texts: Simulate Individual Face Extrusion Via User Input In Python

texts:
When you do an alt+e and select individual faces for extrusion in the Blender GUI, you can then either move your mouse around to move the extrusion up or down a path defined by the orientation of the normal of the source face.

Alternatively, I can hit alt+e, select individual faces and then on the number pad proceed to type in the exact value by which I would like the face to be extruded down this path, pressing RETURN to apply the transformation. I can then tap "s" and type a value by which I would like to scale the extruded face by a value I can type in, then again press RETURN to apply the transformation.

Now being a total blender python API/python noob, I'm wondering how I can accomplish this same result purely in python. I've already got a script that will iterate over all objects in my scene, select the face I would like extruded.... but now I need to know how I can extrude that individual face along the path of the normal (just like it would in the GUI) and of course scale it after, just as described above. Any help pointing me in the right direction would be greatly appreciated.


texts: Why does an object with a glossy shader render in black?

texts:
When I apply a glossy shader to the material of my text, the text becomes just black. Why?

I have lamp and everything, but the problem persists.
The text is red before I add the glossy shader.
I'm using Cycles render.

Thanks!


texts: Can you use Open Image Denoise on the gpu in blender 2.91 or will it only work on the cpu? And if you can do it on the gpu, how?


texts: Divide a face following an existing edge (not part of the face)

texts:
This is a basic beginner question which should have already an answer, but I don't know what to search for.

I have a mesh with an edge connected to two vertices of a face, but not part of the face:

I would like to know how the face and the edge can be converted into two quads:

I know that deleting the face and creating two new ones is possible, but I'm interested in a method not requiring to delete anything.


texts: Material isn't showing in viewport or render

texts: I want a mirror sphere for a cool animation or something. I made a new texture using Glossy BSDF with 0.00 Roughness and the Preview for the material is perfect. The sphere however in the view port and rendered image is only reflecting the point light and not the environment. Any fix?


texts: Curved surfaces looking odd and Blocky with Subdivision

texts:
I did my first attempt to model a shoe sole but I think I did some mistakes and I can't understand how to proceed.
Basically I found two problems:

I don't understand how to solve the bigger topology problems

I used edge crease to sharp edges because I can't understand how to add supporting loops without interfering with the main shape of which I'm satisfied.

I tried to absorb the number of loops to not modify the side curvature of the sole but this is the result:

If I add a loop for each detail the side shape change:

Not too many loops

Too many loops

The link to download the file is here


texts: So I have a curve and an object moving along the curve using the curve modifier. My question is can I lock an axis so the object will, for example, only move back and forth on the x axis, or y axis, or the z axis?


texts: Is it some Eevee limitation or am I doing something wrong ? Here are my SSR and material parameters:


texts: Does anyone know of any tips to tile a plane without it being really repetitive? I'm trying to make a big ocean. I am following this tutorial: https://www.youtube.com/watch?v=CwJrb3vjAaA, but the way he does it isn't working.


texts: Deform geometry along spline in Animation Nodes

texts:
Is it possible to deform an object along a spline in AN just as it can be done with the curve modifier?

I'm trying to do so with the spline falloff node affecting the vertices of my mesh but I'm getting results I can not understand.

So an example would be, given a cylinder transform its vertices in a way which follows an spline object.

EDIT

@Omar Ahmad solution works perfect if our starting point is a clean object. After solving the original question I'm editing my original question for further knowledge.

If we want to combine a series of deformations and add it to our already answered curve deformation, how would it be done? In the following graph you can see my original state:

This part of the graph deforms in X each element till it reaches a post, is important to state that those elements have already been deformed in Y before reaching this part of the graph.

So given all this deformations how can I add the deformation of the spline to get my elements to deform like this? (note we have access to yellow spline)


texts: How to find what text file is open in text editor

texts: I was wondering how to find which text file is open in the text editor. I know you can find a list of the loaded files via bpy.data.texts, but I can't seem to find a way to find the one that is being edited currently.


texts: Rendering fluid simulation and assigning material to water

texts:
I am working on some fluid simulations in Blender, however this tool is completely new to me and I am having some issues in rendering the output to have a realistic aspect.

I have built a water basin, with a water piston which pushes the water and makes it flow on a geometry located on the opposite side of the basin.

My interest is to see the interaction of water waves with the texture of the geometry.

Therefore I need the output to be neat and with a very good resolution.
Here below some of the issues I am recreating:

I tried to set up the water material in both Cycles Render and
Blender Render, however when I set it up in Cycles render the water
area disappears when rendering the simulation in Blender Render. I want the water to appear
transparent and with a realistic aspect. Which settings will give me
the desired effect?
I would like the fluid to behave like water when it flows down
through the texture. However it looks too viscous. The liquid
viscosity was set, as instructed in the forum, to water however the
final result looks more viscous. What can be the reason for this?
After the water flows down the surface, some water drops stay
attached to the surface. Their shape is weird, not round as it
should, but sharp. See here zoomed in picture:

I would like the lighting of the simulation to be atmospheric (neat
but not too strong), how can I get this result? I saw some tutorials
but none of them helped me getting the result I desire.

Here is the link to the Blender file I am working on right now (https://www.dropbox.com/s/7mhe9dntwrmzvss/Doc.%20Forum.blend?dl=0).

Thanks a lot in advance!!!


texts: Issues with scenes with transparent background in vse

texts:
I'm editing videos in blender and have been combining scenes made in the 3d view. After adding the scene to the vse I apply the blend I need, in this case overdrop. The preview shows exactly what I expect and I didn't have any issues before until now.

I've tried reinstalling the program and using an older version of blender, but nothing changed. Using the older version (2.75) did show the scenes background in the preview though. How do I get the effect I want in the final product?

In the link the image on the left is what the preview in blender is showing me, and the right is what the exporting video gives me. The speech bubble is an imported svg file and the text is made in blender.

https://imgur.com/a/GHpb7


texts: Text on the interface doesn't show correctly on a virtual machine

texts:
I'm really sorry if this topic has been discussed already but google didn't show the thread. :-(
I have some trouble running Blender in virtual machine. It's Linux Mint 19.1. The fonts inside the settings menu are not drawn correctly. Maybe someone knows about this.

I would be really happy if there would be a solution to this.

Thanks in advance
Cheers
Joe


texts: Getting output socket name and using it for input socket name in compositor

texts:
i'm trying to do an automated naming system for my file outputs in blender compositor, i want the file output input's socket to get the name of the input of their respective links. I'm not really getting how (new in python). So far my script looks like

import bpy
import os

# Get absolute path:
filepath = bpy.context.scene.render.filepath
absolutepath = bpy.path.abspath(filepath)

# Split it
path = os.path.normpath(absolutepath)
parts = path.split(os.sep)

absolutepath = os.sep.join(parts[:-2])

# Get name of th input
name01 = bpy.data.node_groups["CYCLES MULTIPASS CREATION"].outputs[0].name

# set the path for all file output nodes:
for scene in bpy.data.scenes:
    for node in scene.node_tree.nodes:

        if node.type == 'OUTPUT_FILE':
            node.base_path = absolutepath
            node.file_slots[0].path = "\_shadow\_" + "nom" + "_" + name01

But this is "absolute" version of what i'm trying to do, the input socket name is not relative to the output socket name of the previous node... Somebody has an idea ? thank you very much !


texts: How to disable anti-aliasing in the background images

texts: This is pretty straightforward: I'm using pixel art as background image and I don't want it to anti-alias like it is right now:


texts:
The title is a bit general but I'll give all the details in the post.

My problem is that I can't unwrap the part of the conveyor belt "straight" shown in this pic.

Can I really do it or I should stick to these UVs and find another way for just the texture?

Tried about everything I could find and nothing really worked.
The reason I want them straight is because the texture is going to be animated.


texts: applying two different textures to a plane

texts: when we apply a texture to a plane it shows on both side. i know this is a single face. but i want to model a movie poster which is normally white on backside. i want to make it some part rolled up and loosly hanging from wall, so that some portion of its white blank backside shows. anyway to do that with a plane ?? or i have to make a very thin cube to do that?? cube doesn't look convincing as a movie poster.


texts:
I am just learning Blender and am doing a tutorial on Udemy by Darrin Lile. While doing lecture 63 he separates a face off of an object and is able to use a Boolean modifier to cut a hole in that object.
However, when I try and repeat the steps I run into an issue. The hole isn't created but an extra edge is.
My scale and rotation are 1 and all faces are Blue. I've been told that you cant use a Boolean to cut a plane. However, I also saw that in version 2.90 you could. I am using 2.92.
If anyone could provided any help that would be great!


texts:
I'm trying to make a glass plane that zooms in whatever you see behind it, I tried this material from another question but it didn't work

I think what this is supposed to do is to scale all the light that comes through the Z Normals?


texts: Download platform specific animation nodes 2.0

texts:
I've looked high and low and can not find the platform specific (win64) precompiled AN 2.0 download described in the release notes.
Thanks,
Mike


texts: UV mapping/ Image is expanding beyond UV mapping borders

texts:
Doing some practising on UV mapping, I've imported my image, and selected my mesh where I'd like the image applied to. Seems to work well, but I cant figure out why some part of my image is going beyond the mesh which is selected. ( the numbers indicated in red circle).
Thank you.


texts: Why doesn't Blender 2.8 see my GTX 750 Ti?

texts:
Windows 7 32-bit
Intel Core i7
Latest GPU drivers (clean install)
Latest Blender 32-bit build

No matter what I do, my GPU won't show up as an option under system settings. I've tried uninstalling Blender, uninstalling graphics drivers, doing a clean install of drivers, rebooting, and reinstalling Blender. CUDA is showing up in my NVIDIA system info. What gives? How can I see my GPU? After searching for this issue all day, I can guess that I'm one of few people having this issue.


texts: Can shadow terminator offset be implemented using an osl script?

texts: From blender 2.9 there is Shadow terminator offset which hides the shadow artifacts in low poly meshes. I want to know the algorithm of this property, and know whether it's possible to implement the same algorithm using open shading language (for use in blender 2.83 LTS and to for an osl example to learn more about its abilities). Thank you.


texts: Is it possible in Cycles to have faces with alpha, overlaying diffuse faces in a single material?

texts:
I am working with UDIM in Blender Cycles and I am trying to work out a particular problem, but that is really not important.

I have broken my problem down to its most basic parts, and here is what I would like to accomplish:

I would like to use only 1 material (node tree) for an entire object and have part of the object, lets call it the face, as diffuse and yet have another transparent part of the object, lets call it the eyelashes, overlaying the diffuse...all in the same material. Can this be done?


texts: Moiré patterns in viewport but not in render?

texts:
When rendering overlapping meshes (I know this is bad practice, but in this case it is done purely out of curiosity) You get strange artifacts.

However, these differ from the viewport render and the F12 render:

Here is a screenshot of the viewport render in camera view:

And here is the render:

Why are these different?


texts: Moving folders has confused blender paths

texts:
I needed to tidy the files I am using in my blender project. After doing so blender doesnt know how to find the files as the path they were on has changed.

What can I do with blender to make sure it doesn't lose the paths when I tidy the files?


texts: Colour of render is desaturated after saving

texts:
My EEVEE renders look fine in the render window but when i save them they are desaturated. the only partial solution i have found is to uncheck the 'save as render' box but this seems to make the colours too saturated.i know that i could bump up the saturation beforehand but this would overexpose the image and cause less colour variation i think.its just very peculiar.... any help on how to rectify this frustrating issue would be much appreciated. thanks.
ive added a blend file as an example of how i have been working:


texts: How to smooth Edges between two boolean-joined Meshes?

texts: I want to remove edges between two boolean-joined meshes as shown in the images below.


texts: How to render LINE particles in cycles render?

texts:
I'm really struggling in visualizing line particles using cycles render...

I'm trying to visualize shortwave solar radiation in a city by using the LINE option (see figure) in the particle properties. I've also tried the OBJECT option, but when using this option the particles do not change direction when they collide with the mesh.

However when using the LINE option, the particles will not render in cycles.. Does anyone know a workaround to this problem?

LINE option in viewport:

LINE option in render:


texts: Using existing topology to model details and grooves

texts:
I'm trying to model the Five-Seven handgun, which as you can see in the image below has some grooves running along its handle.

So far, I have blocked out the lower part and am trying to add in details such as this. What I usually do is try to use the 'inner' vertices created during the blocking out phase to trace out the details, but my geometry always ends up messy instead. Here's an example:

I translated the vertices I had to best fit the groove on the right, however I am bound to run into problems - the vertices in the top curve of the groove are going to go extremely close to the vertices that resulted from modeling the engraving on the top left. If I try to use those, then I end up with very awkward edge flow. I also attempted using the Knife Tool to cut some triangles, but they also result in extremely bad topology, not to mention that I've been repeatedly instructed to avoid triangles as much as possible (this is going to be a game asset).

The dealbreaker is that even after trying all those alternatives, when time comes to bevel the groove I also end up with bad geometry and checking the mesh under smooth shading gives me horrendous results.

Tthis is one of the walls I always end up running into when modeling complex hard surfaces. I'm including a .blend file in case you'd like to take a look, and am open to critique about my mesh overall. Thank you!

EDIT: Here's the blend file


texts:
strong text

When moving arm in pose mode it is moving my hair also. I have checked the weight painting and no weight is anywhere near to the hair, so i'm not sure what else to do


texts: Seeking better way to add precise hemispherical caps to a swept curve

texts:
Given an arbitrary curve swept with a circular profile of a specific radius and side count (controlled using the Depth and Resolution parameters of the curve's Geometry), is there a reasonably efficient way to add hemispherical caps of the same radius to each end of the swept curve to produce an arbitrarily curved capsule shape?

The desired result is the 3D equivalent of this (please see the Blender screenshot lower down as well):

My definition of "reasonably efficient" is "more efficient than my current procedure", which is:

Add a Bezier curve and modify it as desired.
Under Object Data Properties, set the curve's Depth to the desired radius R and its Resolution such that the desired side count C is obtained (e.g., a resolution of 2 gives 8 sides).
Convert the curve into a mesh (I'll refer to this as the tube mesh).
Add a UV sphere with C segments, C rings, and a radius of R.
Delete the bottom half of the UV sphere, leaving a hemisphere.
Select the edge loop at one end of the tube mesh, create a face, create a transform orientation named "End of tube 1" (for example), and delete the face. (Note that creating a transform orientation with the edge loop selected is not sufficient: the resulting transform orientation is based on the active edge only.)
Select the hemisphere and perform the Align to Transform Orientation operation with "End of tube 1" as the target orientation.
Select the edge loop at one end of the tube mesh and perform the Cursor to Selected operation.
Select the hemisphere and perform the Selection to Cursor operation.
Rotate the hemisphere by an appropriate angle about the Z axis of the "End of tube 1" transform. For example, with C = 8, the angle is 22.5 degrees because 360 degrees/8 sides = 45 degrees per side, which is then divided by two since the hemisphere's rotation is off by half the angular extent of one side relative to the end of the tube.)
Join the hemisphere to the tube, select all vertices, and merge By Distance. This removes the C duplicates where the hemisphere and the tube meet.
Repeat steps 4 through 11 to add a hemispherical cap to the other end of the tube.

Here's a screenshot of a blend file containing all the steps (from left to right along the global X axis; two empties mark steps 6 and 8, although only one is visible in the screenshot):

I'm hoping there's a quicker way to achieve the same result. I've tried using the bevel tool (as suggested in this answer), but it requires cleanup at the convergence point when the bevel distance is set to R.


texts: EEVEE render image not using HDRI lighting... Blender 2.83

texts:
I have checked the 'film transparency' option but I still want the lighting from the HDRI. From the viewport I have checked the 'Scene Lighting' and left the 'World Lighting' unchecked...
From what I've been learning I needed to add the same HDRI scene into the 'world' setting. I have turned off all my scene lights and nothing really changes on my final render but as soon as I check on 'World Lighting' I get the result of my final render which is darker and not what I want. How can I get my render to look like my viewport...
I'm learning Blender after a long time of not using it. I'd love some help please.
Final rendered image, which I don't like. 'World Scene' unchecked:

Viewport rendered preview image, which I like 'World Scene' unchecked:

Viewport rendered preview image again, with the 'World Scene' checked:

I don't know what I'm doing wrong. If you can spot something please let me know.
Thank you


texts: Get Location of an empty with shrinkwarp constraint

texts:
I like to read the location values of an empty by a phyton script.
The empty has a shrinkwarp constraint an is projected to an plane (ground).

With >>>

bpy.data.objects['empty_left.005'].location

i get:

Vector((3.6352062225341797, 5.1430134773254395, 0.0))

but the z-value is the origin value and not the projection value.

If i use the z-value as a variable for a driver, the correct value is used:


texts: Denoiser node does not work in Blender 2.82

texts:
In Blender 2.82, Intel Open Image Denoise does not seem to work as when I try to denoise an image using the denoiser node, the resulting image is completely black.

I recall the denoiser node working as expected in Blender 2.81. So if that’s the case, is this a bug for this Blender release?


texts:
I thought “Duplicate Link” is what I’m looking for, but if I use duplicate link, the new poly will not have a link icon on it.
Is there any other wayt to duplicate a linked object?

＝　＝　＝

Thank you for all replies.

What I want to try is linking two same object into the .blend I'm working in, I tried alt+D, but still only the first linked file changed.

＝　＝　＝

@stphnl329 Do you reload B and C or only the B object?
This is how I reload B object, I'm not sure if it is right...?


texts: I have a problem with snapping vertices. So I have a character's body and I have a arm unattached to the body. I wanted to use the snapping tool and I had vertex selected and the magnet as well as auto merge. When I press g it doesn't snap to anything. Am I doing something wrong?


texts: Array modifier fit curve option( curve direction problem(already Ctrl+A applied, but failed to fix)

texts:
I'm trying to wall model following a path curve,
so used array modifier, and used 'Fit curve' option

problem is

the wall model does not follow the curve path while duplicating the wall object like the first image(below)

I applied scale and rotation (Ctrl +a) and the T panel's number seems not wrong.
and I checked the origin of the object and curve several times.
But I couldn't find the clue at all.

How can I fix this problem?

Thank you for your time and help in advance;

Here is my blend file


texts: Imported object into unity lighting not working correctly

texts:
So the jist of it is I'm trying to get a toon shader to work on imported object from blender, I get this terrible looking jagged lighting in unity.

( the left tombstone ignore the one on the right )And I dont think it is the shader because I will put the default surface shader in unity on the object with the same jagged result.

I've talked with both unity and blender people and haven't been able to resolve it. From what people tell me the normals are all correct on the model.

I've played with smoothing and auto smooth in blender but the top image is the best result I have gotten.

The import settings in unity dont seem to help much either. The top image set to the following import settings.

And setting the Normals to Import gives me this.

I dont know if this is the right place to post this but like I said I have a feeling (With my limited knowledge of unity and blender) that this is a blender/ import issue because the official unity surface shader gives the same result.

Any help, links or advice on how to get that jagged lighting to be smooth is greatly appreciated


texts: Wierd chess like pattern appeared on my cycles render view and even stays in the actual final rendered image.


texts: How to draw a single graffiti over the multiple objects?

texts:
For some reason, I have a table made from separated wooden planks that shared the same material, and I'd like to draw something on this "surface". How do I do this dynamically, without ripping the overlaying texture apart and manually assigning chunks to each plank?
What's the correct name of this problem/technique?
Rough example with window-mapped texture, just for demonstration:


texts: I'm new to sculpting in blender and I've came across this problem where any diagonal sculpt that I add to my cylinder looks 'grid-like'. However, horizontal and vertical sculpts are fine. I've tried to find solutions online but seemed few have discussing about this issue. Is there a way to make the diagonal sculpt smoother? The cylinder was divided 6 times up to a few million polycounts already. Any help is appreciated.


texts: Mesh seems to still be proportionally editing even though it is turned off

texts: I was following a tutorial that was talking about using proportional editing. I have proportional editing set to disable currently but whenever I try to drag a vertice or extrude an edge it keeps moving other parts of the drawing. Is there another setting or parameter I may have tweaked on accident that is doing this. Would love some help. Am completely stumped.


texts: What sculpting tools would I use to separate a jaw from the skull?

texts:
I'm pretty new to sculpting and 3d modeling overall and just picked up blender yesterday. I modelled this dinosaur head and now I want to model teeth, but the problem is that my model is made from one mesh (except for the eyes) and there is no oral cavity. So I need to find a way to cut trough the lips so I can have the initial shape of mouth then sculpt it.
I've tried using a subtractive brush, but i couldn't cut across very evenly. I tried using the knife tool in another mode but it didnt cut though, not super sure why it didn't work.
What would be the optimal steps for separating the jaw from everything else?
or would I just have to cut my loses and use the subtractive brush
This is what I have so far:


texts:
How do you change the maximum object drawtype of an object in blender 2.8?
Eg, I want to make a cube so that it is seen in the viewport as a wireframe, but I don't want to be in wire frame as I have other objects I want to see as solid volumes.


texts: How Can I cut the water in water simulation?

texts: The piece I need is the piece I marked in red, I don't want the water to flow after that piece, but the simulation should continue in the red place I marked, the water should flow downward.I was able to do this before, but now I don't remember the way to build it. I searched but couldn't find it.


texts: How do I add UV coordinates to a procedurally generated texture?

texts:
I have set up this decent normal map for a beaten metal, but I have a slight stretching on the model.
Note that the texture is 3D.
I don't know why there is this stretching: the object is in scale 1 on all axis.
So as a final solution (and to learn how to do it) I was thinking to just bake the generated normal map on an image, so that I can get control over it with the UV unwrap (which I already made).
Spent a couple hours in tinkering and searching, but couldn't find how to do this...


texts:
SO basically my texture is showing off way to big and when i tried to fit all my unwrapped parts in the 2D editor, i had to scale them very small which caused this problem.

I have red somewhere else that i had to do: Add>Vector>Mapping and change the scale. I tried to connect the cables as the pictures showed (I have plugged it into UV now, not object as the pic shows btw) , but im sure i am missing some plugs here.

What else needs to be done?

Appreciated if it could be explained in clear steps, im only a beginner.

EDIT: here to show the multiple UV maps.. at least i think they are :)


texts: Storing a general python object in a Blender scene

texts:
I need to store a KDTree in my scene, preferably attached to a specific Blender object.  When storing standard Blender types associated with objects, I use

my_ob["my list"] = my_list

but a KDTree is not a primitive type, and I get the error "TypeError: only floats, ints and dicts are allowed in ID property arrays".

How can I store my KDTree so that I don't have to regenerate it many times over?  This is for an addon, so I don't want to have to save a local file and reload.

Thanks.


texts:
I'm trying to install MB-Lab which is an addon that is listed as working,  according to this list. When installing it, a confirmation message is printed. I've tried all 3 versions for 2.8 and I'm using a blender version from the 14.02.2019. I also had success installing other addons in 2.8.

It would help too, if you to install it yourself and comment whether it worked.


texts: Is there a way to hide the axis locking guide?

texts: Whenever we axis lock transformations, the x/y/z guideline appears, and it's a bit intrusive for me when translating and snapping thin objects. Can it be hidden somehow?


texts: I'm just so new to blender I can't even figure out why this is happening. (picture)


texts: Physics simulations take way too long to bake

texts:
Blender newbie here. I'm building some kind of "obstacle course" with soft bodies and rigid bodies in which a jelly ball falls down a ramp with a few obstacles. Problem is, just a frame of simulating the ball merely touching the ground takes about two minutes, in which the program freezes. I've been told it's due to lack of RAM memory, but, for example, when I simulate a soft body ball falling into a cube in a new project it calculates it almost instantly (I've got 8 GB of RAM, an Intel i5-4430 processor and no, the platform has not a lot of edges). How can this be? I'm sure people who do these kind of simulations with soft bodies don't have to leave their computer open for a week just to bake a simulation.

Any advice will be welcome. Thanks!

(File download HERE. Sorry for bad modelling and all that stuff, I'm still learning :c ).

Edit- some details as suggested by Rich Sedman.


texts: How to preserve the main dimension when adding space between elements

texts:
I’ll ask simple, then explain why I need it. Here’s the idea –
There are 2 squares and rectangles next to them (image below).

The height is 1.795 and their combined width is 5.795. If we add spacing between each element the dimensions for the height and width will be preserved (image below).

Also, the space between the squares is the same length as the space between each rectangle. Now, the snapping tool works well for preserving the main dimensions (shown in orange), but how can I make the spacing the same length between each element? Yeah, I can bevel them, but the squares are supposed to be identical as well as the rectangles.
I need this for creating kitchen cabinets where the main dimensions are already defined. This is sort of a practice where I’ll get serious later on and make some money. There’s no overlapping edges in real life and I believe this is an essential feature for architectural visualization, such as: Desks, Cabinets, Objects next to\on top of each other etc. Is there a way to make this in blender? Any workaround will be appreciated :).


texts: How do I cut a flap using edges or vertices

texts:
Lets take a simple example of a cube.

I want to cut open one of the face of the cube from its three edges but let the third edge connected so that it looks like a flap.

In a more detailed example:

I got a airplane model

I want to cut the cockpit windshield along the selected edges in the following photo , please I don't want to completely cut it out but to let some edges attached to main mesh


texts: Weird texture issues when importing Collada from SketchUp

texts:
I'm relatively new to Blender and trying to import an architectural render from SketchUp 2017.

I export from SketchUp with Collada, then import, and end up with something like this:

The meshes with problems do have two materials:

Putting the correct material on top helps some. Deleting the secondary material helps some of the time, but not all of the time.

Any ideas what this is? I've heard that importing from Collada can require hours of cleanup, but in this case am not sure where to start.

Thanks!


texts:
I converted a curve to a mesh, and got the mesh data with:

   mesh = bpy.context.object.data

This mesh had 47 vertices at this point. Then , I extruded the mesh (via script) along Z, and got 47 new vertices because of that (total 94)

However, this new addition is not reflected in my mesh data now. If I now perform some new operations using mesh.vertices , it only affects the older vertices and doesn't affect the new ones.

How should I go about this?


texts:
I am trying to unwrap a roller model.
However, I don't know what a good topology would look like.

I think that good UVs should always be rectangular and not curved, is that correct? That would mean hours of moving vertices on my UV map around, wouldn't it?

I am especially unsure about the UV that I have painted a red arrow besides.

I have uploaded the model here: http://www.pasteall.org/blend/38562

Sorry for the broad range of sub-questions, I am not sure where exactely my problem starts. :-)

Any thoughts on this are very welcome!
Thank you.


texts:
"restrict render" is on. Layers are checked.Materials checked
No idea why they do not show

Blend file:


texts: Blender rigid body Bullet implementation unstable? Compared to Lightwave 3D Bullet implementation for sanity check

texts:
Long term Lightwave3D user switching to Blender. I like a lot about it, however this has me baffled:
I have been trying to get Blender's rigid body dynamics working for some hours now and I just can't seem to get this stable. Now, I did browse the web and any earlier questions/answers I could find here and tried any suggestion provided. But most just seem to say that unstable/exploding rigid body dynamics is due to overlapping polygons.
However, I have no issues doing this in Lightwave3D which is seemingly using the same physics engine Bullet. See a simple import from Mecabricks with relatively standard rigid body parameters in LW3D. It is stable at first, then I fire a cannon ball through it. Result is as intended and most of the model remains cohesive:

Mecabricks actually has a great Blender importer add-on, but for the sake of comparison I imported the same Collada file as in Lightwave and get the following result, typically from the first frame of simulation it starts breaking up fast:

4 frames in there is 0 cohesion left:

See for example a reduced Blend file here:
Both programs seem to use Bullet, why does Blender appear to have more issues with it?
Suggestions tried:

Made scale appropriately large for Bullet (same for both programs)
Applied transformations, made sure all objects are single user
Reduced collision margins
Increased world rigid body settings
Tried about any parameter for the rigid bodies
Triangulated the poly's

Should I file it as a bug?


texts: Setting the Context Window Screen Layout Explicitly in BPY

texts:
In 2.7 you could set the active screen layout with, e. g. for "UV Editing":

bpy.context.window.screen=bpy.data.screens['UV Editing']

This no longer seems to have any effect in 2.81.

Some new means to make it kick in?

Incidentally, does 2.8+ support a shortcut to switch it explicity? I had defined my own operator in a startup script just to do so, which used the line above.


texts: When integrating live action footage and cg, how to make proper shadows for actors?

texts:
What is the best way to make believable shadows for moving actors that are standing in front of a green screen?
Do you need to have a perfect modeled double that follows his movements so it can cast shadows? I'm guessing it becomes very tricky when the actor's clothes and hair are also moving. The other thing is that you are probably limited to your modeling, rigging and animation skills.
Is there another way of doing so? Are there some considerations when shooting in front on a green screen regarding the shadows for the integration (with cg)?
P.S: If someone knows how they did it on Tears of Steel... that's probably a good place to look. Unfortunately I'm unable to buy the dvds for now.


texts:
I disabled the view of all layers, but a certain object is still visible. Why? How can i hide this object or how can i assign it to a layer?

Thx


texts: Showing an unknown loose edge in object mode

texts:
There is a loose edge that I never or I don't remember how I created shown in the object mode.
The loose edge disappears in edit mode so I can't remove it.
Can somebody help?
enter image description here


texts: Why won't the rendered image be my current active camera view?

texts: I move the camera to the position I want and set it by using 'ctrl + alt + NUMPAD 0' and when I press 'NUMPAD 0' to see what the camera is looking the at the rendered image is different to the view of the camera.


texts: How can I make an addon that stores arbitrary data with a .blend file?

texts:
What I'm trying to do

I'm trying to make an addon that can import Minecraft model files. Unlike many 3D files, Minecraft files use a hereditary system where each model file can have a parent file which it inherits elements from. As such, I need a way of locating the parent file referenced in the model, which is represented as it's path relative to a "resource pack root directory"

How I'm going to do it

For each blend file, I'll have the user specify the resource pack root directory somewhere in the properties panel. The problem is that I don't know how to actually store this value once it's set. So how do I store it?


texts: How to Programatically Render Multiple Times with Different Materials each

texts:
I have an animation about 170 frames long (not important).
In the animation I have Balls with a certain Material on them (UV map).

I'd like to have this Animation rendered 100 different times - each time with a different UV Map on the Balls.

Additionally, I'd like each of the 170 set of PNGs to have a different name, corresponding to the UV Map being rendered.

Like:
Ball01_001.png ... Ball01_170.png
Ball27_001.png ... Ball27_170.png
.
.
.
Ball99_001.png ... Ball99_170.png

Is this possible with some code?


texts:
On Blender Freestyle documentation, a picture is shown with two Suzannes made of vertical/horizontal lines.

Click to enlarge

How to reproduce this effect with Blender Freestyle? Using modifiers? Custom shaders?


texts: Why eevee renders reflective objects in black and cycles does not?

texts:
Eevee renders objects in black, while Cycles renders as expected. HDR is present and lights are in the scene. I'm not using any textures. Thanks for any ideas.

Q: Why my reflective object is pitch black in eevee?


texts: How to add a new stop to the color ramp?

texts: How to add a new stop to the color ramp in python?


texts: Trying to get depth-information in Workbench

texts:
I am normally using Cycles to render large quantities of images and I'm getting the depth-values by linking the depth-output of the renderLayer-node to the alpha-input of the Composite Node. I then usually save them to openEXR.
Since I am stuck on much worse hardware, I would like to debug my program with the workbench-engine in the foreseeable future, but the render node in workbench does not have a depth-output.
Is there any way to get those values in Workbench too?


texts: How do you quickly align one object to another along only one axis?

texts:
I know about Object > Transform > Align Objects, but this is too slow. Even if you make a keyboard shortcut to Align Objects, you still must use the mouse to click on the desired X, Y, Z axis.

I know about the Pivot Point Align method where you scale to 0. In Blender 2.8, this seems to be disabled. Alt + , does nothing and the Pivot Point Align button no longer appears in Blender. Even if this mode were still available, changing modes and scaling to 0 each time you need to quickly center something would be way to slow.

Surely this is such a common operation in 3D modeling that is done all the time. How is it done?


texts: How to add a checkbox to a panel header?

texts:
I'm trying to find out how to add a checkbox to a panel header so panel can be deacivated (as well as storing that checkbox value in some property). It may be quite obious task, but I didn't find any info about it in the docs so far.

Example of what I'm trying to achive is the "Gravity" panel, that can be turned off with the checkbox.

Any suggestions or leads? I would be grateful for any code examples with it.


texts: Cutting 'components' into pieces without breaking the link and without altering the original uv

texts: So here is what I want to do: For a project I have lots and lots of wooden rods that need to come together in a truss. For that it would be more than practical if I could just create the "component" once copy it and then saw each copy up so that it fits into the truss (almost every component needs to have different angled edges). Every shape should keep the original's UV-mapping though. Is this possible somehow? The way I'm doing it right now is that I have to make almost every object an individual and then adapt the UV maps for each and every object - which is very time consuming and tiring.


texts: Is it possible to create a holographic lighting in cycles? This is possible In the Blender Internal render engine, but I'm not going for linking lamps. Here is what I mean (the light that is holding the sphere inside it) -


texts: Change default size of User Preferences pop up window

texts: Is it possible to change the default size of the preferences popup window?


texts: How to make overlayed composited images stay intact while changing render resolution?

texts:
There is a scene I'd like to composite. In this case the desired result is to overlay some clouds on top of the mountains:

This works as long as the render resolution stays the same. For the sake of decreasing render times the percentage of resolution is set to 52 (so the image is almost 2 times smaller than final resolution).

Now once the result is satisfactory it would be great  to increase the resolution to 100%. However if doing it just dragging the slider the render won't be satisfactory anymore:

Obviously clouds didn't take new resolution into account and are of the same size while the rest of the image enlargened. How to composite the render result so the overlayed images on top of it stay intact?

The node setup used for these clouds is one Scale node set to scaling relatively to input image size (so to enter fractions of 1 factors), then Translate node to move images to its place (relatively to input image size as well) and Rotate node.  All of them are added to image after mist.

Convert Premultiplied is used here because of input png images I can't substitute which can't treat alpha normally (not related though).

As I thought it should help if Scale node is set up on Relative mode however it isn't related with output image, it will scale relative to input image so that's not what I'd like:

  Relative
      Percentage values relative to the dimensions of the image input.
    manual

The straightforward solution is to edit values of the Scale (and possibly Translate) nodes in order to fit new resolution but that's quite unflexible as resolution might change once in while (also images to be overlayed can be anything, e.g. simple mask textures used as factors for other images etc).

How to overlay images on top of the render so when render resolution changes overlayed images continue being scaled respectively to the new image size?


texts: How to rig and move two objects in sync?

texts: I have two different objects: a weapon and a magazine. How do I rig them and make them move in sync?


texts:
I have two triangular faces that are connected with one edge (one object, in edit mode). I would like to move the second triangle into the plane of the first triangular face. This means that the third not connected point will have to move.

This would be easy if the plane would be x,y or z by using the scale trick, but I would like for it to work in any given plane. How could I do this?


texts:
A scene I made is not rendering, at all.
This grey screen stays the same and nothing changes.

Here are my settings:
 [


texts: Blender 2.90.1 - having problems with glass (rendering black)

texts:
i'm having problems with rendering glass ... namely - after setting up the shader for it - this thing happens:

it happens both on BSDF and the glass shaders ... the glass object is just a scaled box (with transforms applied)
why is this happening? and how can i fix it?


texts: How to make custom node type animation data show in dope sheet

texts:
I have created a custom node type, using the blender custom_nodes.py template.

I have made a custom node, with a IntProperty with ANIMATABLE set as an option of the IntProperty.

i can insert a keyframe, and that works fine... and the fcurve is showing up under:

bpy.data.node_groups['NodeTree'].animation_data.action.fcurves[0]

but the 'NodeTree' animation data does not show up inside the dopesheet, or the fcurve editor.

is there something that i have to do to make my custom node tree's animation data to show up in the dopesheet and fcurve editor?


texts:
The 2d falloff button for weightpainting pass through seems to be gone in the new update, now there's a button which i found worked the first time i used it but now doesn't called frontface falloff, I am currently trying to weightpaint a mesh that has several layers of mesh beneath it, and manually weightpainting each layer or vertex grouping every layer seems a bit overboard, I've tried using x-ray as well and it still wont pass through, front faces only was also unchecked and checked and did nothing.

https://i.gyazo.com/54cc1f75c99fa6fc907b69ec16304a04.gif


texts: Anti-aliasing options in the compositor (for Cycles)

texts: Blender Internal offers Anti Aliasing as part of its rendering. Cycles does not as it is sample based. Some ID masks or various passes can be badly aliased. What options are there to do anti aliasing in the compositor? I'm looking for node groups, but would also accept scripts or even outside programs.


texts: Any way to keep the kind of ilumination on preview for rendering?

texts:
i'm doing a animation with two objects on Cycles, and when i look at the object alone (on its own layer) looks good, but when i mix it with the other object it looks bad, i should change the lighting, but it looks perfect for me with that kind of light on the preview, is it possible to render the object like that? The material obviously is affected by lighting, that's why i need to know if there's a possible way to keep the material like appears on the preview.

Thanks in regard.


texts:
I think I messed up my model. I read that you have to work with quads but somewhere along the way I messed up and now I have a triangle. Is there anyway to make this triangle a quad or have I messed up my model?

The shading is messed up in the quad right next to the triangle. Is that because of the triangle?


texts: i cannot move lines vertices independent from other adjacent lines/vertices in my model

texts: I have a simple model and want to move some edges/lines etc. on one axise. Unfortunately Blender moves not only the selected line/edge and those which are directly connected but also nearby parallel edges from loops cuts. Same happens when I try to bevel. i dont want this. what do i have to do to only move selected lines/edges/vertices? Thank you.


texts: How do I make an inner edge loop parallel to an outer edge loop?

texts:
For this object I need an inner contour parallel to the outer contour. If I use Extrude (E) and Scale (S), and reduce the outer contour, an inner contour is created. However, this does not run parallel to the outer contour. Instead of moving inward, the contour is moving to the outside.

Is there a command that creates a uniform inner contour? In the above example I tried the desired one by hand, that is a) inaccurate and b) very time consuming.


texts: Textures visible in render but not in UV map

texts:
I am a newbie to Blender, just starting out with UV mapping of objects.  I'm using Blender Render engine.  I created some meshes that I UV mapped and added textures to.  They look beautiful when rendered, but the textures aren't displaying on the UV map. Has anyone else encountered this problem?

This is a screenshot showing my rendered image with the texture image and path shown on the right:

And here is the corresponding UV map for that rendered image:

As you can see, the UV map is empty! Any help here would be greatly appreciated.


texts:
I'm still learning the new 2.8 layout. I screwed up my interface somehow and I can't scroll in / out.

I try doing load startup file, but it resets me back to the default cube.

How can I reset the interface while keeping the model I've been working on ?


texts:
On the torus wiki page there is an animation of a punctured torus.  How would one go about creating same in blender?

In case someone wants to elaborate on @MutantBob shapekey sript answer here are the Parametric equations of a torus.

class Torus():
    def __init__(self, R, r):
        self.R = R
        self.r = r

    def point(self, theta, zi):
        '''parametric_equations'''
        r = self.r
        R = self.R
        def x(theta, zi):
            return (R + r * cos(zi)) * cos(theta)
        def y(theta, zi):
            return (R + r * cos(zi)) * sin(theta)
        def z(theta, zi):
            return r * sin(zi)

        return x(zi, theta), y(zi, theta), z(zi, theta)

Example usage

torus = Torus(2, 1)
SEGS = 10
bm = bmesh.new()
# outer circle
matrix = []
angles = [radians(a * 360.0 / SEGS) for a in range(SEGS)]
for theta in angles:
    # inner circles.
    ring = [bm.verts.new(torus.point(zi, theta)) for zi in angles]
    matrix.append(ring)

for i in range(SEGS):
    I = (i + 1) % SEGS
    for j in range(SEGS):
        J = (j + 1) % SEGS
        bm.faces.new([matrix[i][j],
                      matrix[i][J],
                      matrix[I][J],
                      matrix[I][j]])

mesh = bpy.context.object.data
bm.to_mesh(mesh)
mesh.update()

And we can use the matrix transpose to get the Final shapekey where the loops and rings are swapped.

sk = obj.shape_key_add(name="Start")
sk = obj.shape_key_add(name="End")
for i in range(SEGS):
    for j in range(SEGS):
        sk.data[matrix[i][j].index].co = matrix[j][i].co

Changing coords on end shapekey and some subsurf.

sk.data[matrix[i][j].index].co = matrix[(j+6) % SEGS][i].co.zxy

Useful links.

http://demonstrations.wolfram.com/TurningAPuncturedTorusInsideOut/

http://demonstrations.wolfram.com/TurningAPuncturedTorusInsideOutVariation/

http://mathworld.wolfram.com/VillarceauCircles.html


texts: How to draw a PostGIS Polygon with holes into Blender using Python

texts:
i would like to draw polygons in Blender.
The vertices positions are given as a text in PostGIS format.
Example :

POLYGON((0 0, 1 0, 1 1, 0 1, 0 0))

I already came up with a script working pretty well for any polygon without holes.
However i also need to draw some polygons with holes.
Example (the second polygon defines the hole) :

POLYGON((0 0, 10 0, 10 10, 0 10, 0 0),(1 1, 1 2, 2 2, 2 1, 1 1))

Here is the python script so far to draw any sequence of polygons without holes :

import io
import csv
import bmesh
data="""
0;2;POLYGON((0 0,30 0,30 30,0 30,0 0))
0;2;POLYGON((4 4,26 4,26 26,4 26,4 4))
"""

f = io.StringIO(data)
csv_f = csv.reader(f, delimiter=';')

i = 0
for row in csv_f:
    i+=1
    if (len(row)>2):
        verts = eval('['+row[2].replace(',','),(').replace(' ',',')[8:-1]+']')
        bm = bmesh.new()
        for v in verts:
            bm.verts.new((v[0], v[1], float(row[0])))
        bm.faces.new(bm.verts)
        bm.normal_update()
        me = bpy.data.meshes.new(row[0])
        bm.to_mesh(me)
        ob = bpy.data.objects.new(row[0], me)
        bpy.context.scene.objects.link(ob)
bpy.context.scene.update()

Executing this script into Blender will create two squares, one inside the other :

My question is : how to remove the inner square from the big square (and resulting into a hole)

I tried to Add a Boolean modifier on the big square, applied to the inner square object, but i get a "Cannot execute boolean operation".

Is there any other way doing this from Blender and that can be scripted into Python ?


texts: How can i make my material look like more like a crystal glass?

texts:
I'm trying to make a crystal-like material but i cannot find out how...i added a Glass BSDF with Transparency, plus some transparent background made with the Holdout option in Nodes...but still, it just looks like Plastic, but not a crystal...
Does anyone know a good solution for this? Maybe add more transparency via Mix Shader? i'm sure there are other better options..

Reference


texts: I have a model, and I accidentally deleted some vertices, and I need to get the surface back. The hole is outlined in red in this image. I have 5 vertices and have no idea how to make the surface.


texts: Multiplying mesh multiple times in Blender

texts:
I'm trying to create a mesh in the shape of acoustic foam. This foam is used to cancel out echoes and is also used in transportation:

To create such a material, I add a cube, then I select the upper 4 vertices and click Alt + m, then "At center".

This creates a pyramid.

How could I now multiply this pyramid in order to form such a foam object?

Thank you!


texts:
What's the best way to create and apply a new sticker on a part of a mesh.

I want to create the "FORD ESCORT" sticker from scratch (with Gimp, Photoshop, Word or anyting else) because i have no good image of it and than apply it on the top of the windscreen.

Here is my mesh.

I tried @lemon 's second method but I should have missed something because here the result :

Background is black
White letters are a little bit transparent

The sticker should be blue with tranparency and letters should be white without transparency.


texts: Does anyone upload to Second Life from Blender?

texts:
I have rigged and weighted an object for the company I work for. It works perfectly in Blender.

I have several issues below in which I have no idea what is going wrong. If anyone has had this happen when they've taken things out of Blender and have some sort of answer for WHY they are happening, I would like some feedback. There are so many questions for so many issues. I understand this site does not provide tutorials. That is not what I asked for. I asked if anyone else has uploaded from Blender to Second Life, if so, have they encountered any of the issues below, if so, how did they fix them?

However, in Second Life, we have had an array of issues:

Too high of a vertex count (we reduced the vertices)
Second Life didn't like the triangles on the object and added faces that we didn't want (we removed all the triangles)

My mirrored object showed up as two left feet instead of a right and a left (so far, the most recent haven't done that and I'm not sure what we did differently to fix that.)

The feet were aligned, texture applied correctly, one of each foot, but when you click edit in Second Life, it flings the Avatar really far away. (No solution yet to this.)

And most recently, the aligned, mirrored, rigged and weighted feet are costing 11 prims, which is perfect, but they turn the Second Life avatar that wears the feet to look like a Frankenstein mishap. The feet seem to attach the avatar from blender with the feet to the avatar in Second Life, when all I'm doing is exporting the feet. I only select the feet and it didn't do this with previous versions of the feet. I have no idea what I'm doing wrong and am grasping at straws.

So I'm looking to find someone who might be able to walk me through what I'm doing wrong or have some sort of insight as to something else I could try. I have spent countless hours on these feet and after two weeks, haven't completed ONE project for my boss. I need a Second Life/Blender sensei. =)


texts:
I'm a novice in using Blender and I have to create with the animation node's addon
a 3D graphic effect of "connecting dots". In detail: a certain amount of spot spreaded randomly in a dark space become illuminated without an order. In a second time all those spot light begin to link together randomly with emitting segment that starts from the spots themselves.
I need to develop the correct node map.
Thanks to everyone who would like to help me.


texts:
I created a small model of a building, then tried to add some color. But when I apply the color the "entire" model is affected instead of just the highlighted area of the model. I want to use multiple colors on that model. Different color depending on the model section/area. I can't get this done.

Not sure if this will help. Last attempt.
Clicked "Edit Mode". (next option) Textures. then scrolled to the circle icon right of the triangle. Tried using color from the "Diffuse" and "Specular" sections.


texts: What is the industry standard for cleaning an animation?

texts:
I wonder, if you have for example a walk cycle with keyposes. And you want to clean it.
Do you clean/fix it through the graph editor, or just adding more keyframes?
For example:

The leg needs to be more straight, so I straight it and then add a keyframe.
The foot needs to be more rotated, so I rotate it and then add a keyframe.
One by one, eyeballing to each frame where it's not correct, fix it and add a keyframe.


texts: How do I change the track object of an Edit Object actuator?

texts:
I wrote a script to change an Edit Object actuator track object based on which object it is near.

Here is the script, pretty much straight off the template:

import bge

def main():

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

    sens = cont.sensors['NearBad']
    actu = cont.actuators['Attack']

    if sens.positive:
        actu.track_object = sens.hitObject
        cont.activate(actu)

    else:
        cont.deactivate(actu)

main()

The actu.track_object = sens.hitObject is the line in question.
I wrote that based on what I think it should be, but what is the right syntax? How do I really do that?

Disclaimer: Although I work with BGE all the time, I have no coding experience at all.


texts: Is it possible to join two objects in Blender without having the join seam showing? Thank you


texts: object disappears when looking through the camera view

texts:
I am taking a youtube course about making a medieval well but have some problems. Made the well, added environment texture, emphasized the camera and lights.
Before I clicked the “0” button on the Numpad this was what I saw in the viewport:

When I clicked the “0” button on the Numpad this happened:

I am new in blender, made some projects so far but had not met a problem like this before. I want when go in camera mode to see the well and the blue background, then to render the image.
Please tell me how may I fix this!


texts: Unable to bevel edges on face of an extruded number file

texts: New to any 3D design! Total novice here!  I have created my SVG and imported that, no problems. This is an item I will be cutting out and he wants the edges beveled. Following all the videos I have found, I'm still stuck. I honestly do not know what im doing!  Any advice much appreciated. I am not trying to smooth and round out front edges, I want then to be a an angle/bevel.


texts: How do I combine 2D and 3D animation together?

texts: Would it be possible to use 3D animation using Blender and put it in a 2D software animation such as Adobe Flash professional?


texts:
I am constructing a view of some rooms of my flat with Blender 2.79 using the default Blender Render. I am not using any textures so far. Since some time, all new objects in this Blender file render as white in the 3d Viewport when using texture viewport shading (Alt Z). The image shows how a new cylinder is displayed (after adding it with Shift A):

This effect does not happen for new Blender documents, just for this file. I have checked all settings, and I don't know what can be the cause. As the Blender document format is binary only, there is no way to peek into it and see what might be the cause.

Any suggestions how to fix this problem?


texts: How can I smooth the top side of this ring?

texts:
I want to smooth the top side of this ring:

This is how it looks like after rendering:

The mesh of the top side of the ring is very obvious in the rendered image and basically this is my problem.

I am a beginner in Blender but I have tried everything I know. First off, I have made the selection of the top side of the ring manually in edit mode because couldn't find an easier way. Then, I have tried to subdevide the selection but it won't subdevide anything except for some faces. I have tried ctrl+R to make cuts but it doesn't work.

The ring is the result of an extruded 2D vector and then sliced vertically using Knife project tool and then bent 360 degrees using simple deform modifier

My question is how can I smooth just the top side of the ring without the edges?


texts: Mid point between levels on subsurf modifier

texts:
I'm trying to make a holographic representation of one of the models I made. However, I had the problem of the final render and the preview being drastically different.

 Bottom right is preview and top right is render
I later found that the problem was to do with the subsurf modifier I had on the block and the blades. At this point I had it set to adaptive on the render. So I figured I had to change that to the level I had it on the preview.

Again there was a problem. They were not the same so I thought I had to lower it to fix. However, I could only get bad results on the blades.

So my question is how can I make the final render wireframe look like it does in the preview?


texts: How to print colored text to blender python console?

texts:
I prefer using the Python Console Editor over System Console.
In System Console you can print colored text with ANSI escape sequences (I learned this via https://stackoverflow.com/questions/287871/how-to-print-colored-text-to-the-terminal).
For example, the 2 lines below print "Colored text" in red in the System Console:
CSI = "\x1B["
print(CSI+"31;40m" + "Colored Text" + CSI + "0m")

How do I make this work in python console?
Thanks in advance


texts: Left click doesn't work in edit mode in saved files

texts: When I open a previously saved file (.blend) I have a different type of selection tools (picture 2) in edit mode and I can't use left click. How can get the standart selection tools? I'm starting to learn blender and I can't find this information anywhere...


texts: Can't import characters and animations from mixamo

texts:
I'm new to blender and I can't seem to understand where I'm going wrong with this. So I made a landscape, and wanted to import a character from mixamo. I downloaded the character with a simple animation and it comes out iether without a body and only its bone structure in Collada (.dae) , or in FBX it comes out all deformed.
collade: This is how the character looks like when imported as a .dae

This is how it looks when imported as fbx:

and this is how it looks when I try to rotate the fbx-imported character.

It is extremely frustrating. I hope some one can help me with this. Thank you all in advance.


texts:
For some reason the node groups i try to append do not show up. what am i doing wrong? I linked a short clip of the group im trying to append and my problem.
https://www.youtube.com/watch?v=WRgEJPOx2Ec&feature=youtu.be


texts: How can analyze the diffuse texture and normal texture from obj with a mtl , by using python

texts:
I want to analyze the diffuse texture image and normal texture image from obj by using blender python api.
So I tried

import bpy
bpy.ops.import_scene.obj(filepath="Kake.obj")
objects = bpy.data.objects
for object in objects:
    for s in object.material_slots:
        if s.material and s.material.use_nodes:
            for n in s.material.node_tree.nodes:
                if n.type == 'TEX_IMAGE':
                    print(object.name, 'uses', n.image.name, 'saved at', n.image.filepath,n.color_space)

And the mtl like this

newmtl CL_LR_Baked1
    map_Kd CL_LR_01DiffuseMap.jpg
    map_bump CL_LR_01NormalsMap.jpg
newmtl 03___Default
    map_Kd CL_LR_02DiffuseMap.jpg
    map_bump CL_LR_02NormalsMap.jpg

But I found I can't know which node is diffuse and which node is normal.Because their name  is "Image Texture","Image Texture.001" . Is there any way to help?


texts:
There are three planes in this scene.
I believe each one of them is composed of only 4 vertexes.

I had no problem selecting the one on the bottom and adding cuts to it.
But when I select the one on top left, I can't add cuts. The bottom text line tells me there are cuts being added, but I cannot see them and obviously this is a bug... ?


texts:
In 2.82, I was able to import and find the imported GLB mesh by
bpy.ops.import_scene.gltf(filepath=input_filename)
imported = bpy.context.selected_objects

However, in 2.83, it does not seem to auto-select as active object after it finishes import.
How am I supposed to find the imported things in 2.83 programmatically?


texts:
I am a scholar of using blender. I have a situation-i'am using a grease pencil on surface and alembic sequence. So here is the question. Can i constraint drawn strokes to mesh for several frames and redraw shape of it. You can watch a clip from Spider-man: Into to Spider-verse to understand exactly what i mean.

https://youtu.be/vDjvhwgbsP8

Thanks for support!


texts: Sculpting by "One click" instead of moving slightly the mouse? (Custom Brushes)

texts:
I have a basic problem which I can't find it, it's a custom brush created by other person.

The problem is, I can't sculpt with this brush by clicking but I have to move the mouse to sculpt. How do I change this?

Also, this person in his preview gif showed that he could sculpt by clicking, but I can't do it...


texts: Why is my sphere not round in my render?

texts:
I just followed a tutorial on how to create a nice and round Earth. Here are my 3 spheres (1 for the ground, 1 for the clouds and 1 for the atmosphere) in camera view.

When I press F12 to render my image, here is what I get : a sphere... which is not round

It might be a detail but I just can't figure out this deformation after rendering...

Anyone ?

Thanks guys


texts: Deform a mesh object in a random manner in Blender using Python

texts:
I want to convert simple plane (left) into randomly deform plane (right) using python scripting. The intented deformation should be in x,y dimension. Anybody has idea, I am newbei in blender-python.

myobj = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')
selected_vertices = [i.co for i in myobj.data.vertices if i.select]

for i in selected_vertices:
    bpy.ops.transform.translate(value = i*random.uniform(-1,1), constraint_axis=(True, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)


texts: What does it do differently than centimeters, meters, inches, micrometers, etc.?


texts: Python outputs different colors from GUI

texts:
I wrote a Python script to automate my rendering workflow (run from command line with --background).
The problem is that the resulting colors are different from the desired colors that are rendered in the GUI. Python result appears washed-out. Same incorrect result when the script is executed in Blender GUI.
Files are saved as .png. Blender 2.91.2.
GUI result (correct):

Python (incorrect):

Relevant Python code (simplified):
scene.frame_set(0)
bpy.ops.render.render(use_viewport=False, write_still=False)
bpy.data.images["Render Result"].save_render('./example.png')

A similar but not identical result is reached by changing:

Render Properties -> Color Management -> Display Device -> None
Render Properties -> Color Management -> Gamma -> 1.2 instead of 1.0

then saving the file and running the script.
It seems that there is a difference between settings in GUI and in Python. I've played a lot with different configuration values inside the Python script prior to rendering but this brought me no closer to the desired result.
This is as far as my competence goes, but I would like to better understand the issue and achieve an identical result in my Python script.
Edit: the rendered model is imported from an .fbx file


texts:
The eyebrows and the rest of the body is one object. The eyebrows, eyelashes and eyes are not connected to the body. The eyebrows is the only part that doesn't fully rotate with the head when moving the head bone, where the eyes and eyelashes does, even though the eyelashes is fully weighted on the head bone like the other loose meshes. It seems like the eyebrows rotates around a different axis as the head when moving the head. This only happens with the head bone, the eyebrows rotates perfectly with the neck bones. I used rigify. Thanks for the help. Much appreciated!
The head bone I mention is "spine.006" in the blend file.

File on Google Drive


texts: What do i do when i have two o more meshes and i want to join them

texts:
I'm making a guitar, and i found that the easiest way was to make the body, the neck and other few details separatly. But i don't know much about how that affects the render and all that, i think that i have to join them, but the problem is.
If i ctrl+j and join them, would i need to join the two meshes by joining vertices or i can leave them like that and is all fine?. And example, here is the headstock of my guitar, i made the cylinders as an independent mesh and i find it difficult to join vertices.
How that would affect the end result?


texts: Create an edge parallel to the normal of a face from a given vertex

texts:
I'm wondering if there's a simpler way to do this.

The way I ended up doing it, was by duplicating the face, creating a new transform from it.

But I have to do this possibly hundreds of times and I can image it getting extremely tedious.


texts: how to make vortex force field like a vortex

texts:
I use a group of object to render grass in a particles system set on hair.

Hair dynamics is on and seem to work well except that it has no bending over the stand I use.

They rotate along their origin but they do not bend. When I use the basic hair particles they do, so I assumed this is because my objects do not have segment that can be used for bending in the particle system but I did'nt find anything explaining what I need to do to achieve that.

I assume thats why the vortex force field is acting so stange because in my mind (and in nature) I don't think they'll do that (see video)

Here some screenshot for demonstrate

  the vortex force field

  The particle system

A view of the 3D view

and finally a render of the effect
https://youtu.be/PHE01EY38rU (sorry for the size and quality but it make foreverrrr to even do that on my computer but I think thats enough to show what I mean)


texts: Cycles. Image sequence used as texture renders pink

texts:
I add to texture as image sequence on plane I set up first and end frame. Auto refresh and cyclic activated.It works well in rendered mode but texture goes pink when I render it.It seems like texture is missing.

Blender v275
OS Windows 8.1 64 bit
Cycles render


texts: Export Scene to JSON that has Multiple Models that each have Multiple Materials

texts:
I'm trying to export the following scene to JSON:

It is made up of 45 models. Each model will want to have 2-4 different colored faces, like in the picture above.

When I export it in the JSON exporter, I don't get multiple materials per model:

{
            "name":"Corner FTR",
            "uuid":"E83CD01B-9517-3450-B715-1736FABFF4AB",
            "matrix":[-0,0,0.814963,0,0.814963,0,0,0,0,0.814963,0,0,-0.003244,3e-06,0,1],
            "visible":true,
            "type":"Mesh",
            "material":"E323212E-D25C-3E77-B9E9-C7EF768C37B6",
            "castShadow":true,
            "receiveShadow":true,
            "geometry":"3AC1CE35-8D05-3429-9045-B37405F9EBC4"
}

(This is the resultant export code for the corner in the foreground with three colors).

Naturally, when I try to render this in Three.js, the materials don't show, because they didn't export. (In fact, no material shows at all; it seems that material exported is a dud).

If I give a model a single material, everything works fine. The problem only arises when I try to give a single model different materials for different faces.

Any suggestions?


texts:
tried "remove doubles" on the whole model with bigger threshold with no results, also tried to unmark all edges as sharp/crease. all faces are quads.
link to .blend file


texts:
I'm working on creating a 3D creature using a cube as a base.  I've got the low poly version of the character created and am looking to use the sculpt brushes to enhance it.  However, I'm getting an error when I try to apply the dyntopo feature.  "Generative Modifier Detected.  Keeping modifiers will increase polycount"

I've tried to remove the modifiers to use dyntopo but that threw off the modeling I've already done.

Any ideas would be helpful and appreciated.
Thank you


texts: I can't seem to type or paste Japanese characters into a text object. Is there a way or is is this just a known deficiency or bug? ありがとう。 Thanks!


texts:
I'm animating a shot with a female character, who has a bag on her shoulder.
And here's my rig :

Rig File :

so it will be on her left shoulder and hanging down around her left hip. which i solve this by creating a root bone.

and here's the problem :

since I'm using curve (bezier) and bevel object
-  the strap bevel is a rectangle and the strap cannot be rotated
- and if I scale the bag the strap cannot be scaled even i tried to parent bevel object with root bone...
- I also don't know how to rig strap if i apply curves modifier into mesh

Plus one and the most important
I also want to know how to simulate the rig.. or make this rig dynamic, so i don't need to animate the rig, maybe only cleaning up the movements

Thank You!


texts: Material Turns Black When Adding a Colour Node

texts:
I've got a bit of a problem with one of my materials. In the node editor, when I put the image texture straight to the surface output of the mesh it shows up perfectly in the rendered viewport. Same thing when I put it through a diffuse node first.
When I add any colour node in the chain it makes the mesh turn completely black. Any reason why this is? It happens with any colour node (Gamma, Hue/Sat, Bright etc.)

There's some photos below of what happens before and after adding a colour node to the chain.

Thanks in advance :)

Before:

After:


texts: Exporting animations for mutliple armatures not working as exptected

texts:
I'm trying to export an FBX file with 2 armatures and corresponding animations but the export file does not contain all animations from both armatures.

I have rigged some fps arms and and a gun. The wrist bone from the hand is attached to the gun bone with an child-of constraint.

The animations work fine in blender. I can switch between them and the animations plays.
When I export to an FBX file I expect 4 clips. 2 for the arm armature and 2 for the  gun armature.
This works perfectly when only having one animation.

But what I end up with is having 2 animations for the gun armature and only one animation for the arm armature.

As you can see only 3 animations instead of 4 get created.
I need to have separate animatons because I want to use the arms for multiple weapons.

I've read that there might be a bug regarding this.
Or do I need to check for something else?


texts: Is there a way to enter a precise amount of length or width for the measuring tool in Blender?

texts: I'm specifically talking about the Measure tool with the protractor icon. I wanted to resize my mesh to a specific length, but I'm having to tediously move the anchor points on it which is time consuming and inefficient. For example I'm trying to get an even 700 centimeters, but I keep getting around 701.554 or 699.4567 etc.


texts: How to show and hide an object for different animations

texts:
Is it possible to show and hide an object on different animation strips? I have an Attack strip for my character where he's holding a gun. However, I don't want this object to show in his idle, jump and walk animations. I've tried keyframing the Restrict Viewport Visibility for the gun object, but I can't get this method to work throughout the different strips; only the one. I saw a video where you can keyframe the layers, but when I tried it, it didn't work. It says the layers property can't be animated. :-\

As you can see, the Attack Action has the character with his gun, but in the Idle Action, he's holding it as well. How could I remove it from the other animation strips? I did try just having a separate save with only the Attack animation, but that's a problem and not very practical when importing into Unity. Because otherwise I'll have one model with the other three animations, and one with just the one. It's a bit of a pain having to switch between two models.


texts: Python: How to Export All the UV Layouts in Blender

texts:
Can anyone confirm this script works in 2.79b? (I can't use 2.8 at the moment) The script is supposed to export the UV layouts of all selected meshes at once to a specific folder, but I'm no coder, and I'm not having any luck with it yet.

Error Message:

Source: https://gifguide2code.com/2017/01/24/python-how-to-export-all-the-uv-layouts-in-blender/

import bpy

selObj = []

for obj in bpy.context.selected_objects:
 selObj.append(obj.name)

bpy.ops.object.select_all(action='TOGGLE')

i=0
while i < len(selObj):
 bpy.context.scene.objects.active = bpy.context.scene.objects[selObj[i]]
 bpy.ops.object.mode_set(mode="EDIT")
 bpy.ops.mesh.select_all(action='TOGGLE')
 bpy.ops.mesh.select_all(action='TOGGLE')
 bpy.ops.uv.smart_project(angle_limit=66.0, island_margin=0.0, user_area_weight=0.0)
 f="C:\\Users\\Desktop\\UVLayouts\\" + bpy.data.objects[selObj[i]].name
 bpy.ops.uv.export_layout(filepath=f, mode='PNG', opacity=0)
 bpy.ops.object.mode_set(mode="OBJECT")
 bpy.ops.object.select_all(action='TOGGLE')
 i+=1


texts: How to make a skybox move with the player but not jump with them

texts: I have a pretty nice skybox, but it doesn't seem realistic that the player can get right next to it, so I want it to move with the player, but not jump with the player or rotate with the player.


texts:
I won't waste your time on irrelevancies.

I am trying to bevel along the edges of this heart.
However, every time I try and do so the edge clips through in an unpredictable course:

I assumed the issue was along the radical line of the two arcs so I took the liberty of merging the cleavage to a single point and removing the doubles, additionally creating a wider intersecting arc. This ajustment, however, was frustratingly ineffectual.

Here is the file.

Thank you for sparing your time to help.


texts:
I'm creating a scene for a project and I wanted to go for the god ray effect achieved by the lights passing through the window. I added a mesh onto which volume scatter node was added, but still, even after fiddling with the volume scatter density, the desired effect couldn't be achieved. Also, the outline of the mesh on which the volume scatter node was applied is visible. For the environment, I used sky texture, and even after using a sun lamp, the results remain the same.
I use blender 2.90 and use the sun disk feature to light the environment. when setting the sun elevation to a specific degree, while rendering it automatically changes.
Heres a picture of the look that I'm going for (got it from blender guru tutorial)

and here's the render result of my project (ignore the noise)


texts: I am just wondering how can I make the color whiter but also metal-like. the car model should have a white-painted metal shell. But I cannot make the color look like white. Although I put white color in there, it looks silver-like. Can anyone help me out to make this look like white-painted metal shell? Thanks.


texts: I have a scene set up with some objects with really nice shaders I mixed up in the Node Editor, and they look really good. However, I am trying to create a light blooming effect on the emission effect applied to one of my shaders. I have ramped up the strength of the emission effect, but while it makes it brighter, it doesn't give it the 'aura' look that I am seeking. Any advice on how to create the effect I am looking for?


texts:
I'm just starting to learn Blender and watching this tutorial video that tells you how to use nodes and mix Diffuse and Glossy BSDF. I'm having problems with the "Fac" part of mixer, as it seems to update in "Preview" section on the right, but not in the actual editor :(

Also, in the video, the guy goes to Node Editor right away and everything's already there, but I didn't see any nodes in the Node Editor until I clicked on "use  nodes" in the materials section. Can that have something to do with it?

And now changing Shader color in the menu on the left doesn't do anything either, I have to go down to the Settings and change it in Viewport %\ ...

I'm so confused ...


texts: I was wondering if there was an elegant way to import functionality from other installed add-ons. In particular, I wish to import classes these add-ons, and use them in my own code. It is not necessary to actually enable/register these add-ons.


texts: Two trampolines - one renders - one does not. Why?

texts: So I'm struggling with these two trampolines. For some reason, the big one renders - the small one does not. And I can not figure out why. Except for the size they should be exactly the same.


texts: Cycles UV/Image Editor: How can I control the Image Displayed?

texts:
See the two screenshots displaying a concrete (cube1) and a wooden cube (cube2). Each one has its own material which references its own uv map.

Now when I switch from cube to cube (object selection and then edit mode) the image in UV/Image Editor's background never changes. But the unwrapped faces are updated correctly and 3DView (material and rendered) is also working.

This challenges me for a few days now. Any help is greatly appreciated.

Blender 2.78c Cycles

Update: This answer deals with the active image within cycles. Its simply not implemented that image view displays "the best" texture for an object but always the last image used, even if it belongs to another material.
Set active image node with python

Update2 Interesting: As stated here https://developer.blender.org/T34978 the ImageView is completely decoupled from the material. This was a bugfix in 2013.


texts:
I wonder what is the reason that causes the black patches in the result using cycles renderer with smooth shading? Is there any other way to fix them without making more subdivisions (The black blotches disappear when I use 2x subdivision surface)?

Blender file:


texts: How can I get my usual interface when opening projects created by other people?

texts:
I've bougth cup models from internet.

In the ZIP I get the blend file and pressing F12 I can render the project (Do you call it project?)

But I don't see anymore the "Layout" tab, that is what I use the most.

Why and how can I go back to my usual interface?

Like in the Opening Layout:

UPDATE 1

I could open the file with the default layout, however I'm not seeing the objects in there:

UPDATE 2

How to open Collection 1? It's grayed out.


texts: How to make the weight vertex visible in "Object mode"?

texts:
How did he do it so that in "Object mode" he can see the weight vertex? -
Video


texts: Cycles shader that renders its objects transparent when they are 'inside' of a sphere?

texts: I have a long line (thin cylinder) that runs through a semi-transparent sphere. Using the sphere as the cylinder's 'bounds', I would like the parts of the cylinder that are inside the sphere to render transparent. Is this possible with a cycles shader?


texts:
i'm new to python, trying to write a little compositing and rendering addon. One of its fonction is to add a button with rendering a still and writing the render and all the file outputs renders in the render path (the f12 button of the regular GUI doesn't do that). So here's the operator looks like

#####################################################

# Add render still operator
def renderstill (context):
    bpy.context.scene.render.display_mode = 'WINDOW'
    bpy.ops.render.render(write_still=True, use_viewport=True)

class RenderStill(bpy.types.Operator):
    """Render Current Frame Still and write all Outputs\nWarning : Blender is going to freeze during the render"""
    bl_idname = "render.still_files"
    bl_label = "Render Current Frame Still"
    bl_options = {'REGISTER', 'UNDO'}

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

#####################################################

This works pretty good, but it freezes the gui. Is there a way to make this acts like a regular f12 render on the gui ? with tile viewing, progression bar... ?
Thanks in advance !


texts:
I'm new to Python programming in Blender. I have a need to duplicate a series of cubes and slowly rotate them edge to edge. I therefore need their rotation origins to be moved from center, to the edge butted against their neighboring cube.

I've been using:

bpy.context.scene.cursor_location = (x,y,z)

What I really want are coordinates that simply say, "move the x,y,z to the relative right (or left) of a particular cube. My understanding was that the origin point is relative to its last position, and that I merely needed to calc the difference.

I'm setting the origin AFTER creating the cube that needs it origin moved. My code order is:

Create cube
Rotate cube x and z
Set new origin for final rotation based on radians
Rotate cube z with differential

I've reviewed several functions for rotation, but not quite in line with what I'm trying here. I need all the x,y,z to match side that needs to rotate. I'm open to better ways. Like I said, this is new to me.


texts: Blender closes on "loading" complex geometry and entering/leaving local view

texts:
Hello Everyone

I'm having an issue with a large project, and although I found a workaround, it's not ideal and I'd like to have a better understand of what is happening.

I've checked a lot of blender crash issues but I couldn't find anything related to this specific situation (it doesn't look like a crash, since it just closes).

I'm working on a complex architecture scene with more than 20 apartments, I got the original file from ArchiCad (or another BIM software) exported as an .obj, and I had no problem importing or whatever, I've been working on it for a couple of months now.

What I'm doing is mostly optimize geometry and UVs, then import each part to UE4 for real time rendering and VR. (just to let you know I'm not rendering in blender).

Due to the complexity of what I want to achieve in UE4, I have to work "on all fronts" and tend to keep different things on different layers, let's say:

Layer:

1 - Keep the original models there (4.7M tris)
2 - the original models with intended location and rotation (4.7M tris)
3 and 4 - mix of the models I'm optimizing (maybe 2M tris)
5, 6, 7 - Junk and not so important parts that might still be useful.

I work almost all the time with layer 3 and 4 on, sometimes I go back and forth to layer 2 to get specific details.

Now, what happens? Blender crashes very often in these situations:

1 - opening the project file - it doesn't open, it closes blender
immediately.
2 - leaving the local view - blender closes immediately.
3 - other things like right clicking objects in wireframe mode
(doesn't happen very often), let's keep this one as a side note.

I haven't found a solution but here's what I managed to do to be able to work on the file:

Most of the time I can open the file if I left it in local view, I made every object in every layer invisible and then I could leave local view just fine, and make objects visible again, HOWEVER, it still crashed a couple of times doing that.

I got all the objects visible again while in layer 3 and 4, but then I switched to layer 1 again and blender closed again. Then I tested again and it didn't crash.

My knowledge of what is happening is very limited (I know how to drive a car, I know nothing about mechanics or how to build one). But I'm assuming it is something related with this "loading" and "reloading" of geometry, as if it doesn't take its time to load, it just gives up and closes.

Some final notes:

It's a high end PC with i7-5960X@3.0GHz, 64GB ram, 2xSSD, GTX1080
latest Blender version, does not happen with any other project (much less complex)
Updated Windows 10, updated drivers
It doesn't look like a corrupted blend file, I've had that before, doesn't look the same.
I can't share the file.
The file is 1.1GB

I hope I'm providing useful and accurate information, this started happening a couple of weeks ago, and it's hard to keep track of everything that happens, let me know what other information I may provide.

If possible, I'll try and test it on my home computer and see if I have different results.

Thank you for your time and patience, appreciate your help.


texts: When in Sculpt Mode, I usually keep the X symmetry locked, which is useful. But isn't it also a bit inconsistent? now and then, while sculpting, i notice that the symmetry is not always perfect. is this normal? or am i doing something wrong (such as hittin without knowing some shortcut or something)?


texts: Export UV layout without applying modifiers?

texts:
I have a mesh of a fortune cookie that has some modifiers on it.

I want to edit its image texture in Photoshop, and I want to work with the smooth UV layout that I can see while in Texture Paint mode:

How can I export that smooth UV layout? If Blender can render it onscreen, surely there must be a way to access the file.

I'd rather not do these:

Taking a screenshot. This is what I'm doing now.
Applying modifiers first. I might want to change them later.
Saving the image. I just get a black square.
Export UV layout. Only the low-resolution UV map is exported:


texts: How to convert physics animation to a curve/path?

texts: Ok. I have a ball at the very top and a long curved tube leading down and I want to turn the ball's physics animation into a follow path animation. In order to do that I need to somehow make a path out of all location points in which the ball was during its fall down the tube. But I don't know how to do it...


texts: Keying Set Failed To Insert Any Keyframes error message?

texts: So I'm working on an animating project and I think I clicked some hidden hotkey because I'm suddenly getting the error message "Keying set failed to insert any keyframes". For some reason none of the solutions online seem to work/I can't find where people are talking about. I have deleted the keying groups among other things but nothing seems to work. Thanks!


texts: How can I create an inset on a complicated face without overlap?

texts:
I'm attempting to create an inset on a face like this one.

If I try to use the normal built in set tool I get this.

I tried to use the Mesh: Inset Straight Skeleton Add-on, which, from what I've seen should do what I need.

Unfortunately with this Add-On I'm getting unexpected unwanted behaviour. My expectation was that there would be only end up being two edges all the way around the shape, an outer and inner edge (joined by perpendicular edges). Instead I'm getting multiple edge 'layers' like an onion.

Does anyone know how I can take my original face and inset so that I just end up with the two edges highlighted in orange below? Thanks.

I'm currently looking at the Add-on code trying to determine why it would create so many 'onion' layers. It looks very much like a bevel being applied.


texts:
I started using Blender a couple days ago, after messing with Maya on and off for years.

I would like to make an animation with an ending frame that is exactly the same as the first frame for a gif so that it loops.  The object is a sheep which has wool and a soft body modifier. (I also have photoshop and I know how to make a gif using blender and photoshop).

So, I made a low poly sheep, rig, painted the weights, and then made a separate object for the sheep's wool. I painted the weights for that too. I added a soft body modifier, and I made it pretty stiff, I just wanted a very minor bounce affect to the movement in the wool.

However, I'm having a very hard time making a looping gif for it. I cannot add specific key frames with the soft body modifier... There is a small popping effect when the animation loops, because I can't get the wool on the sheep to return to a starting position. I thought I could make an ending key frame that is exactly the same as the first frame.

Any suggestions?

I'm also not committed to the soft body modifier. If there is another way to make the sheep's wool slightly bounce with movement using another modifier I don't mind trying that if I can have it loop.


texts: Node set up/method of recreating this type of displacement

texts:
Does anyone have any idea how this type of mesh displacement is achieved. I'm assuming the artist has begun with a seemingly normal human model and has applied loads of crazy displacements onto it to create this type of warped, mutant look
but does anyone have any ideas of a particular node set up? or is this somethings that more easily achieved in sculpt?
I'm basically looking to create and control as much distortion to meshes as possible and recreate this sort of skin folding idea
help??
specifically the


texts: Problem with casting rays from the camera into the scene for each pixel

texts:
To retrieve information about the objects that lie behind each pixel, I have to cast rays into the scene for each pixel of a rendered frame.

My problem is that the ray directions which I calculate are not correct.

The eye rays that I generate do not match my image frame vertically (they either start/end outside of it, or too far inside).

For example here is the first direction(top left of the image space) that i calculate

And here is the last direction (bottom right of the image space)

I think that maybe my calculation of the vertical field of view might be off. But so far I have not been able to fix it.

#calculates the direction the ray has to take for a u, v coordinate
def get_ray_direction(u, v, position, direction, up, right, width, height):
    #mapping the u and v coordinates into normalised image coordinates
    x = ((2*u - width)/width)
    y = ((2*v - height)/height)

    direction = x * right + y * up + direction + position
    return direction

s = bpy.data.scenes["Scene"]
cam = s.camera
camData = cam.data

view_direction = cam.matrix_world.to_quaternion() * Vector((0.0, 0.0, -1.0))
up = cam.matrix_world.to_quaternion() * Vector((0.0, 1.0, 0.0))
aspect_ratio = s.render.resolution_x / s.render.resolution_y
right = mathutils.Vector.cross(view_direction, up)

up = up.normalized()
right = right.normalized()

#For the FOV I have to use the focal length and sensor size as base values
#since I will be given these values and have to set the camera accordingly
#I took the formula from: http://paulbourke.net/miscellaneous/lens/
fov_v = 2 * math.atan((camData.sensor_height * 0.5) / camData.lens)
fov_h = 2 * math.atan((camData.sensor_width * 0.5) / camData.lens)

up = up * math.tan(fov_v/2)
right = right * math.tan(fov_h/2)

height = s.render.resolution_y/1.0
width = s.render.resolution_x/1.0

#Starting top left, going row by row
for i in reversed(range(s.render.resolution_y)):
    for j in range(s.render.resolution_x):
        dir = get_ray_direction(j, i, pos, view_direction, up, right, width, height)
        ray_dir = dir * 10000
        ray_result = s.ray_cast(cam.location, ray_dir);

This is the code that I currently have in total, which contains some debugging stuff like empties that are placed at the ray direction

Here is the primary source I used (among others, but I found this one to be most comprehensible) for the generation of eye rays


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Since I'm new to Blender (I made the model and rigging with gMax), I find myself stuck trying to set up a linkage for the reverser of my steam locomotive. I was finally able to set the pivot point for the lifting arm using the iv constraint (reverser 1a).

When attempting the function the arm moved correctly but the bones disconnected and failed to raise the reverser arm. None of the constraints could remedy this (reverser 1b).

Further attempts kept the bones together.

However I was never able to keep the last bone attached to the linkage.

Any help would be greatly appreciated.
Have a great day.
TOM

Addendum:
I have been able to answer most of my questions through a lot of trial and error. I am trying to model this steam locomotive for use in TRAINZ.

A short video of my progress can be seen on Youtube.

I was able to do the linkage with an armature starting at the reverser lever. Using IK constraints with limited chain length I could connect to various objects. Everything works great when running forward:

The problem is when shifting into reverse since the radius and valve rods are location constrained to the Y-axis of the expansion links pivot point, the motion is no longer correct.

I have tried everything I could think of, including the clamp to constraint, without success. I would be grateful for any ideas. Have a great day. TOM


texts: VRM model is too big and mesh is all messed up whne uploaded to VRM viewer or VroidHub

texts: so i have this bird 3d character which was already rigged and I added some blendshapes into it and after converting it to VRM in Unity with the help of VRM plugin I uploaded the character on Vroid hub the character firstly too big in size to be visible on screen here are the screenshots


texts: I want to get shine spray, but Point Density do not work and all object is shine. Same thing in other projects, when I use Point Density. First image that I have and second that about I want


texts: Create a plane that always fits the camera viewport

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I'll try to keep it clear: I want to use a background in Blender and for that I use a plane that I want always to fit the camera viewport.

I wanted to do it cleanly, so I put a plane at the same location and orientation as the camera and now I want to move the plane along the camera axis and change it's scale to always fit the viewport (what you can see in the camera view).

I used cos and sin with the FOV of the camera to move the plane but I didn't have anything correct (not so good at math...) and I don't get how I can have the plane to always fit the viewport (fill it entirely).


texts: I recently started using blender 2.82. I'm able to tweak and modify the settings of shading and modeling for material. I'm thinking of animating a scene using the vision of fisheye lens, can anyone help me with the camera settings for this case.