texts: mathutils.Matrix's position returns an empty vector instead of the actual position

texts:
In 4x4 matrices, the values of the last row are usually the position, however in blender, when scripting returns 0, even though when i display the matrix on the console, the values are shown properly (Even applying the matrix to the object)

Here's what i do in the code

tfm = node.properties.transform
print(tfm)
dec = tfm.decompose()
print(dec)

decompose() returns 3 values, which are the position, rotation, and scale:

<Matrix 4x4 ( 0.9962,  0.0000, -0.0872, 0.0000)
            (-0.0000,  1.0000, -0.0000, 0.0000)
            ( 0.0872,  0.0000,  0.9962, 0.0000)
            ( 9.6625, 12.2470, 55.6297, 1.0000)>

(Vector((0.0, 0.0, 0.0)),
Quaternion((0.9990482330322266, 7.4434889363317325e-09, -0.04361938312649727, -3.249897295720672e-10)),
Vector((1.0, 1.0, 1.0)))

These are the results after decomposing, which is what is applied to the object in blender when i do:

obj.matrix_world = tfm

However, even though the object rotates, it does not move.

A workaroud for this is applying the position is this way:

obj.location = (tfm[3][0],tfm[3][1],tfm[3][2])

However i should not be doing this and i would like to straight up apply the matrix and get all the values properly. Am i using the wrong method? Or maybe library? I think i'm not getting the proper values, even scale and rotation wise.


texts: Problem with the marked seams after UV Unwrap

texts:
After I have marked the seams for the UV unwrapping, if I put the model in object mode, it looks like wherever I have used mark seams. How can I make the vertices to be connected (or seem connected and smooth) but at the same time keep the unwrapping pieces fully independent from one another?
Because if I am going to connect them the vertices from the arm, for example, the ones which make the body connection will be selected also from the body unwrap and from the arm at the same time.


texts: How do i speed up even more EEVEE rendering?

texts: I have a pretty big scene with eevee currently rendering with a GTX1060 and for a frame takes 11 seconds. I wonder, how can i speed up the frame render time even more to get even faster renders? Should i buy a new GPU or are there some tips to speed it up? Thanks!


texts: Cycles, UV Project Camera Modifier projects forwards and backwards

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I would like to project photographs as decal textures from multiple cameras onto some simple geometry to build a photo projected environment.  The UV Project modifier seems perfect for this, especially since it's a live projection (unlike UV Mapping -> Project From View) that can be changed interactively.

However, I found that the texture is projected forwards AND backwards onto the geometry (In other words: projected along both the positive and negative axis of the vector normal to the camera), even though I have "decal"ed the texture using the Mapping node with Min/Max turned on.

Is there a workaround for this?


texts: UV Mapping multiple objects using same material

texts:
I have a blend file with MANY blocks that I use in a game. They are all separate objects, but use the same materials.
I have unwrapped them and then manually size the UV until the grass looks almost the same. This takes a while and is never exactly the same.

I found this material setup somewhere (I wish I remember), and although it looks fine in Blender, after exporting it to FBX and importing it into Unity, the smaller block has different look.

The smaller block is on the left. (Unity)

Is there away to do this automatically ? Change the UV size to match the blocks world size ? Or do I need to update it manually ?
Mr Zak pointed out Textools. It has a function that does exactly what I am looking for.

Texture density can be matched. So if you "apply wall paper" to a small room and then a huge room the wall paper looks the same in both rooms. I only know how to do this manually, by scaling the UV of the bigger room till it matches the small room. It seems Textools does this work for you.
I would still love to learn how to do this myself.  Like I stated I have been doing this by eye and would like to know if there is a better way.


texts: How do I curve procedurally generated textures (Clouds)?

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I'm quite new to blender and am still getting the hang of things. Having followed BlenderMaster's tutorial on creating clouds, I've managed to create something like this:

I already know how to move the clouds in XY axis and to control the density, but how do I bend/revolve/twist/curve the clouds into a specific direction using the node editor? Something like this:

All help is much appreciated.


texts: When making a cup i pressed something that make render with a lot of black dots,and i can't redo it


texts: Make multiple smaller weapon animation clips out of big default action for use in Unity game engine

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I made weapon animation for mobile game. I have one big animation that includes all states of weapon ( idle, hipFire, reload, wield, remove, aimedFire, run)
I want to make separate animation clips out of this big one, and then delete it, so i would endup with 7 short animation clips when impotred in Unity.
I wached all vids and tuts on youtube but didnt find one that adresses similar task.
Thanks in advance for any help!
Theres other thing too.
I somehow  have two actions in the file. One that has all keyframes in it. And other without any keyframes, it attached to weapon mesh. I dont know how to get rid of it.

Hope there is solution for my trouble)
Thanks for help guys!!!

[Edit]
i found the way to delete actions from action editor! There is no need to choose Orphan Data in Outliner. You choose All Scenes.You type exact name of action you want to delete. All it`s stuff will appear in Outliner than you right click on it and choose "delete".
So deleting stubborn actions is solved!)
I found this way here Delete actions from action editor?


texts:
To clean up my scene, I used Right-Click > Unlink in the Outliner, but now I want the collections back.

I can find them by switching to the Blender File context in the Outliner, but the Right-Click > Link to Scene doesn't appear to do anything.

Instance to Scene makes something that acts like a Collection Instance, so I can't edit the contents.

I also can't click and drag, or copy paste.
What am I doing wrong?


texts: Image Texture Not Appearing On One of Two Objects Eevee 2.8

texts:
Here I have a stump Object and above it a Test Plane. Both Objects have exact same Material applied via nodes. Eventually I will use the texture to control the Roughness node in the Principled BSDF, I have it attached to Color to visualize the values.

So my question is what could be preventing my Texture from appearing on my Stump but appear just fine on the Test Plane with the exact same Material applied?

Here is an image of my Node setup for the Material.


texts:
the chain length is 2, it affects bone.001 and bone.005, the target bone is bone.003 and the pole bone is bone.004

i set the ik stretch of bone.005 to 0.001 and locked it's scaling of x axis and z axis,

and i locked scaling of bone.001 too but keep the ik stretch as zero,
however, when i move the target bone in pose mode, bone.005 stretches over sized and the scaling lock doesn't work

is it a bug or did i set something wrong?


texts: How can an animated object kept on the surface of an ocean?

texts:
I tried to set the ocean as passive rigid body (collision mesh) and a boat as active rigid body.

The boat falls through the ocean. Which technique is recommended for this?

Ideally the boat would follow a curve and the physic simulation would calculate the orientation and level (z-axis).


texts: Im making a twisted iron bar. I have added array modifier and with the help of empty i have twisted. After adding array modifier the edges been seen. How can i remove that edges of the array to look a continious mesh. After adding the sub division modifier the mesh look odd. How can i make a smooth mesh and plz suggest me is this method right or can i go with other method


texts:
Hi I'm fairly new to 3D and have basic understanding of most of the things blender offer!
Recently I ran into a bug where the sculpting brush turns into a big square like artifact when it comes to contact to a mesh!

The issue persists on all the objects in the scene, and actually resolves when I copy the object to a new blend.
I want to know what happened so that I can avoid issues like this in future.
I did try to run on different blender builds but the issue persisted.


texts: How can i show the Redo Last panel in the Preferences?

texts:
The redo last panel is one time at the bottom of the tool shelf. And you can also call it with F6.

I would love to display this panel in the Properties though. Which, in my opinion, makes much more sense. The redo last panel seems to be a menu, at least the version that can be called with F6. So I tried it with a simple layout.menu("SCREEN_OT_redo_last", text="none")

But that way I get a warning that the menu SCREEN_OT_redo_last does not exist.

So what would be the way to add the redo last panel to the Properties editor? Am I even at the right track?

import bpy

class ObjectPanel(bpy.types.Panel):
    bl_label = "Redo Last panel"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "render"

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

        layout.menu("SCREEN_OT_redo_last", text="none")

bpy.utils.register_module(__name__)


texts:
I want to create a video by merging subsequently added .png files and by giving them differing frame durations. Can I or if I can how may I achieve this editing?

  Reference video: https://youtu.be/aLfXCkFQtXw


texts: Objects not visible in other frames/window but all the objects are in the library

texts:
I'm doing a project and I mainly work with one window. (Correct me if I'm not using these terms correctly.) When I open a new window, half the objects disappear, but they're still in the library and the eye thing is selected to tell me it's visible, so the objects are still there?

I've tried rendering out the image and it has the same effect, half of the objects are not there. All the objects are still visible in the original window I was making them in, and I can edit and do whatever I wish with it as if it were normal. I'm using cycles render and that's basically all I know.


texts: Set background color to match default mesh color

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I try to render animation which contains a plane with moving mesh objects on top of it. Currently, the camera can see the background which results in color difference between the plane and the background.
How can I make the background color to match the plane default color?
How can I do that using script?


texts:
A Custom Node Creates a Collection and invokes an Operator that registers a 'TIMER' and constantly updates some properties of the 'MotherNode'.
import bpy

class SFX_ClockNode(bpy.types.Node):
    '''SFX_ClockNode'''
    bl_idname = 'SFX_ClockNode'
    bl_label = 'Clock'
    bl_icon = 'CURVE_NCIRCLE'
    bl_width_min = 340
    bl_width_max = 340

@classmethod
def poll(cls, ntree):
    return ntree.bl_idname == 'SFX_NodeTree'

def update_value(self,context):
    self.update()
    pass

operator_started_bit1 : bpy.props.BoolProperty(name = "Operator Started",
                                description = "Operator Started",
                                default = False)
date :bpy.props.StringProperty(name='Date',
                            description='Date',
                            default = 'Sun Jun 20 23:21:05 1993')

TickTime_prop: bpy.props.FloatProperty(name = "Tick Time",
                                description ="Sanity Check message round trip Time",
                                default=0.1,
                                precision=1,
                                update = update_value)

def init(self, context):
    self.draw_model(context)
    pass

def copy(self, node):
    print("copied node", node)

def free(self):
    self.operator_started_bit1 = False
    bpy.data.collections.remove(bpy.data.collections.get('ww SFX_Nodes'))
    print('Node destroyed',self)

def draw_buttons(self, context, layout):
    box = layout.box()
    col = box.column(align = True)
    row = col.split(factor = 0.3)
    if not(self.operator_started_bit1):
        row.operator('sfx.clockstartop',text ='Start')
    else:
       row.operator('sfx.commstarteddiag',text ='Started')
    row1 = row.split(factor = 0.75)
    row1.prop(self,'date',text = '')
    row2 = row1.split(factor = 1)
    row2.prop( self, 'TickTime_prop', text = '')

def draw_buttons_ext(self, context, layout):
    pass

def draw_model(self,context):
    collection = bpy.data.collections.new('ww SFX_Nodes')
    bpy.context.scene.collection.children.link(collection)

def update(self):
    pass

and the associated Operator
import bpy
import time

class SFX_OT_ClockStartOp(bpy.types.Operator):
    """ This operator Starts the Clock"""
    bl_idname = "sfx.clockstartop"
    bl_label = "Clock Start"

def modal(self, context, event):
    if event.type == 'TIMER':
        self.MotherNode.TickTime_prop = (time.time_ns() - self.old_time)/1000000.0
        if not(self.MotherNode.operator_started_bit1):             # destroy
            ret =self.End_Comm(context)
            return ret
        else:
            self.MotherNode.date = time.asctime()
            self.old_time = time.time_ns()
            return {'PASS_THROUGH'}
    return {'PASS_THROUGH'}

def execute(self, context):
    print('Clock Start -- execute')
    self._timer = context.window_manager.event_timer_add(0.001, window=context.window)
    context.window_manager.modal_handler_add(self)
    self.old_time = time.time_ns()
    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    print('Clock Start -- invoke')
    self.MotherNode = context.active_node
    self.MotherNode.operator_started_bit1=True

    return self.execute(context)

def End_Comm(self,context):
    print('Clock Start -- end timer')
    self.MotherNode.operator_started_bit1 = False
    context.window_manager.event_timer_remove(self._timer)
    return {'CANCELLED'}

I would like the Node to start the Operator when the Node is created as having to push the Start Button is a shabby workaround. Inserting
bpy.ops.sfx.clockstartop('INVOKE_DEFAULT')

into the init method of the Node wont work as at the moment of node creation no active_node is in the context. Any Ideas to accomplish this ?
THX
Martin


texts:
Hello to all of the Blender gurus. I would like to ask you a little complicated question.

What is exactly the blender philosophy for work pipeline?

Specific: I worked with 3ds max and maya and I am now trying to change to blender because i dont like autodesk. There are many tools for automating pipeline.

But in blender i challenge basics problems like >

A) Optimize viewport for animation (textures has 5000x5000px) so some kind option for preview (not render) textures optimizing without proxys?

So back to my question, is the philosophy of blender to make it so open, everybody must script their own pipeline from scratch ?

Or I can find somewhere links or answers for this kind pipeline/automation questions.


texts: Why does the rig generate below my mesh?

texts: Need help with generating a rig. It generates below the mesh.


texts: How to make Selection Sets select also hidden bones

texts:
I'm an absolute beginner with blender and I'm trying to evaluate switching from Maya to Blender for work, but there are things that I can't manage to solve.

Let's say that I have a selection set with all the bones I want to key for a character. I key them all, and do my animation. But some bones switch their visibility on and off during the animation. So if I want to do some retiming that involves the whole character, I need to be able to select and adjust the keys for all the bones, not only the ones that are visible at a certain frame.

For now, I haven't been able to find a way to manage this, cause when a bone is hidden it doesn't get selected, even if it is in the selection set. Does anyone know how to do this?


texts: Trouble with Blender's snapping tools and origin orientation

texts:
I've spent a lot of time in Maya. I really love Blender so far! But its snapping tools are a pain in the butt.

As a project to learn animation, I made a cylinder with cubes extracted and separated from it. I want the cubes to all recede into the holes on the cylinder until all faces line up perfectly.

In Maya this is super easy. Hold the D and V key, snap the origin to a vertex, then hold the V key to snap the object's origin to another vertex. It takes 2 seconds. In Maya I can also set the orientation of the origin to any selected face's normal direction.

I would LOVE LOVE LOVE an easier way to deal with object origins and snapping in Blender!!! And is there a way to set origin orientation of a whole object to a selected face's normal direction?

Any help with this would be much appreciated.

Allen


texts: Is it possible to interpolate missing frames in video editing?

texts:
Sometimes it is useful to render a complete video even though some (possibly random) frames are still missing.
Is there any way to interpolate the missing frames with Blender?
In the case that it is not possible, I would be happy for any suggestion on that problem.


texts: How to create 2.35:1 movie with no stretching?

texts:
I am working in blender in the video editor and I want to make my 16:9 film into 2.35:1. My film is 1920x1080 so I type 1920x800 in properties as a resolution but video doesn't became cut, it becomes stretched.

What can I do to get my 1920x800 resolution video without any stretching?


texts:
I've spend a lot of time testing several functionalities in Blender and it works great. Each functionality has some operators, methods, custom variables and one panel contained in a separate script. So I need to load each script each time I start Blender or make changes in the code.
This is ok, for testing and POC, but I would like to make it a single addon. I have searched all over the place and it seems that Blender/python is not really too glad of multiple files. I have tried the Blender Development (by Jacque Lucke) extension for VS Code, which has an auto load_and_registre function. But It gets bugged down in some path_scanning_and_modifying-rabbit hole and crashes.
Do any of you have some nice toturial or documentation? Preferably starting at the very start and going all the way to a working addon (with many files)


texts: How to get a 3d character already textured with black contours in EEVEE

texts:
I have created and textured a 3d character inside character creator 3 by reallusion and I've exported it with the blender preset in FBX format and then I've imported it in Blender 2.81. I would like to render it with black outlines with EEVEE. I would like that you point me on the right shader configuration nodes and/or tutorial. I don't want a toon shader. I'm interested only to get the black outlines. This is the 3d character :

This is how the black outlines should be :


texts: Why are my keyframes not visible in the timeline?

texts:
I'm practicing on camera movements based on a tutorial by polyjord and I noticed that my keyframes are missing in the timeline at some point:

Q: How do I get my keyframes back?


texts: CG-Boost - Apple_Knife Tutorial - seams? and darkness?

texts:
I am currently doing the CG-boost blender 2.8 series and find an issue with texture paint being a nearly black texture, but still a texture, even on the saved image and in the shading editor, but the file image used is bright?

Also, the apple has the texture painted dark colour, but the seems show through like pen lines, it's very obvious, 4 seems.  Not mentioned in the tutorial or seen?
Why do I have this issue if I followed the tutorial? Note I altered the bleed to max and it did nothing I really notice.

Here is a picture link, it is set to 4px bleed, that seems fine in cycles, but eevee is seemed, and the texture painted extra dark compared to original texture used?


texts: add controls to already generated meta rig

texts:
I saw some answers to similar question here, but either it doesn't match my needs or I did not understand them.

Long story short: I didn't change rigify type on the fingers to super_finger but I already did the weight repaint job and generated the rig. Do I have to redo the whole thing? Is this losted hours of work?

full story:
My problem is I have an already generated metarig. I did aaaaall the weight paint corrections (there was a lot because I added few custom bones to the original armature, like a bag, some swords etc) But when I started animating, I noticed there was no controls for the fingers (you know, the lines you select and scale to retract fingers) I found out on stackexchange that I should change the rigify type on those fingers to super_finger instead of tentacles. Do I have to regenerated the whole thing and redo the whole weight repaint job again?

Thank you


texts: How do I give the complete faces a different Material?

texts: When I give the faces in the inside a differerent material than the rest, the new color does not fill out the whole face as I would like (Possibly because of the subsurf Modifier?). How can I make the whole faces be blue?


texts: I've found the button i should use for that, but somehow they changed it from "UVs" to "UV", now the "Export UV Layout" button is missing and i can't find it.


texts: How do you animate image texture materials in blender cycles with keyframes?

texts: I have an image texture material on a mesh already in blender cycles 2.75... I was wondering how to change the material with keyframes so it changes to different pictures in the animation... I tried image sequence, but that doesn't seem to be what I am trying to achieve, neither does pressing "i" on the image source in the materials tab, it just says that the name property can not be animated ... Could someone help?


texts: How to join only two objects to create a new object using Python

texts:
I have a total of 7 objects with the 'Cube' as my active object -
'Cube', 'Camera', 'Light', 'A', 'B', 'C', 'D'

My main objective is to join A, B, C, D between them and create new objects. It is more like a combination problem. Thus, I will have six NEW joined objects along with the previous 7.
AB, AC, AD, BC, BD, CD

I am getting the objects of my interests by the following way
obs = [e for e in bpy.data.objects if e.type == 'MESH' and e != bpy.data.objects['Cube']]

# deselect every active object first
bpy.ops.object.select_all(action='DESELECT')

Now I have the objects and every active object deselected, how can I join two objects at a time without deleting or joining on the original objects?
Blender Version: 2.83


texts: How to paint through all mesh during vertex painting?

texts: Tell please how to paint all vertices, not just visible, in vertex paint mode?


texts:
So I wanted to retexture Roblox hat Scoobis. I got the original mesh obj. which looks like this:

And original texture of it which looks like this:

And i dont know how to attach this texture into mesh in Blender to make it look like original (first link) so i can modify it in Blender. When i try to do it, the result is something like this:

Do i need to "unwrap" mesh properly to match texture or what?

Edit:


texts: How do I make a mirrored part of a mesh merge with the one I modeled

texts: I created this head by mirroring the right side.  I didn't know how to merge the mesh but when I checked the Merge option in the Mirror Modifier, as I was prompted when I typed the title, I was able to grab all of the mesh.  Then I could mark the seams for  the UV map.  When I unwrapped the mesh as a UV map, it appears that only half of the mesh unwrapped.  I think I made the mirrored portion of the mesh of the head a part of the whole so what did I miss, and how can I fix the unwrapped mesh?


texts:
I am new to Blender and 3D graphics in general, and would like to know whether the software is the right choice for the following task: I would like to visualize position data coming from an external simulation (think many many cars driving around, possibly with lights) in real-time while adding lights and textures (e.g. a CAD model of a city, street lamps, etc.). At the same time, I would like to be able to zoom, pan, and rotate the view.

If possible, I also would like to eventually render the entire animation (maybe with higher quality effects, in this case position data can be extracted from a CSV, and the rendering does not have to be real-time).

The idea would be to be able to control the location of the cars and some of the parameters (e.g. the intensity of the car lights) from the external simulation. The scene would probably be created before directly in Blender (or just imported using compatible 3d-models). Ideally, the scene is embedded in an external graphical interface (e.g. a simplified 3d view that only allows to zoom and pan).

Is Blender the right software for this? If so, do you have any hints to get started (e.g. reads the section about Phython API, etc.).

Thank you very much,
Fede


texts: Whenever I move my knee joint in pose mode (via IK bone) there seems to always be one vertex that does not move at all. It does not have any weight assigned to it (but it had 100% with automatic weights oddly, but I removed it). I didn't do anything special with locking the vertice there in the past, and I'm curious to know how to somehow "unlock it" so that it moves with the rest of the mesh.


texts: Mirror selection but maintain current selection

texts:
I'm new to blender (have previously tried older versions) and I'm loving 2.8, I'm having some difficulty with something I feel is probably user error but I have been trying to select some vertices on one side of my model and have my selection mirrored to the other side while keeping the current selection (like add mirror to current selection).

Is there an easy way for me to do this without having to create modifiers?

Thanks


texts:
I am having an issue where I am trying to transfer my weapon from blender to Poser 10 and I get weird shapes in poser that don't match the figure in Blender.

Blender with weapon:

Then I make it an object using wavefront.

Poser 10 with the weapon imported from Blender, as you can see it does not match the blender image.

Why is Poser 10 doing that?


texts: How do I get viewport FPS higher when using image sequence as plane?

texts:
When using a high-res (4k) image sequence plane in Blender, the eevee viewport FPS tanks down to an almost unusable rate, despite there being just one plane in the project and my hardware being perfectly fine for most things I throw at it (Ryzen 3950x, RTX 3090).
I assume it has something to do with how the image sequence node loads up these images? Is there any way to get these images "buffered"? I'm not too familiar with how these things work, but it seems like it'd be possible to get the FPS higher if it was possible to load the image sequence into RAM or even my graphics card GDDR, but Blender is not doing that.
Any tips to help make my viewport any smoother? The only solution I've found so far is to have a separate "Preview" image sequence node with a much smaller res (~360p) sequence for viewport, but I'd love to not have to swap back and forth constantly.
Thank you!


texts: How to make voxel (pixelated) explosion,smoke,etc

texts:
I want to make some sort of pixelated animation but i need to make a pixelated smoke and explosion as well, but i don't know how to make
this voxel smoke style or explosion,
this is how it looks like https://www.youtube.com/watch?v=Ar3sSawyR1c i really don't know how to create this effect... is so simple to look at it but in blender i am not sure how to make the smoke simulation or explosion to look like this... even on youtube there's is no tutorial for this. if anyone knows how to make this i would really be appreciated.


texts: Cycles texture paint independently of UV mapping

texts:
I have created a section of road that has a tiled asphalt image texture with a combination of nodes setup. I then physically applied an array modifier to make it a long length of road and now want to manually paint some imperfections like tire marks and cracks etc.

When I try to texture paint in one place using stencil brush option it tiles the paint as though I am modifying the original image texture.

Is there a way to paint anywhere on the entire object on top of the original texture so the imperfections are placed independently of the original UV mapping? I wasn’t sure if I might have to map differently or there is a specific method I’m not aware of.


texts:
If i have 10 linked (instanced) objects, how do i make 5 of them local (non-instanced)...

The result would be two sets of 5 objects. Each set of 5 would be linked respectively.

I'm coming from 3ds max so my terminology might be off.


texts: Why are my keyframes stacking through the animation instead of moving frame by frame? (2D animation)

texts: This is my first time using blender and I’m working on a 2D animation but my computer was having difficulties and now all of my keyframes stay on screen and stack together, like for example I used an interpolation sequence and every breakdown is displayed on screen together rather than moving frame by frame. Is there some setting I could change to fix this?


texts:
I have an arbitrary edge that I would like to move so that it is in line with an arbitrary empty (in this case it will cross over the empty):

I assume that I will need to perhaps find the translation matrix of the 'line' representing the shortest distance between the edge and the empty but how would I do that using script?


texts: How to add edges without changing the form ?

texts: Is it possible to add edges like in picture without affecting the smoothed geometry ? If i add in the edge ring with edge ring tool, it will deform the form but i need it to stay perfectly rounded.


texts: When I use the "textdraw" in Blender 2.8, it fills the object or bleeds all over the surface. How can I correct this problem?

texts:
I'm using blender 2.8 to make a head of a girl and am at the texture painting stage.  I have the image of the texture made and saved.  The object has been switched to flat and I am trying to paint the skin color on it.  The textdraw will not paint strokes.  It either fills the whole object or bleeds all over the whole surface.  Please help me fix this problem as I am a semi-beginner. Thanks
Some of the meshes are overlappimg and the uv map does not really look like the object.  How can I correct this?


texts: Object I was sculpting disappeared in Sculpt mode, how do I get it back?

texts:
-I was sculpting a head in Sculpt mode on Blender 2.90
-When I attempted to zoom (ctrl +) I may have pressed the wrong button and the whole object disappeared
-I tried to pull up another object in Sculpt mode without any success
-Both objects are visible in the Layout mode and every other mode except Sculpt mode
-This is what I see in Sculpt mode


texts: Setting default file format when saving baked textures?

texts:
Once I've baked a texture and want to save it - by default Blender offers me to save it as PNG RGBA, I change it to PNG RGB (no alpha) and save it.

The problem is that every time I re-bake the same texture and simply hit Save, it somehow saves as PNG RGBA again, not RGB as I saved it initially.

So I have two questions:

Why is it not remembering my file format when saving with "Save", not with "Save as" (from uv window)?
Where can I set its defaults to PNG RGB, so that every time I save a baked texture I won't have to go and click PNG RGB?


texts: Animate collection instance (material) independently?

texts:
I have an object collection (let's call it a Red Cube for simplicity) which has a "blinking" animation (via emission material + keyframed mix shader).

Now, I want to create several instances of that collection, and be able to have a different animation timing for each instance.

For example, one might blink for a second every 5 seconds, another one blink twice every 10s, etc.

Is there any way I can accomplish this, without having to create a new material (and object using it, and collection...) for each new light pattern I want to create?

Ideally (at least, in my mind) there  would be a way to attach some kind of "argument" to an instance, describing how the light should behave -- that can be used by the material to control the animation, if that makes any sense..?

Model:

Material:


texts:
I am running Blender 2.49 with Python27 (for testing) and am trying to import webbrowser and os. When I try webbrowser the console returns "no module named webbrowser" when I try os it returns "no module named genericpath". This is extremely annoying as I've looked at various forums on how to do things such as adding the module to Blenders script path and what not, but nothing has worked. I would greatly appreciate any help.

Thanks,
Alex


texts: I have an old Corel (v8) Dream 3D model that I would like to import into Blender. I have been unsuccessful so far. Corel won't export to a usable file that Blender will pick up. Any ideas?


texts:
So I created the text with the add text button - I'm using version 2.91 - then I went to the right tab with all the properties functions: world properties, materials properties, physics properties, etc., then I extruded the text a bit(stretched it).
Next, I went to the materials tab to color it, clicked on new , the sphere showed up, then I clicked on the color line(base color) and chose a color, but nothing happened to the text.


texts:
When using the Edge option on the renderer, it creates several-pixels wide borders.

on blender http://dl.dropboxusercontent.com/u/62862049/Screenshots/01k.png

When creating pixel arts, though, it is fundamental never to have 2 black pixels in a row:

somewhere else http://dl.dropboxusercontent.com/u/62862049/Screenshots/01j.png

How to achieve this effect on Blender?


texts: How to export your Ocean Modifier Mesh and Animation to Unity? | Blender v2.80.72

texts:
/*Edited: For Blender 2.7 Users I found a detailed articel with pictures. */

I want to build an VR-Scene in Unity with a little Island and and ocean around.

For the ocean I am quite happy with the ocean modifier and made already an looping animation with the water.

animation Gif

But I simply cannot find a solution to export the mesh + animations to Unity. I keyframed the time and scale and found the problem, that these can't update when I apply the modifier. To my understanding blender needs to apply the modifier when exporting, so I can even get the shape of Ocean.

[

I tried and failed with this explanation.

Could somebody please give me an more beginner friendly explanation?

Here is my blendfile:
google drive link


texts: How do you bake textures to a very complex object with multiple materials

texts:
I have a group of objects that make up a house. I merged them all into one object and now wish to bake the textures and normal maps onto it (I do not want to bake any lighting). There are 21 materials in total with a diffuse texture image and a normal map for each material. I followed all the usual instructions like smart UV unwrapping the object and then creating a new texture image for each material, but it never comes out the way I want it to.
Here is how the house looks before I try to bake the textures:
This is how it looks afterwards:

The UV Map is very complex:

I would really appreciate any advice regarding this. Please let me know if more information is needed.


texts: How to make a model shaded with only two colors?

texts:
I haven't found any tutorials on cartoon rendering. What I'm trying to achieve is this:

By the way, I know freestyle is not realistic rendering, but I can notice some light bouncing. if that is so, how can I achieve that effect?


texts:
I must've accidentally touched some key because all of the objects except the one i was workin with have dissapeared, and don't show up even with the visible toggle on
Also if i select them they're stuck in Object Mode and I can go to any other mode

Here's the mesh http://s000.tinyupload.com/?file_id=35648957213405038207


texts: Texture seen in viewport is paler compared to the original texture

texts:
Issue:

My textures in the viewport look darkened or desaturated when compared to viewing it in the UV window.
Should I adjust the colors of the texture?  or is this a a Blender issue that can be solved with some settings? My goal is to make the viewport 100% reflect the colors of the textures.
Is there a solution to this?


texts: Curve modifier - wrapping honeycomb mesh

texts:
I am really struggling to get this to work. It seems very simple. Every time i mess with origins and axis', it always stays flat and i get a bunch of variations like this:

What i want to do is take this honeycomb mesh wrap around the simple curve in front of it:

so that it looks like this, but the honeycomb:

Where am i going wrong? Im assuming i am just missing some combination of axis, origins and Ctrl + A'ing something.
The Blend file:


texts: I’m trying to make a SWAT character for a game I’m making. I have a base mesh and some basic clothes from duplicating the body and adding a solidify.  How do I add a zipper texture on the pants? Or the loops for the belt? Or wrinkles where the joints bend? And I also have a basic vest I am making and I cannot figure out how to add pockets and other details.  The biggest problem of all is how do I keep the quad/tri count low enough for a game engine such as unity to use.  If I try to make wrinkles it only moves the few vertices on the low poly pants. Any help is greatly appreciated.


texts: how to oversize an model and make it a solid object

texts:
I have a dental model and I tried to make a copy of teeth to be larger than their original size so I can make it solid and do boolean operation with the opposing teeth to make a stent.  I could not.  I tried to solidify but I does add from outside the teeth and inside the teeth as well so it will not fit in the mouth.  I tried extrude, but when the face extrude to one side of the axis, it is for example good from outside and the inside surface of the extrusion lies in the middle of the tooth, so again it does not fit.
I did a cylinder, and did boolean for upper and lower teeth and could not cut the excess and finish it to look good
I tried shrink fatten and failed to reach a result how to solve that.  Can I make an offset model and then make it a solid object to start cutting in it with the boolean modifier

here is a link to the blend file in my OneDrive.  The file is made with some add ons that I bought (blenderfordental) I do not know will it work in any other blender that does not have these add ons or not.  This is why I attached the pictures

https://1drv.ms/u/s!Aq4CBDoyfMe_s0nsxdLsf6rRf-kZ?e=klv60M


texts:
I was halfway through modeling a character when I decided to open a second viewport and see how it would look rendered. I really like how the texture and colors look when I have the model set as a solid, but when I try to render it, the colors are too dark and some objects seem faded, and a lot less solid.

Is there any way that I can make the rendered image look more like the view I normally see? I am using Blender version 2.77. Does anybody know what I could try to fix this? I can post screenshots of my settings too if that helps, but I wasn't sure if the problem was my lighting or the materials, so here are both:

This is my first time modeling so I'm sorry if there is a really obvious solution! I would really appreciate some help. (also I can show more of my settings if needed)


texts: In blender's collections, unique naming is beautifully handled by adding "00n" to supposed to be duplicate items. Since it is used everywhere in blender, is this a blender utility module that I can also use for my add-on? If so, can you give me an example or point me to the documentation of this module?


texts: Text doesn't appear in render. (File attached)

texts: New to blender. Created a 2D animation. Text doesn't appear in render. File attached. Please help.


texts: How to create a realistic tooth enamel material?

texts: I tried to mix the Glossy and Translucent shaders to create the enamel material, but the effect wasn't good. Have you got any ideas how to set up the nodes to make it look realistic?


texts: Imported images no longer reflect on glass or glossy shader

texts:
I'm modeling a house and I imported an image to be the reflected in the windows. I put it behind the camera so it can be seen in the refection of the windows. It worked fine but then for some unknown reason the image is no longer reflecting in the glass or glossy shader. Other objects reflect but not the imported bitmap. I just copied the objects to a new blender file and they reflect now so it must be something off with the original file settings, not the settings on the objects or lights or camera. Also the light is a lot harsher in the new file even though I copied all of the same lights and the camera from the original. Maybe I accidentally clicked a shortcut that changed a setting. Has this happened to anyone or does anyone have an idea what setting for reflections doesn't transfer when coping objects between files. Thanks

This is how it looks now in the original file

This is how it looks after I copy the contents of the file into a blank file. You can now see the bitmap in the reflection. This is also how the reflections used to look in the original file


texts: Using boolean subtract to create window holes

texts:
To create window holes I used the boolean modifier.
It works well 90% of the time, but every now and then it creates these lines in the surface of the solid, visible even though I turn off the wireframe view mode. I tried dissolve Edge, but in edit mode those oblique lines are not seen if I select the boolean solid to subtract.


texts: Will this help program my 19 button mouse?

texts:
I have a Left index finger that is fused at the second knuckle , therefore I bought a 19 button mouse to compensate. The box said it has programmable buttons.( Utechsmart Venus).  I'd like to use the 12 side button's for the combination of shift,control,alt and use the keyboard for the other characters.
Will the add-on for programming keys menus and pie help with my endeavor to continue learning blender?


texts: How do I subdivide smooth in blender 2.8?

texts: Previously I could that in specials menu, but it seems that there is no such option in 2.8 version.


texts:
How to reduce amount  of array values in each iteration in array modifier?

what I mean:

let's say we have a cube with two array modifiers which gives us an array 5x5

what I need:

next array row on Z axis (3x3) right above previous,  and next (1x1). Is it possible to do with modifiers or drivers? How?


texts: Make vertex paint affect mesh texture greyscale

texts:
I vertex painted my mesh. I then unwrapped and assigned a texture.

This is the node setup i used.

It is almost exactly what i want. But. The vertex paint is affecting the transparency of the uvmapped texture not the grey scale of it. I need this opposite.


texts: How do I detect if a specific keyboard button has been released in BGE python

texts:
I want to know how to detect if a keyboard button has been released in the blender game engine using python, not logic bricks.

So I use this code to detect if a keyboard button is pressed

    if (bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]):

So that right there detects if the "W" key is pressed, but what if I wanted to detect if the "W" key was released, rather than pressed?


texts: How to use fluid simulation to combine different meshes for 3d printing

texts:
I'm trying to 3d print a hollowed version of the bust of a video-game character.
The character is very detailed and has meshes for every part of armor and a single eye is composed of 4 different meshes.
I've seen that in older blender version it was possible by using the fluid simulation like explained
in this video, where a multimesh object was "approximated" by its' fluid sim in blender.
https://www.youtube.com/watch?v=K-l2XAkZxVg
I've tried to apply the domain fluid mode to the external cube and the fluid -> flow mode to the mesh at no avail. I don't seem to be able to see any change in the original mesh.


texts: How do I change the width of operator popup?

texts:
I've done this simple operator taken from templates.
How to change operator GUI width?

I tried scale_x and ui_units_x but no result. Always same GUI width.

And here the code:

import bpy

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'}

    #input value
    value: bpy.props.FloatProperty(
        name='Value',
        description='value description',
        default=0.05, soft_min=0.00, soft_max=.2, precision=4, step=.1, unit='LENGTH')

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

        box = layout.box()
        #box.scale_x = 3.0
        box.ui_units_x = 300.0
        box.prop(self, 'value')

    def execute(self, context):
        self.report({'INFO'}, 'Value: '+str(self.value))
        return {'FINISHED'}

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

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.types.VIEW3D_MT_object.append(menu_func)

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

if __name__ == "__main__":
    register()


texts:
So, I am playing around with a brick texture with normal map, gloss and displacement. I have also added a HDR for lightning.
However, no matter how I tweak the brick material I don't get the feeling that the bricks looks realistic. I don't know what is missing, but something feels off. Any idea what I am "missing"?

Thanks for any tips and guidance!


texts:
I am trying to create skirt out of leafes but it is actually a pain to position them. Is it possible to create this procedurally?

So that I just create a circle and say spawn 20 textured rectangles around it, would this be possible?

It would look like this, where the red lines are the planes from the top view


texts:
I'm trying to use Radeon ProRender and it's materials library, however I meet a problem: some parts of objects with default materials (Bronze Brushed and Fabric Matte Solid Beige) look black:

How can I fix these black parts?


texts: Update parent and pivot of multiple children

texts:
So I have multiple cubes to which I try to add empties as children. These empties copy/instantiate other geometry. As I try to duplicate and reparent the empties I encountered a strange behavior. My steps are:

Select all children
Shift+D
Escape (to keep the relative position)
Shift-Click the new parent to select it too
Object Context Menu\Parent\Object

This does not update the position of the children.

What does update the position is this:

Select all children
Shift+D
Escape (to keep the relative position)
Under Properties\Object Context\Relations change the parent to the new parent
Repeat for every child

Now the second approach works but is very tedious, that's why i tried the first method.
I also made a video of me trying both methods: https://youtu.be/jdKWM_cLef4

Any advice would be appreciated. Maybe even an explanation why the results of both methods differ.


texts: How can I make the hands stopping at the ground level?

texts:
I'm animating a person who kneels and puts his hands on the ground but I don't know how to make the hands stopping at the ground level (the hands, since they are parented to the chest, follow its movement)
Could somebody help me?
Hope I've made myself clear!


texts: I have this object. I want to make the selected area fully plane. Any pointers on how to do it ?


texts: Blender 2.80 / MakeHuman MESS - MHX2 file importer won't work at all

texts:
I'm not able to run the MHX2 importer (v 30) in Blender 2.80.

Yes, I know it's now on the N menu, instead of on the T menu, where it used to be up to Blender 2.79b.

But now the importer generates ERRORS on ERRORS while importing.

This is the long list of errors I get

Is it required to install the latest UNSTABLE version of MH (currently, 1.20 ALPHA 3)?!
I'd rather NOT: ALPHA (and also BETA) softwares actually give me CREEPS.

EDIT

Then, my question is:

Is there any known fix or workaround to be able to import MakeHuman 1.1.1 mhx2 files into Blender 2.80?

Otherwise, I'll have to switch back to Blender 2.79b - which would be a major regression, after waiting so much (not even to mention the upcoming 2.81 release, to come in the next months).

UPDATE

It seems that there are several versions of the exporter (MakeHuman side) and importer (Blender side)

I'm going to try the "forked" version (recommended): https://bitbucket.org/Aranuvir/mhx2-makehuman-exchange/downloads/

Then (in case the above didn't work) I'll try the "upstream" version: https://bitbucket.org/Diffeomorphic/mhx2-makehuman-exchange/downloads/

I'll let you know which (if any) worked for me, so you don't have to bang your head like I did.

UPDATE 2

None of the 2 worked fully.
But at least the first one was able to import the poses ONLY (not the expressions though, which was what I was actually going for!!!!)

Now, it seems I'm DOOMED!!
And I actually prefer QUAKE... ;)

Lucky me, I have a computer with MakeHuman 1.1.1 and Blender 2.79b installed.
And everything works perfectly.
So I can export the posed (i.e.: running away) and expressive (i.e.: terrorized) character from that machine to the actual production one.
And still be able to adjust the pose and expression to my taste.


texts: Eevee rendered image weird frame-edge problem

texts:
i'm trying to render a frame and everything looks good besides the upper frame edge that makes the blindfolds window just get cut mid-way.

Anyone have any idea why is this happening?

i've attached a viewport and rendered image.

thanks in advance!


texts: Scripting: silence all nested audio metastrips

texts:
I'm finishing an edit and it has lots of different audio sources. I have been a bit messy and there's layers of metastrips containig both audio and video. I need to silence all audio inside all metastrips and keep ON all audio outside metastrips..

Selecting one by one would be a literal nightmare. Is there a way to script it with python maybe? I have no practice coding in blender..

Thanks in advance.


texts: Can I render the render border with full quality

texts:
Let's say the image is my project.
I got my composition and camera done and got it rendered.
Now I want a close up of my shot without changing the camera perspective and such.
Can I render the render border only, but make it full quality?


texts: A shape with Particle effects changes size after being temporarily masked in the Outliner

texts:
First I created a circle and applied a Particle System to create pine cone style vegetation.

Then I masked the Circle in the Outliner (using the Eye icon), to allow Blender to go faster, and created a little house with a smokey chimney (smoke made with Metaballs) to place in the scene. I converted the Metaballs to Mesh and applied a decimate to it.

Only, when I clicked on the Circle's Eye icon again in the outliner, the Circle was now huge and had undergone a transformation I didn't expect.

Looks small in material view, huge in rendered view. But it used to look small in rendered view too in the beginning.

The only modifier is the one on the smoke (displace), so I thought that was accidentally applied to the Circle, but I can't see this modifier listed when I select the Circle.

What happened to this Object, and how do I make it look "normal" again in Rendered view?


texts: How to create a slinky animation in blender?

texts:
I tried using mesh deform, and using the curve modifier. I am a total beginner so please forgive any obvious things I might've missed.
Here's the link to what I want to recreate in blender:
https://youtu.be/Dyn4O6WP3Jc


texts:
I am baking the leather of a seat in cycles. I bake it and it looks like this.

But in rendered view with the material it looks like this.

This has never happened before. Does it have to do with my mesh? It has a lot of vertices.

these are the uv unwraps.

There are no extra faces. I did remove doubles.

The random black things on the uv map  are wrong.

also it won't let me comment to anything even though i can edit i cant respond to comments


texts: Blender 2.8 and Google Earth Studio (GES) 3D camera integration/import

texts:
I read lots of threads about Blender 2.8 and GES camera integration and coordinate system issues, however I can not find anything useful in terms simple workflow. Is there a way to import 3D camera information from GES to Blender 2.8?
There is a short tutorial on YT, but it is not much of a help.

I use both software for personal education, but am willing to invest some $ into add-ons/plugins which would integrate two solutions.

Thank you.

Matt


texts: Bone heat weighting: failed to find solution for one or more bones error hair

texts:
I've got huge problem.I am trying to connect hair to rig, but all the time this error appear. I tried removing doubles, applying mods and other smart tricks i found on this forum, but still fails. If anyone have any idea how to fix it I would be thankful.

I drop my blend file:


texts: I start off with the default project and when I open in the shaders tab, it looks like its transparent.


texts:
I am currently struggling with the concept of UV unwrapping in Blender. I have recently come across the method "follow active quads" and, while I have used it successfully, I do not fully understand how it works. I am unable to find an explanation for how this unwrap method works online.

Can anyone offer a good way to visualise this?


texts:
I am very new to blender and might be asking a very silly question,

I am using blender 2.8 ..in shading workspace or in lookdev mode all the objects appear black..but when rendered it appears fine. See attached image for reference. Please help.

Thanks in advance.


texts: The area where the mesh should be displayed is missing

texts:
I'm absolutely brand new to Blender, just started today (so sorry if this is the stupidest question ever but google isn't helping any)
The area where the model is displayed went missing
I don't know what happened, and ctrl z doesn't help
Basically it just shows the UV map area and nothing else


texts:
I'm currently learning to use blender, this is my second project its a character, now my problem is that i have used the smooth brush before and already know how its supposed to work (at least without changing anything).

Now I haven't changed anything in the settings of the brushes (or at least not on purpose) here is my problem:

I'm currently sculpting some details on my character but when i try to smooth this:

It ends up like this:

Now the problem is that the smooth brush smooths some parts and others are left with little spikes that wont get smoothed out no matter what I try, I have dyntopo turned on and I already applied all modifiers to the mesh so there are no modifiers activated.

Like I said before I'm a beginner and I'm currently learning, I have tried to look online for answers but I could not find any, thanks ahead!


texts: Hi all how can i make this text in blender. IS there please any tutorial or Tips


texts:
I can not find Texture channel panel (image below) in 2.8

The picture was on blender manual.


texts: How do I make seperate Gui buttons that move an object in another scene in blender game engine

texts: So I made a maze game and I'm trying to make it so that the camera follows your avatar and I would like it to be with a GUI instead of with the keyboard. However I can't seem to figure out how to make the buttons work so that they move the character along with the camera, and if possible make it usable on a touchscreen.


texts: need help with armature and weight painting

texts:
I recently tried to play around making human, but i couldn't figure out the good weight ratio for hip and thigh. it ends up like this

my weight paint is like this

here's the blend file

Thank you in advance


texts: I want to replace the Alt+Middle mouse shortcut in the keymap, but I can't find i


texts: How can i copy the object position to the edit position to meet the rest position?

texts:
When i switch from object to edit mode, the model changes the position. What i found out so far is that this is related to the "rest position". http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Armature/object

But how can i change the rest position to look the same as the object position? Because if i change the rest position the object position changes too, thus always a margin of differences... can i just copy past the object position into the edit position/rest position?


texts:
I tried following this tutorial (https://www.youtube.com/watch?v=YCdQgREfVq8&t=362s) Im at 6:15 And my smoke ball looks nothing like his. Mine looks like this
Ive followed every step and thats where im stuck.
Any ideas?


texts: so I got a motion capture suit, and when I retarget my animations to my character it clips and weird rotational issues happen. I am aware that this happens but I have been using the Graph editor included with Blender and found that it simplifies the movement and the precise movements I once had have been dulled. The larger bone setup is the imported Mocap data and the sticks are the character's bones. Link to the video so you can see better: https://streamable.com/ddulqd


texts: how do you change material during animation

texts: ok so im making something that has an on-off switch and to start the animation i want the switch to move, go from red to green, and then turn. on, i've gotten the movement down pat, but idk how to get it ti change from red to green.


texts: Blender Python path directory for file output node

texts:
i'm trying to make a little script to change all file outputs node in my compositing scene, relatively to my file output render directory.

For example, if i render something in
/Render/Combined/Combined_####
i want the file outputs nodes to create some folders in
/Render/

So far, i've got this :

import bpy

import os

 # Get absolute path:
filepath = bpy.context.scene.render.filepath
absolutepath = bpy.path.abspath(filepath)

 # set the path for all file output nodes:
for scene in bpy.data.scenes:
    for node in scene.node_tree.nodes:
        if node.type == 'OUTPUT_FILE':
            node.base_path = absolutepath

And it works, but i can't find a way to get to the "superior" directory...
Is someone out here have some answers ? thank you very much !


texts: How to simulate engines spraying a fluid?

texts:
You know an aircraft engine? The gigantic fans on the sides of the aeroplane? Well, there will be seven of those in a circle facing to where the powder comes out and it will spray a liquid onto it.

How should I attempt this, please give examples!

Many thanks


texts: Why doesn't my Custom Pie Menu work after restarting Blender?

texts:
So I would like to create custom pie menus. I have followed the tutorial by Sebastian Kónig that seems quite popular... but it's as if he leaves out the portion that tells you how to save it and have it work when you restart Blender.
Being an artist and total non-coder I'm not even sure where to start figuring out why it's not working after a restart.
Could someone please explain to me what I need to do to make this work? or perhaps point me to the section of the manual that covers this?
here is the tutorial I followed...   https://vimeo.com/103321600
do I need to check Register? this seems to be greyed out sometimes.. but not others.
Do I need to save the script in a specific location?
Any help would be greatly appreciated :)
cheers

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Beddalls Pie Menu"
    bl_idname = "mesh.beddallpie"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        pie.operator_enum("mesh.select_mode", "type")
        pie.operator("mesh.noise")
        pie.operator("mesh.vertices_smooth")
        pie.operator("transform.vertex_random")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS", shift=True, ctrl=True).properties.name="mesh.beddallpie"

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

I originally didn't include the code as the code works... what doesn't work is having it available once i restart Blender. Everything works fine until i restart... then it's like the script never existed. I'm missing the knowledge that will make the script still work when I restart Blender, and for a non-coder this info seems rather elusive.


texts: "Follow Track" motion tracking constraint depth to empty

texts: I've created a track and am trying to use that to position an object in my scene using the Follow Track constraint. I've created an Empty to use as a depth object, but when I try and use it in the constraint, it isn't listed but other objects are. Is there some reason why empties aren't able to be used as a depth object?


texts: Output render looks grainy and pixely even though samples are high

texts: The samples in the rendered picture are set to 12, I tried setting them to 20 and it made no difference. I don't understand why, but this is the only object in my scene that has this weird lighting (the actual room itself).


texts:
I have used displacement to create a map (based on a heighmap)
Now I would like to add golden topographic line.
I succeed to have :

either a white map
either a full golden map
But I would like both.
Is that doable ?

Please find attached an image of my situation

Edit
Thank you very much Carlo. I have been able to reproduce your work. only a small issue remains : The lignes does not have always the same thickness. On valley, the lignes sometimes are as large as the floor. I added an image in my main post for explanation


texts: I'm learning Blender Python and trying a few one-liners in the console in the scripting layout. You can imagine that it would be really handy to be able to undo one line of command in the console, because obviously I'm going to often end up executing commands I don't mean to. BUT, when I press Cmd + Z (I'm on Mac), it undoes all the commands I've inputed into the console since I opened Blender. That's weird to me. How do I undo only the last command I input in the console?


texts: Is there a way to set the radius of an edge loop exactly by typing in a number somewhere?

texts: New to blender. I am trying to adjust the radius (or diameter) of various edge loops on a cylinder. I know that I can do this via selecting the edge loop and using keyboard shortcut S. But is there a way to display the radius of an edge loop in a toolbar so I can just punch in a number and have it be the exact radius or diameter that I want?


texts: So I wanted to download the blender add-on sapling, but I can't figure out how to download it. I would really appreciate if someone could clarify how to download the add-on.


texts: Apply a pattern of objects to the outside of some other geometry

texts:
I have a pattern of objects I intend to represent in Blender as cameras (so I can simulate viewpoints from where the objects would be).  The pattern is defined by angular offsets around a circle, i.e. one at 0 degrees, one at 20 degrees, one spaced 100 degrees after that, another 120 degrees after that.

Over time, this pattern is going to need to be placed on several different imported geometries (probably from STL files).  All of them are going to be some kind of solid-of-revolution (cylindrical or conical or some tapered round body).

I would like to able to

Define the pattern such that I could change the angular offsets between the pattern elements if needed
Define a plane through this geometry where the pattern should lie
Define what direction the pattern starts from (i.e. the 0-degree line)
Have the pattern conform to the surface of the imported geometry

Is there a method of doing this?

I'm inexperienced enough with Blender that I'm not totally sure how to phrase my question, so help with that would also be appreciated.


texts:
For some reason Blender 2.8 creates bones with Y axis going vertical (up-down) and Z axis going horizontal (front-back). I need to align bone axis to global axis, where Z is up-down and Y is front-back (as seen at picture). How can I do so?

I'm trying to follow this guy's tutorial, but for some reason when he creates bones they have correct axis placement bu default, and my blender swaps Y and Z axis.


texts: Sapling tree to a mesh and follow the treeArm Animation like the leaves?

texts: The tree is a curve and has a windSway modifier. The leaves is a mesh and has a windSway modifier. How I convert the tree to a mesh and make it to follow treeArm & animation like the leaves?


texts: Have letters slide along pane then fall into a bucket

texts:
I'd like to create an animation where several words moves along an edge (hard surface).  When the letters get to the end of the edge, each letter then falls into a containers.  The container then shakes and outputs a new word.

I can make the individual letters move along the edge, but when I apply gravity "Active" in the Physics section, it behaves not as expected.

Any samples out there I can review?

Thank you,


texts:
I have removed a face inside one of my meshes, and now I'm trying to create a new one but based on 2 vertices from another mesh. In my tutorial it fills if with "F" key and creates new "quad", but at me it fills whole all area, not just 4 vertices.
May be the reason is that I have a newer Blender version 2.81 while tut version is 2.79(smth). So I can't get a new fill with quad (pictures added). What am I doing wrong or not getting here? Thank you in advance.

Fc.jpg


texts:
I'm getting black artifacts in my renders. It looks like black pepper.

I've already re-calculated the normals (they were already facing in the right direction, anyway). You can see the artifacts on the door and the awning:

I'm using v2.68, but I get the same thing in v2.70.


texts: Wired face after boolean modifier that make the faces impossible to texture

texts:
I am trying to apply texture to these faces on my model, but the texture is messed up as shown in the image because of the wired face I get after I used the boolean modifier.

I want the brick texture on nicely without any wired stretch or rotation.


texts: Material disappears when applied to part of the object

texts: When I make the material and I choose a part of the project to give the material to it disappears. See the video. What is the solution?


texts: how do i save my selfmade favorit color ramp gradient in node editor?

texts:
i have created some cool favorite color gradients in the node editor.
 i want to save all of these so i can use them again later , also for use in other projects , but where is the save button ?
 on the picture you can see the gradient color , but there is no save button near around it .
how do i do this ?

to be more specific , in one project i want to be able to choose from hundreds of cool gradients that i have created in blender and have saved these , for later use.
so when i work on a project and i don't like a gradient that i have used , i can go to a list where i have saved my selfmade gradients , and just pick out 1 of them , and than check out a next one , until i find one that i like. just about the same idea how you would do with choosing a right jpg for your texture, you have a folder somewhere , where you saved all your favourite jpgs , where you can choose from and check out which one fits best to your object. image now you can only choose from one JPG texture,  or in the worst case you need to hustle around a lot to try to import a second jpg etc etc .  that is how i feel now with the gradient question . there should be a save and load button somewhere to enjoy working with gradients on your object , just like you would enjoy cool JPG textures on your object. it seems no problem to choose from thousands of cool jpgs. just by one click , and keep going searching until you find your best one that fits here on your object.  if i can't save my cool self made gradients , i have no other choice then wait for an update for this , hopefully soon , maybe did i miss here something , but i have seen no option to load and save cool selfmade gradients. anyone ?

this question has been marked as a double, but it is different in my opinion.
Can I make a custom node from a group and have that available in other projects?
that was the other question that has been compared to my question. it is different , because i am not asking for a node combination to save it and use it elsewhere.
my question is how to save a specific part inside the node it self. how to save a favorite selfmade gradient collor ramp. and have these gradients saved in a folder with maybe 50 other different color combinations. that is not the same like how to make a custom node from a group.  because i don't want to make a new node for every color change that i wil make. so there is the difference. so far i only see answer where i can change my gradient when i create new nodes , but this is not gonna be a good solution .  imagine you have to create a new node for every jpg texture that you will import ? i mean in a situation when you scroll through your list ofjpgs and want to test all of them to pick out the best texture. it is easy and quick , with just a click , and the same workaround should be for changing a rollorramp, and go through your list of gradients , where you can choose your favourites to see if it fits your object in your project.  that is not the same thing as creating custom nodes to use in other projects question .
blender has been around for a long time now , it should be there. it is so standard for an app working with gradients.

i am afraid blender is still in the stoneage regards to some specific simple basic functions that should be already updated long time ago .
lets just hope, it will happen someday.
but if i missed something , and someone can point me to an answer i would be happy to hear it .

i am not looking for a complete node combination export , like the other question. and than re-use ,  for each tiny color change that i make,

i need to create a list in a folder next to my jpg texture folders, where i can keep all my favorite gradient colorramp patches and choose them as easy as i choose a new jpg texture.

i guess the answer is No , but it should be yes . anyone agree ?


texts: How to change Chain Lenght in Inverse Kinematics?

texts:
I'm new in Blender. I have a character and I have some problem with his leg. Chain Lenght is 2 in left leg but it's 0 in right leg. I wanted to change it for 2, but my character fell apart.
I watched a video tutorials and I did everything like the video. His left leg works properly, but his right leg does not move properly.

bones in the basic position

left leg in motion

right leg in motion If I move this leg, the whole character moves badly. I think the fail is in chain lenght but I can't fix it. What should I do?

Sorry for my english. :)


texts: Full render in one tile - solution for lack of memory?

texts: I created super complicated scene using 8gb out of 6gb of vram. On the way of trying to reduce memory usage I saw many times my gpu rendering only one tile, with all samples, and skipping rest of the tiles with message at the end "out of memory". Right now it hit me that I can set a tile to a size of full render. It would probably render quicker with 256 by 256 tiles. It just finished... and looks normal. Has anyone done it before? Or is it a common technique only I didn't know? What are the cons? Does it differ from properly rendered tiles?


texts: I am new to Blender. How can I apply some material included in a node-pack library?


texts: How to copy/paste rigid-body-constraints in 2.73 rc1?

texts: How do I copy/paste rigid-body constraints in 2.73 rc1? (I Have a lot of objects)


texts: Blender 2.83, Cycles, can't get pointiness to work

texts: Guys I'm in a pickle here - regular scene, cube, uv unwrapped, cycles renderer selected and yet for a love of me I am unable to get pointiness to work.


texts:
I'm new at Blender
As you can see on the image I want to scale only selected bone mesh but they scale all which are connected.


texts:
Is there a way in blender to export vertex coordinates as a numbered list along with a vertex to vertex edge list? I'll show briefly what I'm talking about.

x1 y1 z1
x2 y2 z2
x3 y3 z3

Edge list:

1 2 (edge going from point 1 to 2)
2 3
3 1

Thank you in advance!


texts:
I have a Sci-Fi city model. It's entirely square and therefore very modular.
It has been multiplied many times to give me enough background for a fast dogfight between two craft. To try to disguise the obvious repetition I want to make the lights of each city section a different colour from each other. The emission node of the copied first section is controlling the colour of every duplicated section, however. Adding an emission to each individual section isn't working - the node setup of the original section overrides all the others.
This is where my inexperience is being exposed - but hey, it's why we have help forums!
Naturally, a fix for this one will be splendid!
Many thanks.


texts: Bug where clip speed is faster than all other clips from the same source video

texts:
I believe I am encountering a bug. I took two takes of a video I made and edited the video together using mostly just one of those takes with only soft cuts. The format is AVCHD 1080p30. I also recorded audio on a blue yetti microphone and synced everything up. In the preview screen everything plays as I would expect it to. When I render the video however (Format MPEG-4, codec H.246, audio FLAC) there is one clip right in the middle where the video seems to go at roughly double time the audio. Also the clip plays more frames than I had clipped. It is as if it got the start and end time right, but not the speed of the video. It is only one clip that is affected in this way, and all other clips from the same exact source are unaffected. When I try to put an effect on that particular clip to slow it down suddenly the preview window does think that the clip is faster than it should be and I needed to slow it down to .4 of the original speed, but when I render it it goes back to it's original 2.5 times faster. Can someone help me figure out what is happening? Please let me know if I should be providing more information. I tried to provide what I thought might be relevant but recognize that a lot of things could be causing trouble.

Thank you.


texts: How to interchange 2 vertex position ? I want vertex A to be at vertex B position and vertex B to be at vertex A position

texts:
I need that because I face this situation :

I want the small area between these two overlapping faces to be a hole.


texts: Properties (bpy.props) don't update with keyframes and drivers?

texts:
My properties don't update (with the update function) when animating them using drivers or keyframe.
the value do change in the interface but no update signal is sent!
What am i suppose to do?
Did i missed something?
Is this a known python limitation ?
please don't tell me i need to use a handler to refresh every settings.. :-(


texts: How to zoom in and use the scroll orbiting with a 1mm object?

texts:
I have a 1mm sphere and can't use zoom or scroll to navigate properly, to be clear, at first it was impossible to zoom in, then I change the view port scale to 0.001 and again to 1000, after that I was able to zoom in, but not too close of the object.
The other issue is with the scroll orbiting, when I hold Shift the movement is really slow and without Shift too fast, is really hard to control.
I have some objects in a normal size (about 10cm) and need to work with this to scale, when I changed the view port scale to 1mm I couldn't zoom out to use the bigger object.
I'm using Blender 2.81


texts:
I’m new to blender. Right now I’m working on a music video clip and I made these music notes (simple models) falling from the sky and hit the ground (simple plane). The notes are active rigid body and the floor is passive rigid body. At first it was all working fine and at some point the simulation started making all kinds of problems. Every time I fixed it something else went wrong. Right now the notes are falling way too fast and doesn’t stick to the floor. I tried going back to older versions of the file where the simulation worked and it does the same. I also deleted the cache folder. Before that the notes didn’t even fall, they just stayed put.
What am I missing??
Sorry for the long post!

You can see the test video (when it was working correctly) here: https://youtu.be/639uZKvQy-M


texts: I was trying to follow CGMatter's tutorial of how to make realistic grass (Create Grass Fast Blender Tutorial). So far so good, but now it looks like there is a wind blowing all of the grass to one side. Is there any way to fix this or do I have too many subdivisions? If you have any suggestions, please let me know.


texts: I'm getting an error message when I try to import an .OBJ file that I've generated from another .blend file. I'm pretty new to Blender, and I really don't know what it is that the error message is telling me, or how to fix it. Can you help?


texts: Driver action animates in viewport but not in Eevee or Cycles

texts:
A Python driver I created to make a wheel turn works fine in the viewport but not in Eevee or Cycles.  I then created a new file with a simple driver using only the on-board driver facility.  That renders the driving motion and the driven motion only in the viewport, not in Eevee or Cycles.  I'll attach a .blend file demo.  I've used Blender for several years now for teaching, but I've never used a driver before.
Equipment: Blender 2.82a, Dell G7 with NVIDIA GTX 1660 Ti, 16G Ram.

Any help would be appreciated.  Thanks.

The demo file is here:


texts: Split Object moves independently but renders as one object?

texts:
I have a part that I have split into"loose parts".
When I try to animate it into individual elements it looks like its working, I set the timeline up and lock the location.
When I check the render, all parts move with it to the new keyframe?
How do I get a single item to move independently once rendered?
Note: I do not have proportional editing selected.

Images separated

via Loose parts


texts: How can I select all objects with the box select tool in blender 2.8?

texts:
I entered Edit Mode, and try to use selection box to drag and select multiple objects, but the selection box can only select some surfaces that facing me, the inside surfaces and the surfaces at the back can not be selected.

What am I doing wrong?


texts:
I'm new to Blender and using it to sculpt a character. I have been using Dyntopo for the majority of the mesh up to the point where i got to maybe 1 mio vertices, where I have started to subdivide the mesh using dyntopo whenever needed and switching back to non-dyntopo for saving hardware resource.

Now at 1.5 mio verts I can't use the clay brush anymore (lag) which is pretty much my bread and butter. Dyntopo is disabled and it is not only on high polygon parts of the mesh but also the very low polygon parts, that I now need to work on. Some other tools still work (grab, smooth and even the standard draw).

Are there any suggestions to workflow other than (in my case) cutting off the head, working on it separately and reuniting when done? Tried the Alt-B stuff, sadly not doing anything.

Sorry for long post, glad for any tips and help!

Cheers :)


texts: I am working on a tutorial in Blender where I am trying to model a frosted doughnut, but when I try using proportional editing on a single vertex, I move the whole mesh down. What do I do?


texts: Hovering mouse over something in Blender shows python code, but how does one use it?

texts:
I know the trick of hovering my mouse over the function I want to perform to reveal its corresponding python code, but i'm not sure how to use this code, for example from vse: menu playback>audio scrubbing and which bit to use:

Scene.use_audio_scrub
bpy.data.scenes["Scene"].use_audio_scrub

I have also looked here, but am none the wiser.

I tried placing the code in the console but got the error message:

>>> bpy.data.scenes["Scene"].use_audio_scrub = true
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
NameError: name 'true' is not defined


texts:
I was wondering if there was a way to animate the rotation of a plane to generate the solid of the rotation. This is to create an informative math video on Integration.

So, for example, taking a rectangle and rotating it 360 degrees on the x-axis at the base of the rectangle to 'reveal' by animation that it created a cylinder.

Thanks for any assistance.


texts: How to apply a displacement modifier to one area of an object from an image?

texts:
Say I have a trapezoidal prism (a six-sided object with 4 trapezoidal faces and a rectangular top and bottom) like this one here.

I need to apply a displacement modifier to one trapezoidal face using an image containing the texture/normals, such as this crude example.

In other words, I need to take an image that is the same shape as the face and use it to create the actual 3D texture using a displacement modifier (the resulting object will be 3D printed).

I know how to do this on a simple plane/surface, but I'm running into trouble in this scenario.  The main problems seem to be:

How do I apply the displacement modifier to only one selected face, without affecting the rest of the object, and
When I apply the image, how do I force the image to fit correctly onto the surface, as they have the same proportions but may not be the same size?

Edit: This has been flagged as a possible duplicate of this question.  I did see that question before posting mine, but it did not help me.  It does not cover how to apply displacement modifiers to only one face without altering the object, and does not touch upon the second part of my question at all.


texts:
[I dont know whats going on, I am relatively new to blender although I have used it for a decent amount of time. The problem is that every time I import an OBJ the textures always comes out very glitched looking. I have imported before and this never happened until I recently reinstalled it and now ever OBJ turns out like this...
help?


texts:
I used the Boolean modifier to make a hole in my gun and it looks like a shadery face covering up the hole. It's a bit hard to see and it isn't really a face. The hole i made goes through 3 meshes.

(You need to click on the pic to see the shady face)

Any solution?


texts: Material won't apply to mesh with UV map

texts:
I'm tryning to apply a Texture Image to an object, but it don't work. I unwrapped the object and created the image in the UV/Image Editor. If i try to assign any other simple materials with just color, it won't work either. In the material preview it's showing nicely. As you can see

Thanks!


texts: Help connecting armature and mesh not working

texts:
I started watching the following tutorial Blender Video it was pretty good and easy... or so I thought. For some reason, my computer loses it when it comes to making the armature connect with the mesh. I finally got them to connect (I thought) as the automatic weights edit panel showed up, but for some reason when I go to pose mode and try to move the armature the mesh doesn't move with it. The next step is going into weight paint mode to check all the bones have enough weight in the right spot, but my model is completely blue meaning that the mesh isn't connected at all and when I try to add weight paint, but still did not work. Let me know if there are any solutions as I'm designing this character on a deadline.
Thank you.


texts: Blender cycles glass from sideview not transparent at all

texts:
From top view glass looks like glass but from side view It looks like this:

So, why its not transparent and how I can make it transparent ?


texts: Windows 10, Blender cannot open write save on C:

texts:
I just noticed this recently, I cannot save my blend file.  Cannot open file for writing permission denied.

I have been using Blender for over 5 years and installed it multiple times on multiple computers.  I cannot save on C: drive all of a sudden and I have went into properties on the drive and allowed all permissions.

I can only use blender now as an administrator which is annoying and ridiculous.  I am using windows 10 which it never used to do this before.

All of a sudden, an update or security setting may have done this but I have tried everything--forums, youtube, etc. and nothing fixes this problem.

I know I am not the only one to be having this problem via forums.

This may not be a Blender issue directly but I think your team should look into why this is occurring on multiple computers, I have 3, all around the same time frame-within a week.

This is a Blender windows 10 issue.  I have uninstalled the program, files, and downloaded the installer - like I have multiple times in multiple years - and installed it the same way from the website and it does not fix the problem.

Only Blender is affected - no other programs that I have, photoshop, gimp, paint, etc. ...   Please look into this and thank you.

Matt Mathers


texts:
I've enabled GPU rendering (CUDA) for my GTX 1060 and it's awesome. 3D viewport views render much faster than before. Monitoring my GPU shows it at 60-100% usage while Cycles samples.

However, when rendering still images or animations to file, my GPU usage is flat or at zero as CPU usage spikes.

I'm running blender 2.79b on a win 10 system with one GPU.

Yes, I have the latest driver from Nvdia. (399.07)

Yes, I have gone to the Nvdia control panel and set the OpenGL rendering GPU to my card.

*Update. I seem to have located a bottleneck in GPU usage. Looking at MS Process Explorer, it seems that blender is only using, or only has use for part of the GPU..? I'm uncertain if the types of scenes I create is a factor in creating this bottleneck, or if the problem is a solvable blender config issue.


texts: How can we animate a ball rolling over a path?

texts:
So I have an complex smooth surface.  I created a high resolution path curve and used a Shrink Wrap modifier to make it fit on my surface where I want it.  I apply the shrink wrap.

I can easily make an object move along this path now with a Follow Path constraint.  Great.

But...I would like to animate a ball rolling along this path.  I can't find a constraint or other tool in Blender that allows for this.  If I knew how Python interacts with Blender better (I'm just learning) I would write something using quaternions (I've done this in an iOS physics engine I did a few years back).

Or is there some trick with rigid body simulation to make my ball roll along the constrained path?

What's an animator to do?


texts: Type: Screen bug. Did you now how to fix this error

texts: When i installed blender i started to try to import one model but i depared whit this error.


texts: Why is my Wacom Cintiq Companion eraser not erasing in sculpt mode?

texts: When I switch to sculpt mode and use my eraser with my wacom cintiqu companion, blender version 2.77a will display a red dashed circle inside the drawing brush icon and will not allow erasing. When the 'subtract' brush is activated, it will erase like normal, but not with the eraser. I have not been able to find a solution on the internet yet. If someone could help me, I would much appreciate it!


texts: How to lock object face a certain distance away from another object face?

texts:
I tried searching for this on google but I came up empty. I want to know how to lock the object 2 5 inches away from the corner of object 1? I want it to stay 5 inches away even if I re-scale.

How do I lock "cube 2" 5 inches away from the edge of object 1?

Here is an image of what I want to do:

EDIT:
I want to offset "cube 2" 5 inches away from the bottom right vertex of "cube 1" no matter where "cube 1" is?

This is so if I move or scale "cube 1", "cube 2" would still be offset 5 inches from the bottom right vertex of "cube 1".


texts: Render Passes File Output in Headless Mode

texts:
Here is the blender manual on command line rendering: https://docs.blender.org/manual/en/latest/advanced/command_line/render.html
I am having an issue in blender where blender hangs on rendering in UI mode. I can't even render an image - well I can usually render one image any subsequent attempts hangs blender on initialisation. This is both Eevee and Cycles and happens in most files but not all.
However, blender renders perfectly fine in command line mode.
I am trying to render out a scene with render passes and I have set up a file output in the compositor to render out to OpenEXR. But when I render the animation in the command line, only the composited image is rendered, not the passes. I am wondering (now that I am writing this) do I have to disconnect the image from the composite output?
What is the process for rendering via command line for render passes?


texts: can you use volume for object info in 2.92 geometry nodes

texts: I'm trying to recreate a particle system using geometry nodes. My asteroids all attach to the cube surface not float inside it.


texts:
Like you see in the first photo below the edges rotated in this direction but in the cours im folowing they rotated in the opposive direction (see in photo 2). Could someone help me please.

Photo 1

Photo 2


texts: Blender 2.7 render view badly pixelated but all other views are good/fine/ok

texts:
I am brand new to Blender. I have tried all remedies offered, adjusting resolution, dimensions, etc... but I could get none of them to address the problem:

Render views are very badly pixelated looking, as divided along edges in this cylinder.

But, in Material or Texture view, image quality looks excellent.

Perhaps in my learning curve I had adjusted some obscure parameter which permanently causes this.

If I paste the object into a startup Blender Render, the problem persists.  But, it looks fantastic in other non-render views.  It's a head-scratcher.

Sorry for the repeat, but no remedies worked.


texts: In Blender's built in text editor is there a way to read a built in class or function's docstrings?

texts: I suppose I can just google search the scripting documentation and keep another tab open but can I do this more directly in Blender? Maybe using the python console or directly in the text editor? I also installed the Code Autocomplete addon but I am not sure if it does what I want.


texts: Automatic weights don't seem to work properly on the mirrored side of my model

texts:
I seem to have the same issue as Automatic Weights Different on one side than the other
which doesn't seem to have a solution.

I've tried removing and reapplying the automatic weights on both sides and consistently the Right (mirrored) side doesn't add the weights properly while the Left (original) side does.

here's a gif showing the hind legs of the model on both sides

Is there a solution to this bug yet? (assuming that it is a bug of some sort)
I'm using 2.79, I think it has something to do with the mirroring process or the bone roll but I really can't say for sure.

If i have to manually assign weights to the meshes is there any way to make the them act the same on both sides?


texts: "Duplicate bone name found (‘none’). Each bone must have a unique name" error for Unreal Engine 3

texts:
I am experiencing a bizarre problem as I export my anims to Unreal Engine 3.

For some reason when my friend import the anims and export it with older version of blender, it works.

Anybody have any idea regards this problem?

My Hypothesis is that it has something to do with blender 2.8's FBX exporter


texts: Method to animate a stroke along a curve

texts: I am trying to create an effect like the moving map in Indiana Jones or the trace of a CRT oscilloscope.   I would like to set up a few curves and have a stroke appear along the curve at a constant rate relative to the length of the curve.  If I could lock an object to the head of the curve that would be optimal.


texts: How can i texture wihout applying mirror?

texts:
On my mesh i have serial number 0 to 10 and i have mirror it. Other side its starting from 0 but texture is flip.

I tried the Flip U and Flip V option but for me did not work. Without applying mirror modifier i want to achieve the right hand result. Any suggestion or help. Thanks


texts: How to pose a rigged model in Blender 2.72

texts:
Hi I'm new to Blender and I am having problems with a rig I downloaded online. When I import the Blender file I get a static pose and when I attempt to move it nothing happens. I have Rigify and Auto Run Python Scripts running. Do I need to update to the latest Blender version, or should I manually rig the model myself? Any help would be appreciated.

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texts: Sverchok: Adding FreeCAD Dependency on Mac

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I'm adding the Extra Nodes in Sverchok, but can't get FreeCAD connected.
It seems to want to connect to a FreeCAD library in a folder, but the only option I could find on the FreeCAD site was to download a compiled app.
I tried setting the path to the bin folder inside the app – /Applications/FreeCAD.app/Contents/Resources/bin/ – but it still reports "FreeCAD package is not available".
Do I need to connect to a specific file in the bin? Here's a screenshot of the contents:

I've gone through the Dependencies documentation on the Sverchok Github pages, but they don't offer a Mac-specific solution, and the Linux solution errors out because it can't find and run "apt".
Any suggestions or solutions would be appreciated. Thanks!


texts: Is there any way to make an object pulse to sound? I want to make my camera pulse to the beat of some music WITHOUT ANIMATION.


texts: Export model to Unity with Animation : Fix pose

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I have a pistol model with animations, it is by a constraint (child of) attached to the hand of a character. When I export the pistol as fbx and import it in Unity, the position for animations is off (not 0,0,0) because it is attached to the characters hand:

Then in Unity it looks like this:

But I want to have it located at the origin (0,0,0).
When I reset the postion and rotation to 0,0,0 before I export as fbx, everything is fine, I have a pose for this in my pose libary. But it'sa bit of a hassle to do this each time I export.
Is there a better solution?


texts: How to producing soft transitions with custom color ramp?

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I’m trying to produce my own color ramp node and went all the way, but my node isn’t capable of having soft transition between colors, any ideas of how to implement that? It also can’t do alpha, but that’s not so much my concern.

I think applying a standard color ramp is necessary, but I don't know the tricks.


texts: I'm trying to rotate my object but no matter which ring I click and drag, it only rotates in the Z axis. I've tried uninstalling and reinstalling Blender, and that doesn't work.


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I am working on a stylized low poly cat for a Unity game and am having a difficult time finding suitable topology for the legs or knowing if I am on the right track.

How can I achieve good edge flow for the shoulders/hips to prevent any strange deformations?

Here is the stage I am at:

Low Poly with no modifiers

With Subsurface modifier

Does this look suitable for a low poly character for animation purposes?

I feel like there needs to be better edge loops starting from the shoulders but I want to avoid unnecessary topology by making more loop cuts.


texts: I have a project with multiple video files that I want to pack for a render farm how should I do this?

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I have a project with over a dozen video files in it.  Now I know how to pack regular images into the into the .blend file, but it seems not to want to work so well with video.

How would I go about preparing this project for upload to sheep-it render farm so that I can get the end result in something less than the 42 DAYS it will take my machine to complete it?

The video files are all in their own folder and they are inserted into the node system as a regular image file would be.

This is the first time I have attempted to do something of this nature, so explicit instructions would be appreciated.


texts: Why do these two have different shading?

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This is weird. Why do these two have different shading, despite having very similar geometry? I thought the problem was the shading mode (one is smooth, one is flat), but when I enable shading smooth on the left shape, its shading remains unchanged. So, what's the problem?

Here's my Blend File.


texts: Fire not showing up in final render (Blender Internal)

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Using Blender Render. My simulation works fine in view port.I have tried setting up the textures as people have said but it doesn't help I got one with just smoke working but the one that needs fire doesn't.
blend file


texts: Textures appearing different in Edit and Object mode

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I have never created a texture before, so I'm learning as I go. I created a texture map to edit in Photoshop, and for the most part, it's looking pretty good while I'm in Edit mode.

A few things are on the wrong sides (like the trace of white on the back leg) but that can be easily fixed.

When I go into object mode, however, the texture looks quite different:

The rabbit's chest is no longer white, and it has strange bands appearing here and there.

What am I doing wrong?

Also, is there a way to mirror textures from one side to the other in Blender instead of trying to guesstimate in Photoshop?

Thanks!

Here's my .blend, in case that will help diagnose:
http://www.pasteall.org/blend/29307


texts: Blender is not rendering an HDRI properly

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I recently upgraded from blender 2.81 to 2.82a, and I've immediately noticed a problem. Blender is not rendering HDRI images like it used to. You used to be able to plug an HDRI image into the background node, and into the world output. However when I do this now, in Eevee or Cycles, it renders what can be described as "as solid color" version of the HDRI instead of the actual HDRI image.

Here are some images to show as examples, each has a difernt HDRI, one is in Eevee, one is in Cycles. Is this a new "feature" of 2.82 or is this a bug? Thanks.