with using the particle system.


texts: Python script that sets target vertex group for object constraint

texts:
So, I have a bunch of vertices and each one of them is in its own vertex group. I also have objects that are constrained to those vertices. I want
every one of that objects to have a belonging vertex group (that contains only one vertice) set for vertex group target (CopyLocationConstraint.subtarget).

I was thinking about a script that would set this target vertex group for each object to a vertex group that is the closest to object's origin.

If someone has an idea or has already written that script, I'd be very glad if you could share it.


texts:
I created a mesh by detaching it from other mesh, removed all doubles and tried to use loop select to add some bevel, but for some reason, it doesn't work at all. If I hold Alt and click - no additional faces or edges get selected, doesn't matter if I'm in face or edge mode. I also tried to loop-select through menu and it doesn't work at all, it simply deselects already selected face.
It works though if I create a different mesh. Why is this happening? I'm on PC/Windows 10.

Here is the link to blend file:
https://www.sendspace.com/file/8gna2j


texts: Ok so I've been trying to render Halo particles in Cycles Render but I don't have the 'device' option to change between GPU and CPU, is there a way to fix this or add it to 2.76?


texts:
How can I render my 3d models as isometric sprites like the ones seen in Clash of clans?.

Please be detailed as possible because I am really confused.

Thank you!


texts: How can I make different textures on the same object?

texts:
I want to make a circle in which there will be a smaller circle at same origin point. I will use circle mesh for both these circles. I will put the image texture for the bigger circle. I just want to make the edge of the inner circle in a different color. How can I achieve that?

I want my model to look like this. A small circle inside a big circle with only the edge of the inner circle showing.


texts: I recently started rendering a 360 scene and when it is finished rendering it shows a black dot in the scene. There is no mesh making that black dot and it has never happened before. I attached a picture to further explain.


texts: How to reduce rotation-caused coordinate/displacement problem?

texts:
I rotated an item 180 degrees with the pivot being at 0,0,0 (cursor). It was a large item (or more specifically a bunch of walls that were individual items). Then I rotated other items to 45 degrees, with the same exact problem. I noticed in almost all cases that the items rotated ended up having fractional location changes that were different from even the same items directly below them. Is that a problem? Is it normal? Is there any way to fix that?

Example:

Zoomed in to the max, we have this (item had its rotation applied in this case, because I see no reason not to):

The unrotated item looks like this, though (straight edges):

Is this an algorithm problem? I don't understand what is happening here X_X

File:

Instructions:

Right side is copied from the left side (left is original side) in wire-frame mode with box-select (CTRL+B). Note that the origin was set to cursor from the beginning.
moved 15 grid-spaced in the Y direction
then rotated on the pivot point (cursor) 180 degrees (although it shows 540 because I rotated it to test different angles).
Clicking on individual parts of the newly cloned & rotated wall shows that some wall parts now have an offset.


texts:
I can't seem to get 3D sound working with audaspace.
It works fine when using the logic brick, but I'd like to use python directly if possible.

I'd like to have positional sound relative to the player object:

import bge
import aud

sound = aud.Factory.file(bge.logic.expandPath('//laserfire01_mono.wav'))
scene = bge.logic.getCurrentScene()

def main(cont):
    own = cont.owner

    sound_device = aud.device()
    sound_device.distance_model = aud.AUD_DISTANCE_MODEL_LINEAR
    sound_device.listener_location = scene.objects["player"].worldPosition
    sound_device.listener_orientation = (0,0,0,0)

    sound_handle = sound_device.play(sound)
    sound_handle.location = own.worldPosition
    sound_handle.distance_maximum = 12
    sound_handle.distance_reference = 1
    sound_handle.attenuation = 12

There are no error messages, but the sound is still "2D"; there's no falloff or doppler shift.

Here's a simple test .blend and sound file.


texts:
so everytime i try to bake normals i get these weired colors

Things worth mentioning

im using blender (blender cycles)
ray distance = .1

Blend file

https://drive.google.com/file/d/1h5ofCYo1R8Fzeo7yEXAsSBvmBSD0_Aqz/view?usp=sharing


texts:
I just finished editing my video which consists of a Mp4 overlain with a bunch of texts generated from the 3d viewer.

I made each text a separate scene (the texts have animation) and added them using "add" -> "scene" in the VSE. There are four scenes in total. My render output settings are in the image below.

The video looks good while rendering, all of the texts show up and the animations  track, however when I looked at my output location there were hundreds of files. It looked like there was one movie file and a bunch of individual frames for the 3D texts.

Not sure how to get them all rendered together. I can send additional information if needed.

Thanks]1


texts: Adding text on a new line in VSE(Python operator)

texts:
In Blender 2.8,the VSE gives the ability to add text but only on a single line. In order to add text on a new line, a new layer needs to be created  .

Are there any operators which can be used to add text on a new line (like \n in Python) in the text block so that text can be added on a new line and in the same text layer?


texts:
I've got an issue that I haven't been able to solve so I'm turning to the community for help. Here's my objective. I'm attempting to recreate an interior real estate photo to virtually stage with CG furniture. Once done, I in theory would set the room as a shadow catcher and render out just the furniture and shadows. Doing this in practice works okay expect for a very obvious bug that I can't get around. Once I set the room as a shadow catcher in the object properties, additional light seemingly passes through what should be a solid wall to cast unrealistic shadows across the floor and all realistic bounce light shadows from the window are seemingly gone.
Here's a visual example of what I'm talking about
The first image has the correct shadows that I want, but the room is still rendered. Note I only want the furniture and shadows.

The second image is when the room is set to shadow catcher which produces incorrect shadows. It's almost like the exterior sun is passing through what should be the wall and is casting long dark shadows across the floor.

I've tried blocking the sun with a plane outside the room, but this also casts dark shadows across the shadow catcher. I've tried compositing just the shadow data from the rendered layer, but all light bouncing within the room is considered a shadow since the sun originates outside. The only way I've been able to "properly" render out the furniture and shadows is by faking bounce light with an area light inside the room, which doesn't look good and defeats the purpose of recreating the existing sunlight to light the entire room.
Is there any way to get around this inherent bug with the shadow catcher function? Can Blender in this current state even accomplish what I'm looking for?


texts: Making a model UV map for Unity engine - how to do it, so I can assign materials in the editor?

texts:
Sorry for the title, but I had no idea how to form it. I have recently received a corridor model, and I wanted to texture it. I did it like this:

Made one big unwrap of all model (the model itself has multiple subcomponents)
Then, I took it to the Substance Painter & applied textures.
And exported Substance Painter result to Unity

But 3D modeler from my team said I am doing it wrong and he wanted me to do it like this:

Unwrap each part separately
Apply material on each part, for example - wall to walls, ceiling to ceiling

He said that this method isn't "dumping GPU" and doesn't take much drive space.
But I have no idea how to prepare a UV map for such a thing. Most of the things in that corridor (and later models) aren't squares, but rectangles, for example, this thing:

To summarize, what I want to achieve:

I want to make a proper UV unwrap, so when I export it to Unity - instead of applying a big map from Substance Painter, I have 4 materials in this model: wall, floor, ceiling and pillar.

Does anybody know how to do it, or has a tutorial that will help me?


texts:
Does Blender have an equivalent of zBrush's zremesher tool?

I saw there was a nice retopology tool bsurfaces but it looks like you draw the wanted topology instead of generating it from a current mesh.


texts: How to generate a synthetic data similar to the real image

texts: I have a real image and I need to generate a synthetic image that is very similar in term of shape (I do not need to be very detailed). I am wondering how someone can do this using makehuman and blender. The background is not important. I want just to synthesize the person. Here is an example.


texts:
Several things are off and I don't know how to fix them.

How do I get all my objects and grid lines into camera focus? If I have a camera somewhere, I certainly don't know where it is.

How do I place the donut onto the plane. Right now, it passes through the plane like a ghost.


texts: Let us say I have uv unwrapped an object and changed the uv map. Now when I append this object in another blend file, how can I obtain the changed uv map too. Because I think when I unwrap the appended object I get the "original" uv map


texts:
I have a Panasonic 3D flatscreen at home and now I want to make my own 3D videos for it.
How can I do that with Blender, without using the method of different colors (red and blue).
It should be watchable like the footage from the blurays...


texts: Color strip in blender 2.90 file won't show in blender 2.83

texts:
I had a video editing blender file containing text strips, color strips, pictures and transitions.. Opening the same file in Blender 2.83.10, only the text strips show in the preview.. All objects are still showing in the sequence editor though..
If you ask why i opened it in Blender 2.83, it was because of an add on that adds outline to the text strip that made blender 2.90 crash, but worked fine with blender 2.83.10


texts: Documentation for accessable object properties

texts:
I'm looking at an export script and I see where it extracts the various 3d properties from an object named "me" like these 3 lines:

me = bpy.context.object.data #EDIT: This is what "me" is, I think
me_verts = me.vertices[:]
materials = me.materials[:]
faceuv = len(me.uv_textures) > 0

Which it goes on to format and write to a file. Where can I find a list of all the things I can access like this? I found the python API but I haven't found this specifically.


texts:
I tried myself on doing a rig for a low poly crab and somehow I changed some settings without realising. Now I'm not able to move the bones except of the base. Normally, if I select one, it looks like this:

If i try to move it now this happens:


texts:
Is there a way to zoom into Timeline (Mwheel) at the current frame, instead of at the middle? 2.79b

A Web search turned up Why am I always zooming at center of grid?, which didn't help.


texts:
I am trying to get an HDRI image load on a small project I am working on. When I go into Shading to set it up, and switch over to Rendered view nothing shows up.
I would really appreciate a solution for this


texts: When I add a new object / mesh to the scene, I can't edit previous objects

texts:
Complete newbie here, and I'm sure there's a simple explanation, but I've been following a tutorial, and this wasn't mentioned, and I can't find an answer (or maybe I'm not wording the question right in google).

Basically, I'm just messing around with some basic modeling (trying to make a head).

After getting the head about where I wanted it, I tried to add a circle mesh to start deforming for the "hair". However, while it will add and allow me to edit the circle, when I try to go back to the head itself, I can no longer access edit mode, only object mode.

I've tried moving the new object to a different layer after adding, adding it onto a new layer directly, but nothing seems to make a difference.

Ideally I would like them both to be visible, so that I can conform the new shape to the existing object, whilst keeping the option to go back and tweak the original object if needed (and it is).

Please help me figure this out, in the simplest terms possible, please. :p


texts: How do I get the correct context for Python operators?

texts:
I am currently trying to use the operator bpy.ops.sequencer.duplicate() in a python script, but I am having trouble finding the correct context to pass to it, as I am getting the standard RuntimeError: Operator bpy.ops.sequencer.duplicate.poll() failed, context is incorrect error.

How do you find what the required context for a Python operator is?


texts: Compositing versus video sequence editor for combining video file with own animation

texts: I need to make a video where I take a movie file and add some of my own blender animation to it. Last time I did this I did the whole thing as a standard blender animation, with a "screen" object in my scene which had a video texture. I realise this is not optimal and that there are at least two better ways to do this: compositing or using the video sequence editor. I have not used either. My question is, what are the pluses and minuses of each of these ways? Can one say that either is easier than the other for a novice to pick up?


texts: Unrotate a square polygon with Python: all 3 axes

texts:
I have a rotated square polygon. And I want to 'unrotate' it so that its normal axes would match world axes.

I'm able to unrotate it on the Z axis by using the face normal and rotation difference (I don't care about translation at this point):
quaternion = Vector((0,0,1)).rotation_difference(face_normal)
rotation = ( +quaternion ).to_matrix().inverted()
obj.matrix_world = rotation.to_4x4()

But for the love of god I can't figure out how to also add face  X and Y rotation to the mix.
Desired result:


texts: display face for which I know its coordinates

texts: I am pretty new to blender. I have my 3D mesh and I have coordinates of a face (I mean corresponding vertices), and I don't know where it appears in the mesh. So my question is like this how can I display or even just color a face from its coordinates on a 3D mesh? I hope I was clear. I would be thankful for help.


texts:
By adding an emission light behind the bottles, in front of the back drop I cleared up the issues with the black bottles as mentioned here: Clear "glass" bottle loses clearness in front of colored background

However by doing so it created a new issue when that same corrective light now blocks the image behind it, thus not allowing that image to show through the transparent water bottles.  For clarification the emission light is moved over slightly and shown highlighted in red so you can see that it does reside between the bottles and the backdrop. I need that back drop to show THROUGH the bottles. Ideas? Suggestions? Solutions? Thanks.


texts: Detect when cursor is interacting with an interface element of the 3D viewport

texts:
I have a modal operator running in the 3D viewport, and I would like to detect when the mouse is hovering over an interface element (A panel, the active toolbar on the right, a button on the top, etc…). Is it possible to do this currently?
The best I could do is getting the square regions inside the 3D Viewport area from context.screen.areas, then find the center region where there are no interface elements, however this method does not take into account the empty spaces in the other regions. (For example, the empty space below the active toolbar or a panel)


texts: How can I get this shimmery/pearlescent fluid?

texts: I was wondering if it was possible to get this kind of pearlescent fluid color or whatever its called.


texts:
I am trying to run a simulation in Blender (headless) using a Python script which calls a C DLL through ctypes.  I don't understand the threading.

If I run the python module standalone (outside of Blender) it executes the script and the C calls in the correct order.

When I run the script through Blender the C calls are made in a different order. The C calls appear to execute before the Python script in the logs.

Any insights would be appreciated.


texts:
I have a plane which a want to extrude on z-axis.

It happens when I select the whole plane A and press E it extrudes but does not creates the wall figure below.

However, if I select just an edge it works:

What am I doing wrong that I cannot extrude the whole model?
I think the model might have been build wrong, but I should start it over to fix it?

EDIT: added blender file

http://pasteall.org/blend/index.php?id=48424


texts: I created big cube on the plane with using a lot of small cube. I used  array option for this. And I want to raise plane from one side and observe falling small cubes. And I want to see their transform graphs. This is my thesis. Can you help me please?


texts: What is the easiest way to create peristalsis (when food moves inside food pipe) like animation in blender?

texts:
I'm new to blender and I have learned some basic animating features. I have taken a video project for a school in which I have to explain the digestive system in a fully animated way.

I have modeled the Digestive system. Now when the food enters mouth and goes through esophagus(food pipe) esophagus creates a pushing wavy movement to push the food to stomach.

Could you suggest some easy ways to animate it?

This picture explains the process of peristalsis.

]1


texts: How to create a reflective diffraction grating with cycles?

texts:
I have been wondering how to create a diffraction grating material with cycles.

From the Wikipedia article:

  In optics, a diffraction grating is an optical component with a periodic structure, which splits and diffracts light into several beams travelling in different directions. The directions of these beams depend on the spacing of the grating and the wavelength of the light so that the grating acts as the dispersive element.

Diffraction is what creates the colors on a compact disc.  I am interested mainly in reflective rather than transmissive diffraction, i.e. the light is diffracted on a bounce rather than as it passes through a material.  I have heard that cycles currently does not support true diffraction (though most of what I have read is from a while ago).  So I would be equally interested in some kind of node trick to achieve the effect if this is still not so.


texts:
I am rendering an image, and the render is set up to save as a .png file. The location path is set fine and I have my normal render settings. What am I doing wrong? Also, I can't even see the render result in Blender (After I click render, the result is just a grey grid, and I know there is nothing of the sort in the scene).
Thanks!


texts: How to bind Mesh Deform modifier with Python?

texts:
I'm trying to bind a Mesh Deform modifier to an object, but when I do that via script it creates one, sets the object to deform with (here child). But when I call bind from the script I does not bind it instantly.
I have to select another object with the mouse (some scene update or context switch I guess) then the modifier suddenly gets bound.

A scene update does not change the behavior.

parent.modifiers.new(name="MeshDeform1", type='MESH_DEFORM')
parent.modifiers["MeshDeform1"].object = child
bpy.ops.object.meshdeform_bind(modifier="MeshDeform1")

How do I tell Blender to update the new modifier?

Update: When I explicitly set the object as active at the beginning, the user Interface shows the button "unbind" which should mean the modifier is already bound, but actually the modifier does not do it's job.
When I now click unbind and bind again it works as expected.


texts: Random sharp edges when adding the Subdivision Surface "it's made 100% out of faces with 4 vertices and there are no double faces, edges or vertices

texts: I have this problem when adding the Subdivision Surface to my figure, it doesn't seem to smooth certain edges and I made sure that the figure was made completely out of 4 vertice faces and I also made sure that there where any random repeated hidden vertices or faces or edges so I don't know where the problem is at all.


texts:
I'm following as tutorial and once I inserted a Landscape object a whole lot of settings for the landscape came up on the left side of my screen.

I've somehow lost these setting and I can't find it. I may of accidentally pressed a button or something.


texts: Prevent rotation of the bevel object (Should stay parallel to the XY plane)

texts:
How to prevent bevel shape rotation in extrusion operations?
I would like the final shape to remain "parallel" to the XY plane.
At the end of the extrusion (Due to the change of Z along the path) my profile shape has rotated:

Here is my code
def create_rectangular_curve(objname, lenX, lenY):
    # create the Curve and the spline
    ratioY=lenY/lenX
    mycurve = bpy.data.curves.new(objname, type='CURVE')
    mycurve.dimensions = '2D'
    spline = mycurve.splines.new(type='POLY')
    #add points to the spline
    spline.points.add(4)
    spline.points[0].co=(-lenX/2,-lenY/2,0,1)
    spline.points[1].co=(lenX/2,-lenY/2,0,1)
    spline.points[2].co=(lenX/2,lenY/2,0,1)
    spline.points[3].co=(-lenX/2,lenY/2,0,1)
    spline.points[4].co=(-lenX/2,-lenY/2,0,1)
    #create Object
    myobject = bpy.data.objects.new(objname, mycurve)
    bpy.context.scene.collection.objects.link(myobject)
    return myobject

def create_saw_curve(objname, nbPeriode, sizeX, sizeY):
    # create the curve and the spline
    ratioY=sizeY/sizeX
    mycurve = bpy.data.curves.new(objname, type='CURVE')
    mycurve.dimensions = '3D'
    spline = mycurve.splines.new(type='BEZIER')
    #add points to the spline
    spline.bezier_points.add(nbPeriode*4)
    #the first one
    spline.bezier_points[0].co=(0,0,-1)
    spline.bezier_points[0].handle_left =(-1,-ratioY,-1)
    spline.bezier_points[0].handle_right =(1,ratioY,-1)
    #the others points
    for i in range(1, nbPeriode*4,4):
        spline.bezier_points[i].co=(i*sizeX,sizeY,0)
        spline.bezier_points[i].handle_left =(i*sizeX-1,sizeY-ratioY,0)
        spline.bezier_points[i].handle_right =(i*sizeX+1,sizeY-ratioY,0)
        spline.bezier_points[i+1].co=((i+1)*sizeX,0,1)
        spline.bezier_points[i+1].handle_left =((i+1)*sizeX-1,ratioY,1)
        spline.bezier_points[i+1].handle_right =((i+1)*sizeX+1,-ratioY,1)
        spline.bezier_points[i+2].co=((i+2)*sizeX,-sizeY,0)
        spline.bezier_points[i+2].handle_left =((i+2)*sizeX-1,-sizeY+ratioY,0)
        spline.bezier_points[i+2].handle_right =((i+2)*sizeX+1,-sizeY+ratioY,0)
        spline.bezier_points[i+3].co=((i+3)*sizeX,0,-1)
        spline.bezier_points[i+3].handle_left =((i+3)*sizeX-1,-ratioY,-1)
        spline.bezier_points[i+3].handle_right =((i+3)*sizeX+1,ratioY,-1)
    #create Object
    myobject = bpy.data.objects.new(objname, mycurve)
    bpy.context.scene.collection.objects.link(myobject)
    return myobject

profileObject = create_rectangular_curve("profil", 4, 2)
curveObject = create_saw_curve('saw_curve',2,10,20)
curveObject.data.bevel_object = profileObject
curveObject.data.use_fill_caps = True
curveObject.data.bevel_mode = 'OBJECT'


texts: Cannot Bridge Edge Loops Without Messing Up Normals/Smooth-Shading?

texts:
I'm still kind of a beginner at modeling in Blender. I'm making a simple wine glass mesh, with an offset inner wall (for glass thickness) that I made manually. The top of the wine glass therefore has two close edge loops (rings). I want to bridge them somehow and make faces to connect the inner and outer layers of the glass. But using Bridge Edge Loops messes up the previously consistent and smooth shading. Even if I try manually filling in each face individually, it still creates inconsistent shading on the top ring of polygons that create the edge rings at the top.
I tried hollowing out a basic cylinder, creating an inner wall, and bridging both walls, and the shading remained consistent. What am I missing with regards to the wine glass? I tried recalculating and flipping normals, but no changes.


texts:
I've been trying to learn some basic blender stuff and I'm trying to render a small animation out to After Effects for compositing.

However, when I try and render the animation, the image comes out completely white

This is what it looks like if I just render the one frame

and this is what it looks like in the viewport

If its fine with just a single frame render, why isn't it working for the animation?

Here's the .blend file: https://drive.google.com/open?id=1AzEwQUvbfivx6lFPLStplxBoxI34YmFB


texts: Can I use blender with Azure Nvidia K80 to render using GPU

texts:
I am using the K80 Nvidia series on Microsoft Azure and when I try to detect available devices using the script on this thread:

How do I get Cycles to use GPU on a linux server?

I get the following output - I am using Blender 2.78

GPU compute configuration:
Property             Value                Possible Values
Device Type:         NONE                 ['NONE']
Device:              CPU                  ['CPU']

It seems as though blender is not detecting the GPU - is there a way to force this or is it just a compatibility issue?


texts: Object spinning on wrong Axis/Orientation

texts: I have an object which I have parented to an empty object, and also changed the transformation orientation to local. I press R then Z key to make the desired keyframes, but when I animate it, its animating on the wrong axis/orientation.


texts: How to display render stamp outside the frame?

texts:
How would it be possible to have the render stamp information displayed outside the frame and also how to customize their font, opacity and position like so?:

(Click the image for larger version)


texts: Blender wont find python in usr/local/bin

texts:
I wont to run blender2.49 and I have compiled and installed python 2.6.6 under /usr/local/bin and when I start blender in console it says

Compiled with Python version 2.6.2.
Could not find platform independent libraries <prefix>
Could not find platform dependent libraries <exec_prefix>
Consider setting $PYTHONHOME to <prefix>[:<exec_prefix>]

when I run python in console it says python 2.6.6
How can I add python to library path or $pytonhome ?


texts: Missing textures in linked files using Botaniq/Graswald Addons

texts:
I am working on a pretty massive file, therefore I have broken it down into different files, all linked into one main file.
I am using the Botaniq and Graswald addons in most of these linked files.
I have saved the main file which has all the linked data and tried to open it on another machine, only to find the dreaded pink textures of missing files.
Everything else is fine, since I have a dedicated Texture folder. But anything created with the addons just doesn't show up and I cannot for the life of me figure out where Graswald and Botaniq save their texture data.


texts:
How would I approach editing/reloading/printing to console a multi-file addon?

There's a (someone else's) multi-file addon with a complex structure of libraries and classes with a bug in a particular class and I'd like to try to fix it. However I never made an addon with several separated files and I don't understand how to reload it properly. At the moment I edit the original .py file and restart Blender which seems like a terrible workflow.


texts: Separate mesh into separate batches with python

texts:
I am working on an export / import addon for a custom model file format which stores its geometry in the so-called "render batches", the structures aimed at optimizing geometry for effecient live OpenGL rendering. I am trying to convert "raw" geometry data from Blender to that system.

If you don't want to read the detailed explanation, skip to 'individual steps I need to do' part.

In short, each render batch is a sequence of faces (only vert and face index information is required) which are:

1) A loose separate part of geometry (island).

2) Share one material.

3) Represent the same batch type (3 batch types A, B and C are used for internal rendering purposes, I store them as vertex groups in Blender. C = no vertex group, B = vertex group Batch B (if not in A), A = vertex group Batch A.

UV map is handled per-vertex because there are essentially no loops.

My current workflow is using tons of operators and is roughly this:

1) Create a temporary object in python
2) Triangulate
3) Cut mesh by materials using an operator.
4) Cut mesh by UV islands (Seams From Islands (+ mark sharp) -> Edge Split)
5) Cut mesh by vertex groups.

There are two issues resulting from the fact that mesh is actually being cut:

Normals become sharp, where they are supposed to be smooth due to the cutting seam.
I am treating a piece of geometry with one material as one single batch. So, distant islands using the same material are becoming one batch, which kills the benefits of render batch optimization for rendering.

a) Is there a way to either separate the mesh correctly based on the rules I have specified above, and somehow preserve the original normals on export?
b) Or, alternatively, is there a way to non-intrusively create a list of these batches, again based on the said rules, without altering the mesh, and thus preserving the correct normals?

I know that the explanation may be ambiguous, so I created a visualization for the render batch system:

(1) Pieces of geometry are sharing the same material, but are not connected to each other. Should result into multiple batches for each island.

(2) Piece of geometry is sharing the same material (there is a little mistake on the picture. Mat2_Batch1 on the left instead), but is separated by different batch type vertex groups. Thus, 2 separate batches.

(3) Piece of geometry is sharing the same same material, geometry is connected, no batch vertex groups (assumed it is type C). Thus, 1 batch.

Individual steps I need to do

1) Get faces sharing same material (easy, done)

2) From the result of a previous step, find groups of faces separated by UV islands

3) Then same with different vertex group (we assume face is in vertex group if all 3 verts of it are in.)

4) Find individual (loose) groups of faces in the resulted sorted chunks of geometry.

Any help would be greatly appreciated, I am completely stuck on this.