texts:
I have created a partial head from a sphere in Sculpting mode. Then I clicked on + and then General Layout (as per a Youtube video on sculpting). The video is a bit peculiar because he ends up having to delete several copies of the UV Sphere.
Next I added a UV Sphere (which appeared inside the head). I then switched to Wireframe and then proceeded to scale and move the UV Sphere to the right eye socket.
Then, with the sphere selected, and the 3D cursor positioned between the two eye sockets, I added a Mirror Modifier. But every time I do this the mirror image appears in the same space as the original sphere.
I saw in another post that one should select Object > Set Origin > Origin to 3D Cursor which I did and still I get the same thing. I want the mirror image to appear in the other eye socket.


texts: Sculpt Mode – Turn off zoom on Option/Alt pen click?

texts:
I'm using a tablet, when I option (alt) click with the pen tip to rotate. It zooms way into my model. Is there a setting for this?
Thanks for any help. Cheers!


texts: How do you scale eye texture using armatures?

texts:
I'm making a FNaF fan animatronic named Tonya the Cat and what I want to do is to be able to scale the eye texture using armatures like Emil "Ace" Macko.

Link to video:https://www.youtube.com/watch?v=U6QWh5OKOLY

Can you guys please help me out?


texts: How do I create a smooth slope to join 2 planes of different elevation?

texts: I'm trying to model a slope to connect 2 different planes together as shown here, but I'm not sure how to do it. I've tried using the sculpt tool but it did not give me the desired effect. This is what I want the slope to look like. How should I go about modelling this?


texts: how to get a smoke domain and flow object to follow a parent that is driven by a rig following follow path bone constraint?

texts: Figured it out before I finished asking, see below for answer, but i'm going to have to continue typing so that my question meets the minimum amount of characters...hmm will this be enough.


texts:
https://youtu.be/6KdnZn2Wf9M

You can see in the video that the mesh is moving down and separating from the bones when the animation is playing. I deleted the animation and made a new simple animation and the mesh is still moving down.


texts: How do I change the default color picker mode from HSV to RGB?

texts:
Blender 2.8x default is HSV, but I want RGB like in 2.7x.
Saving startup file doesn't store new settings.

In the preferences settings one can only change circle to square or HSV to HSL, nothing more. No circle or square RGB


texts: cannot get wisps on ghost with point cloud node in blender

texts:
So I am trying to create a cool ghost pony with a particle system with a wind force and vortex behind it that blows upon the pony. I limited the particles life span to end just past to the pony so that it looks like there are cool wisps coming off of it. As one can see, I am using the point cloud node the way that it should be in order to gain such an effect as I would believe. Here is a screen shot attached.You can also see the current render and the file that I attached. I am trying to animate a cool ghost, but this does not seem to be working as I thought it should. There should be wisps coming off of the mesh and there are not. Can anyone tell me how I can achieve this?

https://www.dropbox.com/s/lnz23i4frbtms9c/ghost_test.blend?dl=0

ace]2]2


texts:
I just moved to Blender from Modo and I'm looking for a few tools...
Does Blender have an option to align working grid to selection ?


texts: Matching a Mesh curve to another Mesh curve keeping height?

texts:
Just wondering if there is an easy way to have this mesh match the curve of the other mesh under it without losing its height? I've fiddled with a few modifiers but I can't quite get it to do what I want. Is there a tool I can use or am I better off trying a different approach?
Cheers. :)
Also if you can't tell from this angle, that shape is a hollow circle covered in a steel grill pattern. I need to whole lot to bend to match the shape under it while maintaining its shape and dimensions if possible. :/


texts: How do I fix the camera in animation mode?

texts: I went into animation mode, and as usual, the panel on the side where it shows what the camera sees is there, but later, it is no longer showing the camera's view. How do I fix this?


texts: Where to place origin when exporting to UE4?

texts: Is there some rule of where the origin should be placed on a mesh when exporting to FBX for use in a game engine, should it be placed anywhere specifically?


texts: When I make key2-3-4 basic vertice edits after editing for Key1 in Shapekey mode  the object animated mode (vertice) positional changes for are physically far greater.The first edit(Key1) from Basis is always accurate to object mode. It seems like the value range that matches edit-to object mode is about 0.4 and as it goes to 1.0 it interferes with/deforms surrounding vertices. I have used version 2.79 and 2.83 and tried on 2 different up-to-date computers.I have the same issue when I try a simple added mesh object from the menu.  I've been at this for days....


texts: How can I put a texture on a door created from Archipack?

texts:
I am using Archipack to generate a door. I'd like to put the door on a corridor. But I cannot put the texture on the door as I hope.
I can put a texture on one side of the door (naming as A side), however, not on the opposite side (B side). The opposite side (B side) is black. When I rotate the door 180 degree, the black side changes from A side to B side. As I mentioned I want to put the door on a corridor, however the black side is always facing the corridor. Could you help me out?


texts: Cleaning up a 3d scan. Help/advice please

texts:
Could someone point me in the right direction please?
I'm trying to clean up this scan.
I've got pretty far with circle select and delete vertices, but I can't figure out how to delete all these weird lines without chopping massive holes in the bits I want to keep, It's all getting a bit messy and there's got to be an easier way.

I hoped I could just cut or delete them from the centerpoint all in one go, but I can't figure out how.

Any advice would be appreciated.

FYI - I have zero blender experience.


texts:
Can i use HDR images, but with background colors? Not transparent.

İ have a scene with a hdr for lights and reflections, but i want background to stay white or other color. İs it possible?


texts: i am making my first model in blender and im habing issues with shading:


texts: Blender render looks different than Substance creation

texts:
I imported my blender mesh to substance, but when I imported the textures I created from substance back to blender, it seemed to have lost a lot of detail. What did I do wrong?

Image 1 is the nodes

Image 2 is the substance painter image

Image 3 is the final product in blender


texts: Creating a Goldberg polyhedron in Blender

texts:
currently I am working on a game idea for Unity and I want to use Blender as my modeling software for it.
The surface of my sphere like planet consists of separate tiles like you can see in this Goldberg polyhedron example:

https://levskaya.github.io/polyhedronisme/?recipe=A10cD

By reading other posts from this community I was able to shape the polyhedron into a sphere but then realized after cutting out the separate tiles, that they were not proper hexagons or pentagons. With this type of polyhedron this should actually be possible.
Now I looked back at the model and found out, that the hexagonal and pentagonal faces actually are not proper flat surface but their vertices are somewhat off and this caused my tiling to make slightly deformed hexagons and pentagons.

Is there a way to create this and more complicated polyhedrons maybe in Blender itself, in which the surface tiles actually form a flat surface without some vertices sticking slightly out?

Thanks in advance.

// Edit
So I used the geodesic dome addon which can now be found under the extra objects addon.

I tried to cut out the single tiles but again the edges a weirdly formed.

I do not understand why it gives me these odd shapes after I subdivide the faces and cast a sphere modifier. The original geodesic dome has the proper proportions which are now somewhat altered.

Sorry for my bad english.

// Edit
Apparently I simply selected the wrong faces... maybe I should should make more frequent use of my brain^^

Should have realised that using the first approach I would get far to many tiles for the geodesic dome I was using...
Luckily it looks now far more like a football.

Thank you so much for putting me on the right track.


texts: Is it possible to use motion blur only on animated models, without affecting the camera

texts: I have a dynamic fight scene  and I want to apply motion blur only on fast moving characters, without affecting camera, which is animated too. Is it possible in blender Cycles?


texts:
I have this terrain mesh with some mountains, but also some plains between the mountains.

I would like to smooth out the plains, because when 3D printed they cause a lot of unnecessary walls:

Basically if you'd represent this as an image with white = high and black = low, I'd like to blur the image.

I tried the "Smooth Laplacian" modifier which does nothing and the "Smooth" modifier which does this:


texts: Problem Bake Normal Maps from hight poly mesh to low poly mesh

texts:
I'm a student and this is my first experience with blender so I'm not an expert.
I'm facing a problem when I try to bake normals in tangent space.

hippo.blend DOWNLOAD

I have two meshes representing an Hippo, created following some tutorials on youtube. One is high poly, second is low poly.

I'm using blender render, as in the tutorials.
I'm able to create an uv map unwrapping the low poly mesh and to do the first bake (select low poly mesh and click bake in render menu).

It is one day that I'm trying the final step of the tutorial in which I open my uv map in the uv editor, select in bake options "selection to active", I select the high poly mesh, shif+select low poly mesh and I click bake again. I can see that blender do the bake but the result does not change in any way.

I found the tutorials on youtube typing "Hippo Blender". They are five and I followed everything. But between the video 4 and video 5, I put bones and two animation on my model (not done in the original tutorial). Then I started again with the last tutorial.

I'm using blender 2.79b in the tutorial it is used blender 2.6 I think.
I try to read all the related topics in this forum but I'm not able to find a solution.

If someone can help me I can share the blender project

Thank you in advance

I edit the question after the answers adding some images of the current settings and the normals that I can see.

as you can see my uv map never changes.


texts:
I would like to cut a shape out of a surface mesh using a polygon.

The "Knife Project" function isn't working for me, as it changes the size of the polygon.  When it projects the polygon down onto the surface mesh, it increases the size of the polygon by some amount, depending on how far away my viewpoint is.

In this example, I want to project the polygon directly downwards, such that the polygon that is cut is exactly the same as the polygon that I started with.

I would also like to discard the outside of the cut, not the inside.  I.e. I'm not trying to cut a hole, I'm trying to trim off edges.

The surface mesh is a topography, and I want to trim off the edges according to a polygon that defines where the edges should be.


texts: Non Manifold geometry preventing loop cuts

texts:
I am modelling a simple treasure chest, shown in the screenshot below. However, I am having issues with loop cuts not cutting through the whole model.

As you can see, the yellow line is the loop cut but I would expect it to follow the red line drawn on the screenshot (excuse the rough drawing).

After a Google search, I tried selecting Non Manifold geometry and this highlighted a few of my edges. I think I understand the concept of Non Manifold geometry, but I don't understand what is wrong with my model or how to get around it.

The blend file is attached.


texts:
So my issue is pretty frustrating. I am importing an FBX I have exported from Unreal Engine 4.19.2. It seems to import correctly or at least I think, you can see the bones below.

After exporting (I have tried all kinds of settings for this and cannot seem to figure out the issue). I import the mesh with skeleton back in Unreal Engine. All appears to be okie, no deformation. I now re-target an animation for this skeleton, like I have on the mesh before exporting to FBX. This time though it is a mess. You can see below.

Now to be 100% fully disclosed I did reshape this mesh from its original form, but I didn't touch the rig. I deleted half the body fixed what I needed and then mirrored it with a modifier (Not sure if that would be the issue or not).

Anyone know what the issue is or point me in the correct direction to solving this, I have been racking my brain trying multiple settings.

Unreal Engine 4.19.2 Export Settings

Blender 2.79 Export Settings

enter image description here


texts: How to fix self-intersecting geometry for 3D Printing?

texts:
My professor wants to do 3D printing, and here is the model he made

and each individual even intersect its mesh

I can't make links cause every mesh is at 0.0.0 location.
He demanded me to do a clean boolean so that printing is possible.
Is this task possible ?? I need your guys intelligence


texts: I recently downloaded blender to do some video editing. I was playing around with it and everything was going well. The next day when I opened Blender I couldn't navigate away from the starting screen. The top menu bar will change but that is pretty much it. I tried reinstalling but that didn't work. In the screen grab you can see I'm in movie clip editor (or at least I should be).


texts: Make a custom Slider to translate a object

texts:
I would like to translate a plane along its normal by using a slider.
I'd like to be able to move this slider that would indicate the distance of the current translation and do the translation in the 3D view. Moving the plane along its normal in the 3D view would also act on the slider and make it change its value so that we can see the quantity of the translation.

Is there anyway to script that?


texts: Why does this happen to my object when I apply the smooth shader and how can I fix it? I am working with a low poly mesh, or at least trying to keep it low poly but, I would like it to look smooth and not jagged. Each time I use the smooth shader it completely distorts the mesh. Do I need more faces? How can create that without using the knife tool? Thank you for any input.


texts: Which rx5700xt's driver is stable with blender?

texts:
Every time I try to use GPU compute in cycle, Blender crash, I don't even have to render, the moment I switch from CPU to GPU in Blender's cycle, the viewport would say "Loading render kernels", and then after a while, it crashes. And when I do try to render without entering render mode in the viewport, it would also say loading render kernels and then crash.
I have seen people benchmarking cycle render with rx5700xt online, so I assume that this is a driver issues. I would like to know which version of Radeon software and drivers should I install for the gpu to work in Blender?
This is my current system:
CPU: Ryzen 7 2700x;
GPU: MSI Rx5700xt Mech OC;
Ram: 2x16gb;
OS: win 10,
Blender version: 2.83.7;
Radeon's Software version: 20.9.1


texts:
So, I made this mesh with a lot of cubes

Is there any way to fuse them (besides Ctrl J)?
Because when I smooth them, it smooths all the blocks and it looks weird


texts: How can I add chromatic aberration to an image with transparent background correctly in the compositor?

texts: I rendered a png image with transparent sky (i used the transparency option in film to hide the hdri) because i want to add a custom sky later on in gimp so i can tweek its colors separately. The problem is that when i use the lens distortion node I lose some of the transparency where the effect is happening and i can see black color where there should be transparency. This happens even if i connect the alpha output from render node to viewer alpha input. Is there a way to keep my background transparent after I add chromatic aberration?


texts: How to remove inner faces generated by union boolean modifier?

texts:
I know it is possible to select by trait interior faces and remove them, but when I am using modifiers, without applying I would not be able to do so, is there any way to clean the mess union modifier generate?

Sample: puzzle.blend


texts: How to calculate "blend" based on "spot size" and inner cone angle?

texts:
For a spot lamp I have two angles -- angle of the outer cone (spot size) and angle of the inner cone that inidicates the boundary line at which light from the spot will start to blur. Based on these two angles how can I calculate "blend" of the spot?

Blender reference manual says that "blend" value can be between 0.0 and 1.0 and that:

  The falloff rate of the Spot lamp light is a ratio between the Blend and Size values; the larger the circular gap between the two, the more gradual the light fades between Blend and Size.

But I can't figure out the exact formula to calculate blend based on those two angles.


texts: My Blender 2.79 crashes on Startup without loading the scene

texts:
I've had a problem with Blender for about a week since installing it where every time I start up the program, it launches the output window, then begins to draw the window, but it doesn't create any of the interface before it just shuts down and closes altogether.

I had a similar problem with Autodesk Maya, and the solution to that problem was to disable OpenCL manually in the Maya.env file. Any idea as to how to fix this in Blender?

My PC specs are as follows:

Windows 10 Home version 10.0.16299
Intel Core i7-7700 CPU @ 3.60GHz, 4 cores
NVIDIA GeForce GTX 1060 3GB GPU
8GB DDR4 RAM

I would add a picture of what the output window says as well, but It disappears and closes way too quickly for me to be able to catch it, and I don't know where to find the crash log or error report in my files.


texts: I was working on something in Blender and when I loaded it up I noticed some faces missing. Thought the best way to fix it'll be filling it in. Problem is that some faces still stay transparent. They don't even show up on my texture area. How can this be fixed?


texts: Scripting: Displacement modifier visual update required

texts:
started using blender recently (>2.8), and in particular I'm trying to do a lot of work via scripting and the use of modifiers.
In particular, I'm generating a circle via modifiers, with a changeable radius via the displacement modifier. However, when I create this via scripting, the displacement modifier doesn't update the visual until after I click on the mesh object.
How can I force this visual update programmatically?
(1) Before Script | (2) After Script | (3) After Click On Mesh Object

I don't want to apply the modifiers just yet either.
The Code:
import bpy
import bmesh
from math import pi

# 1: Generate Mesh Object
mesh = bpy.data.meshes.new("mesh")
obj = bpy.data.objects.new("object", mesh)
scene = bpy.context.scene
bpy.context.collection.objects.link(obj)

# 2: Generate Mesh - Verticies, Edges, and Faces
verts = [(0,0,0),(1,0,0)] #add a line
bm = bmesh.new()
bm_verts = []
for v in verts:
    bm_verts.append(bm.verts.new(v))
edges = [
    [bm_verts[i], bm_verts[i+1]] for i in range(len(bm_verts)-1)
]
bm_edges = []
for e in edges:
    bm_edges.append(bm.edges.new(e))
bm.to_mesh(mesh)
bm.free()

# 3: Create modifiers for object.
# length of the line object
radius_mod = obj.modifiers.new(name='length', type='DISPLACE')
radius_mod.show_in_editmode = True
radius_mod.show_on_cage = True
radius_mod.strength = -1
radius_mod.mid_level= 0.2
# create a circle
screw_mod = obj.modifiers.new(name="screw", type='SCREW')
screw_mod.axis = 'Z'
screw_mod.angle = 2 * pi
screw_mod.use_merge_vertices = True
screw_mod.merge_threshold = 0.01


texts: Move camera depth of field from background to magnifier on the foreground

texts:
I have a shot here where I would like to move the focus from the background to the magnifier on the foreground.

Maybe I'm wrong here, but tell me, when the focus is on the foreground, the reflection on the magnifier (the zoomed image) should be sharper, no ?
Because on my example below, the reflection is as blurred as the background.

Am I doing something wrong ?

Thanks


texts: Removing unwanted part from texture file

texts:
So I made a 3d model from 21 pictures with 123dcatch, I removed the unnecessary parts with blender.
Then I merged the 2 4096x4096 texture with a python script.

But now I have a 8096x8096 file with half of the space being empty and certain part not being used

for example I want to remove what I circled in red and move what I circled in blue at it's place.
I also want to crop the texture file.

Is that possible?


texts: Render Preview is fine, but a plane is missing on the final render

texts:
Render preview looks like this

But when I hit render, I get this image

Does anyone know why? I'm using filmic blender color management if that makes a difference.


texts: How to extrude objects during game play?

texts: Can objects be extruded during game play in Blender's game engine? If so, how would I do this?


texts: Adding an animation at a later date & exporting

texts:
I've got a dinosaur model with some simple animations currently (walk, jump, run). I exported as an FBX for using in Unity and baked all the animations in.
Whenever I want to go back and add a new animation, how can I make it so that I export only one animation as opposed to the entire mesh and armature (containing all the animations all over again)? Because anytime I try to add a new animation and export again, it will always export all of the actions I created (essentially taking up double the space, even more as I go back and make more animations and re-import).


texts: How should I fix these Armature and Compositing glitches (White flashes)

texts:
I made This cartoon water by mixing different view layers in the compositing section. Each of the view layers is rendered properly; however, if there is an animation of the armature; in the water, the edge foam appears on top. as far as I've tested this doesn't happen with any other form of animation (such as the position or rotation of objects).
I have also been unable to recreate the glitches by rendering a single frame, but it consistently glitches every 2-4 frame when rendered as an animation.
This one has really stumped me and it seems a quick google search is fruitless
I would have thought it was because I did a sloppy job compositing (as this is my first time), but the fact that the problem only occurs with animated armature bones has really gotten me stumped.
Below I've included images of both the composite node tree, the glitched render, and the .blend file in question:
.blend file:
https://drive.google.com/file/d/199wGQX-Qj786933ao09FRn3y-pv470Hl/view?usp=sharing


texts: alt-p doesn't seem to be doing anything in 2.8

texts:
I'm trying to unparent an object from an armature, but alt-p does nothing. I looked online to see if there is a new shortcut for this function, but cannot find anything.

Any help would be appreciated :)


texts: How to do advanced bone roll? (limit break angle method)

texts:
I’m trying to recreate this type of bone roll that I saw in a Maya tutorial
Instead of using two bones where you have to manually control when the middle part of the foot leaves the floor you can basically set angles and just use the bone roll value.
I get stuck with the part where you define where the break angle is. If it were possible to drive the points on the driver graph I know how I would do it. But since it isn’t possible I’m lost.
I provided a basic scene if anyone wants to show me the answer :)


texts:
I'm going through some online tutorials and am having trouble understanding how to fix my issue. From the screenshot, you can see that when I select a face on my model, the corresponding section of my texture is highlighted. However, the color isn't applied. If I select the face immediately above it, the expected section on the texture shows as well and I'm not able to determine how these are different.

If it helps, I'm sharing my files (in particular, 'Dave.8.blend') in the hopes someone can point me in the right direction.

https://www.dropbox.com/sh/s6uk9cbm7l75x0a/AAArWNxiA4itkHO3uCYKg9Vpa?dl=0

Here's what I've tried so far:
 - There is discussion of the 'normals' being wrong, but using [ctrl]-[n] didn't seem to make any difference.
 - I've tried changing my light source (as a noob, that seemed to be a possibility)
 - lots of online searching, but nothing clicked for me.

EDITS
Added Normals screenshot, Added flipped normal screenshot


texts: How to tidy messy corners generated by solidify modifier?

texts:
I use a mesh with cross section like 1 as input to solidify modifier, and I expect to have a result like 2. However, it gave me messy results in corner parts like 3. How can I tidy the messy corner in some simple way? Currently I made a self-crossover cut and manually remove the messy faces, which is pretty much work.

And this is the snapshot of actual result. I hide the outer shell and most flat parts of the inner shell, only showing the corner part to ease the editing procedure.


texts: Morphing between two different curves or meshes via shapekeys

texts:
I've imported two .svg's from illustrator to blender that I would like to be able to morph between with shapekeys.
There's a screenshot of the .svg's below.
Blender imports each letter as an individual curve and I've tried to convert these curves to meshes and use the shrinkwrap modifier to morph one letter into another.
This hasn't really yielded any usable results though.
So my only other idea was to export the text from illustrator as a .png and apply it to a square as a texture and then morph that square to a circle via the shrinkwrap modifier. I'd much prefer to do it all with the imported .svg's though, as nothing would pixelate when zoomed in for example. So if anyone has an idea how this could be achieved I'd really appreciate your input!

Cheers folks, thanks.


texts: How to separate objects created using mirror modifier in Blender?

texts:
I am using Blender 2.56. I created all body parts of humanoid model.

I used mirror modifier on individual body parts separately. Now I have to merg all the parts to make full body.

Now my question is I want to make changes on only left hand not on both of them.

But mirror modifier is making the changes on both at a time. I applied the mirror modifier even then when I am coming to edit mode and doing some changes both hands are getting modified.

How to separate those both hands and make them independent ?


texts: How can I use the Subsurf Modifier on a curved surface?

texts: I'm trying to create a smooth, convex surface. The Subdivision Surface modifier gives an erratic result, and I can't control it even with the Edge Crease.


texts: Floor tiles gloss - match the Viewport Shading gloss for multiple rotated objects

texts:
I want to use 4 tiles to create a floor 1 for inner and outer corner each, 1 for the edges and a full one for the middle. With the rotations on each tile the gloss also changes with it like this https://i.imgur.com/ZtLXWTH.jpg.
Applying the Transforms doesn't work and i can't really look for a solution because i don't even know how to really call it other than gloss.


texts: Blender 2.82.7 unwrap problem - selected faces displaced and cannot place the image correctly

texts:
cannot place the image correctly because selected unwrapped faces are displaced. I unwrapped UV > smart UV project. I added screenshots about my problem and can you understand that?. please help me...

the second image is my unwrapped one.

the first image is the selected faces. but why I selected faces are not properly as the first image left panel. it like crashed. is it a model problem.?
I tried to find properly select the faces around the bottle. On one occasion the proper faces were met. as the third screenshot.
But the look didn't come out the way I thought it would.
because it applied to another face. It just didn't meet the expectations I was expecting.


texts: Does anyone know how to create a zipper?

texts:
I'm looking for a tutorial on how to create a zipper in blender.  For some reason I had it in my head that there was an add-on that did it, but looks like there isn't unless i missed one.

Does anyone know of a good tutorial on how to add zipper teeth to an already existing mesh (it doesn't have to work as the jacket will be open, i just want the effect.)

Either that or give me an idiots guide to zipper creation.  I would have thought that with the amount of clothing being made for characters a tutorial would be a lot easier to find.


texts: How to setup a material with a Photo and Emission to mimic a TV screen with Eevee?

texts:
I have tried many things but I am not a master at Material nodes :frowning:
I am doing a Non-Realistic animation, kind of cartoonish.

Thanks guys


texts:
I have this SVG I'm trying to import to blender, but the thickness of the contour just doesn't show.

Is there a way to import the svg exactly how is shown in the other softwares?

This r the prints of my problem.


texts: Boolean modifier not working but when applied its dupplicates

texts: im trying to model a simple sword after watching some videos and im trying to add the Boolean modifier and after i click apply it ends up duplicating the cylinder im using the cut into the sword even though the cylinder is a separate object


texts: How do I catch keyboard input for a blender plugin?

texts:
I'm writing a leap motion blender input plugin, largely because the existing efforts seem to have stalled.

One of the problematic issues with the leap is that after moving / scaling / rotating an object, there's no good way to 'stop' the leap input. Even using both hand, the leap often awkwardly tracks tiny jitters as you change gesture or add/remove hands.

The best solution seems to be to control the input of the leap by keyboard input; eg. hold down control to designate input mode, and release it to 'drop' the object or stop rotating the camera.

However, I'm having trouble trying to catch this sort of input from the plugin api.

I've looked at bpy.context.window_manager.keyconfigs, but it doesn't seem helpful.

How can I catch the input of keydown / keyup on control keys?

It's worth noting that I have explored the idea of adding new keyconfig's to 'start leap mode' and 'stop leap mode' using operators (eg.  cntl -Z start,  cntl-shift-Z stop, or whatever) but finding free easy-to-press key bindings is really tricky and it is, practically speaking, really awkward. So uh... if you were going to suggest that, dont? It's not really a good solution.

(Incidentally, the existing efforts at leap bindings were all tease and no action, frustratingly; that sucks. If you want to see what I've done, such as it is, the source is located here: https://github.com/shadowmint/leap-blender)


texts: Animated character exported to THREE.js not animating properly

texts:
I am trying to export animated character from Blender to THREE.js JSON using official THREE.js blender exporter. I have tried a few models from the internet and also a model included in THREE.js: https://github.com/mrdoob/three.js/blob/dev/examples/models/skinned/marine/marine_anims_core.blend

Exported JSONs are tested in this example: https://github.com/mrdoob/three.js/blob/dev/examples/webgl_animation_skinning_blending.html

Imported models are animating badly + model has a wrong x rotation (-90deg). The rotation can be repaired by rotating imported object in THREE.js. However it rotates the bones too and so not fix the problem. I think the problem is bad rotation of skeleton in relation to the model.

How should I export the model from blender correctly? Or is there a way to fix this later in javascript?

Blender: 2.73, 2.79, THREE.js: r77, r88, Chrome

Example: Wrong animation video


texts: How to put 3d cursor in corner without corner?

texts: When i try to use 'g' key in 3dcursor mode, it doesn't work. I can only use right mouse click, than i can use snapping on z axis. but it's not accurate! the cursor moves when i click on it...How can i do that?


texts: Can bones in IK chains be also moved independently?

texts:
I have the following IK chain:

Bone 3 is the IK bone and 4 is the IK target. Clearly, when 4 is moved the entire chain follows it. Which leads to the problem that it is impossible to move the bones that are subordinate to 4 independently with 4 following them.

I would like to rotate Bone 3 with 4 following the rotation. Is it possible to have an IK bone in control of a chain and still be able to transform the subordinate bones independently with the control bone following the transformation?


texts: When I try to quick edit in texture paint I get an error saying that it couldn't find an image editor even though there is one (see photo)


texts: How does the Blender Internal Renderer create Environment Lighting exactly?

texts:
I'm using Blender 2.77 and I have currently arrived at the native Blender Renderer engine, and I fully want to understand how it works and how I can use, adapt, modify it for my own Blender projects.

I've already read many free e-books, articles and watched many videos about it, but I want to be able to truly understand AND visualize its inner workings.

Unfortunately the official Blender Render manual does not offer much in-depth/under-the-hood insight on how stuff really works, so I still have lots of technical in-depth questions about the Blender internal Render engine like:

QUESTION: - How does BI create "Environment Lighting"?

Is this done by adding just another (hidden) Lamp (like spot, point, hemi, sun, area) to the scene or is it done otherwise?


texts: Why is this driver expression not working?

texts: as you can see here the strength of the light's property shoulds always be => 0 but the expression isn't working.


texts: How do I make smoke fill a specific object

texts:
How do I make it so that smoke only fits a specific object like a cube or sphere so the smoke makes the shape of the object.

Let's say I have a single object of a hat and what I want to do is make the smoke in the shape of the hat.

Help


texts: How do I save a blender file as a MP4 in 2.80 video editing?

texts: I just started using 2.8 for video editing. I've rendered the video but it always saves as a blender file. And it makes it hard to put the videos on YouTube. Is there any way to save it as a MP4 file.


texts: How to remove blue dashed line with numbers attached to it

texts: I was trying to model quickly and ended mashing some keys (at the WASD end of my keyboard) and did something to create the blue line as shown in my screenshot. The line expands and contracts whenever I move the viewport and the numbers increase from 0 to XXXX as the line lengthens. What is this line and how do I remove it? Any help would be appreciated.


texts: Audaspace Game Property in Python script doesn't work as expected

texts:
So I made a little test using Audaspace lowpass filter in a python script template, modified a little by myself (I'm new in python, so it is very possible that I made a mistake). Everything are working well, except when I try to change the Lowpass filter value using a Game Propertie modified in game with logic bricks. The idea is to change the lowpass filter for an effect in a videogame (e.g. underwater, behind wall).

Does anybody have a solution, it would be really helpfull.

import bge
from bge import logic

import aud

cont = logic.getCurrentController()
own = cont.owner

logic.device = aud.device()
soundpath = logic.expandPath('//Sounds/Engine.wav')
sound = aud.Factory.file(soundpath)

handle = logic.device.play(sound.lowpass(own["Amount"]))
handle.volume = 1


texts: Setting blender context for uv editing issue

texts:
I'm trying to run this command, I crash after print 1, which I guess has something to do with setting another context but no idea how to bite it to get it to work... Any hints?
        print("Update graph")
        bpy.context.evaluated_depsgraph_get()
        for window in bpy.context.window_manager.windows:
            screen = window.screen
            for area in screen.areas:
                if area.type == 'VIEW_3D':
                    #set context to 3dview
                    cont = bpy.context.copy()
                    cont['area'] = area
                    cont['region'] = area.regions[-1]
                    bpy.ops.view3d.view_selected(cont)
                    break

        if len(objects) > 0 and cont is not None:
            # Deselect all
            for obj in objects:
                if obj.type == 'MESH':
                    obj.select_set(state=False)

            #Select 1 by 1, and apply the uv system.
            for obj in objects:
                if obj.type == "MESH":
                    obj.select_set(state=True)
                    print("1",cont)
                    bpy.ops.object.editmode_toggle(cont)
                    print("2",cont)
                    bpy.ops.mesh.select_all(action='SELECT')
                    print("3",cont)
                    bpy.ops.uv.smart_project(cont)
                    print("4",cont)
                    bpy.ops.object.editmode_toggle(cont)
                    obj.select_set(state=False)

TIA
I have missed some explanations.
This function is called by a persistent handler
@persistent
def load_handler(dummy):
    bpy.app.timers.register(actionQueue.runInternalFastTimer)

def register()
      bpy.app.handlers.load_post.append(load_handler)

Its done this way as I'm sending command to it from a threadX that is not blender thread. So the idea is to push job function ptr to a queue that then  gets called/executed by blender in its own correct thread.
However at that stage I have wrong context and I get this error >
RuntimeError: Operator bpy.ops.object.editmode_toggle.poll() failed, context is incorrect

EDIT A more comprehensive example of the issue can be found here (second post) > https://devtalk.blender.org/t/creating-a-valid-context-for-uv-editing/15670


texts: How to have different origin for each object when separating a mesh by loose parts?

texts:
When applying separate by loose parts to a mesh, I end up with many objects, as expected. But they all share the same origin. If I move one object, they all follow.

I've tried unparenting, but there is no Parent relation between them. It's the first time I encounter this. Is this expected behavior or a bug? Or Am I doing something wrong?


texts: Blender Cycles Bake Not Looking Like Object in Rendered View

texts:
I have a couch in Blender that looks like this in rendered view.

I baked it with a combined texture and this is what it came out to be.

This is what it looks like added to the mesh.

Why does the view with the baked image not look exactly like the rendered view?

Does it have something to do with my mesh and faces?

This is my mesh.

This has never happened to me before as I baked a couple things before this which came out perfectly.


texts: Compositing: How the resize the scene to fit the matte?

texts:
I've a scene and an image matte built from an image with a green rectangle depicting a hole. I'd like to have the camera view resized to fit the hole.

The image with the hole may change, the hole may be sized and located differently (no input about that, only the green color of the pixels).

I have used a Transform node at the location indicated with ?. I have to adjust the offsets and the scale factor visually to position the camera view exactly in the hole. I'm looking for something automatic if this exists, or the most effective solution in any case.

I'm a true beginner.

Assumptions:

This final result is an image, not an animation.
The green rectangle and the camera have the same W/H ratio.
The image appears in the foreground, normal to the camera view axis, in the composited result. No perspective is involved.


texts: I would like to render a material similar to this. been trying all day, but can't come close. I tried searching for a similar material online (like plastic or rubber) but to no avail.


texts: Sverchok beginner: Viewer draw Mk3: How to connect faces and edges to vertices?

texts:
I'm working through the Sverchock introduction tutorial and I see a lot has changed in version 0.6. But i am able to do what it says. Only the last part:

Now if you change the slider on the Float node, you’ll notice 2
things: 1. the header of the Float node gets the value of the slider, and
2. more importantly, the Polygon will start to increase and decrease in
size because you are multiplying the x, y, and z components of the
Vectors by that amount.

The polygon (face) does not increase or decrease in size.

If I disconnect the edges and/or face from the Viewer, then I can see the vertices scale when I slide.
When I bake the plane again, the edges and faces are duplicated and take the size of the Scalar.
Why does the scale not apply to the faces/edges and why do they behave like different objects?


texts:
This involves using GIMP to get the shape of objects from Blender. How do I get the shapes of my objects, as seen from the camera view, and make them a single colour, with an invisible background? Is there a way to do this with total accuracy, and possibly as a vector image?

Basically, how do you do the computer version of tracing an object from a photo and colouring it in, all one colour, (with no outline afterwards), but with complete precision.

So, a blue vase, seen from an angle, would turn into something like this, but with an invisible background, not so pixelated and in GIMP instead of paint:

I'd rather not share my work (which is on my desktop PC, which has a broken internet connection) and have my idea stolen, so I shouldn't provide screenshots of it. Sorry.


texts: I downloaded a font from an online website, how do I apply it to my text

texts: I downloaded the pistoleer font from this website https://www.wfonts.com/font/pistoleer-3d and i want to apply this font to my 3d text. When I click on the folder next to font and search for the pistoleer font, it is not there. Is there a way I can use this font?


texts: How to activate ANOTHER object's actuator (Python)?

texts:
Normally, we activate actuators like this:

controller = logic.getCurrentController()
actuator = controller.actuators['AddObject']
controller.activate(actuator)

This activates the actuator called "AddObject" that belongs to the current controller.

But let's suppose that I want my scene manager to tell objects to delete themselves. The "End Object" actuator has to be on the object to be deleted, not the object that's doing the deleting (unlike the Add Object). I add an "End Object" actuator called "EndObject" to the object I want to end, and then I use:

scene = logic.getCurrentScene()
cont = logic.getCurrentController()
for obj in scene.objects:
    if obj.name == "Critter":
        obj.actuators["EndObject"]
        ....

... and then what? Using:

act = obj.actuators["EndObject"]
obj.activate(act)

...doesn't work because obj doesn't have a function called activate, nor anything similar that I can find.

Any ideas? Am I using "End Object" incorrectly?


texts: Where can I find what version of python is bundled with certain Blender versions?

texts:
The question is where I can reliably find the information on which python version is bundled with a certain Blender release (like 2.72b at the moment)?

I need to find the major and minor version numbers as soon as a new release is out (well, as soon as I begin using it, that is), in order to be able to compile external modules which work only with certain python versions.


texts: What is the difference between Translucency and Transparency?

texts: I have been wondering this for a while. What is exactly the difference between a translucency shader and a transparency shader?


texts: How to select multiple keyframes in the dopesheet

texts:
Sorry if this is a dumb question, but how do i select multiple keyframes at once, i need to delete half of my keyframes in my animation, but do i need to select each one individually?
Thank you for your help.


texts: Eevee shadows clipped by camera distance. Cascade shadows / camera clip not helping?

texts:
I've found posts online that suggest increasing the cascade shadow setting under my sun lamp, and increasing the camera clipping distance. Shadows should then be clipped based on the lower setting. Even if I set both to 5000m, neither setting affects my shadow clipping that seems to start at ~100m. What am I missing here?
I like to make buildings / architectural scenes but rendering in Eevee is impossible when I see a wall on the background giving me funny shadows or no shadows at all past a certain distance.


texts: How to create faces that have proper material assignment

texts:
I'm currently working on project and am very new to Blender. Let me explain my situation here so you aren't confused. I have a map that I imported into blender from the Source Engine, specifically from HL2DM.

In the game it uses a Skybox that blocks the view of imperfections such as missing faces.

In the game I'm using my imported map in I don't have the ability to do such a thing since it uses the Unity engine.

I want to create faces for the areas that are missing them and apply the proper materials for them to look like part of the map. The issue I'm running into is visible in the second image on the roof of the buildings to the left.

Currently it has no material applied to it but when I do apply a material it causes other materials on the map to use the wrong ones.

I'm wondering how I fix this if I have to UV unwrap or UV map them to the proper areas or what. I would also LOVE to know how to edit multiple materials properties similar to unity.


texts: Is there a way to have more vertex colors per mesh? Or at least some kind of workaround?

texts:
At the moment it won't let me create more than eight, the add button doesn't work after that number.

I use these for different "handpainted" lighting effects for different scenes with the model. So I can't delete some to make more.


texts: How to create an computationally efficient fan or sheet of light in Cycles?

texts:
I want a light source to put out a sheet or fan of light. It would illuminate only along a line if it were shining on a flat surface. But I want to shine this on complex shapes.

One way I've tried is to put a point light or emitting object between two closely spaced parallel planes. It can cast a line of light if I crank up the sample count to several thousand, but it's noisy, not well collimated, and of course slow. This is for an animation.


texts: Source to read about the math in World Matrix and Blender's use of quaternions?

texts:
I'm going to show some slides about using Blender to illustrate three dimensional and time-evolved physics simulations by just (pasting and) running the python within the blender user interface.

This really helpful answer showed me how to use a Wold Matrix to do some things, and probably I can keep poking at it until I understand the math behind it, but I am wondering - is there a source to read about the math in World Matrix and Blender's use of quaternions?


texts:
I am trying to add the content of a image to the surface of a mesh on Blender 2.80, but the better I have achieved was to apply the image color to surface. I am using cycles renderer.

I have this function so far, it takes the path to the image and the mesh object as arguments.

def add_texture(texture_path, obj):
    mat = bpy.data.materials.new(name='texture')
    mat.use_nodes = True
    nodes = mat.node_tree.nodes

    texImage = nodes.new('ShaderNodeTexImage')
    texImage.image = bpy.data.images.load(texture_path)

    # What to link here?
    # mat.node_tree.links.new()

    # Assign it to object
    if obj.data.materials:
        obj.data.materials[0] = mat
    else:
        obj.data.materials.append(mat)

I created a material added the image as a texture, It seems that I have to link some attribute of the texture to the material, but I cannot find what I have to do exactly.

Any ideas on how to apply the image content to the mesh surface?


texts:
I have several objects in a collection. Some only carve others and should always be invisible. I want to select all objects in a collection, so that I can move it without changing its internal structure. Yet Collection -> Select objects selects only the visible ones. It makes no sense to me - the carvings should move together with the carved.

So I need to make temporarily visible all invisible objects one by one, then select objects, then move the collection, then deselect the objects which should be invisible. Time consuming and error prone.

Blender has multiple methods of choosing object visibility, eye, screen, camera. I tried different combinations, and it seems that both eye and camera exclude an object from "select in collection". Any method of having an object which is invisible on the screen and in the rendering, but can be selected as a member of a collection? Doesn't "select all in a collection" sound like a basic operation"?


texts: The animation on the child is not creating keyframes

texts:
Basically, my question is the title. I have a "battle" tank, and am using the "Blender Game" engine to make a simple animation by recording the movements in-game.

When I move it with WASD, it creates keyframes, but the movement of the turret (with the mouse) is not creating keyframes. The turret is parented to the hull of the tank, with contains the logic bricks for WASD. I record the animation, moving the hull and the turret, but only the movement of the hull creates keyframes:

I tried unparenting the turret and simply copying the logic bricks to it so that it moves the same way as the hull, but the turret flies away or disappears when I start the game. I believe this might be some issue with the bounding box, which I'm not sure how to fix as I did not create the tank model myself.

I feel like there is a simple solution to this, but if you anyone needs more information or would like the .blend file itself, I'd be glad to share those.


texts: Grease Pencil - Drawing screen disappeared

texts: I am not entirely sure what I did, but the screen that lets me draw onto the frames vanished. I think I pressed an up arrow and then it disappeared, and I'm not sure how to recover it


texts:
Blender will not work on the Surface Pro X. It runs, but it doesn't recognize the GPU in the machine and shuts itself down. All my drivers and firmware are up to date.

The GPU should be more than capable since it's quite powerful and has dedicated memory. The CPU is questionable, but that's beside the point. Is there a work around or another build of Blender I could use? If not, would it be possible to get this compatibility in a future update?


texts:
I refer to the Blender built-in boolean tool described here.

I am cutting a complex surface > 30 000 facets.  All the cuts are along coplanar surfaces.  About 50 % of the cuts fail.

In the detail of the cut file posted, you can see that the boolean cut seems to be done, but that the tris are not removed.

What can I do to ensure that the boolean cuts do not fail, or is there an easy way to remove the tris after the cut failed?

See this large sample cut file.

Overall shape

Detail

Thanks.


texts: I can't figure out how to change this or what I clicked to cause it but the object completely disappears if it's not highlighted


texts: Track a pixel between frames using speed (vector) outputs?

texts:
With a sequence of frames, I am looking to compute how each pixel moves between two frames (i.e., optical flows). For example, I wish to generate a "pixel movement map" that tells me, for example, pixel '(100, 100)' in frame 1 moves to '(102, 105)' in frame 2.

As this post suggests, I can

  enable the desired render layer (ie "vector") and then save the render
  output as OpenEXR file. That format will save all the desired render
  layers (in this case, motion information in 4 channels) in a single
  file...

I now have the OpenEXR images of size '1080x720x3'. The values range from around '-200' to '100'. Given the relatively small motion between two frames in my case, I am sure these numbers are not in pixel unit (also, they are not even integers!).

What exactly are these numbers? How should I process these values to get movement (in both 'x' and 'y' directions; pixel unit) for each pixel?

P.S. -- As I write this question, I realize there will be pixels present in frame 1 but not in frame 2. Not sure how this speed output reflects that?


texts: What section of a sphere does the camera 'see'? Intersection of camera viewport and sphere

texts:
Blender 2.8

Scene: A sphere and a camera.

The camera can be moved, but it will always show a part of the sphere. Later on, textures should be loaded onto the sphere BUT ONLY for the part of the sphere that is actually in the camera frame. Thereby avoiding to load data that is not necessary.

I have defined the problem as an intersection of and arbitrary number of camera vectors (red dots in the left panel of the screenshot) with the sphere.

Question: How do I project those points onto the sphere? And how to deal with the horizon?

If I have a list of XYZ vectors that are on the sphere I can create a polygon (in polar coordinates) as illustrated in the right panel of the screenshot. That polygon can than be used to select the mentioned textures.

Any code, advice, or keywords of how to better title this question are much appreciated.

Update 29/01/2020:
I found this tutorial that describes how to calculate the intersection between a sphere and a ray (I called it camera vector before). This is the code for blender to calculate one ray only, i.e. the center of the camera frame

import bpy
from  mathutils import Vector
import numpy as np
from math import acos

R = 2.0

scene = bpy.data.scenes["Scene"]
ro = scene.camera.location  # ray origin
s = Vector([0,0,0])  # sphere center
rd = scene.camera.matrix_world.to_quaternion() @ Vector((0.0,0.0,-1.0))  # ray direction
t = np.dot(s-ro, rd)  # time, i.e. point along ray
p = ro + rd * t  # vector between sphere center and ray
y = (s-p).length  # distance between sphere center and ray
if y<R:
    x = np.sqrt((R*R)-(y*y))
    t1 = t-x  # time to t1
    result = ro + rd * t1
    print('result: ',  result)
else:
    print('camera not looking onto sphere')

result is a vector that describes the point on the sphere


texts: Tried installing matcaps from older blender version. Here's the info log. What can be the problem here?


texts:
Newbie here. Just started using Blender. I did look through many questions, but most likely don't know what I should look for.
I watched tutorials, tried to fix vertex paint, vertex weight. starting to feel lost, can't seem to fix this!
I would be so happy if someone could help me with this! Thanks!

http://pasteall.org/blend/index.php?id=46106


texts:
I'm pretty a newbie here and also in Blender in general.

I'm in trouble with one thing in particular:

How could I switch sculpting through different objects in sculpt mode? Let me first say that I use a tablet with pen so I have enabled Emulate 3 Button Mouse. I know that I have to press Alt and click on an object but if I press Alt on the object I want to switch it doesn't receive the input, also if I have flagged

What can I do?

Thanks in advance.


texts: How to limit how far an object can move in Blender Game Engine?

texts:
First of all, I have an empty that is constantly being tracked to the cursor. I have a situation where I can select an object with left-click, and upon right-clicking, it is parented to the empty, meaning I can move it by my mouse. When I left-click again, it places it down.

Is there a way I can limit how far it will move while parented to the empty before it stops like it's hit a wall that's a certain distance from its starting point? Also, after I place it down, that "wall" resets to be equidistant from its new position.

What I want (but without the wall):

And then the empty can move further but the model can't.

Is there a way of doing this in logic bricks? I'm sure it's possible in Python but I'm trying to do it all in bricks for this project.


texts:
So today I wanted to separate the workspace between two monitors and I shift-clicked the view I wanted to put in a new window and it worked.

The problem is that when I wanted to close it (since in any editing program I know closing the main window closes all the others and then at the startup restores them) I accidentally closed the main one and the secondary window stayed open (I was surprised a lot :D) and I don't know how to restore the main one with the top bar (you know, the one which has File, Edit...) and the original layout because in the secondary window there is only the view.

So how do I restore it?


texts:
First: Thanks to R-800 for his/her quick answer. Though, it wasn't really what I looked for.

I try to be more specific about my former question:
I have an animation of 1200 frames. My objects perform some motion until frame 200. From frame 200 to 360 my objects rotate about the z-axis completing 2 full cycles and then move further.
I created the rotating motion by inserting key frames every 10th frame rotating the objects 45 degrees further. Thus at frame 360 my objects have a rotation angle about the z-axis of 720 degrees.

I now want them to rotate not only 2 cycles but 4 from f200 to f520. I.e. I want to insert another 160 rotation frames after frame 360.

I tried to shift all the original key frames after f360 to start at f520 and then fill the gap again with 45 degree rotations. This worked well until frame 520 then the motion got screwed up because the rotation angle at f520 was 4*360=1440 degrees but key frame 530 (the shifted one originally at f370) had an angle of 720 degrees and the objects rotate all the way back from 1440 deg to 720 deg within the 10 frames from f521 to f530.

That's where I'm stuck now. Of course I could set all the following keyframes after f520 to the correct rotation angle. But I thought there must be an easier way.


texts: Putting the Metaball panels in the Properties sidebar - object has no attribute meta_ball

texts:
I want to display some content from the Properties Editor in the Properties Sidebar in the 3D view. Currently the Metaball panels.

As a first test i have grabbed the whole properties_data_metaball.py file for that, and simply changed the DataButtonsPanel class to show the stuff in the sidebar. Which is the only change at the file.

class DataButtonsPanel:
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "data"

The panels shows in the sidebar, but the content is missing. And i get a AttributeError in the console. What do i overlook here?


texts: Procedurally convert other coordinates into UV coordinates

texts:
Is there a way to convert from any sort of 3D coordinates into any given object's UV coordinates?
I currently have a setup like this:

The node group gives me a 3D grid so it needs some sort of 3D coordinates as input to work correctly. (Here Object coordinates but really any 3D coordinates would work)
The image texture, however, is mapped onto the sphere using inherently Object-Bound, 2D UV coordinates.
What I want to accomplish here is to "pixelate" the texture as it appears on the sphere, based on the 3D grid. Conceptually, the easiest way to accomplish this would be to convert the grid from Object-coordinates into UV-coordinates and plug that into the texture.
I think for the special case of the sphere I could work some manual Mercator projection magic to replicate UV coordinates but that would be a bit tedious and, importantly, not universal. There's no way it'd work for a mesh with complex shapes.
Any ideas how I might accomplish this sort of thing?


texts: how do i change my shortcuts for zoom, move the view, and rotate?

texts:
my old shortcut for zoom was ctrl, alt and mouse, left (this is on laptop) however when i try to do this it wont let me drag the zoom,

second my old rotate was alt and mouse, left.

and last my move view was shift alt mouse.

(all mouse buttons you click and drag).

I can't change these and if i try, for example i tried o fix my zoom. I couldn't drag I could only click. I need help with this


texts: what is going on? my workspace texture going wrong

texts:
Does my GPU cause this? Because I got an issued with my GPU, there is something wrong like sometimes it just not responding. How can I fix it?

My laptop spec is Geforce 1050 4gb, 8gb ram, 1tb disk split d and c, Intel i7 8750h.


texts: How do I smoothen this corner whee multiple edges end and a new face starts

texts: I am making a mattress. First I rounded the corner in a circular manner. After the rounding ends, a new face is starting. Then, when I am trying to use Subdivision-surface to smooth the upper region, it's breaking in this manner. How do I correct this and smooth the part thoroughly.


texts: Blender 2.80 displaying weird artifacts in Layout mode but not in Modeling mode

texts: Im new to Blender. I was trying one of the tutorials on youtube when suddenly the objects in viewport started displaying weird artifacts. These artifacts are not visible in modeling or sculpting mode. I have included the image with artifacts. Any help would be appreciated. Thank you.


texts: Python Scripts with Blender, Make Human, and Sheepit

texts:
I am trying to render a project through the online render farm, Sheepit, but it does not allow python scripts. My characters are made in Make Human. I then import it into blender using MHX2. The characters I create in MakeHuman use python scripts. Is there any way to convert the file to make it not need python scripts? This way I can use the online render farm again.

UPDATE:
I have figured out a way to use a MakeHuman model with SheepIt without any issues. Here is a link to my GitHub, where you can find code for the python console and instructions on how to use it: https://github.com/Brody-Adelman/MHX2-Python-Fix


texts: Make an Object not reflected by a Surface?

texts:
I want to make an Object which cant be seen on Reflective Surfaces, for example: Metal. I want to make it so that if I Place the Object over a Reflective Material, it should not be seen on there.
How can i make it so the Surface doesn't Reflect my Object?

Thanks in Advance!


texts: Cycles SSS seemingly incorrect colour for thin surfaces or small objects

texts:
I'm trying to get a similar material to the plastic of a 3D print which is largely dominated by subsurface scattering (SSS):

However, a very simple SSS test in cycles produces this:

There's an awful lot of lot of blue (I assume back-scattered light) at the corners that I can't get rid of. The same happens at smaller detailed bits of geometry in other tests.

A simple answer is I've buggered up the properties and just need to change some numbers. If this isn't the case,

Is this simply a failure case of the current SSS method in cycles or the lack of some other physical phenomenon that isn't being modelled?
Can this be avoided easily? If it's necessary to set up a complex network of nodes to hide the effect then maybe it's not worth the effort.

[EDIT]
OK, it doesn't look like forward/back scattering has anything to do with it. Small objects simply have the wrong colour, as in the following image. I'm pretty sure if I shaved off a chunk of my model it wouldn't turn blue/green.

Objects on the left have 0 sharpness while objects on the right have 1 which seems to alleviate the problem a little. I would have thought this is the wrong way round given the look (maybe sharpness should be roughness instead).


texts: I always thought light pixels correspond to reflective areas and dark pixels correspond to non-reflective areas. so why is this specular map blue?


texts: How to choose 1 vertex, change its coordinates, and have its mesh move along intact with it?

texts:
I'm in edit mode for this. I don't think I need an image for this question.

I just want to move a mesh by selecting ONE of its vertices and typing in the new (x,y,z) coordinates. Selecting the G (Grab) tool doesn't do the job.

Also, while at it, how do you select ONE edge of a mesh, type in a new length for that selected edge, and the rest of the mesh would scale accordingly?

I'm not having any luck finding an add-on for what I need.


texts: Can 2 sets of parented objects be added to a 3rd parent?

texts:
I'm new to Blender and I'm trying to organize my objects by creating a parenting hierarchy.

I currently have two parented sets of objects each containing several dozen objects (children) each. I would like to combine these two parents under a "super" parent while retaining the "sub" parents. Is this possible?

I've been unable to do this myself, however my research so far says nothing about this being impossible.

Thanks.


texts: how can I find out the surface area of my mesh in blender 2.9?

texts: Without Python, if that's available. I need help with this for 3D printing and I have no idea how to find out the area. So if you know how to do it please help me.


texts: get/set on FloatVectorProperty subtype COLOR

texts: I have a FloatVectorProperty with the subtype COLOR laid out in my operator. I would like to user to be able to control it like normal, but to be able to set the value if the material already exists. I have tried using Get/Set methods, but they seem to freeze up the color. What I would like is if the material doesn't exist it sets the value to (1.0, 1.0, 1.0), if it does then it gets that color and sets the value to it, but still allows the user to control the color. Any ideas on how to do this?


texts: Cycles Render passes: Glossy Direct vs. Indirect

texts: What are the differences between the Glossy > Direct and Glossy > Indirect passes in Cycles?


texts: Eyeball doesn't rotate well while rigging eyes

texts:
I'm trying to make the tutorial called "Eye Rigging in Blender" found here :

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

From minute 3.56 to minute 4.27 he links the bone to the left eye. I tried to do the same with my character. So,In object mode I selected the middle of my eyeball by pressing SHIFT+CTRL+ALT+C > Origin to Center of Mass and then,with SHIFT + A I created a new bone and then I have selected the eye and with SHIFT I selected also the bone,finally I linked the bone with the center of the eye pressing CTRL + P and then Parent to Bone. The problem is that my eyeball doesn't rotate like the one on the video. Which keys he pressed on minute 5:07 to rotate the eyeball in that way ? I rotate my eyeball using R + x ; R + y ; R + z but it does only in one direction.

This is how my eyeball rotates :

http://psychonews.it/dati/2016-04-14_16-54-46.mp4

you can see there is something wrong. Thanks.


texts: Every time I add a new mesh it goes behind the background image, how to make it on top?

texts:
I have a background image on the side view angle, I added a new mesh to model a part of my image but can't for the life of me put the background image behind the mesh...
Edit: Solved it, Depth parameter of the image was set to Front, I have set it to default and it took care of the issue, thank you


texts: Fluid physics won't work inside hollow object

texts:
I'm really new to this program and just got into the physics simulations.   I'll attach the blend file but this is the basic idea:

I have a hollow apple with a bite in it that's floating above a platform. I want to create an animation with fluid slowly overflowing from within the apple and leaking drops down the apple, to the platform, and eventually off into an outflow.

I get mixed results every time I try to bake this. The common outcomes are that the domain won't bake, the domain will bake into a blob with no movement, the fluid will flow at an angle, and the fluid will explode everywhere as one giant mass. The variables that most obviously seem to affect the simulation is the volume initiation.

If someone has experience with any form of overflowing fluid simulation, advice would be welcome. Again, I'm really new to this program, so I wouldn't be surprised if I'm just making a ton of stupid mistakes. Thanks!


texts:
I am creating a ribbon tail using a path, which the bevel object properties is referencing a curve>rectangle object (the selected rectangle in picture below)

Now, my ribbon tail is just a flat rectangular surface.(below 1st image) I want my tail to curve like a U-shape (below 2nd image), just like when you bend an actual ribbon tail. Is there any ways to do it with my current path object?


texts: How can I slow down my animation periodically?

texts: I have a camera parented to a path (CtrlP, follow path) and I want to edit the speed, but since there aren't any keyframes I can't use the dope sheet. Any ideas?


texts: Duplicated vertices created by bmesh.ops.bisect_plane

texts:
I want to get a mesh's bisected surface's vertices and edges. I tried to bisect a sphere using bmesh.ops.bisect_plane.
import bpy
from  bpy import context
import bmesh

bpy.ops.mesh.primitive_uv_sphere_add(radius=0.05)
ob = context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

origin = (0,0,0)
axis = [(1, 0, 0), (0, 1, 0), (0, 0, 1)]
dir = 1

geo = bmesh.ops.bisect_plane(bm, geom = bm.edges[:] + bm.faces[:], dist = 0, plane_co = origin, plane_no = axis[dir], clear_outer = False, clear_inner = False)['geom_cut']
print('geo len:',len(geo))

verts = [v for v in geo if isinstance(v, bmesh.types.BMVert)]
edges = [e for e in geo if isinstance(e, bmesh.types.BMEdge)]

print('newverts len:',len(verts))
print('newedges len:',len(edges))

for v in verts:
    print(v.co[0],',',v.co[1],',',v.co[2])

Everything seems ok. But, when I bisect using XZ or YZ plane, the number of vertices and edges created are different. Besides, there are many very close vertices created. For example,
-3.91155481338501e-08 , 0.0 , -0.04999999701976776
-5.314408468848342e-08 , 0.0 , 0.04999999701976776
-2.421438694000244e-08 , 0.0 , -0.04999999701976776
-3.757856248398639e-08 , 0.0 , 0.04999999701976776
-1.6298145055770874e-08 , 0.0 , -0.04999999701976776
-2.71779967420116e-08 , 0.0 , 0.04999999701976776
-1.0710209608078003e-08 , 0.0 , -0.04999999701976776
-1.9217743840727053e-08 , 0.0 , 0.04999999701976776
-6.51925802230835e-09 , 0.0 , -0.05000000074505806
-1.2469362431488662e-08 , 0.0 , 0.04999999701976776
-3.14321368932724e-09 , 0.0 , -0.05000000074505806

After removed all these "duplicated" vertices, the number of vertices created is then same when bisecting on both planes.
Is there anything wrong in the code? Or is this normal?


texts:
I found FoV is much easier to understand than lens length. For a camera I can set the display unit as such:

It's all good. Except I failed to find the corresponding option for the viewport:

Is it possible to show the viewport's FoV just like the camera's?


texts: Blender 2.80: Buttons' tooltip do not show Python function anymore

texts:
I started picking up scripting in Blender 2.79 and what I love is how every button shows the Python function code, which makes the learning like speed of light.
However, this is not the case anymore in Blender 2.80. I understand for usability reason they might have taken that out. But is it possible to enable this nice feature again because I believe there are many changes in 2.80 in from scripting perspective.

Also, it would be good if someone can point me to a good resource to learn Blender scripting for beginner?


texts: Can't disable lighting in blender render

texts:
I've been working with cycles for most of the time I've done blender, and now that I'm trying to use the default engine for something, I can't figure out my problem.

I have a scene with some objects in it, but there are no lamps. When I render it,
I can see everything including the world colour I set, as if there's some global illumination thing enabled.

I've tried setting the world colour to black, making a new blend file and testing that this isn't the default behavior for the default render engine, checking all the world settings to make sure things like ambient occlusion, environment lighting, and indirect lighting were off, but I can't figure out how to have my scene dark.

I want to have it so that the only source of light is one specific lamp.
What have I done wrong, and how do I fix it?


texts: Painting terrain - How to better to see the height differences to texture/place objects correctly?

texts:
If I am in solid mode, in top down view I can somewhat make out the height differences. However, once I start painting the splatmap its impossible to make out where slopes are. Everything just looks flat since its being colored(would love to know how to turn this off in solid mode while texturing).

Does anyone have advice on how the view the height difference from top down view? I am really struggling creating scenes. I have to constantly adjust the camera, and redo a lot of work. Making a 10 minute task turn into well over an hour.

Thanks.


texts:
I'm very new to blender and 3d modeling in general. I'm mostly using it for 3d printing for lost PLA casting. I don't think I should post any actual files since I paid for the original STL. I think it would be ok to PM it someone though?

I have this nice stl file of a book pendant:

but it's open at the back

I learned how to use edge loop selection and fill in order to make a back for it

Now, when I put this in Cura, it slices just fine, but the back I created isn't there. Thinking this was because of the back being a plane (0 thickness), I used the solidify modifier.

After doing that, when I put it into Cura it doesnt work. In the slicer preview it only shows it as printing 5 layers (pretty much just the raft)

I've tried:
1) extruding the plane(s) instead

2) doing clean-up - fill holes, merge by distance, decimate geometry, degenerate dissolve.

3) I also performed the checks using the print3d add-on. I'm able to do the "make manifold" on the original stl, but when I try to "make manifold" on my edited stl, my computer freezes. It's not an issue with power (I JUST finished my new PC build - ryzen 9, 64gb ram, etc).

I'm continuing to work on this. I'm now trying STL repair software. Using the windows 10 app 3D Builder to repair my edited file got a bit closer in Cura:

Can anyone help me out or point me in the right direction?

UPDATE/EDIT:

As per Mr. Zak's comment below, I tried extruding edges instead of using edge loops + fill. After doing that I recalculated my normals (just to be safe), cleaned up any vertices that extruded too far, and repaired the STL in 3D Builder. I've been alternating between repairing in STL and repairing in Builder, sometimes even repairing in one and then repairing the output in the other.

Extruding the edges leads to a much nicer looking back to the book:


texts: How can I create a new tab (like the World or Materials tab) in the Properties window? It would be nice if I could choose a custom icon as well. I examined the blender python files and the documentation, but I don't know how to add a new button to the spaceProperties menu.


texts: Shape key morphing between two meshes with different vertices

texts:
I am attempting to morph between a base shape and another version of that same shape, however the second version has a few more vertices.

Does anyone know of any scripts that could get around this? or a different method of morphing one shape into another?


texts: How do I render scenes with different resolution and aspect ratios in a composition?

texts:
I want to make some renders for a pepper's ghost hologram with three sides. So I render with my Object and Cameras linked together in different Scenes.
In a different Scene I composite the Scenes so that Suzanne is in the right place with the right size. The render of the composition should have a 1920 x 1080 resolution. BUT the Rendering of the Scenes should happen in a 430 x 430 resolution because that takes WAY less time.

So in the Picture you can hopefully see what I mean.

Somehow I can't get it to work. My Scenes always render in the full resolution of the composition. Takes 1:27 per Frame instead of 00:06 with the lower resolution to render the three scenes.


texts: How do i select similar sides of a face loop

texts:
How do i select all faces going along the edge of this shape?
Is there an easier way than actually panning the camera around 360 degrees, and stopping intermittently to SHIFT+click another face into the selection????

This is so tedious to do when extruding faces then remapping the extrusion onto a UV.

^^^ Ideally I want a way where I can only select 1 face and it knows to 'go-along' all the connecting edges and loop back around and select them all for me to use.


texts:
I want a tinkercad style interface keymap. What should I do?
Fusion 360 has that option!
Very easy
Right click Orbit
Middle-click Pan
Wheel Zoom
Blender also has options
I wish

Sorry I used a language translator


texts: How would you set 2 "child Of" constraints on the same object?

texts:
How would you set 2 "child Of" constraints on the same object.

I already have a "child Of" constraint on the Hat using the robot hand as target. Because the hat is not parented to the body, it stays stationary when the robot spins 180 degrees on the Z-axis. The hat has a design on one side but because it does not spin with the robot, we cant see the design after the robot has spun around to face the viewer.

My question is is it possible to add a 2nd "child Of" constraint on the Hat and use the robot body as target? How can this be set up?


texts: Example of persistent usage of «bpy.msgbus» and how to manage it?

texts:
I was searching for a way to get notified when the user of my addon interact with for example a particle setting or texture setting. I found out about bpy.mgsbus but there’s literally too little info about it anywhere. Here’s what I found so far:

import bpy

handle = object()
sub_particles = bpy.types.ParticleSettings

def notify_test(*args):
    print("Notify changed!", args)

bpy.msgbus.subscribe_rna(key=sub_particles, owner=handle, args=(), notify=notify_test,)
bpy.msgbus.publish_rna  (key=sub_particles )

This code above is working fine for subscribing to any change user is making in any particle settings change, but how can we make it persistent, meaning being active when the addon is enabled. I am aware that an msgbus is not an handler. I saw an args options=set() from the function bpy.msgbus.subscribe_rna i'm doing some experimentation right now with options={"PERSISTENT"}.

The other issue I have is that the code bpy.msgbus.clear_by_owner didn't work for me as I didn't figure out what's in the args yet. So we could add as a question: How to remove the msgbus once set?  and also we could add How to make sure that the msgbus is not active? as it seems there's also no lists of active msgbus available.  Information we can get from the console:

#CLEAR BY OWNER
bpy.msgbus.clear_by_owner(owner)
.. function:: clear_by_owner(owner)
Clear all subscribers using this owner.

#PUBLISH RNA
bpy.msgbus.publish_rna(data, owner, args, notify)
.. function:: publish_rna(data, owner, args, notify)
:arg key: Represents the type of data being subscribed to
   Arguments include
   - :class:`bpy.types.Property` instance.
   - :class:`bpy.types.Struct` type.
   - (:class:`bpy.types.Struct`, str) type and property name.
:type key: Muliple
Notify subscribers of changes to this property
(this typically doesnt need to be called explicitly since
changes will automatically publish updates).

#SUBSCRIBE RNA
bpy.msgbus.subscribe_rna(data, owner, args, notify, options=set()
.. function:: subscribe_rna(data, owner, args, notify, options=set())
:arg key: Represents the type of data being subscribed to
   Arguments include
   - :class:`bpy.types.Property` instance.
   - :class:`bpy.types.Struct` type.
   - (:class:`bpy.types.Struct`, str) type and property name.
:type key: Muliple
:arg owner: Handle for this subscription (compared by identity).
:type owner: Any type.
:arg options: Change the behavior of the subscriber.
   - ``PERSISTENT`` when set, the subscriber will be kept when remapping ID data.
:type options: set of str.
Returns a new vector int property definition.


texts: How to keyframe changes to assigned materials in Cycles

texts:
I'm trying to set-up an animation where each frame renders an object using one of several materials with the whole sequence rendering out all the material variations.  Unfortunately, it doesn't seem possible to keyframe node connection changes in the Node Editor.  I've 12 materials that I need to connect to some more nodes before the material output.  I was thinking I might render this out over 12 frames, each one using a different material node setup.  It's not as simple as an RGB colour change.  This is the code I've tried but it appears to only set the final material for all frames.

mat = nodes.get("mat1")
link = links.new(mat.outputs[0], car.inputs[0])
car.inputs[1].keyframe_insert(data_path="default_value", frame=1)

mat = nodes.get("mat2")
link = links.new(mat.outputs[0], car.inputs[0])
car.inputs[1].keyframe_insert(data_path="default_value", frame=2)

Is there any way I can script this in Python?


texts:
I am creating a monster, with a body made of thin skin stretched tightly over a skeletal frame. The skin should look something like this:

(source: telegraph.co.uk)
One way I thought of to do this is to use meta objects that "attract" to the clamps of the frame, but I don't actually know how to do that. I also thought that perhaps I could a plane of skin-texture, solidify it and wrap it using some kind of physics or constraints.
Is there any add-on or tool to properly wrap skin around a frame?


texts: Translate track marker 2d position to empty in 3d space

texts:
How do you transform a track marker to a empty in 3d space?

I only need the 2d position relative to the camera's view.


texts:
I have a problem while exporting and importing vertex groups data through OBJ format. I have certain vertex groups in my object which consist of only single vertex (as shown in the following two images)

Now I export it by checking the 'polygroups' option and the 'keep vertex order'option in the OBJ export options and then import it by checking the 'Polygroups' option under 'Keep Vertex Order' tab in the OBJ import options. I see that, as expected, the vertex order is maintained, but when I tried selecting the vertex groups, I am selecting faces (as shown in the following images). How can I prevent this from happening? Why is the vertex group with single vertex changing into a vertex group with 4 vertices and the corresponding face is getting selected when the vertex group is selected?


texts: How can I instance linked assets with attached armatures?

texts:
For a short film project I created many assets, each in it's own blend file. Some of the assets contains armatures. I want to link these into the movie scene file, instantiate them multiple times and animate each instance individually.
Is this possible?
Currently I achieved something similar only by duplicating the assets into the scene file which break the ability to update the placeholder assets.
Is there a good workflow?
Greetings


texts: VSE: rendering highest quality audio settings and process?

texts:
Okay so basically I had to export a ton of lined up .wav strips from my blender file into audacity. So I mixdowned them with settings .wav F32 signed (1 accuracy). Then I then put in audacity. I then edited with audacity, and stuck back in blender VSE for more fine tuning/lining up with the video. Now I seem to be okay going back and forth between audacity and blender using mixdown and this .wav f32 format (1 accuracy).

But here's the part I get totally lost on though: Render settings:
If I want to render audio and video together in blender my options are limited to ffmpeg h.264, a container like matroska, and then for audio codecs I have:

PCM / flac/ AAC

-Everytime I render flac with video its mute (I can mixdown with .flac but can't render it with video for some reason...idk)

-So that leaves PCM and AAC. Given my filetype you'd think PCM would be the best option. But everytime I render out with PCM I am completely underwhelmed by the result. Its like a mediocrity filter is put onto everything.

-Whereas with AAC I am generally happy with the end result.

But aac is lossy and For this project I need the highest quality audio possible as I have voice overs and music combined, thus I was using .wav f32 prior.

Also I don't trust blender when it comes to rendering audio. It always does weird stuff, especially when its changing containers. If I go aac, I'm telling it to convert a .wav f32S type into aac. Is this dangerous? Is it safer to convert in audacity and then put the aac file in blender and export as aac?

But as well this project needs to be uploaded to youtube, so aac may be better for that? I'm more inclined to believe better sounding clips regardless of container will sound better when uploaded to places like youtube, but my experience with video containers has said yielded different results...but were talking about audio so mbe its different.

Can anyone help with this convoluted mess of issues? Just any answer for any part of it would be great.

i tried looking into other programs for combining audio and video like ffmpeg or whatever, but I get completely lost...and from my  knowledge it seems you can only mix ma4 or whatever files (m4a?) via that method? Then there's all this stuff about how you might need command lines to link output to each speaker....and how u might need this....or that...


texts: Get modifier keys to show in Screencast when they are pressed by themselves

texts: Is there a way to get keys like SHIFT and CTRL to show in Screencast when they are pressed by themselves? This would be very beneficial for the viewer in cases like where one first selects one object, then holds down SHIFT and then selects another object. In this case, the SHIFT held by itself doesn't get displayed, so the viewer is left not knowing exactly what was done.


texts: How do I preview a procedural texture to animate in BI?

texts:
I want to apply "distorted noise" texture to a material, to simulate moving white noise on an animation sequence (blender internal).

If I click "Render" in 3d viewport shading, I can see the material.  Any other option in 3d viewport (texture, material) gives me a cube with a solid color.  I really can't rely on my own imagination to predict how textures and images render since there are so many variables in blender.

The ultimate problem: I go to create an animation sequence - I have to wait about 2 hours to render, just to check the size, pitch, placement of the animated texture (or ANY texture) on the object in the scene.

Is it possible to edit objects with textures in a preview mode using blender-internal?  All my frustrated search results pin me back to "use cycles render"; which I am not interested in, since it takes overnight for me to render 2 minutes in cycles.


texts: How to make emisive materials produce more light without changing how it looks

texts: So, i need some help. As you can see in the image, there is a fireball with smoke. problem is, the smoke is barely visible but i need it to be visible in the final render. how can i do that by changing how bright the fire is, without the fire seeming brighter?


texts: How to configure Blender for 2D functions only?

texts:
I'm trying to convince a colleague of mine to switch from AutoCAD LT to Blender for structural drafting purposes. Even though Blender was not originally designed for 2D operation, it has the advantages of A: being free (as opposed to $1000+) and, B: having a lot of potentially time-saving functionality (the loop-cut operation alone could probably cut 5% off of drafting time, not to mention the array/mirror modifiers, etc).

However, my friend does not need most of Blender's 3D functionality, since structural drafting is almost exclusively done in 2D. In the best case scenario, I could configure him a stripped-down copy of Blender with all the exclusively 3D operations and hotkeys hidden, as well as rendering/materials/physics/etc. At the very least, I would like to configure Blender so that it is locked into orthographic top-view. How would I go about accomplishing either of these?


texts: Can't Seem to Fully Isolate Already Separated Islands in UV Editor

texts:
This is the first project in Blender, and I managed to create it up to this point using online tutorials for sculpting and retopology, adapting them to how I want my character to look.
Now I have to create the unwrapping. My problem is that the moment I select the unwrapped leg, there are selected portions from the model that shouldn't be selected. More specifically, the marked seam between the leg and torso, and the marked seam between the leg and foot. For some reason, I can't isolate the seams.
How do I split a model into parts with seams (marking for unwrapping) where each part is independently controlled by the UV editor?
This is how it looks:

I don`t seem to have surplus vertices, because the moment I turn it smooth it looks nice.
I also thought that it might be a problem that it doesn't have a flow in retopology because this was my first time, and so I got a little confused about the torso-leg part.


texts: How do I fix this issue with weird faces?

texts:
When I'm modelling, I often end up subdividing a lot of edges and creating a lot of faces/edges. However, I often end up having a face that doesn't follow the edges or vertices assigned to it when it's created.

Can I get any help with what this is? or how to solve it? It would help a lot. Thanks :)


texts:
Ok, so I have to make this product in 3D, Im fine with modeling and texturing the container, what Im not sure of is how to approach the granules inside the container, its almost like a rough sand/ gravel look and feel only its white... any ideas on how to approach this?

Thank you in advance :)


texts: How can I place objects over the surface of HDRI?

texts:
I want my objects to be perfectly aligned with the HDRI as if the object is sitting on the ground. when I set an environmental texture to blenderworld, the objects float in the middle of nowhere. So I want to know, how can I fix this issue ?

as you can see in this image the object is perfectly lining up with the HDRI.


texts:
I am not very familiar with blender, more of a python programmer trying to use blender headless.

I want to import an STL to a scene and render an image from different angles. So I botched a code from here to do so, but I get a black picture.

This is my code:

import bpy
import os
from math import radians

context = bpy.context

#create a scene
scene = bpy.data.scenes.new("Scene")
camera_data = bpy.data.cameras.new("Camera")

camera = bpy.data.objects.new("Camera", camera_data)
camera.location = (-2.0, 3.0, 3.0)
camera.rotation_euler = ([radians(a) for a in (422.0, 0.0, 149)])
scene.objects.link(camera)

# do the same for lights etc
scene.update()

model_path = r"C:\Users\User\myfile.stl"
scene.camera = camera
path = os.path.join(models_path, model_path)
# make a new scene with cam and lights linked
context.screen.scene = scene
bpy.ops.scene.new(type='LINK_OBJECTS')
context.scene.name = model_path
cams = [c for c in context.scene.objects if c.type == 'CAMERA']
#import model
bpy.ops.import_mesh.stl(filepath=path)
for c in cams:
    context.scene.camera = c
    print("Render ", model_path, context.scene.name, c.name)
    context.scene.render.filepath = r"C:\Users\User\myoutput.png"
    bpy.ops.render.render(write_still=True)

What am I doing wrong? Thanks!


texts:
While I was sculpting a dragon model, I found the wings were developing with very low poly counts, and didn't look smooth. As I tried to grab the edges of the wings to improve its shape, I found it simply wouldn't stretch. I figured the system is "confused", for lack of a better word, because the wings are thin and flat, while the other body parts are much thicker. I therefore tried to thicken the wings by using draw, but that had barely any effect, until it had none at all. I'm getting the impression there's an upper polygon limit with the setup I'm using. (I believe it's the default, except for setting autosmooth to 180c and various symmetry toggles during the process) I had expanded the model somewhat prior to starting on the wings, to provide sufficient room to later work on the fine details of the toes. (which are undeveloped right now)
I have already closed and re-opened Blender.
I came over to Blender from the much simpler interface of Sculptris, so instructions with a minimum of window-checking and setting-toggling that allow for a uniform clay-like look throughout the process are preferred.
As you can see below, the chest, tail, and most of the legs are properly high-resolution, while the wings are a low-poly mess.

EDIT: Topology, as seen in edit mode. It is obvious the wings don't have the same level of detail as the rest of the body.


texts: I was trying to build a bear skeleton in blender but there are 2 root armatures. How do I fix this? If I try to merge them with ctrl j it does not work and if I try to merge them with alt m it does not work.


texts: Bone rotation behaves differently to object rotation

texts:
I have a problem understanding the rotation of bones. While objects are rotated around their axis as expected bones seem to behave differently (Even when the objects are parented).

In the first picture you see the sample object once with bones and once with separate objects. You can also see that the rotation angles are different while the result is (more or less) the same. However for the first bone and the respective object the rotation angles are both 0.

This picture shows the rest pose.

For my export script I want the rotations of the bone to be like the object rotations. I use quaternions but for understanding the problem better I displayed euler angles in the pictures.

Thanks in advance!


texts:
I would like to animate a body using data I have collected in an external text file. How would I go about importing quaternion data and animating an object from it using a python script.

Here is a sample of the data:

0.90,0.13,-0.09,-0.41
0.90,0.11,-0.08,-0.40
0.91,0.10,-0.08,-0.40
0.91,0.09,-0.07,-0.40
0.91,0.08,-0.07,-0.40

It is in the format WXYZ where each line in the file would be a frame.


texts: I am looking to  generate realistic mountains, preferably using the addon ANT landscape generator. I am looking for a mountain like this.


texts: Not sure how to use multiple UV layers on one character

texts:
So one this character I have a UV layer for the face and one for the body. But when I swap between the UV layers to add more texture paint to either map, the UV layer for the face disappears. I don't really know how to keep both layers visible and active to paint on.
Here is the face layer displayed, it still lets me add detail to the objects on this layer.

And here is the body UV layer. I want them both active at the same time. And I'm aware that a lot character meshes use both a layer detailing the face, and one for the rest of the body. But I seem to be missing something when it comes to how to use them both... Does it have something to do with the node setup? I tried applying the UV layers as a material to the head and body in the materials tab of the properties panel, but it didn't seem to work. Thank you all in advance for your help and support, you guys rock!


texts:
I have a quick and probably easy question.

I have a working submenu and I want to attach it to the Add Menu (that you get by pressing Shift+A).

import bpy
from bpy.props import (StringProperty, BoolProperty,IntProperty,FloatProperty,FloatVectorProperty,EnumProperty,PointerProperty)
from bpy.types import (Panel,Operator,AddonPreferences,PropertyGroup)

#----------------------------------- FUNCTIONS --------------------------

def menu_func(self, context):
    self.layout.operator_menu_enum(OBJECT_MT_effector_submenu.bl_idname,"type", text="Effector")

#----------------------------------- OPERATORS --------------------------

class EFFECTOR_OT_sphere_effector(bpy.types.Operator):
    bl_idname = "mesh.sphere_effector"
    bl_label = "Add Sphere Effector"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        print("0")
        return {'FINISHED'}

class EFFECTOR_OT_plane_effector(bpy.types.Operator):
    bl_idname = "mesh.plane_effector"
    bl_label = "Add Plane Effector"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context):
        print("1")
        return {'FINISHED'}

#----------------------------------- UI --------------------------

class OBJECT_MT_effector_submenu(bpy.types.Menu):
    bl_idname = "OBJECT_MT_effector_submenu"
    bl_label = "Effector"
    bl_options = {'REGISTER', 'UNDO'}

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

        layout.operator("mesh.sphere_effector")
        layout.operator("mesh.plane_effector")

# ----------------------- REGISTER ---------------------

classes = (
    EFFECTOR_OT_sphere_effector,
    EFFECTOR_OT_plane_effector,
    OBJECT_MT_effector_submenu,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.VIEW3D_MT_add.append(menu_func)
    bpy.ops.wm.call_menu(name="OBJECT_MT_effector_submenu")

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    bpy.types.VIEW3D_MT_add.remove(menu_func)

if __name__ == "__main__":
    register()

(NOTE: the full code is bigger, so there might be some useless code that I didn't delete)

The submenu is working (I have a test call in the code), and I could get a single operator in the menu, but not the whole submenu.

When I call the Add Menu, I get the error rna_uiItemMenuEnumO: operator missing srna 'OBJECT_MT_effector_submenu'

My guess is that there are some problems in the name of the operators/idnames, but I couldn't understand how to do it


texts:
Is it possible to have a property sensor detect another property?

Like this:


texts: 'No Such File or Directory" Error When Working with Shared File

texts: I'm attempting to open a file on a Linux computer through file sharing. The file is stored on a Macbook Pro and both computers are running Blender 2.77. However, when I try to open the file on the Linux computer, I get an error of, "No Such File or Directory." I don't think this is a file permissions error as my permissions settings are set so that "Everyone" can read and write my file. What can I do to solve this?