texts: "Updating Objects Flags" Stalling Blender

texts:
Blender: 2.92/3
AMD Ryzen 3950X, RTX 3070, 64 Gb.
As a primer, there is this thread here: "Updating Objects Flags" -- Best ways to get around long rendering times?
I am having a consistent problem with Blender since 2.90 (I am using 2.92 and 2.93 beta) where Blender will not render in UI mode - either with Cycles or Eevee. Normally though, I can render in command line mode just fine. However a file I have been working on which has been rendering fine in UI mode, is now not rendering in either UI mode or command line. Blender stalls on "Updating Objects Flags" and freezes entirely - I have to force quit.
The scene is large but not complex. There are 5 particle systems for bubbles, and volumetrics are on a different scene in the file for Eevee. Textures are simple but there are a lot meshes - it's an underwater scene of a sunken city. All the buildings are sharing the same texture, the most complex element is the submarine. I have been able to render this scene in the past. I've made a couple of tweaks and now want to render frames for the two scenes to composite.
The scene renders no problem in the viewport - I see the "Updating Objects Flags" message and then it renders. A little slowly but that's to be expected...not horrendously slow.
I surely can't be the only person running into this problem. What are "Objects Flags" that need to be updated? How can I trouble shoot this issue?


texts: Differences Between Mesh and Lamp Lighting - Eevee vs Cycles

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Here is a primer for this question with a good explanation of the differences between Eevee and Cycles: EEVEE and Cycles render lighting differences
I understand (roughly) the difference between the way Cycles and Eevee handle lighting. My question relates to my desire to convert a relatively complex city scene from Eevee to Cycles.
One of the limitations is that Eevee only allows 128 lamps. I ran into this limitation when trying to extend the scene quickly by making instanced copies of sections of it. Using mesh lighting does not result in shadows being thrown convincingly or light reflections from objects, so it was necessary to use a point light in connection with a mesh light for street lamps. Mesh lights do not for example create reflections off volumetric textures.
If I want to convert the scene to Cycles;

Do I have a similar limit of lamps (point/sun/area/spot)?
Or since the street lamps or mesh lights already exist, should I disable the point lights as the mesh lights will work in the same way as a light source?
Or should I use them in conjunction with each other as I did in Eevee?

My guess is that I probably should disable the point lights since the mesh lights ought to work realistically and the point lights only add to rendering time by creating an unnecessary light source.


texts: I've had difficulty trying to cut a cube in half. I tried the knife tool at first, but that didn't work. I also tried using the loop cut too, but it just extrudes. I'd like to be able break it off into two entirely separate objects.


texts: animation rotates over long angle (interpolation)

texts:
i am struggling with keyframing my 2d rig in blender:

sometimes, the Rotation is interpolated over the Long angle: even though a bone only rotates About 40° between keyframes, the Interpolation goes over the Long angle (rotates over 300°).

what can cause This behaviour and how can i fix this Problem? i assume it is a Problem with my rig?

Things i tried:

adding even more keys inbetween barely fixes the issues
i already did Play around with the Roll value of the bone, without any success.
the parent bones are not animated in this instance.
linear Interpolation does not solve it either

using blender 2.79

stripped down blend file: https://1drv.ms/u/s!Ascsde05SosCnsJV6LpiRZEn2T9HaQ

keyframe 1

keyframe 2

inbetween

curves dont look funky either


texts:
I tried to install pythonnet in Blender (v2.83) using Windows Power Shell:
cd "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\bin"
cd ..
.\bin\python.exe -m ensurepip
.\bin\python.exe -m pip install --upgrade pip
.\bin\python.exe -m pip install pythonnet

pythonnet is now correctly present in the pip list. This procedure worked well for example for opencv-python or python-docx.
But after the installation of pythonnet I cannot import the clr namespace in Blender console:
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
ModuleNotFoundError: No module named 'clr'

Do you have any suggestions for this problem?
Thank you!


texts: Jittery physics trying to get a tube to roll in 2.8

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I've subdivided and extruded, then copied, rotated and joined the base shape to create a grooved frame. The center of mass is the center of the frame.

I've then added a cylinder to sit inside the groove. I tilted the grooved frame slightly so the cylinder will roll. The center of mass on the cylinder is correct.

I've given the frame the passive rigid body property and the cylinder active. Both set to mesh. This is what happens:

I tried all the stuff in this previous answer:

Rigid Body Problem - objects not colliding

Any help is much appreciated.

EDIT:

I went back and re-built everything using some of the suggestions and still no luck. Uploaded the .blend this time.


texts:
I am doing this super tutorial (NLA editor), in which we animate an object using armatures.

As mentioned in the image below (23:23 in video), I try to translate the object to create some keyframes for the pelvis. I select the pelvis and I move it by hitting G, but I can't see the translation. However, we can remark that the dx, dy, and dz are changing!


texts: Is it possible to use a video for image-based lighting?

texts:
When I discovered the use of HDRI to light a scene in Blender, I was blown away by the difference it made to my scenes.
What I'd like to know is whether it is possible to use a video to light a scene in the same way.
For example, if I had footage of a sunrise, could I use it to light my own scenes?  I realise that the video would not have the same dynamic range, but it's the combination of light levels and colour that I would like to use to light a scene of a forest clearing.  It's for an animated, projected backdrop for a theatrical play so the resulting video doesn't have to be be that photo-realistic.

I can't find anything in the Blender manual that would suggest it's possible, so I'm hoping somebody has found a way.  Otherwise I'm going to have to come up with some way of making a realistic sunrise.


texts: A smooth transition between edges of tho parts of mesh

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I wish to know is there a way to make a smooth transition between edges.  For example, I have two different meshes and if I combine these meshes in single mesh, subsurf will ruin overall shape of the object. So, I need to combine these meshes somehow, but with smooth transition between edges.
It must looks like this picture

The only way i imagened is to create some kind of retopo. I mean, I create new object and use old objects as a base for Shrinkwrap modifier. May be there is a simplier solution? Two buttons in ZBrush, for example? Something like "mask sharp regions" and "make edges less sharp", or somethiing like that. Thank you :-)


texts: Reparent Mouth Rig to Different Character's Armature?

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My Question is whether anyone knows a relatively easy way to copy the mouth (rig and all) from one character's armature to another? They have identical topology, but different rigs (because I used Mixamo to get easy animations).

I want to move the jaw bone and all of it's children and associated mouth meshes from the black thin armature to the thick white armature. I have tried using the "Child Of" constraint and got the result in the picture below:

It seems like a step in the right direction, but I still don't see the jaw bone under the new armature in the Outliner Window. It is listed under the old armature's hierarchy. How do I get it to only be linked to the new armature's hierarchy now?

Edit: I've tried using the separate hotkey for the bones I want, but that makes them lose their mesh target. Any way around that?

Edit#2: Turns out I just needed to check the "Set Inverse" option in the Child Of constraint.

Edit#3: I've tried the ctrl+J shortcut to join the two armatures, but when I do that the mouth armature is translated into a massive version of itself very far away, and I cannot seem to find the mouth mesh when I do that.

Edit#4: So ctrl+J absolutely works!! You just have to make sure there aren't any constraints added to the bone group. So after I removed the "Child Of" constraint it looked correct! The last step was picking the proper parent in the new armature.

However, the mouth mesh that was originally attached to the old armature has disappeared. Any idea how to get it back?


texts: How to stop my plane object from disappearing?

texts:
I have been creating an underwater scene, so I have the sand (plane) and the stones (particles).
I am trying to now animate a fish swimming along, however, my plane (sand) keeps disappearing from viewport from frame number 5 onwards, leaving me only with the particles (stones).
As I'm very new to blender, I'm aware that this might be an easy logical fix but I can't find a solution.
Any Ideas on what is causing this?
Here's a video of what I mean:
https://www.youtube.com/watch?v=3_w9q9KDhcw


texts: My Blender Object is "see-through" in Unity

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I made an object. It looks good in Blender, but if I export it into Unity, it is transparent, and I can see the parts of the Object that I should not see.

For Example
In Blender:

In Unity:

How can I solve this problem?


texts: changing filepath and creating directory in python

texts:
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)
path = directory + "/" + "BakedTextures_" + obj + "/" + obj + "_" + map + "Tex.png"

Trying to define a path variable while creating a folder inside my blend file directory to later use that variable for saving a baked image texture made in Blender. So far with this code I get this error:

Traceback (most recent call last):   File "D:\GOOGLE_DRIVE\WORK\3D_Work\OldWorld\Ducs_Armor\Ducs_Armor.blend\Text", line 15, in <module> TypeError: can only concatenate str (not "type") to str Error: Python script failed, check the message in the system console

Clearly I'm doing something wrong with my backslashes and probably something else, but I can't figure it out on my own, can you help please?


texts: Is there better way to rig this mechanical object?

texts:
I have an object consisting of 4 tubes and 4 pivot points.

I'd like to be able to "skew" the object like this (it can only skew left/right, not in the third dimension):

I managed to get it working, but it seems hacky:

Parented top_pivot.L and bot_pivot.L to tube.L
Parented top_pivot.R and bot_pivot.R to tube.R
Added copy rotation to tube.R (copy from tube.L)
Added copy location to tube.bot (copy from bot_pivot.L)
Added copy location to tube.top (copy from top_pivot.L)
Finally offset tube.top and tube.bot middle points (over the pivots.L)
optionally limit the rotation of tube.L to prevent the top and bot tubes from intersecting

So when tube.L rotates, the whole thing skews because of the constraints.

The problems start when I try and parent tube.L and tube.R to other objects, or when I try and move/rotate pieces.

Can this whole thing be done with armature/bones?

Update an example of a problem when using the object as part of a bigger one:

Attaching the base and linking to tube.L:

rotating the base causes the child objects to rotate in an unwanted way:


texts: How can I convert a low resolution image to a mesh?

texts:
I have a low resolution Image I want to recreate as a 3D object. I was thinking of making 7 separate "layers" to depict foreground and background elements. Basically, once the layers were complete they would stack to create a 3D picture. Each layer would have its own textured color. I would combine them at different depths.

I am bit unsure how to proceed with the process of this. Would it be best to create each layer, extrude to the right depth and then snap them together and join them into a single object? The idea is to 3D print this as a personal project. Reference is attached.


texts: Can I adjust the rendered view background?

texts:
The new rendered view background bothers me a lot. The big checkered background literally hurts my eyes to look at it. Is there a way to adjust it on 2.83 or do I have to change it back to 2.81?
Please don't judge the artwork. It's an earlier version I happened to screenshot for critique


texts: I was wondering if it is possible to change Blender's interface color?  The dark version is the default  Are there setting that would allow you to change to something lighter?


texts:
Is it possible to select specific particle hairs or hair keys in Blender with Python?

I'm writing a script on Blender 2.73a which involves finding hairs in a system by their index and applying the rekey or subdivide operators to change the number of segments. As I understand it, I'd need to select just the individual hair so that the operators work on it and leave the other hairs alone. So far I've found nothing in the API documentation that would let me do that, just ways to select all or random hairs or to change existing selections.


texts: Shadows messed up, they wont go away no matter how bright of a light I add

texts: So yeah like the title says I have a light directly over that shadow in the left corner. No matter what light I put or how bright I make it that shadow stays. It lights up the rest of the scene but that shadows will not go away. I'm new to blender so sorry if this is something that is obvious.


texts: How to dissolve into particles a moving person on a RGBA video footage (using BI)

texts:
I have a slow pc with no GPU, and I want to know the best way to dissolve into particles a moving person on a RGBA video footage (using BI). Take into account that a wind simulator should be used with a wipe blend texture to trigger gradually the effect of this gone with the wind dude.

By best way I mean nice performance on slow pc.
Low RAM and disk consumption. Nice look n feel, each particle has to carry the color of the position it had on the victim person.

I made some other related questions before but I give up my current approach. At the moment my attempts were visually successful but render times went to hell and blender became very unusable while editing the scene so I lost control over the quality and the animation of my physics.

High ammount of subsurf levels and particle number are no good. Theorethically using less subsurf, less particle number and raise the children or trail ammount and use something like billboards may do but I can't reach that glory yet.

I have a Core2Duo with 5GB RAM using Win8 or Lubuntu. Blender 2.70.

Hope you can help!

Here is an example of what I'm looking to achieve in the animation:


texts: how do I add a image on top of another image?

texts:
I am editing images with video editor and I have just gotten a image cropped and sized when it crashes. I thought it was my ram so I lowered it down to 4500. my actual ram is 7.9GB. I add a image then I put a color behind it (while the image in from has image offset on and overdrop) then I expand the color and it crashes. every time no matter what image. I will be happy to explain further if you might have a clue but I have not included the information. I am using this for a school project so I really need to get bender to work. is there anything I can do?

summery:

I am putting a over-dropped, cropped, image offset image on top of another non-over-dropped, cropped, image offset background image and it keeps crashing.


texts: Get Location of Particle Keys with real unit size

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I get my location of all particles with this script.

ps = bpy.data.objects["Cube"].particle_systems["ParticleSystem"]
ps.particles[0].hair_keys[5].co
-> Vector((0.4008302092552185, -0.8442497253417969, 1.4897942543029785))

The location is not in Unit Scale centimeter 0.01. How can I use and calculate the unit scale?


texts: How can i make color animation (as a sci fi wall)

texts:
I am new to Blender.

I made a wall but unfortunately i can't make the background material


texts: why does menu_func() in this example reference a self when it is declared outside of a class

texts:
I'm learning bpy myself, and I don't have much knowledge of python。

I read the templates in text editor to learn scripting myself, but I found some thing weird in the Operator Mesh Add template:

import bpy
import bmesh

def add_box(width, height, depth):
    """
    This function takes inputs and returns vertex and face arrays.
    no actual mesh data creation is done here.
    """

    verts = [(+1.0, +1.0, -1.0),
             (+1.0, -1.0, -1.0),
             (-1.0, -1.0, -1.0),
             (-1.0, +1.0, -1.0),
             (+1.0, +1.0, +1.0),
             (+1.0, -1.0, +1.0),
             (-1.0, -1.0, +1.0),
             (-1.0, +1.0, +1.0),
             ]

    faces = [(0, 1, 2, 3),
             (4, 7, 6, 5),
             (0, 4, 5, 1),
             (1, 5, 6, 2),
             (2, 6, 7, 3),
             (4, 0, 3, 7),
            ]

    # apply size
    for i, v in enumerate(verts):
        verts[i] = v[0] * width, v[1] * depth, v[2] * height

    return verts, faces

from bpy.props import FloatProperty, BoolProperty, FloatVectorProperty

class AddBox(bpy.types.Operator):
    """Add a simple box mesh"""
    bl_idname = "mesh.primitive_box_add"
    bl_label = "Add Box"
    bl_options = {'REGISTER', 'UNDO'}

    width = FloatProperty(
            name="Width",
            description="Box Width",
            min=0.01, max=100.0,
            default=1.0,
            )
    height = FloatProperty(
            name="Height",
            description="Box Height",
            min=0.01, max=100.0,
            default=1.0,
            )
    depth = FloatProperty(
            name="Depth",
            description="Box Depth",
            min=0.01, max=100.0,
            default=1.0,
            )

    # generic transform props
    view_align = BoolProperty(
            name="Align to View",
            default=False,
            )
    location = FloatVectorProperty(
            name="Location",
            subtype='TRANSLATION',
            )
    rotation = FloatVectorProperty(
            name="Rotation",
            subtype='EULER',
            )

    def execute(self, context):

        verts_loc, faces = add_box(self.width,
                                   self.height,
                                   self.depth,
                                   )

        mesh = bpy.data.meshes.new("Box")

        bm = bmesh.new()

        for v_co in verts_loc:
            bm.verts.new(v_co)

        bm.verts.ensure_lookup_table()
        for f_idx in faces:
            bm.faces.new([bm.verts[i] for i in f_idx])

        bm.to_mesh(mesh)
        mesh.update()

        # add the mesh as an object into the scene with this utility module
        from bpy_extras import object_utils
        object_utils.object_data_add(context, mesh, operator=self)

        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')

def register():
    bpy.utils.register_class(AddBox)
    bpy.types.INFO_MT_mesh_add.append(menu_func)

def unregister():
    bpy.utils.unregister_class(AddBox)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.mesh.primitive_box_add()

self is used outside class indef menu_func(self, context):.

I was taught that self can only be used inside a class, so I'm confused.

Anyone can help me?


texts: In blender cycles I am trying to mirror the knife tool but it won't work. I have tried mirroring the knife tool using the mirror modifier and using mesh options as well to mirror.


texts:
In 2.79 I have the following keyboard shortcuts assigned for Edit Mode:

Vertex Select: Cmd1
Edge Select: Cmd2
Face Select: Cmd3

Note: I'm using "Emulate Numpad", so I register a shortcut as Numpad 1 instead of 1, for example.
Here's what the key binding that controls that in 2.79 looks like:

And here's what I tried in 2.90 that isn't working:

I believe it has to do with the RNA field not existing in 2.8+ but I'm not sure how RNA works. What would be the way to do this in newer versions of Blender?


texts: Change preview menu directory according to the category

texts:
A time ago I asked about how to create a custom preview menu, but now I want to change the directory of the previews according to the id of the category selected. Below there is the code of the script and a screenshot of the script in Blender

import bpy
from bpy.types import Panel, EnumProperty, WindowManager
from bpy.props import *
import bpy.utils.previews

import os
import json

# UI
class evp_ui(bpy.types.Panel):
bl_label = "Everyday Stuff Pack"
bl_category = "Everyday Stuff Pack"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'

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

    row = layout.row()
    row.prop(context.scene, 'MyEnum')

    row = layout.row()
    # This tells Blender to draw the my_previews window manager object
    # (Which is our preview)
    row.template_icon_view(context.scene, "my_thumbnails", show_labels=True)

    # Just a way to access which one is selected
    row = layout.row()
    row.label(text="You selected: " + bpy.context.scene.MyEnum)

    row = layout.row()
    row.operator(
        evp_op.bl_idname,
        text = "Import",
        icon='APPEND_BLEND')

preview_collections = {}

class evp_op(bpy.types.Operator):
    bl_idname = "object.evp_x"
    bl_label = "Import"
    bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):

    dirpath = os.path.join(os.path.dirname(__file__),    "blends/retro.blend/Object/")

    bpy.ops.wm.append(filename="Stop", directory=dirpath)

    return {'FINISHED'}

def generate_previews():
# We are accessing all of the information that we generated in the register    function below
   pcoll = preview_collections["thumbnail_previews"]
   image_location = pcoll.images_location
   VALID_EXTENSIONS = ('.png', '.jpg', '.jpeg')

enum_items = []

# Generate the thumbnails
for i, image in enumerate(os.listdir(image_location)):
    if image.endswith(VALID_EXTENSIONS):
        filepath = os.path.join(image_location, image)
        thumb = pcoll.load(filepath, filepath, 'IMAGE')
        enum_items.append((image, image, "", thumb.icon_id, i))

return enum_items

def register():
    from bpy.types import Scene
    from bpy.props import StringProperty, EnumProperty

# Create a new preview collection (only upon register)
pcoll = bpy.utils.previews.new()

# This line needs to be uncommented if you install as an addon
pcoll.images_location = os.path.join(os.path.dirname(__file__), "images")

# Enable access to our preview collection outside of this function
preview_collections["thumbnail_previews"] = pcoll

# This is an EnumProperty to hold all of the images
# You really can save it anywhere in bpy.types.*  Just make sure the location makes sense
bpy.types.Scene.my_thumbnails = EnumProperty(
    items=generate_previews(),
    )
bpy.types.Scene.MyEnum = EnumProperty(
    items = [('cat1', 'Category 1', ''),
             ('cat2', 'Category 2', ''),
             ('cat3', 'Category 3', ''),
             ('cat4', 'Category 4', ''),
             ('cat5', 'Category 5', ''),
             ('cat6', 'Category 6', '')],
    name = "Category")

def unregister():
    from bpy.types import WindowManager
    for pcoll in preview_collections.values():
        bpy.utils.previews.remove(pcoll)
    preview_collections.clear()

del bpy.types.Scene.my_thumbnails
del bpy.types.Scene.MyEnum

if __name__ == "__main__":
    register()


texts: How to make flat surface between two sculpted models?

texts: I am making a 3D model of a car I designed ages ago. I used a sculpting tool to enhance the mesh that I increased the polygon level of and now, the edges where the windshield meets the body are seriously messed up (see picture below.) The windshield also has a rough edge. the surfaces are extremely thin so any time I try to use the flatten sculpting tool, it just makes it worse. What would be the best tool to make a completely flat surface on each that is flush between the two? Preferably a tool in edit mode so i have more control than I would with sculpting. Thanks in advance!


texts: I have the top shape. If I subdivide it, I get the second shape. What I want is a way to get the third. I made it by subdividing the two long edges of the triangle, and then knifing between them, but I want a way to automate it.


texts: I've just started studying Blender. I have been using Blender Gurus' videos on YouTube. So far, they seem pretty useful. But, I seem to have a basic ( I would assume ) hardware problem. I have an Alienware PC with twin 1080Ti video cards, 32 GB ramm and an i7-7820 @ 3.60 GHz processor. On his very first video, which is mostly about key basics, he ends with a burning monkee ( bring up the monkee object, set him smoking and then on fire ). All of this works except when I play the animation it only plays from 0 to 50 and then freezes, the progress indicator goes to 250, and then repeats but again freezing its progress at 50. I can't seem to get past this, I hate to continue without solving this horribly basic problem. Is there some sort of limiter I'm not seeing or what? Everything else I've done with his videos seems to be going along fine. Anybody have any thoughts?


texts:
I want to import .py files to my script. But I have this error message.
I´m not sure but I think I got it any time before. I don´t understand why now I can´t get it.

I have a file called "Hello_Test.blend" Inside I have a script called script_test_hello.py:

import module_test_hello
hello()

This is my module_test_hello.py file:

def hello():
    print("Hello World!")

All my files have the same path.


texts: Dead particles not rendering in Cycles or Eevee

texts:
I have a simple particle system with a collision plane that kills the particles on contact.  I've turned ON Unborn and Dead under the Particle Render options, and Die on Hit under Physics.    The particles are instanced objects.  Every thing looks fine in all viewport modes including Rendered,  but when I try to actually render a frame of killed particles that should appear stuck to the plane, they do not render - only the particles before collision.  I've tried various combinations of killed and dead settings, and baking the simulation, but nothing works.  I can only render the dead particles in viewport render.

The rendered particles are actually respawning after death on the emitter, but this only appears in the rendered image.

To trouble-shoot, I tried creating a simple particle scene in 2.79 and it performs and renders correctly.  I saved the scene and opened it in 2.81, and it still rendered correctly.  In 2.81 I re-created an identical particle system next to the imported 2.79 system, then ran them together, then rendered a frame.  The 2.79 particles rendered correctly, but the 2.81 particles did not.  I tried breaking the 2.79 system, and it seems the only way I could break it is to change the number of particles the emitter creates.   Even if I assign the 2.81 particle setup to the 2.79 geometry, it still renders correctly.

So it appears there is a bug in the 2.81 particles, or the renderer related to particles.


texts: Boolean + Subdivision Modifier: How to cut a perfect round hole?

texts: I have two Cylinders. To the first I apply a Subdivison Surface Modifier first (see the right object in the picture). Then I create a second object (cylinder left) and apply the Boolean Difference Modifier. The result is not a hole as I expected. How to cut a perfect round hole?


texts: I spent a few hours sculpting, then I set the view to render view button and blender instantly crashed. The blendfile is also refusing to open. I tried to remove "Load UI" but that didnt help. What should I do?


texts: Operator Search: 'Free Data' not available in Blender 2.9 anymore?

texts:
I have a problem with caching my data when I try to run 'replay mode' for a fluid simulation in 2.9. In the 2.8x versions, you can 'free the data', when you search for free data in the Search tool by hitting (Spacebar) but I can't find it in 2.9 versions:

Q: How to run the 'Free Data' operator in Blender 2.9?


texts: Is it possible to use 3D perlin noise to manipulate a mesh in the Blender Game Engine?

texts:
Specifically, is it possible to generate a 3D mesh/terrain that is capable of producing holes that can connect from one part of the mesh to another?

Example: https://www.youtube.com/watch?v=cjAywUh5m2s&t=86s


texts: Why are some sculpt brush thumbnails grayed out?

texts:
I just noticed that in Sculpt mode, when you click on the big brush button in the tool shelf to select the brush type, some of the brushes are shown with color and some without color:

First I thought I had messed up my sculpt settings and tried to adjust them so that all brush types are shown with color. But then I saw that the thumbnails look exactly the same in the documentation.

Could it be that there's some deeper reason for the different coloring? Or is this really just some random UI inconsistency?


texts:
I am wondering how I can create a sphere with 4 equally spaced, equally sized circles on a ball, similar to the circles in this image:

I only request to know how the positions of these circles are found, and how to create simple circles on each position of a basic sphere.

Thanks in advance :D


texts:
Is there a way to connect the selected face (white in the image) to the edge in front of it?

Result should create two vertices in the facing edge and simply merge the selected edge with the newly created edge.

Hope I made myself clear.


texts:
I'm wanting to create a wave-like effect where particles are emitted from a mesh every X number of frames.
Particle modifiers have a Start and End frame setting, but what if I just want that particle modifier to repeat itself for infinity?  I want the particle system to spawn some particles, stop for a set time, then spawn some more particles, creating waves of particles that will keep coming forever.
I don't know how to do this with blender.  It is a start and end particle system.  That's it.  What can I do?


texts: Some modifiers missing in "add modifiers" tab

texts:
When I go to the Properties tab, click on Object Modifiers, and then Add Modifier, I notice that a lot of the modifiers are missing.  For example, "Mask" modifier does not appear, "Boolean" also doesn't appear, and neither do several others (which would take a while to label). I'm using blender 2.76b, but I was also missing them in 2.74 (which I was using before 2.76b).

any ideas on what it could be?


texts: 3D objects not appearing in live action tracked footage render, but they do appear in rendered preview or material shading mode

texts:
My objects appear just fine in all material preview or rendered modes, but when I actually render out a frame or go to the compositing tab none of my objects are included in the final render. It just shows the background footage. Cycles camera ray visibility is enabled, none of my objects are hidden / disabled for rendering, and as far as I can tell my composition nodes are set up correctly.
Here is a link to an imgur gallery of my issue:
Here is a link to my .blend file:
Any and all help would be greatly appreciated as I'm at the end of my wits with this. I've been troubleshooting integrating 3D elements with live action footage for days now, and it doesn't seem like anyone else has had this issue, and if they have, haven't been able to find a solution.


texts: Help with add-on to auto save image when I save .blend

texts:
I'm trying to write a script that when I save the file (Ctrl + S) save the images on file too.

    bl_info = {
    "name": "Auto-save images",
    "author": "mcunha98",
    "version": (1, 0),
    "blender": (2, 78, 0),
    "location": "",
    "description": "Auto save images datablocks after save .blend",
    "warning": "Works only with external images",
    "wiki_url": "",
    "category": "Paint"}

import bpy

def save_external_images(dummy):
    for img in bpy.data.images:
        img.save()

def register():
    bpy.app.handlers.save_pre.append(save_external_images)

def unregister():
    bpy.app.handlers.save_pre.remove(save_external_images)

if __name__ == "__main__":
    register()

I saw [this thread][1] as reference , but in fact the image not save when I save the file, someone can help me to understand why ?

I don't have any kind of warning or output on console window warning about erros, simply the image file not was save


texts:
I have an issue with the normal/reflection coordinates, the idea is to make the part look like this.

but ends up looking like this

The idea is to make it look like in the game. What I want to do is make the texture not deform or stretch, like a flat surface. I looked everywhere but I couldn't find how.


texts: Switching colors of a texture painted texture

texts: I've painted an object with one color in texture paint mode. I'm trying to make 4 different versions all in different colors without re-painting the whole object again. How can I switch texture paint colors?


texts: What'd I do Wrong With My Textures (2.80)

texts:
I solved the problem by just re-creating the texture with new graphics and stuff. Whatever I did, I wasn't able to undo it.

I'm working on a model and my texture comes out as stripes instead of the image texture it's supposed to be. I had it looking right a little while ago--but I screwed something up and I can't figure out what. I built this with 2.80.

The texture is on the front panel--body stain--I'm trying to give the ship a brushed steel texture and then put some damage / distressed metal textures on it where I want them to be.

This is the link to the .blend (too big to upload directly). https://www.dropbox.com/s/n2jtj2s1wo47sc2/cutter2.blend?dl=0

NOTE: I have UV Unwrapped the model. Also--something appears to be wrong with the texture itself. see the image I just added at the top.


texts: Export from paraview to blender to unity with colors

texts:
I imported a .ply file from Paraview to Blender 2.8, after which using the attribute node I attributed the COL color (a gray scale).
Now my problem is to import this mesh (with colors) to UNITY3D.
I have tried with UV map and BAKE, but I can't export any colors.
Can anyone help me?
I attach all the photos.


texts: poseBone location and rotation from poseBone matrix

texts:
i have a skeleton and computed global(armature space) matrix of each bone for posing.

to get relative rotation and location(for keyframes) i am doing this:

for each frame
    for each bone
        poseBone.matrix = new_pose_bone_matrix
        bpy.context.scene.update()
        poseBone.keyframe_insert("location", frame_num)
        poseBone.keyframe_insert("rotation_quaternion", frame_num)

The problem: need to call scene.update() for each bone! (tryed to use it once per frame - getting weird result)
Python's cProfile says that script spend 4 of 5 second in scene.update()(need to wrap in function)

Pre-making fcurves and inserting keyframes is more efficient since no scene.update() needed. Done in about 1 second. But i need relative loc/rot for this.

Tryed:

armature.convert_space(
       pose_bone = poseBone,
       matrix = new_pose_bone_matrix,
       from_space = 'WORLD',
       to_space = 'POSE')

But getting incorrect result(rotation is correct but relative location is incorrect) ;( Tryed 'LOCAL' ,'LOCAL_WITH_PARENT'... and other variations

Need this
  PoseBone.location
  PoseBone.rotation_quaternion
From  PoseBone.matrix

poseBone.matrix datapath is useless for keyframes

EDIT

scene.update() for each pose bone calculation:
with mesh binded to armature:

407072 function calls in 18.281 seconds

ncalls  tottime  percall  cumtime  percall filename:lineno(function)
    1    0.817    0.817   18.281   18.281 io_import_scene_unreal_psa_psk.py:760(psaimport)
27166   15.393    0.001   15.393    0.001 io_import_scene_unreal_psa_psk.py:939(scene_update)
54332    1.823    0.000    1.823    0.000 {method 'keyframe_insert' of 'bpy_struct' objects}
80920    0.060    0.000    0.060    0.000 {built-in method Translation}

with NO mesh binded to armature(no armature type children too):

407072 function calls in 4.081 seconds

ncalls  tottime  percall  cumtime  percall filename:lineno(function)
    1    0.628    0.628    4.081    4.081 io_import_scene_unreal_psa_psk.py:760(psaimport)
54332    1.821    0.000    1.821    0.000 {method 'keyframe_insert' of 'bpy_struct' objects}
27166    1.383    0.000    1.383    0.000 io_import_scene_unreal_psa_psk.py:939(scene_update)
80920    0.060    0.000    0.060    0.000 {built-in method Translation}

with NO mesh binded to armature andfcurve.keyframe_points.insert(frame,value)
instead ofposeBone.keyframe_insert("location")

353306 function calls in 2.965 seconds

ncalls  tottime  percall  cumtime  percall filename:lineno(function)
    1    1.354    1.354    2.965    2.965 io_import_scene_unreal_psa_psk.py:768(psaimport)
27166    1.361    0.000    1.361    0.000 io_import_scene_unreal_psa_psk.py:951(scene_update)
80920    0.058    0.000    0.058    0.000 {built-in method Translation}
54043    0.037    0.000    0.037    0.000 {method 'to_4x4' of 'Matrix' objects}


texts:
I'm currently designing furniture in Blender and was wondering if anyone has ever used Blender for virtual testing?  Specifically, if Blender has tools to ensure that parts will fit, structural testing, etc.

Thanks


texts: How to change range of "bake sound to f curves"?

texts:
Alright, Im trying to modify the "damp" parameter of a particle system in accordance with the beats of an audio file. So far, I "insert keyframe" on the damp parameter, go to F curves and then select "bake sound to f curves."
My issue is it then only modulates between 0-1. I need the damp to modulate between 0.152 and maybe 0.4.
How can I alter the range of bake sound to f curves in Blender 2.8?


texts: How do I render a totally black silhouette?

texts: Hi I need to render a mesh totally black - the single object does not have to interact with the lighting. How to do that?


texts: No GPU utilization with CUDA devices [cycles]

texts:
I'm trying to render a cycles scene. On a computer with an RX480 card it renders fine with (almost) 100% GPU utilization. The exact same scene is rendered slower on a computer with 8 (!) Titan-X GPUs . GPU-Z reports almost no utilization on those GPUs, somewhere between 0 and 2%.

Initially I had the same problem with the RX480. I played around a bit with the settings and suddenly Blender was reloading the render kernels and then everything worked. It seems I am not able to force blender on the Titan machine to do the same?

I tried to disable all but 1 GPU on the Titan machine but it didnt change a thing: Rendering time is the same, utilization on all GPUs the same. (Which makes me think that the GPUs are not really rendering anything)

I downloaded the benchmark scene with the 2 BMWs and got a rendering time of about 3:27, GPU utilization still below 5%.

Is there a way to force a render kernel reload/recompile? Are there any other options I could try?

One last thing: The Tesla machine is accesed via RDP session (windows 10 x64) which means I had to put an opengl32.dll file into the installation directory to allow Blender to start in legacy mode. While this makes Blender itself reaaaally slow, I dont think it should impact CUDA performance in any way.

I am using Blender 2.79 RC2 on both machines.

I would upload the Scene, however it is almost 300MB in size due to some funny dude (me) applying all the modifiers.


texts: Why didn't installing Blender 2.82 delete 2.80?

texts: Installing version 2.82 did not automatically delete version 2.8. Is it standard for a new version of Blender to not delete the previous version in the installation process?


texts:
I like the new gizmos in Blender 2.8!

I would like to see them more often while working. But I’ve been using Blender for a long time and I use shortcuts. For example, “R” key for rotating and “G” key for moving. When I use shortcuts, gizmos don’t work. I tried to configure shortcuts for gizmos, but nothing changed.

So now: I choose Cube - press “R”, “Z” - rotate the mouse or choose the needed figure - confirm the operation.

What I want: I choose Cube - press “R”, “Z” - rotate the mouse or choose the needed figure and here the needed gizmo appears from the T-board from the left (if I press “G”, the gizmo of moving appears) - with all this going on when I’m rotating the mouse, the gizmo is changing after the mouse or figures I press.

I would be thankful for your support and I’m waiting for your help :)


texts:
In a modal operator's modal() definition, the code below:

if event.type == 'MOUSEMOVE':
print ("MOUSEMOVE")

will fire off and print the result whenever the mouse moves. But this code:

if event.type == 'EVT_TWEAK_L':
print ("EVENT_TWEAK")

is never triggered whether I'm moving the mouse while the LMB is pressed down or not.

What is required to get a modal operator to receive a tweak event?


texts: Explosion effect is getting stopped by domain

texts: When i make my explosion, everything is good, but when it builds up, the smoke reaches the walls of the domain, causing it to stop there. I made the explosion from a video and in order to ask, i joined the youtuber's discord server, where they told me to expand the domain and bake it again. But that makes my explosion bigger, it doesnt give it more space. Do you have any advice?


texts: Problem Installing Add-Ons in Blender 2.91

texts:
When I try to install some add-on in Blender 2.91 via the usual method, Blender immediately confirms that it loaded the add-on successfully via the blue tag that appears at the bottom of the screen.
The un-zipped add-on  also appears in Roaming>Blender>Foundation>Blender>2.91>scripts>addons>some_addon
Yet, it may take a few minutes until I see the activate tick box, if I see it at all. Windows 10 Pro and all software drivers are up to date. I’ve uninstalled then reinstalled Blender 2.91 several times. No error message appears.


texts: is it possible to keep the texture attached to my project?

texts:
every time i remove a texture from a file it also vanish from my project and it get replaced with a pink texture instead
is there a possible way to keep the texture attached to my project even if i removed them from my PC ?


texts:
Since i'm currently working on "normal" mammal cellmeshes in blender I've stumble across some basic rigging questions I'm afraid I have no idea how to solve.. First of all I'd like to represent those cells in a nearly perfect spherical shape that deforms while performing things like "eating" (phagocytosis, see also: http://sciencejunior.fr/wp-content/uploads/phagocytose2.png) and moving. I've accomplished a basic movement-simulation through using shape keys (see also:https://www.youtube.com/watch?v=8uuSDGsiEYg), but I honestly think there's got to be a better way using armatures. Does anyone have experience in doing such rigging and can hook me up with some hints, especially regarding the phagocytosis?

Thanks in advance!


texts:
I've been using Blender for years. Before when I pushed NUM 1 I would be looking at the character's face. CTRL NUM 1 would show me his back. It worked for me, and never mattered in the larger scheme of things.

Question: Have I been doing it wrong? Is Positive Y the direction the character must face?


texts: How do I apply scale to an armature while keeping the deforms on amesh that has shape keys?

texts:
So a bit of background as to what I want to do:

I'm trying to create a single mesh which is parented to an armature for use with different characters.  Rather than building a character model from the ground up each time, I want to build a sort of universal mesh that I can use for different characters.  That mesh would have a bunch of shape keys for things like phonemes and the sort.  The mesh is then rigged to an armature, including bones for things like the lips, jaw, etc...

Now, what I want is to use that mesh+rig for different characters.  So, if I want a tall character, I would scale some bones up, fix proportions, etc...  The mesh would also be adjusted to make the character thinner, fatter, more muscular, etc...

For the face, I plan on making a new shape key and then editing/sculpting the mesh to look how I want.  As it's based on the same original mesh, in theory all my phoneme shape keys should still work reasonably well with only minimal tweaking.

My problem though, is that if I scale the armature around, it makes rigging new things like clothes, shoes, etc...  quite difficult.  So, how do I apply scale to the armature, while also applying those deformations to the mesh?  Right now, I can't just apply the armature, as Blender tells me it can't be done to an object that has shape keys.

Thanks in advance for any answers, and apologies if I'm not asking quite as properly as I should, I fairly new to BSE.


texts:
This question is related to: http://blender.stackexchange.com/questions/67346/where-do-the-white-lines-come-from-in-my-composite

The solution in the above link solves for 2 render layers. I am trying to find a more generic solution that can be applied to any number of Render Layers. Below is the node structure of a shoe model that has 4 Render Layers. I have tried many variations and the closest that I could get is the one below:

To give a context, the above node structure renders masked images of shoe parts. These images are then used by a web application, which stitches and displays to the user.

The problem that I am facing is, when the images are stitched, a Halo / transparent line / border appears in between the stitched areas. For instance, I am getting a gray border inbetween 2 stitched images as shown below:

Is there a generic solution that can get rid of the border issue, which can be extended to any number of render layers.


texts: Can A Deleted Material From A Fractured Object Be Re-applied?

texts: I am creating an animated fractured object. Initally, when I created the fracture, it included a second material for the inside of the mesh (shown in black). Unfortunately, I deleted the 2nd material. Is there anyway to add the second material back onto all the objects without applying it one-by-one?


texts: Selecting every vertex above a selection (In the Z-axis)

texts:
i have this problem where i want to separate houses based on some data that describes the lot. My problem is that i want to be able to select the part of the model, that correspond to such a lot.

If i select some faces on the bottom of the model, i want to be able to select every vertex that is contained within the faces, and every vertex above (Like creating a bounding box around the vertices).

Is there a simple way to do this automatically. I have tried select->Active Axis, but it only works for a single vertex. If i make a script that does this for every vertex in the selection, i still only get the outer edges and not the entire lot.

This is the selection i can get from the lot

This is the result i want to achieve

I hope someone will be able to help me

Nicolai


texts:
I already tried several ways to create Mist in Blender, but it never worked 100%. I use Blender 2.78 and I want to create Mist like in this scene here.
What are the exact steps?

Here is what I have tried so far:

I already tried this: http://blog.yamandi.com/mist-pass-blender-268-how-use-it-cycles but it simply did not work .. I dont know why.

(EDIT: I managed to fix it: Check out this graphic:

Until now I already used objects successfully as Mist-creators (Volume Scatter under Volume Material). The bad thing about using Objects as Mist-creator is that they dont have an endless mist range + the mist can not be bright. Normally it appears grayish result is bad..
Check it out
Please help


texts: How can I make a black 3d border around an object in BGE during gameplay?

texts: I am trying to make a black border appear around a building in BGE (it is an RTS).  I don't know how this could be done (without drawing black around the textures and the textures on the building do not match that way) if anyone could help then that would be awesome! Thanks!


texts: Copy and paste a pose onto a different character

texts: I have a rigged character and in pose, I ve made a new body and rigged it and now I would like to copy the pose of the other character. How do I do that?


texts:
I'm struggling with implementing a custom icons into script. As my level of Python is low, I did try others suggestions but without any luck. Addon never show up in Blender, but it's installed in blender addon folder.

Always tested with zip file, as zip file contain a script Selection.py and folder "icons" with init.py script inside.

I always get error - ImportError: No module named 'icons'.

I believe that I never register a init.py script and Selection.py script can't see it. ?

Scripts

Selection.py script

import bpy
import bpy.utils.previews
from icons import get_icon_id
from bpy.types import (
        Panel,
        Menu,
        Operator,
        )
from bpy.props import IntProperty, FloatProperty

bl_info = {
    "name": "IPG",
    "author": "InvisibleParrot",
    "version": (0, 0, 1),
    "blender": (2, 77, 0),
    "location": "View3D > Edit Mode",
    "description": "IPG tools of trade",
    "warning": "",
    "wiki_url": "",
    "category": "IPG Tools"}

class SelectionPanel(bpy.types.Panel):
    """Selection"""
    bl_label = 'Selection'
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = 'IPG Tools'

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

        col = layout.column(align = True)

        col.operator("object.unwrapobject", text="Unwrap", icon_value=get_icon_id("C_Black"))

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

    bpy.utils.register_module(__name__)

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

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

and init.py script

import os
import bpy

icons_collection = None
icons_directory = os.path.dirname(__file__)

def get_icon_id(identifier):
    # The initialize_icons_collection function needs to be called first.
    return get_icon(identifier).icon_id

def get_icon(identifier):
    if identifier in icons_collection:
        return icons_collection[identifier]
    return icons_collection.load(identifier, os.path.join(icons_directory, identifier + ".png"), "IMAGE")

def initialize_icons_collection():
    global icons_collection
    icons_collection = bpy.utils.previews.new()

def unload_icons():
    bpy.utils.previews.remove(icons_collection)

class IconsMock:
    def get(self, identifier):
        return get_icon(identifier)

icons = IconsMock()


texts: I have a character I am applying fur to and all seems to be working well except for his hands and feet.  I am applying fur to his hands and feet using the weight paint mode with the hands in total red.  The hair/ fur emitter setting is at 2000 and children have been added with interpolation. I am using Blender 2.75 with Cycles render.  I can get fur on the wrists but the hand and fingers do not appear or are so short nothing appears.  Here is a picture of my problem.  Any suggestions would be greatly appreciated.


texts: Why are all the "Convert to" options grayed out?

texts: I am trying to join all the object in my file together. I am following this tutorial. When I get to the step where he selects all the objects, clicks Object > Convert to > Mesh from Curve/Meta/Surf/Text, all the options under convert to are grayed out and I cannot click them. I need to do this to join the objects together and do not know what to do because it seems that all my objects are already meshes.


texts: I am trying to use the Shrinkwrap modifier to wrap clothes around my model but some of the clothing is moving below the surface on some of my model. If I use a negative value for the shrinkwrap the parts that were outside my mesh are inside and the parts that were inside are outside.


texts: Whats wrong with my "snowglobe" object and/or lighting?

texts: I've been messing with shaders and render options all day and trying to figure out how to get the objects within my "orb" object to display correctly in my render, but for some reason the viewport looks so much better than the renders and I'm not getting the same effect. Can anyone help me troubleshoot this? I'm kind of new to blender 2.8 and trying to get back into 3d modeling. Thanks for any advice or tips you may have.


texts: Corrupted UV map on exported and re-imported object

texts:
I have a problem with an object texture
I import the object as obj and it's fine with the texture.

But when I export the object and import it again with another form or type
it's texture gets corrupt or change.

Since I am a beginner I do not know what to do.


texts:
I'm currently working on a model of a colonial era cannon. I'm wanting to add a normal map from a high poly model to the low poly model however whenever I try I always get some distorted results. So far I haven't figure out why I have looked all over the internet but so far haven't found any similar results. I made sure to add smoothing groups to my low poly model. I also tried the bake with and without a cage and had the same results. I feel like i'm missing a step but am not quite sure what that may be.

Here is a link the the image and blend files for what I have so far.

https://www.dropbox.com/sh/q99mj0bh4p2a5th/AABsyvPYcOh-TSfiT0qkbanTa?dl=0

Unfortunately I'm limited to two links per post so I can't post them directly here.


texts: Un-weighted painted vertices moving with bone

texts:
I am trying to rig my model and need to weight paint the bones to the proper body parts. I chose to parent my model to the rig using empty groups, but after adding weight paint to, for example, the leg, this occurs: https://gyazo.com/7a71be9641c3366da4dde5027e725459 .

Could this be because I haven't finished weighting all of the bones? Why is this occurring and how do I fix it? I apologize if this has already been asked.


texts: For defining objects, the usual scene.objects["obj"] works. I am trying to do the same concept but with a mesh. How can this be done?


texts:
I want to make shirt move under influence wind. I duplicated this shirt, reduced the number of polygons & added Mesh deform. When character is static the simulation works great. But when character does any pose, mesh is stretched & goes beyond armature.
Can I fix this somehow? Or should Cloth be done only to the main mesh? But low poly mesh is easier & faster to set up than main mesh with a lot of polygons, which takes a long time to bake.


texts: Animate position, rotation or scale during cloth simulation

texts:
well the question it s pretty simple.
My real problem is that I have a chips bag with a cloth simulation, and I d like to animate the position and rotation of the chips bag with keyframes while the simulutaion is playing


texts: Why are my Regular Solids Hollow Sometimes?

texts:
I had done two projects where I used Add>Mesh>Math Functions>Regular Solids to create polyhedral dice that I added numbers to via Boolean Difference. Both of these went fine and my dice had the numbers indented into them (shown below).

But today when I added a tetrahedron it was hollow (shown below).

I did nothing different between this project and any others but now every project I open (including previous ones) it generates hollow solids. This happened to me a long time ago but just closing Blender and starting a new project fixed it but that's not the case now. I tried using the Solidify modifier but with a lot of these irregular shapes it doesn't properly fill. What could've changed between yesterday and today that now these are all generating like this? How can I undo it?

For reference I had previously done numerous cubes, tetrahedrons, octohedrons, cones, dodecahedrons, and icosahedrons all without the "hollow" issue. I just showed my cube below because it's what I had in this project.


texts: In Edit Mode, is it possible to invert selection?

texts:
I wish to select areas of a mesh, but it would be much simpler to just select the ones I don't want selected (because they are easier to access), and then inverse the selection.

Is this possible?


texts:
The liquid does not get into the pipe.

I've tried
Is planar off , on
Flip Normals and is planar off


texts: when i render these 2 text objects in blender they wont show up in rendering, both objects are surface


texts: The question about the GeForce RTX2070 Super (8Gb) video card: I want to ask - why is it on the render in a blender with CUDA enabled, GPU enabled in Cycles render tabs, Featura support set - gives out only 10-40 percent of power (40% - at the time of launch, through 3 seconds falls less than 10% (I look at the loading of the video card in the task manager))? Is it possible to give her a load close to 100%? My system: Windows 10 Enterprise LTSC, up-to-date graphics card driver, blender 2.92


texts: Animation Nodes - Random Object Data Path Value

texts:
I need to create several random leafs using Animation Nodes. Each one should be composed of a mesh, an empty, and a Bend/Simple Deformer Modifier to make some deformations. The mesh and the empty are under a Collection.

I managed to create a setup using Object Instancer and Collections in order to clone the leaf bend setup.

But I'm having a hard time creating random values for the bend modifier, and I guess this is because the fact that I'm instancing the Collections, therefore, I can't access the Object Data Path because there is no object instanced, but the collection instead. I can't find a way to make the data path of a modifier to be randomly read under an instanced collection.

Does anyone have any tips?

Thanks!


texts: Boolean Difference Modifier not applying consistently (see pic)

texts:
Thought it would be fun to create some 3D printed keyrings for my business and seem to have got stuck at the first or second hurdle.

I'm trying to use the boolean difference modifier to engrave some text on the actual keyring object, but it seems to be inconsistent in some of the vertical edges/faces.

By looking at the image below you'll see that the vertical edges in the number "1" are previewing in orange meaning they'll be created. Notice the vertical edges on numbers "3" and "5" are black, and will not be created.

I can confirm that after applying the modifier it does exactly what I just mentioned. "1"s are engraved perfectly, but "3"s and "5"s are missing the vertical edges and faces between the bottom of the engraving and the front face of main object.

What am I doing wrong?


texts: How to get out of the mode with many strands

texts:
So I was creating a plane and attempted to press control + r to create a loop cut and this happened:

How can I go back into the normal mode where there is not that many strands?


texts: how to automate load obj, turn, view all and save via python in background mode?

texts:
How to execute  import obj file
turn it as if calling view left/right/top/...
perform view all (so that it fit a given area)
and save result to to disk?

so far I figured out how to do load and save by calling:

blender --background --python obj-to-jpg.py

where obj-to.jpg.py is

import bpy
inputFilePath = "/path/to/big.obj"
outputFilePath = "/path/to/big.jpg"
bpy.data.scenes['Scene'].render.filepath = outputFilePath
bpy.ops.render.render( write_still=True )

Any help is much appreciated!


texts: How to stop object going under another object?

texts:
I am new to blender and am trying to put these eggs into the "Carton". I am obviously scaling them down later, but for some reason, all the eggs go BEHIND the carton and I cant put them on TOP of it. How would I do this? Please be as simplistic as you possible can, I have absolutely no idea what im doing!
Thanks


texts: How to model an object with width and depth, based only on an image that shows the outline?

texts: I am able to layout the shape using vertex extrusion but not able to give like width to it.


texts: how to continuously rotate an image in the video editor

texts:
I'm trying to make a very simple video of an image being continuously rotated, but the 2.6 manual on this seems to be outdated. In 2.70 there is no rotation start/end but just a constant angle. Could someone share how this is done in current versions?

not sure if this needs to be clarified but i'm importing the image in VSE as a strip (Shift-A -> Image), not splashing it on a plane and trying to capture that with the camera ... or something else


texts: How would industry-professionals approach this?

texts:
I am trying to figure out how professionals in the animation industry would approach this sort of building. If you take a look at the green details of the windows, those are a separate object from the main building, as well as the little lip underneath the windows.

Would this be how they would do it professionally? Or, would they probably make these pieces all out the main building? And if they would use separate objects like I did, is it okay if they overlap, because I've heard mixed opinions on that. I'm just trying to learn the best habits now, so that one day, if I do get a job in the industry, I know what to do.

I hope this makes sense! Thank you so much!


texts: generated texture displacement adds a line to the displacement

texts: I'm trying to add displacement to an object via generated textures in cycles. For some reason it adds this line across my objects. If I view the texture on the surface it looks fine (see 2nd screenshot). The moment i use a diffuse color on the surface the line shows up. I've tried adding a "normal" node as well as displacement node. I can't make the line go away. Any ideas? Thanks!


texts:
I am trying to color the vertex points of a octahedron and want to have control over how they blend into each other.
I am using a mapping node but am not able to achieve the desired result.

The image below shows the desired effect, however it was created with lights.


texts: Lighting for the filament of a lightbulb

texts: I want the light of the filament of a lightbulb to  cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender


texts: Make a hemisphere/dome from flat segments?

texts:
Rewritten version after testing (with thanks for all suggestions so far).

Here's the partial solution of what I'm trying to do in blender 2.8:

This is a slowly collapsing version of the more solid/crisp effect I'm hoping to produce and has been made with the cloth modifier on with structural and bend settings around 400.

The initial shape is shown as follows and should be producing a rather pointed 'dome' effect, as per the picture.

The segments have to curve to an apex and fit together perfectly.

Here's my starting point for the above cloth sim version.

Can anybody suggest a method of convincing Blender to curve two planes (up to a total of six for the full 'dome') so that they fit together along an edge, bending to accommodate the curve and without flapping all over the place as per the cloth sim?

I do understand that there are other ways of creating a similar shape, but the first prize is using the above idea.

Edit: The Domed tent example is very similar in effect needed, but how to ensure the panel form is simply bent, not stretched?

Blend File


texts: Can Blender in sculpt mode apply a stroke 360° around an axis?

texts: Can Blender somehow make a ring around the sculpt in the axis i want when i tap a brush on it?


texts: Parenting mesh with armature deformation problem

texts:
I have an armature and a mesh, when I parent them with automatic weighting at frame 0 (Tpose) it looks good, once the actual animation starts from frame 1 I get very ugly mesh deformations as shown below.

Could anyone please show me the steps on how to parent them so that the mesh looks nice and deforms in a good way?

UPDATE

Updated My .blend file after aligning the mesh better and applying scale location and rotation and updated the screenshot result shown below

My updated .blend file can be found HERE


texts:
I've encountered this behavior several times that blender put random black and white points on the blender window then a message box appears and says "Too many errors occurred. Application must close now"

I know that my environment is a bit old but it supports OpenGL 3.4

Lenovo ThinkPad T410
Intel Core i5 540M
Nvidia NVS3100 (this supports OpenGL 3.4)
8GB RAM
180GB SSD


texts: I am not able to curve a plane using array and curve modifier using a curve

texts: I used a curve and plane and created a path curve and arrayed the plane then added a curve modifier and when edit the curve to curve it distorts the whole mesh of plane.


texts: Mapping an Image on a Acrylic Glass Pane

texts:
I managed to put an image onto a glass pane (using UV-mapping and nodes).
Following a tutorial on YouTube on acrylic glass, I was able to improved the pane (adding Fresnel to have the edges reflect).
Unfortunately, I cannot seem to figure out how to add the image texture to the pane. The Fresnel is now blocking the port of the Mix Shader where my Image Texture used to go.
This is my node-setup:

Using version 2.9.1.0 rendering with cycles.


texts: Change damped track target for all objects in scene

texts:
I'm new to python and I want to make a script wich changes the active camera in scene and the damped track target for all objects with a damped track named "Face Camera".
Therefore I've created 3 scripts. One to switch in side view, one to switch in front view and one for a custom menu to access this options.
Changing the active camera works perfect. But setting the target only effects the selected object.

Can someone please tell me what I'm doing wrong?

Thank you very much!

Front view (Side view works the same):

bl_info = {
    "name": "Switch Camera Front",
    "category": "Object",
}

import bpy

class SwitchCameraFr(bpy.types.Operator):
    """Switch Camera Front"""
    bl_idname = "object.switchcamfront"
    bl_label = "Switch Camera Front"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        bpy.context.scene.camera = bpy.data.objects["Camera.001"]
        for ob in bpy.context.scene.objects:
            try:
                bpy.context.object.constraints["Face Camera"].target = bpy.data.objects["Camera.001"]
            except:
                print ("No Constraint named Face Camera")
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

Menu:

bl_info = {
    "name": "Switch Camera Menu",
    "category": "Object",
}

import bpy

class SwitchCameraMenu(bpy.types.Menu):
    """Switch Camera Menu"""      # blender will use this as a tooltip for menu items and buttons.
    bl_idname = "object.switchcammenu"        # unique identifier for buttons and menu items to reference.
    bl_label = "Switch Camera Menu"         # display name in the interface.
    bl_options = {'REGISTER', 'UNDO'}  # enable undo for the operator.

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

        layout.operator("object.switchcamside")
        layout.operator("object.switchcamfront")

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

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

# This allows you to run the script directly from blenders text editor
# to test the add-on without having to install it.
if __name__ == "__main__":
    register()


texts: Why does 24fps on blender appear slower than elsewhere?

texts:
I've made several gif animations using blender and I always find them when played back on blender (at 24fps) they are slower than when I create the actual gif using an external application at the same rate.

Anyone know why this is?
It is extremely frustrating me


texts: Donut tutorial: Source Objects used for sprinkle particles is showing up in render. How do I hide them? Did I mess up my collections?

texts:
Blender 2.92.0
Part 2 level 2 of the tutorial https://www.youtube.com/watch?v=aZ5ungDgFNc
Already looking at this it seems I've messed up the collections of the sprinkles somehow? I see double of sprinkles in the Outliner, one set at the very bottom in no collection and one in a collection (they are all still linked together) - I don't know how I managed that. In the tutorial he only had the whole set of sprinkle objects in one collection - is this related to my render problem and if so how do I go on about making it look the same again without messing up the materials I have set up and such?
Main issue is I need help hiding the source objects of the sprinkles so they don't end up in the final render - I do recall there was some setting or hotkeys on how to change the visibility of the objects for the viewport and renders respectively but I can't find how to easily toggle it.
Thank you in advance!
My settings:
My render:


texts: can I change the UV editor when colour blind?

texts: I have Deuteranopes(red-green colour blindness) and wondering if its possible to change the UV range in the UV editor?


texts: Blender materials and view-port shading issue

texts:
My problem is that in blender whenever i try to assign a material it goes pink i cant see the colour on solid view, I can only see it on x-ray view and view-port shading.
This may be related but on view-port shading my object looks glitch-y like the glitch in pac-man.
I am new to blender.
Any help would be appreciated!


texts: How to achieve translucent pomegranate material?

texts:
Wanting to model a pomegranate kernel, I modelled two objects

The outer shell (red outer watery covering)
The seed (inner opaque whitish seed)

The seed

I want this to be opaque, but I don't want it's edge to have 100% opacity. I want it to blend with the outer shell more.

The outer shell

I played with IOR, transmission, alpha, subsurface scattering, roughness and specular.
I reached a point where I know what all these terms mean but I still am very indecisive to move forward. I feel there is something that I am doing wrong.

Desired result

Conclusion

I looked at various transparency node settings, tried using them but I am still not getting the fundamentals of nodes. How to use a particular node, how to decide which one to use over the other and how to cascade two or more nodes.

I am relatively new to CG, there are a lot of things that I am not aware of, nodes being one of them. Any sort of help or introduction to new concepts or link to articles/videos is welcomed.


texts: Whats the easiest way to animate a toy house being built from the ground up?

texts: I've modeled this toy house and now would like to animate it being built from the ground up brick by brick. Almost as if the pieces are raining down into place. I could animate each piece individually but I'm hoping there's a more efficient way. Maybe an add on? Any ideas would be of great help.


texts:
So I'm UV Editing when suddenly I discovered that the edits I was making weren't applying to the model in the Layout tab. I was confused and went back to the UV Editing tab and discovered that the edits were being made there. Why is that? Do I have to apply somehow to the material?
Here is the image of the Layout tab

Here is the image of the UV Editing tab (what I want to appear in the Layout tab)


texts: Solidify: Give different thickness to specific faces

texts:
My model is made to be 3D printed. I found a weak spot where my cars always break.
I would like to give extra thickness on that spot (the selected faces you can see), and not to the whole model.
What would be the best way to solve it?
Thank you!


texts: How convert particle system to mesh blender 2.8

texts: I tried convert my particle system to mesh but I don't have any convert button under modefier setup. What did I do wrong?


texts: How to create a "heat distortion" effect with a cycles procedural node set up without compositing

texts:
I know how to do a heat distortion effect in compositing.

What I am looking for is a way to do the same effect with a material set up in cycles.

What would be the best way to create a procedural material that can be placed in front of any object and make it look like heat is rising in front of it (without compositing)?

Any ideas would be greatly appreciated.


texts:
If there is a noob forum I can post to in the future, please let me know, I am just learning Blender.
I was hoping to play a video clip on a surface other than a flat plane (for example a sphere or the face of an extruded text.  Can you point me to an resource for doing this?  Thanks.


texts: Having problems when using mirror modifier during retopology of model with bias offset

texts: So it is the 1-st time I need to retopology the model, I extracted the model from my very old project where it was set in the scene, rotated numerous times and when I`m using mirror modifier at retopology stage it obviusly does not split model the way it is supposed to be. I tried to aligh the model to the center of the grid but no luck so far as it probably had its own fulcrum or so. So either it is possible to somehow use mirror modifier correctly or align the model to the center. I would appreciate any help, thanks.


texts: How to mix two baked normal maps on one mesh

texts:
I can't seem to find a solution on here or anywhere else. I have baked two separate normal maps from two different high-poly meshes onto one low-poly one.
I did this so I can have the head of the human I'm modelling have quality normals as well as the body.

But now I have a problem, I have both textures made in the panel, but they don't seem to mix well. One of the normal maps acts like a mask to the other one.

I can switch between these, and the regions of the mesh that correspond to the map work well, but they can't seem to work together.

Is there a solution to this?

Here is the .blend file,


texts:
I am interested in trying to edit infrared photographs in Blender to match this process. In this process, the user uses Photoshop's Channel Mixer to swap the values of red, green and blue channels (other programs, such as Color Efex Pro, seem to do it too).

I assume this would have to be done in the Compositor, but I haven't found a way to do it yet. I tried separating channels but it didn't work.

Can one swap channels in Blender when editing photos or videos?


texts:
I'm using a cylinder with cap fill type set to nothing. I usually add solidify to get the cylinder wall depth. I've been calculating it by knowing that a value of 1 completely fills in the cylinder.

However now, for no reason that I am aware of, it has started working in two different ways. If I open a new blender file it at least gives a predictable result. The value for thickness is the "radius" of the cylinder wall.

But on the file that I've been trying to work on it's pretty much just totally random or I'm too tired to figure out what's going on. 9.6cm=4.9mm or about 1/20th. I had set Display > scale to 20 but I've used solidify many times in this same way and it worked as expected (where a value of 1 fills in the cylinder). As you can see I set the scale to .05 to try and compensate but that didn't do it and I'm out of guesses.


texts: How many rotations would a mesh need to go through to experience noticable entropy?

texts:
A thought just occurred to me while I was measuring a cylinder's diameter; I checked the diameter diagonally (i.e. besides the accurate diameter measured between vertices on the axes, I also measured vertices whose x and y positions both changed) and I found that my hunch was right: the points around the cylinder are not exactly the same distance from their opposite; they were extremely close but not exact. This made sense since the numbers have only have so many significant digits.

This got me wondering: does this mean that every time a mesh is rotated, aside from rotation at multiples of 90 degrees, the distance between vertices is altered slightly (when I say "mesh," I mean in edit mode, rotating in object mode doesn't make any permanent changes to the mesh; one of a cube's vertices is still at (-1,-1,1) in edit mode even if the object is on an angle)? Because if it does, after A LOT of rotations, the mesh would become distorted because of entropy, yeah? And if so, how long could you keep using the same object before it becomes visably wonky?


texts: How to bake without overlapping textures

texts: I have an object with multiple materials. All these materials have their own textures and their UV maps overlaps. How can I bake without editing textures and not overlapping textures?


texts: Move vertex away from edge in current direction

texts: The Slide tool GG is perfect to move vertices along an edge when modeling organic shapes. But what if I want to move a vertex (make the edge longer) in the end of an edge away, but still in the current direction as the edge? Is there a way to do that?


texts: How to curve vertices in a vertex group to a bezier curve?

texts:
I'm new to blender so please bear with me.
I have a group of vertices I want to fit to a curve. I tried using a simple deform and couldn't quite the results to look like what I wanted. Is there a way to fit the vertices to a bezier curve?
I have tinkered with the curve modifier but it seems like only the topmost point in the vertex group follows the curve and I'm not sure why.
You can see the vertex group highlighted below and the bezier curve is highlighted in the second picture.

Update (more informative picture):


texts: How to connect to select/deselect event?

texts:
I want when a user is selecting/deselecting an object to do something.
I'm working on an alignment tool (free to use) and I manage to make almost everything work.
If you select several objects and click align x or rotate x, it will align rotation/scale/dimension/move
But I can't figure out how to hook into select/deselect event so that I can automatically align objects based on what is checked.


texts: Extract audio to file from movie clip - with Blender?

texts:
In this excellent answer I learned how to extract a series of individual frames from a movie clip node.

This solution suits me well - there is a python script, and a few nodes, and it runs automatically.

Is there a way I could extract the audio from a clip - either the whole thing, or possibly just between two frame number limits, using a similarly simple technique in Blender? For me simple is python and nodes - I am not an advanced user, and something I can automate and customize is the most useful in my case.

I've have tried to examine the attributes of the vidNode but didn't find anything that looked like audio:

S = bpy.context.scene
n = S.node_tree

vidNode = n.nodes['Movie Clip']


texts:
I have 3d text and I want to add moss on top of the text similarily like on this Terraria logo:

I want the object to add moss particle system to follow the geometry of the top of the text (above red line). Maybe there is some way that I can make something like scaled cube put it on top of the text and simulate it so it would fall on the text acting like some kind of cloth and then stop the animation so it would have the geometry of text's top like this:

Is it possible or do I have to sculpt it manualy?


texts:
When creating the skeleton, I did not notice that the bones have an incorrect rotation of the coordinate axes. Now I have a skeleton with attached body parts. How can I rotate the bones without touching the meshes? Now if I rotate a bone (Ctrl+R) in Edit mode, parts of the body also turn into Pose and Object modes.

What i have. Wrong coordinates.
What i want to have
What do I get if I rotate the bones. The attached parts of the body also rotate.

What can i do?


texts:
Blender's compositor can be really cool to change colors, but it's really to slow to render a full movie. I was thinking to do some color management in Blender (notably using the HueCorrect node that is not available in KDEnlive), export it as a 3D LUT, and then apply the LUT directly in KDEnlive.
However, I can't find how to export some nodes into a LUT, is it possible? I understand that nodes can do much more things than LUT, but if we assume that the nodes only do local changes (i.e. turn one color into another color without considering any neighbouring cells), then it makes sense to create a LUT out of it I guess.
Thanks!


texts: How to animate a grease pencil sketch and/or drawn text without using textures in the BGe?

texts: Is there a way of doing this, but as an animation and with the text in the speech balloon being a string entered by the player? I'm guessing it'll involve scripting too, which is okay with me.


texts: Sharp edges not sharp enough when bending?

texts:
I modelled an emblem with a skull and base/background, and I want the side borders to be smoothed, while the faces themselves get their own "smoothing group".
For that, I marked the edges between the surface / sides as sharp and - to get subdivision right - set the mean crease to 1.0.

This worked out fine until I bent the object to fit on the surface of another object.
If I look closely on the emblems skull now, some triangles get the wrong smoothing color, as if I didn't mark some edges correctly as sharp.

The emblem is a converted SVG curve, which may already be suboptimal, but I didn't know better for my 3rd model ever. The creased edges seen here are also marked as sharp.

Same goes to the background of the emblem, though even more sublime. If you crank up your monitors brightness, or just look at my edited picture, you can see different colors, as if the mean crease was not high enough (it's at 1 for that surface).

It was a simple cylinder once with some extrusion. Creased edges are also marked as sharp.

I don't even know if that can be corrected, as the surface is bent and somewhere the lightning just does its job. But the first thing is really going on my eyes.

I tried playing around with the modifier order, but nothing helped.


texts:
Is there a way to merge two neighbouring faces/polygons etc. and avoid badly stitched look of it when bevel modifier applied on it?

I'd like to create clean base without any seams on it. When I worked on a model I paid attention to receive a clean look of final object, aligned vertices and edges and finally joined all cubes and extruded vertices and faces. But when I applied Bevel modifier, every seam was visible and in some places where I extruded vertices and then made a face modifier ruined geometry of it.

Any ideas?


texts: Disparate versions of documentation for Python API

texts:
Usually I search for help on Google, rather than navigating from the Blender homepage.

I frequently find documentation targeting 2.59, e.g. http://www.blender.org/documentation/blender_python_api_2_59_0/info_overview.html

If instead I navigate from the Blender homepage, I arrive at: http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python

I notice that many links from this page seem to target 2.5 or 2.6, even the URL has 2.6 in it. Does this mean the documentation is a bit of a jumble?

And then from this page I can reach: http://www.blender.org/documentation/blender_python_api_2_70a_release/info_quickstart.html.  If I understand correctly, this is the up-to-date equivalent of the first link in this question, although this isn't obvious as many links

How can I locate the legacy help, other than by random chance that Google returns a link? I don't seem to be able to reach it from blender.org

And why is the old documentation so much prettier? It is the most tasteful colour scheme I've ever come across. Why was it abandoned? Is there any harm in using the older documentation?

Could someone put all of this into perspective?


texts:
Every time I enter edit mode, I don't see faces at all, just vertices. And that happens on every object/model. How can I fix that?

Btw I'm an absolute beginner.


texts: Why does the knife tool create random extra geometry?

texts:
The knife tool seems to be generating duplicate vertices, creating additional unwanted geometry. Is this a bug or related to camera or tool settings?

Any idea?

edit:
Clarifying the vert:


texts: Blender 2.8 Cycles Projecting world background to an object

texts: How can i project world environment hdri texture to an object,like camera mapping, i know i can use a material that has only shadows for later compositing it,and rendering the world environment alone, but i'd like to know if there is a way to do that, a kind of background shader? or using nodes and vectors/rays in shader editor? Thanks


texts:
Is there a way to make more space between two keyframe without grabing?
I need to do it many  times, so grabbing when there already a lot of keyframes in won't be efficient.


texts:
I was browsing Thingivese, and saw this model

:

I was wondering, what would be the most effective way to design those downwards spirals/slides?

I have no idea of how to make something like it, as i have not seen many people try to do this, therefor making it nearly-impossible to create.

I know how to use blender, just not this particular side of it...

Thank you for your time and understanding


texts:
I shot with some friends a star wars shot in the woods. We want to make a scene, where everything stands still (frozen time effect) and a blaster-shot hangs in the air. For that we need to motion track it in blender. But It is very hard because the camera is moving very strongly. Many keyframes have already lost their path after some frames. I have to tick the trip box in the motion editor (solve panle) that I can even track my scene. I get a solving error of about 26 and that's not even quite good. Can anyone help me please! I don't know how to fix it and get the track at least a little bit better. I would love to get some tips from you because we can't shoot the scene again. As you can see I'm not the best in Motion-tracking and still a beginner so if it is possible, don't make it too complicated and give me a good explanation. Thank you for the help! :)

The woods looks like this:


texts: I got problem when I rendering my character it only render my arm

texts: Just only one object is rendered I'm using blender render and Version 2.79


texts:
What is the best way to increase smoothness on this model?
Specially on that highlighted part which is too noticeable.


texts:
I've recently started to work for a company that uses 3ds max and Vray as their main softwares. I know 3ds max, but it has an incredibly slow workflow and things need to be done quickly, so I run to Blender to model, than export to FBX, import into 3ds max and apply the vray materials.

It works well, unless they require modifications in the models, then I have to do the whole dance again: change, export, apply mats, etc, multiple times until it gets approved. I can't use linked files because they use custom scripts that won't work with them.

So, my question is: is there a better way to achieve what I need? Maybe a faster workflow? Is there a way to set vray mats in Blender and then export to max?

Thanks!


texts:
My final render is 10k pixel wide.
In order to view this current size I

Make a fast low quality render
Save the render as png
Open the png in firefox
Zoom in to current size

Can this be done in the blender viewport?
Tried the values under Render properties > Quality to no avail


texts: I have a character with their respective bones and I am trying to put it in a pose to render, but when I make a change and then save my progress and I open the file again the bones are in their initial position as if I had not made any changes


texts:
I have a quick question. Looking at the next GIF that I made, what is the quickier way you can come up with to delete the excess material that goes beyond the wall? It is basically the attachment of the handrail to the wall what is giving me this "problem".

My solution would be using the boolean modifier with a cube or something, so obviously I know how to do it. But I'm looking for the best solution, i.e., does Blender let me select the excess material in any way? For example, is there a quick way to intersect those planes? I read about intersecting planes in Blender and seems like a difficult task (not worth it in this case). So I discarded that solution.

Thanks.


texts: Copy constraints to multiple objects INCLUDING animation / influence

texts:
I want to copy object constraints (e.g. child of) to multiple objects. I am aware of the Object > Constraints > Copy Constraints to Selected Objects function and the copy addon.
However, it seems these don't copy the animation / influence settings / the timeline to the new objects. Any solutions for that?


texts: How to assign vertex color to vertex color shader node?

texts:
Hello I just recently learn about scripting in blender and I have problem attaching materials using script.

This is my code so far :

face = bpy.data.objects[nama]
face.scale =(0.00001,0.00001,0.00001)
face.rotation_euler.x = pi/2
face.location.z = 3.23

face.material.new(name = 'Skin')
bpy.data.materials["Skin"].node_tree.nodes["Vertex Color"].layer_name = "skin"

I try to copy the script from info when I do it via GUI and fail to do it on script.

The results that I want is like this, where the Base color change from default value into vertex color and select Col and then if possible named it into skin

Lemon's answer is almost correct but it has red label on vertex color and it makes my end result become dark


texts: Box lid does not open right in animation

texts:
https://www.reddit.com/r/BlenderDoughnuts/comments/ehcs83/y_is_it_doing_this_lol_help_please/?utm_source=share&utm_medium=web2x
The lid of the box can be positioned, but once the keyframe created, the rotation has completely changed to different things. Please see the video above.

No Option is available somehow.


texts:
I am trying to export a super simple animation, and it always outputs a blank screen for the video.

I have looked at all the question on this topic, and they don't seem to help me.

What am I doing wrong?

Edit: Here is my file:


texts:
I wrote an exporter script and put the files into  ~/.config/blender/x.xx/scripts/addons/export However, when I check the User Preferences I cannot find my script in the Import-Export section, so I could enable it. If I load the script manually, however, an export entry appears under the Export menu. My current goal is to simply have it show up in the User Preferences, the code is pretty much copy&pasted from other scripts.

__init__.py:

bl_info = {
  "name": "SCN format (.scn)",
  "author": "",
  "version": (0, 0, 1),
  "blender": (2, 77, 0),
  "location": "File > Import-Export > scn (.scn)",
  "description": "Export SCN",
  "warning": "",
  "wiki_url": "",
  "support": 'NONE',
  "category": "Import-Export"
}

if "bpy" in locals():
  import importlib
else:
  import bpy

from bpy.props import (
  BoolProperty,
  FloatProperty,
  StringProperty,
  EnumProperty,
  )

from bpy_extras.io_utils import (
  ImportHelper,
  ExportHelper,
  orientation_helper_factory,
  path_reference_mode,
  axis_conversion,
  )

IOOBJOrientationHelper = orientation_helper_factory("IOOBJOrientationHelper", axis_forward='-Z', axis_up='Y')

class ExportSCN(bpy.types.Operator, ExportHelper, IOOBJOrientationHelper):
  """Save a SCN File"""

  bl_idname = "export_scene.scn"
  bl_label = 'Export SCN'
  bl_options = {'PRESET'}

  filename_ext = ".scn"
  filter_glob = StringProperty(
    default="*.scn",
    options={'HIDDEN'},
  )

  output_format = EnumProperty(
    name="Output Format",
    items=(
      ("CBOR", "CBOR", "Export as CBOR"),
      ("JSON", "JSON", "Export as JSON"),
    ),
    default="CBOR"
  )

  path_mode = path_reference_mode

  check_extension = True

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

    row = layout.row(align=True)
    row.prop(self, "output_format")

  def execute(self, context):
    return "FINISHED"

def menu_func_export(self, context):
  self.layout.operator(ExportSCN.bl_idname, text="SCN (.scn)")

def register():
  bpy.utils.register_module(__name__)

  bpy.types.INFO_MT_file_export.append(menu_func_export)

def unregister():
  bpy.utils.unregister_module(__name__)

  bpy.types.INFO_MT_file_export.remove(menu_func_export)

if __name__ == "__main__":
  register()


texts: So I've taken the route of making my characters hair in blender with particles, kind of giving them their own physics and all. It works wonderfully in blender, but no matter what format I export it in, it seems I get a pearly white bald head when opening it in Unity. Is there any way to export it without having any changes to it?


texts:
After updating to Blender 2.78 on my other PC it does not detect the GPU. It is running on a Win7 x64bit system, card in question is a Maxwell TitanX, which from the official Nvidia spec list is a 5.2 cuda supporting GPU.

Here are some screen caps after doing a clean driver install.


texts: How to append/link Screens from other blendfiles?

texts:
Is there a way to append/link a screen (see below) from a different blend file?

If not possible from the UI maybe this can be done via python?

I would like to create a custom screen and then deliver this via an addon. Once the addon is loaded it should append its screen to the opened blendfile if possible.

Clarification by @Pistache

A Blender "Screen" is a specific type of data-block (see Blender's documentation), however it is not available when using bpy.data.libraries.load (data_in has no attribute screen/screens), or even using the append operator (it does not show up in the list of appendable objects in the GUI).


texts:
I'm rendering an animation and I've got a peculiar problem. It seems like Blender is rendering in chunks.

At one moment in the render, there's just a bit of the objects visible.
But then at about frame 40, everything else pops in. I am using the Blender renderer

I am not quite sure how to explain it, so here is an example:
http://stepperman.me/weird_render.mp4

It's just a camera moving forward. So I'm not quite sure what's going on?


texts:
I am just in mid of work, merged two meshes and one of the meshes turned out to become black. I have flipped the normals, no success, and then I recalculated them to be sure, no success again. If anybody happens to have an idea to solve this I would be glad to hear.

Thanks for your attention.


texts: I've modeled six rocks, unwrapped all six of them in one texture, but after painting three rocks I decided to reuse them for the remaining three. Is there a way to move these UV islands around along with the textures so that it's more compact?


texts: How to delay rigid body animation without preventing object from rotate?

texts:
I have a cube located 3m above the floor. I keyframed location and rotation at frame 0. Then I rotate it and keyframed rotation at frame 130. Finally, I added rigid body (active) to the cube and (passive) to the floor.
I'd like the rigid body animation to begin at frame 55, but when I try the different methods of delay (rigid body cache frames, animated or Dynamic checked/unchecked...), my cube doesn't rotate anymore between frame 0 and 55, or with rigid body cache (frame55 to 130), the cube rotate and stops abruptly at frame 55. I would like my cube keeps a kind of rotation force when it falls down.
Hope you understand what I want to do. Thanks for reading ;)


texts: Why does the "Checker Texture" node produce flicker with "Texture Coordinates Object"?

texts:
What you see is a simple plan with no double faces, checked and I'm sure.

This happens only when the mesh is at the local coordinate Z-0 height, if I move the mesh in edit mode, the flicker disappears

I'd just like to know if I'm wrong, or there is a problem.
This with the "Brick texture" node does not happen, for example.

I'm using Blender 2.83 but it seems that even with 2.82 the problem is the same


texts:
I can't extrude in blender 2.8.
So I merged a cube at its center.
I went to vertice mode and edit mode too. I tried to extrude the vertex but when I do it just duplicates it. I thought the problem was because it was a merged shape. So, I make another cube without merging it and extruded it. Guess what happened. It duplicated again! What do I do to extrude in blender 2.8? I press E and it doesn't work. Did they change the shortcut or what?


texts: UV mapping: fit image to cylinder projection

texts:
I want to map a beach panorama.jpg to the inside of a cylinder such that it makes a room with a circular beach wall in my virtual environment.  I've gotten this far.

I need to either mold the image to the shape of the map or straighten out the map so that it fits the rectangular image.  I'm still fairly new to blender so this might be an easy solution -- any assistance is appreciated!


texts: What is the most simple way to play a continuous but dynamic animation? Game-engine vs. animation?

texts:
I'm relatively new to Blender (or more accurately returning after a long hiatus).

I want to render a fairly simple animation continuously, the movement of the animation is based on an external process (a camera is following actions in the real world, and a process external to blender will decide the settings for the blender model and write them to a file). I'm using an existing model and simply updating a few properties of the model continuously.

Reading the values from the file and updating the blender model using python should be easy.

  However, I'm unclear whether I'm better off treating this as an animation, or as a game in Blender? Which will be easier to configure and why?


texts:
I have a problem. After I modelled objects in Blender I textured them and textures are as I need them to be - with saturated colors.

However, as soon as I export it to the .FBX format and put them on the Unity scene, the textures become pale.

I suspect this is related to some Blender options but I can't be sure as I'm novice. I searched answer in the internet and didn't find it, how is possible to fix it.