texts: Artifacts when rendering irregular mesh in Cycles (black lines)

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when I render with Cycles any mesh (specially planes) with a bit of irregular shape (by using previously, for example, a displacement map) some black lines appear on it. Those black lines are not random, they are always matching the edges of the geometry:

.

I tried switching between Smooth and Flat shading, changing material, but it does not affect. I have to subdivide it many times to get smaller lines visible, but that is not a solution. Those artifacts only appear in non-planar faces. You can see another example at this render:

Notice the brick texture is completely covered in black lines. The 3D model it's a simple subdivided plane and a displacement modifier applied over it.

Any idea? It seems that when the angle between two faces reach some point the edge is rendered in black color. Did I forget something to avoid this annoying thing? Thank you in advance!


texts: How can I light an object for a turntable animation?

texts: I need to make a turntable animation for an object, but I am not sure how to light it to get a consistent light all around? What is the best way to approach this?


texts: How do I use Convex Hull without removing indent detail

texts: Im trying to use the hull convex tool on a object to make the appearance smooth, but doing so removes the detail i'm trying to get on the object...Is there a way i can fix this or any alternative way


texts: How to convert numpy array into image and add it to images inside bpy

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I have a numpy array which I'd like map onto a cube inside blender. Is there a way to make texture out of it, without writing to file? This array will change over time and writing to disk and reading it again seems very slow and also in future I might have many numpy arrays to texture the cube.

Bonus question:) Is it possible to do this without PIL in the middle?


texts:
I have a model with textures made for the Corona renderer. The textures are: Diffuse, Glossiness, Height, IOR, Normal, Reflection. How can I use them in Blender Cycles? The following setup seems to work, but I don't really know what I'm doing, especially with respect to the Reflection and IOR texture:

Additional remarks:

I can't upload the model because it's a commercial product.
The IOR to Specular converter is from Blendernation.
I read somewhere that Corona uses DirectX normal maps, not sure if
    that's true.
I guess the height map isn't really necessary, given that there's
already a normal map?


texts: Transparent object create opaque alpha channel. How do you get transparent objects over a transparent background?

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I have a transparent object that I am rendering without any sort of background, ie film is set to "transparent."
Rather than have slightly transparent pixels, the alpha channel is black and white, no greys.
Is there a way to render a transparent object over a transparent background in such a way that the alpha channel is reflective of the transparency of the object, not just the shape of it?


texts: Moving one leg moves the rest of the armature

texts:
https://gfycat.com/ContentLividBullmastiff

I did a simple rig following a tutorial but when i want to move its legs using ik, every time the thigh moves, the whole body follows, i already checked the weighs and that is not the problem, any idea what could it be?

P.S: The problem is solved when I un-parent the thighs from the hips, but I cant leave it that way...


texts: running Blender and Cycles on AWS spot instances

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Anyone have advice for running long and heavy Blender processes on AWS EC2 spot instances? Specifically, I'd like to know if Cycles renders and scene construction operations can be dumped to disk, even if they're only partially complete, then restarted on another instance.
I'm building very large scenes containing tens of thousands of copied geometric primitives. Then I'm rendering very large single frames of those scenes using Cycles. Building the scenes takes 6-8 hours, even after optimizing with copying and deferred linking. Renders take 12-18 hours for a single frame. Both time estimates are from a 2020 Apple MBP laptop: 2.6 GHz with 16 GB RAM.
My understanding of AWS EC2 is that spot instance jobs are given 2 minutes to quit and make the processors available to full-price-paying customers. Is there any persistent data I can dump from my scene builds and renders that I can save and restart from on a new spot instance? Does Blender support workflows that start from whereever they last left off?
If not, can Cycles render tiles be defined on the command-line? Assuming that's possible, I could setup a large number of small render jobs, the loss of any one of which could be made up without too much extra compute.
Thanks in advance!
scofra


texts:
I'm trying to fracture my statue object. I looked everywhere  but couldnt make the fracture work well.
this is the blend file http://www.pasteall.org/blend/30082
anyone can help me?
Thank you!!!


texts:
I just started using blander and when I'm rendering the image, the render doesn't work on the camera view... I've looked all over the web for the solution and couldn't find anything!

Thanks to anyone who helps :)


texts: Getting the number of faces a certain vertex is part of

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I am in edit mode and using bmesh to get all faces. I am iteration through the faces and their vertices. Now I want to know on how many faces the vertex, I currently have, is part of.
For example this green vertex is part of many faces.

Right now I have:
for f in mesh.faces:
    for v in f.verts:
        # some stuff before
        # now I need the number of faces the vertex c is part of
        # some other stuff

I know I could simply run through all faces and save the coordinates of the vertices and compare them with other faces and their coordinates - but maybe this can be done more easily.
Thanks!


texts: Is there a shortcut to repeat the last operation in Blender

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I'm currently doing a lot of UV mapping work and I find myself repeating the same long shortcuts over and over. For example, aligning the selected uvs in y can be done by pressing s, y, 0 (scale y to 0) then enter to confirm. Since I'm doing this over and over again, I was wondering if there is a Blender shortcut to repeat the last operation, similar to the repeat key ('g') in Maya.

By the way, I know there is actually an align function, but even that requires a couple of of key presses and it's another shortcut to remember, where I find scaling to 0 more intuitive, so repeat is what I'm after here.


texts: Can blender combine two or more meshes of same object and make new mesh?

texts:
I have bought Agisoft Photoscan , it makes a mesh from many photos taken of an object, and applies the photos as texture so it looks like the object, but they have taken the marker tool that one uses to bring together meshes from different 'chunks' such as when you photo the object (chunk 1 set) then turn it upside down and photo it again (chunk2 set) and placed the marker tool in the pro version at 3500 euros totally out of reach of folk buying standard at 179 as Standard does all they need for basic model making, pro having all sorts of advanced stuff I simply dont need and cannot justify 3500 for a few flags ! One does have to photo undersides of objects for standard work !

So I think can I bring the meshes into blender and do what Agisoft should have done, select a few well spread out points on one and same on other and merge the meshes together then reprocess it as a new mesh ?

Also to give it scale would be good, again basic tool denied us, its only in pro.

Any videos on how this is done most welcome. Agisoft standard users would be most grateful.

Steve


texts: How to create a right hair cards using the particle instance modifier?

texts:
I'm trying to create a hair card for my character by following this tutorial.
After 15th minutes
https://www.youtube.com/watch?v=oqjKMd9CYI4
The method of video works for the default sphere, but does not work in the right way for my character.
I applied the following respectively

Firstly I added a vertex group for the area I want to apply.
add  particle system slot on my character and  ı chose hair  button.
in Particle properties tab I chose the custom vertex group  for density
and than,
I create a simple plane for the hair cards.
add the particle instance modifier.
selected object, my character
Coordinate space World and axis is Y and then i enabled "Create Along Path" box.

I used default sphere for comparison to solve the problem
and I did follow the same steps
here's problem,

default sphere above
My character below
detail images

when ı use same method, characters hair cards crossing each other ı dont want to vertical path because ı cant combing hair as i wanted.
How to handle this, thanks in advance.
blendfile:


texts: How to rotate an object on the local axis?

texts:
I am adding a Torus and after rotating it a little bit on the Z i have to rotate it on the X, but its being rotated wrongly as you see.
I want my torus to be rotated straight like a tire.
I have asked this question before but my previous question and the answer was very complicated, i did not understand anything so this time i want to make it simpler if its possible. Thank you


texts: How do you create mask and "give it a diffuse shader" in this tutorial?

texts:
https://blenderartists.org/forum/showthread.php?287130-Quick-Tutorial-How-to-Model-a-Damaged-Planet

I am working on this tutorial but I am stuck on creating mask to the sphere or something.
I have the main sphere (planet) in layer 1 and have created an atmosphere in the layer 3. Now this tutorial says :

  Now to give the Atmosphere in the separate layer a mask you duplicate the 1st Sphere (Surface Sphere) again and move it to the same layer as the atmosphere, now give the mask a Diffuse Shader and set the color to Black.

Even if I decide to skip this part, I am unable to start compositing. I have rendered planet on slot 1 and the atmosphere in slot 2. I can't get these two renders on the same node setup. They always duplicate each other.
This is my blender window:

Also can you please try looking at the node setup from the tutorial page. and explain a few things.

This image is on photobucket so I cant see a high res image. You all must be experienced to guess a few things. Both of my render layers nodes are of same size but here, the first layer(planet) seems to have more options on its nodes. There are even 2 outputs from that layer.

1) How to get such node?

2) Can you guess the 2 look alike nodes next to the blur nodes?

3) And what is the second last node?


texts: When I try to save my wire frame project and i open it the next time some of the meshes vertices disappear

texts: I replicated a plane and made different vertices. I saved it and opened it again but some of the  the mesh lines disappeared. By the way I used mirror modifier to replicate one side of the plane.


texts:
I am trying to make a Text mesh, but the normals aren't coming out right no matter how I recalculate them.
Here is an image of my issue after converting to a mesh (and before):

It just isn't smooth. I tried auto-smooth, i tried recalculating normal's, i tried smooth shading, i even tried remesh + decimation. It looks the same or worse. Adding more segments to the bevel makes it look better but doesn't fix the underlying issue. Anyway to interpolate the normal's of the vertices the way I want?
Thanks


texts: Using a driver to control two shapekeys but triggering the second shapekey when the bone hits a certain value

texts:
I'm trying to use a single bone to control a blink on a cartoony character it's normally pretty simple but for this I need the eyelids to disappear at a certain point like when the eyelids are completely wide open.
Right now I have a bone simply driving the shapekey value of the blink from 0 - 1 but I need it to trigger a second shapekey when the bone hits a value of 0.8 or 0.9 so the second shapekey can hide the eyelids by shrinking them down. Not sure if there's a way use the expression box in the driver panel to do this.


texts: So from the image above(or below) you can see that the slide on my M1911 is grey while the sights and the front area of the slide are still the standard mesh white. I don't know why this is happening. The front and the sights are joined together with the slide and they've all been smart UV unwrapped. The slide has a grey color because that's the color I set for it in the nodes. But it's just the front and the sights that I'm having issues with.


texts: Non-destructive beveling by different amounts on different edges?

texts:
I'm new to Blender and have struck a brick wall, and would greatly appreciate it if any one of you can help me assess what's going on here.

I'm trying to reproduce what I created using SketchUp, but the object just won't bevel.

I would like to bevel the outer corners by X while beveling all other edges by X/2, as can be seen in the SketchUp model, all in a non-destructive manner which allows me to alter the number of segments later.

Any clue as to how I can do this?


texts: How to create a script that connects points in an animation?

texts:
I want to create a script driven animation with Blender. I want to create an animation of lines connecting a bunch of vertices.

Is it possible to do this?

How would I change the properties of the line and vertices (color, thickness, textures, etc.).


texts: Imported textures from OBJ/MTL not applying to model correctly

texts:
I'm working on re-exporting an existing model to a game and everything imports from the OBJ/MTL files correctly except for 2 materials (textures?).

Here is the photo of the model, all the mapping seems to be correct except for the eyes as they are completely white.

I took a look into the imported TGA and the eyes are in the file.

Looking at the texture previews in blender shows the eye texture as this.

The same exact thing happens with the horseshoes, they are also in the same TGA file as the eyes.
I'm pretty new to Blender and cannot wrap my head around what to even search to figure out how to map these correctly.


texts: I would like to add spacebar search items and have resulting reminders displayed.  These reminders would be common keystrokes or combinations and wouldn't result in any operations.  Or, maybe they would...  Is there any way to edit search fields and results?


texts:
When I play it, all frame loops in 0-1 frame.
What did I miss?


texts: How to 3D model a shirt (from an image - man wearing a shirt)? Need to put the shirt on a different 3D character in Blender. New to blender

texts:
Problem statement - I want to show in 3D (superimpose) how a piece of cloth (say shirt) from a 2D image will look like on a 3D character of another person. How can I import just the shirt on blender and add to the 3D character? Very new to Blender. Tried researching a lot with no background in this field but couldn't find anything.

Many thanks
Pankaj


texts: Move mesh to exact location with extra precision

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I want to move the selected mesh forward 5 units along x,y,z axis (x+5, y+5, z+5).
I used the "transform" settings in the properties, but it does not allow me to move mesh with enough precision.

When the current value for "x" is 0.000005 and I move it to 5.000005, the value becomes 5.000000 instead of 5.000005.

Any help would be really appreciated.


texts:
Im tying to import an animation from Maya LT to blender in order to make a render
I have severall problems trying to do so.
If i export it in fbx Blender separates my mesh, its a coffe cup rocket and the wings get separated from the model

I tried with .mdd and the animation works perfectly fine but Blender does this to my mesh

Help, please!


texts: How do you paint text onto a curved surface?

texts:
Here I have an image showing a poor attempt to get text to fit nicely on this bra-like mesh. Two objects are shown in the scene, one is just my attempt to recreate the UV as an object to see if that might help me paint the texture on. Didn't seem to help.

I also tried a single UV island. But the UV-unwrap is too warped. See second image, notice the next drops at an angle \ when it should be straight across _.

I of course also tried stencil painting, but the curved surface is such at some of the surface (on the sides) curves behind the front surface. Stencil-painting a single character at a time is another option but it's so imprecise I'd rather use some other imprecise method.


texts:
I'll go to orbit with trackpad and it'll work but then i'll go to do it 10 seconds later and it'll pan instead of orbit, as if shift is being held. It seems to switch on and off for no reason.

It also happens when I Cmd + S  to save, it triggers Save As.

If I click multiple objects it'll select each of them together, not one or the other.

It only happens in blender, shift isn't being held or effecting any typing or other programs.

Using 2.82.


texts: Why are my particles behaving weirdly? Resting in odd shape, ignoring passive rigidbody mesh

texts: I try do do an animation where a rock gets grinded into powder. for that purpose i created a particle system that spawns the powder over time. Because i want to rotate the bow later and pour the powder out of it, i made the bowl rigidbody passive and the particles rigidbody active. Besides the particles completly ignoring the mesh shape of the bowl (but not passing through??), they also seem to rest in a cylindric shape. did i miss something? Is there a better way to do this? Thank you so much in advance!


texts:
I am exporting my blender model to .x3d for 3D printing.
However, it appears that the .x3d file becomes way too big to print. The scale is completely messed up.
Collada exports in the right scale, x3d does not. So, is it safe to say that the problem is in the x3d exporter?
I have double checked all the settings in Blender, units, millimeters, 0.001 etc.
Is there a solution? Much obliged!


texts: Why is the boolean modifier creating a glitchy mesh instead of cutting into the object?

texts: I'm modeling a city and wanted to create a river with help of boolean modifier. I've checked doubles and normals, so I don't know what the problem is when I'm adding a boolean modifier. You can see what's happening and nothing is happening to plane, just glitchy bugs.


texts: What's the meaning of tangent in the velocity panel in the particle settings?

texts:
I wish to know the meaning of the "tangent" option available in particles panel; for a surface in 3D, tangent means a surface. But velocity is a linear, directional entity.

I am currently working on a project which involves emission of particles along the slope of a cone.


texts: How can I use the 'Copy as driver' and 'Paste driver' functionality in Python?

texts:
I'm writing an addon for Blender 2.8. I have an object and want to drive the Y & Z Scale with the X Scale. Doing it manually with right click on the Scale shows me these commands:

bpy.ops.ui.copy_as_driver_button()

bpy.ops.anim.paste_driver_button()

How can I get these commands in my Python script to work?

P.S.: I managed to insert a driver at X Scale like this:

driver_scale_y = bpy.context.object.driver_add("scale", 1)

Maybe this could be a starting point.


texts: How to avoid multiple running instances of same handler function when running it from editor?

texts:
I'm doing simple handler script that gets appended to bpy.app.handlers.frame_change_post.

Every time I do a changes to it and hit Alt+P it registers itself again with a new version. after a bit I have 10 of the scripts running happily on every frame change.

How can I get rid of the old running versions without closing and reopening Blender, which seems to be the only option now?

I tried adding unregistering with bpy.app.handlers.frame_change_post.remove() but that is just throwing an error as if my script wasn't on the list. while at the same time print(bpy.app.handlers.frame_change_post) is showing my function name there in growing numbers :)

so, what's the best practice developing and running these?

thanks.

.b


texts: Workflow Question: How to get from a 3D scan to Aurasma Augmented Reality

texts:
I'm trying to get a model taken from 3D scan using the Autodesk 123D Catch app into Aurasma. According to their FAQ, this needs to be exported via OpenCOLLADA and that's why I've installed Blender for the first time. I've downloaded my model as an .stl and also a .obj and have managed to open it up in Blender and that's as far as I've got.

According to the Aurasma instructions I need to, "Upload the following files to Aurasma Studio as a .TAR file (Windows use 7zip and on Mac use GUItar).
• DAE file created in 3D using Collada exporter
• PNG’s for textures
• PNG thumbnail named ‘thumbnail’ with .PNG extension

I have managed to export the model as a DAE file but it ends up being over 100mb because of the complexity of the mesh (I'm guessing). I've tried using Decimate to reduce the model complexity but this seems to cause issues with the textures no longer matching the model's topography.

I have no idea what I'm doing here or how to go about getting the texture PNGs etc, so if someone could talk me through step by step I'd be really grateful. Bear in mind I've never used Blender or anything comparable!

Many thanks


texts: Shape key deforms edit mode / object mode after editing basis

texts:
I have rigged head mesh and body mesh with shape keys.

I edited head mesh's basis to match with body and then make shape key value 1.0 for both mesh.

In Edit mode, two meshes match with no problem, but in object mode the head mesh deforms a little bit off.

Edit Mode:

Object Mode:

I think it happens because I edited basis. How can I fix this to match both meshes after I export it?


texts: Getting associated texture with an exported wavefront object

texts:
I'm exporting OBJ wavefront models from blender into my game development, thing is, it's black and white like this:

I presume it's because I don't have the texture.png file associated with this blender export.

Now I'm a noob, and I don't understand blender to it's slightest, but is there a way I can get the associated texture.png with the OBJ that I export at the same time?


texts: Cabinet Properties aren't showing up! Archimesh Broken?

texts: i'm following a tutorial on how to design interiors and in the start he (Blender Guru) edits a cabinet (height size, countertop length, bevels etc.). As soon as he presses cabinet, a window with these properties pops up. When I do it, nothing happens. I am stuck with this problem now for over 2 weeks. I'd appreciate any help with this. Thank you


texts: I was trying to make a rock-like texture for my mesh by using cell fracture, but every time I used the feature - the shards appeared hallow. Is there a procedure I missed; or is there something I need to do with this outer covering that normally appears after I apply the cell fracture?


texts: My markers in the movie clip editor keep "moving" around - what gives?

texts:
I'm trying to add motion tracks to a video I've imported. Here is what I have done so far:

Open a clip in the movie clip editor.
Click "Add Marker" and Ctrl +  to place a marker.

Press Alt + → to track the selected marker forward one frame.
On occasion, the marker would need to be manually adjusted. I would do this by clicking in the little preview in the properties panel and dragging the background until it lined up properly with the correct location.

I completed this for the duration of the clip I wanted to use.

This is where things started acting up. I clicked the lock button for the track (the icon next to the eye in the screenshot above) and assumed that everything would stay as it was.

Unfortunately this is not the case. As soon as I jumped back to the beginning and began playing the clip, the marker wasn't in the correct location for each of the frames. Even though I had lined it up perfectly for each frame before, some of the frames had the marker in the wrong place.

How come it moved? What am I doing wrong?

Details

Blender 2.69 r60995
Windows 8.1 64-bit
AMD Radeon HD 7560D

Update:

Here is a screenshot of what happens when I push ← and → to toggle between frames 13 and 14:

Notice that the markers are moving. They aren't supposed to be moving. Something is clearly not working correctly here.


texts:
I've started working with BlenRig for my characters and It was going really well until i got to the hips.
The Left hip has no problem, it will stretch out as far as I want.
The right works good too:

So whats the problem? I work with these measurements:
Units: Meters
Length: Metric
Angle: Degrees
Unit Scale: 0.01
Therefore I must scale the rig up a fair amount.( and yes I am using Reporportion. I have also tried scaling in Object Mode and the result is a pancaked cage.) That's when this happens:

This ONLY effects the hips. I've caged the model with all other parts, but the hip just does not work.
Is there any why to fix this? What is odd-er still is that X-Axis Mirror still functions even with the mesh messing up like this.


texts: Can blender render on multiple graphics cards?

texts:
I have a PC which has 2 CPU's in the mainboard, 40 GB RAM and 3 Graphics Cards. Can Blender render for example one frame on all gpus at the same time?
And generally: is it possible to render on cpu and gpu at the same time?


texts: Snappping the 3D cursor to the surface and find the surface's face it was snapped to

texts:
To snap the 3D cursor to the surface of my object, I set the "Cursor Depth" to True in the interface user preferences. How can I know exactly to which face/vertice the cursor was snapped (in code)?
Do I need to use object.closest_point_on_mesh?

object.closest_point_on_mesh(bpy.context.scene.cursor_location)

Or maybe this data is stored somewhere? Isn't is the whole purpose of Cursor Depth? Also, how can I know which object was it snapped to, in the case of multiple objects in the scene?
Thanks!


texts: Does running a python script via Blender command line not actually do anything?

texts:
I am trying to create an animation programmatically (never using the interface) with Blender.  I can take my script and run it in Blender via the "scripts" tab just fine. It creates new scenes, adds cameras, object, lights, etc.  I can render the results of the script via the GUI or via command line.  But when I run it from the command line, it doesn't actually do anything!

I am using a "blank" .blend file with one initial scene in it with a title card.

Here is the .bat file script (Windows), it uses a python script to create the animation file:

cd\program files\blender foundation\blender
blender --background  C:\pathtofile\ANIMATION.blend --python CREATE_ANIMATION_FILE.py

It gives me:

found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
read blend: C:\pathtofile\ANIMATION.blend

Blender quit

It runs the script just fine but doesn't change the ANIMATION.blend file at all. Again, if I run the script from the scripts window via the in Blender GUI, it works fine.  Anyone come across this?

I found some info here:

  11) Next step is to build a userpref.blend with Auto Run Python
  Scripts enabled. NOTE: This is essential because of a bug in blender.
  Starting blender with -y does not work. Neither does starting blender
  with a python script setting the autorun flag to ON. It even does not
  work to compile blender yourself with the WITH_PYTHON_SECURITY flag
  disabled (OFF). Blender will still not execute the python script. The
  only way to enable this auto execute is via the GUI. Since we do not
  have a GUI (or want to install one), we have to build a userpref.blend
  on a different machine.


texts: I have an object that I di some sculpting on. After baking a displacement map, I wanted to try it out and see if it works. As the scene was dark, I decided to add a light, and things got worse in a way that I didn't expect. I'm not really sure what's going on, but when I change the view mode from material view to render view, my object changes its location. Does anyone have an idea what is going on and how can I fix it?


texts:
Would like to know the way of blurring the background in an animation....i.e.depth of field. Not getting it to work with animation. Works with single frame.
Any help would be great.
I have set the depth of field option in shading to depth of field.
I have set the f stop to low numbers...from 0.02 to 1.0
I have selected/deselect an object ... a barrel. I want the barrel in focus and every thing else blurred.
It works in the preview but when i render it doesn't show the blur.


texts: Keyframing the node values works in the viewport but not in the final render (Eevee). I want to make World lighting continually darker. Blender only keeps the initial "Start frame" value throughout the animation. I tried multiple Blender versions. Any suggestions? Thank you.


texts: 2.83 Mantaflow / Smoke-Volume Rendering errors

texts:
I have some problems with my mantaflow simulation and really can't find the error.
It's baked, has a principled volume shader, it looks fine in viewport render, but when I hit F12, it doesn't render correctly.
Namely, when I render 4 times, I get 4 different results, even though I just hit F12 (or Ctrl+F12), nothing else.
I checked all settings (no objects disabled in render), i rendered on CPU, on CUDA and on OPTIX with my rtx card, i checked 2.82 and the new 2.83 blender version. I baked the simulation in openVDB as well as in Uni Cache. No difference there.

Video that shows my problem

I hope you guys have some ideas, maybe the attached video helps? I'm really frustrated right now haha!!! :D


texts:
I've imported a DAE file from another program, I added a siding texture and am now trying to change color though the color is very washed and faded, as seen below the color through nodes is a very dark blue though is rendered as very light blue/purple.
Thanks in advance for any help!


texts:
I'm working with this PBR metal texture. I have the images plugged into the proper slots, and everything seems fine except for the normal map.

If you look at the bottom of the image, when I connect the normal image, the preview goes black. It seems to still render in preview, but I'm not sure the normals are working. So first question is why?

Secondly you can see how the texture is repeating very small on the object. I tried adding a Mapping node between the color texture, but playing around with scale there (no matter if I select texture, point, whatever) didn't do anything. How can I get it to scale properly?

I am using 2.79, rendering with Cycles of course. Yes, the object is UV unwrapped.


texts:
Blender player is a nice way to create stand alone .blend files that can be distributed to other people.

However, for most interesting programming, one would use in python libraries such as numpy, etc. All the python libraries out there is what makes python so powerful. Blender does not come with e.g. numpy pre-installed, .but 3rd party libraries can be installed.

However, when the .blend file is distributed, it still depends on those libraries... The problem is that now the end-user, which might not be tech-savvy needs to install the 3rd party libraries alone... Is there any way to fix this?

This question relates to the (unanswered :S) How to bundle python libraries into addon? in that a solution to it might be a solution to this one, but "how-to-bundle-python-libraries-into-addon" refers to plugins, not .blends for the standalone player, and further this question is more general, any way to distribute the 3rd-party libraries would be ok (e.g. could one put them in the .blend directory and set some paths to point there?).

I had the problem on a .blend file, and that was because I was using an old version of Blender , newer versions will have numpy etc. (my old version was using the system's python, now python comes with a nice python that has common  stuff like numpy included, so the question becomes less important.

To see if numpy was not there i did on a script from inside blender:

import os
import sys
print ('sys.executable',sys.executable)
print ('---')
print ('sys.path',sys.path)
print ('===')
try:
    print ('PYTHONPATH', os.environ['PYTHONPATH'])
except:
    print ('no PYTHONPATH')
import numpy as np
print('done!:)')

to which I got:

sys.executable /usr/bin/blender
---
sys.path ['/usr/share/blender/scripts/addons', '/usr/share/blender/scripts/startup', '/usr/share/blender/scripts/modules', '/usr/lib/python35.zip', '/usr/lib/python3.5', '/usr/lib/python3.5/plat-x86_64-linux-gnu', '/usr/lib/python3.5/lib-dynload', '/usr/local/lib/python3.5/dist-packages', '/usr/lib/python3/dist-packages', '/usr/share/blender/scripts/freestyle/modules', '/usr/share/blender/scripts/addons/modules', '/home/ntg/.config/blender/2.76/scripts/addons/modules']
===
no PYTHONPATH
Traceback (most recent call last):
  File "/Text", line 11, in <module>
ImportError: No module named 'numpy'
Error: Python script fail, look in the console for now...

)

Blender 2.79 gives:

sys.executable /home/ntg/software/blender-2.79-linux-glibc219-x86_64/blender
---
sys.path:
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/addons_contrib
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/addons
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/startup
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/modules
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/python/lib/python35.zip
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/python/lib/python3.5
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/python/lib/python3.5/plat-linux
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/python/lib/python3.5/lib-dynload
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/python/lib/python3.5/site-packages
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/freestyle/modules
     /home/ntg/software/blender-2.79-linux-glibc219-x86_64/2.79/scripts/addons/modules
     /home/ntg/.config/blender/2.79/scripts/addons/modules
===
os.path: /opt/pub/anaconda2/bin:/home/ntg/bin:/home/ntg/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games
===
no PYTHONPATH
done!:)


texts: How can I use a driver for multiple objects?

texts:
I made this little easy animation where a barrier opens automatically, if the car is near enough. I realized it with a distance driver.
Link: https://youtu.be/s78ClbPBHNM
Now I would like to add another car, where the barrier should open too. Is there a way to add more objects to a driver or how would you realize this?
My driver settings:


texts: How can I deselect selected parts in object mode?

texts: I have been trying to animate recently and my project is due tomorrow so pls help me on which key to press if I want to deselect in object mode


texts: How do I make a octahedron in Blender 2.8=

texts: I have been searching a lot on how to make an octahedron, but everything doesn't seem to work in the newest update, so I'm just asking if there's been some new way added to make them.


texts:
Originally, I had my layout like this in Blender:

The gaps are placed there by hand so that bleeding in photoshop wasn't so hard to sort out.
I then made some changes and wanted to get back to the T shape, but when i do the following cuts:

I get this:

Any ideas what I'm doing wrong?


texts: How can i change a curve to have the same proportions on all its vertices?

texts: i made a curve as you can see in the image, but i need to take a part of the curve (for example, ten vertices) and make all the curve look like that part, is that possible? i need to do this because i need to animate it in another layer, as a continuous curve with loop.


texts:
Is there a way to edit the shortcut that selects an item from a EnumProperty dropdown?
For example I would like to press 'S' to choose the 'glTF Separate'.

My code:
import bpy
import os
from bpy_extras.io_utils import ExportHelper
from bpy.props import (StringProperty, CollectionProperty, BoolProperty, EnumProperty, IntProperty)
from bpy.types import (Operator, OperatorFileListElement,)
import textwrap

class WorldOriginExport(Operator, ExportHelper):
    bl_label = 'Export'
    bl_idname = 'object.world_origin_export'
    files = CollectionProperty(name = 'File Path', type = OperatorFileListElement,)
    directory = StringProperty(subtype = 'DIR_PATH',)
    filename_ext = '.gltf'

    fileType: EnumProperty(
        name = 'File Type',
        description = '',
        items = (
            ('FBX', 'FBX', ''),
            ('gltfSeparate', 'glTF Separate', ''),
            ('gltfEmbedded', 'glTF Embedded', ''),),
        default = 'FBX',)

    @classmethod
    def poll(cls, context):
        sfile = context.space_data
        operator = sfile.active_operator
        return operator.bl_idname == 'OBJECT_OT_world_origin_export'

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = False
        layout.use_property_decorate = False  # No animation.

        sfile = context.space_data
        operator = sfile.active_operator
        layout.prop(operator, 'fileType')

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

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

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

if __name__ == '__main__':
    register()
    bpy.ops.object.world_origin_export('INVOKE_DEFAULT')


texts: Blender 2.8 - eevee Silver/Chrome material

texts:
Attached is the blend where I am trying to add a silver/chrome material. I followed a few tutorials online but the material always looks dark and flat. I am just started to learn 2.8 so unable to figure this one out.

The mesh is lit with an area lamp and its placed on a plane for light reflection.


texts: FPS Problem. Can't run 60 FPS intro (youtube intro)

texts: How come when blender is done rendering my intro in 60 fps, when i run it in any video player it is choppy. The intro is 10 seconds and it says it is ten seconds but lags and takes longer to get through the intro? I'm not professional so try to answer simply please.


texts: Different Smooth Shading in Edit vs. Object Mode

texts:
I've modeled this phone and wondered why the shading looks right in edit mode and wrong in object/rendered Mode. (Top ist Object Mode/Bottom is Edit Mode).

I'm using eevee and the Boolean Modifiers won't change anything on applying them.


texts: How do you render a shadow pass from a shadow catcher in cycles?

texts:
I have an object (an apple). I've covered it in water droplets using hair particles (from a second hidden emitter).
I only want to render out the droplets and their shadows.
I've set the apple to be a shadow catcher and in my EXR render layers I'm rendering out Combined and Shadow passes.
The Combined pass looks as expected: I can see the droplets and their shadows on the shadow catcher object in the Colour and Alpha.
However the shadow pass doesn't include shadows on the shadow catcher. Only on the droplets themselves.
How do I get a shadow pass?


texts:
Does anyone have a way of creating this type of lighting in blender or is this something that's more easily achieved in photoshop?
The objects almost have this glowing aura and that's what I'm really looking to recreate !


texts: Which is better extrusion or assembly for creating blueprints?

texts:
When creating a a model of something that will be assembled, in particular furniture blueprints, which is a better approach?

To do many extrusions of the object or the create the pieces separately and join them in parent child relationships?


texts: Calculate Average Time Between Sound Frquency Peaks in Animation Nodes

texts:
You analyze track x at 10 frequency levels. You set up a loop that monitors if the level of a certain frequency has reached a certain level. You output and store a boolean with an associated time value. You calculate the average distance in frames between true boolean values. This value can be used to modulate other values in sync with the music.
Say we bake a house music track, one with a fairly regular distribution of waveform peaks. When you discern the average number of frames between one kick drum hit and the next, you could use this number to synchronize animations with the music.
Here is a discussion of the essential elements of the process. http://mziccard.me/2015/05/28/beats-detection-algorithms-1/

The first algorithm I will talk about was originally presented here. I implemented it in the class SoundEnergyBPMDetector. The algorithm divides the data into blocks of samples and compares the energy of a block with the energy of a preceding window of blocks. The energy of a block is used to detect a beat. If the energy is above a certain threshold then the block is considered to contain a beat. The threshold is defined starting from the average energy of the window of blocks preceding the one we are analyzing.
If a block j is made of 1024 samples and the song is stereo, its energy can be computed as:
Ej=∑i=01023left[i]2+right[i]2
The block’s energy is then placed in a circular buffer that stores all the energy values for the current window. Let us assume that the current window is made of 43 blocks (43⋅1024=44032 ~ 1s with a sample rate of 44100), the average window energy can be computed as:
avg(E)=143∑j=042Ej
We detect a beat if the instant energy Ej is bigger than C⋅avg(E). In the original article, a way to compute C is proposed as a linear regression of the energy variance in the corresponding window. In the SoundEnergyBPMDetector class I use a slightly modified equation that lowers the impact of variance:
C=−0.0000015⋅var(E)+1.5142857
In general, however, the bigger the variance the more likely we consider a block to be a beat. The variance inside a window of blocks is defined as:

This implementation should have some means of setting the sample size, i.e. how many frames you want to be analyzed.


texts: Why is the Clay Brush (set to add) actually Subtracting during stroke? (Sculpting)

texts:
I am trying to do some sculpting but running into a problem with the default clay brush. I can't tell if this is a bug or operating as intended.
Basically, if I use a low strength value, such as 0.200, the brush actually starts subtracting from my mesh, not adding. I want a low strength value but additive sculpting.
Here's a gif that demonstrates what is happening
(Excuse the bad compression):

Notice how ADD is selected, but it's actually carving into the mesh.

I would really appreciate any kind of help! Thanks.


texts: How can I retrieve the EDIT mode rotation of a curve?

texts:
How can I retrieve the rotation of a curve in EDIT mode?

I rotated a Bevel-object curve in edit mode.
How can I now retrieve the actual current edit-mode-rotation of the curve?


texts: VSE How to blur a rotating tire after rendering?

texts:
I have a sequence of images that show a car tire from a single camera view point with the tire at different angles of rotation. The images are similar to the picture below. If the images are animated, one after the other, the tire rotation does not look good. If there any way to fake the rotation and add blurring?

In Photoshop there appears to be a rotating blur filter (photoshop radial filter) Is there something similar in Blender? Is there another open source tool that can do this?


texts: With the plane added delete 1 edge and bevel the side corner and with the bevel circle i have bevel it. Problem it bevel but the center part is flat and the both end are rounded like a tube. I have set the radius 1 yet to cant find the result to be fully tube.


texts: Select whole object parts after it has already seams?

texts: I noticed when working on my objects which consist of multiple smaller parts, that when I already unwrapped them and now want to select some objects with L it will only select the UV island but not the whole object anymore. Is there another operation I have to use now or a button to press to let blender know that I do not want to select UV islands but the whole mesh?


texts:
Im confused with the material. I have a logo below and on top monkey. The logo and the monkey have the same material. Monkey is just i want to check the steel effect. But for the text and the logo there is no steel and shiny effect

This type of result looking for

But the monkey look shiny steel or chrome effect will as the below logo and the text doesn't. What else i have to do achieve the steel shiny effect for the logo and text below. Any suggestion or help. Thanks


texts: Adding details to low poly model for 3d printing

texts:
I am trying to add details to a model in order to 3d print it. The model itself is a WoW character, but the problem is the low poly count and the lack of details for the armor.
Please, keep in mind that I have very little experience using blender and modeling.

Asking in other forums, people suggested retopology, but I only found tutorials of using retopology to reduce details of models, not the other way around.


texts: Python Script To Rename Bones In Armature

texts:
I was wondering if there was a python script that I could run in the text editor that would go through all the bones in a selected armature and remove the numbers from their name??
The bone names have to be the same if you want to append animations from other files, but this software I'm using always adds numbers to the bones depending on how many times you've exported a skeleton.
This skeleton contains a 31 before all the bone names. In other files it will be 45, or 129, so on so fourth. If I could run a simple script that would just remove all the numbers in each bone name, it would save me a lot of trouble from having to do it manually.
Thank you for your time!!!


texts: How do you assign a logic brick onto an indivual bone?

texts: I am trying to make a simple head turn but there are multiple bones that are part of the object for rigging... every time I try to assign a logic brick in edit mode to only the bone controlling the turn of the head... it assigns it to every bone making the whole body turn.


texts: Why does this plane's UVs distort when there is exactly one Subsurf subdivision level set?

texts: Why does the texture skew when you subdivide the plane once?


texts: How can I do a 3d animation where inbetween frames are jumping to one value to another without easing in?

texts:
I say kinda stop motion like, what I'm really looking for is a step animation where there are no middle part between two frames. The result should be an object jump cutting to another location.

Just curious if there is a simple method of making all animation like this in the dope sheet.


texts: How can I catch a workspace change event?

texts:
I want to write a function, which will be called after changing the workspace.

I thought, that i can find workspace change event in bpy.app.handlers, but it looks like where is no such handler here… What can I do?


texts: If you hold Ctrl while translating objects move by full values. I must have pressed some buttons accidentally because for some reason right now its the other way around. I have to hold Ctrl while translating everytime to be able to translate an object normally without it snapping to full values. I don't know how to revert this, reopening doesn't work.


texts:
Is it possible to include one OSL file in another so I can use the functions from it or must I copy and paste everything every time I want to reuse it?

OSL seems to have #include functionality, but is there a way to use it for script files within Blender?

(I'm using internal script files, but I can change if that helps.)


texts:
So I think this may be fairly easy but I am not finding the solution. I want to move several USB cables along a curve and have them plug themselves in. Naturally I thought to just model out the cables and then apply a curve modifier, the only flaw is I do not want the head of the cables deformed... So how can I get the cable to follow the path and deform while having the head follow that same path and not deform?

Thank you so much!


texts: How to setup blender to generate 2d background(s)

texts:
Okay. Let me describe in detail what I would like to achieve.

I have created a 3d scene that I would like to render so I can use it in my point-and-click adventure game as a background.

I know how to add a camera and set it to ortho and I can set the rendering to 640w 180h but when I renderer it looks pixelated (maybe 300w 80h) which might be because it uses a wrong resolution?

Is there a tutorial explaining what I need to do?

Thanks in advance.


texts: How do I perform multiple extrusions around a spiral?

texts:
I managed to select the same edges on most of the objects using select>select similar by face angles. Is it possible now to extrude all of them straight outwards from themselves?

[


texts: Problem related to temperary border in Blender 2D

texts: I know that we can create a temporary border by alt + LMB. However it doesn't work on my computer. It switchs to other dimensions instead. How can I solve the problem?


texts: How to make a plane that has been deformed straight?

texts:
Currently working on a car for a game and I want it to be low poly kinda like the one below.

The problem is that I made it using a flat plane and then used the edit mode to move and cruve them into place so now my hood looks like this:

Please help D: All I want is to make it into a flatter surface with less dents and bumps!


texts: Cycles on AMD takes abnormally long time to render

texts: Since I upgraded to the latest version of OS X and Blender 2.76, I was looking forward to finally being able to use GPU acceleration with my AMD card. Instead, using the BMW benchmark scene, it is now at the 48 minute mark and only about 2/3 done rendering. Most of that time the system seems to be frozen. If I remember correctly, the same render took me 3 minutes using the CPU. I have a Radeon R9 M395X with 4GB of RAM. Am I doing something wrong?


texts:
This question is an extension of this:
What identifier of operator must be entered for assign shortcuts

I did not understand how have copied Python command or Data Path
 available I could to determine that it is the context is wm.context_toggle
and attribute is space_data.use_occlude_geometry.

Could someone explain in more detail the thing about where the operators came from?

I found on the official website section initiated to the python, but I can not be guided in it


texts: Add vertex without subdividing edge then vertex slide?

texts:
I found that subdividing edges and vertex slide take away alot from my workflow.
Is it possible to not have to do the long process? Just create a vertex on desired part of edge directly?

I figured out it's possible to duplicate any vertex and snap it to an edge, but then the problem is how to merge this vertex with the edge. Is that even possible?

Why doesn't knife tool work for me, when I want to create a vertex on an edge it doesn't cut only the edge, no vertex is created that way. Does it work for you guys? (knife tool doesn't create vertex on edge, if only the cut is for the edge, no face involved in the cut?)
The reason for asking because I want to optimize my workflow (don't waste my time with unnecessary process if there is a easier way to add vertices on edges where I want them)


texts: How can I duplicate parented objects properly?

texts: So I am working on a sculpt with seperate eyes. I parented this pupil to the eyeball, but when i try to duplicate it just the eyeball gets duplicated. How can I do this properly without joining the pupil to the eye mesh?


texts: How can I rotate the rigged child leg with whole body?

texts:
I'm from Korea. Please be understand my low English skill.
I made a robot and put a bone in it.
All part is connected as child and the body is currently parent status.
If I rotate the body, arms and legs rotate together.

But I want to rotate the whole body with the left leg as the axis.
It's like a ballerino spinning with one foot supported.
However because the leg is child, this is spinning alone.
Please let me know the solution!!
I really appreciate it if you can help me!


texts:
So I have a vase which I have textured.

But as you can see, both the outside and the inside have the same texture, however, what I want is the outside to have the flower pattern, and the inside to have a solid color. Is there any way to do that?

PS: I am making this model for a game, not for render.


texts: When I use boolean modifier, appear weird shadow (I even dont know it's shadow or not though)

texts:
Version
2.83
Problem
▼before

▼after using boolean modifier

It looks like shadow, but when I use light, this black line doesnt move. So it's not shadow I think.
I need to remove this weird line.


texts:
The following object, in obj format, is 1.6 mm thick and I want it to be 0.8 mm thick.  How do I decrease its thickness (from the inside, so that the outward appearance is still the same)?  When I go to Add Modifier->Solidify, it only allows me to increase the thickness, but not decrease it.
Note:  The suggested previous question does not help me much because I have thousands of faces along the edge to delete when in Edit mode (the original file was obj).


texts: Can't unwrap new geometry added to the already unwraped object!

texts:
I unwraped the object, added texture to it. But now I'd like to add some more detail the object. Tried to select only the new geometry and select "Smart unwraped" but the work of unwraping it didnt show in UV image editor.
Here's blend. file:


texts: Saving a rendered picture with selected Buffer?

texts: I was told that when you have a rendered picture and then save it, it would be saved the way it is shown in the uv/image editor. What i mean by that are the several buffers (color and alpha, color, alpha, z-buffer). Unfortunately when im saving my pictures the buffer i selected is not being respected and i always get the same picture no matter which buffer i used. Does anybody know what could be wrong?


texts: Adjust properties of 3D object and camera faster

texts:
I need to adjust position parameters for a specific object and x shift value parameter for the camera frequently.
What are my options to make this process more comfortable? - I want to avoid that I have to switch selection between camera and object to show the respective parameter input boxes.


texts: Possible to activate different object shape keys at same time? Regarding .vrm --> .fbx model for vrchat & vtuber programs

texts:
I'm pretty new to Blender. I know how to do a lot of things in theory, but am unable to apply them. I'm not sure if it's my insufficient knowledge or Blender's deficiencies.
For starters, I'm using a .VRM model I exported from vroid studio to be used for vtuber type stuff, so I can't just go in and animate things separately or anything, as I need to export it to an .FBX file, and have them usable for facial expressions in programs such as VRchat, luppet, etc.
I changed the shape of the teeth on the model, and the only way to do that properly without it taking me literal hours to select each and every single vertex with tons of difficulty since the mesh/object is only split into three parts [face/head, body, and hair] I separated the teeth from the original mesh and altered them for each shape key to match the facial expression shape keys. I thought I'd be able to just re-merge the objects, but it seems you can't do that with anything that has shapekeys.. so that route is out the window.
So my second thought was to "connect" shape keys so that they objects activate a shape key with the same name at the same time, so when I export my model the facial expressions register as one single "animation"/expression opposed to separate ones for the teeth and face, but have been unable to figure out a way to implement this
Is it possible to have two completely unrelated/different shaped objects activate shape keys at the same time that will continue over when exported? OR a way for me to be able to somehow re-merge my objects without losing all the editing I did to the shape keys and teeth mesh?

Things I have tried in place of what I want to do.. but with failed results.
-- Separating the mesh but keeping it the same object, and altering it while separated and then moving it back.. Remerging the mesh ruins the shape of teeth & face and the basis shapekey does not affect other shape keys when I used this method.
-- Duplicating the mesh as new mesh/duplicating and separating as a linked object. All of my attempts do not alter the original mesh of the teeth when I alter the secondary teeth mesh.
-- Editing the teeth while still connected and inside the mouth. This is extremely tedious, and for some reason no matter how many times I tried, the edits to the base shape key would not transfer to any other keys unless I separated the teeth mesh from the head/face mesh.

Odd workaround fix was found after a lot of trial and error. I'm hoping there is a better way to do it, but for now I'm at least able to get done what I want to. I answered this myself in case anyone else has any issues regarding exporting shape keys and such.


texts: What is correct color management setting for maximum dynamic range and flexibility?

texts:
Today I decided to test all color management options in blender.
Here is a comparison from left to right filmic log, raw, standard,filmic.jpg,filmic.exr

Any changes  I make in color management tab has no effect if I save render as exr.
So what is the correct workflow if I want to post process my renders and have enough dynamic range + data for the same purpose ?
Thank you


texts: I use Rigify metahuman for rigging my character in Blender. Is there a way to capture motion using live video from my webcam?

texts:
Rigify is a great addon for rigging character inside blender. But the problem is animating the characters is not very easy using the handles generated by rigify.
I tried downloading bvh files from some University websites which has a lot of motion capture data. But whenever I import the bvh file, a new rig is also imported. I don't want this to happen as I already have rigged my character using rigify addon.
I am aware of of some motion capture techniques using open CV library in python. I can do some amount of programming but not so much that it can generate the script which I need to map the live motion to the character.

Is there a better way to map the live motion using webcam or video to the rig generated using rigify addon inside of blender


texts: How do I render out a clear render with no blurs?

texts: When I render a picture in blender the render doesn’t come out clean and clear with the materials it’s always blurry. And I’ve tried to increase the samples and reduced the denoiser I’ve  checked my camera settings but there still no change. I can only use Photoshop to sharpen the image which isn’t bad but not as expected. Where as I look online and see very clean and clear renders with the materials.


texts:
I am trying to paint a texture in blender using Texture Paint. The problem I have is that when I try to paint on the model the draw is painted in a different position from the area where I painted.
I'm attaching a picture for you to see what I mean.

You can see the place where I am brushing the pain and the area where it is being actually colored.


texts: How to remove "missing script files" warnings in add-on prefs?

texts:
Background
I have an issue periodically with my add-ons staying around somehow. This mostly happens on add-ons that I work on (occasionally when I keep reloading them), but also on others such as the pie menus add-on.
Problems

"missing script files" warning in user prefs
add-on path cannot be found so I can't see where to remove anything from...(i.e., I receive this warning when I try to run bpy.ops.wm.addon_remove(module='ui_pie_menus_official') from the python console window)
the modules stay around on some add-ons after I remove them

Question
How can I remove these modules so they will stop giving me these warnings?


texts: Is there any difference between bpy.path.basename and os.path.basename?

texts:
According to the docs for bpy.path.basename:

  Equivalent to os.path.basename, but skips a “//” prefix.

  Use for Windows compatibility.

But on Windows, I don't see any difference between it and os.path.basename.

Are there any cases where the two functions will give different output?


texts: How do I animate an image in the Video Sequence Editor to match the underlying video?

texts:
I'm new to the program. In the video editor, is there an easy way to move an added image smoothly in one direction that it will be synchronous with the base video?

I tried splitting the image into many little pieces but it should be easier than that.

EDIT: So I want the picture follow the original movement and stay like a mask.


texts: Sculpting brush behaves weird / changes radius

texts:
As you can see in the pictures the brush radius/size changes everytime I try to sculpt something on that leg.
Is there an option to disable that annoying behavior?


texts:
Hi I've noticed that on blender 2.8 I could use vertex groups for all the modifiers but now on 2.9 it seems it doesn't have this feature anymore, at least not on every modifier.
I need the vertex groups modifier to smooth some parts of the mesh without slpitting it into different meshes, can anybody help me?


texts: How would I go about making these seem more like planets?

texts:
enter image description here

So I recently created this images in blender using some mapping and some planet maps I got online. My question is how would I go about making these planets appear more realistic. Currently they look like circle no matter which way I angle the camera. Thanks in advance.


texts: How can I animate bump or displacement node?

texts: Is it possible to animate the texture of the object? For example I would like to make bump vector's strength higher and texture to change a bit through animation, but I can find that you can animate only location of the vectors and you can not animate nodes properties itself. Please help :)


texts: Merge faces to use the solidify modifier and UV-map

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I have some issues with welding faces together so I can use a solidify modifier properly and so I can UV-map it.
In the picture you see a cardboard folded model that is exported from a specific software. It is however loaded as seperate faces. Is there an easy and quick way to join these together? Some searching on the internet gives me nothing, maybe I use the wrong key-words...
Thanks a lot!


texts: List of selected faces after shortest_path_select()

texts:
How can i retrieve the list of selected verts/edges/faces after selecting the shortest_path_select() ?
I can see in the viewport that the correct faces are being selected, but from code i cannot see them selected, neither from the bmesh neither from the mesh itself.

As you can see in the image, after the call to bpy.ops.mesh.shortest_path_select() i see the faces selected in the viewport, but from code only the face 655 of the mesh results selected.
After calling the function i DO call bmesh.update_edit_mesh(me) but still it seems not to work as wanted.
Here a snippet of code driving this example
                bpy.ops.mesh.shortest_path_select()

                bmesh.update_edit_mesh(me)

                self.report({"INFO"}, f"me 655: {me.polygons[655].select}")
                self.report({"INFO"}, f"me 380: {me.polygons[380].select}")
                self.report({"INFO"}, f"me 372: {me.polygons[372].select}")
                self.report({"INFO"}, f"me 947: {me.polygons[947].select}")
                self.report({"INFO"}, f"me 2200: {me.polygons[2200].select}")
                self.report({"INFO"}, f"")

                self.report({"INFO"}, f"bm 655: {bm.faces[655].select}")
                self.report({"INFO"}, f"bm 380: {bm.faces[380].select}")
                self.report({"INFO"}, f"bm 372: {bm.faces[372].select}")
                self.report({"INFO"}, f"bm 947: {bm.faces[947].select}")
                self.report({"INFO"}, f"bm 2200: {bm.faces[2200].select}")
                self.report({"INFO"}, f"")

I don't know how to get the list of selected faces after the shortest path calculation.
Any hep?


texts: How do I add a conditional statment with a driver?

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I want to add this expression in my driver panel but I dunno where to place a conditional equation. Emphasis on WHERE. When I place it different boxes I get an error.

var=0 if var > 1

For now I'm using floor as a makeshift conditional statement.

floor(sin(var*2)+.1)


texts: Help with creating procedural aged golden material?

texts:
I'm a beginner to procedural textures and have spent the past few weeks studying it and now I'm wanting to practice making my own.
I'm trying to replicate the texture of this coffee table (shown below) but I keep running into issues creating the rust/burnt kind of gold texture (sorry, not sure how to explain with correct terms).
If someone could point me in the right direction to create this kind of rust and the different coloring I'd be very thankful.


texts: Procedurally weight a mesh based on the face angles of an animated mesh

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I would like to procedurally emit particles (fluid mode) from the 'steepest' parts of animated 'waves' created by a Ocean modifier to attempt to emulate foam and splashes. I assume frame by frame normals values could be used, but cant figure out how.

So how would I go about procedurally weighting a mesh based on the face angles of an animated mesh? (ocean modifier in displace mode).


texts: How do I set scale pivot point to cursor in Blender 2.90.0?

texts:
Here's my problem, I'm trying to pivot around where my 3D cursor is located in the picture. I've tried to set "orientation" to cursor in multiple places, none of them seem to do anything. When I scale it's still around where the scale pivot point you see in the picture is.

Second part of the question, the move operation has the ability to snap to vertices after locking to an axis, so if you want something at the same height you can just lock to your Z axis and hold your mouse over the vertex you want to match the height to and you're done. I haven't been able to use this feature with the scale operation. I have the exact same problem, I want to scale the selected area to match the heigh of the notch above it, so using the same logic as the move tool I would scale it, lock to Z and snap to the height I want to scale to. This does not seem to work (Snapping doesn't seem to work at all using the scale tool). Is this just a bug or a feature to be implemented in the future? Cause it's really really really really really really annoying to have tools work in completely different ways when they basically do similar things.


texts: Nvidia Quadro M2000 4GB - does this grapic card meet system requirements?

texts: Does anyone know whether the Nvidia Quadro M2000 4GB meets Blenders minimum system requirements and is compatible?


texts: This is how it looks when I am in solid view. It is very annoying to edit like this - how can I make it look normal?


texts:
it's my first time posting :)

I have a question about increasing the brightness emission of an alpha channel using the cycles renderer.

I have tried different nodes (including the math node) to increase the emission, but no luck. I managed to achieve the desired effect in Eevee, but can't seem to work it out in Cycles.

I found this thread: https://developer.blender.org/D4971#change-39K48buuDDXW
Where emission strength value has been added to the Principled BSDF, but have no idea how to add this to my Blender.. (complete beginner)

Hope someone can guide me in the right direction,

Thanks!
Chris.

EDIT: Tried attaching a screenshot, but there are issues, can also be viewed here: https://ibb.co/DG3KLzZ

UPDATE: Extra info

When I add a multiplier node between the content colour output and BSDF Emission input, it works it brightening the emission, however it turns the content black and white.


texts: How can I update a mesh's physics while in the game engine?

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Note: I saw this question but that isn't what I'm looking for.

I have a basic character who has an armature and several animations. Because of the variety of his animations, a simple cube collision bound doesn't work because he'll either be wiggling outside it, or on some animations, (like crouching or crawling) there will be too much headroom that makes for unrealistic collisions.

I tried working around this by creating a low-poly outline of the character for collisions, not knowing that it didn't update in realtime.

Alas! when I experimented with the output and physics visualization on, I saw that the armature only has control over the "visual" mesh, and not the "practical" mesh.

What is a good workaround so my dude can have collisions only where his body is?


texts: Rotate group of duplicate bones in edit mode

texts: This is the  first time rigging anything in Blender. I'm attempting to rig a spider. I have created a set of 6 bones for one leg. Now I simply want to duplicate those bones and place and rotate them about 20 degrees over the next leg. I can duplicate the bones and translate them, but I can't figure out how to rotate them as a unit to align them with the next leg without destroying their relative alignment and positions to one another. I'm looking for a shortcut to rigging each leg. Is this possible?


texts: I'm using Blender 2.79. I think I've seen people have their vertices in edit mode colored bright yellow and in larger scale than normal. But I can't find any settings for this. Does anybody know where this setting is?


texts: In the rendering tab, I am missing numerous options such as anti-aliasing and shading. Is there a toggle in user preferences for expanded rendering options?


texts:
I am making a train in blender and I want to use normal maps to show panelling and rivets without having to add it to the model. To try this I have made a model with some rivets as shown below (first picture) which I want to bake onto the low detail model (second picture)

However when I try to bake it to a normal map, regardless of what ray distance I use, the normal map comes out looking distorted and green as you can see here:

Does anyone know what might be causing this? I am very stuck. Thanks in advance.


texts: Rendered aspect ratio different from the viewport's camera view

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Why would there be a difference in aspect ratio between a rendered image, and the camera perspective in the viewport? My render is getting squashed to fit a different aspect ratio.

Here is a scene with a circle and emission shader.

Camera perspective in the viewport:

Render:


texts: Fixed rendered text size in 3D animation

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I made a 3D animation with some camera moves, rotations and changes of orthographic scale.
I would like to render some pieces of text that would "follow" each 3D objects, but I would like to have all the texts with a constant defined size during all the animation (no increase / decrease of text size).

I have tried the following methods:
1) Render object and text separately and use VFX trackers to match text to object.
It would consist to :

render objects without text
render some "dummy" spheres on the same locations than objects
use VFX to track the spheres
associate some empties to the tracks
parent some text to the empties
combine in VSE the render of the objects and the render of the text in a final render

This method works but is not very efficient.

2) Render object and use VSE_Transform_Tools to track and associate text.
It's similar to case 1 but tracking can be done directly in the VSE via the VSE_Transform_Tools plugin:

render the object
render some "dummy" spheres on the same locations than the objects
use VFX in the VSE to track the "dummy" spheres and create some empties
create the text in the VSE
link the text to the empties via the VSE_Transform_Tools plugin
make the final render in the VSE

For unknown reasons, the text rendered by this method has a very very low quality

3) Try to link the text size directly into the 3D animation to the orthographic value of the camera:

Insert the text directly into the main 3D animation
Use a Copy Rotation Constraint to have always the text parallel to the camera
adapt the text scale with some key frames in order to match the orthographic scale
render all at once

I didn't manage to adapt properly the text scale to the orthographic value of the camera. Is it possible to do it via a driver or other ?

Are there some better ways to proceed, like for example exporting some empties coordinates placed into the initial 3D scene animation into a 2D scene in order to directly link some 2D scene empties to the text and avoid to go thru the VFX tracking process ?
Thank you for your help.


texts: Python 2.8 - why does linking the image texture node throw an error?

texts:
In Blender/Python 2.8, I am trying to create an image texture node for an object.  The last line of the code below throws this error:

AttributeError: 'NoneType' object has no attribute 'inputs'

I tried replacing 'Diffuse BSDF' with 'ShaderNodeTexImage' and it still threw the same error.

Your suggestions would be much appreciated.  Thanks in advance.

material = bpy.data.materials.get(material_name)
if material is None:
    material = bpy.data.materials.new(material_name)
material.use_nodes=True
nodes = material.node_tree.nodes
material_output = nodes.get("Material Output")
path=TextureFolder+TextureFilenamePost
imgTex = bpy.data.images.load(path)
node_texture = nodes.new(type='ShaderNodeTexImage')
node_texture.image = imgTex
node_texture.location = 0,200
links = material.node_tree.links
link = links.new(node_texture.outputs[0], nodes.get("Diffuse BSDF").inputs[0])


texts:
I just downloaded 2.91. I know how to add vertex groups, I was just long for code for scripting, but this isn't functioning anymore.
I went to add a vertex group, but can't select the group to assign it. The font is orange and acts as if grayed out. Has anyone else noticed this?
Also the arrows for moving modifiers up and down are gone.


texts: I seem to be having an issue with mirroring weights (again). I have X Mirror enabled, painted one side, gone to Data > Vertex Groups > and selected Copy Vertex Group and even Mirror Vertex Group, and even if I rename the copy so it's something.L and something.R, it keeps putting the mirrored version over the top of the one that's already there. What am I doing wrong? How can I fix this?


texts: Audio Missing - Blender 2.8 Video Editing

texts:
How can video be rendered with Blender 2.8 to include sound. Each of my attempts have failed:
- Render FFMpeg
- Render AVI Jpeg
- Sounds encoding checkbox cannot be checked because sound encoding subsection is missing from the Output and Render context panes in Blender 2.8 (in both Eevee and Cycles.
- Tried syncing time/speed of sound and clips
- Strip audio volume is engaged (0.9)

Any help is greatly appreciated.


texts: Lights And Shadow Animation, lowering the opacity of a shadow

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I'm doing an animation using EEVEE render,I set up 2 lights to my scene. Once the animation is exported, the drop shadow doesn't seem to intense. The reflections I like, giving it a realistic glare as the Handle animates. But the shadow doesn't seem to be there. How can I improve the scene set up, or what do I need to do to get a better shadow?
Thank you.
https://streamable.com/3ime3w


texts: Why soft body collisions acting strange?

texts:
Hello potential informants!

We're setting up a soft-body simulation that involves solid mesh objects (i.e. has internal nodes and edges). We just want to stick with the spring-mass system, and not convolute the physics with the shape-matching technique (i.e. "Soft Body Goal"). We're aiming for physically realistic, and want to use this for a psycho-physical experiment.

In the attached code, I set up a scene that has a soft-body slab supported on either end by passive supports. A cube is initiated directly over the slab. When I make the cube a rigid body, instead of a soft body, it passes right through the slab. When I make it a soft-body, the collisions are strange and non-physical. I've played with all the parameters I can think of, and still haven't been able to achieve a realistic simulation.

Is what I'm trying to do possible in Blender? Am I going about it the wrong way? I get all kinds of strange interactions as a result of the meshes I've created. E.g., if you let a rigid cube drop straight through the slab, when it hits the ground it jumps strangely, as if being acted on at a distance. If you keep the cube as a soft-body, it sticks to the slab, and then they both start floating upward together.

Thanks in advance to all you gurus out there.

Code: http://www.pasteall.org/53426/python


texts:
I want to make two rigid bodies attract one another.
But I don't want them to attract the other rigid bodies.

In other terms I want in my scene :

Rigid Bodies A and B attract one another and get closer and closer.
Rigid Bodies C and D attract one another and get closer and closer.
But A has no influence at all on C and D.
B has no influence at all on C and D.
C has no influence at all on A and B.
D has no influence at all on A and B.

How coud I achieve this ?

Chears


texts:
I just downloaded blender a few hours ago, and while following a tutorial I somehow did this:

I just started using the platform, so I have no idea how to fix this and make it smooth, like the rest of it. Can anyone tell me what I need to do? I tried moving the effected vertices (sorry if that's the wrong term) around and that didn't work, and that's about all I could think of doing. It has happened several times around the base of this mesh.


texts: My Blender 2.8 file is super slow to render

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I'm still fairly new to Blender and I have a rendering issue.

I'm making this 4 minutes video featuring a long constant travelling of the camera through multiple environments.
One of those environment is a prison I made.

The scene includes lots of vertices, I guess, because of all those prison bars and railing.
Also, I've put a few lights for the ambiance.
All was going pretty well until I've duplicate the left part of my scene to make the right one.

As soon as it was done, I tried to display it in render mode and Blender crashed.
So I did a bit of cleaning and got rid of a few non-relevant vertices and the lights on my last floor.
After that, the render ability of Bender was back and I decided to render the prison part of the animation before going to bed.

The next morning, today, I woke up and immediately saw that the render was nowhere close to be done.
So I decided to cancel it, hoping it would let me see what he had exported so far.
Nope, can't do.

So I figure something was wrong and went looking on the web for answers.
And, yeah, there's those tutorials talking about samples and tiles and GPU's…
But as I was watching them, I realised that my scene is not that complicated.
Sure, there's a lot of bars and a few lights but it's nothing compare to that fireflighted tree in the night from the Blender site or even the first creature covered in fur coming.
Also, despite having restart my computer, Blender has now a real hard time rendering just one image from the scene (a me-forcing-Blender-to-quit-cause-it's-going-nowhere type of hard time).

Something is wrong.
Very wrong.
And I don't get what.

So I could try to tweak the parameters addressed in the tutorials but I feel it would not be as problem solving than me, understanding what's going on and what matters in a render.

I'm working on a MacBook pro (15-inch, 2018), 2.2 GHz Intel Core i7, 16 Go 2400 MHz DDR4, running on macOS Mojave (10.14.6).
For the Blender 2.8 file, I use the eevee rendering engine and here are the specs of my rendering :

And here's some shots of my scene :


texts: How can I reset a head that used to have shape keys?

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If I take a shape, in this case a head, with Zero shape keys, duplicate it, then Join as Shapes, moving the new slider changes the shape of the original head.

Usually doing this does nothing to distort the original shape, so what is still in the shape that I need to delete and how do I delete it?

It seems like the shape doesn't want to Basis?


texts:
I'm following a tutorial how to blend 2 object and get a smooth transition using the data transfer (after Shrinkwrapping my object), but I still seem to be getting the hard outline. Any ideas why this is not smooth?

Reference for the tutorial is at 4min to 5min.

https://www.youtube.com/watch?v=luFz5gzvM9s

And here is my result which I'm getting.


texts:
I'm trying to snap UV into little units.
Even if I did mange to change the grid size and snap correctfully in Modeling window,

I cannot find a way to do the same in the UV Edit window (even by pressing Shift, the snap is too wide)


texts: Convert imported SVG shape to Bézier/NURBS surface

texts: I have a closed Bézier curve created in Illustrator which I've imported into Blender via SVG. I don't want to extrude it, but rather make it a filled surface (at the moment it's just a path) which I can then manipulate. Ideally it'd either be a bezier surface (is there such a thing) or a NURB, but if need be I can work with a mesh. How do I convert it to a more useful Blender object type?


texts: Possible to use textures with different uv-maps on the same object (same faces, different seams)? [Game engine]

texts: I am trying to put different textures on an object, one for a better shading and one for markings (the object is a horse model). I want to keep the UV orientation of the shading texture I already have rendered but use a different one for the markings since I don't want to have some of the seams where they are on the shading-texture.  I already packed the one of them into the .blend file, as a thought that like this the UV is still loaded correctly for this one. Is it safe to use a second UV map now or is something that I need to pay attention to first? I don't want to re-render the whole texture since my computer is not the fastest. I hope, someone can help me here.


texts: How to perfectly align an object to another using the mirror modifier?

texts:
I'm trying to model a bird and I'm having a lot of trouble when I try to align correctly the right eye with the left using the mirror modifier. I use the option in the menu: Object> Transform> Origin to 3D cursor to accomplish the task. But before to do it, I try to put the cursor in the middle of the head. The problem is that this type of alignment is not careful. It seems to be aligned on the X axis but not on the Y axis. Do you know a more precise way to do it? Check the screenshot attached.

I tried to use the method used here: duplicate questions ?. I tried to put the object origin several times on the center of the body while I'm in edit mode and then I did Ctrl+Alt+Shift+C but I'm not accurate when I place the cursor and to make it works it needs a lot of time and patience. Is there a faster way? Check here:


texts: How to assign material to selected faces?

texts:
I'm trying to recreate my room.
But i don't know how to get material to work on selected faces.

I know only way to do this,
and this is the result:


texts: Subdivision modifier renders with Viewport Subdivisions in Edit Mode

texts:
Modelling a mask in Blender. Used subdivision modifier with 1 subdivision on the Viewport and 2 on the render. Like this:

I made sure the render and realtime buttons were active as can be seen above.

In object mode, behaviour is what I expected, 1 subdivision applied in the Viewport, 2 in the render, like so:

Object mode Viewport

Object mode Render

If I enter Edit Mode, the viewport still behaves as expected, but the render always shows the number of subdivisions set for viewport, like so:

Edit Mode Viewport

Edit Mode Render

I am new to Blender, do we have to exit Edit Mode and then render?


texts: Blender - How can I create proper lighting using Radeon ProRender?

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Is there anyone that could tell me or point me in the right direction on how can I use/create proper lighting with Radeon ProRender.

I want to create objects that will be emissive/emission ,I'm kinda not sure how to do it properly ,so again I am asking for some helping hand


texts:
As per tutorials:
1. Created and subdivided a plane
2. Made a vertex group of vertices along one edge.
3. Clicked cloth button in Physics tab, checked "Pinning" and assigned the vertex group.

Yet it just falls, without hanging on to the pin vertices. What did I miss?


texts:
The option for softness has changed since blender updated and I don't know where to find it

The bottom one is the old version and has the softness option


texts:
I'm trying to light only one object at my scenes, but with not sucess.
Would like to put light only at people and not at background. Can someone help me?


texts: Armature: Alternate Bone Parent between 2 bones

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I'm working on weapon reload animations. The magazine bone is a Child of the rest of the gun (I'm using the bone constraint "Child of" in Pose Mode). When the hand removes the magazine from the shaft the magazine should be parented to the hand. How do I switch the Parent bone in the middle of the animation?

Sofar I had to frame-by-frame move the mag with the hand and of course it's never pixel accurate. I have to do like 30 reload animations so I would be glad if somebody could help.


texts: Cycles Sprite Shader (Redshift rs_Sprite equivalent)?

texts:
I normally work with Redshift and they have this pretty useful Sprite Shader (rs_Sprite), that basically speeds up stuff like foliage a lot, by completely ignoring the transparent mesh parts (If I understood that correctly).
https://docs.redshift3d.com/display/RSDOCS/Sprite+Node
The difference for high detail trees is night and day and I’m starting to hit a wall rendering my trees in Cycles. I need >32 transparency bounces or even more, which really eats up ressources.
Is there an equivalent for that shader in cycles? Any workarounds?
Thanks!


texts:
I've added physics to my objects but the cloth clips on the cube's edges. Why is that?

https://gfycat.com/GoodIcyAustraliancurlew


texts: How to constrain rigid bodies to an axis?

texts:
In the game engine there is an option to constrain rigid body translations and rotations on an axis:

Is it possible to do this with the 3D view rigid body physics system?


texts: Tried reinstalling Blender, the add on itself, don't know what to do next.


texts: Don't understand how disable this axis view


texts: How to quickly select edge loop around grid filled area?

texts: I've been trying to figure out a way to quickly select the edge loop / ring around an area I have just grid filled. If I 'alt + click' the edge ring it only partially selects. I appreciate the help.


texts: Snapping to grid get's messed up after scaling down vertexes

texts:
I've been reading about snapping to grid and hopefully I'm doing it right.

Switching form units to meter measurements and setting the grid scale accordingly. Turning on Snap during transform and Absolute grid alignment.

Everything seem's to work fine until I scale something down (I'm aware that I have to reset (apply) the scale when resizing my whole model), but the problem seems to come up when I want to work with vertexes.

First I'm selecting, let's say 2 vertexes of my plane, scaling them down and it's okay. But then when I try to scale them up again they are snapping to completely new grid that I somehow created. I don't see any options to reset the scale in Edit Mode, also it would be such a pain to do it every time.

Here's a GIF that I recorded, this will help you better understand better what I'm trying to achieve and what I do step by step:
https://i.imgur.com/xAww7zS.gifv


texts: How to move a bunch of bones exactly to the cursor with a single click operation

texts:
I'm trying to find a solution to a problem. I want to move a bunch of bones to the cursor and I did "selection to cursor",but as you can see on the attached video,the bones were placed on the cursor higgledy-piggledy. I would like that they are placed exactly in the way that you see towards the end of the video,but without moving them with the g key,because in this way they aren't placed exactly where the cursor is located....

video


texts: Macro in blender? Quick way to set 1 hotkey for "Rotate 90 degrees" in UV editor?

texts: Anyone knows how to set a single hotkey for "rotate 90 degrees" in UV editor?


texts:
I'm trying to remove the black area in order to replace it with a transparent one, but even with changing alpha value, I still can't.
I was looking already for online answers, but none of them worked.
Screenshot :

PS: I'm using Blender 2.8.2
Anyone have an idea how I can fix that ? Thanks.


texts:
Pretty much I have like 100+ SMD animations I need to convert into the FBX. After googling it I've found multiple scripts for doing so, to make it simple I'il give you an excample of the shortest one which works

import bpy
import os

for root, dirs, files in os.walk('/path/to/smd/files'):
    for name in files:
        if name.endswith('smd'):
            # delete everything
            bpy.ops.object.select_all(action='SELECT')
            bpy.ops.object.delete()
            # adjust this to match the import smd operator
            bpy.ops.import_scene.smd(filepath=os.path.join(root, name))
            # export as fbx
            bpy.ops.export_scene.fbx(filepath=os.path.join(root, name+'.fbx'))

But the problem is, while this script is importing\exporting all the files as it suppose, it completly breaks animations.

They are broken, because scene is not reseting for some reason, and batch ending up only exporting first smd correctly, while all the others would be overlaying each other ending up being broken.

In other words, first animation is alright, second one is exporting 1+2 animtion, third one is 1+2+3 and so on.


texts: I have a hand that I want to make movable. I don't really understand how to make joints with blender. This is for 3D printing so they need to be outside not just armatures. I think I may need to cut the model where I want the joints to be and make a hinge type joint using cubes but I don't really know if that is right or how to do those things.


texts: Node settings to composite my character within real footage through camera tracking

texts:
I'm following a book on character creation in Blender and I'm currently trying to composite my character within real footage through camera tracking. I'm at a part where I'm trying to set up the character and its shadows in a separate Render Layer and adjust them through Nodes. However, in the book, the two Render Layers have a transparent image showing. They're not showing for me. Also, adjusting things like the RGB curves has no effect. Have I set this up right? Or have I missed something?

Thanks


texts: How is a WorkSpaceTool supposed to know when the user has selected a different tool?

texts: I'm writing a WorkSpaceTool that starts a modal operator to do its work.  I need to be able to detect the user switching to a different tool so that I can stop my operator.  How would I do this?


texts:
I have imported my character from makeHuman and wanted to animate it from the Standing position to the Sitting Position (Lap) Can anyone give me a detailed description? :( I've been trying but the problem is that when the animation plays, the feet moves up when I wanted it to take the feet as pivot and make the body kneel down to sitting. Please help :(

As you can see, the feet does not remain on floor.. Please help! :( I would be more than grateful.. :)


texts: Does re-baking of physics give exactly the same result?

texts: I was wondering if re-baking of physics (smoke, fire, clothing) would give exactly the same result ? Or is this a sort of "random" process ?


texts:
I am doing various particle simulations. There are a number of tools in blender that I would like to apply non-destructively, and have update on every frame. Specifically, remove doubles and face intersect (self). I can take my current mesh and use them, but then my mesh is frozen. It seems that I would need a modifier of these tools to get the effect I want.

How difficult is it to setup a new modifier? What steps are involved? Is there another way to address this issue?


texts: Exporting an object as ".json" file, how? (Blender 2.8)

texts: I've searched since hours now on the internet and didn't found any solution for this problem. So, i want to export an object as an .json file for a game, that only uses that kind of file. I've seen, there are add-ons for older versions of Blender to be able to export objects as .json files. My problem is, that can't find an solution for the latest version of Blender (2.8).


texts:
I positioned cylinder on cube's face and want to make array of it along curve in the middle of cube's face:
 For that i use Array and Curve modifiers on cylinder, but every time i use Curve modifier, cylinder "jumps away", loses it's position and i don't know how to bring it back without cancelling Curve modifier:

Here is the file:


texts: Change default size for exporting uv maps as an image?

texts: Is there a way to set the default exported uv map size to 2048 instead of 1024 so it would show up as 2048 instead?


texts: i'm working with a rust procedural material from another tutorial. I need each panel of my mesh to display an instance of the material, rather than having it connect across edges. That is to say, how it would look "as-built" with individual metal panels. How do I specify that in my shader node network?


texts: reducing noise in semi gloss metal - is there a material specific option to reduce noise?

texts:
I'm a total nube to Blender just starting to learn the basics.

I wanted to know if there any material specific settings to reduce noise of a particular material.

Like the semiglossy metallic material on the left of this Cycles render:

The semiglossy red sphere on right does not bother me as much as the noisy metallic sphere on left - and would like to increase the quality of that specific metallic material.


texts: "Install from File" not working to install addon

texts:
I'm facing a problem with the installation of a downloaded addon. I press Ctrl+ALt+U to access preferences panel in addons I select INSTALL FROM FILE

Then a choose caliper script and press INSTALL FROM FILE

After that I go back to the preferences panel and type CALIPER in search bar to find a new installed caliper addons to activate it no such addons among installed !!!

What am I doing wrong?


texts:
Just making this anvil off a tutorial trying to get back into the motion after a long hiatus and I'm having a large issue with the Subsurf modifier.

My mesh is all looped very well and every face is a quad with motion going in every direction. I don't know if it is a bug or a setting problem. No matter how many loop cuts I add or how many I move it doesn't seem to fix the issue.


texts: How to select individual parts of alembic (abc) file in Blender

texts:
Question:
How can we select individual parts "mesh" or parts thereof in an alembic file in Blender?
We've tried the "edit mode" ->P and then selecting by loose parts..  No luck.. nada.
Background:
we're busy working on some pretty complex geometry. For this, we imported an animation from C4D via alembic into Blender. So far so good, the animation works, but, now we would like to selected individual objects "within" the alembic file, in order to isolate parts and later use Geometry Nodes for some additional effects using only specific areas of geometry.
We had no problem trying opening an obj file, that was easy and we could see all the individual parts, but not in alembic..
Thanks a ton. Best regards


texts: How to restore the panel with viewport navigation tools

texts: I remember there being a panel with buttons to zoom in or out or pan in the viewport but it seems to have gone somehow. How can I add it back?


texts: Help! can't get simple compositing of render layers to work

texts:
I saw an answer to this exact same problem, but it was in 2.69. I tried it in 2.71 and it doesn't work. I've tried to blend the two objects using a simple color mix box and an alpha over box and neither would work. I've seen tuts using 2.6x and 2.5 and neither of them worked although a hybrid of the two got me to this simple attempt that I think I'm close to. I would like the blue color band on the boomerang to glow using a blur node.

thanks,
TP


texts: How to turn these voronoi texture stars white

texts: So how do I turn those black star areas white, if I reverse the color ramp OR use an invert function is almost acts as a clipping mask for the wavy purple-blue texture "behind it"


texts: What is "Offset" in the fluid simulation "Bake" settings?

texts:
I've only just recently started using blender (this is 2.78a) and am amazed at how much can be accomplished with it. I have been playing around with the fluid simulation, but all the different settings are a bit of a mystery, so I have a few questions, but I will start here with just one, and post others separately.

In trying to get multiple fluids to interact, I found that unfortunately, it is not possible, and the best one can get is: How to bake multiple fluid simulations in one scene?. However, in that answer, William Hopper mentions that to delay the start of the sim, one must change the "offset", but isn't that what "Time: Start" is for? What does each of these settings do?

My natural guess form the tooltip "Offset when reading baked cache" is so that one can have multiple baked domains in the same path, without having to do that workaround mentioned in the answer linked above.


texts:
I am trying to develop faces but i keep returning Attribute error 'int' object has no attribute 'x'

bpy.ops.mesh.remove_doubles()
Traceback (most recent call last):
  File "C:\Users\Xaris\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\sailFlow2_0\sail_flattener.py", line 314, in execute
    sce.sailflow_model.deStresLoops)
  File "C:\Users\Xaris\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\sailFlow2_0\sail_flattener.py", line 277, in makeFlattened
    max_stress_on_edges = verts_stress_minimizer(maxDeformation, deStresLoops)
  File "C:\Users\Xaris\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\sailFlow2_0\sail_flattener.py", line 187, in verts_stress_minimizer
    maxD.x = print("Destressed called---")
AttributeError: 'int' object has no attribute 'x'

location: <unknown location>:-1
```