texts: Boolean doesn't affect my object and i don't understand why

texts:
I'm doing this tutorial:

https://www.youtube.com/watch?time_continue=307&v=WxMwa0njGSM

and by 5:11 min you can see, that the guy makes a cylinder to cut a part out from the anvil. I understand how to use boolean. I have to choose the anvil, then add boolean modifier and pick the cylinder object to make the move. I did everything just the same way as the guy, but as you can see on the attached picture my cylinder doesn't affect the anvil as on the tutorial. When I change the viewport to wireframe it seems good, but when I apply the modifier and I change the viewport again to solid, it's a full anvil again. I tried the method on an other layer with a square and an uv sphere and its works fine. When I copy the anvil to the other layer the problem is the same again. I tied to relaunch blender but nothing.

My blender version: v2.79


texts: Snap one (active) vertex in a selected curve + move all vertices in curve by snap amount?

texts:
I have four vertices arranged in a curve. Is it possible to snap just one point in the selected curve (e.g. the backmost one) to some vertex on another mesh and automatically translate all the other vertices in the curve by the same XYZ distance? For instance, in the image, I would like to snap the selected vertex to the nearest one on the gray mesh (X-ray mode is on), and also translate the 3 vertices on the same edge-loop by the same distance. Thanks!
PS Since I just experimented with it: I would like the active vertex to snap and the rest to translate. My test seemed to snap the middle vertex in the curve instead.
PPS Seems by default, the vertex nearest the snap destination will snap. I wonder if there's a more intuitive way to control this.


texts: Where is the option for grease pencil convert to curve 2.78a

texts: I have drawn a few lines holding the D key. Now I want to convert it to a path or a curve but I can't find these options in the properties panel (N). Where are these options in Blender 2.78a?


texts: flat grassshader, like in Dauntless, Fortnite, the Witness, Zelda:botw

texts:
I am trying to get grass that look like the one in Dauntless - Fortnite - the Witness - Zelda:botw and many other stylized games. It is flatshaded, but cast no shadows and recieves shadows from other objects. And it also gets brighter when the light shines from above.

Here are some examples:

from the Indiegame woodbound (gif)

from the Witness

I managed to reproduce it in Blender internal render:
No texture, only planes, lightsource is a sunlamp.
The Vertexnormals of the planes are looking straight up (blend4web addon helped me there).

In Cycles I tried mixing up a diffuse + translucent shader, edited the vertexnormals aswell, but it doesnt get the flatshaded look.

It only looks good, when all the planes face the same direction, or the light source is mainly hitting the Front. If the camera is looking at the plane at an angel, the color gets darker. If the camera looks at the backside of a plane its dark.

I searched the web for a view weeks now, the only thing that helped (and let me recreate this effect in blender-internal) was, to let the vertex-normals of the plane face straight up.

Maybe you guys have some Ideas for this stylized shader in Cycles :)


texts: I want to know if there is a way to remove a smaller cube from a larger cube I subdivided. I removed the faces of the corner cube, but this reveals the inside. Is there a way to make the cube not hollow? So I could remove the outside faces and still not be able to see the inside? Thanks


texts: How do I "show" my UV Map after loading a new image?

texts:
I've had this happen to me several times. I'm using the UV Map tech perfectly fine. Then I need to load another image. I load the new image, and now my UV Map overlay disappears and the new image is in its place with no mesh.

I've looked all over the web, and I can't find the command to go back to the mesh overlay of my UV Map within the UV Map window.

Help!


texts: I have an animated armature found in the .blend file found here where I want to set the rest position to T pose so I can parent a T pose easily with it. How this can be done?


texts: Why are my soft body objects doing this?[Blender 2.8]

texts:
so basiccally, I want to recreate some things I made in v2.79 and can't. Now when I attempt soft body physics they always end up like this.

Here's the blend file if you need it:

The image and file are following a tutorial on this link https://www.youtube.com/watch?v=LeO5eOunzeQ&t=85s and I did everything from scratch the same as them.

Either the default settings are different for whatever reason, or blender 2.8 has changed something I don't understand.


texts: how to differentiate different parts of a same object

texts: I am relatively new to blender. I am making a game in which a guy collects 4 different books and places it in the corresponding shelf in a cupboard. (The cupboard and the shelf are extruded from a single cube). I have no problem in identifying and picking up the book. But how do I put it in the corresponding shelf? Since all are extruded from the same cube, its not possible to assign different properties.


texts:
I'm sorry if that's an obvious question (it probably is) but I'm new to blender and I couldn't find a solution to my problem so far. What I'm trying to achieve is
divide a cube into two unregular objects so that they fit (see the image). Normally I would use the CTRL+R tool, but it only works with straight lines. How can I do it, then?


texts: Rigify on a Frankenstein Rig Not Working

texts:
[Previous Question; I would still like advice please]
I made a humanoid mesh but it's body doesn't line up (at all) with the basic humanoid rig found in Rigify. Instead of using Rigify I built the bone structure myself and then used that for animations, but Rigify seems like a better option.
Unfortunately when I went into Object Data Properties and clicked 'metarig' I received errors such as [spine004]. After looking up that issue it seemed my rig is just too different to use with Rigify. I selected each bone and tried to assign it a rig individually and still couldn't access the the loopy lines that surround the mesh that means it worked. So I tried to go into the Object Data Properties and clicked 'metarig' one more time. This time I didn't receive an error.
But also seems like... Nothing happened. Did it work? How do I access that cool loopy-line thing that animators use to make fighting poses?
[Update]
I tried the advice given, which was to align the standard rig to the model and then attach it with the intention of deleting unnecessary bones afterwards. But when I pressed 'Generate Rig' under the Rigify button only a tiny green copy of the face bones was present at the bottom of the mesh. Why did this happen and how can I fix it?


texts: Blender and OCIO - Texture bug or what I do wrong?

texts:
my first question here is rather technical.
Because of my interest in color management and ACES I am writing articles on my website about this topic. For 3D related tests I am using Blender.

So I am working in Blender with the OCIO environment variable set.

I checked the following what is best seen on screenshots and would like to know what I do wrong or there is a bug.

I marked the important areas on the screenshots from the Blender Compositor (which seems to work fine) and the Shading/ImageViewer which seems to ignore a part of the colorspace transform or clamp values as long as the texture is not a EXR file.

Thanks


texts:
I have several scenes in strips in the VSE. When I use the VSE to render I get the results I want but I cannot see the frames as they are rendering the same way I do when I render directly from the scenes themselves (not the VSE scene where all the clips are brought together). They only appear after the frame is completely rendered.

Is there any way to render everything from the VSE and see the progress as it renders in the Image Viewer like you do in a single scene?

Hope this makes sense - thanks!


texts: In BGE, how do I move an object up with a motion actuator for a few seconds then bring the object back to its original area

texts: I am making a game in which if you press e the character will lift up their shield to block an object. I am using a cube to detect objects so when i press e I want the cube to move up to avoid hitting with an obstacle, giving the illusion that you have blocked the obstacle with your shield. When I use the motion actuator it moves up fine but it just wont move back down automatically to receive another obstacle ahead. Thank you for any feedback.


texts: How to prevent meshes from passing through each other?

texts: I'm trying two put a guitar in animated rigid body's hands with armature, but there's a problem - a guitar is just gone through rigid body. How to prevent this?


texts: How to render NLA strips into an animation/video file

texts:
I am a newbie-newbie in Blender, but I have managed to compile Mixamo rigged files into NLA strips. I would like to render these strips into a video file, and I was following this tutorial
How to render an animation as video in Blender?
However, when I rendered the animation, only a small portion of my character's body would render. When I went to the Render tab at the top menu, nothing appears in view. I also tried to set the render boundary, but nothing happens - though I'm not sure I'm doing it correctly.


texts: How to prevent Blender randomly flipping textures assigned to a face of a cube

texts:
I'm encountering a problem that Blender sometimes flips a texture assigned to a face of a cube.  The screenshot below illustrates the issue:

The texture "castlewallside1a" has been assigned to both of the visible faces of the cube.  This texture includes a grass strip, which is supposed to be at the bottom (as seen in the preview).  The screenshot shows that it's been correctly assigned to the face on the left, but is inverted when assigned to the face on the right.  Both assignments were done the same way: select the face; unwrap it; select and assign the texture.  The cube itself is aligned normally (the barely visible face at the top is the top of the cube).
I've tried inverting the cube before assigning the texture, but this does not help.  The only workaround I've found is to create a second texture that's already flipped and assign it to the second face.  While this does work, it doubles the number of textures and should not be necessary.
Is there a way to prevent this from happening?  Also, is there a way to manually rotate the texture after application?  Rotating the face is not a solution, as this twists the cube into a knot.


texts: Change material of object by using python

texts:
I want select a material, which already is define, of en object by using script.

How can I do that?

Example: This works but make everytime a new material. (Material.001, Material.002, ect..)

#******Material******
bpy.ops.object.select_all(action='DESELECT')
object = bpy.data.objects['Cube']

mat = bpy.data.materials.new("Material")
print (mat)
me = object.data
me.materials.append(mat)


texts: How do you make a cluster of cubes explode?

texts: How can you make a bunch of objects explode? I don't mean fracture, I just mean shoot off in random directions. I want to know how to do this for a rigid body simulation. So how can this be accomplished?


texts: How can I rig multiple identical legs efficiently?

texts:
I need to rig a robot with 6 identical and symmetrical limbs. Is there some a more efficient way of accomplishing this than going through the trouble of going in and setting all the vertex groups individually? Ideally I'd rig one limb, then duplicate that to the other 5 limbs.

(Furthermore, I can't seem to get the bones to rotate properly as there is no Manipulate center points option in edit mode, so those angles seem to be off as well, which should end up falling out of whatever better method is here.)

Here is a link to the blend file:


texts: Creating a point at two intersecting lines

texts: I need a way to create a vertex on each line where the lines intersect(inside the red circles). The vertexes should not be free-floating. How would I do this?


texts: i was following a tutorial about texture painting, and i can't seem to find the Image paint in the Image list ( UV/Image Editor ) in blender 2.7, did they remove the option or put it in another place ?


texts: Why won't my animation render as a video?

texts: I downloaded a template from youtube and used that. I only changed the text and I didn't mess with the resolution, settings, or anything else. I selected Animation under the render tab and let it go through the cycle and it took over night! Once it was finally completed, guess what? IT DID NOTHING! It gave me a black screen and then when I opened the downloads and played the video, it like a .5 second clip of a single picture. What's going on? Why won't it render like it is supposed to? Did I mess something up? The clip is only about 20 seconds long and I left the settings for render in Cycle Render. I really need this to work. PLEASE HELP!


texts: When exactly __init__() of bpy.types.Panel subclass must be executed?

texts: I'm getting it run every time I hover a mouse over the button. Isn't it a bug? I thought it must be executed just once on addon activation.


texts:
I am here in blender trying to Paint this selected side with the texture i made. I am completely new to this. Can someone explain to me how to do this ? I want to color to be saved with the .fbx, not separately or anything complicated. Just paint this side with this texture. Please guide me.

I have selected texture003 on the left panel. What else i am supposed to do ? I am lost here.


texts: The animation of the tank’s caterpillars, when you go through the animation, the caterpillars collapse, why?

texts: I decided to make an animation of the tank’s tracks, the model of the tank is complex and the tracks are also complex. After a large number of attempts to set up the correct physics, nothing happens and everything collapses when the animation starts.


texts: help me out pls. I did a bevel and trying to add edges between vertex that is not connected to keep right shape of polygons, but i see this strange thinks and i am pritty sure that something went wrong. I choose 2 vertex and press F button, where am i wrong? Thx


texts: How to rotate object around another with rigid body constraint in BGE?

texts:
I want to use rigid body constraint to rotate the camera around a cube accordingly to the angular velocity of the cube(all of that in the BGE).

1)Is it necessary for both objects to be rigid? For one? For none?

2)From this question I understood that what I want is a slider constraint but I want the camera to be affected by the rotation of the cube and the cube to be unaffected by anything the camera does.If it is possible how do I fill the empty boxes in the constraint and does it matter which object will "own" the constraint?

3)Any good video tutorial for that purpose(the pivot) will be appreciated.


texts: Animation Nodes: Problem with script node

texts:
When I enter a simple opperation in the text part of the script node it doesn't work. The result doesn't change like you see in my pictures. However I try to follow instructions from tutorials.

I don't understand that what I did wrong.?


texts:
I am trying to use a font called DIN Medium, which is a Postscript font, in Blender.

However, when I browse, I cannot see the font listed in the folder:

Are my eyes failing me, or are some font formats not supported in Blender?
I couldn't find any info on this online when I searched.


texts: Objects disappear when I open object mode or export file

texts:
When I go into Object mode, everything disappears, I did not accidentally press H or something as I can consistently go back and forth and I can have everything visible, open object mode and everything is gone.
Not everything disappears; there are tiny specks left over. I have tried toggling visibility, changing material, and exporting the file as a 3d model. When it exports, and I open the file, and it is blank.
The only way I can make them come back is if I control click the green triangles next to each item, but when I do this it still exports a blank file when I try to save it.
edit: here are some photos

here is the model after I press objects mode
and here is the file it exports

I tried pressing / like someone said but it did not work


texts: Blender reverses X-axis when exporting Z-forward

texts: When I export object as it is - in Right handed system, everything exports fine. When I try to export to use object in Left handed system, I set Z-forward when exporting and now interesting things happen. It flips Z axis as would every sane person expect, however it also flips X-axis.


texts: How do i turn multiple of the same object into instances?

texts: I have need to render a scene but have been running into trouble because it would run out of memory. The scene has a lot of leaves (999 to be specific) and they are all identical. How would i turn all of these leaves into a instance of one leaf to save memory and computing power? (All of the leaves are separate objects and already exist in the scene and i do not want them to move)


texts:
First post here trying to determine how to solve a problem related to a driver not updating.
I know there are other answers here regarding such a need (e.g. one indicating that
driver.expression += " "
driver.expression = driver.expression[:1]

is the way to go) but I can't understand how to use it.
I'm not a programmer, or at least I never studied object programming languages such as Python etc., and what I did is the result of trying to understand how the API work and applying them to snippets that I found here and there and modified.

I attached the blend file, which has two texts inside: the CALDIM Interface basically is used to create a subpanel into the N panel in the 3D view, with some basic quotes used to modify the shutter shape, while the CALDIM is determining, for each of the possible 6 arms connecting the automation to the shutter, what's the position of the front hinge based on the calculated intersection between the guide center and a sphere of the same diameter of the distance between the arm rotation center and the hinge fixing position (tried to use constraints and armatures but couldn't solve it precisely enough...). For each of the arms (ND1 .. to ND7), the coordinates are assigned to an empty (Attacco ND1 .. Attacco ND7), to which the arm is constrained (Track To). A set of booleans provides arm's visibility.
Now the problem is, whenever I am changing one of the quotes that change on the Y axis the relative distance between the guide and the arm (Misura 1, Misura 4, Misura E), the position of the above mentioned empty (Attacco XX) never changes except if I am e.g. modifying the scene current frame from 1 to 2 or I update the driver's dependencies.
Is there any way to make these dependecies auto-update upon any quote change?
Thanks to anyone which will help.


texts:
First time post here! So when I am doing my rigging and switch view to b-bone
it suddenly become huge and block like the in the image.

Anyone know what's wrong?

It is fine in octahedral though...

Thanks!


texts: I'm trying to add a 'distorted' effect to a model.  Are there any tools that can make this a more easy process?  Pictures with the effect I'm going for below.


texts: How would you make a toon glass shader in Cycles?

texts:
I saw plenty of Eevee toon shaders (and let's be fair, Eevee is just better for toon shading), but how would you go about making a Cycles Toon Glass Shader? I tried making something that I'm linking below, but it just doesn't look as good.
I found a shader test video here that uses Cycles (you can tell from the thumbnail). The shader looks awesome.

How would you recreate the shader from the video, or do you have any solutions for Toon Glass in Cycles yourselves?


texts: I am currently making a project using blend4web, I am quite new to this plugin so please help me out. Upon exporting my project the plugin seem to generate a loading screen with b4w logo, is it possible to change this loading screen?


texts: So how would I script something that basically duplicated an object and took the last boolean modifier and reversed it while keeping the original modifier order? For example difference to intersect and vice versa?


texts:
I am making a video clip with my friend. To add a special effect, i would want to track our hands. But Blender can't keep track of the hands. Maybe wearing gloves could help? Is there a way to track hands without having Blender stop at each 3 frames?
EDIT: I just need a 2d track with hands only.


texts:
I am trying to render image with 7680x4320 resolution using 2000 samples.
In rendering processing I can see all view as I set in camera.
After the render is done, blender is cuting top side of image.
I made simple compositing for denoise and I added ss for it.
When render is done I saw a message about compositing, then I lost the top part of the rendered image.


texts: How to bind a series of commands to a custom hotkey (scripted macro)?

texts:
How would I go about creating a hotkey that would operate as follows?:

With an object selected in the modeling viewport:
Press Shift + D (this would be the custom shortcut to trigger what follows ,not the default 'duplicate' command)
Selected Object gets a catmull-clark subdiv modifier added with default settings bpy.ops.object.modifier_add(type='SUBSURF')
Subdivision modifier gets applied to mesh (bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Subdivision")

?

I am new to Blender as of 2.8 and am interested in customizing the UI to make it more like the software packages I am coming from (Maya and Modo). At the moment I am interested in understanding how to consolidate multiple commands into a single operation that can be bound to a hotkey. I figured this would be a simple enough one to start with. I have some limited python experience from Maya and have been looking at the API but I have been having difficulty understanding how it all works. I understand I would likely need a hotkey .py file to bind the operation to a key and an operator .py file to define the operations and possibly to include the commands. How would I get this working?

I tried a hotkey file in startup that looked like this:

import bpy
import os

    km = kc.keymaps.new('Window', space_type='EMPTY',     region_type='WINDOW', modal=False)
    Global_Keys()

    kmi = km.keymap_items.new('mesh.testSubdivide', 'D', 'PRESS', shift=True)

With an operator .py file that looked like this:

class testSubdivide(bpy.types.Operator):
    bl_idname = "mesh.testSubdivide"
    bl_label = "testSubdivide"
    bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):
    bpy.ops.object.modifier_add(type='SUBSURF')
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Subdivision")
    return {'FINISHED'}

I know this is wrong...but i'm blocked. How would I do this?


texts:
I'm trying to model this medieval wall sconce, in particular this vertical strap component:

So far I have a 3D Bezier curve with depth and extrude applied:

I have added a second Bezier curve with which I intend to taper the strap:

I select the main strap object and assign the taper object to be the second curve:

I cannot seem to adjust the taper curve in such a way as to achieve the desired effect.

Is this a good approach for this situation and if so, what can I do to get a proper taper on the strap? Are there other, "better" methods for this effect?


texts: I am trying to do a simulation in blender in order to place some objects on a ground. During baking or simulation in real time everything is super slow (less then 1 fps) but CPU usage (6700K i7) is only ca. 30%. GPU 0%. I guess all simulations are calculated by CPU but why Bleder does not use it at 100%?


texts: Python: Selecting vertices and separating them into new object

texts:
I have a mesh with millions of densely packed vertices, and I what I want to do is be able to bisect them into separate objects. What I struggle with is selecting the vertices I want to be separated from the original mesh.

Trying with the solution given to this question gives me odd results, with either selected vertices not being within the given coordinates or selecting no vertices at all. Naturally, when I then separate the selected vertices I only separate the ones still selected from when I bisected the original object.

What am I missing here? Is there another way of selecting vertices that works better with my intentions or have I just slipped somewhere and can't see it myself?

This is the current structure of my code:

# centers the median point to center of mesh
def CenterMedianPoint():
    filepath = bpy.path.abspath("//space_view3d_move_origin.py")
    exec(compile(open(filepath).read(), filepath, 'exec'))

# deselects all objects
def DeselectObjects():
    for obj in bpy.data.objects:
        obj.select = False

# bisects object based on coordinates and direction
def BisectObject(coX, coY, coZ, noX, noY, noZ):
    bpy.ops.mesh.bisect(plane_co=(coX, coY, coZ), plane_no=(noX, noY, noZ))

# get the dimensions of active object
dimensionX, dimensionY, dimensionZ = bpy.context.active_object.dimensions

# calculate dimensions and cell structure
cutObjectDimensionX = dimensionX / 5
cutObjectDimensionY = dimensionY / 5
cutObjectDimensionZ = dimensionZ / 5
objectStartX = (dimensionX * (-1)) / 2
objectStartY = (dimensionY * (-1)) / 2
objectStartZ = (dimensionZ * (-1)) / 2
objectEndX = dimensionX / 2
objectEndY = dimensionY / 2
objectEndZ = dimensionZ / 2

cellCount = 1
parentCellCount = 1

# first cut iteration
for i in range(0, 4):
    # selects object, enters EDIT mode and centers median point for easier coordinate calculation
    bpy.context.scene.objects.active = bpy.data.objects['objectToBisect']
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action='TOGGLE')
    CenterMedianPoint()
    # bisects objcet and selects bisected vertices
    BisectObject(0, (cutObjectDimensionZ-(cutObjectDimensionZ*i)), 0, 0, 1, 0)
    SelectVerticesInBound(bpy.data.objects['objectToBisect'], Vector((objectStartX, (cutObjectDimensionY-(cutObjectDimensionY*i)), objectStartZ)), Vector((objectEndX, objectEndY, objectEndZ)))
    # separates selected vertices into new object
    bpy.ops.mesh.separate(type='SELECTED')
    bpy.ops.object.mode_set(mode = 'OBJECT')
    DeselectObjects()

CenterMedianPoint script can be found here


texts: Texture in 3D view won't update as I manipulate the UVs in the UV Editor

texts:
I'm a new Blender user coming from 3DSMax and Maya, and the UV editor behavior is really weird. Any changes I make to the UVs in the UV editor won't show up on the 3D view.

As you can see, even if I overly stretch the UVs the texture continues the same on the object.

I think it's a setting issue since it can be done in Blender, as seen on this video https://youtu.be/SnKNTANTtd8?t=437

What can I do to solve this? Using Blender 2.8 currently.

[


texts: Should I use Triangles to Model a Triangle?

texts: I was just wondering if I was modeling a triangle, let's say, should I use a quad or a tri? I often find myself in this situation where I'm not sure if I should leave the unnecessary edge or remove it and save some geometry.


texts: Bounding box coordinates taking into consideration (but not applying) rotation

texts:
I am trying to make a script that will determine the exact coordinates of an object's bounding box in the render. (I later want to limit the rendered space to that area.)

So far I managed to get the coordinates from the object's bound_box And I managed to take the scale and location into account but I failed with the rotation.

My problem is that I have the coordinates of my bounding box but I don't know how to make them follow the rotation, like the bounding box in the viewport does. When I run the script with a cube it works fine, but when the cube is being rotated the coordinates that are being printed out do not change.

import bpy
import bpy_extras
import mathutils

scene = bpy.context.scene
obj = bpy.context.object
co = bpy.context.scene.cursor_location

scale = bpy.data.objects['cube'].scale

bounding_box_vertices = []
for i in range(8):
    bounding_box_vertices.append(i)
    bounding_box_vertices[i]=[1, 2, 3]

#the Coordinates from bound_box are saved to bounding_box_vertices[[],[]]
for i in range(8):
    for j in range(3):
        bounding_box_vertices[i][j]=bpy.data.objects['cube'].bound_box[i][j]*bpy.data.objects['cube'].scale[0] + bpy.data.objects['cube'].location[j]

def rendered_coords(x):
    co = mathutils.Vector((bounding_box_vertices[x][0], bounding_box_vertices[x][1], bounding_box_vertices[x][2]))
    co_2d = bpy_extras.object_utils.world_to_camera_view(scene, obj, co)

    render_scale = scene.render.resolution_percentage / 100
    render_size = (int(scene.render.resolution_x * render_scale), int(scene.render.resolution_y * render_scale))
    #print("Pixel Coords:", (
    return([round(co_2d.x * render_size[0]), round(co_2d.y * render_size[1])])
     # ))

#prints ou the 8 X and Y coordinates that the bounding box would have on the render (even though its invisible of course)
for i in range(8):
    final_coords = rendered_coords(i)
    print(final_coords[0])
    print(final_coords[1])


texts: Can I add "min" and "max" properties to the "location" property?

texts:
In my first Blender script, I'm asking how can I control the slider value with min and max values without using FloatProperty.

box1 = layout.box()
box1.label("Span (Z) profiles positions:")
box1.prop(obj, "location", index = 2, text = "Span")


texts: How to recenter origins of objects on one axis

texts: I want to use "Origin to Geometry" on multiple objects but only move the objects' origins on one axis. How do I do this?


texts: Grease Pencil in 2.8 can you link or reuse mouth shapes

texts: I'm using Blender 2.8 Alpha and I was wondering if in Grease Pencil there's a way that you can use a link instead of coping drawings (shift+d) for mouth shapes in the dope sheet. So if I have 10 mouth shapes that cover the basic phonemes and I do an animation that uses those shapes I have to copy each shape in the GP dope sheet to the place I would like to use it. if I finish my animation and find I want to change one of the phonemes shapes I could change the original but I would have to find each occurrence of that shape in the dope sheet and replace it. It would be great if there was a way to only have to update the original. I didn't know if this is already in GP or not.


texts: How to affect displacement textures using objects?

texts:
So, this is my set up.

I placed a UV sphere with a Subdivision Surface Modifier of 3 render and view subdivisions along with a displacement modifier holding a cloud texture which is controlled by an empty. Now, this is going to be placed in an animation where the shape of the sphere is going to be continuously changed using the empty throughout the animation.
I could keyframe the movement of the empty but that would be too tedious to keep track of and setting a "Follow Path" constraint to the empty -- after creating a Bezier Circle around the sphere -- results in failure.
Is there any way around it?


texts: How to scale up a random texture on a flat plain without duplicating

texts: I have transferred a heightmap similar to wrinkles on a surface and now I want to scale it up to a bigger surface area. However, I don't want to replicate the texture but I want to reproduce it randomly on a surface so I won't lose its randomness (I don't want to replicate similar tiles to the initial image). Is there any way to do that?


texts:
So i'm creating a boat, but now i want the floor cut off because of the inclination of the hull. The picture will make it more clear.

How should i go about this?

Thanks in advance


texts: Letting the camera move along different paths

texts:
What I want:

I have a model of a room with several objects in it. I want to see the objects in the room from several camera positions on three of the four walls. Basically, I want to let my camera follow predefined paths along these walls.

What I did:

I could not figure out how to make a path looking like an open rectangle, so I decided to create three different paths, one for each of the three walls. I managed to let my camera follow one of the paths nicely. However, I do not manage to let my camera jump to the next path/wall once its done with the previous one. According to this thread http://blenderartists.org/forum/showthread.php?204414-Follow-one-path-after-another-in-Blender-2-5 it should work with object constraints and the influence value, but since the blender file given there is not available anymore, I can't figure out how to do it. So, how would you animate the camera for this purpose?


texts: Brekel OpenVR Recorder into Blender with FBX

texts:
I’ve been trying to come up with a working mocap solution using HTC Vive with 9 trackers and the 2 controllers and get that into Blender onto a rig using Brekel OpenVR Recorder.
https://brekel.com/openvr-recorder/
I actually get the data recorded without issues with the software, but it only records to FBX. I can also get the FBX imported into Blender (2.83 just fyi) without any issues. At that point, I can’t seem to get the imported FBX data to map to the bones of the rig (rig is very simple human bone rig with IK, not rigify or autorig type).
The FBX imports with no bones, just meshes and empty’s with animation attached to each mesh/empty. They also seem to all be separate objects.

When I try to put on a constraint for the bone to be parented as a child of one of the emptys, it won’t parent the empty to the bone, but instead to the entire rig. Then as soon as you start the animation, the entire rig is thrown around like crazy!
I’ve tried joining (ctrl j) all the meshes with the rig but that doesn’t change anything.
I’ve tried highlighting a mesh/empty, then highlighting the rig and going into pose mode, selecting the bone, ctrl p and chosing the object at the parent, but then…nothing happens at all…the mesh/empty just stops being animated and the rig doesn’t move at all.
Really trying to not get super discouraged. I assume that the process is somewhat simple…and I’m just missing something easy (I hope). There are videos of someone doing the same thing, except not in Blender (unfortunately) but instead in Maya, and it seems easy…so I know there’s got to be a way to do it in Blender!
I’ve also reached out to the creator of Brekel, but he simply told me he doesn’t know Blender at all, and pointed me to the video (included in link above), that I’d already watched a few times.
I’ve done a TON of Googling and YouTube searching…and I can’t find anything that helps.
Any help would be greatly appreciated!
emo


texts: Fluid simulation wont bake with obstacle object and it shape

texts:
I have to main problems and that is |
1) the Fluid simulation doesn't work in obstacle
2) and even I removed the obstacle it won't take its shape of circular

https://www.dropbox.com/s/r6893ol6yyv6le0/Fluid_test_1_1.blend?dl=0


texts: How can I make the water brighter? I have fiddled with lots of different sliders and got nothing. Adding more lamps results in the whole render being too bright(This is my first low poly isometric render and it is incomplete).


texts: Displacement node not working as expected

texts:
I'm learning displacement node setups and I can't seem to get it to work properly. The height map seems not to be in sync with the rest of the maps, although I've checked with node wrangler that all maps are in the right place and overlaying without shifting.

I've plugged the Height map into a displacement node  with the color output in the displacement height input.

The material settings are set to displace only. All maps are connected to a mapping node and have the same coordinates. The model is UV unwrapped properly. The edges of the model are mean creased to full 1.0. I'm using cycles with GPU compute.

Q: Anyone know where this shift in displacement comes from?

Q: And as a bonus, how to make the displacement look better? I've subdivided the plane 30*30 and added a Subsurf modifier in setting 4 and it still looks jagged.

Texture settings:


texts: How can i apply a PNG logo on my material?

texts:
I have a project with a material I want to add to my sphere. I want to add this logo onto the sphere. I have tried various ways of uv mapping but I keep messing up :/

This is my current material setup:

And here is what I would like to have:

EDIT:

I have now changed my setup like the answer stated, but my material still changes with the PNG, so it becomes black although my material is red

MY SETUP (NEW):

Something (probably a small setting) is stil wrong, but I can't figure it out.


texts:
This is not a repeat of these questions:

No file output after rendering?

How to render an animation as video in Blender?

Blender not rendering animation?

How can I make my Blender animation into a video?

As none of the solutions have helped.

I've been able to render 2 simple animations (in blender render) before without any problems. I made an animation (this time in cycles though) and changed the output folder paths, both in settings>file and properties> render. But there is no new file in the output directory. I can't figure out what I could have done between my last rendering and now to cause this problem.

I've tried with multiple image types (i.e: png, jpeg, jpegavi, etc.) but it makes no difference.
I'm able to save a single image manually from the UV/Image editor (to the output path selected), but it makes no difference when I actually try to render the animation
Running bpy.ops.render.render(write_still=True) in the Python Console doesn't render the animation to the output path selected.
Changing the device from "CPU" to "CPU Compute" doesn't help.
Blender is calculating something, as every time I hit render, I'm notified when the calculation is finished (takes different amounts of time depending on the image output i've selected).
I've tried loading "factory settings" and making a simple animation in there, but it still doesn't render to the folder I've selected.
I have both render output paths (in settings>file and properties> render) set to the same folder.

Not even other forms like this one help:

https://www.blender.org/forum/viewtopic.php?t=19567

These pictures are from the simple animation I made using default factory settings:


texts:
I've got a simple animation idea. Basically a bunch of flat planes extend into a city-like layout. This is I get when I manually scale (using 3d cursor) the buildings:

As you can see, they build from the bottom up, which is what I want.

When keyframing this, instead of scaling from the bottom (or 3d cursor), they scale from the center of each pillar individually:

How do I keyframe scaling from the 3D cursor? (Or, if possible, specifically the bottom of the pillars?)
I did research and using 3D cursor seemed to be the only way to scale it from the bottom instead of the center.


texts: Creating Sapling Tree in the Python Console still not working

texts:
I encountered an error adding a tree using sapling in the python console, see here:

Creating Sapling Tree in the Python Console

and the suggested solution was to use INVOKE_DEFAULT.

However I tried using the INVOKE_DEFAULT and although it adds the object, it does not use the parameters I passed in. It is using the default settings for the tree_add. How do I get it to use my parameters?

I should also mention I tried the other execution contexts and none gave the desired result. (Asking this question in a new thread as requested).


texts: In blender 2.8 how do you make a local instance of an object in use by multiple scenes?

texts:
I have created a new scene using linked copies.

Now I need to make a few of the object single-user so there is a separate object in the original and in the new scene.

Back in 2.79 there was a button for that:

Blender 2.8 seems to lack that button.  How do I make a single-user copy of the object?

Do not confuse the object with the object data (like mesh or curve).  The mesh panel does have the button, but I need to make the object single user and that panel is missing the necessary button.

Based on some of the comments I have concluded I am going to have to get horribly detailed, because what other people are experiencing does not match how my stock blender 2.80 behaves:

Start with the default scene:

Add a cone:

duplicate the scene

and let's change the outliner to let us see both scenes

Notice that my Object panel lacks the button that would allow me to make the object single-user.

Let's rotate the cone by 180.

Oh no!  It affected the original scene

And if we delete the object from one scene, it disappears from both scenes.  WHAT!

Undo that deletion.
Let's use the Object>Relations>Make Single User>Selected Objects .

Oh no.  Now both scenes have Cone.001 and Cone has disappeared.

How do I change my workflow to accomplish the mission of having two scenes with some objects in common , and other objects have single-user versions of objects from the original scene?


texts:
Is there any way to use Blender 2.8 in Oracle Solaris?
Im a big fan of solaris and want to use Solaris instead of Linux. I looked at the OpenCSW (Project where thousands of Programs was portet from Linux to Solaris) but there is no Blender.


texts: How do I use refraction to make underwater shadows look better?

texts:
I'm using Cycles.

I've been messing around, trying to have fun with Minecraft Blocks in Blender. I also made water, using just a square - one face of a cube. I tried mixing transparent with diffuse BSDF, everything looks really cool, but I would like to have some refraction cause the shadows look unnatural.

I'll attach a photo so you know what I mean.

I don't know what to do. When I use Glass BSDF it looks like it's almost black.

Cheers.


texts:
I just started using blender today so I could make a simple animation with a logo that I recently created. With the help of Google, I've manages to get the animation working the way I wanted, but when I go to render, it renders blank. When I open the video file, it is just a black screen.

I've tinkered with a handful of the settings but can't seem to figure out what is wrong. Like I mentioned, this is my first time using Blender, so I'm hoping it is simply a box that I failed to check or something simple like that.

I've attached screenshots that I hope will be helpful, but let me know if you need more information.

Any tips would be greatly appreciated as it has been a slow process getting things figured out. lol

Thanks!


texts:
I was working on a cloth simulation in Blender v.2.83.4 LTS. I made all the assets ready and also had modified them properly. Then, at the time I started the playback, I noticed a hilarious fps roaming around 1 and 2 frames/sec. I had never seen this low fps in Blender.
My Laptop specs:
MODEL- Dell Inspiron 15 3567
RAM- 4 GB total. 3.88 GB usable
GPU- 1 GB usable
Processor- Intel Core i3 7th Gen
Yes I know that the specs are not so high, but I had done even more complex simulations and animations with ease in atleast 20fps.
Someone please help me out.


texts:
I want to use math text in Blender.

For example, I would like to have fractions (A/B) where the letter A is on top of letter B and the division line is horizontal. I also would like to move this fraction around by animations just as I can do it with any other object.

I found here that writing mathematical formulas using latex syntax should be no problem. But I dont really understand how to use it. If I simply write this in text mode, then it doesn't work:

So how does it work?


texts: How to create a shortkey for "Replace image" in "UV/Image editor"?

texts:
In the UV/Image editor, in the Image Menu, every option such as Reload image has a shortcut, except for Replace image.
So I've tried to add a shortcut in the preferences, right under where I found "Reload Image" shortcut, then saved the user settings. All was done just as the manual said, but it is not working.
How can I add this shortcut?


texts: Need help to recreate a metal material with multiple colors

texts:
This is the reference I would like to recreate:

Would be great if someone had an idea how to do it.


texts:
Case
I followed this outdated tutorial to create an effect that I want (being able to see a completely different world through an object (a shield in this case). I got this to work in blender 2.8+.
The problem is that I have to render in cycles due to some nodes being used and these are only available in cycles. At the moment blender renders all 3 layers and smacks them together to generate the desired result which takes 3x as long. so my question is:

How can I preview this effect without having to render it?
How can I tell blender to only render 1 layer to preview other effects?

Here are some screenshot of my project, hope it helps.

Shiled being used as mask

other dimension I want to capture by watching through the shield


texts: Using Blender to animate CAD mechanisms?

texts: I want to try and use Blender to animate a CAD drawing that I've made (for a visualization).  Is blender capable of this?  I can get a CSV file with time and an angle from the differential equation analysis (using Octave with ODE45), so if I wanted to import the list of values into blender, could I do that (an example would be a pendulum with values returned for angle)?  How would the different parts of the assembly be made to interact?


texts: Get the selected median point in python?

texts:
During edit mode, how do I get the coordinates of the median pivot point (position of the transform manipulator) using python?

This information is shown in the Transform panel of the properties sidebar in  the 3d view.


texts: how to see limit rotation range visual arc

texts: With the IK restraint you can limit rotation and see the range displayed as shown in the attached picture as the red semi circles. How can you visualize those ranges with the "limit rotation" constraint? I have other "stretch to" constrained bones that i need to limit the rotation of, but it's hard to do properly without the visual.


texts: How to paint through the mesh during weight painting

texts:
More often than not when I do weight-painting, weights on a model are the same/similar through the whole mesh (for example leg, arm), but weight painting has culling which prevents paint to go through the model and affects only visible part. To rotate around mesh for painting is often less precise and is always time consuming.

How can I switch culling off and be able to paint through the whole mesh during weight paint (similar to texture paint with Tools -> ProjectPaint -> Occlude, Cull, Normal all set to Off)?


texts: What's the problem of this situation? HDRI still reflection on metal face after I erased HDRI

texts:
During testing related with world HDRI, when I changed the reflection value lower there was reflection of previous HDRI what I erased before which is weird.

Image I uploaded is present world node. I've changed viewport shading, erased previous HDRI file in drive but nothing works!


texts:
i have a character rig animated. I tried to "copy and paste" in curve editor the animation from rig to another one but seems not to be the way.

How can i transfer animation from a rig to another?

Thanks.


texts:
I'm getting these seams around the ears appearing when zoomed out a certain distance away from my model. I've had more of these before and I removed those by painting the texture a bit bigger around the UV islands, but these seams still remain. My texture already has a 10px margin over the UV islands, what could be causing these to appear? And can I get them to disappear?

I turned the light source way up and the seams became more pronounced, is it just light that's being reflected? If so, what can I do to fix this?


texts: Unaligned camera: red and yellow squares

texts: I'm having the following problem: camera has a trembling yellow square that moves when I move the camera view. Hoy could I align this squares ?


texts: Un-Subdivide Sapling Mesh - Or High Poly to Low Poly

texts:
I am ultimately trying to take a sapling tree mesh and create a low poly mesh out of it. So I am manually removing small branches and doing edge loop deletions by hand. Auto un-subdivide modifier does not keep the quad structure.
Is there an efficient way to make these meshes lower poly? I would like a fast way to remove "every other" edge loop if possible.
Here is what I do manually:

but there are hundreds of branches to do this on.


texts: Replace background while using HDRI for lighting?

texts: How can I replace the background of my scene, but keep the reflections and lighting generated from my HDRI?


texts:
I am still noob, following tutorials, but i can copy and paste like a pro, that said, here is my problem:

In VSE, i set dimensions to 1280x720, a lot of my clips are 1920x1080 (or 4x3 ratio), and as i animate, i get video that is 1280x720, but when i go full screen, video is centered in the middle of screen (my monitor is 1920x1080).
I tried add->effect strip->modify but still same results...

is there a setting i missed, miss clicked,
or do i have to convert all my clips to 1280x720 first, before importing them to blender...?

I am using 2.78 version of blender.

Thank you.


texts: Difference boolean for overlapped objects or any possible alternative

texts:
I am trying to generate a geometry using Math Function (XYZ function) as in Fig.1  using version 2.79.

I ideally would prefer to have three independent objects and merge/join all 3 objects as one and export as an stl. I am aware of the 'join' function but this would not eliminate the overlapped boundaries in the stl file (that is the stl file still marks the boundaries of the objects present in the joined stl) which is not what I want. Therefore, I taught 'difference' boolean can be used but was causing major issues.

The steps I followed were,
Step1: Model bottom half part of the geometry as in Fig.2 (see for equation used).

Step2: Copy paste Part1 to get Part2 and rotate 180 along Y as in Fig.3. This results in an overlapped portion of the objects.

Step3: Add Part3 to finish the geometry as in Fig. 4 by copy past part1 and rotate 270 along Z. Again this has overlapped portion of the object.

Now, I extrude each object individually and select a plane to apply the difference boolean. Unfortunately, this works very rarely and most of the time I end up with an unsnapped plane as in Fig.5. How can I avoid this?

For reference, I attach the blender file with 3 objects. I have not included the extrusion of the objects and difference boolean in the .blend file to make it flexible to work for others.

Do note that, I am using a maximum number of vertices for the math function (1024) as for my purpose I would like to have accurate tangents and normals to the surface. I did try out the "remove double" but still, I have some unwanted parts in the geometry.

Thanks.


texts: How can I independently pose Group Instances?

texts:
I would like to add two instances of a model created by makehuman to a scene.

After linking one model (File/Link) and adding a proxy Ctrl-Alt-P. I used Add / Group Instance to add another instance but after that both models change pose when I make changes in pose mode.

How can both models be animated independent from each other?

This a follow-up of an earlier question how-can-a-rigged-model-be-used-multiple-times-in-a-scene


texts: Accessing the new External Image Save functionality using Python

texts:
As Gandalf3 recently pointed out, Campbell has recently added code that allows for saving images externally.
This sounds like the feature which experimental branches of Bake-Cycles were using to save baked images automatically when a bake finished.

https://developer.blender.org/D398

I can't find it exposed in the UI so I assume for now it's hidden until this is all sorted out.

This would be very useful for batch baking in scenes that already have dozens or more textures since finding everything that has just been baked can be difficult.

Does anyone have some script ideas on a simple way to access this new feature so that all images are checked for changes and saved if changes have been made?


texts:
When I subdivide edges of selected faces using the GUI, it ends up looking like this:

On the other hand, using python, it looks like this, only generating vertices and not faces:

Here is the code - how can I get a similar result to the GUI, actually splitting faces up?

import bpy
import bl_operators
import bmesh
from math import ceil

obj = bpy.context.active_object

mat_zero = bpy.data.materials.new("mat_zero")
mat_zero.diffuse_color = (0, 0, 0, 1)
mat_one = bpy.data.materials.new("mat_one")
mat_one.diffuse_color = (1, 0, 0, 1)

obj.data.materials.append(mat_zero)
obj.data.materials.append(mat_one)

me = obj.data
bm = bmesh.new()
bm.from_mesh(me)

for edge in bm.edges:
    linked = edge.link_faces
    if(linked[0].smooth and linked[1].smooth):
        edge.seam = False

print(len(bm.faces))
bpy.ops.object.mode_set(mode="EDIT")

for face in bm.faces:
    if (face.smooth):
        face.material_index = 1
        area = face.calc_area()
        face.select = True
        for edge in face.edges:
            edge.select = True
        bmesh.ops.subdivide_edges(bm, edges=face.edges, cuts=1)

bm.normal_update()
me.update()

bpy.ops.object.mode_set(mode="OBJECT")

print(len(bm.faces))

bm.to_mesh(me)
print("done")


texts: How do I remap the tracking of 60p footage to 24p project?

texts:
I've tracked some objects in 60p footage I shot (I did this to get subframe movements for motion blur that might just look a little more realistic, and for the extra accuracy) and objects in my scene to these object solvers.

But now, as I'm doing test renders (in 24p) I see that the motion is slowed down as the footage is tracked on a frame by frame basis.  How do I apply the solver, but change the time scale of the object solver.  I'd rather not have to render the whole scene using time remapping,


texts: How to Change Image Saving Options with the Python API? (Color, Color Depth)

texts:
In my script I create an image, generate the image and then save it like this:

image = bpy.data.images.new('my_image', width=1024, height=1024)
# other code that generates the image by baking onto a texture node ...
image.filepath_raw = '//outputs/my_image.tif'
image.file_format = 'TIFF'
image.save()

But when saving the image I would like to have control over those options:

...which are available when saving from the user interface.


texts: Wrong bone placement on object and pose mode during the eyes rigging

texts: I'm trying to learn how to rig eyes and I realized that while I'm on edit mode,the bones are placed correctly,but if I switch under object and pose mode,they aren't. Why ? How can I fix that ? I attached 3 pictures to show you...


texts:
Can't say I'm too experienced with modelling or Blender in general but over the past week or two have been learning to rig a model, part of which has had some extensive edits through swapping out different body parts from other models.

I've now been left with a bit of a problem and I have absolutely no idea how to fix it so I would appreciate any help anyone can give.

The torso is displaying a lot of blue lines in the mesh, sharp edges I believe their called, and when I try to pose the model the torso forms gaps where the sharp edges are as if there not attached. Anyone know how to resolve this?

The other issue I have is with the bones. This model it basically a reference tool, a manikin for me to use in Clip Studio Pro. Problem is that some of the bones in the hand are showing up as selectable for posing/distorting the model once exported and yet these bones should not be used at all. The same bone layout exists in some official modelling files I've used for reference, and those do not appear selectable in CSP. Does anyone know how to completely disable these bones/make them unselectable?

PS.
As you may have noticed in the last set of images, the armature has these bones - Bone.001, Bone.002, Bone.003, and Bone.004. They do not appear to be anywhere in the rig and I cannot seem to delete them. Anyone got any ideas how I can remove these seemingly redundant bones?

Any help anyone can give would be greatly appreciated. Thank you! :)


texts: How can I fix these non-manifold edges (boundaries prior to remove doubles, non-contiguous after remove doubles)?

texts:
I am trying to create a ring for 3D printing.  Part of the requirements for 3D printing is to not have any non-manifold geometry in your model.  When checking whether I met this requirement, I found that my model contains two edge loops consisting of "Boundaries" non-manifold geometry.

Highlighted in orange are the non-manifold edges of type "boundaries" (Highlighted using Ctrl + Alt + Shift + M, only Boundaries is toggled so that I could narrow down what type of non-manifold this is):

When I zoom in and move some of these edges aside, I find that there exists a duplicate edge loop underneath!:

I undo that translation, reselect the non-manifold edge loops through Ctrl + Alt + Shift + M, and I "Remove Doubles".  Here, I find that the hidden duplicate loop no longer exists, but now my non-manifold edges are of type "Non Contiguous":

I read that non-contiguous edges are due to face normals being in opposite directions(?).  Turning on face normals, I get this:

Honestly, I am new to 3D Modelling and Blender, and am not sure how to correct my issue from here.  Do you guys have any advice?

Edit: Here is the .blend file prior to the modifications mentioned in this post:


texts:
When i use mirror modifier i can't move, scale and rotate the object correctly. It moves only the inner coordination system of the object for the Z axes and it only moves the half of the object(the mirrored doesn't move at all) only at the X axes. I had the same problem before- it rotates not the whole object and then i applied the modifier and it started rotating correctly. Then i need to scale the object and it move the coordination's system only as now and then i just extrude it in edit mode, so i don't understand how to fix the actual problem.
My transform properties aren't locked. The origin point is at the center of the object, the 3d cursor too.
Don't know what's the problem and is it from the modifier but I have it when I use it.
The first one is the situation, the second when moving with G- it move only at X axes, the third is top view when moving


texts: Make groups of a mesh and export it into COLLADA file

texts:
I'm trying to create groups inside an existing mesh. I want to have those groups exported in order to referenciate them and change its properties in the game engine (I'm using SceneKit right now).

I can create Vertex Groups in blender but when I export the file to COLLADA the vertex groups are not there so I cannot access them in SceneKit.

One alternative is to separate those vertex groups in different submeshes but that has some other impacts in blender, like for example, the UV mapping is different for each submesh.

Which is the right way to create and export vertex groups when using COLLADA?

Thanks


texts:
How to make similar light trails as in
https://youtu.be/IfW1xw2vD-Y?t=10 ?

I have made only in circle motion:
https://www.youtube.com/watch?v=r2togAvQSr4

I don't know how to combine multiple ones. When one stops, the other light trail begins seamlessly.


texts: How could I have an object's Z axis align with the first derivative of is location F-Curve

texts:
I want an object to follow a path in space (specified via F-Curves, or by clamping to a Bezier curve), but I want the Z axis of this object to always be tangent to this trajectory (the same way that the engine of a train is approximately tangent to the train tracks).

I've tried using constraints: having an empty move along the "train tracks", and my object following closely behind, using a track-to constraint (so the object's Z points to the empty). I've paired this with a limit distance constraint (target is again the empty), but the result is not visually convincing -- it looks like the object is short-cutting the turns, as opposed to staying on the "train tracks".


texts: Where can I find a website that provides free textures

texts: I am looking for a website that provides texture 'images' bump and specular maps included. High resolution would be appreciated.


texts: Is it possible to deselect element but keep it active?

texts:
In this question I found out uses for being able to deselect the active object.

You can basically use the active-but-unselected object as a transform pivot point for the rest of the object selection without affecting the active object. Which is great.

You click-select the object to make it active, then border-deselect it. It's now unselected but remains active.

But here you can see the behavior is different in in Edit Mode.

While this doesn't seem like a big deal with a vertex selection it would be nice with an Edge or Face to modify around a face's pivot point without actually modifying the active face.

I've been able to force deselect an active element through python but I was wondering if there was a way without scripting.


texts: How to delete recorded position of mesh on animation timeline?

texts:
I've got problem with my animation. I've got a sword in my scene, but I somehow animated it so that its handle starts falling down when I play through the timeline, and I don't know how to delete this.

Look at the picture, there's some orange line at timeline bar - that's what I want delete.


texts:
It seems to me that blender cycles is quite limited for doing a real multilayer sss...

What I want to achieve is something like that.
Here is my bench, a shape with an increasing thickness

in renderman, you can define a multilayer sss like this:

and you obtain something like this

which is exactly what I want. To explain with a little graph, here the way I want my scatter to behave:

But in blender cycles, it seems that you cannot achieve something better than that:

The reason for that is that you can tell the sss shader to be present from 0 thickness to x (via scale and radius), but there is no way to set presence from a to b where a > 0.
The graph looks like something like that in blender cycles:

the deep layer is overlapping every layers...

very simple dummy node setup to summurize what is performed for any skin shader I found or tried to do (also this is a very bad setup here, no energy conservation):

Is there a way in blender cycles to know the deepness of the scatering? Or am I thinking my shader the wrong way?

Thanks a lot! (and sorry for my average english...)

edit:
digging...
I have made a pretty nice step forward using absorption and translucency. It seems that sss is not absorbing the light rays, thus, make impossible the use of raylength, whereas translucency of course does. Here is the same bench:

with suzanne (right one has a quick white skull using solidify)

edit 2
Still digging around
I have created a node setup to create a 3 colors ramp. It is quite usefull for my current tests:
(cursor here is the V coordinate, should be the deepness in the final shader)

edit3
What about this attempt?
I am not sure about energy conservation here, I think the add shader at the end should be balanced with something in the diffuse shader... maybe not. Any idea?
The 8.0 value is just to make the effect more obvious. Should be 1.0 in real world I guess..
Also, isn't there a IOR coefficient in real world? I have tried the glass shader with 1.0 of roughness, but it clearly doesn't make the trick...
anyway, here it is:


texts:
With the small animation my character bending to the right side and stand straight. I want after he stand straight should bend in the left side same as it was in the right hand as if its walking on the rope.

Any suggestion or help how to flip my animation and make similar from right to left. Thanks


texts: I was wondering whether you can choose a pair of gpus to render in a three gpu machine. Maybe a checkbox-like option in which you designate which graphics cards to use. All that Blender is allowing is either using all three cards or just one.


texts: anybody scripting skilled how to restrict frame range for multiple F-curves at once?

texts: I have lots of f-curves (~100) cycle modifier applied to and I want to restrict same frame range for all of them simultaneously. how would the simple script looks like to do the action? it's pain to restrict same frame range for all curves manually. thank u guys in advance!


texts: Advice needed, on how to overlay a movie with another object to take its palce

texts:
[MOD PART}I have my animation all finished now, with the doors opening minus the details in the doors. Using Shape Key Animation[end mod part]

I tried this tracking option before. It was off of a youtube instruction on how to play a movie within a movie.  He used a laptop screen that was turned off. end prouduct was a movie being played on the leptop screen.

I tried it using a cork board. Then learned why he used a turned off laptop screen. I seen that this movies that is being incerted into the orginal movie has transparency issues. Somehow, I forgot how I did this. I just used another plane turned it black then hooked it to my tracking points. Then I rendered that out first, then put that movie into Blender tracked it again, then used the inlayed movie in that newly reRendered / tracked movie to get it to work so that I and others could not see the cork in the corkboard.

Thinking their has to be a eaiser way when one does not have green screen. to get the orginal layer to be covered up while using a layer of whatever over top of it to replace what is really there.

the doors within this movie are to be the subject that is malnipulated in such a manner that it looks like they are opening and the vision of Jesus entering the room. that is my concept, what method is used to block out the orginal image through out the entire movie, so that this fx by use of blender objects to replace what is already there within the movie can be applied through out the entire movie.? (runtime 00:01:30)


texts: Principled BDSF, which map to use for roughness or gloss?

texts: I am using CrazyBump maps to put into the Principled BDSF node. Which one would you use for the roughness? I did not get a gloss map is this not the software to use? If not what software do you use? Thank you for the help.


texts: 3D Printing Obj's with Material from Blender 2.8

texts:
So this may be answered elsewhere (I see plenty of questions of 3d printing with Textures exported) but I think this is slightly different as I'm talking about a fancier printer that can do colors.  Let me explain:

My printer can do this:

This was originally a .vrml that came from photogrammetry, but it can do it with .obj too.

Now lets say I'm in Blender and I start with the basic cube and add a material to it:

In this case the material was from BlenderKit, but I don't suppose that should matter where it came from.

Now if I were to export that cube as an obj (or a vrml).... how do I get the material to be exported with it? I see the checkmark where it says "Write materials" and that does technically create a .mtl file to go along with it, but its 0 bytes and blank. I've seen rumor I might need to "bake" something?  Is that true? If so, I did these tutorials:  I felt like I was almost there with this tutorial or this one, but when I finally "baked" and exported... the mtl file was larger, but it still showed up blank in my printer, it then said it was looking for an additional texture photo.  Does the baking not export the texture photo?    When I've loaded obj's or vrmls into my printer software before it only needed one additional file (the mtl usually).


texts:
I have a mesh with a shape key. Somehow at some point it gets duplicated, sometimes several times. The duplicated meshes get the same name as the original, except they get the phrase _SHAPE_KEYS attached to them, like baseMesh_SHAPE_KEYS, and baseMesh_SHAPE_KEYS_SHAPE_KEYS and so on. I keep deleting them, yet they come back.

Does anybody have an idea why is this happening? Or is this the way blender handles shape keys, I just failed to notice it until recently?


texts: How to load external modules/packages into blender python

texts:
I have a bunch of modules that I had previously installed using pip to my system python 2.7. What do I need to do in order to be able to import this module in the blender python console, as well as within my python scripts in blender? (The module in question is called ProDy).

EDIT: I installed pyenv and installed the same version of python as my blender version (3.5.3) uses through it. I then made this version active, and installed the packages I need with pip3 install. I can load the packages in terminal, but not in the blender python console. What am I missing?


texts: Hey I just installed an Astropad Windows Alternative EasyCanvas, it works fine but blender doesn't seem to detect pressure from Apple pencil. Is there any way to fix it, my iPad shows as a generic HID Compilant pen?


texts: Modify nodes in compositing nodetree using Python

texts:
I want to setup basic node tree using Python operator and I cannot use compositor context. Hint over node values pointed to this data path:

bpy.data.node_groups["Compositing Nodetree"].nodes["Alpha Over"].premul

but this collection: bpy.data.node_groups includes only custom node groups.


texts:
I am modelling a complex man-made shape from measurements of a real object.
I am using the boolean CSG modifiers to generate most of the geometry. Most of the shapes in the object lend themselves to well CSG, but also having the modifier stack there means that if I make a mistake in measuring or whatever I can easily back up without having to repeat the whole process again.

Problem: as I create new geometry using union, difference and intersect, small pieces of degenerate and loose geometry appear. This happens even when the geometry is 'perfectly' aligned. Sometimes they can be avoided by over-sizing or under-sizing the second object or introducing a false overlap. However, that is often not practical.

What I need is a way of cleaning up the geometry in the stack in the same way as the tools in edit mode, but via a modifier. Remember, I need to keep the stack. Anybody know if any of the available modifiers do this please? The planar decimate modifier is very useful for removing extra edges but does not remove 'empties'.

Also, What is the best way to get two edges perfectly aligned so the end vertexes occupy identical coordinates? Snap seems very hit and miss and not 100% accurate.

Thanks in advance

Stephen


texts:
I have a mesh, and it has children. One of it's children is an Empty. I know there is a way to select an object by type using Python (and there's a button for it too) and it's this:

bpy.ops.object.select_by_type(type='EMPTY')

I was wondering if there was a way to deselect an object by type. Basically, I want to select the children of the mesh, then deselect the empty.

Thanks!


texts:
Is there any way to get the navigation mesh data via script? I mean a list of the navigation polygons. I can't find this CD_RECAST layer or any face custom data since it's only allowed to have custom data to id  properties, right? Is there a way?

  Faces of the result mesh object corresponds to the triangles of the detailed meshes of the Recast navigation mesh. The index of the navigation polygon the face belongs to stored in the layer CD_RECAST of the face custom data. The visualisation is implemented using Derived Mesh mechanism (blenkernel\intern\DerivedMesh.c). Miscellaneous functions defined in blenkernel\BKE_navmesh_conversion.h are used to build the derived mesh for the visualisation.

source: https://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs


texts: Black area on my 3d model. How would I fix this?

texts: I'm trying to model a coffee cup and then when I connected the grip to the main cup this happened.


texts: Align UV map island with axis or other island

texts:
I have following UV map!

Those islands are both same, but one of them is mirrored. I can mirror the one of the parts by selecting UVs -> Mirror -> X Axis (Ctrl-M)

however the hard part is they are not aligned and even rotating one does not make it exactly match the other one and it leaves stretched marks when rendering on one side of the model.

I have found this forum post about almost same issue (different blender version) which does not have a proper answer either.

I tried using snap with vertex but still no luck properly overlapping two islands.

Is there anyway to align islands to X, Y axis or other model?


texts: FBX exporter with a material overwrite with python

texts: I am using the bpy.ops.export_scene.fbx operator and it works perfectly, but I was wondering if I am able to use the material overwrite for the export?


texts: Lock Limit Location Constraint Out of Bounds Values

texts:
From blender.org: https://docs.blender.org/manual/en/dev/animation/constraints/transform/limit_location.html
Says right there:
When an owner is grabbed and attempted to be moved outside the limit boundaries, it will be constrained to those boundaries visually and when rendered, but internally, its coordinates will still be changed beyond the limits.
My question: Is it possible to lock values from going any further internally?
If i move the object beyond the limits, means i have to move the exact amount back for the actual object to change position.
Thanks.


texts: So, I've come across this term while using other software as well. However, with respect to Blender, what are they? How does one use/access them and if possible could a simple animation be demonstrated using this?


texts: Duplicating object and default value of property

texts:
When I create some property in object:

bpy.types.Object.my_prop = bpy.props.IntProperty(name="MyProp",
    default=-1,
    description="My Property"
)

and I set the value of this property e.g.: bpy.context.active_object.my_prop = 10, then duplicated object will have copied value of original object.

Is there any way how to force to use default value (-1) of property in duplicated object?


texts: I've built an effector, domain, and inflow, baked it and it worked as it should. Then I added to the effector, cleared data, and rebaked, but the fluid acted as though there was no add-on to the effector. Tried clearing all the simulations, and re-adding them, and an number of other things, such as final bake, and replay bake, but nothing seems to work.


texts:
It's my first post on the Blender Stack Exchange..

As I'm not a professional Blender user I think the following PC setup is sufficient for my hobby:
AMD Ryzen 9 3900X, Radeon VII, Linux Kernel: 5.3.0-53-generic x86_64, Linux Mint 19.3 Tricia, v2.83.0 latest releas 2.

In order to get GPU available in Blender I installed the driver "amdgpu-pro-20.10-1048554-ubuntu-18.04"

Not rendering anything fancy but just the standard initial cube - result is really disapointing.

Having seen some interesting tips here, which I have applied but saw no improvement.

Any one a good idea how to get the situation improved.

Thanks in advance.


texts: How to unwrap two image textures onto one object without deforming the UV mapping of either texture

texts:
I've been having trouble with an effect I'm trying to achieve.
Right now I'm using a 2D texture for black and white tiles that has normals applied in the influence tab.

Since I also need a dirty map that I don't want invovled with the normals of the tile texture, I added another texture tab in the material. However, as it stands right now, with the UV texture, the result is not quite right for me.

Therefore, I tried to scale down the UVs I selected, but when I do, the tiles become bigger. It must be because the UVs for both images are connected, where I cannot change the UV position and size for one image without doing the same for the other.

Is there a way for me to change the UV size for one projected image without effecting the UVs for a different image within the same material on the same object?

Maybe I could make a transparent layer above the floor and create an image of the dirty map on top instead, but I want to know if this is possible first...
Thank you in advance!


texts: How to Solve the Mirror Modifier Error In Blender 2.82?

texts:
How to Solve the Mirror Modifier Error In Blender 2.82 ?

Hi guys I am now making the Zeta Gundam and I was creating a left leg of it.I was planning to make right leg with mirror modifier.So I moved all of origins in left leg into the cursor that's place at world origin to make sure that if i add mirror modifier, it will flip to became a right leg. But it doesn't work as I think. It only flip the foot to the right place but the rest parts of leg are flip into unusual sides. I changed the X,Y,Z in modifier but still doesn't work.As you can see in image,

leg flipped to top.

thigh and knee joint flipped to aside but

only foot flipped into right place.

Any idea or suggest to filp normally? Thank for the answer.


texts: Is there a faster way to generate keyframes?

texts:
I'm using Blender for animation of STL files, by importing tabulated data for position and orientation. To do the animation, I loop through the data and insert keyframes for each location and rotation, using "object.keyframe_insert()"...

For small amounts of data, that works fine, but if I have ~20,000 points of data, Blender uses to long time, and is not responding.

Is there a better way to do this ?


texts:
I recently baked a smoke sim for my scene. The simulation itself is what I wanted, but the domain seems to jitter at random intervals as shown in the gif.

It's not a child of any object that would account for this movement.  I've attached the settings used for the domain.
Any suggestions on how to correct this would be greatly appreciated.


texts: Hair Particles - Can I recalculate the initial rotation every frame?

texts:
So i have an animated ocean, Shrinkwrapped a hexagon grid over it and spawning a buoy on every vertex.

I used hair particles en set the initial rotation to Normal-Tangent which works great. The issue I am having is that I can't get it to have the buoy recalculate the normal on every frame (only set its Initial Rotation) So the buoys don't rotate.

When I go to a later frame en change any setting it recalculates the normal again and it is good, but only for that frame.

Anyone have a fix or know a better way to go about this?
Thanks!


texts:
Earlier today, I was able to enable Pixar's Renderman add-on for Blender 2.71. I then decided to update to Blender 2.75, but when I tried re-enabling Renderman, I got this message:

Anyone know why?


texts: How can I make an object spin without slowing down?

texts: I want to make an object spin without slowing down when animation is playing again.


texts: Convert cycles closure (shader) output to colors?

texts:
Is it possible to convert the output of a cycles Shader node to colors?

For example to use an ambient occlusion shader output to multiply or darken act as a mix factor between other shaders?


texts: How do I render out a single mono audio track?

texts:
I have a single audio strip (its occupying a single channel of the 32 in the VSE)  that is mono (a voice recording done in audacity as a mono track). I imported it into blender. I want to render it out with a single video strip.....every-time I do it goes stereo.

All I see is the ability to "split channels" tracks into mono under mixdown options (just audio render).

Why do I have to split channels and lose data if its a mono track? Is blender just automatically duplicating the mono track 2x and making it a stereo? So I'm fine if I choose split channels as it'll just render the one mono track as I wanted? I don't wanna lose data is all I'm saying. If it was a stereo and I did this, I'd lose half the data technically unless I recombined the 2 mono tracks later right?


texts: How can we use liquid in blender to push objects?

texts:
I'm making a simulation that includes water knocking down a structure. But I don't know how to make the water have influence on it's surroundings, like simply pushing a block forward. If not, does anyone know how to add rigid-body to particles?Here is what I have so far:

import bpy
# Delete everything in the blender file
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False, confirm=False)

# Create the cube that I want to push
bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 1, 1))
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.collision_shape = 'BOX'

# Here is where i tried to make the block push-able by liquid
bpy.ops.object.modifier_add(type='FLUID')
bpy.context.object.modifiers["Fluid"].fluid_type = 'EFFECTOR'
bpy.context.object.modifiers["Fluid"].effector_settings.surface_distance = 0.1

# Create the Floor
bpy.ops.mesh.primitive_plane_add(size=6, location=(0, 0, 0))
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = 'PASSIVE'
bpy.context.object.rigid_body.collision_shape = 'MESH'
bpy.ops.object.modifier_add(type='FLUID')
bpy.context.object.modifiers["Fluid"].fluid_type = 'EFFECTOR'
bpy.context.object.modifiers["Fluid"].effector_settings.surface_distance = 0.25

# Create the liquid source
bpy.ops.mesh.primitive_cube_add(size=2, location=(0, -2, 1))
bpy.ops.transform.resize(value=(1, 0.2, 1))
bpy.ops.object.modifier_add(type='FLUID') # Here is where I create the liquid
bpy.context.object.modifiers["Fluid"].fluid_type = 'FLOW'
bpy.context.object.modifiers["Fluid"].flow_settings.flow_type = 'LIQUID'
bpy.context.object.modifiers["Fluid"].flow_settings.flow_behavior = 'INFLOW'
bpy.context.object.modifiers["Fluid"].flow_settings.use_initial_velocity = True
bpy.context.object.modifiers["Fluid"].flow_settings.velocity_coord[1] = 0.5

# Create the domain
bpy.ops.mesh.primitive_cube_add(size=6, location=(0, 0, 1))
bpy.ops.object.modifier_add(type='FLUID')
bpy.context.object.modifiers["Fluid"].fluid_type = 'DOMAIN'
bpy.context.object.modifiers["Fluid"].domain_settings.domain_type = 'LIQUID'
```


texts: pixel selection to cut, paste, and move pixels in texture paint

texts:
Is there any way to select pixels in blender texture paint similar to how in Photoshop you can marquee or lasso pixels to cut, paste, and move them?

I'm working with animating pixel art on sprite sheet textures so I want to be able to cleanly cut and move the pixels without distortion.


texts: Snow Simulation Particle Accrual Problem

texts:
I'm trying out a winter scene. I figured I'd follow this tutorial by CG Geek.
The aim of the project is to create snowfall and then have that snowfall paint the ground layer as well as apply displacement to simulate snow accrual.
Per my usual experience with particles, they aren't working right. I have set everything up and baked it. And when I view my scene in Rendered View, everything looks great. When I actually render out a frame, however, none of the snow painting or accumulation shows up.
Here is the rather large BLEND file if you'd like to brave this. I'm happy to post pics of particular parts of the blend - or post variables from within it - if there is a need.
Thanks for your attention.
Update: I reloaded the scene and confirmed that all of the following elements have (and had) completed bakes for the full length of the sim:

Dynamic Paint - 01 Surface Hit (when the snow hits the ground and 'paints' the alternate (snow) material.
Dynamic Paint - 02 Surface Pile Up (when the snow accumulates)
Particle System - Snow Emission (snowfall)

And since this  scene is in eevee, I have baked the lighting.
Is there some other thing I need to bake? Because here is the output AFTER I deleted the bakes and then Baked All Dynamics.
First, what I see in Rendered view in my 3d Viewport:

But here is what I see when I actually render out the frame:

And what kills me is that there is accumulation on the 'duck' material, but not on any other material. But that accumulation is just 'more of the first material' and not the snow.
And my materials are set up exactly the same so that everything on the mesh 'responds'. This is the node setup for each mat:

The top shader connector goes to the 'before' material and the bottom connects to the 'after' (snow covered) material with the dynamic paint as the factor.


texts:
so I tried to make my first animation in blender, but it does not want to start.
Rendering animation did not work at start, so i was trying to figure out on my own and now I cant even render an image. All I can see when I press render or render animation is that in the picture below.
I also provide link for my file, if anyone could take a look.
https://www.dropbox.com/s/x6yidg6yovhjw3t/Animation.blend?dl=0


texts:
I am trying to build and animate a dragon in blender. I have built the model and rigged it, the only problem is that when I animate the wings, the bottom faces move higher than the top in some places. It basically looks the same as a Z-fighting problem. I could use a double sided mesh for the wing but I want some thickness to it.

Thank you.


texts: How to get smooth & low-density wireframe

texts:
Hi guys I'm trying to constrcut a web using the wireframe modifier. I hope to get a smooth contour so a subdivision modifier was added before wireframe modifier, and this is the result:

However I don't need such a high density of the wireframe. So is there any method to selectively solidfy some of these wires?

OR how can I smooth the wireframe below (without subdivision modifier)?

Hope my question is clear...
Any relavant suggestions or solutions are appreciated! Thanks ><


texts: texture mapping without texture being mirrored on other side of object

texts:
I have a cylinder I want to map a texture to.
To specify the location of the texture I use an empty.
In the material node editor I then use the object function of the texture coordinate node and select the empty in the dropdown.

So this is the result I get out of this:

As you can see on the pictures the image is not only mapped at the front of the object, but also at the backside of it (like it´s printed through the object).

Can someone help me to let it just appear at the front??

My node setup looks like this:


texts: Make Flames stick close to the surface instead of rising upwards

texts:
I need this for an animation. I tried using a smoke simulator, but the flames rise upwards and that's not what I was aiming for. I want the flames to maintain the vorticity but still stick close to the surface.
Can anyone help me out here?
Update: With the previous answer's help (along with a particle system) I was able to achieve this, however, i want the flames to have a more sharper look to it. Something more akin to the plasma bolt from 'Sorcerer's Apprentice'


texts: When I am working in a scene sometimes the view on the viewport just won't zoom in, and I can't pan, only rotate the view...


texts: How would I texture paint toon style streaks of hair like in this image?

texts: I've tried stencils, carefully painting the shape, and even smearing white into a streak shape but nothing seems to work well. It usually ends up blurry, and trying to use a flat curve stroke ends up having a sort of poor anti-aliasing.


texts: Problem with Baking Dynamic Paint with Ocean modifier

texts:
I've got problem with baking Dynamic paint which I use to make wave from Brush object and foam trail from it. And I use Ocean modifier

This is how it looks in viewport without baking, it should look similar in render

When I bake Ocean modifier foam spreads everywhere

But when I bake dynamic paint everything (waves from ocean modifier and foam trail) looks good, except it doesn't have waves from brush object (sphere)
Maybe, I making some dumb mistake, but I can`t find reason


texts: How I can add a control to a hand rig for easy hand poses?

texts:
like as subject I would add a control to my hand rig to easy animate a flat hand to a fist. For example a bone that when scaled, all fingers make a fist.

Edit: This is what I would like to achieve:


texts:
How do I animate text in a 2D animation? I would like to play around with text alpha (opacity), scaling the size and position. In my animation, I will use text as title and main points for my video. Can I directly animate the text object or  must I change into other types of object before animate it?
When text opacity is 0:

When text opacity is 1:

Basically, I just want the text to appear at a particular frame (keyframe) and hide it after a period of time.


texts: Making circular actions without inserting keyframes manually?

texts:
I want to move my bone in a simple circular motion in the xz-plane in an action. I have tried to insert my keyframes manually to move in a circle, but it is always bumpy and I have a hard time making it loop. Is there a way to get it to loop in a circular motion in an action without "drawing" it with your own manual keyframes? I'm already bad at drawing circles. Or is there another way to go about it?

Thanks a bunch!


texts:
My animation goes all distorted when I have it follow any path.
Any ideas of what I may have done wrong, or missed?
It works just fine if not following a path.
Do I need to 'Bake' it? (can someone explain why it's called baking?)
--When I'm on the animation tab, when I go to Object>>Rigid Body>>Bake to keyframes, bake to keyframes is greyed out.
I followed an animation/rigging tutorial on youtube, but the guy was exporting to Unity and stopped after keyframing the animation, so I think I'm missing some additional steps.
If it helps any, this is a 3d model I imported from Meshroom.
V 2.81.16, windows 10 64bit
Thanks in advance


texts:
So this is my first attempt on a car (yeey) Nissan GTR. But as everyone knows a car does NOT have flat faces... So that brings me to my problem, everytime when i try to use Smooth Vertex my car gets messed up. So, how can i make my car look smooth and not flat faced? This is what it looks like now:

Thanks Alot!


texts: Why I cannot shorten a GameObject property into a variable?

texts:
This script intends to show the differences in changing a GameObject property directly...

obj["prop"] = value

And indirectly, it is, with a shortening / variable previously defined...

prop = obj["prop"]
prop = value

The point is: the change works directly, but not indirectly. Why does it happen?

import bge

def main(cont):

    # Basic
    own = cont.owner

    # Sensors
    key = cont.sensors["key"].positive # Keyboard sensor

    # Props
    direct = own["direct"] # If process prop directly (bool)
    prop = own["prop"] # The prop (int, float or timer)

    ############################
    ######## INITIALIZE ########
    ############################

    # Add value to prop directly. It works, showing in debug properties
    if key and direct:
        own["prop"] += 1

    # Add value to prop indirectly (through reference). It doesn't work,
    # as shown in debug properties or through print in console
    elif key and not direct:
        prop += 1
        print(prop)


texts: Change start frame of a background movie clip?

texts:
I added a "Background Image" and selected "Movie clip".
Now I am wondering if it is possible to change the start frame.

I am animating a character and I need the movie clip to start at a specific frame.


texts: Insetting a non-closed mesh into a solid object

texts:
I have a detailed mesh (600k faces) of a hole in the ground, produced from photogrammetry of a volcanic collapse pit in Hawaii.  The mesh surface ends just outside the rim of the pit, but doesn't have any holes inside the pit.

I have two goals:

1) I want to be able to render views where there is a stand-in for the "ground" around the pit, occluding the backfaces of the pit geometry, so that it's immediately obvious where the rim is.

2) I want to end up with a watertight mesh, so that I can 3D print it.

I think what I want to do is inset the pit mesh into one end of a cylinder, similar to doing a boolean subtract between the pit and cylinder; however, since the rim of the pit isn't perfectly flat, I'd like to end up with the final top face of the cylinder going above (and possibly below) its original height to meet up with the edge of the pit mesh (see mockup image).

Note that I'm not married to doing the mesh manipulation in Blender if there's a better option.  Also, although my mockup below shows a texture derived from the original photos, I don't intend for the final mesh to use a texture, so don't worry about preserving it.

EDIT

I've found a partial solution- the current version is good enough for the super-rough renderings I need, although it has enough inverted and otherwise problematic faces that it isn't printable (probably caused by the edge of the mesh being very messy, with a straight line going radially away from any given "edge" vertex possibly passing through another bit of the mesh).  Basically, I used the vertices along the edge of the mesh to build a cylinder around the rest of the mesh.

All of the following was done in Edit Mode:

0) A bit of cleanup by selecting the main mesh (select one vertex, hit L), inverting the selection (CtrlI), and deleting the few floating blobs.

1) Select the edge of the mesh (by selecting all non-manifold edges with CtrlAltShiftM). (Trying to select it as an edge loop failed due to the topology not being as clean as Blender likes.)

2) Follow these directions to turn that outer loop of points into a circle:

2a) Flatten the points into a plane: hit S (or click the "scale" button in the Transform panel), left-click to get the number-entry panel to pop up, and set the Z value to 0.

2b) Turn the loop into a circle using the "To Sphere" tool (spacebar and search);  use a Factor of 1 to make a perfect circle.

2c) Scale in X and Y to place the circle fully outside the rim of the pit (this can probably be combined with step 2a).

3) Extrude the outer loop to make a cylinder wall (Extrude: Edges Only; use the manual editing panel to set the X and Y offsets to 0 and the Z component to slightly below the bottom of the pit.)

4) Close the bottom of the cylinder with the "extrude and merge edges" solution from this question (E, Escape, ⎇ AltM, A).


texts: Setting a plane to clip and hide parts of objects

texts:
I want to use a plane to hide parts of an object as they come into collision with it. For example the image below: the cone would not be showing the left side where it is "cut" and the monkey would not for the eye and ear that goes through the plane. I don't want to change any properties of the objects themselves, just a plane that functions as a "portal" on both sides if that makes sense.

Another example, only the left side monkey and right side cone would be showing here:


texts: Shape key driver not working with IK bones

texts: Blender version 2.79: I configured a shape key driver for when the leg rotates in X, to repair the "shoulders", but the problem is that the repair shape key shows all the time, even when the bone is not rotated. Here is the file:


texts:
I ran into a problem when installing the new blender 2.83.
When copying a collection and pasting it, either in the same file or in another file, it doesn't work anymore. I get the notification that the data blocks have been pasted, but I see nothing in the collection outliner. (they appear in the blender file layer in the outliner, but they are not working)
I can append collections, but it takes too much time compared to copy paste in v 2.80. I can also Select all the files separately and copy paste them, but then all my work of organizing them into collections is basically gone.


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I can't assign smooth shading to my object (clicking smooth in the shading tab on the left side yields not result). When trying to find out why I noticed that it doesn't have a material in the material panel (bottom right). Why?

This is a custom shaped object I made from a cylinder mesh.


texts: wrap mesh around other meshes (like a skin)

texts:
I have a imported character and its fairly detailed and I am using fluid sims and fluid anomaly happen when body moves,
I have tested the fluid sim on spheres and icos and no problems...

Can someone give me ideas of how I should seal all gaps/holes(blanket the mesh)
I have tried the following,
Using constraint location of character head, adding a sphere in areas that fluid disappears or leaks..
its alot of work but it does the job

I am looking for a simple way to create a skin tight blanket around the entire mesh for the fluid to better simulate. I can do this manually by moving mesh around but its difficult.

Skin Modifier does not work, maybe object is too detailed to skin, it does nothing and appears to freeze blender.. im sure if I leave it for hours it might complete?!

Cheers


texts: Which particle system is best for trees in a forest?

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In using the particle system to render trees in a forest, is there any advantage in using the Emitter system over the Hair system given that the render will be done in Cycles?

I have played with both using tree images with alpha on planes as well as 3D geometry and can get similar results with either system in my small tests.

I believe that:

Cycles does not support billboards which could otherwise be used in
the Emitter system.  So a track to constraint system is needed in
either case.
If using the Emitter system, I have to make sure the
trees are not dynamically popping in and out during animation.
The Hair system has a special panel for Cycles.  If one is duplicating
objects instead of strands, does it matter?

Hair seems to be the logical choice for grass but is it the best system for trees?  I have seen tutorials for both but perhaps the ones using Emitter are older.


texts:
I'm stuck at following problem:
I have the following mesh and the front side:

And this at back side:

If i delete the faces on the front side, on the back side they aren't deleted.
How can I have the same faces on front and backside ? Or delete the faces for front and back?
many thanks


texts: How to move 2 faces/vertices/edges one into another along one axis

texts: How to move those faces to the middle symetrically, left one selected face along -Y and right one selected face along -Y. Something as Scaling would work but without messing the mesh.


texts: Mesh in not straight any more, when I render it becomes rounded

texts:
Trying to make a simple cylinder

It looks fine in the object view, but then when I render it turns out weird, like this:

What do I do?


texts: I need help converting a .blend to a .mp4

texts: So I made a 2d animation in blender 2.8/9 and I don't know how to save it as an mp4 so I can send it to my client.