texts: Black reflections with Cycle's Glossy Material

texts:
This is a common problem I've found in a few jobs related with ocean. When the camera is close to the surface, looking at the horizon, those black areas appear. Either with a normal texture or not.

It looks there's a problem with ocean's self reflection, but I can't avoid this by adjusting the bounces. Any ideas?

Here is the .blend file. As you can see, the environment is visible only through camera and glossy, and the problem keeps with a blank environment too. The scene is lit with a sun lamp and plain color environment.


texts: Create a wispy, foamy top? Like Hot Cocoa?

texts:
I'm trying to create a mug of hot cocoa in Blender, and right now I'm trying to perfect the fluid itself.

Here's a better picture of what I'm trying to create:

I'm trying to create this bubbly, foamy top layer to the cocoa, but I'm not sure where to start. YouTube tutorials show people commonly just use a texture as the top, but I'd like to recreate the effect completely in blender.

I might even add some whipped cream eventually, but I'm taking it slow. I know how to do the marshmallows, I'm just trying to figue out how to create the top layer.


texts:
I've been trying to figure this out for a while now without getting anywhere so could somebody help me please?

I'm trying to create a shape that starts flat and ends the same way as on the image below.

Instead I've been achieving these results image2 and image3. I've been trying to rotate but without getting the result that I wanted.

How can I get one curved shape that starts as in image 3 and ends as in image 2?
To create this I made a curve and applied two modifiers array modifier and curve modifier.


texts:
I'm just wondering, is there a way to transfer Particle System Settings from one .blend file to another? Something related to how appending and/or linking works.

For example, I have  x.blend which contains carpet particle settings and I want these settings to be transferred to 'y.blend', which currently doesn't contain any at all.

I'd love to hear your ideas.


texts: Difference between FINISHED and CANCELLED as return values

texts:
What is the difference between

return {'FINISHED'}

and

return {'CANCELLED'}

in an operator?

For example, lets assume I have a simple non modal operator which places a cube in the scene and returns {'CANCELLED'} afterwards. Are there any consequences or further impact?
My guess was that the cube would be removed from the scene (like an undo) because of potential errorneous behavior. But it stays there just like everythings works fine


texts: I need to subdivide a pre-existing mesh grid with different values for x & y (like I could in pre-2.8). Is this possible in 2.8? I have looked through the UI and searched online for a few hours...nothing so far.


texts: How do the number of cores in the CPU relate to the rendering tiles?

texts:
Im not sure if this is a noob question but i was intrigued about something that i haven't thought about before. When rendering an image, its obvious to see the rendering tiles rendering away the image (the orange squares working on the tiles). But i never thought about this, do they relate to the CPU at all? like to get more rendering tiles, do i need more cores in my processor? The more cores the more orange squares? anyways thanks if anyone would know an answer.

Thanks.


texts: Camera tracking : solving floor plane when the floor is not flat

texts: How would you go about adding a floor plane of a camera tracked shot with multiple tracks on the floor but the floor is not flat (like the unevened surface of a mountaine top or something)   therefore the tracks are all one different height from each other


texts: Why does Blender have the Z-axis up but is the depth-pass actually called a Z-pass?

texts: I understand what it does, but it doesn't make sense. The terms used might be confusing for new users.


texts:
I am a begginer in blender and I download the template from this link. If I am render the image i get this. It have got black backround!!!
Please help!
Thanks!


texts: Cycles rendering circles with strange feathering

texts:
Circles and other round objects are coming out with strange indentations on the upper most parts, and protrusions on the bottom. Everything in the project is the default blender project, except the light is increased, and the cube has been replaced with a circle. I have tried increasing the number of samples and playing with the pixel filter. Nothing seems to make it much better, if at all.
any ideas?


texts:
I went through the OpenEXR technical introduction found here: it says that besides multi-channel files, OpenEXR also allows for the creation of "deep" files: i.e. it allows for assigning multiple recordings of a value (or a set of values) to the same channel.

I am using Blender to simulate reflection spectra. For this I loop through a parameter that takes on more than 300 different values, and for every value I use Cycles to render a new image of my scene. Instead of assigning every RGBA-output of every rendered image to a new channel, I would like to assign all 300 images to the same channel, in an ordered way. All 300 values of the parameter should be stored together (also ordered) in another channel of the multichannel EXR.
This would mean that within the same file, I would be able to look up every one of the 300 rendered images (beauty passes) by its corresponding value of the parameter.

Is there a way to do this with Blender? I found good explanation about how to create multichannel EXR, but nothing on how to make a channel in such a multichannel file "deep". I tried connecting many input nodes to the same output channel but this isn't possible.


texts: How do I get the width of the N Properties Panel in the 3D View using the Python API of Blender 2.8?


texts: How would I go about making a liquid swirl/ similar to the photo?

texts: I'm looking to make a swirl out of yogurt similar to this image. I've tried doing some different simulations but I'm not sure how I could get the liquid to go somewhere specific or to twist it in a particular way. thanks


texts: How do I stop faces extruding individually?

texts: I'm making a model and all my faces are extruding independently, which is very useful and all, but what did I do to enable this and how do I deactivate it?


texts: Is it possible to join multiple objects without losing their own UV spaces?

texts: I am working on a 3D character for export out of blender, but I need to keep the UVs of every object separate. I need to have one object with multiple UVs for different part of the mesh. How do I do that?


texts: Realtime auto keying framing on the timeline don't work as expected on blender 2.81

texts:
Hello blender masters.

I'm trying to track and save on the timeline the facial movements of a character using OPEN CV and two custom python scripts that I found here :

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

I'm using blender 2.81. This is how it works : after having loaded and ran the two python scripts I go in object mode and I click on the last icon located on the left of the screen,called "Open CV animation". As soon as I do that,a new icon called "OpenCV animation" appears on the right of the screen,under the Active Tool tab. After that I click on "Capture" and a new window appears. It is the OpenCV output window that shows that it starts tracking the face movements of the man on the source video. At the same time I open the tool manycam and I load inside it the video of the man who is talking. Good.

The 3d character that's inside the 3d view of blender starts moving,reacting to the facial movements of the man who is talking. Now,what I want to do is to save on the blender time line the facial movements of the 3d character in realtime,as soon as they are created. The problem is that when I'm on object mode and I click on "auto keying" no keyframes are added.

I tried also to click the "auto keying" button even when I'm on the pose mode,but also,no keyframes are added to the timeline. Can you give me some suggestion ?

I have attached a recorded video to show you what I do. thanks.

https://drive.google.com/open?id=1hDZ4qIlagSGhSum_mz1L0W0IHhBWZoJm


texts: Baked Displacement map from multi-res completely flat gray

texts:
It worked fine but after uv editing and I dont know what it just went gray, normal map still works fine.
I tried scaling it, changing multi-res level, … i dont know what else to try


texts: Problem with Viewport shading not displaying my models

texts:
Today Ive gotten a problem with my viewport shading.
If I work in "Display in solid mode" the models are showing corectlly. https://imgur.com/Lshfy8L
But if I change to "Material preview mode" or " Rendered" my models go "grey as the background" invisible.
No textures and no colors showing.(attached photos).
https://imgur.com/Yg2hmLx https://imgur.com/OhV14Aq https://imgur.com/NDMXepi

I had used Blender a lot on my system previously and never had this problem, also when I copy the same files to a different computer the viewport shading is showing the models correctly.
I had searched litteraly all day if anybody had a similiar problem with no luck.
Also I had reinstall my drivers, tried different versions of Blender, tried different project files, tried Blender demo files, also I have tried to reset Blender config to default and to install blender to another disk. Nothing worked.
It is also the same if I use eevee or cyclees. (Only difference is that it somehow renders in Cycles normally).
Am I missing something obvious? I really cant get viewport to be showing my models normal again.
I appreciate all the help.
FIXED: It was a Radeon graphic card driver problem. I downgraded to 20.9.2 and it works now like a charm.


texts: Edge Loop is discontinuous, doesn't go over a face

texts: Why the edge loop won't go over a face? It ends before that face and becouse of that face, it doesn't continue over the whole model.


texts: How to mix emission shaders to get gradient effect

texts: I'm trying to get the result like the globe which illuminates more than 2 colours. I have 2 examples, one with ColorRamp and one with 2 emission shaders, but the colour variations are not visible only one appears on the plane mesh. I cant figure out the Node configuration to get the result.


texts: glb/gltf export for three.js with color and shading?

texts:
I'm very new to blender and am trying to export a model from blender for use in three.js. From what I've read, the best way to do this is to export it as a glb/gltf file. I can get the file to export, but it loses most of the color and all of the texture I've added.
I added the color and texture via the shading tab and I made sure that I have enabled it to export with materials. Am I missing something or is this just not possible?
Color and texture added via shading tab:

What the model looks like in blender:

What the model looks like in three.js:


texts: Making several holes in cillinder that are offset from cylinder center

texts:
I'm looking for a reliable technique of creating a 3D printable base for my Z5740M Nixie tube. The base it requires is called B13D but it was never actually sold. It's just a 3mm tall cylinder with 13 holes that are offset from center by 9.53mm. Holes are spaced by exactly 25.7° with two of them being farther apart.

Making holes is easy. Just add another cylinder and then use Boolean modifier set to subtract. But the precision is the key. I would like to ask if there is a technique I can use to keep that 25.7° separation exactly right. I was even thinking about using python to script the scene, but maybe there is a faster "manual" way to keep the angles and distances exactly right?


texts: Rigid body delay, switching from animated to simulated?

texts:
This may be a limitation or bug. But keen for any ideas.

I'm simulating a falling block that gets hit and smashes mid flight. At the point of impact (with a sword), I've keyed the 'Animated' checkbox from on to off. It works, but there is a glitch at that frame, as the animated falling motion stops, and gravity starts accellerating the block again a frame later.

I've tried adding extrapolation to the curves just in case, and also animated without the sword impact and the glitch still occurs.

All of the block fragments are parented to an empty which is the object that's actually animated.

My understanding was that the bullet sim would continue with the objects' previous velocity and accelleration as it kicks in. Is this not correct?


texts: Problem with bending model using simple deform

texts: I'm trying to create a wallet case in blender, I want to add a system that allows me to comfortably "adjust" one slider to open, close and flip it. Currently I divided the case into two movable parts, the 1st one, that bends, uses simple deform. However I can't figure out a way, to have the 2nd one "connect" to it so that it moves with the middle section, but doesn't bend. At the moment when I slide the angle slider in simple deform I only move the middle section. For now, the 2nd part compensates by using simple keyframes but that's a very inaccurate and slow method. So I'd like to know, is there any way to connect the two, and have simple deform or any other system perform all the work?


texts: How to deal with pie menus that has many items?

texts:
I am trying to create a pie menu with 10 items/commands. My pie menu works but I have some items are overlapping in the called pie menu which makes me think that there is a logical/visual limit to number of items that can be on a pie menu which is fine. But how do I create a pie menu that has items more than whatever that logical/visual limit in my Python code in 2.80 release?

thanks


texts: How do I name a mesh using Python, when I don't know its present name?

texts:
In a loop, I'm calling bpy.ops.mesh.separate(type="SELECTED") to separate some faces into new meshes. The newly created mesh doesn't seem to automatically become the "active" object, and so it seems like I need to know the name of the newly created mesh before I can rename it.

I'd really like to have the script be able to give these new meshes a meaningful name. However, trying to figure out what they're getting called by default is proving very tedious.

Is there any easy way to do this?


texts: Run multiple Python scripts in Blender from the command-line

texts:
I have 8 python scripts and I need to lunch them at once. For one script, I used

blender --background --python script1.py

for the eight scripts, I tried this command but it does not work.

blender --background --python *.py


texts: How do I make the upholstry of a vehicle panel looked puckered by a door handle?

texts:
Simples.
I just want to create a depression in the panel, as if it was made of leather and the door handle was installed against it.

Here's the best example I could find. Note how the panel around the hardware with the red thing hanging out has caused a depression.  I tried to create more loops and add an inset area on the panel, but that caused the panel to act weird due to my subsurf modifier. I'm hoping there is some deform that will "push in" based on another object


texts: Blender for Engineering: Numbering and naming objects in blender

texts:
I am working on technical drawings with Blender using MeasureIt. I am following  for making blueprints of specifical parts this youtube tutorial, and it works great.
 But when I am producing "big picture" drawings where I want to show the numbering and naming of different parts -which I'll produce blueprints of-  of e.g. a motor, I have to do it in PowerPoint. But this I think is a bit shabby. I wonder if there's a way of doing it in Blender?

I'm thinkink about something in this fashion, with a legend:


texts: Output multiple images with variable materials

texts:
I have been asked to provide product images for a selection of display cabinets - these are basically like deep picture frames with different coloured interiors. They also come in different sizes too.

in total I have 16 different sized cabinets in a 32 different interior colours. This means 512 different images. There is also talk of 3 different views, so we're looking at 1536 individual images.

I have my models, cameras and materials set up and ready to go. I'm wondering if there is a sensible way to render each image without manually changing the material assigned to the coloured part of my mesh?

I know i could do it quite easily in photoshop, but always seeking a way to be more efficient!

TIA


texts: How do I create a smooth curve along an edge on this model?

texts: I am trying to recreate a Toro Lantern, like the ref image below. I am trying to figure out how to create a smooth curve that goes up the neck of the Toro Lantern. I have tried edging a crease on it and subdividing it, but to no avail I cant reach the desired look I'm going for.


texts: I am having trouble with the subdivision surface modifier

texts:
I am using Blender to try to create a simple handgun, though I have run into quite the problem. I am an noob at Blender so please forgive my simple understandings. With edge split it creates blotches and leaves holes as seen here:

 Without edge split it does a similar thing, as seen here:

 Though it doesn't create holes, it just folds out in a very strange way. Any help is much appreciated.


texts:
I'm learning Blender, and I want to make keys for a keyboard with RBG lights incorporated inside them (final render will be an image, not an animation).
I created a low-poly key, with 2 material : 1 for base color, and a second one for the random color.
So here is what I did

But now, i simply want to make an array to fill the keyboard. But the colors is not random at all, it stays the same.


texts: How to show the vertices or edges of the mesh when using subdivision surface?

texts: I'm applying the "Subdivision Surface" modifier, and when I change the places of certain vertices and edges, they seem to disappear under the mesh, so I can't see them clearly. Is there something I can enable that will help me see the vertices on top of the mesh?


texts: Multiply object and place at vertices with specific orientation

texts:
I have this object:

And these vertices connected at their center:

I want to multiply the object and place mutiples of it at the center of the different vertices, and have all the multiples oriented with their Z-axis away from the center vertex; like so:

How would I go about doing this?

In the third image, the result is not perfect and the local Z-axis of the object is not aligned well.


texts: Making a shape key with a value that is the average of other shape keys

texts:
I have an object called "Template" and it has several shape keys, one of which is called "Speaking". Another is called "[AVERAGE]", which I want to be the value of the average of all its other shape keys. This is for animation.

Where I'm running into the problem is with the RNA syntax.

Here is where I am trying to add the variable for the Shape Key named "Speaking" to the Driver of the Shape Key named "[AVERAGE]" and as you can see by the red - it's not a valid path:rm

Here is where I have found the RNA path of the object in the Outliner:

What am I doing wrong? I have tried various variations of syntax, but nothing has worked.

Thanks


texts: How to convert from high poly to low poly

texts:
I'm making a game in the unity engine and for my models i'm using blender 2.6. The thing is that i'm pretty new to graphics design (modeling, sculpting, etc) and by following some tutorials i've managed to make some very high poly meshes for my characters with the sculpt editor, the meshes have about 1.5M - 2M faces and of course a game character should be less than 30K faces so the game runs smoothly with good optimization on an average pc.

my question is how do i translate the details of the high poly stuff to low poly meshes (7k - 30k faces), i've heard about uv unwrapping and stuff but i'm not sure what is the process to follow.

i don't mind if the recommendation is very hard and for advanced users because the primary thing i want to do with this, is to learn.


texts: How exactly should I set surface normals for a sculpture?

texts:
I am building, with Python scripting, a sculpture by creating many plane meshes and joining them together. I have full control of the planes' surface normals, but I'm confused how to set them. As of now, I'm setting them arbitrarily, and the render seems fine.

My intuitions about surface normals are that neighboring faces should have smoothly varying surface normals so that there's no shading discontinuity. Also, when a surface's normal points away from the camera, it appears dark. Are my intuitions correct?

In my case, it's a 3D sculpture that's supposed to be ready for view from all angles, so I can't really set the surface normals w.r.t. a fixed camera. Can I then just set them arbitrarily?

Also, what is an easy of  ensuring "neighboring surface normals are smooth" with Python? Maybe some post processing that smoothes over the mesh?

Here is my model.


texts: Array light set to 100k strength isn't bright enough

texts: I have an array lamp set facing up a, moved down a bit so it will give a glow on the top edges. But no matter how big I make the number it won't make it brighter. I can't move it any higher up or else the camera will see a dark spot under the light. How can I fix this, and is there a better way to light it? Im using cycles.


texts: Extrude multiple Shapes along the same Curve

texts:
I wish to switch from C4D to Blender and I'm trying to replicate the same workflow I'm already used to before making the step.

In this specific case, I need to extrude a number of different Shapes (be it shape-0, shape-1, shape-2, shape-3) along the same Curve (be it curve-0), but I noticed that would require me to have many hard copies of curve-0, since the extrusion is generated from that object. Making Instances of curve-0 wouldn't work because that makes it impossible to change the extrusion Shape.

For reference, in C4D I would create a Loft object and put any Shape and curve-0 in it to generate the extrusion. In that case, multiple copies of curve-0 are still required for multiple Lofts, but then I can use Instances since they don't need to be modified. I can then just edit the original curve-0 to modify all the extruded objects at once.

I couldn't find anything that fits my issue around. Am I missing something maybe?


texts:
I introduce myself, my name is Kepa and it's my first message in the forum, I wanted to ask for help with a problem that I have when it comes to rendering via CPU. I attached image, of what I comment.
As I commented the problem arises when I render through CPU, I have a workstation with a Dual Xeon 2699 V3-72 Processing threads, when I shoot render in Blender does not use more than 20%, as you will see in the attached image I had to correct it inside Of the performance section of the render tab, the auto threads detected by default puts me 36, that is half of them, I put 72 and nothing, is useless. I do not know if it is due to a Blender problem or that, I work under Max and with the rendering engine works 100% CPU I understand that it is Blender problem.
Any help would be appreciated.


texts:
I just begin in Blender, so be indulgent.
So my problem is that when I want to move my bones in pose mode, my mesh become slack and react just like I deplace one edge in edit mode. What should I do ? Did I do some mistakes ? I don't know if it is important but my mesh come from Makehuman with the armature.

Just look stupid...


texts: how am I supposed to export fbx only one mesh>?

texts:
I have like 6 objects in different layers but then when I want to export only one of them, I happen to export all of them.

Any means?


texts: How to change the Shadow darkness in eevee with HDR map?

texts: My shadow on my scene is so bright, i want change it , is it possible?


texts: How to make ivy grow horizontally with Ivy Gen add-on?


texts: Object (head shaver) is bubbling/moving after rendered?

texts:
Object moving on it’s own when rendered! (EEVEE)

In the cli[ you can see that the head is bubbling/moving. This when the head had no keyframes,no empty, no link to anything. It only has a Bevel and Sub. Modifier.

Does anyone have any idea why this happens? I checked the internet but most there was related to an Empty or keyframe.

I haven’t used the boolean. It was build up with a plane. Used the modifiers and some edge bevel weights. And started out with a mirror but had applied that early in the process
I looked for doubles but there were zero. Also, I had applied the modifiers and rendered again but the same result? Ad when applying the modifiers the memory does up 3G :shushing_face:

I just don’t get it. I had this one before when I had made an octopus. In the end, I rendered every frame single handle that had a defense. But that is a hell of a job.

I just don’t get it?
See clip https://youtu.be/o8xzt7JRPgQ

Oh and the material is just a simple principled shader. Nothing extra


texts: Specific style using shader editing nodes

texts:
I am trying to play with the shading nodes and wondering if anyone knows how I could achieve some sort of airbrushed or styled effect on my renders.
The below image is the kind of style I am after if anyone has any knowledge or insight of how I could get started I would greatly appreciate it!


texts:
I have used the script to move an object using CSV. Can it be modified to include rotation as well? Can this be done using one imported file, or is it best with two imported files. One for Location the other for Rotation.

The object needs to move and rotate using all csv coordinates.

import bpy
import csv

f = start_frame = 1
frames_per_row = 10
csv_path = "C:/Book3.csv"

ob = bpy.context.object

with open(csv_path) as file:
    csv = csv.reader(file, delimiter=",")

    for row in csv:
        ob.location = [float(v) for v in row[:3]]
        ob.keyframe_insert("location", frame=f)
        f += frames_per_row


texts: Following a blender tutorial and rendering is grainy

texts:
So I just recently started using blender as my friends started using it to make models for vrchat, so I decided to learn it as well, I was following the donut tutorial by blender guru but as I came to the rendering step I noticed that my render was much more grainy than his even though we had the same render numbers, any ideas? I tried increasing it further but noticed no difference at all. might the numbers have changed through the updates so they are not the same for the same quality or something?
Specs
GTX 2070 Super
16gb RAM
AMD Radeon 3700x
750w power supply


texts:
I have a file that includes Camera Animation.  It renders the animation fine or a single frame after selection.

What I want to do though is manipulate my viewport view and render that as a single image.

What happens is I get the animated camera view at whatever frame it is on and not the viewport view.

I tried using the view-viewport render image option but that does not do a full render.

I also tried adding another camera but still it takes the animated one...

Please advise what I am doing wrong, and YES I am relatively new to this.


texts: what is the orientation given in the 3d header

texts: What is the orienation dropdown in the 3D header? What orientation does it talk about? I understand the orientation of the 3D manipulator which is to the right of the highlighted dropdown above, but I don't understand what the highlighted dropdown orientation is for. I'm using 2.82a and a white theme(just not to get confused).


texts:
I have been having problems with blender recently where I will open a new project and all of a sudden I can rotate or pan.

I can still zoom and the issue usually just stops after I change views a couple of times, however today I opened a new file and the problem won't go away.

I am using a 3 button mouse, and these are my user preferences:


texts: How would I create/color a textured path onto my plane. I want to color a simple path onto my plane, but i just cant seem to be able to do it. I already downloaded a texture image. I tried doing in UV editing and it doesn't seem to work.


texts:
Is it possible to import an fbx model, so that I can edit models from unity in blender?

I tried and nothing worked, when I open the file I see the default cube when opening blender.


texts: Is it possible to mark figures from a video clip and crossfade them with computer graphics?

texts:
I am trying to replace people in a video clip (real scenes) with an animated character (e.g. turn people in the video robots) that follow the movements of the people.
I know that it is possible to track a point in my footage and then blend it with an image. Is it also possible, when there is movement in the video, to crossfade to an appropriately animated computer graphic?
Thanks for your answers in advance!
Greetings Joe


texts:
I have a model which you can see here (camera perspective).

In the second image, you can see how the render turned out.

I'm at my wit's end trying to figure our why it's not showing up in the render. If anyone needs more information, just ask and I'll get it to you. I've already checked the normals and they're not the cause.


texts: texture mapping menu missing in blender render 2.75

texts: I cant find the texture mapping drop down menu in the texture menu when using blender render, are there any alternatives?


texts: Changing location of a walk cycle keyframe

texts:
I'm facing a simple problem:
When I copy-pasted my walk cycle, the locations of the keyframe don't change so it looks like a reset.
How can I add (3.2m on the Y axes) to all the copy pasted key frame ?
I guess it's with the Graph editor but I never used it before.
Any pieces of advice would be very welcome !
Thank you,
V


texts:
I recently modeled a cupboard in blender to be sold in turbosquid . I read somewhere that a simple sub-surf modifier would make my normal model to a high poly model. So I added a simple sub-surf modifier and applied it. That was the first ti,e that I used a simple sub-surf and never knew what it'd do. When I went to edit mode it had a lot of loopcuts which was making my PC laggy . Is it really that necessary to add in this much geometry to the mesh? Why is it needed and where is it used?
Thank you.


texts:
I have to render an image of 27000 x 7000 for a 150dpi print. The scene is quite big, but cycles preview and a render in 2700x7000 works as expected.

If I hit render my memory raises up to 20gb, but my cpu usage is at 5%. Why cycles does not using the full cpu power during the render process?

Here are my rendersettings:

Pathtracing
Samples:3000
Tilesize: 64x64
Bounces: Max 12 | Min 3
Diffuse: 4
Glossy: 4
Transmission: 12
Volume: 1

Is there a way to optimize things?


texts: how can i transform a sphere into a plane

texts:
I want to make height maps and color maps to make planets in a game called ksp
and I already know how to he maps with a plane but I need polar distortion so I thought I could model it on a  sphere but I have no idea how to transform it properly


texts: I need create simple cartoon like animation. I need import a svg image, and bend it. No movement only bending. For example a Christmas tree that bends in the wind.


texts: How to slow down sensivity of grabbing objects via the user preferences

texts: I would like to slow down the sensitivity of the Grab function (G) in Blender. Is there a way to do that permanently, not just with holding down Shift or changing the scene scale?


texts: Why do some bones in an animation lose their position when applying scale to their armature?

texts:
After starting with a stock armature with a run cycle I added a few of my own bones for various armor pieces on my model. As the stock model is too large for my game and the engine requires me to apply the correct scale before export I scaled the armature down (my mesh is a child of it). After applying the new scale and viewing my run cycle the bones from the stock armature I built on top of are fine, where my new bones explode out to new positions in all directions. It feels to me like the individual origins of my new bones are offset somehow, obviously I have missed a crucial step when adding them, what was this step, and how can this problem be fixed?

Before:

After applying scale:


texts: In my scene when I render animation or photo they just go by quick and produce black images. Can someone look at my file and help me fix it?


texts:
I'm new to making an armature of fingers. I usually don't know if I rigged it right. Here's one of my screenshots

The index finger bones were "Keep Offset" to the Hand bone which is not connected but they were related to it.

Now my problem here is that I tried importing it on Unity while changing its Animation Type from Generic to Humanoid I tried applying it and there's an error on this area which the Finger14.L is not an ancestor of Finger02.L I tried looking at it at first it was typo error but then it's like a serious problem that those finger bones weren't connected to each other. How do I fix it.

(Revised)


texts:
Few days before i had this same issue and got the answer

I tried the same for this mesh but did not work.

I on the z-up option still the mesh bend as it follow the curve. The radius scale rotation are all 0.
Any suggestion or help. Thanks


texts: Exporting cloth simulation to Collada results in static cloth instead of a waving one

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I hope this thread is not a duplicate since I have been exploring the subject for a few days and found no solution that works for me.

I have to export an animation in .dae format to use in SceneKit/Xcode for iOS. I have created a ghost made of sphere covered with a pinned cloth that waves (I have used wind force field). No armature, the only movement is a waving cloth simulation.

I have found that frames 82-116 are fine to loop them for a ghost idle mode. I tried to export it to .dae (Blender v2.79, default Collada / Better Collada) but the output file always contains static cloth instead of a waving one.

For a few days I have been searching the web to understand what exactly I need to do. I followed https://blenderartists.org/forum/showthread.php?387461-Bake-Cloth-to-game-engine and the workflow I have applied is:

Bake the cloth simulation

Select cloth and export to .mdd
Remove the cloth modifier
Select cloth and import the .mdd file

This is the result:

Then, I export to default Collada .dae - but the output file contains static cloth.

The same happens when I export to Better Collada .dae - the cloth is still not waving.

I also tried Mesh Cache modifier, following How can I bake the cloth simulation into keyframed vertices or shape keyed vertices? :

Bake the cloth simulation
Select cloth and export to .mdd
Add Mesh Cache modifier

After I hit „Apply”, the cloth freezes. After I hit „Apply as Shape Key”, the cloth freezes and I have basis and singular shape key:

I don’t get it. What am I doing wrong? Is anything missed in my workflow? Is it a problem with export settings?


texts: Blender glass shader adds a weird shading to the edges

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I was trying to create a realistic plastic , transparent shader.
I just mixed a few nodes at first and it was great till later some noises and weird shading took over the edges of the model.
I would like the edges to look the same as the inner the rest of the model
Here are some images.


texts: Baking Diffuse of Object not colored correctly

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I can't seem to bake the diffused color of this sword correctly:

Its really strange the color keeps coming out to this:

Now, I'm really new to texturing things and adding materials, it took me a while to figure out how to get all the materials to bake as one texture, and i managed to bake the other pbr textures that i'm trying to produce, but they aren't applying correctly outside of this.
I'm using the roblox engine. And this is what it looks like in there.

I just don't think I baked the pbr textures correctly. But the main thing right now is the color. Can anyone help?


texts: Creating a new particle texture using python scripting

texts: How would I create a new texture for a particle system? I tried bpy.ops.texture.new() but that wouldn't create any type of texture.


texts: Using this setup in animation nodes I created a phantom effect for my text with a wave modifier, but when I apply a boolean modifier it gets rid of the transparency of my text. Is there a way to apply the boolean without effecting the text transparency?


texts:
So the uv layout was going really well until I hit the last parts of the sleeve...I'm not quite sure what to do since half of the circle belongs to one island and the other half belongs to the other island...I don't want to mess up the work I just did on all the others. How do I go about connecting these to one or the other?

I've been stuck on a lot of stuff before but this one is new. Please Help!


texts:
I am trying to model something and when I mirror it, the faces in the middle overlap. Should I just move the mirrored faces or am I doing something wrong? This is what it looks like after I apply the modifier.

I don't want the band down the middle. The only option I changed in the modifier section was the axis it mirrored over. I am using Blender Render as well.


texts:
I've got mesh with lots of holes, concavities and convexities. The problem is that it has no beveled edges and whole mesh is badly triangulated. I only need to bake a good normal map, but adding bevels requires to totally remesh it which will take so much time :/ Is there any quicker way to do that? Maybe I can get around this somehow? Maybe there's another map I can bake and transform  to normals with some PS plugins? BTW I'm going to bake it with xNormal (I have never baked anything straight with blender).

Any help would be appreciated.


texts: Exploring the inside of a model, I find these curious red lines. Could someone tell me what they are and what purpose they have please?


texts: How to drive a node group in Geo Nodes Blender 2.9.3a?

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I’m struggling with geometry nodes. I had a node group that generates a flower-like object based on parameters. Each copy of the node group generates a separate set of geometry which I can join to generate output. But I want to drive the node group from within another one; I want to create geometry, like a grid or a specified mesh, and have each vertex run the Parameterized Flower node group with a different set of params — some math on the vertex position for the group’s Translation param, an index number for the number of petals or one of the other input params, etc.
When I wire up my node group, the output is Geometry. But the Point Instance node in the outer group only accepts objects or collections (the yellow arrow in the screenshot), so I have to manually duplicate the node group and send its output to a Join Geometry node:

This defeats the purpose — I want the duplication to be generated. I’m looking for a way to only have a single copy of the Parameterized Flower group generate a separate, unique object at every vertex on the supplied geometry.
How do I get there from here?


texts: How to check if an object has a custom property with python?

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The standard python hasattr() doesn't work for me, giving me False in every case:

hasattr(bpy.data.objects["object"], 'char')

How I can check for the existence of a custom property?

Thank you


texts: Why is texture distorting at the sides? How to fix it?

texts: I have used a basic plane and cloth simulator. Solidify and subsurf modifiers applied after. I'm trying to get the lines to be straight vertically and horizontally but can't figure out what has went wrong or how to fix it. Any suggestions would be greatly appreciated! I'm still in early learning stages of blender]1


texts:
I am unable to find the Principled Volume Shader within my Cycle nodes. Any idea why?

Unable to find within my list. I do have the Principled BSDF but not principled Volume

I am running 2.79 on a mac.


texts: How do create a mesh on the base of a set of orthodontic brackets I designed like the regular bracket on the picture e

texts:
How to.create mesh in the base of a bracket without harm ing the brackets base dimensions

k


texts: Rendering and lighting issues in blender eevee under linux

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I am experiencing some weird lighting And rendering issues on blender under Linux.

This is what I get on Linux:

And this is what I am supposed to get:

My OS is Linux Mint 19.1 Cinnamon with Linux kernel 5.3. iam using Blender 2.8.1 I tried loads of different Linux kernels but ended up with The same results. I tried Upgrading My kernel Downgrading My kernel. Installing Updates. I tried Everything Nothing is Working. Also I got the output when running Blender from Terminal.

Received X11 Error:
    error code:   182
    request code: 156
    minor code:   34
    error text:   GLXBadFBConfig

Received X11 Error:
    error code:   8
    request code: 156
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Error: Not freed memory blocks: 2, total unfreed memory 0.000458 MB

Blender quit


texts: 2.8x - Recovering removed properties from 2.7x .blend files

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I'm converting an add-on from Blender 2.79 to 2.8x (currently using 2.83.4), and unfortunately it relied on some properties tied to the Blender Internal render engine which were removed in 2.8. I've not had any problems recreating these for 2.8x, but I'm trying to find an a simple way to handle old .blend files which were built on 2.79.
Namely, I'm trying to recover the Material.texture_slots property which no longer exists in 2.8. I've tried searching for it after opening a legacy .blend file, and I've tried loading/linking a file in a script using bpy.data.libraries.load. But it appears that any properties without a 2.8x equivalent are always discarded once the file is loaded.
Is there any way to read these removed properties without requiring a user to have 2.79 installed? I'm trying to avoid a scenario where they need to pull down a new release of the 2.79 add-on, load their blend file(s) in 2.79, then run a script to copy the relevant BI properties over to the new custom properties I created for 2.8x, then save a copy of the blend file.


texts: Why do (bgl) exceptions in modal crash blender

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No matter what I type into the console, or execute from the text buffer, blender shows an error but continues on as usual. However, I recently noticed that many exceptions (involving bgl callbacks) make blender crash if they happen inside the modal operator.

Why is that?


texts: Want to shape this spiderman lens around the Faceshell so it fits perfectly against the shell

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Was wondering if someone can help me. I want ti be able to bend this lens around the spiderman faceshell so that it sits flush with the shell. I have tried shrinkwrap and adding depth after but it looks horrible. Any ideas please?

Thanks


texts: Emission does not show light haze with Cycles

texts: I was trying to create a self-luminate ball with Cycles as renderer, however when I linked an Emission node to the Surface, the ball just showed nothing. I added a plane beside it, there is light on the plane, but the ball was still there like dead. I have put the file as a link. Can someone help me with this? Thank you very much..blender file


texts:
I am starting to use Blender to edit videos on Linux.
What it's wrong if I add a movie in avi format and it only works on Windows but not on Linux? In Linux it says that file cannot be loaded. If opened by terminal, it says "not an anim: /home/matsetes/kdenlive/Minetest mod spotlight 4.avi"
I am using Ubuntu latest version and I installed Blender from the repository, but I tried also compiling it.
Perhaps it's a problem with some codec on Ubuntu? I am able to open these files on Ubuntu and also edit them with Kdenlive.

Thank you for all, guys =)


texts:
I need help
I have never tried it

It's about adding 3 objects as in the picture
but in Blender and not as Object children

http://www.emergency-planet.com/topic/22590-add-parts-to-model/

http://www.emergency-planet.com/uploads/monthly_2018_11/5c00415d9fd61_Namnls.jpg.646d9efaa2c57d415d6d24451e789987.jpg


texts:
In a tutorial a guy split a line like this:

I have try left click and right click but nothing works.


texts: How to hide Empty in perspective view Blender 2.8?

texts: In 2.79 with background images, it was easy to only allow them to be shown in ortho view, but in 2.8 I'm using empties as reference images, and I can't find how to hide them in perspective view and only show in ortho, like the old version.  Where can I find that option, assuming it exists?


texts: Weird glitch in my model when I bevel a particular corner when rendered

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When viewing in all modes except rendered view (cycles), the particular corner appears as it should. It is the inside of a corner that i'm trying to bevel.
But when I view it in rendered view, I see a weird glitchy cone at the corner.
Any idea how do I get rid of it?
Image 1: cycles rendered view mode (with the glitch a little to the right of the 3D cursor)
Image 2: solid view mode (no glitch)


texts: Object Properties Viewport Display Color Question

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Under what circumstances is the color in the Object Properties Viewport Display panel used?  I know I can use materials to get color to show up, but I can't figure out what conditions this color value is used in (as witnessed in this screen snap).  Googling shows that it is somehow connected to an 'ObColor' setting, but I can't find that in 2.82.

Thanks.
David


texts:
I am learning Blender and I like to search tutorials but on some steps, I need to use BSDF but I have this:

Is there anyway to change this?


texts: Best way to separate arrays of objects made of multiple loose objects?

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The "arch" I have selected is composed of multiple loose objects.
I join them with CTRL+J to make 1 object, so I can then add 2 array modifiers to quickly replicate/position more of them.
I then want to separate each "arch" so I can assign them to their collections and then "separate loose parts", giving me back control of their individual "bricks".
The problem I have is once I have applied the arrays, all 8 "arches" are joined together as a single object, making then separating them an awkward task.
Is there a better way to achieve what I am trying to do?


texts: Hello, I'm new to rigging models clothing onto models, I can't figure out why both pant legs move together I've followed tutorials on how to rig clothing and did everything they did, but the issue is, the tutorials were for shirts, not pants. I can't find any tutorials for this nor any solutions, if anyone knows why this is happening please let me know, its driving me insane. I've been trying to deal with this for like 3 days now. Thank you


texts: Armature display can't be set in solid or textured mode : is this a bug of blender 2.8?

texts: I'm trying to display the armature in solid or textured mode by activating the option that's under the Object/Viewport display/display as,but it does not work. Infact the armature is visibile only in wire mode even if solid or textured is selected. Is thig a bug ? let me know.


texts:
There's something i think blender can't do, in opposite to Cinema. But maybe you can prove me wrong (hopefully).

I have a product die cutting. I need to imitate this product in 3D. Is there a way to import die cutting into blender so it can create a solid from it?


texts: Render a scene twice but once it renders with an extra object

texts: Hi i have a scene with a kitchen and i am using the sky texture and a large volume to create godrays, except to make the scene less noisy i am rendering it twice with two identical scenes but one has this volumetric effect and i am using the compositer to blend the two renders, but i am trying to reduce file size and want to find a way to get rid of the duplicate scene and simply render twice but once have this volume, i believe it is possible as the vfx setup can do this but i have no idea how this works, any help would be perfect


texts: Add-On Dev: Attaching data to scene objects without Blender properties

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I just found out that it's possible to attach variables to scene objects without using Blender property types. For example..

bpy.data.scenes[0]["MyData"] = MyData

This data is also saved and loaded with the *.blend file just as with property types.

Is this safe to use? Is it restricted in any way? Can I attach anything, or just certain types? I tested it with a list of int, and it worked, but I had to convert the loaded value back into a list after loading, with to_list().

I'm curious as to why I've rarely seen anyone doing this. Especially since it seems to be the only way to attach basic list types to scene objects (without defining the basic type inside of a property group, and defining that inside of a property collection).

One thing I can probably guess is that these would not support undo/redo functionality.

Appreciate any info on this


texts: How to prevent (scurrying) animations from pixelation when uploaded to YouTube?

texts:
I've created an animation in which a hugh quantitiy of small-scale movements are happening at the same time.
The mp4 file, which results from the render process, displays this animation without any problems ... unfortunately, it blurs / pixelates when uploaded to YouTube.

I assumed that this is due to YouTube's compression. Therefore I tried to change Blender's output settings so that they meet YouTube's guidelines (bitrate=10k, GOP = half the frame rate, etc).
Unfortunately, increasing the bitrate (up to 85k) or decreasing the keyframe interval had no impact on the pixelation.
The original output settings:

Is it possible to optimize the Video in a way, that the pixelation is reduced or prevented?


texts: The soft bodies are attracted to each other. Why?

texts:
I created a scene with a rope (SoftBody) and two box with Collision only. The rope attracted to the boxes but I don't know why.
I created two videos: https://youtu.be/CWTQKD52Csg and https://youtu.be/BQJUS1dK6Vg
The Blender file: https://drive.google.com/file/d/1-33uqCH0g1cX0kcNvaC0VoW6tJxqkfVA/view?usp=sharing
Thanks.


texts: How do I use quick data entry to Scale to the 3D Cursor when using Normal Transformation Orientation?

texts:
I have a model that is turned at a 45 degree angle. I want to scale the selected faces to the 3D Cursor's position with the Normal Transformation Orientation selected using the shortcut S, Z, 0 enter. Z is the axis shown for the Normal Transformation Orientation that I want to scale along, but the operation is of course scaling along the world's Z axis. How do I change the behavior in Blender so that I can use the keyboard shortcuts for the Normal Transformation Orientation?

BTW...I know that I can use the Scale Transformation Manipulator and drag it in the direction I want and enter 0 to accomplish this task, but my question is specifically about using the S, Axis, 0 method in conjunction with the 3D Cursor's position for Normal Transformation Orientation.


texts: Best way to create blended cylinder/hexagon?

texts:
I'm fairly new to Blender and I'm trying to create a mesh that smoothly transitions from cylindrical endcaps to a flattened hexagonal midbody.

I'm able to make one pair of faces easily enough by selecting verts and doing a normal z scale operation of 0.  You can see one of the faces generated this way on the right side of the mesh.  However, this doesn't work on subsequent faces since the scaling operation moves the verts that border the neighboring hexagon faces, distorting them.

I've highlighted the next face I'd like to flatten.  How can I do this while keeping the verts on the far right and left side of the face stationary?  I've seen people using vertex hiding to hold geometry in place but I can't do that since I need to have all of the verts in the face selected when I do the scale transform.

Alternately, it there a better way to do this than distorting a cylinder mesh primitive?


texts: When moving character vertex stretches (After weighting)

texts:
I am new with Blender and I just finished doing my mesh and weighting it, it is for a project I have to submit by the end of the week and still have one more character left to create and I really don't know what's that and how to fix it. So everything looks normal, but after I created a root bone and moved the object away, two vertices stretch and don't move from their place. I really really hope there's a way to fix that without having to start over :( Please let me know asap if you have any idea. Thank you!

And if you know how to fix it, please give me detailed instructions, cause this is my first project on Blender. Please! Thanks!

Also, does any of you know what exactly should I rotate in order to get this leg in pose mode (and all other modes) in the right position? In Edit mode it looks okay.. but only there..


texts:
I would like to know how to composite a shadow in Cycles. The diffuse already has a shadow. I did the add and then multiply of the three diffuse passes. (Direct, Indirect and color) that is recommended in the official manual.

Also, I would like to know where a book can be found for compositing with Cycles. The official documentation is good, but is in small chunks. Please do not recommend the usual video tutorials. Hopefully someone can write an in depth book about professional compositing that is not about Blender Internal. Like the compositing book by the Blender Foundation when they used internal for Big Buck Bunny.


texts: How to overcome odd lag in texture painting mode?

texts:
My first post here.
I have just recently started to use Blender (running the latest version) and was working on some very easy tutorials today. I'm suddenly stuck at the texture painting part since for some reason anything I do leads my software to freeze. I can't do anything else but to force quit Blender and start over again.
The character I try to texture is very simple, with verts:1,942, Edges: 3,888, Faces: 1976, Tris: 3,824, Objects: 3, Memory: 30.9Mb. I can make a new texture with solid colour, but if I try to do anything else to it, Blender freezes. Everything else seems to work fine, modeling, sculpting, etc (haven't tried particle mode).
I'm on a quite powerful laptop, which should exceed the minimum requirements easily, so I'm a little confused as to what should I do to fix the problem.
My laptop specs are:
Model: Macbook Pro (15 inch, 2017)
Display: 15.4-inch
Processor: 2.9 GHz 4-core Intel Core i7
RAM: 16GB of RAM
GPU: Radeon Pro 560, 4Gt & Intel HD Graphics 630, 1536 Mt
Thank you so much in advance!


texts:
I have been having some trouble with my sculpting. Whenever I sculpt something, it does not mirror to the other side. But, in my tutorial. Micheal's model gets mirrored to the other side. Please help me, and other users who might be having the same problem solve this.

Here is a Screenshot:


texts:
I was trying to make the book in blender but when select 3 faces and trying to inset it evenly I got this that you can see in the picture.
in my inset option i have only select offset even
please help me...


texts:
Invisible objects in the wireframe
3D is invisible with Wireframe enabled.


texts:
I would like some help ...

I have a .blend file with two objects, two bodies, body A and body B.
Body A has more subdivisions than Body B.

I wanted the body B to assume the shape of body A, have some easier way to do this?

I did not do using clipping and then join because of the amount of subdivisions that is different.

Thank you.


texts: Multicolored outlines (For Blender Render)

texts:
I want to give to my model a outline with multiple colors.

As you can see in this image, the outlines are slighty darker than the material they surround. How can I do something like that in Blender (Render mode)?

Using the "Freestyle" outlines I can only get one color outline like this:


texts: Where are the opacity key frames for masks?

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When animating a mask's opacity, you cannot find the keyframes in the dopesheet. Is in another place instead?

I've found this bug report but it's not clear if is there a solution or if it's even a bug.


texts: On fbx export some body parts are not in their original position on my character

texts: I have exported a character in an fbx file. In the final export the eyes are several inches away from the head. However, in the original design the character looks just fine. What could be the problem? I suspect that this has to do with the origin. I have played around a bit with the origins of various body parts and when I export a body part will end up not attached to where it should be, several inches away from it's ordinal position. I have not clue what to do and can not figure out why they are moving.


texts: Changing the color of an object (UV sphere)

texts:
I've been enjoying my first hours with Blender so, my question is super simple. I am trying to make a neon loop with the sun on the horizon. How do I change the color of the sun only, without changing the color of the surroundings?

I added the Emission Surface and changed the color but in the result I got all the surroundings modified.

Could you tell me the right steps?

Happy quarantine :)


texts: How can I make an object visible, only where it intersects with other objects?

texts:
Apologies for the title, this question is somewhat difficult to ask.
I am currently trying to create a 3D render of a blimp for a project. The aim of the project, without Covid, would have been to implement computer vision systems on the blimp so that it can autonomously navigate an indoor space. As this is now impossible, as part of our hand-ins, we need to make a video showing what it "could" do. As part of the video I am trying to show the field of vision of the cameras mounted on our blimp. Imported from Solidworks is a shape that represents the camera's FOV. I have parented this to the blimp so that it follows its movements. I have currently made this object transparent by reducing the alpha value in an attempt to demonstrate where the cameras can see, i.e. the giant pink mess in the pictures.
My goal is to make it so that this object is only visible on the walls/floor, where it intersects. This would be a better of the camera FOV, it would allow for more intuitive understanding of where on the walls/floor it could see. This is important, as the camera needs to be able to see a certain amount of beacons on the wall for the computer vision to work.
Things I have already attempted:
I have tried using a shrink-wrap modifier to wrap the shape to the surfaces. This does not have the desired affect as it distorts the shape.
I have also tried using a Boolean intercept with the required surfaces. This made a horrible mess.
Any help is greatly appreciated, the images attached show what I currently have and what I'm trying to get:

This is what I currently have, a big translucent object that represents the cameras field of view.

This is the affect I'm trying to achieve, except on all walls and the floor, I made this using shrinkwrap, but as said it distorts the object.


texts: [![enter image description here][1]][1][![enter image description here][2]][2]Ok, so im currently in a crap house. Can anyone explain why all of a sudden my scene no longer renders properly. It was doing just fine up until last night.. When i rendered a scene it sometimes gives me a black image and other times no image at all. Even when i go back to scenes that rendered successfully before. I get nothing now. Any ideas??


texts:
Before we get started - I'm a total newbie to Blender.  So, take my terminology use with a grain of salt as I'm probably not using the correct words.

I'm trying to make a lantern.  I built one in Blender, sent off a .obj file to a friend to "proof-read", and they sent it back to me (I believe they use 3DS MAX).

Now my lantern looks like this:

The shading is weird, but since this project is for 3D printing, I don't really care too much about that.  However, I'm concerned that the apparently missing faces won't print properly.

I tried using the features to auto-create faces with the correct vertices selected, but nothing happened.  So I thought maybe it was a display issue.  But when I turned on face normal display, those two 'faces' are missing normals entirely, so I suspect that they're not there but the auto-create tool can't fill in the space for some reason.

Thoughts?

Edit:After repairing the lantern partially with lint, I'm getting a strange issue where the lint is repeatedly asking me to delete what seems to be working vertices.  See the left side for several deleted vertices, and the right for an untouched side.  The currently selected vertices are the ones it is describing as lint.


texts: Blender 2.8 - Python - "active" removed from API - How to pick active object now?

texts:
I want to pick the active object in the scene to tweak some settings at this object. A camera.

In Blender 2.79 and lower this could be done by bpy.context.scene.objects.active And it worked fine. But in the 2.8 API they have removed the active. And i get an error now.

So how am i supposed to pick the active object now?

The 2.8 api simply says active is removed. But not how to replace it. The api changes wiki states that it is replaced by context.render_layer.objects.active. But this just throws another error.

https://en.blender.org/index.php/Dev:2.8/Source/LayersCollections/API-Changes

Code that works in Blender 2.79, but not longer in 2.8:

bl_info = {
    "name": "Create My Cam",
    "description": "Creates a camera",
    "author": "",
    "version": (1, 0, 0),
    "blender": (2, 80, 0),
    "location": "add menu",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "",
    "category": "Create"}

import bpy
from bpy.types import Menu

# ----------------------------------------- Adding camera
class CIC_OT_mycam(bpy.types.Operator):
    """Creates a camera"""
    bl_idname = "scene.cic_create_cam"
    bl_label = "My cam"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        # ----------------------------Create Camera with correct position and rotation
        bpy.ops.object.camera_add(location=(30.60861, -30.60861, 30.60861), rotation = (0.955324, 0, 0.785398)) # Create Camera.

        object = bpy.context.scene.objects.active # Pick the active object, our new created camera

        # ------------------------------Here we adjust some settings ---------------------------------
        object.data.type = 'ORTHO' # We want to set the type of the camera to orthographic
        object.data.ortho_scale = 14.123 # Let's fit the camera to a basetile in size of 10
        object.name = "My Cam" # let's rename the cam so that it cannot be confused with other cameras.
        bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through

        return {'FINISHED'}

# -------------------------------------------------------------------------------------------

class CIC_MT_cammenu(bpy.types.Menu):
    bl_idname = "CIC_MT_cammenu"
    bl_label = "Create camera"

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

        layout.operator("scene.cic_create_cam", text="My Camera")

classes = (
    CIC_OT_mycam,
    CIC_MT_cammenu,
)

def menu_func(self, context):
    self.layout.menu("CIC_MT_cammenu")

def register():
    from bpy.utils import register_class
    for cls in classes:
       register_class(cls)

    bpy.types.VIEW3D_MT_add.append(menu_func)

def unregister():
    from bpy.utils import unregister_class
    for cls in classes:
       unregister_class(cls)

    bpy.types.VIEW3D_MT_add.remove(menu_func)


texts: (2.9.1) Grease pencil stroke points automatically connecting to other points

texts:
This may be user error, so any suggestions would be much appreciated...
I am using Blender 2.9.1 to do 2d illustration, using grease-pencil stroke.
Whenever I draw a stroke and view it in object mode, it seems that points along the stroke have been automatically connected to random other points on the drawing. In addition, if I try and make a copy of the stroke, the copy carries over the same random connected lines as part of the drawing.
I've used 2.8.3 and have not had this issue before.
Here are some images for reference:
Stroke in Edit Mode:

Stroke in Object Mode:

Stroke object copy, with random lines included in stroke:


texts: Animation nodes - Vertex colors to transforms?

texts:
I apologize if this looks as spamming, but I think this should be a different question, though I am trying to achieve similar goal. I want to be able to influence matrices with several different drivers at the same time, but have a possibility to mask out specific objects if need be.

I found that I can create vertex color sets to use as masks for mixing materials, but I was wondering if I can use them for transforms as well?

As you can see in the image below I took the object group (this group is a smaller part of a bigger one) and am coloring it with driver with falloff. But since they have the separate smaller group it masks the drivers effects on the unwanted objects. Set vertex color node has an output of object. It seemas that I am unable to find a node wich could separate parts of that node and take only the vertex color part for me to plug in to animate matrix node.

So Can I extract colors back from the vertex color set?


texts: how to make a cylinder with several segments, from a csv file

texts:
I'm new to Blender, even more so in the scripts.
I'm trying to make a cylinder (x,y,z variables) that contains several segments, these are controlled by a .csv file, where I get the depth.  These segments must have color, which will be given by another csv file.  Once the texture is done I want to rotate the cylinder.
inicio, fin, code
0, 25 , A
25, 50, B
50, 100, A
100, 115, B
115, 150, A

For it I have made a circle which I have been extruding, according to the data of the csv file, this in a for cycle, until here everything well, the problem I have is when I want to assign the color (texture) to each segment and the other problem is to achieve the rotation (the angle of rotation is delivered as a variable) since this must be from the point of origin of the first circle.
the code
import bpy
import csv

Lit = [] #anida los datos del archivo .csv

#leyendo data.csv
archivo = ('archivo.csv')
with open (archivo, 'r') as csvfile:
    archivo = csv.reader(csvfile, delimiter=',')

    for row in archivo:
        Lit.append(row)

#coordenadas del circulo
_X = 100
_Y = 50
_Z = 120

#colors
A = ('0.198,0.8,0.085,1')
B = ('0.8, 0.009, 0.010, 1')

INCLINATION = 45

INC = ((90-INCLINATION)*0.436332)/25

DIAMETRO = 2

for fila in range(1, len(Lit)):
    inicio = float(Lit[fila][0])
    prof = float(Lit[fila][0])-float(Lit[fila][1])
    print(prof)

    bpy.ops.mesh.primitive_circle_add(radius= DIAMETRO, enter_editmode=False, align='WORLD', location=(_X, _Y, (_Z-inicio)), scale=(1, 1, 1))
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "use_dissolve_ortho_edges":False, "mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, (prof)), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, True), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})
    bpy.ops.object.editmode_toggle()


texts: Is there a way to hack blender to import .HEIF images HEVC and h.265 codec videos?

texts:
Is there a way to modify the source code, or other hacks, to import images in HEIF format or h.265 video (like pictures and movies made with iphones and other samsung phones) into Blender directly? I'm trying to avoid transcoding.

OpenImageIO v 2.2 supports such formats, and blender uses OIIO to open images, right?
There's got to be some kind of hack to import them, I would hope.
Natron uses the same library and the images open just fine.


texts: 3D slicing using Dynamic Paint leaves holes where there shouldnt be any

texts:
I am using dynamic paint to take slices as an image sequence through a prexisting mesh (also created in blender). For this I create a plane and set that as a canvas which passes through my mesh object outputting a cross section every frame. I have played around with the parameters (dissolve time = 1 etc) and the output is clearly doing something right but leaves me with holes within my mesh. Hopefully the images below will explain this better.
These images are for the first slice (easiest to get images for). Ive circled an example of the issue.
UPDATE: Blend file now included.

Here is the code which assigns dynamic paint parameters Xmax, Ymax and Zmax, specify the location of the canvas.
context = bpy.context
active = context.active_object

print('Setting Up Ballast Brushes')

bpy.ops.object.modifier_add(type='DYNAMIC_PAINT')
bpy.context.object.modifiers["Dynamic Paint"].ui_type = 'BRUSH'
bpy.ops.dpaint.type_toggle(type='BRUSH')

print('Setting Up Plane')

bpy.ops.mesh.primitive_plane_add(enter_editmode=False, align='WORLD', location=(0, 0, 0))
bpy.data.objects["Plane"].scale[0]=Xmax/2
bpy.data.objects["Plane"].scale[1]=Zmax/2
bpy.data.objects["Plane"].scale[2]=1
bpy.data.objects["Plane"].location[0]=Xmax/2
bpy.data.objects["Plane"].location[1]=0
bpy.data.objects["Plane"].location[2]=(Zmax/2)
bpy.data.objects["Plane"].rotation_euler[0] = 1.5708

print('Setting Canvas Parameters')

bpy.ops.object.modifier_add(type='DYNAMIC_PAINT')
bpy.data.objects['Plane'].modifiers["Dynamic Paint"].ui_type='CANVAS'
bpy.ops.dpaint.type_toggle(type='CANVAS')
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].surface_format = 'IMAGE'
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].image_resolution = 1000
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].use_antialiasing = False
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].frame_end = endframe2
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].use_dissolve = True
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].dissolve_speed = 1
#bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].use_dissolve_log = False
#bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].dry_speed = 1
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].image_output_path = str(path)
bpy.ops.object.editmode_toggle()
bpy.ops.uv.smart_project() #the actual unwrapping operation
bpy.ops.object.editmode_toggle() #exiting edit mode
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].uv_layer = "UVMap"


texts:
I have a character created and rigged in T pose. The character is 'naked'. The Armature is the parent to the 'body'.
I'm trying to add some clothing to the character. I created some simple shorts and used the armature as the parent.
I fixed some issues with 'splitting the shorts' by merging the verts and removing the doubles. I then fixed issues where the shorts were 'stretching' as they moved by setting the rotation and scale.
My issue now, is that when I pose the character and try to move its leg - the leg moves 'outside' of the shorts (like it moves faster and goes outside of the mesh). I've tried weight painting and pretty much every solution I could find but nothing seems to be working.
I'm VERY new to modelling, so any help would be greatly appreciated!
Thanks in advance~


texts: How can you get a plane with a emission node to be brighter in the center?

texts:
How can I make a plane emit more light from the center using an emission node?
On this image here made with Cinima 4d The orange and blue planes are emitting more light from the center:

How can I acheve this effect in blender with cycles?


texts: I am trying to get this glass to show the colored mesh behind it, it wont work, i have version 2.90

texts:
]1
Am trying to render this glass in blender, it wont show what,s behind it. its not a background, it is a colored mesh


texts:
I deleted vertices, edges and faces on the red faces. But the lines remain on the object.
I can not even select the lines.(including vertex, edge, face)

how can I remove the lines?


texts:
I am using Blender 2.9. I would like to know, how can I align already rotated object with the global axis by choosing an axis (ex. axis defined by two vertices) and align that axis with the global axis (rotation with reference)?
I found a video of excactly what I am looking for, shown in the second half of the video (link below), but the commands used are from older version of Blender.
https://vimeo.com/137948265


texts:
I'm trying to change the tile_grid_shape in the UV Editor window located in the UV Editing workspace. The problem is that the only way to do this that I found is bpy.context.... but using context is not an option in my case since the context is actually a different window. If I change the context to be UV Editor it changes the tiles in that window and not in the one in the UV Editing workspace.
This is what I tried with no success:
for area in bpy.data.screens['UV Editing'].areas:
    if area.type == 'IMAGE_EDITOR':
        area.type.uv_editor.tile_grid_shape[0] = 3

In this case I'm getting an error that 'str' object has no attribute 'uv_editor'
I also tried this:
bpy.data.screens['UV Editing'].uv_editor.tile_grid_shape[0] = 3

Still no success though. I'm getting an error that 'screen' object has no attribute 'uv_editor'
I got it from here, but it doesn't work. I guess they changed it and didn't correct it here.

I also know of one other method with context override where you copy the context and do whatever you want in the new one, but the problem with that is that you can't delete the newly created context and when using it in a big batch it makes thousands of context copies and takes a lot of memory that you can't clear unless you restart Blender.
So does anyone have any idea how to do this thing?


texts: Is there a way to have a transparent distorted material in Blender Render?

texts:
I'm trying to render a transparent glass cube that distorts the objects behind it (with the Blender Renderer). The glass object is basically a very thin cube. I have tried to apply the Raytrace effect to the material like this:

But when I render, I obtain this result:

I would like that the red cube behind this glass and the floor are a bit distorted. I tried to modify the index of refraction but didn't work. Is there a way to achieve what I am looking for in Blender Render?


texts:
I have decided to work with Substance B2M en use the texture maps in Blender. I want to work with the PBR shaders of Cynicat Pro and connect the Substance maps into the input nodes of the PBR Shaders. I especially want to know which texture maps of Substance (base, normal, height, specular, metallic, ...) are relevant for Blender and if they have the same meaning (like the specular and metallic map) and how to connect these maps to the input nodes.

I am mostly interested in the definitions of the texture maps in both packages and whether or not they match.

After reading the blog of Jason alias @Jtheninja, I set up a node group using the Metallic Shader of Cynical Pro and connect the Substance texture maps.

Would this make sense for a rusted metal?


texts: Render on GPU from command line on Ubuntu server

texts:
For best render performance and more free VRAM I installed Blender on an Ubuntu server without GUI.

I launched Blender from the command line using argument and all was OK, but after installing it uses CPU render for Cycles and I wanted to use GPU render.

Without GUI I do not understand how to switch to it and how I can set tile size of render region (to get the best performance).

I tried to replace userconfig.blend with GPU setting but Blender still renders using CPU.

I also tried to set global variation BLENDER_USER_CONFIG="path to userconfig.blend file with GPU setting, or to run Blender on Ubuntu desktop mounting Blender folder from Ubuntu server and blender still uses CPU.

Any ideas?


texts: I made a moth and made the wings seperately then parented it to the body and animated the wings using shape keys. But after I used the particle emission everything just got mixed up. Like the wings and the body got seperated..How can I fix that?


texts:
So, I have a best practice question. I created a few characters in their separate files. Rigged them using rigify, created a pose library for rubharb lip sync. Next, i linked that character to a separate blend file which will be my scene file, and created a proxy so as to be able to pose it. Now for initial setup, the characters are kind of different scales, so I need to scale them all to look same size with respect to the scene and also pose them initially for frame 1. So scaling, will of course be in object mode, but the transform location, should I do that in object mode or should I do it in pose mode using the root bone?
Also, when using rubharb lip sync, should I generate the lip sync actions before i link the character, or should I do it on the proxy itself in the scene?


texts: How does one go about to achieve this "broken up" effect?

texts: Was wondering how to achieve this "broken up" effect on models? I have tried to figure it out with the displace modifier but couldn't get very far.


texts: Is there a way to make a vertical grid show on final image rendered?

texts: Like the faint grid in the model window background and the one on the floor, is there a way to force a vertical 'to scale' grid to show up behind the image rendered so the manufacturers can see it's to scale?


texts: Simple Rigid Body Simulation Animation not working

texts:
I am a complete Blender beginner and I have a problem with my simulation.

I have created a simple wrecking ball simulation that looks like this:

However, I am trying to add more elements to this so I have tried adding another plane below the first one:

At this point, I have not enabled rigid body settings yet, so when I play the animation, the cubes fall through the plane:

Thus, once I turn rigid body settings on as such, I expect the cubes to fall on to the second plane instead of through it:

However, this is what happens when I try to play the animation:


texts: Modify bone roll but keep the existing animation?

texts:
I made a hand and animated it, but for VR ik purpose the bone roll has to be 0
and I forgot it then animated with bone roll 180

when i reset all bone roll to 0

the animation gets screwed
Is there anyway to save it without re-animate the whole stuff ?


texts: Fill along the front of a path of an SVG

texts:
I have an SVG logo, which I will import into Blender. I'm trying to think how to have the colour (not outline) fill up from left to right.

I think the following steps put me on the right track, but struggling how to full resolve this:

Import SVG to Blender
Convert Curve to Mesh for the imported object
Extrude object (to make it 3D)

That's as far as I know how to do, then I think the following steps are needed (which I don't know how to do).

Create an outline of the 3D object (with no fill)
Draw a path across the object with timeline
Animate the path being filled

Would be grateful for any ideas how to achieve this.

:)


texts: Normals - Adding an edge loop improves smooth shading

texts:
Searched for an answer but could not find one.

In the image I have 2 cubes. One has loop cuts and with shade smooth it looks much better.

Looking at the normal direction then both cubes are the same. Does the one with the additional cuts work better because the surface area of the faces is smaller at the 90 degree edge?

thank you


texts: help needed with shading applied to a certain part of a mesh?

texts:
tldr :ok so I have a mix shader between glossy bdsf and principled bsdf on a mesh, and there is a part of the mesh I do not want glossy bdsf on, is there a way to control which parts of a mesh a shader is applied on?
more details : i have a hair particle system on the object, and i do not want the glossy bdsf to show up under the hair, and i think there is enough hair and do not want to add more to "fix" the problem.


texts: How to add local attributes of an operator to a `bpy.app.handle`?

texts:
I want to add local attributes of an operator to a bpy.app.handle.

So my solution was this:

import bpy

class ModalOperator(bpy.types.Operator):
    """Add a handle"""
    bl_idname = "object.add_handle"
    bl_label = "Simple Add Handle Operator"

    def handle(self, scene):
        frame = scene.frame_current
        if frame in self.param:
            print(frame, '=', self.param[frame])
        else:
            print("frame %d added to cache" % frame)
            self.param[frame] = "cached"

    def invoke(self, context, event):
        self.param = {self: 'my dict'}

        print(bpy.app.handlers.frame_change_post)
        print(self.handle in bpy.app.handlers.frame_change_post) # Always False
        #bpy.app.handlers.frame_change_post.clear()

        bpy.app.handlers.frame_change_post.append(self.handle)

        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()

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

To explain, I added a method of the operator to bpy.app.handlers.frame_change_post. And I had to return 'RUNNING_MODAL' because any other would destroy the operator

I do not know if this solution is good, because when it registers the same operator consecutively, the previous one is not destroyed (since it was referenced in the handle function);
And it is also not easy to know if the handle has already been added and should be replaced.

So... How to fix these problems? Or how to get a better solution to add a context to a specific handle??


texts:
It seems that blender python exposes very limited functionality of OpenGL. I currently want to draw additional information in every edge of a mesh by using OpenGL. Basically the edge direction is what I am looking for. However, I am not getting very good performance for a mesh consisting of 59,620 edges.

Initially I tried opengl drawing using immediate mode, this was too slow. Next I tried using display list. It is good but not what I expected. I'd have to manually update every the display list when there is a change made(adding, deleting edge/vertex/face). Is there any alternative way to do this? Or is there some way I can just get edges displayed on screen/viewport and display properties for them. That way I don't have to go through checking every edges.

I have a checkbox which when enabled simply generates a display list and adds a draw_handler to the view3d scene which calls this display list.

EDIT:
First I create the opengl display list using this piece of code. This code simply goes through every edge and creates an arrow representing the edge direction and finally generates the opengl display list.

    def createArrowDisplayList(self, context):
        ob = context.object
        if ob is None:
            return

        if bpy.context.active_object.mode != 'EDIT':
            return

        ob = context.edit_object
        me = ob.data

        bm = bmesh.from_edit_mesh(me)
        index = glGenLists(1)

        glNewList(index, GL_COMPILE)
        glColor3f(0.0,1.0,1.0)
        for e in bm.edges:
            vecFrom = e.verts[0].co
            vecTo = e.verts[1].co

            middle = (Vector(vecTo) + Vector(vecFrom)) / 2.0

            v = Vector(vecTo) - Vector(vecFrom)
            v.normalize()

            # if vector is straight pointing up only on z axis ignore it
            if abs(v.x) < 0.0001 and abs(v.y) < 0.0001:
                continue

            vPerp1 = Vector((-v.y, v.x, 0.0))
            vPerp2 = Vector((v.y, -v.x, 0.0))

            v1 = (vPerp1 - v).normalized()
            v2 = (vPerp2 - v).normalized()

            SCALER = 1.0

            glPushMatrix()
            hAngle = degrees(v.xy.angle_signed(Vector((0,1))))
            vAngle = -degrees(v.angle(v.xy.to_3d()))
            glTranslatef(*middle)
            glRotatef(hAngle, 0.0, 0.0, 1.0)
            glRotatef(vAngle, 1.0, 0.0, 0.0)
            glScalef(SCALER, SCALER, SCALER)

            glBegin(GL_TRIANGLES)
            glVertex3f( -0.5, -1.0, 0.0 )
            glVertex3f( 0.0, 1.0, 0.0 )
            glVertex3f( 0.5, -1.0, 0.0 )
            glEnd()
            glPopMatrix()

            """
            glBegin(GL_LINE_STRIP)
            glVertex3f(*(middle + v1))
            glVertex3f(*(middle))
            glVertex3f(*(middle + v2))
            glEnd()
            """

        glEndList()
        return index

And then, I add this method to the draw handler on 3D view. Now the display list needs to be refreshed or generated again manually whenever there is any change made to the underlying mesh

    @staticmethod
    def draw_callback_px(context, displayListIndex):
        wm = context.window_manager
        if wm.mesh_layer.bDisplayEdgeDirection == False:
            return

        ob = context.object
        if ob is None:
            return

        # 50% alpha, 2 pixel width line
        #glEnable(GL_BLEND)
        glColor4f(1.0, 1.0, 1.0, 0.5)
        #glLineWidth(2)

        glPushMatrix()
        glScalef(*ob.scale)
        glTranslatef(*ob.location)
        glCallList(displayListIndex)
        glPopMatrix()

        # restore opengl defaults
        glLineWidth(1)
        glDisable(GL_BLEND)
        glColor4f(0.0, 0.0, 0.0, 1.0)


texts: I'm having trouble doing basic transforms in 2.82

texts:
Transforming objects in Blender causes the origin to move and an "outline" but that's the only thing it seems to move until I switch to edit mode and everything is together.

Not entirely sure what happened, but I just cleared all preferences and uninstalled and reinstalled blender and it still does it.

Video Here

This issue does not persist in blender 2.79 only in 2.80, 2.82, 2.83b

EDIT: As it turns out my graphics driver needed to be fudges as the one that is for the card has this issue. The driver for a card 2-3 models newer works just fine AFAICT.


texts: Bounding box of 3D object in 2D render is offset

texts:
I am currently trying to translate a 3D object in my Blender scene to a region of interest in the respective 2D render. I have found these solutions 1, 2, and 3 that make use of the world_to_camera_view function within the bpy_extras.object_utils package. However, in my application, the region of interest is always offset slightly:

The ROI (denoted by the blue square) should encompass the left hand. However, while it appears to be the right size, its position is offset.
Here is my script.

def camera_view_bounds_2d():
    scene = bpy.context.scene
    camera_object = scene.camera

    #focal object for region of interest, selected in UI
    mesh_object = bpy.data.objects[scene.Bounding_Box]

    x_pix_co = []
    y_pix_co = []

    verts = (vert.co for vert in mesh_object.data.vertices)
    for co in verts:
        world_co = mesh_object.matrix_world @ co
        co_2d = world_to_camera_view(scene, camera_object, world_co)

        render_scale = scene.render.resolution_percentage / 100
        render_size = (
            int(scene.render.resolution_x * render_scale),
            int(scene.render.resolution_y * render_scale),
        )

        x_pix_co.append(round(co_2d.x * render_size[0]))
        y_pix_co.append(round(co_2d.y * render_size[1]))

    min_x = min(x_pix_co)
    max_x = max(x_pix_co)
    min_y = min(y_pix_co)
    max_y = max(y_pix_co)

    print(f"the bounding box is ({min_x},{min_y}), ({max_x}, {max_y})")

It's worth noting that the hand is animated, and a track_to constraint has been applied to it to ensure that it is always in the view of the camera.


texts: What do the K1, K2 and K3 distortion parameters represent

texts: What are the K1, K2 and K3 Lens distortion settings based off? Are these Brown model or an alternative lens distortion description?


texts: How to insert a keyframe for Mask Point coordinates

texts:
I'm currently writing an Add-on for Blender 2.8 where I need to change the coordinates of the MaskSplinePoints in the Movie Clip Editor with python. During the script I'm moving along the time line and I want to save the coordinates and handle positions for each point in my mask at every time step. Since MaskSplinePoint inherits bpy_struct.keyframe_insert I thought that I could insert a keyframe for each point with the data_path co, handle_left and handle_right but I'm getting an error I don't know how to handle:
TypeError: bpy_struct.keyframe_insert() could not make path to "co"

My code is executed in def execute of an operator:

def execute(self, context):
    mask = context.space_data.mask
    maskSpline = mask.layers.active.splines[0]
    points = maskSpline.points
    bpy.ops.clip.change_frame(frame=framenum+1)
    ##################
    # in this space I calculate and change the positions for the points
    # Note: I'm also adding/removing points from `points`
    ##################
    # insert keyframe
    for p in points:
        p.keyframe_insert(data_path="co")
    return {'FINISHED'}

Am I doing something wrong? Is there another way to save the state of the mask in time?


texts: When I try to parent my mesh to my armature, my mesh jumps ahead and when rotating bones only certain parts of mesh come with it?

texts:
I have tried weight painting individual parts, every part is named correctly with the armature, the edit and rest pose of armature and mesh are the same. I have run out of options to try to fix this, I have been searching for days for an answer.
Also if the information is needed, I have been selecting my mesh then Alt + Click my armature, Ctrl +  P and parenting with automatic weights.


texts: One Render layer with a transparent background and one with sky?

texts:
How do you get one render layer to have a transparent background
and the other to have a sky?
I mean in the shading panel where it says "Alpha: Transparent (or) Sky"


texts: How to Reset The Pivot Point of a Face in Edit mode

texts: I have model that I've rotated some of the faces and I want to reset the rotation or the pivot point on that face (in edit mode). How would I accomplish that?


texts: Need help with rotating different faces of a rubik's cube with python API. When different faces are rotated sequentially some cubes start to act up

texts:
Pls help
now these first two rotations got animated fine

but in the third rotation one object started moving along a different axis
(even though there are other objects just like this one(been in the same roation before))

and when more rotations are added more blocks start behaving differently.
Here is a sample function:
The wrt_global is a list of dictionaries keeping track of the global axis to the axis of individual objects. (The commented out part is solutions I've already tried).
def rotate_front_anti(f):
obj=list(bpy.data.objects)
for sq in obj:
    sq.select_set(state=(sq.location[0]>=2))

#bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
ob=bpy.context.selected_objects

for i in range(0,len(ob)):
   ob[i].rotation_mode='XYZ'

for i in range(0,15):
    for j in range(0,len(ob)):
        ob[j].keyframe_insert(data_path = "location", frame = f, index= -1)
        ob[j].keyframe_insert("rotation_euler", frame = f)

        #ob[j].rotation_euler = (Matrix.Rotation(math.radians(-6), 3, 'X') * ob[j].rotation_euler.to_matrix()).to_euler()

        if wrt_global[int(ob[j].name)]['x'] == 'x':
            ob[j].rotation_euler.x += math.radians(-6)
        elif wrt_global[int(ob[j].name)]['x'] == 'y':
            ob[j].rotation_euler.y += math.radians(-6)
        else:
            ob[j].rotation_euler.z += math.radians(-6)
        #ob[j].rotation_axis_angle=(math.radians(-6),1,0,0)
        ob[j].location[2],ob[j].location[1] = new_coords(ob[j].location[2],ob[j].location[1],1,1,6)
        ob[j].keyframe_insert(data_path = "location", frame = f, index= -1)
        ob[j].keyframe_insert("rotation_euler", frame = f)
    f+=1

for  j in range(0,len(ob)):
    temp=wrt_global[int(ob[j].name)]['y']
    wrt_global[int(ob[j].name)]['y']=wrt_global[int(ob[j].name)]['z']
    wrt_global[int(ob[j].name)]['z']=temp

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
return f


texts: Compositor Problems when working with alpha over and blur nodes

texts:
I am doing an animation. The images I have attached show 2 different render layer view node results.

Image one shows a cube on layer 1, and 2 icosphere on layer 2. I have layer 2 set to fast blur. I have to use transparent film and therefore I use the Alpha over nodes in composition.
Image two shows a cube and 1 icosphere. Image 1 should not be showing 2 icospheres, as the left most one is behind the cube.

Image 2 is from the same render result, and is correcting showing only 1 icosphere. However, that icosphere should be blurred as it is on layer 2. It seems for whatever reason I can not have both the correct composition effect and also have every object's visibility render correctly. I can only either have everything work fine, with no composition, or composition with every emission object showing through every other object in the scene.

I am aware that masks would solve this problem, but because of the complicated setup of object materials and particles, masking produces these very strange and suddenly appearing artifacts. Material Indexing also produces odd artifacts and does not consistently effect the appropriate materials.

This is also a new problem, I did not have this issue in the last blender version. So, material indexing is out, masking is out, object indexing is out.

I want to use the compositor to blur certain layers, but every emission object in the scene shows through. It shows through as though it was on x-ray, regardless if it is behind another or inside another object. The first image is an example of this, the left icosphere is behind the cube, and should not be visible. That is the problem. Why is it visible when it shouldn't be?


texts: How to install Filmic Blender under Ubuntu?

texts:
I want to use the Filmic Blender color management. I'm not so advanced user, so I don't know where I missed something.
I renamed the filmic-blender to colormanagement and placed at the right place (I think): /usr/share/blender/2.78/datafiles. But when I open Blender, it still remains  with the standard color management...
Thanks in advance for any help.


texts:
I would want that backside selected only by border select  and lasso, but not mouse click.
I would like that mouse click does not select backside faces. Only lasso and border selection would do it. Is it possible to do?


texts: Is it possible to transfer coordinates of every vertex from one object to another?

texts: Is there some way to transfer coordinates of every single vertex from one object to another? maybe an addon or something.. i tried Oscurart Copy Vertex Location but couldn't get it to work as shown in tutorial.


texts: Blender 2.8: Texture doesn't show up in Shading tab / UV Unwrap

texts:
I have the problem that my texture is showing in Lookdev in the UV Unwrap tab but as soon as I switch to the Shading tab (still in Lookdev) it is gone.

Testing it with a new created box works.
Switching to edit mode shows the texture as well.

I attached a image explaining the problem with visuals:

Thank you in advance,
Lino


texts:
creating a very simple tank rig with a driver controlling the movements of the tracks. now I got the tracks to move forward but when rotating the control on the Z axis, the tracks don't don't move. Have linked a gif and image of the driver expressions. Any advice much helpful.
Tank Rig GIF