texts: Control multi-material object transparency

texts:
I'm animating the assembly of an equipment, I have a couple of materials repeated on multiple objects, and also some objects have multiple materials assigned (so there is a blue paint material, red paint material, shiny metal, etc., and some objects can have the three of them).

What I need is to control the transparency per object, in this case to animate a "fade in" for each piece of this machine. It would be impractical to duplicate every material and then synchronize the materials on the same object to fade in at the same rate.


texts: Scale of Model in Blender is not same in .stl

texts: I have set the scale to 0.0254, which makes Blender display correct dimensions in inches. But when I export to .stl, the diameter of my circle in the model is 2.75mm instead of 2.75 inches. Also, I am trying to get these models 3D printed, using printing services, and each time I do so, the file scale is wrong and I have gotten several incorrect parts as a result. How do I guarantee that Blender is exporting the dimensions I need them to be?


texts: How to stop mesh cutting through another mesh

texts:
I want to fold a plain mesh with two folds. The first fold is good, but when I make the second fold the edge of the first fold cuts through the mesh next to it. I have added print-screen of the problem I am having.
Is there a way to stop the mesh cutting through (maybe a constraint)?
What is the best way to deal with these sorts of problems?


texts:
I have a single vertex (point) in 3d space. Its position is random, somewhere in 3d space. Now i just want to snap it to any grid point (grid on ground level or Z=0). I activate  'absolute grid snap' , i move the vertex and press ctrl (turn on snap) but there's no way i can snap it to the grid point. Is it possible to do this in Blender ? should be very simple case.

video link : https://youtu.be/KRci5-L3ajk


texts:
I have a NURBS surface definitions (i.e. the control node positions) but want to automate the generation of the surface in Blender.

Currently I generate a flat regular grid of control nodes by staring with a flat surface and repeatedly using

bpy.ops.curve.extrude_move(TRANSFORM_OT_translate={"value":(0,1,0)})

or

bpy.ops.curve.extrude_move(TRANSFORM_OT_translate={"value":(1,0,0)})

I can then select each control point in turn and using for example

bpy.ops.transform.translate(value=(-3.52127,-3.49763,2.31155))

move it to where I want it to be.

I can generate these lines automatically (Mathcad & Excel) but do not know how to shift between control points automatically, or access and define the locations directly without using the GUI.

Can someone propse a Python script to either cycle through the rows and columns defining the locations or select the next point in the U or V curve?


texts: The material shows black artifacts when rendered

texts:
This is what it looks in Blender

This is what it looks after rendered

The atoms still looked fine but the bonds looked grainy even though (I think) I assigned the material to bonds the same way I did to atoms. This is the relevant part of my code

def colorize(data):
    for key in data.keys():

        D.materials.new(name=key)
        D.materials[key].diffuse_color = data[key]['color']
        D.materials[key].specular_intensity = 0.2

def draw(atoms, data):
    for atom in atoms:
        O.mesh.primitive_uv_sphere_add(size=data[atom['name']]['radii']*0.5, location=atom['location'])
        O.object.shade_smooth()
        C.active_object.data.materials.append(D.materials[atom['name']])

def bonds():
    for c1 in D.objects:
        for c2 in D.objects:
            distance = pow(sum([(c2-c1)**2 for c1, c2 in zip(c1.location, c2.location)]), 0.5)
            if c1.name.startswith('Sphere') and c2.name.startswith('Sphere') and distance < 3:

                m = D.meshes.new('connector')

                bm = bmesh.new()
                v1 = bm.verts.new( c1.location )
                v2 = bm.verts.new( c2.location )
                e  = bm.edges.new([v1,v2])
                C.active_object.data.materials.append(D.materials['Stick'])

                bm.to_mesh(m)

                bond = D.objects.new( 'connector', m )
                C.scene.objects.link(bond)

                # Hook connector vertices to respective obj
                for i, obj in enumerate([ c1, c2 ]):
                    O.object.select_all( action = 'DESELECT' )
                    obj.select = True
                    bond.select = True
                    C.scene.objects.active = bond # Set connector as active

                    # Select vertex
                    O.object.mode_set(mode='OBJECT')
                    bond.data.vertices[i].select = True
                    O.object.mode_set(mode='EDIT')

                    O.object.hook_add_selob() # Hook to obj

                    O.object.mode_set(mode='OBJECT')
                    bond.data.vertices[i].select = False

                m = bond.modifiers.new('Skin', 'SKIN')
                m.use_smooth_shade = True
                m = bond.modifiers.new('Subsurf', 'SUBSURF' )
                m.levels = 2
                m.render_levels = 2
                C.active_object.data.materials.append(D.materials['Stick'])

                O.object.select_all( action = 'DESELECT' )

    for each in D.objects:
        if each.name.startswith('connector'):
            for v in each.data.skin_vertices[0].data:
                v.radius = 0.1, 0.1
            # print(D.materials['Stick'])
            print(C.object.active_material.diffuse_color)
            C.object.active_material.diffuse_color = (0.5, 0.5, 0.5)
            # C.object.active_material.diffuse_color = (1.0, 0.0, 0.0)


texts:
I'm using blender 2.81a on ubuntu 18.04.3 I'm try to setup a scene to make a house on fire soo I tried it very basic approach it didn't work, then I just wanted to test if the fire simulation is working stable in this version, I took a cube and used quick effects-smoke even in shading I deleted principled bsdf and added a principled volume and added an emission shader connected the both with add shader and plugged output into volume of output.
For flame color I added input-attribute gave it a name 'flames' and added color ramp set interpolation  to linear gave input from attribute-factor to color ramp factor then plugged the color output to a math node and changed it to multiply input is plugged to above node and below I gave a value of 30 and gave it's output to emission color but nothing changed (note: I didn't check the clamp option in multiply). I don't know whether it's a correct way to do fire simulations, if there is any other way to do it can anyone help with this.


texts: I am still learning to 3D models, but I feel this hat can be a good learning experience for someone who wants to go into Game development. The first model I made I finished the curves but they looked like garbage. If any could tell me the best course of action for these hat curves I would be very grateful!


texts: how i split this uv maps in the uv maps panel?

texts: as the title saids, i need to split or separate this uv maps one part in one layout and another in another layout.


texts: How can I recall the pie menu to toggle between sculpt mode and others

texts: How can I recall the piemenu in the picture? thanks


texts: Strange rotations when using the action editor :S

texts:
I've been having a strange problem with rotations whilst using the action editor and i can't seem to recreate it consistently so I've got no idea whats happening.
I've made several different animations for a model, like run, walk and Idle but when I flick between the actions sometimes one of them will rotate 45 degree in the x axis and i don't understand why, if i reload the file the animation goes back to normal.
I've attached some pictures to try and explain, any help would be greatly appreciated!
https://www.dropbox.com/s/7bv2iysvizzh8fj/Help%205.png?dl=0
https://www.dropbox.com/s/7bv2iysvizzh8fj/Help%205.png?dl=0


texts: How to override Filmic color space in the Compositor nodes?

texts:
I want to use Filmic color space for my renders, but I also want to override Filmic's constraints in the Compositor for the final image.

My current workflow right now is to open my Filmic renders in GIMP to adjust the brightness and contrast to my liking, but attempting to do the same with Blender's own Brightness/Contrast node in the Compositor doesn't allow the colors to leave their muted state.

In other words, if the color white was in my Filmic render and I wanted to raise the brightness to a full white, the Compositor doesn't let me get brighter than the dull gray white that's already in the render, so I have to either open the image in GIMP to have full control over the brightness and contrast, or switch back to the harsher and less accurate colors of the Default color space.

How can I get around this so I can keep my workflow entirely in Blender?

----------------------------------------------------------------------------

TL;DR SOLUTION: While using the Brightness/Contrast Node is limited to Filmic's usual muted colors, the Color Balance node, when set to the drop-down option "Offset/Power/Slope (ASC-CDL)," will let you manipulate the colors fully.

I've found the two controls highlighted in red to act most like brightness and contrast settings, but it's better to read how to fully use this node here.


texts: Inserting frames in between current frame

texts: I, unknowingly, set my frame at multiple of one on timeline, and drew in each frame accordingly. I want to change it to multiple of 10 frame.


texts:
Apologies, I'm not entierly sure how to the title this post without it being super long.

But to summerize, I use blender for my day job, doing artwork mockups on products, and eevee has sped up this process 10fold compare to waiting for cycles renders, but one crucial thing i'm missing at the moment is to see the back side of my UV Wrap on a transparent/glass object in eevee, I've searched high and low but can't seem to find any answers, is it currently possibly with how eevee is right now?

If so please help me correct my setup to show this.

Node setup is not mine, I found it elsewhere, but currently gives the most accurate real world result to what i'm mocking up.

Images below:


texts: How to create gizmo such as Radius/Strength F/SHIFT+F shortcuts from sculpt mode in python?

texts: I was wondering how to imitate this blender feature with python, using F/SHIFT-F to change properties such as this below


texts: Importing obj files from a list variable python

texts:
Blender 2.8
windows 10

So the idea of this script is that it will look in a directory for a good 3 thousand or so object files and one by one import them do some things like recalculating normals and converting triangles. And then saving blend files. However I am very very new to python coding and am having a bit of trouble.

import math
import bpy
import mathutils
import os

# a list of all models in the directory all models
model_list = os.listdir("B:\Planetside LOA project\Assets\All Models")
# the total number of models to be used in the while loop
model_total = len(model_list)
# current selected model
model_select = 0
# path to the model directory

# stored path of directory and specific model file
target_path = "yeet"
# to store the model's name in memory for simplicity
temp_model_name = "dab"
# the name of the object minus .obj
cur_object = "yote"

while (model_select != 1):
    target_path = "'B:\\Planetside LOA project\\Assets\\All Models\\" + model_list[model_select] + "\\'"
    # imports the model
    bpy.ops.import_scene.obj(filepath=target_path)
    # gets the name of the current object
    temp_model_name = model_list[model_select]
    # figures out the length of the filename minus 4 characters
    rem_obj = len(temp_model_name) - 4
    # stores cur object as the object name as it is imported into blender
    cur_object = "bpy.data.objects['" + temp_model_name[0:rem_obj] + "']"
    # selects the object that was imported
    cur_object.select = True

    model_select = model_select + 1

The while loop has been modified for testing purposes it would normally be model_select != model_total. The problem seemed to initially be with the target path string the backslashes where causing line continuation errors so I doubled them up after doing some research. Interesting note however I entered this line into the console

>>> str = "B:\Planetside LOA project\Assets\All Models"

the output is well confusing to say the least here is what it reads.

>>> str
'B:\\Planetside LOA project\\Assets\\All Models'

I have exactly zero idea why the output would double up the \s. Entering the same code with doubled slashes leads to the same output.
Just a side note that was confusing
Anyway the console spits an error about the script failing and to check the info console but there is no further information. And I am completely stumped.
here it is exactly not very informative

bpy.ops.text.run_script()
Python script failed, check the message in the system console

And there is no further console info. At least for my messed up string it gave me something.


texts: I'm trying to find the middle of a (2D) bounding box around an object (the dotted line on the picture). But I don't know how to get the extreme values of the object from this perspective. Would like to make a script that finds it for multiple objects and changes the origin to that place.


texts: How to keep driver control objects in view of camera

texts:
I have a scene in which a character's mouth is controlled by shape keys. There are three shape keys -- jaw, tongue and teeth -- and I have a simple driver for each which targets the Z world location of my control object -- an icosphere placed at world origin on the same layer as my scene.

The control icosphere is the first item in my outline above, and controls the mosasaur mouth shown.

From seeing tutorials, I know there is a way/ways to make control objects like this stay in view as a camera moves and panels, either on screen or at the bottom of the N panel.... in the locations I have indicated above.

I have no idea what this process is called, or how to do it... and I think my lack of vocabulary makes my Stack Exchange searchers useless....

So how can I keep a control object's settings (just Z location, in this case) somewhere so I can see and keyframe it as my muncher swims around?

Yes, he looks like an Orca.

UPDATE with screen grabs: Answer from Haunt_House was what I needed.

I created a custom property called Z_Height for my icosphere control object. I left the min and max values as theyy were, since that matched what my keyframes wanted.

I then updated my drivers to take the ["Z_Height"] value from the custom property.... and the keyframeable Z_Height property appears in the N panel. Thanks.


texts: Material showing up Black in Cycles Render View (Blender 2.9)

texts:
I imported an OBJ character model and the image textures showed up as black in the Render View when using Cycles. They looks fine in the Material Preview. I tried removing the image texture and just used a Principle BSDF Shader with the color set to red and I'm having the same issue. I flipped the normals on the model and confirmed that the model is unwrapped but the outcome is the same. I'm fairly new to Blender but have never come across this issue before.

Material Preview
Render Preview


texts: Won't open blend file with links to other blend files

texts:
I have a master blend file which links to some other blend files. I did some cleanup work in one of the linked blend files, and tidied up some names, including changing the collection name. When I tried to open my master blend file, i got an error saying that "Collection" could not be found. So I went to the file, changed the collection name back to "Collection" and saved. Now when I try to open the master file I do not get an error, but the "Open Blend File" and "Cancel" buttons in the top right just disappear, and I am left on the list of files to open.
Is there some way to get past this and open my file?


texts: Python: template_ID()-like UI for PropertyGroup

texts:
For a Blender add-on I am trying to create an UI that let's the user

choose from a list of existing instances of a PropertyGroup stored in
a CollectionProperty
create new instances of that PropertyGroup and name them
possibly delete instances

This is much like the normal chooser for ID types that you get with the template_ID() function, but for a non-ID type.

First I was thinking if it would be possible to derive an ID-type myself, but I found no information on that online, so I doubt that it is even possible. Note that my items cannot really be represented by any ID-type already present in Blender.

Things I've already tried:

template_search() gives me a nice way to look up existing properties, but because my items' name properties are not necessarily unique, it is not really an option, because I can't get the original item back from the name string.
prop() with a dynamically generated EnumProperty sort of works. However there is no way to rename the item without a secondary name input box.

I was wondering if somebody has already created a similar kind of input for another Blender add-on or even as a Python module that I could use for my purposes.


texts: Is it possible to get node data from a different object, than the one being rendered?

texts:
More specifically, if I have a curve that a specific object is following, and I want rendering to change based on a property of how far along this track that specific object is, can I pull the exact coordinates of the curve into the shader editor, for the constrained object?

That sounded a little clearer in my head. Here's an illustration.

Currently, I can simply copy-paste the location of the curve into my nodes, and do my shader math on the basis of that; but it feels extraordinarily inelegant. I can kind of understand this on the basis of limited data to the GPU, but I'm rendering on a CPU here. What can I do to get something like the illustrated node at the bottom left, so future adjustments of the curve don't also require me to alter my shader?


texts:
I couldn't figure out why my models UVs were not showing up, so I went step by step with a new object to see when it would happen.
Create a box, open UV Editor, the UVs are there. Do a Loop Cut anywhere on the box, the UVs then disappear from then on.
Anybody else have this issue and is there a way to fix it?


texts: I have made 3 emitters in my render. 2 of those are hair - > group emitters. Of those 2, 1 is trees and the other is rocks. Both are groups rock / tree with the emitter of landscape. Landscape and trees are both rendering. Rocks are only showing in viewport but not in render. Rocks, have a texture that is working, is check to show rendered 100%. Still not appearing during render at all.


texts: Interactive 3D House Interior in Blender

texts: I would like to ask if is it possible to make an interactive 3d house interior in blender or will I need another program to pair with blender? Thank you.


texts:
I'm trying to scale all vertices on the XZ axes according to their respective Y position.
Something like XZ Scale * Y Position * input value.
The idea is the higher the vertices are, the further outwards they should be.
Is there any way to do this?


texts:
I'm having a problem trying to import multiple models from a format that uses a custom plugin. I press a to select them all, but only the first is imported. I have well over a thousand models, how would I go about doing this? I tried the solution here: How to batch import Wavefront OBJ files?, but it only works for OBJs. How would I do this for .rip files?

The plugin I am using is located here:
https://github.com/Dummiesman/RipImport


texts: Find and Install Current Blender Release

texts: I don't know the correct place for this question so I'm asking here:  I have a previous version of Blender that I downloaded but was never able to use (extended illness).  I would now like to download the current version and would like to know what the latest version is and I'd like to know if I have to delete the version I already have.  Thank you.


texts: The original documentation was a little less informative so as to fully describe what an RGB curve does. Does it maximize the color of texture? Or, are the x and y coordinates equivalent to input and output level like in Gimp? And how do the seperate channel's curve work out?


texts:
I have an object like this. It's basically an icosphere with holes, which I got by selecting all faces, Select Menu > Checker Deselect and then S + 0.

The problem starts when I try to render it in Cycles. The inside is very noisy.

Increasing the Samples doesn't help.

Clamping doesn't help either. Nor does Multiple Importance in World settings. If I try increasing Diffuse Bounces, the inside gets overly lit, but the area close to the corner, which has the remains of a shadow, stays noisy.

In Blender Internal, I could go to Gather tab in World settings and set a Falloff.

And that yielded this result:

I'm not sure how realistic it is, but at least it's somewhat fast and noiseless.

But since BI is said to be obsolete and might be kicked out in the upcoming future, I want to know if it is possible to achieve similar results in Cycles. Also, I'm trying to bake lighting to a texture, so a way that supports baking as well would be great.

EDIT1: Posting results of renderings with different amounts of samples:


texts:
Is it possible to render and composite certain materials before others?

Is that even possible?


texts: What is causing my frames to "flicker" after being rendered?

texts:
I am having an issue in my renders where random frames are "flickering".  I am having the exact same issue this person was having and no one seemed to be able to answer his question:
 What causes rendered frame "flickering"?

Here is my animation with the issue: https://www.youtube.com/watch?v=UcIcOf4g3-g

I have put hours into finding a solution and I can't seem to find one.  Here are the solutions that I tried:

I have tried rendering with motion blur OFF and it fixes SOME frames.  Still not a definitive solution though.

I have messed with camera settings.

I have rendered the shadows separately and the meshes separately.

Rendered with GPU and CPU.

None of these seem to make a difference.

I don't believe this is z-fighting because no faces intersect with each other ever.

I am on a very tight deadline and I can't find a solution.  Please let me know if anyone knows a solution.

Dropbox link to the Blender file: https://www.dropbox.com/s/9q2jf745go6u1l9/flickering_problem.blend?dl=0


texts: I am new to Blender. I just download it and start my learning here. I have question about Grease Pencil...I don't see Zero Brush menu when I press my short cut key "T" and I don't see it in my search menu either...Please guide me through it if you know thanks!


texts:
I have created this sign, but when I added the red texture to the face, the texture turned out sideways. Is there a way to rotate it? The original image is the right way up.

In the texture settings there doesn't seem to be a rotation value.


texts: Add loose edges between mutiple edges of different lengths

texts:
I'm having a scenario like below. I have one long edge and 3 smaller edges like shown below

I want to add edges between the corresponding edges like this. Below is a picture of what I want when done manually

But when I use bridge edge loops, I'm getting something like this:

My doubt is, is there a way in which I can draw the required edges using a script and not manually?


texts: Set vertex normal in a stable manner with python

texts:
I wanted to set normals from a script, using this code (in a class method):

for face in modelMesh.polygons:
    face.use_smooth = True  # normals have effect only if smooth shading
for i in range(len(self.vertices)):  # set normals here because they seem to be lost in some calulations
    if self.normals[i] is not None:
        modelMesh.vertices[i].normal = Vector(self.normals[i])
for loop in modelMesh.loops:
    loop.normal = Vector(self.normals[loop.vertex_index])

however, if this sets the normals to the mesh's vertices, they are reset after using 'modelMesh.update()' or switching edit mode on and off
(and btw it seems that the loop normals stay 'Vector((0,0,0))' whatever I try, even '.normal[:] = Vector((1,0,0))' and '.normal[:] = (1,0,0)')

is there a way so set vertex normals permanently using python?
thanks in advance


texts: How come edge loop select does not work?

texts:
I try an Edge loop select in the following object. But Blender 2.79 does not select anything, are there any hidden parameters which can influence edge loop select?

(I try this from the Select menu in Edit mode)


texts: Why can't I see the leaves of a tree through a transparent object?

texts: I created a transparent glass object and I am able to see every mesh with the exception of leaves. The tree in the picture includes hair particles on a vertex group with a png image of a branch. You can see in the image how the trunk appears but not the leaves.


texts:
One part of project, that I am currently working on is creating a model of russian building type, called "Panelky". This buildings have 5 to 20 floors and due to their nature, every single window on those buildings is very different: some are wooden and were produced back in USSR, some are modern made out of plastic, some windows on the 1st floor have metal shielding and so on.
   I can probably model every single window for one 6 floor building, but it is almost impossible to do that for block of a couple building that are 9 floor high.

My question is: How can i create a system, that will:
 1) Procedurally create a collection of windows
 2) Randomly spread them onto building
P.S. I've attached a photo of "Panelka", so that you can better understand, why I need it to be random and procedurally generated.


texts:
I am trying to copy the following driver in the Shape Keys section under Properties/Data: Look at the image below

When I right click it and go to copy driver it works, and it shows the command to be bpy.ops.anim.copy_driver_button() but if I run this command in the python shell it does not work. I know the problem has to be related to the context, so I tried to write an overrider dictionary and it is still not working:

window = bpy.context.window_manager.windows[0]
screen = window.screen
area = screen.areas[1]
region = area.regions[1]
space = area.spaces[0]
override = {'window': window, 'screen':screen, 'area':area, 'region':region, 'space_data':space}
bpy.ops.anim.copy_driver_button(override)

Now this does work if I bring up the command and I place my cursor over the purple button in the row where shape.L.000 (what I am trying to copy). If the cursor is not there it won't copy.I tried looking at the source code to see what is going on but that hasn't helped too much. Am I missing something in my override dictionary or is this doomed not to work? Any help would be greatly appreciated! Thanks


texts: creating two groups of joined objects using python

texts:
I am trying to create multiple joined groups using this answer to an already existing question.

I am reading some coordinates from a file, creating spheres at those coordinates, and assigning a material of a certain color depending on the index. I would like to join together the spheres that have the same color.

Below is a minimal reproducible code:

import bpy
import numpy as np

coords = np.loadtxt('coordinates.dat')

# 0 (A)
matBlue = bpy.data.materials.new(name="blue")
matBlue.diffuse_color = (0,0,1)
# 1 (B)
matRed = bpy.data.materials.new(name="red")
matRed.diffuse_color = (1,0,0)

materialColors = {0:matBlue, 1:matRed}

spheres = [[],[]]
count = 0
for coord in coordinates:
    bpy.ops.mesh.primitive_uv_sphere_add(location=(coord[0],coord[1],coord[2]), size=0.5)
    name = 'sphere' + str(count)
    bpy.context.active_object.name = name
    currentSphere = bpy.data.objects[name]
    currentSphere.data.materials.append(materialColors[count%2])
    spheres[count%2].append(currentSphere)
    count += 1

# join spheres
scene = bpy.context.scene

for i in range(2):
    ctx = bpy.context.copy()
    ctx['selected_objects'] = spheres[i]
    ctx['active_object'] = spheres[i][0]
    ctx['selected_editable_bases'] = [scene.object_bases[ob.name] for ob in spheres[i]]
    bpy.ops.object.join(ctx)

However, when I do this, I end up with red spheres joined, and the blue spheres are not joined. What am I doing wrong?

Note: In reality, I have 8 groups instead of 2. Hence the for loop at the end.


texts:
I'm trying to select edges with loop selection, But there is part of edges isolated which seemed to be made when I bevelled.
But I want to them to be loop in order to bevel more.
There is no separated vertices so I cannot merge them by using Remove doubles.
How can I connect those three edges together?


texts: Python controle Constrain to Image Bounds

texts: is it possible to controle True/False checkbox from "UV/Image Editor > UVs > Constrain to Image Bounds" via Python Console ?


texts: Geometry not rendering in viewport, material or render preview after keyframing 5-6 different cameras

texts:
Yesterday I completed quite a few camera path shots with 5-6 different cameras, and added some new lighting to the scene. Today, now everything looks like this in the viewport, regardless of solid, material, or render previe and this happens with both Eeve or Cycles.
Geometry seems to be unable to either render certain faces, as well as connect proper faces together. Any ideas? Not sure if this is a bug, or if the file is now somehow corrupt. I'm using Blender 2.83.5 but it's happening on other versions when opened too.
Thanks!


texts: Blender's Sound actuator 3D sound without pitch change

texts:
I want to use a certain sound in my game, but the object that is using it is moving quite fast. If it passes by the camera the pitch changes dramatically. I know that this is a natural effect, but it's pitch changes way too much. It's not realistic anymore.

Is there a way to either remove the effect or decrease it without changing any other 3D sound setting. I would still like to be able to hear where the object is coming from through my headphones.


texts: Bug? Material Preview mode shows only black objects (Eevee and Cycles)

texts:
Per se, I'm not new to Blender, but after 2.8, and after not using it in a while, it sort of feels like I am again. I'm starting to dip my toes back into it by following the "Blender Fundamentals 2.8" playlist on YouTube.

Along the way, I noticed a little hiccup.

Firstly,

OS: Windows 10 Pro
CPU: Intel Core i7 920
GPU: Nvidia GeForce GTS 250
(Other info available on request)

Reproducing the issue:

Click "File / New / General".
Change the active workspace mode to "Shading".
Make sure Viewport Shading is set to Material Preview and the Render Engine is set to either Eevee or Cycles.
See the black cube.

I must be an idiot or something. I've looked all over for some solution or explanation, but absolutely nothing has proved fruitful. Anything that seemed promising applied to Blender 2.79 or earlier.

Notes:

I had no Add-ons installed.
Unless I utterly forgot something, I haven't modified the Startup File.
The Render Preview mode doesn't have any problems.
I just updated my GPU drivers today. It is a fairly old GPU, so maybe  that could have something to do with it. I dunno.

Actually, here's a screenie of what I see after all the aforementioned steps have been taken. Perhaps someone keener than I can spot something amiss.

Thanks for any help and/or directions!


texts: How can I create an orthographic render similar to the Portal 2 promotional videos?

texts:
Some of the Portal and Portal 2 promotional videos have a 2D/3Dish world in an orthographic/isometric view.

I know how to set the camera to orthographic in Blender, but how would I go about creating the 2D-style characters? Also, which render engine should I use? Any tips on how to create something similar would be appreciated.

Reference #1
Reference #2


texts:
I try to replicate this in blender:

http://507movements.com/mm_090.html
I tried using 2 rigid bodies, and putting locks on the rotation for one. And lock them in the z-axis.
I altered the rigid body world steps, but I get things like this:

I was wondering, what would be a good way to do this?


texts:
can anyone help me?

I've just finished texturing a model I made. After I import the mesh and the textures in UE4, I've encountered this shading fragments.

This are screenshots on UE4:

This is how it looks like in substance painter:

And this is the model on blender:

EDIT:
I'm not too sure with the all quads solution.
I've tried ripping a part of the model that is all quads but it's still giving me weird shading.

New blender screen capture:


texts: How do I get invoke_props_popup to work?

texts:
I'm trying to get invoke_props_popup to work. But my code produces this error:

Error: Operator 'OBJECT_OT_keyframe_changer' does not have register enabled, incorrect invoke function

Traceback <most recet call last):
    File "(Script-path)", line 63, in <module> ...

RuntimeError: Error: Operator 'OBJECT_OT_keyframe_changer' does not have register enabled, incorrect invoke function

Line 63 is bpy.ops.object.keyframe_changer('INVOKE_DEFAULT')

I haven't been able to find any documentation to help me with this. Why does it not run? Why does it give me an error?

This is the code I have so far:

class KeyframeChangerOperator(bpy.types.Operator):
    """Let's you change keyframe position"""
    bl_idname = "object.keyframe_changer"
    bl_label = "Keyframe changer"
    my_float = bpy.props.FloatProperty(name="Keyframe position")

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

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

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.keyframe_changer('INVOKE_DEFAULT')


texts: How to add a texture to a section that is already a part of a larger object with one?

texts:
Sorry for the super broad question title that probably has nothing to do with the actual question. It's hard trying to put this stuff into words since I don't really know what I'm talking about.

My problem here is that there's a specific area that I want to add a texture to. However, it's actually a part of a bigger part that already has a texture on it. (If that makes sense). Switching the textures won't work.

I googled around and read about how the hot pink color is because I'm missing a texture somewhere. (Correct me if I'm wrong, I'm still so new at this). The pink hair only shows up when I show the textures on "soldier76_body", but not on any other part. This definitely confirms that my lack of hair texture is rooted there.

Whenever I switch what I'm looking at, like the mask now, the actual hair texture does show up.

I know that it's something to do with the body texture, since it seems to be an isolated incident.

I've already tried adding different textures to the body, but when I do that my model is completely white from the hair texture.

I've already tried duplicating the model, and copying only the hair section and trying to add the separate texture to that and attaching it tot he original model, but it doesn't work.

What exactly am I doing wrong and why did is this happening?


texts: Blender freeze after hair particle system

texts:
really strange but im not able to duplicate the particle system from the left wing to the right wing without crashing blender.
I used ctrl + m, x to mirror the wing, maybe some bug here? Also used https://blenderartists.org/t/boundary-aligned-remesh/1149739 to remesh the wings.
i was not able to reproduce the error.
Best, Joseph
https://blend-exchange.giantcowfilms.com/b/m4nGKg4D


texts:
all,

Me again. I am trying to render an animation with rigid body physics. I have baked the animation to keyframe, and when I render individual images of particular frames the animation looks A-OK. However, when I try to render the animation as a video all of the images are the same. Any ideas how to fix this? You can see the Blender file here: https://drive.google.com/open?id=1312U5OxQWMN1OYdCE2HPEHFYxstRbub1


texts:
I'm working on a script which generates a bunch of cuboids with integer length sides. From there I would like to effectively turn each face into a grid in which each vertex is aligned to the world grid (i.e. on each integer coordinate). Currently I have been looking at using the subdivide operation (bmesh.ops.subdivide_edges) to make this work, but this seems long-winded and time-consuming (requires getting all the edges from each operation, finding out which to use for the next, etc). Is there a better way of doing this, or would it be easier to do repeated extrusion when constructing the cuboid (i.e. extrude by 1, n times, rather than extrude by n once)? The way I would do this manually is using a loop cut, can this be done with bmesh?

For info, I'm using blender 2.81a and hoping to do this purely within bmesh.

Thanks in advance,
Jacob


texts: I have added armature. I need to set weights but the mode is not there.


texts:
Is it possible to have a plane with its normal as reference for Transform Orientation (Global, Local, Normal, Gimbal, View axis)? For example, I would like to select every face and scale to 0 to the normal Z-axis:

But if I select every face then this normal Z-axis changes:


texts:
I'm trying to make numbers fit on a television dial like this:

But I'm having difficulty getting the numbers to align perfectly (i.e. not having the number 20 spread out but close together).  I've been trying to follow this demonstration making of a dial in Blender but I just can't get the numbers to align properly with the vertices of the circle.

This is what I am working with:

Does anyone know of a simple way to do this?

Here is the .blend

This is the .blend for LukeD


texts: Changing settings of the 3D view with Python

texts:
I am a beginner with python, and prompted by my previous question, I was trying to set viewport shading to Solid and View Only Render to True with python. (The goal being to get the script in that answer to work entirely from python without any need for interaction with the GUI)

however, simply typing show_only_render= True or viewport_shade= 'SOLID' in the console results in nothing happening.

From what I can understand from a lot of searching, is that the cursor needs to be in the 3D view for that object to be active.

It is suggested here to loop through all the areas to do this.

I tried doing this and setting the view to camera, shading to solid, and view only render to true.

However, what actually happens is that the view is set to camera, and the image is rendered without changing view only render to True.

Modified version of the script originally written by Adhi in my previous question, with changes suggested by Aldrik in the answer below:

import bpy
import sys                      # read argument from sys.argv
from bpy.app.handlers import persistent

@persistent
def do_render_opengl(dummy):
    for area in bpy.context.screen.areas:
      if area.type == 'VIEW_3D':
        area.spaces[0].region_3d.view_perspective = 'CAMERA'
      #if area.type == 'SpaceView3D' :
      area.spaces[0].show_only_render = True
      area.spaces[0].viewport_shade = 'SOLID'
    bpy.data.scenes[0].render.filepath="/tmp/glrender.png"
    bpy.ops.render.opengl(animation=False, write_still=True, view_context=True)
    bpy.ops.wm.quit_blender()

bpy.app.handlers.load_post.append(do_render_opengl)

Update:
I have changed the script with Aldrik's improvements, but when I run it with
blender -P gl_render.py example.blend, It returns:

File "/home/gandalf3/Blender/Opengl_render.py", line 11, in do_render_opengl
    area.spaces[0].show_only_render = True
AttributeError: 'SpaceInfo' object has no attribute 'show_only_render'

It seems that it's still not in the right context?


texts: Is there a way to minimize my boolean modifiers?

texts: I have a long corridor that I'm putting a bunch of windows in and, I have a cube put in where I want the windows with a simple boolean modifier setup to the object I'm wanting to penetrate  and it's working perfectly except I want to add a heap of windows to the wall and I don't want to have to add a billion boolean modifiers to the wall. Is there a way to do this?


texts:
I'm making a flock of birds with boids.  I want them to move along a path.

I tried curve guide, but they always move away from the curve.  If I make the particles Newtonian, then they follow the curve, but not boids. I want to use boids because I need them to be separate and flock reaching a goal.


texts: How to get a high resolution image of the material preview?

texts:
How can I create a simple scene setup that looks like material preview? I want to render the material preview (specifically the flat XY plane) in a higher resolution. I've tried to copy the setup in a Blender scene, but it doesn't look the same. Are there any addons or ways to export the material preview in any resolution?

Note that I need it to look exactly the same as the material preview.


texts: How can I trim a face thats overlapping another face?

texts:
I imported a 2D draw from autocad. When I exturded the edges, I realized that the faces are overlapping and not even. How can I cut the faces "b" and "c" from "a" face as you can see at the pic.
And same like that, how can I trim an edge from another edge?
Thank you for your help.


texts: Exported .mtl does not specify the texture image

texts:
When I export the .obj file, the generated .mtl does not specify the texture image used by the model.
I expected it to have
map_Kd texture.png

but it does not have it. If I write map_Kd texture.png manually, it works fine.
How can I automate to include the texture image when exporting from blender?
This is my shading scheme:


texts: How much better would blender be if I upgraded my Ram?

texts: I currently use AMD A6 5200 APU processor, with linux (Zorin OS 15) as operating system. I have 4 GB of ram. I can run blender 2.92 at a good speed however it does slow down when I have over 4000 particles during scenes or complex node groups but I can get around that, however what I can’t get around is animation playback in viewport. It gets really slow sometimes with around 2 armatures in scenes even with less complicated animation. All I need is around 24 fps of viewport animation playback.How much better performance can I get if I upgrade to 8 gb of ram (because this is only something I would be able to afford right now so I would like to use my money wisely)


texts: Low poly normals when baking with Cycles

texts:
Blender novice here. I'm trying to make some models to use in the Unity3D engine.

I modeled a high poly tube and the low poly counterpart. Now I'd like to bake the normal map from the HP to the LP in order to make it look better. Unfortunately the normal map is horrible, it seems that I somehow tried to bake from the lowpoly to the lowpoly.

I followed this process:

Make the high poly
Make the low poly
Unwrap the low poly
Switch to Cycles renderer and assign a 1024x1024 image
Switch to Normals under Bake
Bake
..
no profit?

This is my high poly and perfectly smooth tube and its counterpart, the low poly and perfectly jagged tube:

This is the result from the bake with "Selected to active":

I may have been missing something during the process. What could be?


texts: How to export Blender model into Adobe After Effects?

texts: I have a model in Blender, which I have tried to export into Adobe After Effects as .obj and adobe after effects file (.jsx). None of these open in After effects. Does anyone know how to export it?


texts: Cloth animation - pants falling down - pin to waist :)

texts:
I've just created pants/trousers for a standard human model by selecting the legs area, creating a new object and scaling it up little, then adding cloth modifier (e.g. denim)
When I animate, the pants just 'fall down' obviously - I think the answer is pinning - but not sure how to pin the pants to the original character's waistline (as if the pants had a belt keeping them up?)

And please don't point me to this question

Making pants hang off a body?

Since it only links to a tutorial which shows how to create a top - not a skirt or pants hanging from a waist.

Thanks
J


texts:
I have the object I am spawning on a separate layer from what I read that is correct, but I am having errors that the key is not in the list...double checked names and everything. Can anyone maybe see something I do not?

here is the error
KeyError: "CList[key]: ''breadcrumb'' key not in list"
I assume it thinks there is no object with that name

and the code I used below

import bge

def main():

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

node = scene.objects['breadcrumb']
life_time = 5
#scene.addObject(object,loc,duration) *duration is in frames
if own['nodeSpawnTimer'] >= 5 and own['nodeCount'] <= 20:
    scene.addObject(node,own.worldPosition, life_time)
    own['nodeCount'] += 1
    own['nodeSpawnTimer'] = 0

main()


texts: How to make all keyframe scene visible objects, visible in the renderer for each keyframe

texts:
I need urgent help on this for a project that's due. I didn't know there was a camera renderer that also need to be altered i thought it was scene view the whole time. (there's probably a script that does the job,but i can't find it), so all my objects that weren't meant to be visible all show at the start and i could go to that small camera icon each time and set the visibility keyframe manually but it would take way too long.
I have camera, texts from blender, plane from blender, plane with images and a armature installed from https://www.blendswap.com/blends/view/76197

Here are all the objects in the dopesheet. At the moment all i could think of to solve this problem would be scripting,but the documentation is bad, so i need expertise.


texts: Error message when trying to open blender

texts:
I have downloaded blender but an error comes up ...can't detect 3d graphics card...blender requires card with open GL 2.1

How do I get this driver?...I am on windows 10

Thanks


texts: How to create an array of objects with offset in python

texts:
I am trying to create an array of cubes with python.

So far, I have:

class RunSimulation(bpy.types.Operator):
"""Run CrowdMaster simulation"""
bl_idname = "scene.cm_run_simulation"
bl_label = "Run Simulation"
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):
    scene = context.scene
    groupObjs = bpy.data.groups[scene.agentGroup].objects
    halfAgents = scene.agentNumber // 2

    for object in groupObjs:
        if scene.groundObject == object.name:
            self.report({'ERROR'}, "The ground object must not be in the same group as the agent!")

    bpy.context.scene.objects.active.select = False

    if scene.positionType == "formation":
        if scene.formationPositionType == "array":
            for a in range(halfAgents):
                obj1 = bpy.data.objects[groupObjs[1].name]
                ground =  bpy.data.objects[scene.groundObject]
                offset_x = (obj1.dimensions.x + scene.formationArrayX)
                obj1.select = True
                obj1 = obj1.copy()
                if scene.positionMode == "vector":
                    location = Vector((scene.positionVector[0], scene.positionVector[1], ground.location.z))
                elif scene.positionMode == "object":
                    objStart = bpy.data.objects[scene.positionObject]
                    location = Vector((objStart.location.x, objStart.location.y, ground.location.z))
                obj1.location = location
                scene.objects.link(obj1)
                location.x -= offset_x

    return {'FINISHED'}

But this gives me

The offset value is formationArrayX

How can I add that offset in between each item?
Right now, it just adds all the cubes in the same place. All of my code in multiple files is at https://github.com/johnroper100/CrowdMaster.


texts: How to create a UI button to add a custom property to an Empty object?

texts:
I want to create a button  create an empty object with some custom properties that I may change in the moment of creation.

Here's the code to create the button and the empty object:

import bpy
import os
import FUNCION as lib
import imp

imp.reload(lib)

clear = lambda: os.system('cls')
clear()

def initSceneProperties(scn):
    bpy.types.Scene.PropVelx = FloatProperty(
        name = "Velx",
        description = "Velocidad en el eje X",
        default = 1,
        min = 0,
        max = 20)
    bpy.types.Scene.PropVely = FloatProperty(
        name = "Vely",
        description = "Velocidad en el eje Y",
        default = 1,
        min = 0,
        max = 20)
    bpy.types.Scene.PropVelz = FloatProperty(
        name = "Velz",
        description = "Velocidad en el eje Z",
        default = 1,
        min = 0,
        max = 20)

class PanelBotonEmpty(bpy.types.Panel):
    bl_label = "Colocar Empty" #Name
    bl_space_type = "VIEW_3D"  #Space
    bl_region_type = "TOOLS"   #Región of the panel
    bl_category = "GIM"        #Name of the custom tag
    bl_context = "objectmode"  #Mode of view to see the panel

    def draw_header(self, context):
        layout = self.layout
        layout.label(text="", icon="PARTICLE_POINT") #Icon type

    def draw(self, context):
        #Añadimos una columna c
        c= self.layout.column(align=True)
        #Add the button
        c.operator("object.create_empty", text="Add Empty with custom properties")
        #Add the selectors
        c.prop(context.scene, 'PropVelx')
        c.prop(context.scene, 'PropVely')
        c.prop(context.scene, 'PropVelz')

class  createEmpty(bpy.types.Operator):
    bl_idname = "object.create_empty" #Listener
    bl_label = "Add Empty with custom properties"
    bl_options = {"UNDO"}

    def invoke(self, context, event):
        #Get the value of the global
        velx = context.scene.PropVelx
        vely = context.scene.PropVely
        velz = context.scene.PropVelz
        #Call the function that créate the Empty
        lib.add_empty()

        return{"FINISHED"}

def register():
    bpy.utils.register_class(createEmpty)
    bpy.utils.register_class(PanelBotonEmpty)

def unregister():
    bpy.utils.register_class(CreateEmpty)
    bpy.utils.register_class(PanelBotonEmpty)

if __name__ == "__main__":
    register()

def add_empty(velx, vely, velz):
    myEmpty = bpy.data.objects.new('empty_' + bpy.context.object.name, None)
    #Posición del objeto
    myEmpty.location = bpy.context.object.location
    #Type
    myEmpty.empty_draw_type = 'ARROWS'
    #Create and asing the properties
    myEmpty["Velx"] = velx
    myEmpty["Vely"] = vely
    myEmpty["Velz"] = velz
    #Link the object to the scene
    bpy.context.scene.objects.link(myEmpty)
    #Update the scene
    bpy.context.scene.update()


texts: Equivalent of UV Squares in 2.8 to make islands straight?

texts: I'm starting to use Blender 2.8 and have a question : Is there something like UV Squares that I could use to make my UV islands straight? Thank you !


texts: Purpose of the languages selector in the Python Console

texts:
I tried to search for this up and down with no success..

In blender 2.8, for the "Python Console" editor type, under the "View" menu, there is a submenu named "Languages..." that expands with one only option, "Python".
As far as I know the only available scripting language is Python, and last time I checked there were absolutely no plans to ever include any other scripting language, so what would be the purpose of that menu?


texts: Unwrap all UVs to fill picture, with overlapping UVs?

texts:
If I unwrap my model's UVs, I get lots of squares (or square-like things) like this:

But the squares are really tiny! I don't want the squares to be tiny, I want each island of connected vertices to fill the entire picture.Or, if they're like the triangles or other weird shapes, to expand as far as reasonably possible.
Note, if I unwrap each square individually it fills the picture as desired (but this is impractical for 100+ squares)
I do not care about overlapping UVs.
How would I do this?
Download my tree scene here


texts: Automatic baking followed by a render for animation

texts:
I'm looking forward on making an animated movie of 2 hours and the challenge are these "Animated Maps (Normal map, Specular map)" - https://www.youtube.com/watch?v=mc7ADD4b8_0. I want the animations in the movie to be quite accurate which means that the maps would change on the model on pretty much every frame depending on how each model is animated. Is there a way for the maps to be baked, then assigned on the model and then render the scene and all of that to be done automatically for every frame by the program by clicking "Render" only once (it pretty much seems like everybody's dream though)?

The maps would be baked on the lower poly model who's rig is a duplicate of the other that is assigned on the higher poly one.


texts: how affect all children or parent of object?

texts:
i making plataform game and want  to make a basic script that will be used to every enemy ,that look like this

if conlisionSensor.positive:   #detect player atack
    timer['time'] = 0
    own.color = [10,m,m,1]     #make the enemy red
    own['hp'] += -1            #receive damage

elif time%0.15==0:
    own.color = [1,1,1,1]      #return color to normal
if hp < 1 :
    cont.activate(destroy)

I want to make all children to  change colors when the  owner receive damage without call each one of then because i want the script to run for each of enemys without modification.


texts: Clear transform of control armature bones does not reset deform armature bones

texts:
I have a deform armature, with another separate control armature for the rigging and posing.
The control armature has IKs, Spline IK etc., and it does work to control the deform armature.

For the neck and base of the tail (the model is of a large felid), I have bones in the control armature that match the position of the deform bones, and I have a "Copy transform" bone constraint set up so that the deform bones follow the motions of the control bones.

This does work - but when I want to reset the positions of those bones, when I select the control bones for the neck and tail base, and choose "clear pose transform", the control bones are re-set to the default position, but the corresponding/matching deform bones ARE NOT and remain in the transformed position.

Does anyone know a way to fix this, and to reset both sets of bones?
I could reset the bones in the control armature then go in separately and reset the bones in the deform armature, but this would be more slow and not very pleasant as workflow.

Does anyone have any tips for this?


texts: I was following a tutorial in order to learn nodes for 2.8. When this line turned red and made the entire thing pink (missing textures). Does anyone know how to prevent this?


texts: Invert weight paint values with modifier

texts: Is there a way to invert the weight values of a vertex group in the modifier stack?


texts: How do I make BGE recognize multiple XBOX Controllers?

texts: So right now I have a splitscreen FPS on Windows.  I have the players set up by using the Joystick Sensor when the XBOX controller is plugged in.  When I have two controllers plugged in, both controllers control both players.  I want it so one controller controls one player and the other controls the other.  Is there a way to make blender recognize the controller?  If I can't do this than I will have to make it so one person uses the keyboard and mouse and the other uses the controller which would not be as good.


texts: Cycles - How to turn off motion blur for multiple objects at once?

texts:
I have hundreds of objects in my scene and I'd like to have motion blur on just one of them. I found this issue rather problematic because I only found the option to turn off motion blur per object.
Is there a way to turn them off in mass?


texts:
I am running the latest version of blender I can find (2.82).  I can't change the background of my rendered image (or the one I view for that matter) no matter what I do.  I've read all the previous times this question has been asked, but the answers looks very complicated and worse, the Blender versions used are different than mine with menus and settings in places that I can't find.  I've read the manual and looked at numerous help tutorials.  This can't be that complicated, can it?  Can someone tell me where to change the background color on the render? (I suppose it's too much to hope someone will someday allow me to right click on the background and pull up a color menu.) In the meantime, how is this done?

P.S., if it isn't obvious, I am a complete webtard and new to Blender. I just can't believe how frustratingly difficult it is to change the simplest things in this application. Though it is obvious that Blender is very powerful and the hard work of many contributors, it is completely non-obvious to me.  Any help will be appreciated.


texts: How to maintain multiple cameras with different resolutions

texts:
I'm developing a scene and want to have a few different camera settings: an isometric camera with render resolution x==y, and a wide-angle perspective camera with render resolution x>y, and maybe a couple more.

To start, I created a linked copy scene, adjusted the dimensions and set the active camera.

I continued developing my scene, adding objects, etc.

I now realized that the object links were setup when I added the new linked scene, but any new objects I add after of course only exist in the one scene where they were added.

Is there a way to maintain all objects being linked to all scenes?
Is there a better workflow I could be doing to achieve this?


texts: In Blender 2.8 how do I mirror my weight painting?

texts:
I am weight painting a human model and would like whatever I do to one half of the body be reflected in the other. In 2.7 it seems there was some sort of "mirror X" object but I don't see that option here in 2.8 (I should mention I just started with blender a few weeks ago and have no prior modeling experience whatsoever).

I did find a "Mirror" option in the "Weights" section of weighpainting mode, but that just seems to swap the side I was working on with the other side...


texts:
I am trying out the Cloud Generator AddOn that comes with Blender 2.67.
I have created a a single cloud and selected the CloudPointDensity texture.
Under Turbulence I have changed Influence from Static to Global Time.

This causes the cloud to evolve and change shape as time passes. However, I would like to change the speed of this evolution and I can not find anyway to accomplish this. I have tried Time Remapping and increasing the FPS of the scene. None of these attempts produces any other result other than the default evolution speed.

Is this possible with Blender? Or does this border on feature request?

Thanks


texts: I downloaded a free rigged model, and in pose mode, most of the bones are completely frozen and cannot be moved. I can move the hand, and that moves the arm with it, but I can't rotate the hand or fingers. This is the same with everybody part except the face rig.


texts:
On flat shading it looks good, but on smooth displays incorrectly.
With subdivision surface, it looks terrible!!
How to fix it. There is my blender file: https://ufile.io/5qja2


texts: How to *efficiently* find all lights within a scene?

texts:
I'd like to fill a custom UI list with all the lights that are in the current scene, but am unsure of the best way to do this. We could iterate over bpy.context.scene.objects and validate object.type == 'LIGHT' to filter things out and then use objects[i].data to get the actual light, but that strikes me as clunky and non-performant, especially for scenes that have a large number of objects.
Ideally I would like to drill into bpy.data.lights and then filter this much smaller dataset based upon the scene(s) each light is used within. But, given a light in bpy.data.lights, how can I find the object that's using it, and from there check this object's user_scene attribute? This strikes me as being much faster than iterating in a top-down fashion over a bazillion objects' data attributes, but if there's a mechanism for going bottom-up from a light to the object(s) that are using it then I can't find it in the API. Any ideas, smarter people of StackExchange?
Many thanks, and apologies if this is a DOH! kind of question, I'm new to this and still feeling my way around in the dark.


texts: Using knife tool to cut all around a an object

texts:
Please see the following https://www.youtube.com/watch?v=PK36W234WV0 specifically @ 12:40 where the knife tool us used to cut not only the top face but all around the cube.
When I try and do this I only seem to get a cut on the top face. What am I missing?
Thanks in advance.


texts:
I have this model of a truck and I'm setting up the bone structure for a UE4 vehicle project. The armature consists of six "wheel bones" and one root bone for all other parts.

I've manage to connect all meshes to corresponding bone besides my mesh called "additional lights". When I change pose, everything follows as intended but not this mesh (additional lights).

What have I missed?


texts:
I can't get the mesh lips to smoothly color ramp from red to tan. I've tried but the lips keep one color.

Material setup is a mix shader (diffuse & glossy).
I'm trying to make the inside of my model's mouth red, and the face tan. The problem lies in between the mouth and the lips - there is a hard color change which looks bad, and so I must ramp the color red to tan linearly.


texts:
I needed to add a rainbow to a scene and found the info below that I used and made an awesome rainbow with just a few tweaks. The problem is that real rainbows usually fade out on the ends, the rainbow I make is from an extruded circle, and when I delete half of the circle the end is sharp and I can't find a way to fade out the ends of the rainbow. Is it possible?

Harold

BA thread How-to-improve-this-rainbow


texts:
I am beginner in blender.
I want to make grass. but I want to put all parts of grass on the soil . but I can not.
how to do it?


texts: Can only select one metaball any others are only conneteced to the first

texts: Hi when I add in metaballs only one can be selected and moved, moving it rotates the other balls, and I can't move the others, this is only with metaballs. Here's a video showing what I mean https://www.youtube.com/watch?v=dMSJwpvO9PE&feature=youtu.be


texts:
I animated a model via pose mode and the Dope Sheet.  All was good.  Then I decided to add a bone.  I added the bone by extruding from an existing bone and all was good.  My weight paint appears good as I can move the body part (chin) that I want to move however I cant keyframe the animation because the bone isnt listed in the Dope Sheet.  How does one add or subtract a deleted bone from the Dope Sheet?

Thanks


texts: OK I might be doing it wrong, but I installed 2.78 and I cant find Adaptive subdivision, help?


texts: Question about smoothing issues to the model

texts:
I imported a tank model from a game, extracted with Ninja Ripper. The model has some smoothing issues while even if I tried select the mesh and soft all verts, faces and edges in shading panel, the mesh still looks weird.
Also tried the auto smooth option. I'm not quite sure the faces are in this look due to only smoothing or also the flips or something inverted. With ⌃ Ctrl + N I did found some of the faces on the turret turns different while some are not.

I don't know if it has something to do with flipped normals so I recalculated the normal with ⌃ Ctrl + N or ⌃ Ctrl + ⇧ Shift + N and this is the output:


texts:
I've been fiddling with Blender 2.8, collections and parenting and I can't remember exactly how I was able to make this happen, but I have this empty object that has an animation that keeps affecting objects (which use it as a constraint) but can't be found anywhere in the "Scene" outliner, nor in the 3d view and isn't hidden and can't be selected or edited in any way!

The only place where I can see a reference to it is in the "Blender file" tab in the outliner as shown in the screenshot and the constraints dropdowns of other objects its affecting. Mouse clicks on this object in the outliner yields no effect... is this a bug or am I missing something?


texts: Alpha PNG as Texture with nodes -> isn't totally transparent

texts:
I saw the threads on PNG alpha and made what It was recommended to do but I still have the problem although it brought me forward.

So I've a picture with transparent background (PNG), all seems ok for this picture.

I want to use it as a texture so I mapped it and it's maybe a bit deformed but seems also ok.

My problem is that the background is not totally black anymore but still on the edges.

Here is my node structure:

And here is the result:

I want to remove these black borders.

EDIT:

Here is the texture I want to apply:

EDIT 2:

The blend file of the project (all the present textures are not used).


texts: How to supress bpy render messages in terminal output?

texts:
Using the Blender Python Module bpy the rendering process bpy.ops.render.render(write_still=True) is quite verbose:

Fra:2 Mem:14.35M (0.00M, Peak 14.50M) | Preparing Scene data
Fra:2 Mem:19.00M (0.00M, Peak 19.01M) | Preparing Scene data
...
Fra:2 Mem:15.00M (0.00M, Peak 33.27M) Sce: Scene Ve:21001 Fa:41576 La:1
Saved: /path/to/output.png Time: 00:00.60 (Saving: 00:00.06)

I can't make use of the proposed solution to omit the script output, because the Blender renderings are embedded in a larger python project using import bpy API rather than calling a python script file.

I tried to suppress the output using a python standard method presented here, but no success.

Is there any way to reduce the verbosity of Blender renderings when using bpy module?


texts: How can I create a texture that looks like a woven strands of metal?

texts: I need your help and advise, I'd like to create a mesh like the below shown image , shall I duplicate a several torus and mix them ?! or create curve and mix them, really I don't have the correct .


texts: I'd like to know how exactly to use the new bevel node in Blender 2.79b. It's in the manual now, but I've not yet been able to even locate it. How exactly do you use it?


texts: How can I UV Unwrap a Minecraft box model?

texts:
I'm trying to create the character from game Minecraft. It's simple and I finished it. Now I want to unwrap it like its texture file:

As you can see it's small (on size too) and it's box styled too. But when I try to unwrap for example face, I get a circular output... How can I unwrap my model like that?


texts: I wanted to know if it's possible to scale up an action globally if that makes any sense. I have a rigged character which needed to be scaled up by 100 (so that the rig worked properly in a game engine) but that messed up the actions I had animated. Is there a way to add the same scale value to the action so that all the IKs match up?


texts: How do I make a loop cut parallel to an external loop?

texts: I have a mesh and want to create a loop cut between loops 1 and 2, but it should be parallel to the top loop. Sorry if I'm not explaining it clearly, I am hoping someone more experienced with Blender could help. Thanks in advance :)


texts: Unable to bake fluid after changing cache folder

texts: So I've been studying Blender's fluid simulation and I realized that after I set the folder's path to somewhere else other than Window's temp folder (C:\Users\User\AppData\Local\Temp) the bake progress bar stays at 0% for some seconds and then disappears. No errors or anything (the log shows no errors either) . I tried this out on my Linux machine back at home and it worked fine (the Windows machine is at work).


texts: How can I create an advanced addon with a GUI and multiple settings for Blender 2.8x?

texts:
How can I create an advanced addon for Blender 2.8x that is displayed in the n menu (right panel of the viewport) with multiple settings.
What are the most important GUI scripts, how to add settings, how to access settings between multiple files, how to add icons, how to read the documentation to find lines of code?


texts: How to bake multiple audio sounds to f curve?

texts: I want to add three different audio clips to same character's mouth using bake sound to f curve. But I am able to add only one sound clip. when i try to add second clip, it replaces the first one. Please help me.


texts: Equivalent color settings in Blender with Autodesk Navisworks

texts:
I want to get the equivalent color settings in Blender by comparing RGB values in Autodesk Navisworks color properties from Material tab when an object has been selected.

Here are the color properties values from Autodesk Navisworks:

So far I have managed to achieve the equivalent color settings in Blender for Diffuse, Specular, and Emissive.

Here are the auto-generated Phyton code by Blender's scripting tool when I change the color in the screenshot below:

Python codes generated:

bpy.context.object.active_material.diffuse_color = (0.442353, 0.331765, 0.294118)
bpy.context.object.active_material.specular_color = (0.5, 0.5, 0.5)
bpy.context.object.active_material.volume.emission_color = (0, 0, 0)

Questions:

Where can I set the RGB values for Ambient in Blender?
How do I adjust the Shininess and Transparency in Blender?

Thank you.


texts:
I got this script from a tutorial:
http://www.tutorialsforblender3d.com/Game_Engine/VideoTexture/VideoTexture_Render_1.html

It allows to set a video texture In the game that's is a render of a camera in real time. For making security cameras monitors for example.
 The only thing I need is to add a command line to scale down the resolution and it will be good to go.
Can Someone Help? See the File.

Script:

import bge

# get current scene
scene = GameLogic.getCurrentScene()

# get the current controller
controller = GameLogic.getCurrentController()

# get object script is attached to
obj = controller.owner

# check to see RenderToTexture has been added
if obj.has_key("RenderToTexture") == True:

    # update the texture
    obj["RenderToTexture"].refresh(True)

    # if RenderToTexture hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get a list of objects in the scene
    objList = scene.objects

    # get camera name being used for render to texture
    camName = obj['cam']

    # get camera object
    cam = objList["OB" + camName]

    # get the texture material ID
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # set the texture
    renderToTexture = VideoTexture.Texture(obj, matID)

    # get the texture image
    renderToTexture.source = VideoTexture.ImageRender(scene,cam)

    # save RenderToTexture as an object variable
    obj["RenderToTexture"] = renderToTexture


texts: I'm trying to make a human soft body deform in contact with other shapes like an empty skin, but I'm really having hard time to figure this out. I don't know if it is because of the highpoly human figure or other settings. I've tried with Soft Body and with Cloth, each one presenting different problems. Sometimes the body doesn't interact with the other, even if both have Collision on. It simple goes throught. I also have some problems with self-colision. Don't know what ball size to put. How could I achieve this?


texts: Subdivision Modifier: Modifier is disabled, skipping apply How to fix

texts:
I Start with Blender and want to model a tree. When I want to apply the subdivision modifier there is pup up the error:
"Modifier is disabled, skipping apply"
Sorry for the bad English


texts: How to control start and stop of fluid simulation

texts: How do you control when the fluid animation starts and stops? Because I want it to start a couple seconds in and then stop a few seconds later.


texts: I am right clicking, but I can't seem to rotate or move the camera at all. Any ideas? Blender only seems to be able to move objects and lights. Really confused since I'm new. Please help me if you can.


texts: Is there a way to flip the "n" menu with python besides using operators?

texts:
I like having the 3d viewport "n" menu on the left side of my workspace and the toolbar on the right, and I'm wondering if I could build it into an addon, using Context instead of an Operator, maybe even for all windows.
This is the command you can use, with your mouse hovering over the menu:
bpy.ops.screen.region_flip()
or if you press f3, this is what shows:
screen.region_flip > Flip Region
Thanks in advance!


texts: Create an object in the BGE via python without using an inactive layer

texts:
I'm using the blender game engine, and I'd like to generate an object each time a key is pressed (i.e. press Space, and a rock will be loaded into a catapult)

My problem is that I am using this object within Morse, which currently doesn't support using hidden layers (everything seems to be put on the visible layer as soon as it is loaded)

Normally I would do something like this:

from bge import logic

scene = logic.getCurrentScene()
rock = scene.addObject("Rock", "Catapult")

Catapult is a mesh on one layer, and rock is a mesh on another. I would then use the logic bricks to make a keyboard actuator that calls this script. This works fine when I run it in Blender (currently using v2.6), but I get an error when running it with Morse:

ValueError: scene.addObject(object, other, time): KX_Scene (first argument): object must be in an inactive layer

Is there any way to generate objects without needing the inactive layer?

Alternatively, is there a way to programmatically move an object from an active layer to an inactive layer?

Thanks


texts: Best way of creating 2D mesh from curve?

texts:
just wanted to know if there is a quicker way of creating a 2D mesh from a bezier curve?

Right now i just end up with some kind triangular shape that i have to delete the bottom vertices from, and then set the Z axis on the remaining vertices to 0.

Using the 2D option instead of the 3D doesn't have any effect for my purpose.

Here is a demo of my current method:
https://youtu.be/YL23LZxlYHA


texts: If I get the latest version of blender, will I lose anything in my old project files?

texts: If I  uninstall the old version I have, then download the new version, will my I still be able to open my old project files, or will I lose anything in them like models, rigs, textures etc. I have a ton of blend files and really don't want to lose them! I hope you can help!!!


texts: Export model with Enviroment Texture and Texture coordinate

texts:
I have built a simple model where I project an equirectangular image to a mesh using an environment texture. Sometimes the image is not centered correctly so I do this by linking the image location to another mesh using a texture coordinate node (which fixes the distortion). The setup in the material tab is shown here

My challenge comes in exporting this in a format that I could use in a web browser. I have tried to export to glTF but the material is not exported with the model.
I tried an alternative method using an image texture instead and this material does get exported but the texture coordinates are still lost and so the material maps incorrectly.
Has anyone had success in exporting this setup before?


texts: How to boolean subtract an object's surface using a extruded plane?

texts:
I have an object and a plane as two separate entities like this:

I need to somehow invert the selected object onto the cylinder in order to make a boolean subtraction on the surface, so it look like this:

Because I'm prepping this file for a 3D print!


texts:
I'm trying to figure out how to do a braided beard (fantasy dwarvish'ish style, a bit like this: http://dariofish.deviantart.com/art/Dwarf-Braided-Beard-Test2-409580675).

I am trying out the particle hair. But I can't really make it behave. Here's my results so far:

A couple of things annoy me with this result:
1) Each individual strand looks too thick.
2) It's not braided very nice.
3) The two braids go in a strange direction towards the screen (can't really see that from the picture).

The guy over here made some results I think look much more even:
Large Braids with Hair Particles
But if I try to replicate his settings it all gets much worse.

Does anyone have an idea what I may be missing in order to get closer to the other SE posters results? His braid looks nice and even and the hairs are much thinner.


texts: Strange lines appearing on model when using stencil and texture painting

texts:
I've recently tried to start creating a livery for an aircraft using the texture paint tools in blender, I'm using stencils for the logos and stuff, however whenever I go over them, random lines will appear in places, it also only happens on one side of the aircraft
I didn't make the aircraft, it's a model from Microsoft Flight Simulator, I'm not sure whether I am doing something wrong or the model has some problems, I'm quite new to texture painting and blender in general so any advice would be great


texts: Looking to set up a quick single frame render workflow

texts:
Im trying to set up a quick render setup for my 2d art workflow. I want to export the base image, freestyle lines, shadows and colors all as separate renders. However, currently every time I make a new scene. I have to come in here and change the file path on all these nodes to the new folder and set their output file name. This is alright, except im building a comic. So most my scenes only take a few minutes to set up. This extra tedium adds a lot of frustration for every frame.
I was hoping it would automatically name them if I set the file path to the same directory. But that only seems to export one frame sadly.
Im using freestyle but may move over to LanPR if I can figure out how to set it up.
Any idea if there is a faster way to have this workflow?
Thank you so much to anyone who could help.


texts: I wish to enroll for the course, but I need to know, first, what would be the computer configuration required to run and work on Blender, effectively?

texts: I wish to enroll for the course, but, before that, I need to know what would be the ideal computer configuration required to run and work on Blender, effectively?


texts: How do I create metal frames with crossbars having the same circular crosssections?

texts: I have been trying to create metal frames using cubes, both using the wireframe modifier and trying to generate thickness by changing edges into curves and creating thickness. I have found that if the vertices of the edges have more than two edges connected that the thickness of the generated wireframe OR edges are not uniformly thick through their lengths. I have not changed the size of the starting faces or edges from the default. Is there an easy technique that allows me to create crossbraces for my frames allowing for a consistent crosssection of the component pieces?


texts: Easiest Way to BEND a plank into a U shape?

texts: There's so many tutorials online I'm royally confused. Most are way more complicated than I think I need here .. but I am looking for the easiest way to bend or curve a 50 x 20 x 2 inch "plank" into a U shape. Then I want to add subdivisions and smooth to slightly round all the edges. Any suggestions?


texts: Blender mesh having random holes and bulges at specific areas

texts: I've been trying to make a Gameboy Model for a while now but I've been having some problem at certain areas of the mesh. In the image, I cant seem to get rid of the bulging area of the mesh and make it completely flat and seamless. How do I fix this? There are also various random holes in mesh with no edges nearby so I dont really know how to fix them.


texts: Cause Blender to cleanly exit with non-zero error code

texts:
I want to run a script in Blender in background mode. If the script fails, I want to print my own error and have Blender exit with a return code of 1. I can do this:

print("script failed", file=sys.stderr)
sys.exit(1)

In older versions of Blender e.g. 2.69, this causes Blender to print stuff like:

Error: Not freed memory blocks: 5
IDProperty group len: 128 0x7f98be0ff938
TEXT_OT_run_script len: 168 0x7f98be064938
wmOperatorPtrRNA len: 24 0x7f98be5f1c18
IDProperty array dup len: 128 0x7f98be16deb8
wmOperatorReportList len: 40 0x7f98be0b1078

Blender quit

In 2.73a, it prints:

Error: Not freed memory blocks: 5

Which is better but not ideal, because it might make it hard for a user of my script to see what the real error is.

Is there a better way to make Blender exit?


texts: Animated Color Ramp Not Showing in Viewport

texts:
I'm an experienced user and have stumbled upon an issue that I can't wrap my head around. I have a very simple node setup. A base material, to a color ramp to an output.

The position of white marker is animated using a driver that reads info from a baked f-curve. I can confirm that driver works properly and position value changes according to my curve.

My problem is that the method works properly if rendered, however for my game I need to use GLSL/Viewport and consequently what I see in viewport is what I get but the changes do not show in viewport. Changes only appear after I click on the marker in the color ramp.

Basically viewport updates only if colorramp marker is clicked by the user.

I was wondering if there is a workaround/script for this, that forces the viewport to update/refresh properly from frame to frame.

Thank you all in advance :)


texts: Why is grease pencil low quality aliased/ have jagged edges in Blender 2.80?

texts:
My grease pencil strokes are all jagged/low quality in both the viewport and basic rendering.

I tried increasing smoothness on all stroke sliders in the GP Options panel and changing render engines with no luck.

In some cases, closer up they appear less low quality.

I’m using Blender 2.8 …2c261b branch: Blender 2.7, on an NVIDIA GeForce 750m on OSX 10.14.3.

Any ideas?

Thanks!


texts: In blender 2.79 there was option of showing face area in properties menu, but in blender 2.8 I can't find it. Is there a way to show it in 2.8 version?


texts: moving, rotating or scaling doesn't affect the mesh, it only affects its borders

texts:
I bought a PC for my friend, and installed blender 2.8 and 2.9 but in both I have the same problem, when I G, R, S it doesn't move the mesh it only affects its borders, its completely weird, please look at the screenshot you will understand.
It works at my PC very well but doesn't work on his, what do you guys think.
I want to teach him blender but it won't work on his PC.


texts: I want to make a rally game.How to make a python or logic bricks (if it is possible) that can make a car drift when I turn left and right.


texts: Which properties should I read in a Mesh struct inside the .blend file?

texts:
I wrote a custom parser for .blend files using some of the info found here. I can read the structs inside the file, one of these is a Mesh and I would like to render that mesh in my application. I'm having trouble figuring out what to read from this Mesh struct.

I found two properties: mvert and medge, the first is a list of vertices and the second a list of edges (an edge is a pair of indices to the first list.)

Theoretically this is all I need, but turning a list of edges into triangles for rendering seems non-trivial, the brute force solution is slow and I couldn't find another solution on the internet.

I also found the mpoly property, it seems promising since its count is always the number of faces in the mesh, but I can't make sense of the properties (loopstart and totloop being the ones that seem more relevant.)

So my question is: which properties from the Mesh struct should I read and is any of them a closer representation to triangles than just a list of edges?


texts: How to include unused/unassigned (or multi-slot) materials in export to FBX in Blender 2.8

texts:
I have a model which has a light mesh in it. I have 2 materials, a light on and light off material for the light, but the mesh can only have one material at a time in its slot 1. This is all fine and well so far. I am exporting the model to FBX to be used in Unity.

The problem, is that when I import to Unity, only the slot 1 material gets imported. I have also tried importing the FBX back into Blender and the material is missing. This leads me to believe the material is getting dropped on export from Blender (not import to Unity). I have tried to assign the material to slot 2, and also added a fake user to the material, but it still seems to disappear on export. Any ideas would be hugely helpful. I am fairly new to Blender.

My export settings:

Some more stuff for clarification:

The goal here is to have the materials embedded in the model and then reassign them from within Unity as I toggle the switch. If I assign the "on" materials to an object in its 1st material slot, then they embed and it works, but that would mean creating dummy objects and hiding them inside geometry. Very bad workaround for something seemingly so trivial. Again, any suggestions would be very appreciated. Thanks!!


texts:
Trying to make a modelling tool that can update geometry in the 3D view as the user interacts with the scene. To do this the script needs to loop continuously so it can check for changes caused by the user. The problem seems to be that I cant get an infinite loop not to freeze Blender. I thought I could use something like...

import time

    def MainLoop():
        <code>

    While True:
        time.sleep(1)
        MainLoop()

However this freezes entirely and not sure why. Also if time.sleep() is used it not only stops the script but also Blender itself which defeats the purpose entirely.

This is meant to be a modelling tool and is not running through the BGE as it seems most talk about real time Blender scripts deal with BGE. As far as I can tell there is no built in time delta to use for non BGE scripts.

Update:

Made a threaded script in hopes that by running the process in a separate thread from the Blender GUI that time.sleep() could be called without affecting Blenders GUI but this did not work. After doing more reaserch on the threading module it worked! Can now make infinite loops limited with time.sleep() without pausing the Blender GUI in the process. Here is some example code...

import threading
import time

class ScriptThread (threading.Thread):
    def __init__(self, threadID, name):
        threading.Thread.__init__(self)
        self.threadID = threadID
        self.name = name

    def run(self):
        FPS = 1
        is_running = True

        tick = time.time()
        loop = 0
        while is_running is True:
            if time.time() >= tick+(1/FPS):
                tick = time.time()
                print(loop)
                time.sleep(1/FPS)
                loop += 1
                if loop >= 10:
                    is_running = False
            else:
                continue

#Make thread
thread = ScriptThread(1, "thread")
thread.start()

I'm not sure if this will have implications in querying and setting attributes in Blender but will find out soon enough.


texts: No distortions with Strokes in a Fisheye render (Cycles)?

texts:
I would like to draw my the scene with strokes and render it for a dome view (fisheye 210º) but when i finished to draw and start the render, I have no fisheye distortion, everything is flat like a classic 3D camera.
I use Cycles for rendering.
Anyone get an idea how I can achieve that?
Thanks for your help,
Julien


texts: Object becomes transparent when motion blur is enabled (Cycles)

texts:
I'm trying to render a simple animation with comical characters. From the following images, you could see clearly Combines from the Half-Life universe, and a creature called "The Stalker" (based off of The Hidden). The project has gone rather well so far, and I've begun to render, but while rendering I came across a problem. I do have motion blur enabled, and it looks nice and all, but it causes a fast moving object to become transparent? It might be the color, material, or something else.

Motion blur:

Without motion blur:

It's supposed to look like this (side view):

All of the materials are in place, render view isn't restricted, the only difference in any of those images is the fact that Motion Blur is enabled.


texts: one model with complete animation becomes 100+ animation clips after export from blender

texts:
I downloaded a model from sketchfab with fbx format and import into blender 2.8 or 2.79,in blender everything is right,animation works without doubt,but when I chose to export again to fbx or glb,after export,I open the model,I got 100+ animation clips as shown below:

here is the original sketchfab link:
https://sketchfab.com/3d-models/log-cutter-splitter-e2285f2f17fc4cc9a8fc2010ad85e794
Can any one help me with this strange issue?thanks!


texts:
I've been trying to figure what's wrong with what I'm doing for a long time now.
The IK moves how I want it to, but...you can see what happens with the attached image.
.blend file: file


texts: How can I simulate physics steps in advance?

texts:
Think of the trajectory of two objects that will collide in the future. I want to display this collision as a prediction, so that the player can do something to avoid the collision.

At my disposal is the linear velocity at t_0, but if I only add that to my current position I just get a straight line (obviously) but if I save it in an object with python, this value will be available at the next timestep t_1 and I can reconstruct the change of velocity from that.

If I assume this change to be constant I can get to some curve, which is better, but it's still nowhere near what the gameobject will actually do.

Is there a better way to do this?


texts: Blender New Leader Key (ALT-KEY) And How To Remove It?

texts:
If you find new leader (ALT-KEY) key annoying you , You can disable it, but make sure you make backup first cause it might be wrong , This only for Blender 2.82-97d79ca844df .
First go to blender folder and
2.82\scripts\presets\keyconfig\keymap_data\blender_default.py
and open it with notepad++ or what ever sofware that you have and find area
that said # Alt as "Leader-Key" and remove only that part like in the picture
,save it and Done .


texts:
I've come to the end of a long project using Blender VSE. I finished up yesterday around noon, took a little break and came back to render the video. 2:30:xx in or so, my computer gives me a loud click and a BSOD. After a minute or two the computer finishes collecting it's data and stuff and restarts. I go back into that OS to run some tests to make sure it was the hard drive. I start rendering another video (one I don't care about), another click a little way in and computer black screens (I still have all of my data on the HDD... For now at least).
Fast forward a few hours, I have Windows 10 set up on my SSD (which I've had for longer than I like to admit). I installed Blender, tried to load the video file after copying over from the HDD. The strips load with all the modifiers and text and all, but no sound or video. I've found one thing online (I'll update in comments later with link(s) when I'm not dead tired and frustrated) and followed it (it told me to go to file -> external data (I don't remember after this... Again, dead tired).
The blender file I copied to the new SSD was the right size (over 2gb), yet still nothing. I'm at a loss of ideas at this point... Any help would be appreciated!


texts: My camera is lost in my workspace and I cant find it

texts: I have some how lost my blender model, I know its thwart because I press Numpad+0 and my camera setup shows my model but when I return to the regular camera all i see is the grid lines. I have tried Shift+C and it does nothing


texts: how do i rig and animate a tree in blender without using "Sapling" addon ?

texts: I don't what to use "Sapling" add on to generate my tree, i created a tree by modeling and using particle (i found this way is giving more freedom in creation), but how can i rig and animate the tree


texts:
I recently had an issue with Blender 2.71 RC2, which I submitted as a bug. The issue was that when I hit Numpad 1,3 or 7 the viewport would not automatically change from perspective  to orthographic  mode, as it used to in Blender 2.70.

I now want it to behave like this in blender 2.71 RC2, but I can't find the Auto Perspective check box in the user preferences.

Where is it?


texts: v2.8 support for 3DConnexion ndof devices

texts:
I have a wired 3DConnexion SpaceMouse which worked very well with v2.7.  However, it has lost its built-in functionality in Blender v2.8.

In 2.7, Blender worked well with the device with smooth pan, zoom, and rotation.

The 2.8 manual makes mention specifically of support for 3DConnexion devices: NDOF Configuration.  However, the functionality apparently isn't turned on by default.

I have tried resetting my preferences to factory settings and I've tried adjusting the keymaps in User Preferences, but I'm not entirely familiar with doing that.

Has anyone found the right settings to restore SpaceMouse functionality in Blender 2.8?

Tech details:
MacOS 10.14.6, MacBook Pro (15", 2018) and iMac (27", 2019)
3DConnexion SpaceMouse and SpaceMouse Enterprise


texts: I'm rendering using 720p, with 2000 FPS. After rendering, I'm getting a huge file with 244 frames/second. The source files are only 29.97 frames/second so why is the render going up almost 10 times???


texts: Make holes with boolean not working - blender 2.8

texts:
I use Blender 2.8 and I made a lot of successful holes with the boolean modifier. Today is not one of those days and I don't know why.

I have a simple rectangular 2D object in which I need to cut 4 cylindrical holes.

This is what I have done:

I've used CTRL+R to make new lines on the rectangle that intersect exactly where I should place the holes
I moved the cursor to each point and created a cylinder
CTRL+J to make a single object from the 4 cylinders
I used a boolean modifier on the rectangle and applied it to the cylinder with the operation "Difference" but I didn't get the holes

This is the Blender file:

What have I done wrong? Is there a way to place the cylinders exactly where they should be without using CTRL+R? If I don't use CTRL+R the holes get done but then they are not in the right place...

Thank you.


texts: Can't use Boolean Intersect on two meshes

texts:
I'll tell you the whole deal so maybe you can help me with ideas at different points.

First. I generated a terrain using Sketchup and the Location tool. I had to use a bigger section than what it was possible at 1 time, so i used many (20 or so) terrains and "stitched" them together

Second. I imported everything to Blender as a collada file.

Now. In Blender, i need to make a section to one of the mountains to show (in a later animation) what's going on inside it.... and that's what have been impossible.

I've tried to simply "boolean" it with a plane. and the operation can't be executed... I admit i'm a total newbie... but i thought i should work....

If this is not the proper way to do something as simple as this, can anyone tell how would you do it?

So, after tryin to put in practice the solutions you kindly lend to me, i keep having a problem.
My favorite solution is with the bisect tool... but i can't find a way to keep both halves in a clean way after the bisection.

Here's an useful question, but i couldn't put into practice, apparently because I'm using a mac and the latest version of Blender, so the commands were not the same... maybe you could help me "translating" those commands.


texts:
Hi I have the following shape:

and would like to bulge out the top face like the side of a pill. I've tried inset faces with proportional editing, but the faces can only become so small before the vertices overlap and it goes crazy.

When I'm done I'd like a shape similar to one of these:

Any help would be great.


texts: I have an AMD Radeon R7 200 series in my desktop, and was wondering if it was compatible for OpenCL GPU rendering in Blender? I have researched and researched but have been unable to have my question answered. Thanks!


texts: How to reduce the number of faces for selected parts of a mesh?

texts:
hello,
I have made a high-poly 3D model by myself. But this 3D model has so many faces and I want to reduce the amount the faces only for some parts of this 3D model. How can I do this in Blender?


texts: Select Box in 3d View edit mode brings up the move tool, not a select box

texts: Suddenly, when I click on the Select Box Tool in 3D Viewpoint with and item selected and in Edit mode, the Move tool (3 colored gimbal circles)comes up instead. In fact, it is happening in every variation of the select tool, so that I cannot select aything.


texts: Attempting multiple loop selects with Alt+LMB; faces are being selected in some parts as well?

texts:
Why is this only occurring on the top/bottom of the model, not on the sides?
How do I avoid this happening? (I only wish to select the edges while in edge select, not the faces also)

I'm using v2.81.16. Switching to Vertex or Face mode causes even more faces to be selected than the image below. I am unsure if that is intended behavior.

Thank you in advance


texts: How to make orthographic view to be constant (as in 2.78)? "num 1" turns the view into front orthographic position but after rotating with MMB the view is perspective again.


texts: Can't get my CPU or GPU in the system preference

texts:
I have finally manage to buy myself a new laptop a Dell Inspiron i7 Second Gen. I have installed my favorite Linux Distribution "LinuxMint", and have all my hardware installed properly. I have Blender 2.79b and all is good. But when I go to my User Preference -> System, I cannot select any compute device!

If I check my OS info, I get the CPU info and my Intel Graphics car info, but not my GPU;

I have check at the command line that my GPU is well installed, when I run the command "lshw -c video" I can see my Radeon R5 listed:

Now I understand that not all GPU are supported, but I would thought that I can at least select my CPU! If anyone could help with this issue. I have looked at the CUDA driver but cuda supports only NVIDIA if I am not mistaken. Any other help will be welcome?

My Apologies if my question is in the wrong thread.
Thank you kindly