texts: Is there a way to add scratches (like on worn metal) to a shader in Cycles?


texts: How to unwrap part of a body to a single material

texts:
I imported an FBX (from Character Creator 3) that had 8 textures associated with one mesh.  The FBX imports and looks great.

I want to look at the UV mapping for the "head" material to see how it is unwrapped. (I plan on wrapping the texture on another model).

Looking at the mesh in the outliner and property panel shows it has 8 materials.
Looking at the vertexes in the properties panel shows that is has only one UV map.

Selecting the mesh and selecting the "head" material and viewing the unwrap in the Texture view, shows the unwrap for all 8 materials simultaneously.

I can't select "just the head", as it appears to be fully part of the body.

I'm missing something that's probably obvious. How can I view and edit just one materials UV?


texts: Export "Project from view" texture as uv texture

texts:
I've created texture for my model using the "project from view" and edited it externally. However, to use it, it needs to be exported from blender as a uv map (with the colors on)

As suggested I've added a picture trying to describe what I'm looking for. This is the best way I can put it. (UV map in bottom right is what I'm looking for. Where the texture from the gun would be pinned down on a UV map to match the UV map. This is for CS:GO where the guns need the texture to be painted on the UV map)


texts: Render passes on view layer only work for one frame

texts:
I'm trying to do some compositing on an animation I made. I rendered the image sequence in openEXR multilayer format and brought them back to a new file for the composting.

The problem is that all the passes only work for the first frame. If I go to the second frame of the animation, all my passes disappear.

Maybe there's some confusion with the second render layer I have stored in those frames? Anyway, I would like to know how I can solve this issue and do the compositing on the whole animation.

https://blenderartists.org/t/compositing-view-layer-only-works-for-one-frame/1208784

Here's a more detailed description of the problem as well as the .blend file where I'm trying to do the compositing.


texts: Hi, I used subsurface modifier, and as you can see the end of the shirt, everything is sharp except for the front ones. I just tried everything to make them sharp instead of being curved. I don't know what is wrong..


texts: When I try to go and texture paint, my object turns pink and I do not have access to paint brushes. I smart unwrapped the object already. This is in blender render. I also get the message Missing data.


texts: How to unwrap a cube into a LINEAR Cubemap (all sides next to each other)?

texts:
Ok, I have a cube that I need to unwrap into a linear cube map like the one in bottom left:

All tutorials reference the T shape. I tried unwrap by cube projection, and then tried arranging the UVs by hand, by they're not perfectly placed. Pack islands just screws it up.

How can I unwrap in a straight line, or align them on a linear cube map?


texts: How can a light cone (volumetric) be setup with cycles?

texts:
I tried to reproduce the results from the Docs on volumetric lighting unfortunately the video link is broken. And I might have overlooked some related settings.

The spot light is barley visible on the ground.

Increasing the Density of the Volume Scatter Node darkens the sky texture but leads to some light cone from the car's headlight. (only 10 samples in preview).

Which settings do I need to change or should I try a different approach?

Integrator settings are default and spotlight settings were copied from the example found in the docs.

Related:

Creating volumetric lighting (crepuscular rays) in Cycles (pre 2.7)
How do I properly set up a spotlight cone? (BI only)


texts:
I have holes in some faces and not on all does the F work.
Can any one help me?

EDIT:
I tried to delete the face like lemon said with X and "only face" and then this is the result:


texts:
on my project I've used some textures and now I have to render it but on another computer.
Since I used a lot of textures, I packed them in my file (or at least I thought I did it) by choosing File->External Data->Pack all into .blend .
Blender told me that 31 objects where packed, but when I moved the file in the another computer the texture are not showing (they're pink as if they were missing).
Which step did I miss?
Also, I have some objects that I appended from another file (not linked); do I need the original file to show them in my .blend or since they are copies I don't need that?

EDIT: ok, strange thing. Now if I go into texture mode the texture are shown, but if I go into render mode they are all pink. What's happening?


texts: is there anyway to bake displacement detail to a mesh so you dont have to use the map

texts: So I recently sculpted a model in blender and was wondering if there's any way to bake the detail from the sculpt into a displacement map, pose the low poly model then add the detail back to the mesh using the map. I wanna try 3D printing it but it currently only uses a normal map which wouldn't show in a print. unless the only way is to rig and pose the high poly sculpt


texts: Need to change pivot points during animation

texts:
First of all sorry for my english.
I create an animation of duplicating triangles that are ultimately to create a shape. Triangles are created by rotating around a vertex or edge. The problem arises when the first group of triangles appears (dark gray in the picture) and I would like the shape to grow. To achieve this, it is necessary to change the pivot point.
How can this be done?


texts: Running one shot blender rendering in AWS

texts:
we have web app, which uses blender for rendering.
I would like to know if there is any way to run blender rendering in AWS with instant boot.
Rendering takes about 8 seconds on our server(2core) right now, but it doesn't scale and also is running all the time.
I would like to run it like in AWS Lambda.
I would have image with blender and just tell it what to renders. Then it boots, renders image and then it terminates.
I would like to have it at least at same speed as our server is.But it should spare our money anyway.
Is there a way to do that?


texts: Most probably there's a simple answer to this, but I've been trying to find it for quite some time, I'm learning UV in blender, I added a procedural marble texture to a material, unwrapped the object "cube", I'm trying to show the texture in the UV Editor so I can position the faces in the right place, I found the way to do it for an image, but not for a procedural texture.


texts: Can I pack an archive with Ranchecker in the newer version?

texts:
According to the info provided by Ranch the render farm, with the addon Ranchecker you are able to pack the archive, but in the new version that button doesn't exist or I can't seem to find it yet one of the lines says I have to pack my archive before sending it to the render farm. I didn't find an updated document of the process either.
blender 2.91


texts:
I have a Python script that takes a mesh (created from an SVG path) and drills holes in it from coordinates in a file.

The whole project is auto-generating models of PCBs I design - but I am only concerned with the generation of the actual PCB at the moment.

My script all works perfectly - it's just that it's horribly, horribly, slow.  The slow part is when it's performing boolean operations to cut cylinders out of the mesh.

This is the routine I am using to cut one hole out from the mesh:

def drill(target, x, y, size):
    print("Drilling " + str(x) + "," + str(y) + " @ " + str(size) + "mm")
    bpy.ops.mesh.primitive_cylinder_add(vertices=64, radius=size/2, depth=10, location=(x, y, 0))
    newbit = bpy.context.object
    bpy.ops.object.select_all(action='DESELECT')
    target.select = True
    bpy.context.scene.objects.active = target
    bpy.ops.object.modifier_add(type='BOOLEAN')
    mod = target.modifiers.new("Drill", type='BOOLEAN')
    mod.operation = 'DIFFERENCE'
    mod.object = newbit
    bpy.context.scene.update()
    target.data = target.to_mesh(bpy.context.scene, True, 'PREVIEW')
    target.modifiers.remove(mod)
    bpy.data.objects.remove(newbit)
    #bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

Yes, I iterate the file getting the data and drill one hole at a time.  Originally I was creating multiple "drill bits" then .join()ing them into a single compound object and using that for the boolean operation.  This was considerably faster, however often the boolean operation would mess up and the resultant mesh would be a complete mess with faces covering random holes (Blender 2.79b), and the only way I found to cure that was to drill each hole separately.

But the actual drilling operation takes a long time. If you uncomment the last line you can see each hole being cut in turn and see how long it's taking, and it's ages.

So I'm looking for other ideas. Other approaches that I could take to create the mesh - from people that know a darn sight more about Blender than I do.

The constraints:

There is an SVG file which is used to create the "outline" of a solid mesh that is extruded to give it depth and all faces closed to make it solid.
There is a list of coordinates and diameters
The results must not cause incorrect faces to be created

So... ideas?


texts: How to make an object point in the direction that it's going?

texts:
Im making a car animation in blender, and animating it around turns by hand is a real pain. I am wondering if there is a way to make it automatically point in the direction that it is moving?

For example: If I made it turn a corner, then it's front would rotate to continue pointing forward relative to the motion of the car.


texts:
Could anybody help me with achieving the same effect in blender as in the following image?

But with both ends of the the gray material as noisy as the bottom one.
It's supposed to be a tooth decay.

More details:

And this is what I have in Blender at the moment:

Current stage of the tooth after the responses:
(using another tooth)


texts: GLTF export with animation does not cycle cleanly

texts:
I have made a infinitely-rotating cube following this tutorial. I exported it as GLTF 2.0 file (from File menu). But when I load it in the GLTF viewer, its animation snaps regularly - after certain frames - instead of repeating smoothly.
I have made a GIF demo of the situation: https://imgur.com/a/3JscR3J (expected behavior is in blender and actual behavior is in firefox)
This is my graph editor:

How to fix this issue? I want to be able to load this GLTF into threejs and reuse the animation.


texts:
i'm making a spitfire and my previous propellor was incredibly off regarding symmetry so i'm redoing it.

I've looked up how to do trifold symmetry and found the answer here however these are my results: this is how i set it up

does anyone know what i might be doing wrong? perhaps how to fix this? or an even better method of doing this?


texts: When I paint in vertex paint mode, can I paint per vertex with python script?

texts: I know that selecting vertices is possible in edit mode. I want to color after selecting a vertex in vertex paint mode. Is that possible?


texts: how i scale this in the way that i want it to be?

texts: as in the images appears, i want to scale (or maybe its not scale the option) this faces but exactly proportional (or whatever can be said) to the faces beside them.


texts: How to convert from Magicavoxel to Blender to Unity, without losing the texture/colors

texts: I'm trying to make an animated model, and I make the model in magicavoxel, then animate it in blender, then put it in my unity game, but when I put it in my unity game, it shows only white, that's it. Help? Any file type is ok, except obj. I have been looking for the answer all day btw, so I've done research on it, but none of the solutions work.


texts:
Hello i want to create an AddOn in Blender. I'm working with visual studio code. I'm kinda new to this so my problem is that i want to have a label called "color" in my addon. In that label i want to give or change the color of my object. I don't know how to start or know the keywords/methods i need to use to change the color of an object.
Can somebody help me?
For the start it would be enough for me if i just could choose between the colors red, blue and yellow

I'm sorry if this seems like as if i just want to have the code but i have like zero programming skills and i searched for days for tutorials that could help me but i coudn't find one or i didn't understand them. So i would really appreciate it, if someone could help me with my problem.

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

    Color_Stones = layout.box()
    Color_Stones.label(text="Color")


texts: I'd like to have a group of debris fall from a ceiling onto the floor, but not have them drop all at the same time. Is there a way to set a keyframe that dictates when the object enters the simulation? For example, object 1 starts falling on frame 0, object 2 on frame 5, object 3 on frame 24, etc.


texts: Blender 2.92.2 breaking up at simple tasks

texts:
i just downloaded Blender 2.91.2 from the blender website, updating from 2.82.
I now wanted to start my first project with the new version. I imported a .dae
from Rhino and started materialising. But Blender keeps shutting down even when
applying a default bsdf material to a object, or importing a hdri to the node
editor.
i also recognised a high cpu being used at simple tasks like scaling a cube or
applying a material. This shoundn't be my computers fault, i have a rather nice
setup and everything worked perfect with 2.82.
i restarted blender a couple of times, restarted my computer and even deleted and
reinstalled blender. but there is still a high cpu being used and my project breakes
down at the same simple tasks. So here are my Questions:

Is anyone else having Problems with 9.91.2?
Someone knows if this is a bug i can fix?
Is there a way to download blender 2.82 again so that i can get my work done?

Working on Windows 10 Pro V10.0.18363
Intel Core i9-10920X CPU
Quatro RTX 4000 GPU
Hope someone has an awnser.


texts: Exported Mpeg Video ends up as .DVD file

texts: When ever I try to export an Animation as an MPEG, it ends up as a .DVD File and is unplayable. Am I missing an option to fix it?


texts: How do I create metal materials in Cycles?

texts: I'm trying to make a gun for an alien space ship and I need to know how to create a dark gray metal look. I have tried mixing a Diffuse and Glossy BSDF, but it isn't quite what I am looking for. I need some light falloff to help get that "extra touch", but I don't know how to do that.


texts: Why is part of my mesh rendering in black?

texts:
enter image description hereI am extremely new to blender and I made a small low poly island as a test. For some reason, the rocks and only the rocks showed up black in the rendering. I have tried a couple of things already, but none of them made any difference (Note that it is possible I did them wrong) :

Added various light sources
Toggled Local View
Moved the object around the planes

The only other thing to note is that when i constructed it, it was half-way inside the x/y plane and that the rocks were all together and the whole land area (incuding grass and rocks) was one distorted Ico Sphere.

Thank you for any help and your time!
Best regards

This is the island in the editor

and here is the island once rendered


texts: Attempting to export as a .OBJ with .mtl, but the resultant .mtl file lacks an actual map

texts:
This issue has been causing me undue frustration over the past few days. I've been attempting to export a model in .obj with the associated .mtl and image texture. I know this can be done because I was doing exactly this on another mesh just last week.

However, this time no matter what I do it refuses to do this. Images are below detailing the issue.

So, the mesh and texture are imported, UV unwrapped and assigned as a material to the object in Eevee via Node. The situation is summarised in the below images.

My intent, as above, is to export as a .obj. I save the texture image in the UV window to the same target folder for the mesh. Then I set up the export settings reccomended by many others, ticking write materials and using the copy pathway as below. This exports the mesh.
enter image description here

However, the resultant material file appears to be incorrect, containing no such map_kd reference to the saved image from the UV editor. Naturally, on loading into another program no textures, as a result, are loaded.

Does anyone know what the issue is here? I was doing (and succeeding) the same thing on Blender 2.8 earlier this week on other material-assigned meshes (although they were from a third-party, so already mapped and textured). What gives?

The purpose is simply to view the model in meshlab (which takes .obj) or another simple model viewer, rather than to import into any other rendering/game engine.


texts: Where these white spots in the preview image of the shader come from?

texts: The preview image of the shader has some white dots. Is this due to e.g. uncoloured vertices?


texts: 2.8: How to enable Eevee on a Macbook pro?

texts:
EDIT: So now I have my answer, 2.8 doesn't work with my OS (10.9.5), but it works with a more recent one like Mojave.

I wonder how to enable Eevee on a Macbook pro. For the moment if I choose Eevee as Render Engine, here is the result I get (image below, Rendered mode with no material). I also screenshot my Preferences if it helps. My Macbook Pro is a Retina, 15 pouces, mid-2014, the video card is Intel Iris Pro (GPU type), OS X (version 10.9.5).

Thanks a lot!!!


texts:
I'm fairly new on blender (and I'm using version 2.8).
I have a strange problem with the transparency of 2 objects. The geometries are identical but are imported from 2 different .obj files. How come they behave like this? Even if I combine them with CTRL + J it's the same thing.

I thank you for any help.


texts: Copy Grease pencils strokes from a range of frames to another

texts:
I am working on a very simple talking head animation using 2D Grease Pencil in Blender 2.83 LTS.
This is my first attempt at using Blender and its significant learning curve. Following along with various tutorials on the web.
I have spend some time animating an eye blink over a series of frames. I would like to copy those strokes/keyframes to various other places in the animation. I know I can cut and paste strokes from a single frame to another pretty simply. But I have yet to figure out a way to copy strokes from multiple frames to a new location in the animation. Is this possible?


texts:
Where can I find a complete list of the industry standard keymap? Ideally with a comparison of what the blender standard keymap for that function would be.

I have found https://docs.blender.org/manual/en/latest/interface/keymap/industry_compatible.html#viewport and https://developer.blender.org/T54963 but they don't seem to be complete. For example I can't figure out what the industry standard to open the 'Add' menu (Shift + A in blender keymap)


texts: Cloning objects to multiple locations in Sverchok

texts:
The attached set up works fine, but visually it's a mess, and I can't help wondering if there's a much simpler way of expressing this idea...

Objects A, B, C, and D are all clones of rotated cylinder M. A and C are slightly scaled down versions of M, and B and D are slightly scaled up.

Further, A and B share a fixed Y-axis, and C and D share a variable Y-axis.
A and D share a common X-axis, as do B and C. Theses axes are equidistant from x=0. Yep, they're the vertices of an imaginary rectangle, with side A-B centred on 0,0.

This is what my set up for this presently looks like:

Can this be simplified?


texts: How to change the timing of the rigid body falling?

texts:
I'm using blender 2.79b which is fantastic, I'm a student and I'm learning the software by myself and I had a problem about the timing of the body falling using rigid body.

How can I change the starting point for the object to fall.


texts: Forcing Blender to measure ONLY in inches (not feet)

texts:
I have Blender set to Imperial but I want to work ONLY in inches. So for example, 13 inches to show as 13" and NOT 1.1'  and 72" to show as 72" and NOT 6'

Is that possible?


texts: How to limit the force field only on a specified area?

texts:
I want to apply a force only on particles in a specified area, so they go upwards in their path (see pictures). I tried to use a wind force field, but that seems to affect all particles no matter where they are. Is there a better solution or can I limit the affect range of the force field?
I know that there is a similar thread already but moving the particles in a different collection is no use for my case.


texts: Why is this happening with the inner side, and how can a fix it?

texts:
like a lot of people here Im a beginner with 3d modeling, and Blender is my first 3d suite.

I'm trying to do a roof gutter (sorry if the translation is funky, Spanish is my native language) and it seems normal when looking it in Edit Mode:

But when I switching to Object Mode or Texture Paint, it looks like this:

I notice that when I move the mesh (press 'a' to select all the vertices, then 'g' to grab it) the weird inner part gets stucked.

Thank you in advance for your time and your help.

Have a good one!


texts: Why my UV unwrap is messed up after joining all objects

texts:
My turret model is made up of a lot of separate meshes and I UV unwrapped them separately as well, each of their UV map is fine w/ acceptable stretching but after I join all objects together, then unwrap the whole object, some parts which have fine UV maps before became heavily stretched. What should I do to fix this?

Independent objects before joining them

After joining objects and unwrapping


texts: what does it mean when you HAVE to provide UV coordinates using a Texture Coordinate node (to apply materials)?

texts:
I imported a mesh from an .obj file, and I can't apply materials to it without providing UV coordinates using a Texture Coordinate node. It would just show up black when rendered.

what does this mean? Because, I've noticed when I add a Suzanne head (or any primitive mesh) and unwrap it, I don't have to add a Texture Coordinate node to apply materials to it.

thanks :]


texts: Compile error while building Blender from source on Ubuntu 16.04

texts:
I am following this guide for compiling blender from source on Ubuntu 16.04.

I am getting the following compile

[ 11%] Building CXX object intern/cycles/blender/CMakeFiles/bf_intern_cycles.dir/blender_camera.cpp.o
In file included from /home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/graph/node_enum.h:20:0,
                 from /home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/graph/node_type.h:19,
                 from /home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/graph/node.h:19,
                 from /home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/render/camera.h:22,
                 from /home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/blender/blender_camera.cpp:17:
/home/vvy/Documents/Compiled/blender-git/blender/intern/cycles/util/util_param.h:31:69: error: the type ‘const OpenImageIO::v1_6::TypeDesc’ of constexpr variable ‘ccl::TypeFloat2’ is not literal
 static constexpr TypeDesc TypeFloat2(TypeDesc::FLOAT, TypeDesc::VEC2);

I'm on the master branch of the blender project.

Any help in resolving this error are appreciated.
Thanks.


texts:
I'm new to scripting in Blender 2.91.0 and I'm trying to modify nodes via code. According to the API I should be able to access my current node selection via the Node Context.
My material is using nodes and I can access them like this:
bpy.data.materials[0].node_tree.nodes["Image Texture"]

However, for some reason, I am not able to access the node context at all. Neither bpy.context.selected_nodes nor bpy.context.active_node seem to exist, so I can't get the current node selection. Contradicting the documentation my Python console autocompletion doesn't show them as valid options (see image).

Note: Executing bpy.context.active_node anyway returns the error 'Context' object has no attribute 'active_node'
Does anyone have an idea what I am missing? Any help is appreciated.


texts: Is Blender capable to edit 4K video yet (the year is June 2020)?

texts:
I downloaded a 4K demo video for testing video editing with Blender.
I have found questions & answers regarding Blender 4K video editing that are dated back in February 2017 (not recommended) and June 2019 (video sequencer so slow).
Will give it up if it is not doable.
Thank you.


texts: Rendered object color different from viewport color, set in Python

texts:
I'm using Blender 2.80. Start in a new scene with no objects. Add a sphere, then go to the Properties panel, Material tab, and set the Base color to pure red in the Principled BSDF. Next, run this script:

    import bpy

    # Get current active object
    ob = bpy.context.active_object

    # Set the material diffuse color
    ob.material_slots[0].material.diffuse_color = (0.0, 0.0, 1.0, 1.0)

When I do this, the color of the sphere changes to blue in the viewport. However if I do a render with F12, the color of the sphere is still red. How can I set the material color for rendered images?


texts: What's the fastest way to calculate the midpoints of a sequence of edges?

texts:
I'm trying to create a list that calculates the midpoints of a sequence of edges.

Right now I'm doing it like this:

eList = []
for e in [e for e in bm.edges if e.select]:
    pt_1, pt_2 = (ob.matrix_world * e.verts[0].co), (ob.matrix_world * e.verts[1].co)
    addPt = pt_1 + pt_2
    co = mathutils.Vector((addPt[0]/2,addPt[1]/2,addPt[2]/2 ))
    eList.append((e, co))

I multiply each vert in the edge by the object's world matrix, then add the verts together. I divide each axis in the vert by 2 and covert them to a vector and then put the edge and the vector in a tuple and append that to a list.

It's probably not a very efficient process but I'm still pretty new to python and can't think of a faster way.

Is this something that could be done faster in numpy?

What would be the fastest way to perform this function over a large sequence of edges?


texts: Time remapping addon and motion blur problem

texts:
The time remapper addon doesn't work well with motion blur turned on and motion blur can't be animated (nor the value neither the on/off switch). So the problem is, I have to divide the animation rendering into pieces:

first part of frames with Speed factor=1 and motion blur turned on,
second part with Speed factor<>1 and motion blur turned off,
third part with Speed factor=1 and motion blur turned on,
... and so on.

So it has to be done manualy, and theres one more problem: when you don't render from frame no. 1 and previously you've been using Speed factor <>1, Blender will overwrite the previously rendered frames.
So is there a way to animate turning motion blur on/off?


texts:
I am attempting to create a Normal Map in order to apply High Res detail to a Low Res object. No matter how I set the Ray Distance for the bake there are areas giving me problems. Especially tight areas like between the toes and mouth as well as the eye openings, nostrils and the tail base. Any suggestion on how to clean up these areas?

BLEND FILE HERE


texts: How to mix three different shaders on the same material?

texts:
So I came across some difficulties with the "Mix shader" node in cycles. I have 3 textures on a label: gold, paper and rough black letters.

How can I mix these effects? I can make 2 textures work together, but not the 3rd one.
Here's the node graph.

Here's the reference.


texts:
I know this has already been posted but they are all old. I have tried many things but I can't make my mesh take a texture in the game engine. I have it unwrapped and everything. I've tried uploading the images/textures in several different ways, including; dragging and dropping it onto objects, going through the materials and texturing tabs. It looks fine on the blender render but nothing but a solid diffuse in BGE.
I'm not sure how to upload a file of it but i will if/when I figure out how to.


texts:
I can't find material index pass for halo in Blender render.
Could you tell me how to set it up?


texts: How to make my prop search show the objects in my scene?

texts:
I have a simple object selector using a prop search. At the moment it runs but doesn't show any of the objects in my scene. This is what it looks like:

How can I get that to show all of my objects?

Here is my code, I've dug out only the parts that should concern it...hopefully

class IgnitProperties(bpy.types.PropertyGroup):

    screen_selector = StringProperty(
        name="",
        description = "Select the screen that goes with the unibody to rotate the screen properly!"
    )

    coll = CollectionProperty(
        type = bpy.types.PropertyGroup
    )

class IGLayoutDemoPanel(bpy.types.Panel):

    def draw(self, context):
        # Screen Selector
        layout.label(text = "Screen Selector:")
        layout.prop_search(scene.ignit_panel, "screen_selector", scene.ignit_panel, "coll", icon='OBJECT_DATA')


texts: Is it wrong to use Metal-Roughness-Specular etc. maps in sRGB mode?

texts:
I think this "Non-Color" procedure to be set in the "Normal Map" image node is necessary in most cases (Except for any maps in different color space)
I understand 100% regarding the use of "Normal Map" and have done my tests to really check what happens.
But I am wondering if it is really necessary to set "Non-Color" space on the Black / White maps for the texture nodes "Metal", "Roughness", "Specular" etc.
I usually use jpg and png textures.
This question has been on my mind for a long time, even though I see that pretty much Everywhere I look, on any tutorial, "Non-Color" is set.


texts:
My goal is to render a time-of-flight(ToF) image from a given scene- I want each of the rendered pixel value, to be the length of the photon traveled from the light source to camera. (or average of travel length if many photons are arrived at the same pixel).

I found a post here doing similar thing. Although I have basic knowledge of python, I'm fairly new to blender(and its interface or API) and couldn't find where to start.

So, are render modifications stated (in first paragraph) possible in vanilla blender? If yes, which code should I modify, or how can I even find and access the code?


texts: When I finished rendering, the screen went black and my video didn't export. I need help! It took an hour to finish, and do I really need to start all over again?


texts: Can't move the viewport after updating from 2.69 to 2.78

texts:
I just updated Blender to 2.78, and now I can't move the viewport with Option-Click and drag. I can select objects but I can't move the viewport.

Does anyone know how to solve this?


texts: how to match deinterlaced video to audio using Blender VSE

texts:
I have a single audio-video strip in VSE which has video part 2x longer than audio. I can not deinterlace it and have proper av-sync. Here is a more detailed description:

I'm using last Blender 2.73 and I'm working on linux (having 10+ years of linux and blender exp.).
The video is recorded by Panasonic HC V750 camera in default 1080i mode. The ffmpeg -i shows the following info about this recording:

ffmpeg version 0.8.13-6:0.8.13-0ubuntu0.13.10.1, Copyright (c) 2000-2014 the Libav developers
  built on Jul 15 2014 13:48:35 with gcc 4.8.1
Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) -> 50.00 (50/1)
Input #0, mpegts, from '00000.MTS':
  Duration: 00:00:55.75, start: 0.848900, bitrate: 12290 kb/s
  Program 1
    Stream #0.0[0x1011]: Video: h264 (High), yuv420p, 1920x1080 [PAR 1:1 DAR 16:9], 50 fps, 50 tbr, 90k tbn, 50 tbc
    Stream #0.1[0x1100]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s
    Stream #0.2[0x1200]: Subtitle: pgssub

I've set up Blender properly to have 1920x1080 100% resolution, and I've selected 25fps, PAR 1:1, time mapping 100:100 (everything fairly standard).

Of course the video strip is twice as long. I've checked [x] deinterlace checkbox for the video strip. Now I want to have 25fps deinterlaced video, but I'm unable to set this.

Things I've tried on deinterlaced strip:
- cutting it by moving right video strip handle to the length of audio doesn't work (video is just trimmed in about half)
- rescaling speed of video strip using Effect->Speed control doesn't work (video is too fast).

How to make the deinterlaced video synced with audio and how to force the deinterlaced video strip to be of the same length as audio strip (which is timed in real seconds)? Another way: how to convert 1080i50 to 1080p25 using Blender only?

please help, thanks in advance


texts: How to clone a texture from other UV Map Image in the Texture Paint Mode in Blender 2.77a?

texts:
I am following this YouTube video to clone a texture from another UV Map in the Texture Paint Mode. However, I cannot find out the locations of Tool and the Clone option bar. It seems that the locations are changed in my version of Blender. I am now using Blender 2.77a. How to find out the locations of them?

The left-hand side is captured from the video. The right-hand side is captured from my Blender.


texts: Knife project only cuts visible surfaces. How to cut opposite sides?

texts: I'm using Knife Project, but it's only cutting faces that are visible. I've toggled "limit selection to visible" but that doesn't have any effect. Is there any way for Knife Project to cut interior/invisible surfaces, as well as visible surfaces? Tks!


texts: Best way to tile a complex shape with a texture?

texts:
I want to take a texture, say a basic black/white checkerboard, and apply it to a complex shape (a bit of level geometry for a game in this instance). At the target scale, it will be much smaller than the target object, maybe 1/5th of the width of the bottom square area in my image, but it should tile to fill.
Deformation is not desired, so for example even if there is a hill in the geometry the checkerboard texture should be the same as-the-worm-crawls distance from square to square everywhere.

I have tried fiddling with texturing options but it seems mostly it is made for simple shapes, and treating this shape like a cube or sphere leads to understandably strange looking results.
I also thought about getting orthographic projections and applying UVs but it seems like a bit of an intensive workflow and it will also lead to deformation in the shape when texturing hills and the like.
Below is the actual kind of end result I'm going for, so eventually I'll also want to find a way to tack on these "edges" to the shape, but for now I'd like to just start with a looping texture. Note that because my target end result looks like this, I only care about the top and bottom of my shape separately when it comes to looping textures and thus there doesn't need to be consistency between the sides.
Any advice would be appreciated! I'm very new but I know that I could do this already in one of several painful ways. I'd rather do it right, from the beginning since I will have to generalize this process to many other geometries later on.

Edit: Here is an example of the simple approach of getting a UV map from an orthographic projection causing some warping on slopes, which I'd like to avoid if possible.


texts: Making games, should I animate in Blender or Unity?

texts:
This is just a more general question to do with making games using blender and unity. I am very new to game design and production in general and have been creating a models and assets for a game. However, I do not know how I should use/organise them.
I was thinking about modelling characters, weapons, cars, objects etc and how I would export them into Unity. When it comes to rigging and animating said objects, should I animate in Blender or Unity? And what would be the process to make walk cycles/run cycles and animations - whilst having game movement - in either scenario?
If anyone is a professional game maker, should  I keep anything in mind when working with the two programs? What would be your best tips?
Thanks!


texts: Is it possible to make an object with the follow path constraint stay at the end of the path even if the path moves?

texts: I tried setting it up so that the object is parented to the path, but that didn't work. It still goes off in a random direction when the path moves.


texts:
I have a few 3ds models(buildings and floors) and the textures for the models.

I am trying to

create a map with them on blender and
after that exporting them as 3ds
opening them in a viewer 3ds and then
exporting them as xaml code,

but when I open them in the 3ds viewer, it tells me it cannot find the textures (this could be because i don't know how to use texture and export them that as well, if you could explain that too I would be very grateful).

So what I want to do is turn the texture as part of the material and then when I export I don't need a texture file.


texts: Export fbx with texture but I got this...?

texts:
I tried all the tutorial on the internet, but no working.
I have this simple setup with alpha texture on top of a shader
And it became blank after exporting


texts: I am trying to use the add-on fSpy so I can scale everything accurately in Blender, however all the tutorials I can find online only explain how to setup fSpy in Blender and I am stuck on how to make my jpg file I'm basing my room off into a .fspy file to be applied, is there an fspy app I'm meant to be using? And if so how do I open it because all I have are the init addon and fspy python files which don't do anything when I double click them


texts:
So i am not sure what happened here, but the story Is that I finished my script and it was working fine in UI and now I am running it using --background but something is broken now with deleting objects?
Using version 2.9 btw
script:
 print(objectsToDelete)

      for objectToDelete in objectsToDelete:
        try:
            if objectToDelete.type == 'MESH':
                bpy.data.objects[objectToDelete.name].select_set(True)
                bpy.ops.object.delete()
        except:
            print("")

output:
[bpy.data.objects['TR5_49'], bpy.data.objects['TR5_50'], bpy.data.objects['TR5_51'], bpy.data.objects['TR5_52'], bpy.data.objects['TR5_53'], bpy.data.objects['TR5_54'], bpy.data.objects['TR5_55'], bpy.data.objects['TR5_56'], bpy.data.objects['TR5_57'], bpy.data.objects['TR5_58'], bpy.data.objects['TR5_59'], bpy.data.objects['TR5_73'], bpy.data.objects['TR5_74'], bpy.data.objects['TR5_75'], bpy.data.objects['TR5_76'], bpy.data.objects['TR5_77'], bpy.data.objects['TR5_78'], bpy.data.objects['TR5_79'], bpy.data.objects['TR5_80'], bpy.data.objects['TR5_81'], bpy.data.objects['TR5_82'], bpy.data.objects['TR5_83'], bpy.data.objects['TR5_61'], bpy.data.objects['TR5_62'], bpy.data.objects['TR5_63'], bpy.data.objects['TR5_64'], bpy.data.objects['TR5_65'], bpy.data.objects['TR5_66'], bpy.data.objects['TR5_67'], bpy.data.objects['TR5_68'], bpy.data.objects['TR5_69'], bpy.data.objects['TR5_70'], bpy.data.objects['TR5_71'], bpy.data.objects['TR5_85'], bpy.data.objects['TR5_86'], bpy.data.objects['TR5_87'], bpy.data.objects['TR5_88'], bpy.data.objects['TR5_89'], bpy.data.objects['TR5_90'], bpy.data.objects['TR5_91'], bpy.data.objects['TR5_92'], bpy.data.objects['TR5_93'], bpy.data.objects['TR5_94'], bpy.data.objects['TR5_95']]
Info: Deleted 221 object(s)

Then it just goes ahead and deletes all objects in the scene!?
Length of the array is 44, so is this supposed to work differently when using --background? It's also doing this in the GUI now... which is really weird...
EDIT - Ehm, checking the selected objects crashes the program...
script:
if len(objectsToDelete) == len(bpy.context.selected_objects):
        print("all objects selected")
        bpy.ops.object.delete()

output:
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF67F5AAC78
Module  : blender.exe
Thread  : 00000c40
Writing: C:\Users\Recreate\AppData\Local\Temp\blender.crash.txt

Weird all of these seem to crash for me now...
bpy.data.objects.remove(objectToDelete)
#bpy.data.meshes.remove(objectToDelete.data)
#bpy.data.objects[objectToDelete.name].select_set(True)


texts: Accessing volume checkbox of a camera in the Stereoscopy section

texts:
Is there a way to check/uncheck the volume checkbox in the stereoscopy tab in the settings of a camera via the Blender Python API?

Update:

    bpy.context.space_data.show_stereo_3d_cameras = False
    bpy.context.space_data.show_stereo_3d_convergence_plane = False
    bpy.context.space_data.show_stereo_3d_volume = True

I saw in the console that these are the properties I want to change. But I can´t find a way to change them using the Blender API because the properties are read-only according to the documentation. Anyone an idea on how to change them?


texts: How do i select an object that is separated from other objects

texts:
I was watching a tutorial on texturing. There was shown a way to separate the glass part of the windows so you won't keep on clicking on them while you're texturing which I admit made things a lot easier.

Now I want to work on texturing my windows but I have no idea on how to select them. They aren't on a different layer. If there is a clip board option on here I haven't found it yet.


texts: How to get the selected bone's selected order in python API

texts: After selected several bones in Edit mode, Let's say 3 bones in order of name "A", "B", "C". When I check the selected_bones array index from 0 - 2, the order of the array is not selected order but something different(BCA or CBA something doesn't much to actual selected order). It seems the order is an order that I can see on the outliner window. But I would like to know the selected order of bones for script that I made for renaming bones. Is there a way to get that data? Thank you.


texts:
I am planning on texturing my object in substance painter, however, most of my objects (like the one in my photo with its UV map at zero subsurf level) have used subsurf modifier and the UV map of the same object before and after applying subsurf modifier are very different and I worry that people who download my model prefer using other subsurf levels but my texture maps are all painted at certain sursurf levels (e.g. level 2 subsurf).

What is the common practice in texturing objects that have used subsurf modifiers? Any help is appreciated.


texts: Why can't I plug in vertex normals to rotation of Object Transforms Output

texts:
I have a node setup which allows me to retrieve the vertex locations of an icosphere and position instanced cubes at those locations.

The Object Transforms Output node has sockets that say location and rotation, when I plug in the vertex locations from the Object Mesh Data node the socket changes from location to locations, as does the socket that said object changes to objects which I believe is because its a vecorized socket.

Why can I not plug in the vertex normals to the rotation socket? It is also transparent which makes me think its vectorized, if I can't plug it in what needs to go inbetween and why?


texts:
I am using Freestyle on a Cycles scene with some depth of field. The Freestyle doesn't get affected by the depth of field, and so pops out too much on objects that aren't in focus. I am looking for any sort of trick or method to get some blur on that FS without also blurring it on the focus.

I could switch to doing fake DoF on the whole scene in post processing, but are there any other options?


texts:
So I'm starting to use Yafaray for my projects, but I noticed it doesn't support Blender's particle system yet.
I heard someone say that the best way to have those particle systems to render in Yafa would be to convert them all to meshes.

The problem is, for mesh-heavy systems like grass, for instance, it would hog tons of memory and crash to convert it to pure mesh (this won't happen using cycles or BI, since the particle system feature has ways to control the amount of children on viewport vs. rendered).

Is there an alternative workable way to have those particles on Yafaray?


texts: Problems using joined objects as a boolean cutter

texts: I used 3 objects to create the shape I wanted to create a hole in another object. I joined the three objects into one but when I do the boolean operation it leaves a hole that looks like I used the three objects individualy. How do I keep this from happening?


texts:
I am new to Blender.

According to my toturial, I have to create an abject like a flat.

He hit F and the object changes,
but when I hit F in my object, it does not change

I am using the blender 2.81


texts:
I have not seen a post about this on BSE yet.
Is there a way to create a rigid body simulation with two connected objects with different weights?
Think of a hammer or a mace. Naturally, the heaviest part (usually the metal head) would fall facing the ground, with the lighter part facing up.
However, rigid body physics simulates an object as one single weight without any heavier or lighter parts.
Using compound rigid body physics with child and parent relationships would not solve the problem because they are meant mainly for individual not necessarily connected objects, and they do not allow for each individual object to have a different weight.
Is there any way to simulate a rigid body object with varying weights throughout the object accurately?


texts: Assign selected faces to a group with UIList

texts:
I'm trying to create an addon, that assings selected faces to a group (similar to vertex group) and using UIList. Whenever I try to access bpy.context.scene.my_list[0].faces it gives me AttributeError: 'ListItem' object has no attribute 'faces'. Can't figure out the problem. I've attached my code below.
class ListItem (PropertyGroup):

    def __init__(self):

        self.color = (0, 0, 0, 1.0)
        self.faces = []

    name: StringProperty(

        name = "Name",
        description = "Description 1",
        default = "Untitled"

    )

Operator that assigns selected facest to a list
class LIST_OT_AssignFaces (Operator):

    bl_idname = "my_list.assign_faces"
    bl_label = "Assign"

    @classmethod
    def poll(cls, context):

        return context.scene.my_list and bpy.context.active_object.mode == 'EDIT'

    def execute(self, context):

        bpy.ops.object.editmode_toggle()

        obj = context.active_object
        my_list = context.scene.my_list
        index = context.scene.list_index
        faces = my_list[index].faces

        for p in obj.data.polygons:

            if p.select :

                faces.append(p.index)

        faces = list(set(faces))
        my_list[index].faces = faces
        my_list.update()

        bpy.ops.object.editmode_toggle()

        return {'FINISHED'}

I'm getting an error in faces = my_list[index].faces


texts: How to define an animation and call it repetitively?

texts:
I am new to blender and I am pretty sure there is such a feature in blender, I just don't know with which keyword do I have to search for it.

Let say I have a ball and I have animated one time jumping, now I need to repeat this for 10 more times, there should be a way to call this jumping repeatedly right?
Also for the same object I may define lots of different animation, eg I have jumping animation and I have moving animation, then I want to say do 10 jumping and 2 movung then again five jumpping.

For animating I am using keyframes at the bottom of the main panel of blender.


texts: How to split material for separate meshes

texts:
I have a piece of terrain from NZ made with BlenderGIS and I've split the terrain mesh into a few parts and I want to split the terrain material into sections which fits the individual meshes.
TLDR: I want an individual material for each individual mesh that I can save as a .png
if you need a bit more of an explanation of what I need then ask because I don't think I worded this very clearly lol


texts: An object is not showing in the rendered result

texts:
I am very new to Blender and following the Blender Guru Donut tutorial from Youtube.
My particles are showing in the final render but the emitter is missing.

I am positive that I have ticked that camera icon in the Outliner as shown in the above figure.

When I render however, the sprinkles which are hair particles on the icing are shown, but not the icing itself which is the emitter.

How do I fix this?


texts: Merging two spheres with different radii

texts:
I see many posts here on how to merge cubes, but I think my problem is a little more complex.

I'm very new to blender and am trying to create a model of the human lens. The front and rear surfaces have different radii of curvatures. This is no problem and I used to sphere meshes with the correct radii, and then cut them using the bisect tool the model shown here is a reasonably accurate staring point:

I am now trying to merge the two models. Because the spheres are not bisected along their equator, you can see that both "halves" end with a sharp edge. In the human lens there is, of course no such sharp demarcation between the two parts of the lens - it is a smooth curve.

That is my question - how do I smoothly merge the two parts of the lens model while making it look "organic"?


texts: How to run a python script external to Blender to run bpy commands in Blender'spython console

texts:
Platform = Ubuntu Linux 64 bit, Blender 2.77a

When creating models using bpy-based python scripting, there many times I need to type in the same code in Blender's python console; every time I invoke a new blender session.

For example if something is wrong with objects, I type the following:

for object in bpy.data.object:
    print(object.name + " is at location " + str(object.location))

I would like to put this in an xxx.py file I create in a documents folder so when I need to execute it in the Blender python console at each Blender session, all I would need to do is run the .py file ; this will save a lot of repetitive typing.

How do I do this?

Sam


texts: cycles: ghost material / object alpha without texture

texts:
I would like to create a ghost material like this:

It's like in Blender Internal, making some complex material and reducing its alpha value.

But since Cycles is a physically correct renderer, I can't simply add a transparency shader – it always shows the inside of the object.

Here's my material setup so far. Simple enough, it's just a standard material where I want to add transparency. I saw some promising nodes, like Light Path with Transmission Depth but couldn't get any useful result so far.

Is it possible to get this result, without rendering in several layers and composing the picture later? If using this approach, I get difficulties with e.g. reflections.


texts:
This is my model. I'm trying to create a skyscraper

Now in edit mode is this one:

As you can see the many polygons creating my model are also into the skyscraper, i.e. they don't finish on the surface of my model but they continue inside it. This is because i create many polygons that i combine each other to create a bigger model. In the end i simply unified all meshes in one with CTRL + J. Then inside my model there are vertices, faces and edges.
The problem is this one: i have tried to export my model in fbx and this is the result:

Why I can't export in fbx my model?
EDIT FILE BLEND


texts: How to use the result of a modifier stack to create a new object?

texts:
Is there a quick way to copy the result of a modifier stack to create a new object, like if you manually duplicated an object with a modifier stack and applied all the modifiers?

Note, It's possible through the Python API: How to get a new mesh with modifiers applied using Blender Python API?
But I was wondering if there's a way to do this without Python.


texts:
I took a few meshes and armatures, and placed it in a group. Then I opened a new blend and linked the group. Now all materials are gray, and it looks black on rendering.

I tried to add a proxy, and that works for animating the armature, but there is still no material.

Why is that? When I tried the same thing with a simple red box, it works. However I can see the materials used in the linked file when I look at materials for another object. However if I try to use them on the default cube, it doesn't seem to work.

Any help appreciated!


texts: Artifacts in my rendering, due to my modeling?

texts:
I have modeled a typical church from my city and I don't get how my render reacts on some points:

I don't understand why I have so whitish objects in rendering (those white pillars mainly don't look realistic), I did check by recalculating the normals inside/outside and removed double vertices. Probably there are still some features to correct I am not aware yet. This is why I am asking to the community.

It isn't much essential as I will try to print this as an object. But I would like to know still why do I get such results.


texts: Using Cycles as a render engine, I assigned an empty as a camera Track To target, and as the focus target in Depth of Field, yet rendering the scene, the depth pass is rendering all white, as if there's no depth of field, while the combined pass is rendering just fine, am I doing something wrong?


texts: How can I animate colors spreading over an object?

texts:
I created a map that shows segments of it turning into a single bright color you can see here:

https://www.youtube.com/watch?v=mIlvZ55-NW8&feature=youtu.be

I created this by separating each color section into it's own object and then animating a color on top of the map texture.  Is there a way to do this where I can animate the colors spreading across the surface and blend with each other instead of simply raising the opacity?  Or a way where I can just keep the one object?

BTW this is a 360 video for a VR project I'm working on, hence the equirectangular perspective.

Here's an example of what I am looking for.

https://www.youtube.com/watch?v=AvFl6UBZLv4

I was hoping to use the Texture Paint brush but I can't seem to animate it.

Thank you!


texts: Weight painting. Should this be happening?

texts:
I was making an animation of the folding of a paper plane. The weight paint seemed like it was deforming the mesh uniformly, despite the fact that there was a gradient in the weight paint. To model this, I created a simpler version of the effect I want to achieve with a plane and a single bone. The weight paint does the same in this case as well:
The plane with its weight paint before transformation.

The same plane with the bone moved along the Z axis.

I thought the bone was supposed to alter the shape of the plane more gradually. Wasn't it supposed to form more of a domelike mesh?
Am I doing something wrong, or did I misunderstood the purpose of the weight paint?

The .blend file.


texts: How to make a crystal ball with particles inside in cycles

texts:
i'm new on 3D modeling and Blender, I'm self-teaching the 3D design and I can't find how to make a crystal ball with particles inside that reflect lights incoming in the ball.

I would like to create something like that:

Any advise to make it?


texts:
I downloaded a blender file from online, and all the menues like "view" "select" "pose" options are at the bottom, when they were normally at the top. Is there a way to reset all these UIs?
Thanks


texts: My animation has no keyframes but still moves?

texts:
I don't know what I've done here.  Basically, I've recorded one animation and want to record a second, but even though there's no keyframes showing the robot animates.

Also, the armature leaps to the side if you switch between armature/pose mode.

Short video showing the issues

I would really appreciate understanding what is going on here because if I don't know how to correct this it's going to be an issue with every animation.

Many thanks in advance.

A

Blender file:


texts: Merging isn't solving this. Line apparent in Object Mode

texts: I've highlighted the lines. Tried merging the vertices, but no dice. Not sure how to make it like the bottom picture. The other side ended up pretty well.


texts:
I am a long time Blender user and I built some nice scenes with it. I also love the new 2.8 but ever since I was working with volumetrics in Blender I was never really happy with it.

So what I want to achieve is something like this:
A Fog, which brighten up things in the back + dont nessessarily make it muddy grey (as it always happens in Blender)

So I know three ways of creating dusk in Blender, but none of these is really what I want.

create an Object and give it the volume-scatter material. There you can lower the densety until it gets a nice foggy feel. Unfortunately, the only result I get is stuff like this:

a muddy looking grey + dark fog. Yes I can higher the strenght of the light - but this doesent really solve it. First the rest of the scene gets way too bright and secondly there are still greyish parts in my fog. Not as in the reference picture I posted at the beginning.

2.Create A volume scatter node in the world node editor and plug it into volume. There I get pretty much the same thing, but over my whole scene. Still not right ..

3.Add Volumetric Fog in the composer AFTER the rendering. But this is kind a complicated to be honest. You need to figure out the exact numbers for the volume density and render over and over again. I gave up on using this technique because it was too complicated to be practical in my eyes

In game engines like Unity or Unreal I can achieve this with one or two buttons, and it looks exactly like I want it to look.
Therefor I even found a cool gif/vid on twitter: https://twitter.com/i/status/1148767976096747526
check it out. Something like this or at least a world volume adjuster HAVE to be possible in Blender. How?!

Kind regards
Frece


texts: How to stop undo from changing tool settings

texts:
Say I change the Brush Strength in Weight Paint mode and do some painting, then after undoing with Ctrl Z it reverts to it's prior setting. This also applies to other modes. The only fix I've found is to momentarily switch to object mode, but it is very annoying. I am currently using Blender 2.83.

Is there any way to change this? It is extremely frustrating.


texts: Rotate texture only on part of an object

texts:
I am looking for help rotating a texture on part of a chair. The back of the chair displays properly while the front of the chair displays the texture upsidedown (rotated 180 deg.). I am able to rotate using the nodes in the shader editor but this will rotate all sides of the chair and then I have the same issue.
Any help would be appreciated. I am very new to Blender so please bear with me.
Thank you.


texts: My layers are gone and I'm in global view. How do I get them back? I've tried the numbers, shift + numbers, I'm in global view and nothing works. Please help!


texts: After find missing files, my floor wont cast any shadow

texts: i'm working on this project of mine and i've moved the floor's texture files to another folder in order to organise my textures, but i forgot to pack the files into blender. i opened the file and and found the missing files,after that, i realised that my floor object is no longer casting the light/shadows as it should be! i have no idea why :S i have all the files back but i got this prob now


texts: Is Re-Topology necessary for Texture Painting?

texts: I was simply wondering if the process of painting a sculpture requires re-topology in order to create a UV map which, can be painted on.


texts:
When I export my models and animations I use a .x (Direct X) format. I can see how this format could accommodate multiple animations. However, I can't get Blender to export anything other than the active action. I have my animations in different actions, as described in this question/answer.

How can I export multiple animations into one .x file? I'm using the built in exporter for .x files.


texts: How to move particles along a plane without moving the plane?

texts: I'm attempting to make an animation which is going down a road in first person view. I'd like to do this without having to make just a very long plane of grass on the sides of the road. My question is, is it possible to make the grass particles move along the plane instead? As in they don't stay in the same position the entire time (though the plane will), and are also moving past the camera?


texts: How can I create a mouse Shortcut in Blender 2.8x or 2.9x to select object siblings in a collection with double click

texts:
I hope you are doing OK.
I want to create a shortcut entry to be able to select a collection with double click in the 3d Viewport but I cant find the right command to put in the identifier.
If I check the console, the command that runs with select siblings is:
bpy.ops.object.select_grouped(type='SIBLINGS')

But if I go to preferences - Keymaps - 3DView - Object Mode. and create a new entry with that command and Mouse and Double click, it does nothing.
Has anyone tried to do something similar?
Any Advice would be appreciated.
Thanks.


texts: Bake without shadows or influence from individual lights

texts:
I have an object with 2 materials. Rather than describe them ,here are the nodes:

Material 1:

Material 2:

The reason for the two materials is because the second is more of a decal and should appear only once in a specific location.

What I would like to achieve is to bake these 2 materials into one texture so that I can easily apply it to the whole object in Unity.

I tried baking with these settings:

This produces a completely black image. I tried a few other variations and was not able to get what I wanted. Basically, I want an image with no shadows, no lights (aside from the world lighting which is white) that I can use in Unity. I want unity to apply the shadows and whatnot.

How can I achieve this?


texts: Joining SVG curves into one object loses faces

texts: when joining SVG curves into one object I am losing faces.  How do I avoid or add the face back in


texts: I'm having trouble trying to understand the topology & model this shape

texts:
I'm trying to model the HK G11 but this part just confuses me.

I tried to model it and it looked alright but the "flow" was still not close to the real thing. I don't know where the poles should be and if my way of doing it was bad or not.  If you want to give me some general ideas on how to do it or recommend me a related tutorial that would really help me.


texts: Material keeps apply to more than one face but not others?

texts:
I was able to add material to the camera and speaker holes but when I try to add that same black material to the screen that will surrounded by the white it applies it to the whole front side? Not sure why this happening because it is a separate face when I select it? I'm very new to Blender and trying to figure all this out on my own.

Bonus question: Can someone please please please guide me on how to fix the little cracks/lines that show up on the home button and near the front camera when in render mode?
http://pasteall.org/blend/index.php?id=52216


texts: How do I add a background image as a camera lens?

texts:
I'm tyring to render some images references for a comic book I am making. After posing my models and props, I will be trying to find the best angle and then I will render an image.

In order for me to create the page, I will be loading a panel template as a reference. This is basically a bunch of rectangles that give me a reference where my comic book panels on the page will be.

I will adjust my render dimensions (this changes camera view dimensions too) to have a comic book page height and width. I want to load the panel template as a background image (which has the same height and width) so that it is locked to the camera view.

This way, when I press the key Zero, I see what my camera sees. If I then select the checkbox Lock Camera To View, I can rotate around an object while seeing what the camera sees.

What I want to know is how do I get the panel template image locked to the camera view.

This will give me the ability to find the best angle and zoom for my scene while adjusting it for the appropriate panel in the template.

How do I do this?

Thanks to the answer, here is snapshot of what I was trying to achieve:


texts:
I am not sure how to describe this effect.  but..
I want to show a video with a picture frame in it.  I want the blender camera to zoom in on the picture frame and eventually just be showing the video that was playing in the picture frame.  I am sure this has a name, just not sure what it is.


texts:
accidentally baked blank texture onto almost finished texture, bake mode: textures, Blender Renderer.

doing that to get bigger margins because texture brush's bleed is either too much or not enough. usually i save work in progress, but this was an easy piece, so i skipped that step. not a big deal in losing it, but i'm still curious if it's possible to Undo a bake like it's possible to undo brush strokes or most other actions


texts: Blender 2.91 convert to Grease pencil and preserve only outlines

texts:
I am pretty new to Blender and what i want to do is to convert my entire mesh to grease pencil.
When i do this it shows all the edges and vertices with it i want to only keep the outline of the object and selected lines if i try to delete or dissolve edges or vertices it deletes unwanted segments and leaving holes.
Like in the image i provided how can i keep only the outline (i have tried Sculpt mode with removing thickness however in more complex meshes its very tedious).

Like i said i am very new to Blender and appreciate the help.

I am using Blender 2.91 on a Mac.
Or can anyone tell me how to achieve this kind of render with an animated look (anime mange and such) and explain how to render it my final output would be frames (for frame by frame animation).
And another question when i try to render with Cycles and choose freestyle the lines comes all jagged how do i solve this?
EDIT
I want something like this only outlines.

Kindest regards.


texts:
When I try to render this blender scene my pc screen blink black and after I get this message

Then blender is just white and not responding I need to kill it and try again with no success's
Here are some debug logs :
https://pastebin.com/K26TQreP
https://pastebin.com/hgRhmr1C
The blend file :
https://gofile.io/d/DkHbzm
More info :

My rx480 have 8gb of vram
My pc have 16gb of ram
My cpu is a ryzen 5 1600


texts: Image texture not following the animation

texts:
File here:
Absolute newbie here. I made this eye texture following a tutorial on Youtube as part of a character. When I animate the character the texture from the eye sort of lags behind until the eye becomes completely red with a blue empty circle in the middle. I'm trying to find a solution but I'm completely lost tbh- sorry if a similar question has been asked, I did check but couldn't find anything that works


texts: How can I get this info box to show me what my exact changes were?

texts:
In blender versions before 2.8, whenever you made a change you would be presented with this:

How can I get this in 2.8?


texts: I was watching this video on making a custom UI tab using Python, and in the line from bpy.types import Menu, Panel, UIList, I see the names of objects that look like they can all be used to make different UI elements. Does bpy.types contain all the objects that people use when they want to make custom UI elements?


texts:
Could be blender used for resolve camera focus and position, and reconstruct real point position in space from two static photographs?

In some blender versions it seems that camera tracking can do this job, because it can handle two images as "two frame movie", but it does not work with different focal distances. Recent blender versions, moreover it seems, need some minimal count of frames.


texts:
I've been doing something that may seem weird.

My workflow has been separate objects using loop cut into separate faces. I then use UV to apply a texture to all of these faces. It has been working fine for 2 different maps I've done, but now it's glitching in a weird way. In the photo you can see the outer wall, and a glitching inner wall. The inner wall is not any different than the outer one and was copied from it pre-uv and loop cuts. The outer walls are overlapping in the same way as the inner ones, and everything I do with the inner walls, they keep breaking the textures and applying both a Unwrap and (unwrap) reset texture simultaneously.

This is happening whether the inner walls are overlapping each other or not. So it is nothing to do with the face that they are intersecting as far as I can tell.

Anyone care to explain to me what is going on? Only certain walls are refusing to apply the uv map correctly and there is very little difference between the ones that are and the ones that aren't.

I've added the file here. This isn't the one I took a picture of, but the house in the middle has a wall that is doing the same thing as the the hedges.


texts:
I've searched thoroughly and while there are plenty of questions and answers on how to engrave text into an object none seem to work for me as i am using an irregular surface.
I have the following Model

And when attempting to use a boolean modifier (The text has been converted to a mesh) with difference The following is the result:

Side View:

as you can see that hasn't come out at all as I wanted it
(I hoped it would only cut away what was inside the main model and fill the bottom as other answers have shown:
Here and Here)

Some Letters do cut correctly like the very first but the colours are still messed up.

So My question is, Is there a way to cut/engrave text into an irregularly shaped surface that sits flush with that surface.

Edit: File as requested:


texts: 1 bone stuck in pose mode rotating around 1 end

texts:
I am new to rigs and animations and I wanted to work out some hands animations for a FP game I am working on. The bones are taken from the basic rig if I remember (I.E. because I started it almost like a month ago and came back to it because I thought it was not what I wanted at start but it looks ok now :D ). My problem is that the I don't remember what I've done to it, because as you can see, one of the bones is Yellow and it doesn't move, only rotate around the lower end. It can be deformed from the Inspector but the problem is the lower end is still stuck in place. I looked through it and nothing at the first sight is locked. Any help will be apreciated. What i want to do is unlock it because the hand can't go up because the wrist will go up with the hand, but the arm is stuck down because of that.
Also trying to rotate the certain bone, makes the higher part of the arm go down.


texts: how to achieve this mesh hair render (like in the new zelda) in blender internal/viewport render

texts:
as the title suggest i just doesn't seem to be able to achieve this kinda style in blender is really hard to achieve (do i need to tweak the normal in this case).

Cheers Noob.


texts: I have animation that contains curves that are acting like cable. The curves vertices are attached (hook) to empty so it will work right way. Everything works fine, but I need to import this animation to unreal engine 4 and you can't import curve or hooks. The hook modifier has button "apply as shape key" but I can't make it work. Is there any tutorials or can someone explain to me how can I convert hooks to shape keys.


texts:
Huge help:
Is there any way I can extrude faces from inside a cube? I ended up with the body shape I want from the mascot I need to make but have now realized I need to pull out the arm (just like the cilinder I made) and the cube face I initially made ocupies all the side shape :(


texts: Combining two renders with different seeds

texts:
So I've been dinking around with the NetRender function in Blender, using an addon I found to enable GPU NetRender functionality, I'm looking to render single images across multiple slaves

My first idea being to set a render border and send two jobs with different borders to two different machines, but the NetRender doesn't support Borders.

So I fell back on Image Stacking, rendering two shots with different seeds, but due to my idiocy, I can't find a way to merge two pictures of different sample seeds, I have both rendered shots, but can't for the life of me find a way to combine them, in Blender, or in my photo editor of choice, GIMP.

What would be the most optimal way to go about this?


texts: How to acces to EnumProperty value outside of "class SearchEnumOperator"?

texts:
I can't understand how to get the value of an EnumProperty outside this operator.
This is an example with the panel where I would like to show the current value of this EnumProperty:

class SearchEnumOperator(bpy.types.Operator):
    bl_idname = "object.search_enum_operator"
    bl_label = "Search Enum Operator"
    bl_property = "my_search"

    my_search: EnumProperty(
        name="My Search",
        items=(
            ('FOO', "Foo", ""),
            ('BAR', "Bar", ""),
            ('BAZ', "Baz", ""),
        ),
    )

    def execute(self, context):
        self.report({'INFO'}, "Selected:" + self.my_search)
        return {'FINISHED'}

    def invoke(self, context, event):
        context.window_manager.invoke_search_popup(self)
        return {'RUNNING_MODAL'}

class CustomMenu(bpy.types.Menu):
    bl_label = "Custom Menu"
    bl_idname = "OBJECT_MT_custom_menu"

    def draw(self, context):

        layout = self.layout
        ###Noob example:
        #layout.label(text = SearchEnumOperator.my_search)<---------?


texts: Fractal Noise in Blender Stretches From Origin Point- Why?

texts: To make a good noise for terrain generation you can hook up a noise texture to the scale of another noise texture. I like using this, but I noted one limitation- if the texture coordinates become displaced too far it does keep a constant pattern. You can visualize this well by viewing the volume of the output- the noise seems to stretch out directly away from the origin point of the object the farther away it goes. Why? How can I prevent this?


texts: How to follow a path by curve points rather than length?

texts:
I am trying to visualise some physics simulations in Blender. The simulation result is a path that an object travels over time. I am importing the collection of points as a curve into Blender using a python script. I then use a "follow path" constraint on the object and set the curve as the target.

So far so good. However, the motion of the object is not as I expected. Blender seems to interpolate the motion along the distance of the path. The spatial co-ordinates are correct, but the time doesn't match.

For example, assume that the points are (in 2D for simplicity):

(0,0)  (1,1)  (4,4)

And I want to run the animation for 20 frames. I expect the object to be at (1,1) on frame #10.

However, what Blender does is, it takes the length of the total path and then interpolates. Since the last point (4,4) is much farther away, on frame #10 the object is not at (1,1) but somewhere between (1,1) and (4,4).

My workaround was to write a script instead of using the "follow path" constraint. The script inserts keyframes at each position in the simulation at the corresponding frame numbers. In the example above, key frames will be inserted at frames 0, 10 and 20.

The script is hacky and slow. My question is, can this be done in a better way?  I suspect this will be very useful to many people who try to visualise data.


texts:
I want to turn my Head with the Head bone. But somehow the Head cannot turn to -180 degrees. Which kinda makes sense but I want my Head to turn 360 degrees. What went wrong?
-Lathano


texts: UV map for hemisphere and other primitives

texts:
completly newb here.
I need to construct some primitives for my ParticleSystems in Unity3D, but i have issues with UV maps. There is some mesh like a hemisphere

I need to put textures on this sphere, like this one

I just select all entire mesh by (A)>Unwarp, so its create default UV map, but this one is not much correct, like some distortion on top and not clear on bot.

Trying to google how to apply UV maps, but there is a lot of tutorials for hard-constructed mesh/texture but not a for simple one.

What i need is simple primitives and use non-unique textures for them correctly, would be nice if you have some tutros or w/e for learning.


texts: Armature not bending with connected bones

texts:
In pose mode, I try to rotate a bone, but instead it rotates all the bones that are connected to it.

How can I fix this?


texts: How to remap my UV without messing with textures already applied to a mesh?

texts: The title says it all but i'll give further details. I have a 3D mesh on which I have already applied some textures, but i didn't care about uv mapping it the proper way. The problem is I figured out I must care about that now but I don't wanna retexture it from scratch. Is there a way to remap the UV while keeping the texture intact in its place?


texts: Replacing part of an object's name with object.name.replace?

texts:
So this is a fairly straight forward thing I want to do. Basically I've got a mesh named XXXX_HP and I want it to find the "_HP" and replace that with "_LP"

I've looked through the various object.name functions and object.name.replace() seemed the most obvious to use, but it doesn't seem to do what I expected it to do.

import bpy

bpy.context.object.name.replace("_HP", "_LP")


texts: How to compile a stop motion movie in the VSE with python?

texts:
I have a ASCII text file, which holds the data for combining images into a stop-motion movie as follows.

Length_in_second/100|filename.ext|x|y in pixels
50|ImagePhoto.jpg|0|0
100|NextPhoto.jpg|0|2

How can I load all photos into Blender's VSE?  I need to show ImagePhoto.jpg on screen trought 0.5s (first photo)
next for 1s. ... etc.

If it is possible I would like to save the images back to a similarly syntaxed ASCII file when I edit length position etc. in Blender.


texts: How to calculate the cross-section area of an object?

texts: I have a 3D model that is sized according to actual dimensions in the real world. I'd like to use Blender to calculate the cross-sectional area of the object, because the cross-section/cutaway shape is too complex to calculate by hand.


texts: Blender will not import my svg in version 2.73

texts: Blender will not import my svg image. I'm using inkscape and I made sure to use plain svg.


texts: Basically I have a lamp moving on the Z axis according to a sound baked, then unbaked F-Curve, the problem is it's moving the exact opposite way I need it to, and so I believe I need to invert the F-Curve in someway.


texts: should the polygons of a model be squares/rectangles?

texts:
I don't really know how to ask this question, I googled, but I couldn't explain myself in a very short line in the google search bar, so I didn't get any result, so I thought it would be better to ask it here.

I'm new in 3D and I'm teaching myself, and whenever I make a 3d object and compare it to a good model that has been made by a professional 3d artist, I always notice that the vers that I have in my model look terrible compare to them. by that, I mean that the verts I put in my model are not even, whereas all of the faces(i don't know if I'm saying it right or not) that a professional make, always looks like a square and have only 4 verts. they always fill 4 verts into a plane and make keep it look like a square or a squarish rectangle(if you will) but mine are not like that.
some times in my models I have a plane that has 7 verts, and it's not square, not even a rectangle.

I know it's difficult for you to understand what I'm saying, I'm just trying my best to explain.

Please take a look at these pictures, they will help you understand what I'm trying to say.

This is a model that I found in google.

If you take a quick look, the faces are almost in the same size, and they fade into smaller ones.
and they're all even and looking squarish.
(Yes I know it's in edge select mode which doesn't show verts) but I think you get what I mean, I have seen many models in vertex select mode and they're like that.

This is my model, one side of a bus

polygons are not even at all, sizes are totally random, and some of the polygons have more than 4 verts.

My questions are, Is it important? if yes, should I fix them one by one or is there a better way or an addon to do the job?

in addition to that, I'd like to kindly ask you to please, explain to me a bit more about these polygons. triangle polygons vs square polygons, or things like that, if there's any tip or important thing that I need to know about polygons, faces, verts when modeling.

and one last thing, I really thought about a good title for my question, but I couldn't find anything that can explain my problem, hope I'm not getting downvotes.

Best regards,

Amirreza


texts:
Suppose to have a seamless heightmap, created to be used with the displace modifier.

There is the diffuse map too, related to the heightmap.

My question is:

Is it possible to apply the displace modifier and color the mesh using the diffuse map, without handpainting all?

As the displace modifier is going to deform in one click all the mesh, is it possibile to color all the mesh with the diffuse map, following the path of the heightmap that the displace has given? Is there a path viable or my speculation is totally wrong?

Thank you so much!


texts: How do I fit label precisely around bottle, specifically the circumference?

texts: I plan on wrapping a label around this bottle but the label gets distorted everytime, so I've concluded I need measurements to match. I've thought about making edge loops to get a specific height when making a selection and as for the circumference I can only think of counting all the faces and multiplying length times that. Am I on the right track? Let me know if there's a more effective way of achieving this.


texts:
With bpy, how could I make a subclass of an Object and use it ?

I made a subclass of bpy.types.Object, but I don't know how to add it to my scene. The only way I know to add objects is using bpy.data.objects.new.

But I don't see any way of adding a subclass.


texts: Pass values from python script to Blender and automate render(mp4) creation

texts:
I have a project in Blender that provokes a shape to move in certain ways based on two values (currently I manually change the values in the Python script in Blender and manually click to render to an MP4 file). The goal in mind is to have a web page that collects these two values and passes them into Blender to render a video (MP4) and write it out to a certain location. Essentially I want to automate the render upon the opening of this particular blender file.

I am relatively new to Blender, but I did notice that when I move my cursor over each setting, Python code is displayed. I have been trying to reference that code and the online documentation to auto-render, but I not having any luck.

The command shown to render is bpy.ops.render.opengl(animation=True). However, I am confused on where I would need to place this line of code to initiate the render. I have a python script that will open up blender and my blender file, but I just need a little guidance on how to pull off this next process.


texts: Using a hint/information-bar like the trasformations are using

texts:
The transformation-operators of blender are showing some hints/informations on the header of the 3D-View. This hints/informations are replacing the default layout-elements of the header (template_header(), VIEW3D_MT_editor_menus, template_header_3D(), …). I want to use this bar in my operators. But i can't find any information about this bar.

Does someone know how to uses this bar?
If not: Does someone know how this bar is named, so that i maybe can find the solution in the startup-scripts / blender c-code?

I might could prepend a very long label to VIEW3D_HT_header and remove it after executing/aborting the operator. But this seams to me like a messy workaround.

Thanks.


texts: my fingers are bending weirdly, what did I do wrong?

texts:
I rigged my character with rigify.
I use the scale of the drawbars to make them fold, but they fold in strange directions. The pinky folds backwards, and it's like the first hinge of the fingers doesn't fold (only the 2 last phalanx)
Can I fix this? Or do I have to delete my bones and redo from scratch?
I guess it's about the orientation of the bones before I made the parenting but I'm not sure what rule I should follow...
Thanks for the help


texts: Is it important to model a car to be subdivided in all quads or will tris work?

texts:
Merry Christmas Everyone

I'm having a hard time modeling a car.
My true question is, is it a must that my car model will be made only of quads? I tried this method but it seems like I'm creating unnecessary vertices than I should. I understand that it is crucial for it to be all quads instead of tris if one is aiming for a clean edge flow.

After I model the car I plan on adding a subdivision modifier. So should I use triad on places that it is required or should I use quads to manipulate my way through disregarding the extra vertices it will generate?

I'm so stuck. These page was intended by me to have all the problems I'm experiencing outlined, but I leave the rest to whosoever that can give me a way throughout my issues. [sigh] help please!


texts: Light source direction/position as Texture Coordinate

texts:
is there any way to use a light source' position/direction as a control for "Texture Coordinate" in the node editor? (in cycles)

So that when I move the light source around it adjusts the coordinates of the texture.


texts:
Is there a way to enable wire and draw all edges in Object -> Display as default?
So I don't have to enable it for every single object.

Any help is appreciated! :D


texts: Gravity simulation doesn't work (Cloth Simulation)

texts:
my object isn't falling down in the cloth simulation I run. I didn't found any solution on the internet. I'm sure it's a simple one tho...

Thanks in advance,
Tobi


texts:
I have a scene of a large animation that is split up into many different files. They all share the same static objects in the same places, just that characters and moving objects are changed in every file, as well as a camera angle per blend file.

Now I've come across a problem that I'm consistently changing the background props as I go along. It becomes annoying as I have to fix all the files one by one.

However, blender has a link function on the file tab that I haven't used before. It seems like this could fix the inconsistency risk between scenes.

Is it safe and normal to have a blend file that has all the objects in the right place without any animation and all the rest of the files using that same scene containing the animations alongside it link back to the original file? Is there any catch?


texts:
In 3D Viewport when I set the view to orthogonal the background grid goes all wonky. See images below. Obviously i'd prefer this not to happen, for the grid to render like a proper grid. Any guidance on this issue?

Thanks, JK.


texts: Why am i unable to connect node in shading?

texts: I want to connect colour to surface, but i am neither able to select colour nor surface as shown in


texts: Matching physics properties for multiple objects

texts:
I have about a thousand cubes in my scene that all require the same physics settings. Is there a way to do this without having to change each mesh separately?

I wish I had added the physics first then duplicated but still it would be helpful if there was a way to add settings to multiple meshes at once.


texts: Bone constraints not working on first bone in chain

texts:
I have an IK chain controlling a mesh. I want to attach this IK chain to something. I have tried putting Child Of, Copy Loc, and Copy Transform bone constraints on the start of the chain. None of them do anything. Is there some rule against using constraints on the first bone in a chain? I notice that it works if I constrain the bone in Edit mode with a regular constraint instead of a bone constraint in pose mode, but this causes some strange issues.

Anybody know how I can go about attaching my bone chain? Specifically, I need to have it following a specific vertex (vertex group) on a mesh that is being simmed, so it doesn't work to constrain the entire armature object, or to constrain to the object. Is there an option better than constraining the bone in edit mode to an empty, and then having that empty be constrained to a vertex?

EDIT: Example file (see comments)


texts: Blender 2.80: What is the difference between "Rendered" and "Look Dev" display modes?

texts: By pressing "Z" inside the 3D viewport in Blender 2.80 one can access the display modes of Blender. I would like to know the differences between "Rendered" and "Look Dev". Thank you.


texts: What are the new 3D cursor features introduced in 2.73?

texts: Just noticed that while dragging the 3D cursor values for constrained axis can be entered, and the cursor can snap to faces. The status header shows MEDIAN,Global,FACE how can these properties be influenced?


texts: Texture paint not staying in object mode

texts:
On blender 2.7, I created a model and i was texture painting using an image (that i previously used made using UV mapping). I've done this before and it worked but this time the texture I want is only visible on the texture paint mode - not on object mode. Can anyone tell me how to fix this? I've added some pictures below showing what's happening. It's my first time animating and i could really use the help thanks.

Here is a screen shot of my nodes for reference! (sorry, bit of a newbie here, hope these are right)


texts: Trying to figure out how I can get the mesurment tool in blender 2.8 to render with my image?


texts: is there a way to add foam around an island?

texts: I'm trying to create a shader that creates a sea foam around an island, is there a way to make it with just the shader?, i'm using an ocean modifier for the sea, and I want to make a factor in the mix shader that mixes by considering the intersecting line between the sea mesh and the islands.


texts: I have a large scene so I want to render it layer by layer and then combine it in compositor. However, separate view layers are not intersecting with each other (for example if sun is on the viewlayer_1, objects from viewlayer_2 are not getting any light). In previous version of Blender everything was easy to set up in Layer settings, but now I can't figure it out...


texts: Recently ago, I can activate snappig in Shader Editor and disable it in 3D Viewport. After downloading new version, snapping activate in all editors. I want to activate snapping only in Shader Editor ad disable in other, so how can I do this? May be in settings? I dont want to download old version of Blender.


texts: How can I correct more faces at the same time?

texts: I am making this stylized "illusionist pendant", that basically has two halves, that turn forming a heart and open (sorry for the poor explanation). I already have the heart modeled but if I try to rotate half of it the silhouettes don't match up. So how could I fix that?


texts:
I know how to animate a little figure. with a back screen. but how do prof animate in a little map, with trees.
Will try to make a little car. moving around in a landscape. but at the same time I will like to control my wheels in there.
Can't find the right set of words. to find tutorials on Filming or animation inside a landscape.
can you help me find som link on tutorials for that?

or tips to programs used for the animation recording part?

Thanks and peace :-)


texts: Edit Mode Crosshair Cursor Invisible in 4K resolution

texts:
--Conditions;

I am unable to use a smaller resolution than 4K due to an odd hardware issue.

I am using Windows 10.

Issue only appears is select mouse environments (not limited to Blender.)

Windows UI scalling is applied.

The 'scaling override' in 'compatibility' has already been toggled and experimented with.

Blender's internal DPI scaling does not solve the issue.

Blender's 'Big Cursor' option does not solve the issue.

--The problem;

Due to an odd hardware limitation I'm forced to use an extreme DPI that seems to be generally poorly supported. As a result the normally easily distinguishable cursor in edit mode completely fades into mesh when it hovers over it. I have all Windows tools for UI scaling applied, which works for the most part. But in certain conditions, some elements reverse back to their true 4k resolution, among which the Blender Edit mode cursor.

https://www.dropbox.com/s/w1bkrzzt9vdnv9r/HollowCursor.gif?dl=0

Are there any manual ways to increase the size or its colours to be more visible? Other potential solutions would of course also be appreciated. I'm a bit at wits end with this issue.

Thank you in advance.


texts: Why is my video playing limited to a couple seconds when i add it to VSE?

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https://www.youtube.com/watch?v=cCsPmzrwXG0
AS you can see it is limited to the black line. Im sure theres a way to make it view the WHOLE of your video, but i dont know how and i cant find a tutorial to do it. thanks, Bye


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I want to texture my whole gun, not each part individually with smart UV project. How can I do this?

In edit mode, it's only possible to choose the selected object's mesh.


texts: Texture painting isn't showing up on mesh

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I am currently trying to paint a texture on my mesh and it is not working. i brought up the UV image editor, made an image texture, selected mesh and unwrapped it. I then created a material and selected my image texture as the color. I try to go into texture paint mode to start painting but nothing happens. I have tried to flip normals being i saw someone else have the same problem and that was their answer but not for mine. Any help?

This is my .blend file:


texts: Blender only render one frame of animation

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I have a 300 frame Eevee animation, but when rendering I only get multiples of the same frame. I have looked at similar posts on Stack Exchange, but they don't solve my problem.
Animation works perfectly in viewport. I render using Ctrl + F12. Cloth physics is baked for the animated object.
Blend file: https://we.tl/t-yFyttsa6aH
Render settings:

Frame that get rendered:


texts: How to rotate a bone using animation nodes

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I see many tutorials on how to rotate individual objects using animation nodes. But I can't figure out how to rotate a bone inside of a rig object using animation nodes. When I select the rig object, I get no option to select a bone inside of it and I'm not sure how to identify the bone I am trying to rotate.
Is writing an expression the only way, or is there a built in node field for that like there is when you go to use constraints for example.


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I do have a question
i have a python code that has some variables declarations and sensors identifying. also it has a function inside called RUN
my problem is that when i use an always sensor with a python controller, it only reads RUN function and it ignores the variables i declared before. even though it doesn't ignore the identified serialport.
how can i make the sensor reads the whole code once and loop the run function?


texts: Creating Wind/Dust storm effect animations with cycles?

texts: Currently i am into still images, but i am starting to get into animation and i was wondering is there a way to create a dust storm like effect with the particles moveing so that it could give the appearance of flight? and is there also a way to create the effect of the fast spinning Propeller. Thanks Guys


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How do you hide/show the viewport menu which starts with 'Object' (what mode you are in) and ends with render mode?
Thanks,
Rusty


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Im learning the in and outs of blender, and I'm starting to be able to understand most things and fix them on my own, but this one has me stuck.

Im rigging a Halo 5 spartan, and the left forearm right keeps influencing the top of the thigh plate. (Screenshots below)

And when I move it...

I have the same problems on the right side too. I have checked the weight painting and its all good, I just cant figure out whats influencing the mesh. This is my fourth time rigging a spartan, and all the rest have gone without a hitch. I don't really want to restart, so please help me out!


texts: So I am working on a character to be taken into unity and frankly my normal map and Ambient occlusion are horrific...I'm wondering if it comes down to a bad original structure or something...I've attached some images to reference what issues I am running into..Thank you for any and all advice.


texts: Motion Tracking works in viewport, but not in Render

texts: Everything works fine on the viewport and on the Motion Tracking Menu tab. I have a solve error of 0.839 and 26 trackers. If I do a viewport render, there's no problem. However, when I do a normal render (either in eevee or cycles), the objects start moving around unpredictably as if not recognising the motion tracking. I would really appreciate it if someone could help :)


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I am doing an Anime female model for my animations I am not a beginner, but still finding my way around Blender.
It seems like every object I use that is poly does not work I use the subdivision modifier. So there is plenty of polygons to sculpt. Then go to sculpt then get the Vertex data warning. I get spikes in my objects which is annoying.
I tried sculpting the character but I like building the character the way I want then start sculpting.
I have been having these issues for months.
I would really appreciate the help. Thank you


texts: Creating a noise distortion along the edges of an object only (for a hologram effect)

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I'm trying to make a distortion/glitch effect driven by noise along the edges of my object. I'll cut the mesh in half to just have the front face, and then I want to push back the outlining vertexes behind the mesh randomly based on the noise. So, if the mesh is animated to say, turn its head, it's almost like the parts of the face that are turned that direction are being pulled backwards like a magnet.
I would assume weight proximity editing with an empty placed a distance behind the subject would help, but I am relatively new to dynamic painting. Can anyone point me in the right direction?
Thank you!


texts: I am working on a really complex mesh that I am using for product design, so I do not intend to render it. Due to its complexity, blender is running really slowly and it takes a few minutes to make any changes. Again I do not want to render this, I want to speed up blender in edit/object mode when I model the mesh.