texts: Fighting split col and aligning row content

texts:
I am really struggling with horizontal alignments.

Look at lower right image example.

Layer + Parent are in one column and a split function defines the width of the next column that contains the layer and parent UI elements.

The problem is that this way the row like horizontal alignment is off.
Parent text is higher than the parent UI element.

I tried different row ideas but nothing worked.
To my frustration in the upper right corner the parent UI is drawn on the left side while the layer element is on the right side. What causes this?

So this is what I try to do.
Lets say 30/70 column spacing
and the content aligned along their top edge

The % value should be global so I have to adjust it once and the layer + parent UI will be stretched along the length.


texts: Trouble with Distortion on UV Map of CSS Virginia

texts:
I'm having trouble with some distortion on my unwraps on the upper hull of the CSS Virginia.

Initially, I tried using top down orthographic unwraps of the mesh, but in those attempts (one meant for a tiling texture, the second for more traditional texturing) there is some obvious distortion (especially near the top of the hull.

I've also used unwraps with seams, but they don't seem to make any difference. I'm quite stuck as to how to resolve that distortion.


texts:
I have made a direct interface with a Kinect2 sensor, via DLL, for MakeHuman. While recording, sensor data is buffered in an array.  Once recording has stopped, and an armature is made the active object, a button operation can transfer / re-target the data to the armature.

The problem is I cannot manage to get a single action, meaning there is one named armatureNameAction and another my name (with code & no keyframes) like this:

import bpy
from mathutils import Vector

action = bpy.data.actions.new(name = 'my name')

ob = bpy.context.object
bone = ob.pose.bones['K2-Root']
value = Vector((1, 1, 2))
bone.location = value
bone.keyframe_insert('location', frame = 1)

This can be fixed by not even creating an action & just assigning the name of armature the action like this:

import bpy
from mathutils import Vector

ob = bpy.context.object
bone = ob.pose.bones['K2-Root']
value = Vector((1, 1, 2))
bone.location = value
bone.keyframe_insert('location', frame = 1)

ob.animation_data.action.name = 'my name'

With this way, how does the person make another sensor session & add a 2nd action?


texts: How to create customizable Cycles Cel/Toon shader, that generates shadows?

texts:
I have successfully created a highly customizable Cel/Toon shader for Blender Eevee. The shader has lots of features, including but not limited to: Multiple light sources support, tone shape manipulation, various specular options, rimlightning or hatching.

One of the most important features (which I did not realize up until now) is that the shader reacts on shadows. One monkey head casts shadow on the other.

I would like to recreate this shader in Cycles with all of it's features. However I hit a brick wall right at the start. Using the Toon BSDF within Cycles is a simple enough solution, but I could not figure out how to include features like hatching in the shadows or tone shape change.

I believe creating a custom cel shader is the only option to get the similar effects. So I made the basic dot product between an incoming light vector and surface normal. Unfortunately, this shader no longer respects the shadows generated by other objects (no shadows on the lower monkey head). Also, the shader does not really respects the incoming light, but rather only the position of the light object. The light source could be replaced by an empty object which produces the same result.

I have scouted lots of websites and tested lots of alternatives to this node setup, but I could not get the shadows to show up. The only solution that worked for me is this old thread, with a link to OSL shader. While the shader does generate shadows, I don't know OSL, therefore I can't really customize the code.
Is there really a way to make a true toon shader material in Cycles?
So I guess my questions for today are:

How to make a Cycles Cel/Toon shader, that generates shadows on other objects, without using Toon BSDF?
How to make the Cycles Cel/Toon shader respect the incoming light? (it's direction, color and strenght)
Are there any other difficulties in making the customizable Cel/Toon shader that I might run into?


texts: Accessing Blender's DNA Mesh struct via as_pointer()

texts:
How can I access the actual structure of a Mesh datablock in memory using the value returned from bpy.types.Mesh.as_pointer() In 2.79 Blender there used to be a possibility to do that by just passing the pointer value to your C++ module or Python's ctypes and referencing that pointer with an appropriate type.
Example for 2.7 can be seen here:
https://blenderartists.org/t/exporting-triangles-api-challenges/694524/2

However, when I access it the same way in 2.8, I get a struct which is 0-ed. It does contain a valid ID sub-struct in it, but the rest of the data is nulled. Could that be the issue brought by the new depsgraph in 2.8?

C++ side:

#include "mesh_utils.hpp"

extern "C"
{
    #include "bl_src/makesdna/DNA_mesh_types.h"
    #include <blenkernel/BKE_editmesh.h>
    #include <bmesh.h>
}

#include <iostream>

namespace bpy_boost
{

BlenderMesh::BlenderMesh(::std::uintptr_t mesh_pointer)
{
    const Mesh* mesh = reinterpret_cast<const Mesh*>(mesh_pointer);

    ::std::cout << (uint32_t)mesh->totloop << ::std::endl;
}

}

Python side:

def execute(self, context):

        from ..bpy_boost.src.bpy_boost import Mesh

        ds = bpy.context.evaluated_depsgraph_get()
        obj = bpy.context.view_layer.objects.active

        object_eval = obj.evaluated_get(ds)
        if object_eval:
            mesh = object_eval.to_mesh()

            if mesh:
                mesh.calc_loop_triangles()
                if not mesh.loop_triangles:
                    object_eval.to_mesh_clear()
                    mesh = None

            if mesh:
                if mesh.use_auto_smooth:
                    if not mesh.has_custom_normals:
                        mesh.calc_normals()
                    mesh.split_faces()

                mesh.calc_loop_triangles()

                if mesh.has_custom_normals:
                    mesh.calc_normals_split()

            ptr = mesh.as_pointer()

            Mesh(ptr)

        return {'FINISHED'}

The validity of the pointer value between Python and C++ has been checked. Python-C++ interface is done with Cython and is not provided here since it is not important.


texts: Particles/fluid attaches or fills the volume of an object

texts:
Holla,
Right, so I'm curious on how to achieve a certain effect via two different approaches.
What I'm sort of trying to achieve: https://www.youtube.com/watch?v=KFYFh8w4758
Case 1: I'm looking for a method for particles to exit the emitter, follow a path until near the target object, and afterwards be attracted and stick to the surface of the object, or fill the volume.
Case 2: Same thing, but closer to the Daredevil intro, where the particles fill the exterior of the shape from bottom up.
I couldn't find anything remotely close online, so any help would be hugely appreciated!


texts: How do you make low poly textured eyes blink

texts: I am confused on how that works do I just scale the plane that holds that portion of the eyes down or is there a way to animate that portion of the texture without copying a 2d artist.


texts: Parenting mesh to armature. Why is part of the mesh not moving?

texts:
I have modeled a very simple Lego figure with a tutorial from Udemy.
So far everything worked great, but now when I want to animate the character I have problems with parenting the armature to the mesh.
The parts of the mesh were modeled separately and then joined together.

In the picture you can see the parented armature.
Here I rotated the root bone which should, as far as I understood, always move the whole mesh.
But as you can see the "hip" stays in it's original space.
The hip is also not influenced by any other bone movement.

Now I'm stuck with my progress in the course.
Hope anyone can help.

Thanks a lot!


texts: Boolean operations on Catmull-Clark control surface meshes?

texts: How would I perform Boolean operations (either directly or as a modifier), not on two (closed) meshes, but on the two Catmull-Clark limit surfaces they represent, such that the result is another Catmull-Clark control surface (with proper edge and vertex crease values) whose Catmull-Clark limit surface is the result of the Boolean operation on the two input limit surfaces.


texts: How do you make a cycles volume material fade to invisible at the edges?

texts:
I'm trying to model a spark using Andrew Price's tutorial (Blenderguru), but the sparks always look wrong. You can always see the outline of the ico sphere. I'm wondering if there's a way to soften the outside of the ico sphere (using volumetrics) to the point where it's invisible?

I know that one way to color depending on distance from the center of an object is to add a texture coordinate node, and then connect the object output to a spherical gradient texture node. This is what I have so far:

I know the solution is probably so simple but I've practically been pulling my hair out over this, and haven't been able to find anything about it online.


texts: how do I import functions from a file in the same directory as the file that is the source of the current text buffer?

texts:
I have a text buffer that is loaded from an external file.  In that same text buffer I need to write code that imports some functions from another file in the same directory as the one in the text buffer.

Hardcoding that path in the source is unsuitable because the file may live in different directories on different users' machines.
Command-line arguments seem like a a horrid Rube Goldberg kludge and a horrible user experience.
a file selection dialog is also poor user experience.

Java has a mechanism similar to what I want using class.getResource(relPath) (imagine if tomcat gave you a file selection dialog box when it needed to load the Spanish translations for localized string resources)

What is the best python technique to accomplish this?


texts: When setting the collision to the bowl I initially was seeing some of the pieces of rice sliding to the bottom and falling out. Now that I've updated the scene with a different bowl I'm unable to get the rice to collide with the bowl and it goes straight through. The end result that I'm going for is simply to fill the bowl with rice.


texts: Archimesh doors and windows -replace with own design

texts:
I have used Archimesh to create several rooms. As a Blender NOOB, I am now coming to understand some of the drawbacks of the topology for Archimesh. However, I have done so much, I need to work with it.
One thing I want to do is replace some of the doors and windows with my own designs. I realise that the Archimesh groups split elements of the door into their component pieces. Is there a means of simply replacing with my objects or do I somehow need to alter\overlay the existing Archimesh door elements to reflect my design?


texts: Wrong faces being seperated from one another after unwrap

texts:
Some faces that are connected through 'unseemed' edges still separate from the rest of the island when I use unwrap

If you look at the attacked image, the left most edge of the selected face was not set to have a seem so it should be connected to the rest of the island. But if you look at the UV window on the left you can see it was unwrapped as a single island off in the corner.

Does anyone know why this is happening?

.


texts: trying to rig bvh armature to mesh but as you can see makes the mesh severely deformed first I have the armature in rest position then I switch to pose position is there a way to fix this?tried adjusting the bones in edit mode no difference.


texts: How to select (command A) an object in the scene

texts:
I am writing a python script to export a 3D model as .stl from blender.
here is my code

import bpy
import time
start_time=time.time
from mathutils import *
from math import *
import random
D = bpy.data
C = bpy.context
#Clean the scene
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='CAMERA')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='LAMP')
bpy.ops.object.delete()
#Import the model .mhx in the scene
bpy.ops.import_scene.makehuman_mhx(filepath="model.mhx")
bpy.ops.object.mode_set(mode='POSE');
# modify this model and export it as .stl
#----under construction------
#select the layer 1 and after that select all object in the layer 1.
bpy.context.scene.layers[0] = True
bpy.context.scene.layers[1] = False
#I used this command to select the object in the layer but it did not work.
bpy.ops.outliner.object_operation('SELECT')
bpy.ops.export_mesh.stl("/model.stl")


texts: Is there a way I can batch Auto Smooth hundreds of objects?

texts: I have well over a hundred objects in Asset Management folders that I need to set as smooth and then set Auto Smooth to 40 degrees. Does anyone know if there is a way to do this so I don't have to touch each .blend file separately?


texts: Should an Operator remember its last-used settings when invoked?

texts:
I have an operator that draw its own panel (via invoke_props_dialog) when invoked to let user set properties which are then applied to the selected object, but the settings are not remember from one call to another when I use the operator's own panel. It works though when using the Tool Shelf Redo feature (bottom of the left panel in the 3D view).

Here's a sample code example to illustrate this issue. It adds a Test Panel with a Test button to the Data properties.

# add a Test Panel with a Test button to the Data properties.
import bpy

class DATA_PT_test(bpy.types.Panel):
    bl_label = "Test Panel"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "data"

    def draw(self, context):
        self.layout.operator("object.test_invoke")

class OBJECT_OT_test_invoke(bpy.types.Operator):
    bl_idname = "object.test_invoke"
    bl_label = "Test"
    bl_options = {'REGISTER', 'UNDO'}

    width = bpy.props.IntProperty(name="Width",
            default=10, min=0, max=100)
    height = bpy.props.IntProperty(name="Height",
            default=20, min=0, max=100)

    def execute(self, context):
        self.report({'INFO'}, "w:{}, h:{}".format(self.width, self.height))
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

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

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

if __name__ == "__main__":
    register()

Detailed steps:

Use the operator button: it uses its default settings.
Change the settings, apply them, then re-use the button: the last-used settings are not remembered, it still uses the default one.
Use the operator button, modify the settings in the Tool Shelf, use the button again: the setting from the Tool Shelf are remembered. (It does the same when using the Redo Last F6 panel to modify the settings).

For info, I already know some hacky ways to make it work but that's not really the point.
I'd like to know if something is wrong or missing in this code, if it sounds like a Blender API bug, or if it's simply not an expected feature.

I'm using last official Blender 2.69.0 (r60995). I have the feeling it worked with previous releases (only from 2.62 though) but didn't feel like reinstalling just to try...


texts: Why does rotating one control point, affect the tilt of other control points of a bezier curve?

texts:
I am using a bezier curve to rig something. However when I rotate a singular or more control point by using an empty (Curve is hooked), other control point tilt (rotate, only tilt) with it . Furthermore, control points downwards the point I do want to rotate are unaffected whereas controlpoint upwards are affected.
How is this possible? And is there a way to prevent this?
I've included the blend. file here:
https://pasteall.org/blend/ac49ce2d8f13412dbe06429dfc82d465
Many thanks in advance!
Sander
-


texts: Problem painting multiple textures on same object

texts:
I am trying to paint textures onto an object in 3D paint in 2.72b that has several textures. The first texture in the list is a color and the second is a bump.

The problem is that texture paint will only paint the first texture in the list. In edit mode I have the correct texture selected, shading is set to GLSL solid textured but Blender is ignoring whatever is selected in edit and only using the first texture.

tex1 - color
tex2 - bump
If I go into edit mode and select the color texture as active and go back to object paint it paints the color map.
If I go into edit mode and select the bump texture as active and go back to object paint it paint the color map.

Is there a setting that I've missed or should I head over to the bug tracker?


texts: Object still moving with parent after clearing

texts: I pressed Alt+P and selected clear parent then checked the relation status under the object property pannel. The parent is cleared, but the object is still moving with the rig.


texts:
I'm trying to export some models as an .fbx, but when I finish exporting the meshes somehow rotate, scale and change locations.

Here are some screenshots.

If someone can help me I'd greatly appreciate it.

Thanks in advance.


texts: What happens to linked objects when you choose to pack external data

texts:
I usually pack my textures into the .blend file via the "file"-->"external data"-->"pack all into .blend file" command.

This time my Blender project contains objects linked from other blender files and I'm uncertain of what happens if I choose to pack external data.

The question is basically this:
If I choose to pack external files, will changing the original Blender files any longer update the meshes in the blend file to which they have been brought to via linking? Or am I essentially severing the links if I pack the external data?


texts: Having trouble with the space settings on copy location bone constraint

texts:
So I used to know how to set up the copy location constraint so the bone using it would move when the target moved relative to its own location, but could still move in t's own space. Now I'm trying to do that in 2.91 but it can't seem to get it to work anymore.
What I'm trying to do it have a pole target that has no parent but has copy location on an empty which is parented to to the target bone of the inverse kinematic constraint. That way the pole target moves with the IK target but it doesn't affect the IK of the leg unless moved in it's own space.
How do I do this?


texts: Strange lighting line when rendering in Cycles

texts: This is a frame from a quick rigid body physics animation test in Cycles. For some reason, there's a line separating light from darkness in the background. I can't seem to figure out why.


texts: How to disable select and activate and return to just select tool

texts:
How to disable the select and move tool  and return to just select tool in the blender interface

I'm using Blender 2.8 on Ubuntu 18.04 with default settings.


texts: How to render cartoon style with completely flat colors?

texts:
How to render perfect cartoons in blender? Whatever the engine is (internal or cycles) I always get that shading transition somewhere on the model.

The first picture is in blender internal render engine with the toon shading material and the second picture is in cycles render engine with the toon shader.

How can I get completely flat colors with no fancy shading variation?


texts: Making a particle smoke simulation into an action

texts:
Question. I’m working on rigging an internal combustion engine and need to create a burning gas.
I can do it once with a partial simulator and a smoke domain, but only once. In a perfect world I would like to apply the Same simulation several times so it can be used on different cylinders.
Similar to creating an action that can then be used with the action constraint.
Problem is there is no key frame option on starting and stopping the emitter, so can’t make it an action.

Any help is appreciated even if it’s a different direction.
Thanks


texts: Audio/Video out of sync in rendered video, but not in VSE

texts:
First let me apologize to ask this question, as this has been basically already asked, for instance here, here and here. However these answers don't seem to provide an understanding what's really going on, so I will pose my question anyway.

Every once in a while the video in a rendered video file will playback much faster than the audio, despite audio and video being perfectly in sync in the VSE. This problem seems always to pop up when then input source video is "mostly static", i.e. when the change from one frame to the next is miniscule (e.g. a screen recording). I should also add that I record the videos in question using a lossless codec (FRAPS or lagarith).

From the other questions linked above, I get the impression that this is due to Blender (or rather its version libavcodec) incorrectly decoding the compressed source video. It is also mentioned in one answer to the above questions that this is related to the use of b-frames in the encoding algorithm. However I had this problem also using the lagarith codec, which apparently uses only keyframes/i-frames.

Now in order to turn this cry for help into a question, let me ask: What the hell is going on here?

More precisely:

Why can Blender (or its version of libavcodec) apparently correctly decode and show the video in the VSE, but not render it correctly? Is the decoding in the VSE done differently than in rendering?
What version of libavcodec is used in Blender 2.74? Is the implementation of e.g. lagarith faulty in this version? If not, then why does Blender mess up the rendering?
It has been suggested that one should use "Blender-friendly" codecs for compression. Which lossless codecs are known to be so?

Edit: It seems there are several error sources here, which just makes everything much more confusing. The problem of the video playing back at twice the normal speed I had with this one particular lagarith encoded source seemed to stem from a corrupted (??) .blend file. Namely during editing Blender got stuck and I had to force it quit. When I re-opened this file Blender didn't give me any complains, but comparing its file size with the sizes of some other .blend files which were similar, I noticed that it seemed about 3 kB smaller than the rest. Opening this file and saving it to a new file ("Save as") got rid of this playback issue. However the video is still out of sync, even more subtly. Instead of the video globally playing back faster, it sometimes seems to "get stuck" and then "catching up again".

These issues are also already visible in the VSE, so it seems that my problem at least in this instance is solved. On the other hand this makes the behaviour of Blender seem even more mysterious, as I do not understand how a corrupted (was it even corrupted??) .blend file can lead to such an effect.

As I wrote, I experienced this issue with several videos, one of them being a video encoded in FRAPS. There the audio and video seemed in sync in the VSE, but wasn't in the rendered video. Strangely, after re-creating this .blend file from scratch, the audio and video now was out of sync even in the VSE. I tried transcoding it with ffmpeg, and this also gave an out of sync video. However transcoding it with Windows Movie Maker gave perfect result. So I suppose that for this particular video, the problem is that the fraps codec is implemented imperfectly in ffmpeg/libavcodec.

2nd Edit: The problem is back. Apparently it didn't have anything to do with the file being 'corrupted'. Running blender again on the very same file this time produced again an out-of-sync video. This issue seems to appear and disappear randomly.

3rd Edit: Still no clue why it only appears sometimes. But I noticed something else. The audio in the rendered video is as it should be, i.e. its start and end are as defined in the .blend file. However the last frame in the rendered video is actually way beyond the end frame. For some reason Blender consumes more video frames than it is supposed to be. I am going to file a bug report on this.


texts: Glare on transparent background using Cycles

texts:
In a Cycles scene, I need to render glare around the warp engines, however, the resulting PNG always has the glare cut off when it leaves the body of the ship. This problem is present in the output PNG and is therefore not just limited to the viewer.
I know this is possible to overcome somehow with PNG as I have done it before, but I do not have the node setup anymore. Can anyone please point me in the right direction?
This is the node setup I have at the moment:


texts:
In viewport is it possible to cull backfaces of wireframes? (To make wireframes disappear while looking through the back side of the polygons.)

It is confusing to work with overlaping wireframes. So far I could only find the solution to hide and show the oposite side of the object while constructing the topology which is not so productive.

Thanks for your reply Cegaton. That reduces the confusion a lot. I can't beleive I missed it. Though I still need to ask if I can hide the object's frontal wireframe faces behind the sculpted arm as seen below. It would help to see the details on the object more clear while deciding to add geometry.


texts: How do I add flat text onto the back of a soccer jersey? The jersey itself isn't flat but I would like the text to take the shape of the back so it looks like a proper jersey like the image attached:  ImageExample


texts: Is there a setting to make the file browser sort by date everytime. I want to see my most recent blend files each time but I always have tell the browser to sort by date


texts:
I have created a custom nodetree with python and to save time I am attempting to import some existing nodes. Specifically the math node from the texture node tree "bpy.types.TextureNodeMath".

I have imported it and added it to a category, it appears in the add node menu but upon attempting to add it i get the error:

"RuntimeError: Error: Cannot add node of type TextureNodeMath to node tree 'NodeTree'
"

Any help is most appreciated.

Thanks.


texts: I have cut a hand into pieces. Now I wish to set the origin of each piece to the bone joint of the given body part as seen on the picture. I know I can place the cursor on the joint and set the origin this way, but is there a way to do it with a script. It would save me a lot of work!


texts:
So I just found out how to fix the GPU rendering error I encountered (check the answer that I got in my question about fixing the error: Rendering with AMD Radeon R5 M330 gives an error that I can't understand!)
and when I tried to render with GPU I got a white image as the result.
Here is the Scene rendered with CPU (good result) and rendered with GPU (White Image):

I couldn't find the problem here.
The settings are exactly the same for both renders (except for the rendering device of course)


texts: Grease Pencil Textured Brushes, Dots, and Squares Don't Work

texts:
I'm hoping someone can help me figure out this Grease Pencil issue I'm having.
I'm using Blender 2.83 on a Mac.
--
In Grease Pencil I can't get textured brushes to work the create strange blobs or angles or just a smooth grey stroke.
In the attached image there are some examples using the textured brushes from Daniel Martinez Lara / the Blender Cloud.

In addition to this, the stroke mode types "dots" and "sqaures" have no effect.
Any help would be greatly appreciated.
Thank you!
JP


texts: Cycles Subsurface shader: GPU compute and CPU compute give totally different results

texts:
Blender 2.67
Windows 7
Geforce gtx460

Head model with subsurface scattering and one texture
Cpu render - fine, but slow.
gpu render - face comes out black! (it was working at first it changed for some reason)

any suggestions? why should this happen.

Here is an image of the problem


texts: Use multiple Child Of constraints in one bone and animation

texts: I have a model and rigged this model then i added 2 Child Of constraints to one of the bones and in timeline i want to change parent but when i do this , bone and attached mesh go to other place and everything runs out. How to fix it?


texts:
I'm modelling a basic shape and after I finish my model I wanted to apply the scale before saving it. Problem is when I CTRL+A and apply scale my model gets smaller. Applying it the second time makes it even smaller. Changing dimensions of the object on the transform panel totally freaks the model by scaling it.
I am uploading three images show the situation. I just applied scale between taking another screenshot.

Any advice or help would be great. Thank you in advance.


texts:
The title says everything. Sometimes in a very complex nodetree, I want to quickly find where an existing node is by it's name/label. (I don't mean the "Search..." in Shift A menu)

I remember we used to have such feature, but cannot find it. Or something wrong with my memory...


texts:
I'm using Kali Linux and i had a great time with blender last few months. But suddenly now it is not showing many important stuff like tool bar and menu bars. Is there anything to do with this. I am suspecting my last update but not sure.
Current View


texts: How to create a bridge loop without selecting face?

texts: The face in the middle keeps being selected even though i only want to select the vertices of the missing faces to create a bridge between them so that they connect


texts: My river water won't flow at steady rate, any solution? (found it)

texts:
(edit : i've found what worked for me, check below if ure interested)
Im trying to make a steady river flow. It's actually just water flowing "horizontally" from the start (unlike my gif), but idk i've spent hours trying to do this, changing value, baking, freeing data, rinse and repeating tens of times without much result :(
What i did was basically making the ground and riverside as effectors, then i made a vertical plane mesh as inflow (with the correct normal orientation). After that, i put a big box with the side close to the start & end of my river as the domain.
I tried changing the inflow mesh with a cube instead of plane, tried checking and unchecking "is planar", changing resolution from 32 to 64.
I also tried changing the initial velocity (which i think might be the solution for this)... source velocity from 1 to 3 to 10 to 20, normal value from 0 to 5, 10, 50, 100, even 800 as i didnt know which value did what, initial Y velocity too from 0 m/s to 2, 5, 10. And permutations of those tweaks as well to no avail.
Here is my blend file if u guys wanna take a look, it's 34mb though :
https://drive.google.com/file/d/1Ck0zCwZ73lhhpn9O1ZsssvC-MICtReIK/view?usp=sharing
Thank you for your time, genuinely appreciate anyone helping me.
(Ah and excuse my english, it's not my first language :D)


texts: How do you turn on constant interpolation for keyframes in blender?

texts:
Following a tutorial with my own keyframes and the lecture was talking about how he is using constant interpolation for keyframes so blender doesn't interpolate the in-betweens like below. Where do I find the option? I am using blender alpha right now so sorry in advance if this is inconvenient.

What I want to do is above. I did try to go to graph editor I think and pressed N then went to active keyframe and turned interp to Constant. It did not work however I probably did something wrong.


texts:
Hello guys,
can anyone give me a quick heads up on how to create this kind of warped facade? Need this for an architectural visualization as in the pictures above.
Thanks a lot!!
Niklas
EDIT: I just want to let everyone know how this community continues to amaze me every time I have a question with the offered amount of kindness and quick support!


texts: Flip normals or delete geometry? For better overall performance

texts:
This is certainly a noob question but I haven't found a solid answer yet.

Say I have a 50 face, UV mapped object ready to be imported to a game engine.

Only 40 of the 50 faces will be visible, the remaining 10 faces are still UV mapped

Obviously I don't want to render the parts that aren't visible so,

Is it better for general performance to just delete the 10 faces  or leave them UV mapped with the normals flipped? If I flipped the normals, does that mean those parts wont render? Or will it make no difference?

Thanks.


texts: Can't get the model weighted, all faces are red painted

texts:
I've been following this tutorial: Blender 3D Wolf Rigging tutorial.
The difference is that I used a custom model, when I'm about to do the mesh to armature link the resulting weight are wrong, can't move the mesh using the pose structure, I've been trying to redo the process in different ways and also removing the constraits (IK) in the "elbows" and tail but with no luck:

I also tried to remove the vertex group, somewhere it was said that it might work. I'm new to Blender and this is driving me crazy, don't really know what else to do.
Here is the .blend in case it might help: Blend file


texts: No matter how much I paint, the weight paint won't work

texts:
Yellow and green don't turn blue.
my blender file


texts:
So I'm making a wood shed with wood textures and stuff.
For whatever reason, when I select certain objects, their texture changes.
Before I select them

After I select them

Now it is a slight difference, but it should not be doing that.
Anyone know what the heck is happening?


texts: Diffuse BSDF get reflection from texture

texts:
I'm using Cycles Render. I have plane with an image texture.
(first picture)
And I have object with just a diffuse BSDF
(Second picture)
So why is the object with the diffuse BSDF is not white?
(third picture)


texts:
After installing via apt, trying to run for the first time on a new Ubuntu 16.04 LTS installation with NVDIA-375 drivers, Blender crash suddenly with this crash report:

# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown

# backtrace
blender(BLI_system_backtrace+0x30) [0x1361b10]
blender() [0x97a98e]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fe5348694b0]
/lib/x86_64-linux-gnu/libc.so.6(+0xaa0bd) [0x7fe5348de0bd]
blender(gpu_extensions_init+0xf3) [0xf63363]
blender(GPU_init+0x20) [0xf65a10]
blender(WM_init+0x106) [0x98b0e6]
blender(main+0xd2e) [0x95cc3e]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fe534854830]
blender(_start+0x29) [0x97a2b9]

Ubuntu declares a crash in GPU extensions.


texts:
I am new to blender. After following a youtube tutorial of modeling a bird, trying to add some texture.
But the texture looks like stretched. So I applied checker board to see what is wrong and it looks like the attached image.
Please help to fix this.
Thank you,


texts:
I'm new to blender, and I've created a bunch of disconnected geometry to practice building clean topology.  I'm just wondering, what's the best way of tackling this problem?

The highlighted edge has been extruded, and needs to be connected to the edge on the left, however there aren't any verts there, so it would just float.

What's the best way to connect these two pieces together?  I could go ahead and cut in the verts first, then extrude.  I was just hoping there is a method for automatically inserting the verts on the left hand edge?

Apologies if this has already been asked, it's sometimes difficult to articulate the problem!


texts: Use Anamation Node with texture to drive rotation

texts:
I was wanting to create an array of circles based on the vertices of a subdivide plane that could then have the rotation of say X be driven by a 2d B@W bitmap animation. Is there a way to achieve this if the plane had a uv map with the bitmap animation as a texture.
I did see an example that used weight paint to drive position but that is not quite what I need. I'm very new to AN so apologies and thanks in advance for any help.


texts:
I need to write e blender plugin that exports objects in VRML2 from .ply. The problem is that my objects can be either meshes, either point clouds. Exporting meshes works with the already existing plugin, but it does not correctly export point clouds: creates IndexedFaceSet in stead of PointSet node, adds some extra fields which don't apply to PointSet, etc.
So I have 2 questions:

How can I check automatically if I have a mesh or a point cloud? This is part of a bigger web service and I need to check via the code, not by ticking a box.
How do I get the color of each point? The data is not in the same place as the color information for meshes.

Thanks

EDIT
Actually after a short investigation of the .ply importer, it seems that it does not properly import. It does not read the point colors in the case of point clouds


texts: Possible to make an Installation version of Blender with all current Add-ons and Settings?

texts:
Blender can be downloaded in a portable version, that doesn't need an installation.
It's also possible to pack external data like models and textures into a .blendfile.

This makes me feel, it should be possible to pack my current Blender Version with all it's settings and all add-ons installed into such a version.
I want to install it on a second machine but don't want to spend hours making sure every add-on and setting I accumulated over the years is the same.


texts: How to set Output path correctly for a Single Image render?

texts:
I know this is such a basic question, hence I cannot find similar question to this.

I've set up Render Output file in Preferences and Clicked Save Preferences:

But after rendering nothing appears in the folder. Why?

I've found this other question, for blender 2.7, but my Render Panel has no option to put a Render Output Path:

As Answer from this post suggests:

How can I change the default render directory to a relative directory?

But my Render Panel does not have that option:

Plus:

I'd like to set the width and height of my rendered image to: 1200 * 628 (for a Facebook PPL). How do I do that so it is the default size output?

UPDATE 1

Still cannot see any image in my path:

I've change the path, should I do something else?


texts: How to select only the front bunch of objects?

texts:
Let's take this for example:

Here each cube is a separate object. And i need to select only the front cubes, like this:

But i don't want to select it one by one. I've tried to select it in orthographic mode by using Select Box

And it selected all of them.
So how can i select only front objects?

I'm using Blender 2.82


texts:
I'm using Blender to create a four-room Basement set for use in DAZ Studio. I have the basic architecture finished: floor, walls, ceiling, and stairwell. In DAZ Studio, I need to import this as a Figure with each object as a separate bone, so users can hide parts of the set while setting up scenes. Here is a screenshot of my Blender scene:

Alas, when I export this as an obj file and import it in DAZ Studio -- that is, adding the obj file as geometry to the DAZ Figure Setup window -- the set came in as a single object with no component parts that I could set as bones. How do I export an obj file with component parts that I can set as bones in DAZ Studio?

Thank you :-)

UPDATE: I realized that I had assigned each object to a group (in the Properties>Object panel) but not to a vertex group (in the Properties>Data panel). So I deleted the groups and assigned each object to its own vertex group. But when I exported as an obj and imported in DAZ Studio - again, adding geometry in the DAZ Figure Setup window - the entire set still came through as a single object with no component parts that I could set as bones.

UPDATE 2: The problem was my Blender export settings. A DAZ forum user suggested these settings -- where (+) means checked and (-) means unchecked -- and they worked:

Forward (Z Forward), Up (Y Up), Selection Only (-), Animation (-), Apply Modifiers (+), Include Edges (-), Smooth Groups (-), Bitflag Smooth Groups (-), Write Normals (-), Include UVs (+), Write Materials (+), Triangulate Faces (-), Write Nurbs (-), Polygroups (-), Objects as OBJ Objects (-), Objects as OBJ Groups (+), Material Groups (-), Keep Vertex Order (-), Scale (100.00), Path Mode (Auto).


texts:
I want to run a fluid simulation, but I want the fluid to start at some other frame than the start.

How do I make the simulation start on a farther frame?


texts: Script to output vertex coordinates and triangles

texts:
I was wondering if anyone could help me. I'm hoping to come up with a simple Python script that exports data from an object in a scene.

I've written a little 3d renderer for fun, and my project relies on me manually setting vertices and triangles in script to set up objects. It would be a lot easier if I could just copy and paste from the python console into my script.

So far I've come across this script:

import bpy

current_obj = bpy.context.active_object

print("="*40) # printing marker
for face in current_obj.data.polygons:
    verts_in_face = face.vertices[:]
    print("face index", face.index)
    print("normal", face.normal)
    for vert in verts_in_face:
        local_point = current_obj.data.vertices[vert].co
        world_point = current_obj.matrix_world * local_point
        print("vert", vert, " vert co", world_point)

However this outputs the vertices in no particular order, and in the format

face index 4
normal <Vector (0.0000, -1.0000, 0.0000)>
vert 8  vert co <Vector (0.0000, -0.0000, -3.0000)>

I'd really like to get it in a format like this:

vertices[0].SetVertex (-1.0, -1.0, -3.0); //vertex coordinates
vertices[1].SetVertex (1.0, -1.0, -3.0);
vertices[2].SetVertex (1.0, 1.0, -3.0);

and

mesh[0].SetTriangle (0, 3, 2); //vertex indices

It would make copy/pasting into my script a lot easier.

Is this possible? Can anyone help me? I've never used Python before and I don't know too much about Blender.


texts:
I'm writing an exporter, and I want to transform an armature to Y-Up coordinates without actually saving it back to the blend file.

So, here's my transformation matrix:

conversionMatrix = axis_conversion(from_forward='Y', from_up='Z', to_forward='Z', to_up='Y').to_4x4()

I get the armature, copy it, and transform it for exporting:

armature = ob.find_armature().copy()
armature.data.transform(conversionMatrix)
# Export...

However, the actual armature in blender is transformed, 90 degrees, which would ruin the model if I were to save the file.

It seems like the armature isn't actually copied. Is there something wrong with what I'm doing?

Blender 2.72b


texts: i want to make a wave texture in surface?

texts: i want to make something like this orange cube how can I make one?


texts: Why is bpy.ops.ptcache.bake is not executing bake to external cache when bake_all() working?

texts:
I'm trying to bake externally a single cache smoke domain, with multiple/other domains in the same scene file which I don't want to cache, but when I run the below it simply returns {'FINISHED'} as a result without executing the external bake to disk.

Am I needing to specify another element or flag in the modifier's attributes before I execute it?

I'm close to getting a solution to this and can see all the attribs but it's tricky getting a clear guideline as to what's making this refuse to bake to an external cache location.

import bpy

def cacheThisSmokeSim(smokeCacheName):
    for scene in bpy.data.scenes:
        for object in scene.objects:
            for modifier in object.modifiers:
                if modifier.type =='SMOKE':
                    if object.name == smokeCacheName:
                        override = {'blend_data': bpy.data,'scene': scene, 'active_object': object.name,'point_cache': modifier.domain_settings.point_cache}
                        #bpy.ops.ptcache.bake_all(override)
                        print ("CACHE THIS*:",smokeCacheName,"\n")
                        result =  bpy.ops.ptcache.bake(override,bake=True)
                        print ("END OF CACHE")
                    else:
                        print ("BUT NOT THIS:",object.name)
    return result

cacheResult = cacheThisSmokeSim('SMOKEDOMAIN')

Please also note that I'm able to bake everything well enough but for big scenes when you want to simply adjust one cache this would be super helpful without having to execute:

bpy.ops.ptcache.bake_all(override)

which works perfectly.


texts: [Video Sequence Editor]Blender only using 6% of cpu max appears to be performing the work in a single threaded manner

texts:
I am trying to render a raw screen capture video using blender and the rendering process is extremely slow.  It is taking about 4hrs+ to render 35mins of footage.  I see that blender is only utilizing 6%(at most) of my cpu when rendering, why is this?  I've tried looking into the issue and came back with trying to manually set my threads and fiddle around with tile size but I see no change in performance with these solutions.  It seems like its doing all the work in one thread as well even though on both auto and fixed it is set to 16 threads.

I have a Ryzen 7 1700 processer and a GTX 1080 graphics card.

I am very new to this so any guidance would be appreciated.  Below I've included a screenshot showing how low my utilization is while rendering a video in blender.


texts: How to create clipping mask using displacement map?

texts: how I can hide certain part of mesh using only the node editor. For example, how I can make the cross-bonding black part of the map invisible in the mesh using only the node editor.


texts:
how can I found/use/make a shader in Blender which allows me to use the textures from Substance Painter? I would prefer to be free.

Thanks


texts: How do I make so that the UV Grid is not stretched?

texts:
I have 2 objects, 1 plane and 1 rectangle (long cube). I’ve unwrap the 2 (using Smart UV Project) and then created materials (generated type: Empty) for them and tried texture painting them using the same texture. The texture painting for the plane looks ok but for the rectangle, its blurry and seems stretched out.

I tried creating a new material for the rectangle this time using a UV Grid and found out that the grids are stretched:

It seems to me this is the thing that’s causing the blurriness. What do I need to do so that the UV Grid isn’t stretched? The only thing I was able to do is create a material with dimensions 2048x16384 then after that the UV Grid is not stretched anymore:

But the problem with this is when I save the image it is very large (and also its slowing my computer when painting).

EDIT:

Added some images as requested:

UV for plane

UV for rectangle


texts: How can I make a view that seems like orthographic, but not exactly?

texts:
For the start, I thought was orthographic, but when I used the orthographic camera, it didn't match up. Client say they want a so-called "industry schematic", talking about a 135 degree look.

I found a trick to do this, which is using lattice. I align the lattice with the cube, and move the upper four points a little bit along the axis showing on the following image. But I want to achieve this by just using the camera.


texts: How to rotate and align axis inside edit mode

texts: I have a object rotation and position are all zero, but I rotated it in edit mode, now I want to align it to XY plane, how to do it ??


texts:
I'm very new to Blender and I'm trying to make a water vortex like this.(may be not the easyest first project for a newbie)

I watched several tutorial on liquids particle etc but I'm not sure what is the best aproach.
What I tried  until now:

I made a particle system with a vortex force field. It looks good, but I'm not able to add the right material.

I played around with the fluid physics, the water looks good but if I add a vortex force field it does nothing.

I would be very grateful if somebody could point me in the right direction because I'm definitely stocked.


texts: How can I do a transition like this in Blender Cycles?


texts: How to Taper the Thickness of Solidify Modifier

texts:
How do I taper the thickness of the solidify modifier? As an example, the bottom of a glass bottle is thicker than the rest of the bottle. Is there a way to control/drive the thickening of Solidify so that it tapers procedurally? (I would like to avoid applying and manually editing).
Pictured below is the actual file I'm working on (it's a leg socket for amputees). I would like for the cross section / cutaway to be thicker on the bottom where it meets the seal ring.


texts: How can I find out what an operator requires from context?

texts:
If I wanted to override an operator, is there a list somewhere that specifies what exactly I need to provide in the override dictionary?

How can I find the actual requirements?


texts: Create animated textures in time with the music in blender 2.81

texts:
Is it possible to create an animated texture to the rhythm of music, whether they are animations of lights or texture evolutions, which follow the musical rhythm?
I have seen several tutorials on this, but I would like to adopt this method to be able to visually animate part or all of the texture, following for example the bass of a song. the texture and not the 3d object


texts:
Is it possible to use the denoiser of blender on an already rendered image, considering it will be rendered using blender ?
(the reason being I'd like to use the resumable render via blender's command-line and once I think my image is precise enough use the denoiser on it)

(Edit 20 oct 2017)
The first versions of the denoiser was having such abilities, with the option "Keep denoising data"
https://wiki.blender.org/index.php/User:Lukasstockner97/GSoC_2016/User_Documentation
It seams Luckas Stockner simplified it afterward to make the integration to the main branch easier.
Unfortunately, I can't find any build of that version :/


texts: Small 2D image plane disappears at short distance?

texts:
I’m using 2d images with alpha (opacity) as a sort of “decal” on my model, but if the camera moves even 5ish meters away, the 2d image totally vanishes from view. My clip start and end are at 0.0001m and 1000m respectively.

These decals are used for the facial features of my character so it's important they stay rendered at distance.


texts: How do i copy material from one .blend file to another?

texts: I have two different files (rigs) which I would like to append one to the other, I did this by appending the object of one. Although now the material of this object is missing. How do i append it?


texts: How make UV Textured mesh with material instead of specific colour?

texts:
Just trying to replicate table with epoxy. But can't figure out how to create a complex material.
I have a textured table top but can't replace black strip with a material.

Eventually, I wanna get something like this:

But when I am using mix shader it turns blue:

I understand there should be some mask but can't figure out how to do that.


texts: Shift/Ctrl: Bind to mousebuttons 4+5 as secondary key

texts:
I'm using a 5-button mouse and like to assign Shift to MB4 and Ctrl to MB5. I could do this with the mouse software (Razer Synapse) itself, but often it does not switch back the profiles and I have the Blender keybinding in other applications.
So, is there a way to bind the MB as secondary keys for Shift/Ctrl inside Blender?


texts:
Say you create two cubes (in edit mode as the same object) and animate them, then separate the two cubes into separate objects, they both now have the same animation data.

Moving the animation markers in the dope sheet on either object changes the markers for the other object. Is there a way to unlink these objects so they can now be animated separately?


texts: How to quickly separate and/or delete extra faces created by extruding?

texts:
I have made a giant plane and subdivided it with 100 cuts. I am extruding the surfaces to make a "room" if you will.

If the areas are not extruded in the same extrusion, a wall is left between the two extrusions, as you can see at the end of the green arrow.

What I would like to do is take one of the "squares" on these said walls and delete it. Now I had tried to work around this by grabbing the wall at the top and pulling down on it but the problem with that is it is connected to the walls next to it. So when it moves they move.

Question

Is there a way to delete one specific "square" from a plane or one specific side to a cube? Also, is there a way to 'unhook' or 'unbind' the objects or squares of a plan from one another when scaling or skewing?

Thanks in advance.


texts: Can I scale 1 image in animation to bigger and still maintain the visibility of the image in front of it?

texts:
I have 3 images, 1 in front of the other and want to make them move and scale in animation:

image is background - just space with a few galaxies,
image is the earth,
image is a little alien who is waving his hand.

I want the background to be still, i want the earth to scale bigger towards the "camera" and i want the alien to scale smaller and smaller towards the earth.

My question is: can I make the earth appear bigger and bigger in animation to the point where it will cover the entire screen WITHOUT it "moving" in front of the alien image? I want the alien to be constantly visible waving his hand in front of the expanding earth, so it looks as he is falling towards it, but am afraid the image of the earth will at some point move in front of him!

Is it even possible for an image to move in front of the front one if it`s scaled "to much"?
(I'm very inexperienced and realize this question might be very funny...)


texts:
I am using version 2.79.
How can I save and load an objects position in the BGE?


texts: FloatProperty setter; default implementation

texts:
I'm trying to create a custom property and do some work as the property is set.  I previously used the update function; which worked great, except it never got called on updates resulting from drivers or the animation system.  set does appear to get called in all cases, but I can't figure out how to store to the underlying property.
I obviously can't store to is directly as I get an infinite loop and the answers I've found on the internet are wrong e.g. they suggest you can just store it using a dictionary indexing and it will set the property - but that doesn't work.
>>> def cb(self, value):
...     print(self, value)
...     self['param'] = value
...
>>> bpy.types.Object.param = bpy.props.FloatProperty(set=cb)
>>> bpy.context.scene.objects['Cube']
bpy.data.objects['Cube']

>>> bpy.context.scene.objects['Cube'].param
0.0

>>> bpy.context.scene.objects['Cube'].param = 1.0
<bpy_struct, Object("Cube")> 1.0

>>> bpy.context.scene.objects['Cube'].param  # I want this to reflect the new value
0.0

>>> bpy.context.scene.objects['Cube']['param']  # I don't want this to exist
1.0


texts: Sculpting brush - low poly with normal map?

texts:
I start again (it became a mess).

Simply put, I'd like to sculpt with a custom brush on this level.

Problem is, it will be too high poly.

So what I'd like, is the following shape DECIMATED, with the normal map baked on it, and use that as a sculpting brush, and sculpt that details on the level in picture 1.

Just like a texture, but low poly AND with normal map on it.

But I just can sculpt the texture, in high poly, or just paint with the normal map, in 2D.
I'd like both of the informations combined : lowpoly + its' normal map, in one sculpt brush.

Any other solution welcome.

Edit :

I followed your instructions, but it leaves me with a simple normal map that will sculpt high details.

In fact, I want to sculpt low details (decimated) but have a superposition of normal map that will give the high detail, without poly counts. All of this in a sculpt brush. It seems it's not possible then.

(htt ps://i.stack.imgur.com/ExyMo.png)

(htt ps://i.stack.imgur.com/RGni7.png)


texts: how i can texture paint this flat face of my model?

texts:
im making a model for an university assignature. it consists of a geology cross-section with realistic terrain in the top, and flat faces in the sides. I don't really know if the edges of the faces are completely parallel to z axis, because i made these by myself. I used the extrude tool plus the 0 button and shift + z to supposedly align all vertices extruded in a planar fashion (don't remember exactly how i made it sorry), then i erased the interior lines and vertices of the model keeping only the vertices and edges of the extremes, but when viewing the result, the edges were slightly oblique to the axis, so i moved manually the vertices to align were i thought they looked good.
Anyway, my problem is when i tried to texture paint it. I previously selected the face and unwrapped it, created a simply blank texture in paint.net and assigned it to the face. When i paint a straight line in the 2d view, the 3d model show an offset pattern of the lines as the first image illustrates. How i could fix this to make the painting smooth and intuitive? Additionally, it would be very nice if there exist some smart way to edit the image in a third party software, using the black line that delimits the selected face in the UV editing menu, like shown in the second image. That would make my job much easier when it comes to drawing the geological strata and layers for the planar cross-section.
Thanks in advance.


texts: Materials Drivers not updating on viewport?

texts:
I want to do 2D eyes that the mapping is being controlled by a bone, for this I'm using a driver

The problem is, the driver works but only on render view and not on material view

As you can see the eye texture mapping does move on render view, I understand that this is because of the shading type, so if there was a way to make the material shading to work as it does on render mode, that'd be great

there must be some sort of setting or code I am missing


texts: Switching multiple objects to sculpt mode easily

texts: Is there any way to quickly move all my selected objects into sculpt mode? The reason being, I'd like to navigate between them by Alt-clicking them while sculpting. If I select multiple objects, then go to the sculpting tab on the top, it only changes one of the objects into sculpt mode. The only way I found to work around this is one by one selecting the objects and changing them from object mode to sculpt mode. Then if I want to let's say go back to the modeling tab and do some modifications in Edit or Object mode, the objects remain in sculpt mode, so I have to change them back again one by one. Is there any way to work around this?


texts: Blender Python - how to call a class or function?

texts:
So I made a tiny UI with a button that calls a class.
row = layout.row(align=True)
row.operator("object.sal_locator", text="Locator", icon="CON_TRACKTO")

Then on that class during it's execute I wanted to run another class or function (in this case a modal operator) but I have been having issues calling that class
class SAL_Locator(bpy.types.Operator, AddObjectHelper):
    bl_idname = "object.sal_locator"
    bl_label = "Connecting Lines"

    def execute(self, context):
        SAL_Locator_Mirror() #??????????

The class being called.
class SAL_Locator_Mirror(bpy.types.Operator):
    bl_idname = "object.sal_locator_mirror"
    bl_label = "Locator Mirror Modal Operator"

    def invoke(self, context, event):
        pass
    def modal(self, context, event):
        pass

What is the correct syntax to make a class call or a function call inside blender?
Because I want to make a call of a modal operator I am forced to call a class and I cant use a function right?


texts:
I've experienced a pretty unusual error. An issue I cannot explain enough to find it on Google. The error goes like this. When Blender starts, everything looks fine, the console shows up for a moment, and then the main window appears. But, while normally the gray background quickly changes to normal Blender interface, in my case, it stays gray. Now, it's getting weirder. When I move the window or resize it, window updates. When I click on something inside the interface nothing happens unless I move/resize the window which triggers the update of the interface.
I have no idea what is happening.

In case if needed I attach my spec-sheet:
Dell Inspiron Inspiron 5558; Intel Core i3-5005U 2GHz; Intel HD Graphics 5500;


texts:
I have been using Blender for about a year and I sill don't know much. I was recently messing with the curves and watching tutorials when I stumbled into something weird. When I added the curve modifier to my shark and binded it to the curve the shark turned into a whole new shape, and when I tried shrinking it, but then my shark was 2d. If anyone knows anything please help me.

Actually I got it to work by redoing the curve, but I ran into a different problem.


texts: Boolean modifier makes a hole without rim in render

texts:
I am trying to add a boolean modifier to the face of a character to animate the face. It seems to work in the view port, but when I render it I lose the rim around the mouth/eyes.

Any help appreciated. Thanks!


texts:
How can you change the center of gravity while keeping the center of origin as is?

This question is different to the previous version by another user.


texts: Two solidify modifiers not working well together

texts:
I'm using two solidify modifiers because I want different thickness of the lines in different parts of the model. If I enable them separately they work well, but when I put both at the same time the model goes completely black.

Solidify 1

Solidify 2 (just for the face because I want the line thinner there)

Both enabled
Things you maybe want to know:

The material i'm using is just a black emission with blackface culling activated and the blend mode in alpha clip so the transparent work, but with the two modifiers activated it is not working.
Both modifiers have the normals flipped so the back face is outside. That way it should be transparent but the backface culling is not working with the two modifiers activated.
English is not my first language sorry if there are mistakes.


texts: I've been working on a project for a while now, and recently Blender seems to crash whenever I try to bake the fluid involved in that scene. In User Preferences > System > Memory Cache Limit (Under Sequencer/Clip editor) I have set to 2048mb. I have 8GB of RAM, so this should be fine. Also, I have no external programs running when I do this. Observing the Blender process in Task Manager, when I begin baking it's RAM usage bumps up to almost 5 gigabytes, for no reason. Is there some kind of fluid cache that I could have filled on accident? .blend file here.


texts: How to generate a procedural texture in the UV Image editor

texts:
I'm studying noise/fractal generation algorithms such as Perlin and Musgrave, and want to generate them in Blender's UV/Image editor through Python.

I'm aware that Blender has it's own internal procedural textures, however I want to be able to customize the look of procedural textures with a script, so that I can directly generate perlin noise, etc in the Image editor.

I've found some Stackexchange answers that contain scripts for Gradient and line generation, but I'm looking for a way to generate a procedural noise texture in the Image editor.

Stackexchange answers referencing generation of Gradients and lines:

Is it possible to create image data and save to a file from a script

Is it possible to edit images programmatically with the Blender API?

I'm looking to generate something like this with scripting:


texts: Black contour artifacts when using OpenEXR renders with bloom and transparency background in VSE

texts:
I try to render some shapes with EEVEE bloom effect and transparent background.
I understood that the rendered file output had to be OpenEXR instead of PNG format in order to keep the effect and the transparency.
Nevertheless, when opening the OpenEXR files into the VSE, and adding a background clip, there are always some black contour artifacts around the rendered shapes.
How could I get rid of that and have it done properly from the beginning ?
Blender version used is 2.90.
Note : I tried to tick the use alpha box in the compositor. It works better but the colors are changed.


texts: Blender 2.8 Fbx Export - Weights shifting?

texts:
It seems like in my latest export (for some reason I can’t detect) has an issue with weights. Below is a screenshot from Unity following an Fbx export of the mesh and rig, with animations.

In Blender, all investigations suggest that all the needed vertices are painted appropriately.

No amount of ‘Normalize All’ seems to reveal the source of this influence (figuring it may been another bone) and my attempts to make the entire arm very heavily painted for the bone associated doesn’t seem to fix anything. Any tips would be great.


texts: How to get an armature by name in Python and get access to its bones?

texts:
I want to retrieve an armature by name and access its bones. However, this doesn't work:

armature = bpy.data.objects["rig"]
bones = armature.bones

It gives the error

  'Object' object has no attribute 'bones'`

The "rig" object is found, and the armature variable holds a bpy_struct after the first line executes.

So how do I access the bone data?


texts: How can I make this specific area have the black material?

texts: I can't make an edge loop here, but I want the black strips from both of those sides to carry onto the top on both sides of the model. I don't know how to make that happen and I'm not extremely advanced when it comes to blender. This explanation was probably terrible but hopefully the annotation in the picture can explain better


texts: Getting window back that contains modifiers, etc

texts: I accidentally got rid of the menu/window at the right side of the screen which contains the modifiers button and the textures button (and a bunch of other stuff).  Now it's just the Outliner window over there.  How do I get the default one back?  I tried clicking on the little button that contains a bunch of different window types (Properties, 3D view, etc.) but none of them were the right one.


texts:
As per my previous post, I am following Blender Guru's donut tutorial.

To improve realism, is there a way to delete particles (the sprinkles in this case) that have intersected?


texts: How to make the ocean become increasingly dark?

texts:
I aldready have a ocean shader and it looks like that:

but how can i make the ocean become increasingly dark like that "without" ocean modifier?  :

sorry for my english, and thanks for advice :)


texts: I have a mesh with a lot of hexagons and I need to convert it to quads. The obvious way would be to split each of those hexagons in half. Is there a quick and simple way to do this for all the faces at once? (I already used the cut tool with snapping, but I feel like there is a tool for this in blender and I just don't know where to look for it)


texts: A part of mesh turn into cyan in edit mode

texts:
I am a newbie in blender. I just had a trouble with modeling.
I did a model in Zbrush, then I import that in maya to retopologize.
then I import the retopologized model into blender.
Problem is when I switch the mesh into edit mode, a part of mesh will become cyan color.
this is different from what I usually did.

Hanwen
Thanks


texts: exporting obj. file correctly from blender 2.9

texts: I am kindly asking you to assist me with fixing my obj. file. I made a bottle model in blender 2.9, exported it as an obj. file and sent it to the client. But when he opened the bottle in Dimension and placed a label over it, the half below part of the bottle is showing some problem and is not reflecting the graphic correctly (please see the uploaded picture). Can there be a problem with exporting obj. file from blender and how can I fix it? thank you in advance.


texts: How to know if the toolshelf/properties/header is ON/OFF with python?

texts:
i'd like to have a boolean return value with thoses three toggle operator

bpy.ops.view3d.toolshelf()
bpy.ops.view3d.properties()
bpy.ops.screen.header()

id like to toggle them only if they are 'ON', but i don't see any way i can do that


texts: How do I move vertices from the center without scaling?

texts:
I want to move a vertex from a 3D Cursor in a direction (vertex - center) ie from the cetner outwards.

I know I can achieve that with scaling the vertex position against the 3D cursor, but when moving the vertex by 1 unit I have to deduce the unit from distance.

When the vertex is 3 units from the 3D cursor and I want to move it by 1 unit. I have to scale the vertex by 1.3333...

Is there a better way to do this ?


texts: Sculpt mode not showing the vertices/faces of a mesh?

texts:
I'm not sure why but my plane isn't showing any vertices or faces in sculpt mode. I'm trying to sculpt terrain, so I created a plane, and subdivided the surface, then applied that subdivision.

When I enter sculpt mode, it only shows the outline, although the sculpting changes take effect. How do I see the individual faces of the object and why aren't they showing up automatically?


texts:
I am working on a gravity simulation in Blender of objects falling to the ground. The frame period starts from 1 to 250, and I started the gravity simulation by clicking "play". I somehow changed the end frame period to 300, and the gravity simulation that I did earlier just ended at 250, and I wanted it to continue to 300.

Look at the bottom of the sequence of the interface. You could see that orange line in that sequence area where the simulation took place. Once it goes over the orange line at the end, the simulation stops and it continues on to the end of the frame sequence.

Does anybody know how I can continue the simulation through the rest of the sequence?


texts: How can I invert the areas covered by my diffuse pattern?

texts:
I'm new to Blender, so I'm sorry if some of this is ridiculously wrong.
I've been trying to place a diffuse texture over a bump map, reflection map and a displacement modifier not taken from the same place as the diffuse texture. To be more clear, I've been trying to get a pattern taken from one picture to realistically be placed onto the bump map, reflection map and displacement of a different picture.

This is what I have so far.

I want the inverse of this outcome but more exaggerated so that the chipped parts won't have any of the pattern.

I'm thinking maybe I need to edit my starting pics in photoshop so it's more of what I want to begin with, but I was hoping there was an easier way just in Blender.

( I would have put more pictures to explain more clearly, but I don't have enough "reputation")


texts: I exported a model from rhino as a .fbx file and tried opening it up on blender but its not popping up. I tried changing the units to see if that was the problem but it still does not work. I also tried exporting and importing as a .obj but it is still blank in blender. In blender it shows on 'layers; persay that there is objects there they just cant be seen for some reason. I attached a screenshot for reference!


texts: Communicate with modal operator from an app handler function

texts:
I'm making a custom modal rotation operator which raps around a standard bpy.ops.transform.rotate() operator. The purpose is to create a pause when the object being rotated by the user gets close enough to a base of 30 degrees (visual auto contextual snapping).

Would like to do this without completely writing a new rotation operator. Or losing the visual bgl elements provided with the existing transform.rotate operator. I'm currently invoking transform.rotate from within my modal operator. I'm aware I could not invoke transform.rotate and instead feed it incremented values from my modal operator and mouse screen data, but I'd lose the bgl elements from the standard rotate operator (dashed lines, arrow icons etc). Would also turn this into a much more complicated project...

The issue lies in trying to monitor and affect the main modal operator (my custom rotation operator) while running transform.rotate within it. I've discovered this can be overcome with a scene_update_post app handler during initial execution of my modal operator. In this way, I'm able to retrieve live data about object rotation (or anything else I want) while running transform.rotate (itself a modal operator) from within my modal operator which is awesome!

Now that I have access to the rotation data as it's being performed via scene_update_post is there any way I can use that to finish or interrupt transform.rotate? Is there a better way to monitor modal operators like transform.rotate from within your own modal operator (while being used, not post or pre)? Sorry, for not having a code example, the overall system's pretty verbose. Don't fret to much over this one. Just curious if any experts know of some fancy tricks.


texts: I have a model and a normal map, can I bake Ambient Occlusion from both?

texts:
So I know how to regularly set up ambient occlusion baking in Blender, and I have applied the normal map using Blender Render. However, whenever I try to then bake AO, it does not take the normal map into account, giving me the AO for just the model.

Is it possible to bake the AO, taking into account the normal map, so that all the details are baked into the AO map also?


texts: How to get the directory of open blend file? (from Python)

texts:
What's the best way to get the full directory of the current Blender file in Python?

It should be cross-platform.


texts: Is there a good printable keyboard shortcut sheet (that looks like a keyboard) for Blender 2.75? I found a really nice one here: Blender 2.4 Hotkeys, but that was created for version 2.4 in 2005... and 10 years is a long time to not update key bindings/interface. Is it still good or is there a nice, printable (aka won't kill an entire ink cartridge) version somewhere else? A Google search doesn't really give me anything above 2.6 or that's economically printable.


texts: How do I animate the scaling of a texture?

texts:
I have a B/W pattern on a torus and I wanted to make it slowly move down so it gets the effect of coming out of the hole in the middle.

I am working in UV mapping right now, and I'm scaling the raster up and down over my texture, which gives me the desired effect. How would I animate this?


texts: Using a bezier curve, I created the line labeled "A" in the first diagram. I then added a "circle" curve and used "A" as a bevel curve. I ended up with the large UFO looking disc "B". It also looks like Saturn. Note it is a curve and not a mesh yet. I would like to slice a cube using the shape "B". I want to end up with two separate meshes for each half of the cube. The boolean tools are not working. The "slice" command fails because it cannot be applied on curves. I tried converting the "Saturn" looking curve "B" into a mesh and then trying again but I end up with an intact cube. Any idea how this can be accomplished?


texts:
With the mesh created and array added. There is a gap between the mesh.

May i know why its getting gap between.


texts:
There is a problem with armature ghosting. It's not shown in viewport.
Onion skins are work fine. Motion path works with geometry, but doesn't work with bones..
What can it be? a Bug? Nvidia driver problem? Am I missed something? Some addon blocks it?


texts:
There're some videos doing this however its older versions and some nodes don't even exist anymore. Blur is gone and so subtract.

I have no idea how to blur my hdri.

Even tried photoshop but when i put it to blender theres a black line between the 0 and 360 angle


texts: How to execute an operator from an EnumProperty?

texts:
I have a simple EnumProperty with let's say two buttons. Now i want to create a primitive with one of the buttons. But a click at the button does nothing. There is a bit missing. The operator needs to be executed. And i cannot find a code example how to do so.

How do i execute an operator from an EnumProperty? How do i give those buttons a functionality now?

import bpy

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Test"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

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

        layout.label(text="Enum prop")

        scene = context.scene
        layout.prop(scene, "my_enum", expand=True)

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

    bpy.types.Scene.my_enum = bpy.props.EnumProperty(
            name = "My enum",
            description = "My enum description",
            items = [
                ("mesh.primitive_cube_add", "Cube", "Create a cube"),
                ("mesh.primitive_shpere_add", "Sphere", "Create a Sphere"),
            ]
        )

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

    bpy.types.Scene.my_enum

if __name__ == "__main__":
    register()


texts:
Although I'm new to blender, creating a simple mesh (e.g. cylinder) of specific dimensions is easy.

However, when I export the mesh, open it with meshlab and measure the dimensions, I keep getting the same cylinder with default dimensions.

Is there any step I'm missing (something like "apply") before the export?


texts: How do you display a tool tip for a custom modal operator?

texts:
I've got a modal operator in my add-on that allows the user to draw a gradient. I'd really like to show the user more information about an axis snap feature the operator has, but I'm not sure how best to do this. From looking at other operators, such as vertex slide, the Blender way is to show a tool tip in the bar at the bottom of the screen, as shown in this image.

How do I do this?


texts:
I am trying to bevel an object like this:

However, when I hit CTRL+SHIFT+B to bevel, the following happens instead.

The convex corners bevel as expected, but the convex corners give me a weird result. How can I get the desired result in Blender?


texts: How to make the same thickness in several places?

texts: How to make the same thickness of the roof in several places? I don't want to change angles of edges to 90 degrees to measure it, I wanna keep edges with existing angles. Help me, please.


texts: How to install freestyle stroke shader script to Blender 2.8

texts:
Here is the link that directs me to a script.
http://freestyle.sourceforge.net/GALLERY/python.php?filename=CARTOON/disney.py&headerfilename=pythonheader.txt

I have tried to copy and paste this python script in text editor but will not work. Has anyone figured out how to install this?


texts:
Actually, I was modelling a character and to get a look I put a Point Light but its not working well as you can see in the image. Please ,someone help me ,this is my first model to be completed that much.I am using Eevee Render Engine for this.
If I set Light to Sun ,then this happens.


texts: 2.79 Noob question: copying and creating materials in Cycles

texts:
As a beginner to Blender I wanted to practice working with materials.
I made a cube and created two materials for the cube, one for the sides, one for top and bottom.
I repeated this twice (making cube, creating materials) and got annoyed with

adding new material
selecting nodes output
deleting DiffuseBDSF and substituting with Principle
adding two Image Textures and assigning to them a texture and a normal map

So I thought to speed up things a little and decided to copy an existing material, with the goal of just deleting the OLD images linked to the Image Texture and substituting the NEW images.
And since all of my materials have the very similar name structure of material.png and material_n.png for texture and normal respectively, I had the even better idea to just type the new name over the old one in the Image Texture. Yes, I was too lazy to scroll through my 50+ materials.
(In every other dialog window, I can quick-jump while pressing T if looking for a file starting with T. Not in Blender?)

So, that way I learned that you can retype the image name in Image Texture, but obviously you are just changing a kind of "internal name", because the referenced file will still be the same. True?

The correct way to "recycle" a material may be:

click on "new", choose any existing material
click on "number of users" to make an unlinked copy
by clicking on the "open" tab in Image Texture choose your new texture.

Am I right in this? If not, what IS the correct way when you are trying to keep your build-up nodes and just want to change the linked files?

(And why do I now have a cube which insists of showing me the normal map in Texture View, even with having the correct texture linked to "Base Color" in the Principled BDSF?)

Any help would be very much appreciated


texts: Advice on how to understand UV unwrap a rounded object

texts: After UV unwrapping a rounded object, drawing and painting a texture on it with a different program is difficult! It's not precise. I can't paint lines accurately, because it's spherical! Maybe you guys understand. How can I accurately and precisely paint and draw in a different program, on an a warped UV?


texts: How do I update a metaball's elements when it is linked to a sphere?

texts:
In the example related to metaballs, [Creative Coding Primer] https://blenderscripting.blogspot.com/2012/09/tripping-metaballs-python.html, a sphere is linked to a metaball.
I am wondering what is the relationship of the sphere to the metaball?
For context, I am trying this script to animate a metaball that updates each of its elements' coordinates. The metaball elements update perfectly, but their meshes never move.
I am wondering if this has anything to do with the linking line that I don't understand, of it here is a metaball update function I have not come across.
import bpy
import random

scene = bpy.context.scene

# add metaball object
mball = bpy.data.metaballs.new("MetaBall")
obj = bpy.data.objects.new("MetaBallObject", mball)
scene.objects.link(obj)

mball.resolution = 0.2   # View resolution
mball.render_resolution = 0.02

for i in range(20):
    coordinate = tuple(random.uniform(-4,4) for i in range(3))

    element = mball.elements.new()
    element.co = coordinate
    element.radius = 2.0

 for i in range(10):
     element = mball.elements[i]
     new_coordinate = tuple(random.uniform(-4,4) for i in range(3))
     element.co = new_coordinate
     element.keyframe_insert(data_path="co", frame=300)
```


texts: Blender keeps crashing/closing without log entry

texts:
I have a problem with blender now and I don’t know why.
It keeps crashing constantly. I can work sometimes only 2 mins and sometimes upto 20. Then it closes without anything.
I reinstalled it with no success and even if I start it through the cmd in Windows with --debug-all nothing is shown other than the last command.
I installed Windows fresh and formated everything, but the problem still exists.

My system:
Windows 10 Pro
AMD Ryzen 7 3700X
16 GB RAM
Geforce 1070 GTX
~100GB free space on SSD
Tried with Blender 2.8 and 2.9
I tried to find the crash log file but apparently the feature is disabled at the moment for windows.
If anyone can help, I would be glad!


texts: Disallow objects to be rendered from specific cameras during playtime

texts:
Can I order specific cameras to not render objects during play-time?

And how?


texts: 2.81: Where is the "Preferences option allows using the File Browser in full-screen layout."?

texts:
I cannot seem to find this option.

Where is the "Preferences option allows using the File Browser in full-screen layout."?

Thank you.


texts:
I´m trying to rotate an array of objects along a curve, using a empty object in the middle that can be rotated.
Using a curve-modifier I'm able to rotate the objects as the green arrows show. But I would like to just rotate the empty (red arrow) to get the same result or maybe I should use a bone?

Is there a way to still be able to rotate the objects after pressing apply on the curve-modifier?


texts: How do you make cotton balls fluffy with perhaps some loose bits hanging.


texts: I have a set of eyeballs made up of 2 meshes joined together, a pupil and an iris. When I apply rotation and scale, it moves them in different directions. How can I apply rotation, scale etc. without changing an object's transformations? .blend file is below


texts: Custom Pie menu with side panel to control which operators are displayed

texts: What I am trying to create is a pie menu with nested categories for the operators. Since it can only display 8 operators typically at a time, I'd like to create side panel buttons that change which version of the pie you are seeing at the time. Clicking a side panel button and changing the version of the pie would of course switch out all the operators according to the specified operators in that enum. Currently my pie script just uses pie.operator_enum("wm.some_operator", "preset_enum") to position all the operators around the pie..which works great to display that one group of operators. But of course I need to be able to change the presets so I am not just stuck with those same 8 pie menu options. Thanks in advance


texts: Unable to install cube surfer addon by PyroEvil

texts:
This is the error message I get every time I try to enable the cube surfer addon:

What am I doing wrong?


texts:
I imported this model from Maya, though the mesh is still "Weird" in Maya. I'm unaware of the issue. The hand mesh I used has this shading problem, it also messes up the AO bake I try to do. Though I'm using smooth shading the flat shading shows the problem I suppose. How can I fix this?

[][[]2


texts: Why is Loop Cut and Slide not in the CTRL+E/F menu?

texts:
How can I get to Loop Cut and Slide via a popup menu? I can only find it in the T side bar.

Neither W nor any of the Ctrl+E/F/V menus seem to show me the Loop Cut and Slide tool.

I seem to only be able to find it in the T bar on the left. Am I missing another popup menu shortcut available for modelling operations? I'm a newcomer to Blender.


texts: Multiple seam sets for multiple UV maps?

texts:
Since I am using Blender to create static meshes for UE4 I have to produce two different UV unwraps of the same object. One for texturing etc. and one for the lightmap. Two different UV maps are needed because the requirements are very different.

Because of this I have to cut the object differently. Is there a way to define two different sets of seams for the two different UV maps?


texts: Find the edges of checker texture for adding bumps or ridges?

texts:
I created a floor for a butcher shop scene and added some dirt, but I realize that it still isn't very real. There are no grooves or edges between the tiles where I can bump them a bit. Is there a way to find the edges?

I tried using a couple of color ramps but can't figure out a math node to find only the edges between the two colors.

I am doing this all procedurally, with only a grunge map for the dirt under the unit. I don't want to add another image texture.

How can I find that edge so I can create some dirt and scratches in the edges?


texts: How to remove interior faces while keeping exterior faces untouched?

texts:
I built something Minecraft style model by cubes. Now I met a problem: when I'm trying to remove all interior faces, it appears that some exterior faces are influenced inevitably. I wonder if there is some better way to do it better.

P.S.: There are three things I've tried:

Non-manifold checking (Ctrl Shift Alt M)
Select Interior Faces (Select -> Interior Faces)
3D Print Toolbox (Addon)

I didn't work it out so far, which leaves me no choice but manually deselect those faces I didn't want to remove, which takes quite a bit time for other cases.

There are answers like this Merge touching faces on model. But I don't think it works exactly in my case.

EDIT: Is there any faster way than enabling Limited Selection to Visible then manually deselect them from different views? (it will not work effectively in complex cases that require similar need)


texts: Rotate (group) objects outwards on spherical particle system?

texts:
I'm trying to create a mini-world with (among other things) trees on it. I have created an icosphere, modeled several trees and put them in a group.
Next I added a particle system to the sphere, and chose hair. In the "render" section I selected Group and the name of the group I created. As expected the trees show up but they're all oriented in the same direction, while I would like them to pop up just like the default hairs do (along the normal of the individual faces).
I tried fiddling with all kinds of settings, had them oriented in all kind of ways (e.g. towards the "north pole"). I also tried using the emitter instead of hair setting but without success as well.


texts: Can't always view object within a transparent box

texts:
I have a transparent box with a few objects within it.  Depending on the view, the objects inside are visible and sometimes not.  I'm running Blender v2.82a.  Figure 1 shows the objects visible.  Figure 2 shows one not visible.  The objects inside are also transparent.  Objects outside of the cube seem to always be visible regardless of the view (the red cylinder).  The images suddenly disappear and just as suddenly reappear depending on the viewing angle.

Here the tube on the right is invisible.

The Shading panel for the box is in Figure 3.

The Materials panel for the box is in Figure 4.  It has the Blend Mode set to Alpha Blend.  The Shadow Mode setting doesn't seem to matter.


texts:
This is weird, ive done this stick several times today and it worked well last time i did it, i think so

But now it moves body when i drag the upper body bone (just below head and invisible neck).

Desired behavior would move the head + hands + neck when i dragged this bone.

Any tips bros?

Nvm i found issue. The initial vertex has to be in the center of character (in my case the cirled yellow thing in the center of screen but below character)


texts: 2.8 Issue with data transferring clothing to model's skeleton rig

texts:
I've been developing a sculpted model for quite some time now and have finally rigged the main body. I haven't gone in to touch up the weight paints yet, and I attempted to data transfer mod some of the clothing to the character. Well it works and it follows the limb's movements but now there's odd face issues on the surface.

I wish to know how to smooth these out so that the clothing better fits the form of the underlying meshes and looks better with deformation.


texts: where can I set the axis for the simple deform modifier ?

texts: The title should say it all, I want to use a twist but there is not option for the axis. Why is that and how do we get around this ?


texts:
when I left click on any part of screen in blender to choose item it sends me this error message
the last thing I did was weight paint to help with my rigging .

file "/volumes/blender/blender.app/contents/resources/2.80/scripts/startup/bl_operators/wm.py",line 348.in execute
if contexts_path_validate(base,data_path) is Ellipsis:
file "/volumes/blender/blender.app/contents/resources/2.80/scripts/startup/bl_operators/wm.py",line 83 in context_path_validate
value = eval("context %s " % data_path) if data_path else ellipsis
file"<string>", line1 in <model>
attribute error : 'scene' object has no attribute 'exclude'
location: <unknown location>:-1


texts: Cannot export to FBX file, does anyone know how to fix this?

texts: So basically I've been stuck on this for about 2 hours now, when I try to export the file I get this error message. I have seen a similar problem but didn't really get how he fixed it, any help is appreciated! The post I'm referring to is this one: Can't export mesh to .fbx.


texts: Why does texture painting draw where expected when brush strokes are made on the image image but not the mesh?

texts:
I've been following this Guru tutorial, and I'm getting some unexpected behavior in the texture painting section.  If I move the paintbrush on the left, the marks left behave in a "sensible" manner: without being able to articulate all the unwrapping rules, drawing a line along the default unwrap draws a line along the outside of the doughnut.

However, whenever I try to draw on the doughnut itself, a swipe across the outside of the doughnut does this:

which does in fact leave some strokes on the outside.  I already tried to use the default "uv unwrap" setting but it has no effect.


texts:
Let's say I created some objects without regard to their actual size. Is there a way to set the scale of the scene such that nothing actually changes other than what blender considers the size to be?

For example I drew a plane that was 3.1 x 3.1 before I knew how to change units in blender. I set the units to Feet and it shows up as 3.1' x 3.1'. In the real world the the object I'm modelling is 10' x 10'. Is there a way to tell blender to make 3.1' to 10' and all other objects, cameras, lights, etc. all adjust the same way.

In Sketchup I can use the ruler tool to take a measurement then type in what that measurement should actually be and everything gets rescaled. Nothing changes visually in the model other than when I take measurements they correspond to the real world values.


texts: Making a cursor (caret) that leads the typing effect using animation nodes

texts: I am trying to simulate a dos prompt screen.  using the text nodes in animation nodes I have the act of typing simulated. However is there a way to have a cursor box automatically lead the text, or is this something I am stuck manually simulating with keyframes.


texts:
My rig has a problem that makes it deform strangely when i try to move the arm from side to side, it also does this when i try to rotate it.

i figure it would probabaly be because i does not have enough edges adding loopcuts and subdividing is not working what should i do?


texts: optimal transcoding format (3d viewport and VSE)?

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1080p workspace. Not sure if I use the correct words or not to describe things, bear with me.

Due to pc limitations I need to render out a project in the VSE premature so its easier to deal with. The original footage is 8 bit h.264. Additionally I need to render out a particle effect I made in the 3d Viewport before adding it to the VSE project

I need to be able to re-render the output a couple of times (1-3) and not get artifacts.

I had been using 16 bit PNG for both the vse and 3d viewport. And this fulfills the requirements I think.

I'm wondering if there is a higher format I should consider, or a lower format that fulfills the duty but is more savvy on space. Ultimately the project will be rendered out h.264 and get artifacts, just I need a format for the editing stage that won't increase these artifacts anymore than they have to be.


texts: Change the RT shader used for the 3d view?

texts: The model I'm working on uses a weird Cg-based shader. Is there a way I can run it in the 3d-view so that I can see what I'm doing?


texts: There's a gradient on some parts of my mesh. I tried flipping the normals, and it wasn't doing anything. Is there a way to remove the gradient?


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i have both blender 2.78 and 2.70

the 2.78 version looks fine but for some reason 2.70 is grayed out

Does Anyone know why?

Thank you


texts: Setup the same color like unreal engine 4

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How do i make Color Space look like UE4? I find few information about that but they are old...
Im painting Vertex Colors on giant mesh, and exporting to the UE4 and colors are completely different.

In unreal engine it seems like lights are not setup properly, but i did all right.
Here is the same scene, and settings of the lights
Also I have a dynamic lighting.

In blender i'm working in EEVEE, here settings of the Light and Color Management.

What i should i do to match colors?
Edit: Also shaders node here


texts: I have created a hairstyle. When I try to soldify it to get a thicknes i can only see blurred rims. How to change it without unwrapping uv maps once again ?


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I want to render a 4000x5000 picture.

I used a one-tiled (4000x5000 px) test render, with 20% resolution-scaling for a test over night.

But now no matter what tilesize i set.

No matter the resolution scaling.

It won't go back to multiple tiles.

Switching between CPU and GPU and using both auto-tile and manual settings, didnt work.


texts: What is the proper way to fully cover a sphere with tiny objects so they look cluttered?

texts: I'm new in Blender. I'm trying to design a 3D model of a virus that reminds the COVID-19. I want have a surface which has these "seeds" growing out of it. Best way to this seems to be instancing. But the final results looks like a material that is more fit for teddy bear or something. I include a picture of what i've done. Please tell me the proper way to do this.


texts: How to assign material to solify modifier

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With the default sphere and bool tool addon. I applied difference operation on it. And a solidify modifier to the cutter. It has created 3 mesh. Without apply modifiers, I want to apply material on to the solidify.

I tried the material index offset. Still the material is not assign to it.

How to assign material on solidify.


texts: How can I merge these two spherical objects into a single smooth mesh?

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I have two round objects as a part of my overall model. I will be exporting this model and using it in a game I am making.

Last time I did this, I had around 15 different objects in my model. I didn't like this for several reasons. One: I had to merge all the objects anyway before exporting, so there was no point to having separate objects. Two: I ran into issues when UV mapping where I couldn't tell what part was what because there were so many different complex objects. Three: I was worried that having invisible surfaces inside other surfaces might negatively affect the render performance of my game.

For all of the above reasons, I decided to try to remake my model as a single joined together mesh. This leads to my two questions:

Question 1
Is this even the right way of going about this? Should I be trying to create one connected mesh or should I just leave the model as a bunch of disconnected objects merged together? Why or why not?

Question 2
Assuming creating one smooth, merged model is the right way to go, how would i merge the two objects in the image below? I know how to join them, but not how to merge their vertices and delete their insides in such a way as to create a single, smooth, connected mesh.