texts: Copying an object with python without actually creating a new object

texts:
I ran across this script on another forum and would like to implement it. However, I'm running into a major bottle neck (performance-wise) when it gets to linking the new objects back to the scene because in my actual implementation I'm attempting to generate about 1000 cubes.

From my understanding, it sounds as though there is a way to duplicate the object, but keep the duplicate as a part of the original object as is done in Edit Mode when using Shift+D.

import bpy
from mathutils import Vector

ob = bpy.context.object
obs = []
sce = bpy.context.scene

for i in range(-48, 48, 3):
    for j in range(-48, 48, 3):
        copy = ob.copy()
        copy.location += Vector((i, j, 0))
        copy.data = copy.data.copy()
        obs.append(copy)

for ob in obs:
    sce.objects.link(ob)

sce.update()

How would I go about implementing a similar script but instead of creating separate copies of the object just add them to the existing object eliminating the need for the loop that links objects back to the scene?


texts:
As in the title - how do I select edges that are parallel to the edge or edges that I preselected?
I don't mean selecting edge loops or rings. My mesh is triangulated, so I don't have any of them. I need to select edges that are mathematically parallel in model space.


texts: Assign UV map to each time frame of one moving object

texts:
Hello Blender Community,

I'm very new to Blender and I am trying to use Blender for visualizations of scientific data. Therefore, I visualized the data in Paraview and exported each time step as .ply-file. Using the Stop-motion-OBJ addon I am able to import all time steps into Blender. Then, according to https://blenderartists.org/t/rendering-a-video-of-point-clouds-imported-from-ply-files/533338 I obtain a video of point clouds from the said .ply-files. Afterwards, I used the CubeSurfer addon to mesh the points of my point cloud to an isosurface. Now, I want to assign a texture using the Poliigon Material Converter Addon to this mesh. However, I am encountering an issue regarding the UV maps. I need to assign an UV map to each frame of my generated mesh, since the mesh is changing over time. However, as soon as I've assigned an UV map to a frame of my video and jump to the next frame of the video in order to again assign an UV map, the UV map of the previous frame gets lost and hence I loose the texture of the previous frame. So my question is: How do I assign a UV map to each time frame of my object that is moving in time, in order to have a texture that moves with the moving object and appears during the whole movie?

Thank you for your help.


texts: Texturing various questions questions - Cycles

texts:
I was wondering various things while I was following several tutorials on the topic, which in the tutorial (timelapse unfortunately) I can not understand or even from my render.

1. In the picture I textured the wooden planks but they are two different parts (I have highlighted them below), but there is that ugly effect because the textures do not match. Does this defect have a name? I think so but I do not remember ... more to have to fix it not only there but for the whole structure it takes a lot of time, can I do that or I'm doing something wrong? I was thinking of removing the various vertical edges that divide the wooden boards, but some polygons would remain with 5 vertices ...

2. to make the brick wall I did various tests, in the photo is just a flat wall with the texture above, but I had tried with various combos (subsS + decimate + same texture in black and white) and gave a nice effect but I was going to fill the structure with too many faces / polygons. do you usually do that or can you use some trick?

3. Finally, I noticed that after having texturized an object if it is already texturized, with knots and applied materials, it is advisable to save time creating the different assets (in my case it is a mediaeval house full of wooden beams) ) and repeat them to save time?

thank you and sorry if I have dwelt, if I have not explained well please tell me.


texts: What are the Cycles specific Viewport Display settings in the material tab good for?

texts:
The material tab contains a Viewport display panel. Here you can set the color to display a mesh in green in solid mode for example.
But there is also a Setting sub panel. And its content does simply nothing in the viewport.
Is this panel for Cycles in the wrong place? Because with Eevee these settings are in the Settings tab.


texts: Uneven shading in render but not preview (Cycles)

texts:
I am working on an animation of a product in blender using the Cycles renderer. The preview looks good, but the render shows uneven shading in an area. The only reason I can figure for that area looking different is there are a lot of very small polygons together. That being said, I don't know why the preview wouldn't show an issue.

What setting(s) could cause this kind of behavior?

EDIT: Solution

For future reference, I selected the problematic polygons using the Select Flat Face tool and then used the Remove Doubles tool. I tweaked the tolerance to keep sufficient detail and remove unneeded complexity.

Thank you to LukeD!

I'm sorry I can't release the blend file because it includes design files that will not be made public.

I have checked and doublechecked that the "Viewport Visibility" and "Restrict Render" settings are the same for all the objects. I have reproduced the problem at multiple resolutions and number of samples.

Here are the render settings.

Thank you for your help.


texts: How can I convert an edge loop to a curve?

texts: I saw a cryengine video in which an edge loop is dragged to adjust it just like the ones in paint. I am not sure if that feature is available in Blender. If yes, would greatly help in modelling objects like bridges, arches etc. The link to the video: https://m.youtube.com/watch?v=0X123xPlyWM the curve is used in 00:18 of the video.


texts: .blend file size much larger after OpenGL Render

texts:
I am working on a detailed dialogue scene that is 600 mb. It is a very complex scene, with each part in single layers. I know that is a very big file size, but what my machine can handle it. What worries me is the fact that it grows to 1.2 gb after I do an opengl OpenGL render. I am not concerned with the original 600 mb file size, is their Is there something that I'm missing that makes the file so big. It is a very complex scene, but i have each part in single layers. large?

Edit:I now figured out that when i bake the hair physics, it increases the file size, not the opengl.


texts: I wanted to know if you know why the colorimetry of the image is not exactly the same when I save the image of the rendering, my settings in the save are however the Blender standards (RGBA, Color Dept 8, Compression 15%). Thank you very much for your answers :)


texts:
My goal is to render the following blender template as svg via blender's built-in svg-exporter plugin:

(zip file can be obtained here)

The final svg file however doesn't look like the result shown above:

Any ideas how to fix this?


texts: How to Use Lattice in Blender to Make Armor Stick Onto Body?

texts:
I'm trying to take one object and have it and somehow "snap" to contour the DAZ obj model I've imported. I came across a YouTube video that involved using the lattice tool to achieve exactly what I need, the video is just a bit incomplete and I need specific pointers as to how to do this!
See images below for reference. Any tips are greatly appreciated


texts: Continue to perform song independent of the scene

texts:
I need the music in the main menu of the game to continue running regardless of the scene in which the game is played.

For example: When I am in the main menu the game plays a song when I click on the settings the music stops because of Logic Bricks.

I want the song to continue playing in all scenes except when the game starts.

Any suggestion?


texts: How to adding detail to low poly style model for game engine

texts: Want to add some detail to a low poly style castle Wall model, make the bricks some variation, move in and out and cut some corner, build a scene in unity and found that with a direaction light, lowpoly with flat color could nearly lose all detail and become flat in shadow side. How to perserve at least some detail at shadow side?


texts: Weird blender game engine python problem

texts:
I was trying to create the illusion of a building being destroyed as soon as there is a collision using python. Everything seems to work fine when I use a cube, but it breaks as soon as I use the real building

I have attached a simple version of the problem which illustrates both the cube and the building. Whenever the "player" cube collides with the red cube, the addobject works perfectly. The same thing done with a building produces weird results. (Note they have the exact same settings and they both use the same python module)

Can someone please help me resolve this mystery. I have been cracking my head for ever. Here's the blend file
(Use the arrow keys to move the player cube and collide it with different objects)
https://www.dropbox.com/s/q3gajcxasv1c2dt/break_demo.blend?dl=0

ANSWER:

If anybody is stuck with a similar problem, then look into scaling. Here's my final code to get it done without using any empty's and rescaling in fly

def decimate(cont):
    self = cont.owner
    scene = self.scene
    self.scaling = [1,1,1]
    scene.addObject(placer_ID, self)
    self.endObject()

Also if it seems that the object gets added, but at the wrong location. Then it is due to the fact that the origin is not set. Try to set the origin to center of geometry or center of mass (Ctrl + Shift + Alt + C). You have to set this by selecting the empty associated with the group. Look at this question for more details Replace objects with a group of objects using Python


texts: How can I change the order of N-Panel tabs?

texts:
I want to be able to re-order the items and add-on tabs in the N Panel. For example, I use the add-on "Asset Management" a lot, so I would like it to appear first or second in the panel. How can I achieve this?
Thanks!


texts:
Basically, I want to create a tool that can swap between one vertex coordinate with specialized UV data named 'SwappedUV' for whole vertex in active object (if not exist, it'll create new UV layer instead)

import bpy
import bmesh

def swapOnAxis (axis):
    C = bpy.context
    o = C.active_object.data
    bm = bmesh.new()
    if C.active_object.mode != 'EDIT':
        bm.from_mesh(o)
    else:
        bm.from_mesh_edit(o)

    uv_layer = None
    name = 'SwappedUV'
    if name in bm.loops.layers.uv.keys():
        uv_layer = bm.loops.layers.uv[name]
    else:
        uv_layer = bm.loops.layers.uv.new(name)

    for f in bm.faces:
        for l in f.loops:
            luv = l[uv_layer]
            # apply the location of the vertex as a UV
            luv.uv.x, l.vert.co[axis] = l.vert.co[axis], luv.uv.x
            #print(l.vert.co[axis])

    if C.active_object.mode != 'EDIT':
        bm.to_mesh(o)
    else:
        bm.update_edit_mesh(o)

    bm.free()
    o.update()

class SwapOnXOperator(bpy.types.Operator):
    """Change X Position of verts with UV data SwappedUV"""
    bl_idname = "myaddon.swaponx_operator"
    bl_label = "SwapUtils Operator"
    bl_options = {'UNDO'}

    def execute(self, context):
        swapOnAxis(0)
        self.report({'INFO'}, "Sucessfully swap UV data")
        return {'FINISHED'}

class SwapOnYOperator(bpy.types.Operator):
    """Change Y Position of verts with UV data SwappedUV"""
    bl_idname = "myaddon.swapony_operator"
    bl_label = "SwapUtils Operator"
    bl_options = {'UNDO'}

    def execute(self, context):
        swapOnAxis(1)
        self.report({'INFO'}, "Sucessfully swap UV data")
        return {'FINISHED'}

class SwapOnZOperator(bpy.types.Operator):
    """Change Z Position of verts with UV data SwappedUV"""
    bl_idname = "myaddon.swaponz_operator"
    bl_label = "SwapUtils Operator"
    bl_options = {'UNDO'}

    def execute(self, context):
        swapOnAxis(2)
        self.report({'INFO'}, "Sucessfully swap UV data")
        return {'FINISHED'}

class SwapUtilsPanel(bpy.types.Panel):
    """Docstring of SwapUtilsPanel"""
    bl_idname = "VIEW3D_PT_Swaputils"
    bl_label = "SwapUtils Panel"

    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = 'Tools'

    def draw(self, context):
        layout = self.layout
        row = layout.row(align=True)
        row.alignment = 'EXPAND'
        row.operator(SwapOnXOperator.bl_idname, text = "Swap X", icon = 'COLOR_RED')
        row.operator(SwapOnYOperator.bl_idname, text = "Swap Y", icon = 'COLOR_GREEN')
        row.operator(SwapOnZOperator.bl_idname, text = "Swap Z", icon = 'COLOR_BLUE')

def register():
    bpy.utils.register_class(SwapOnXOperator)
    bpy.utils.register_class(SwapOnYOperator)
    bpy.utils.register_class(SwapOnZOperator)
    bpy.utils.register_class(SwapUtilsPanel)

def unregister():
    bpy.utils.unregister_class(SwapOnXOperator)
    bpy.utils.unregister_class(SwapOnYOperator)
    bpy.utils.unregister_class(SwapOnZOperator)
    bpy.utils.unregister_class(SwapUtilsPanel)

if __name__ == "__main__":
    register()

Actually, this plugin works properly. But why it takes 4 steps to make the selected mesh returning back to it initial state? Is there something I miss?

PS: I'm fairly new to scripting in blender


texts: Which armature with face bones and/or which addon can I use to make the mocap?

texts:
I tried to use the makewalk and the Motion Capture Addon by Benjy Cook with different armatures : mine armature,with remapped bones and without ; with the rigify + pitchipoi addon,before to get the final rig and after. It did never work. The Benjy Cook addon does not include the option for the remapping of the face bones,the makewalk addon used in combination with the rigify + pitchipoi gives always the same error :

  Found no candidate hip bone / hip bone must have children hips.

So,I haven't found a good way to make the mocap if I want to retarget also the face bones. Also,the makehuman pre made armature with the mocap / Cmu mb version has no face bones,so it's not useful at all for me. I tried to remap the bones using my armature,but it didn't work at the same way. I need to find another addon. Do you know another one ? I don't want to use the markers approach and/or the shapekeys,but I want to use the bones and a pre made armature that includes the face bones. Thanks.


texts:
I tried recreating something like this:

https://www.instagram.com/p/Bk1tq1DgMRV/?taken-by=flvio.cc

The head can move on the x and y axis.

The model itself is done, but I just want to move the head in both directions and have the "arm" move along automatically, and I would like to have them constrained.
I didn't find a tutorial that explains this. I never really worked with bones and constraints.


texts: No animation with some sensors in the BGE

texts:
I have a problem with the Action Actuator and animations in BGE. I would like to play an animation.
It works only when I use the "Always" and "Delay" sensors but I need the "Radar" and the "Near" sensors.
But if I use the Near sensor no animation is playing. Here is a picture of my Logic Bricks:


texts: How to get real Z-buffer value from Blender

texts:
This is in follow up to my previous post. I see that i can render the zbuffer into an image from the answer to my previous post. But can I get the real Z values some how using blender?
I found this page that talks about it in OpenGL but I am not sure how to access the values in blender. If someone has done this before, please help me out.

Thanks in advance!
Karthik


texts: How to correct the size of Properties panel in Default window?

texts: The Properties panel on RHS of default 3D window which is activated with (N) became very small and hard to read. All other active Blender files are fine....but cannot restore/resize to normal settings and too small to read.


texts: Unparent Bone and current bone keep transform

texts:
How do I unparent bone from its parent bone but keep unparanted bone and its child bones transform and rotation?

If I unparent bone, unparanted bone and its children change their position and rotation. I wish to keep it.

Will appreciate script for that if possible.


texts: How do I displace in blender 2.8? I am used to going to the texturing tab and then changing the image in the displace texture to the proper image but the texturing tab simply says TexDraw and I cant do anything about it.


texts:
I've set "Meters" as the unit I want to use, with a 1.0000 scale, which means that every square on the grid is 1 meter, right?
Now, I want to set a cube to be exactly 1.5m tall (for example), how do I do that?

I tried to set the scale in the "scale" section in the object tab, but there's a problem.

This is with scale set to 1 on every direction:

You see, it takes up 2 squares on the grid for each side. I mean, look at the top side, it takes up 2 squares. If every square is 1 meter, it means that the top side is 2 meters long, right?
If I want it to be 1 meter long I have to se the scale to 0.5, like this:

The point is... I've set the scale to 1.0000, as I said, so 1 should be 1 meter...
Did I miss something or this is right?


texts: How to import World Nodes from one .blend file to another? (2.83)

texts: I have attempted to "append" the World part of another .blend file into a new .blend file and although it does import a World Shader, it is the default one found in every vanilla blender file and not the custom one I want to import.


texts:
Background:

I've a *.png sequence previously rendered: a moving computer
Now I wanna add the video to the monitor, so need to track the image sequence.
The *.blend file is the same one I rendered before but I don't want
to render the whole scene one more time.

How to use vertices groups previously created (monitor) as tracking points?

Any other solution to solve this job?


texts: How can I turn this math formula into a 3d model?

texts: how can i turn a 3d model made in surfer into a 3d file that i can print


texts: How do I get bevelled edges from the inside of a mouth?

texts:
EDIT: Unsure how I solved it. Someone commented the corrected file, but idk how they did it.

I'm currently creating a face rig, and I'm at the modeling point of the process. I have all of the modeling finished except for one part that I want, but do not know how to do.
Here's what the face looks like (for reference):

As you can see, everything is looking quite smooth. What I want to do is have the corners of the mouth beveled so that it isn't a rectangle mouth, but a roundish rectangle. What I want is red, what I have is black:

In edit mode I discovered that the edges of the mouth are glitched out. When I try to subdivide the faces, it isn't divided into fourths, but vertices are added at the edges instead, which is not what I want.

I know that I need bevels or subdivisions to do this, but the faces are just too glitchy. Can someone give me an alternative approach? If you can teach me how to do it with mean crease, here's a picture of what edit mode looks like:

Mouth edge, same on other side

Thanks for reading, I hope you can help! :]

EDIT: Here's what I was looking for. It's solved:

[UPDATE] Here's the file: http://www.pasteall.org/blend/36339


texts: Bake from Hi to Low Poly Distance Artifacts

texts: I'm trying to follow tutorials on YouTube to follow this process but I keep running into a problem where I either get texture transfer only where my low poly mesh penetrates the high poly, or I get artifacts from the ray going so far it appears to be capturing texture from the other side of the mesh. I'm also having to use a ridiculously high number for the Distance setting (~52m) which tells me something is fishy.  I tried following the advice lemon gave here: How to bake a cavity map from hi-poly to low-poly?  But to no avail.  Any other hints?


texts:
I am using blenderGIS to create a mesh, out of a large area. I do this frequently at my job. The texture comes in at 650mb or so, and I need to chop it and the mesh up. I found a script which will separate the mesh into a grid for me, so that part works, but I cannot figure out how to bake the textures.
So far I have the script iterating through the objects, creating new textures and UVs and packing the new uvs (though I am not positive the packing is working right now, not sure how to tell (relatively new to blender as well)).
import bpy

sel_objs = [obj for obj in bpy.context.selected_objects if obj.type == 'MESH']

for obj in sel_objs: # <<<<<<<<<<
    obj.select_set(False) # <<<<<<<<<<

count = 0
meshName = "terrain_"

while len(sel_objs) >= 1:

    # Process Object
    count += 1
    objName = meshName + str(count)
    obj1 = sel_objs.pop()
    obj1.select_set(True)
    obj1.name = objName

    # Add UV Layer
    layerExists = False

    for layer in obj1.data.uv_layers:
        if layer.name == 'bake':
            layerExists = True

    if layerExists == False:
        obj1.data.uv_layers.new(name="bake")

    # Edit Mode, Select All
    bpy.context.view_layer.objects.active = obj1
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.uv.select_all(action='SELECT')

    # New Image
    newImage = True
    for img in bpy.data.images:
        if img.name == objName:
            newImage = False
            image = img

    if newImage == True:
        print("NewImageTrue")
        image = bpy.ops.image.new(name=objName, width=4096, height=4096, color=(0.0, 0.0, 0.0, 1.0), alpha=True, generated_type='BLANK', float=False, use_stereo_3d=False, tiled=False)
    else:
        print("ImageAlreadyExists")

    for uv_face in obj1.data.uv_layers.active.data:
        x=0
        #uv_face.image = image

    image.file_format = "PNG"

    #image.save()
    bpy.ops.uv.pack_islands(margin=0.01)

    # Exit Edit Mode and Deselect
    bpy.ops.object.editmode_toggle()
    obj1.select_set(False) # <<<<<<<<<<


texts: Very very very new to blender but is it possible to colour different parts of an object? (.obj import from fusion). if so; how do I change the colour of different areas of my object?


texts: Trouble Getting Downloaded Model With Textures To Appear

texts:
I have been having trouble getting the textures to become visible in Render Mode. I am still very new to Blender and have been learning most things through Youtube tutorials. I have followed multiple tutorials but nothing seems to work to make these textures appear.

Maybe this can provide more insight


texts: Why can't I move some of the objects in this model?

texts:
I recently downloaded this model of a car. This model consists of several objects. For some of the objects (such as "Neumatico"), I can change the location of the object using the Python Console with

bpy.data.objects['Neumatico'].location = [0,0,-1]

or in the Properties Editor via

Properties -> Object -> Transform -> Location

Both methods successfully move the object in the 3D View. However, for other objects (such as "Detalles 1" in the model), neither the Python nor Properties techniques above move the object. Although both techniques do change the location values, the objects do not move in the 3D view. Also, the behavior I described for location also occurs for rotation.

I also tried using the command bpy.context.scene.update() but that didn't seem to help.

Why can I move some parts of the model, but not others?


texts:
i know there are already threads about issues with this and this and this side of some work.
But most of them relate to mesh topology issues, obvious issues like unwelded vertices etc.

To me though in this example all seems fine. But somehow it is really messing up my flow.

Any ideas on WHY it is happening? I mean sure, maybe a bug, maybe me. But I would love to know if there is maybe a different approach to this?

I transition currently from 3ds max to blender ;)

Thanks for your help.Here is a video of the issue


texts: How to: set the "world" environment colour to white

texts:
I Just ticked the "World Background" box and now everything shows up. in the third picture, i loaded factory settings and now everything is ok. but if i restore the program i will loose all my configurations. I will try to export them, reinstall blender and load them again.as you can see in the second picture once again the world environment is completely black. nodes are shown. thanks!
Tnanks so much for your help in advance.


texts: When I want to move my model It doesnt go smooth

texts: When I try to move it around with G it doesn't go smooth, it makes like big jumps and not smoothly... I'm in pose mode trying to make an animation.


texts: Grease pencil problem, Can't see the keyframes

texts: So it's bugging me a lot right now, I can't seemed to see the keyframe added in grease pencil but it's animating, now I can't move and copy certain keyframes, any fixed for this? is this a bug?


texts: Which gives better performance in render/viewport: mask modifier or assinging a transparent material?

texts: I have a character model where a good portion of the skin is covered by clothes. To prevent the skin from clipping through the clothes, I assign a transparent material to the areas that aren't supposed to be visible (I can't delete these areas, since the character has multiple outfits with varying lengths of sleeves/pants). I recently came up with the idea of using a mask modifier instead of a transparent shader for this purpose in order to get better performance. My question is: would this actually improve performance? I think the answer would be different in the viewport than in rendering, if this is the case, I'd like to know how it effects both.


texts: Mirror modifier distort ambient occlusion texture on mirror axis

texts: My ambient occlusion texture appears to be black at the centre of the mirror. Clipping at the centre is correct. What might be the problem?


texts: How to setup the camera into front view?

texts:
Currently I am learning Blender and I have still some problems with the camera setup. I do not really know how to set it to the front view. If I press F12 then I can only see the corner of the picture.

I tried with some hotkeys but it does not work. I am using version 2.77. It is comfortable for me.


texts: I often have tons of keyframes for tons of things in the scene. Sometimes I have a key selected in the graph editor but I just don't know which object this key belongs to. Any idea how to check the active key object name fast? Scrolling the object list on the left shows nothing, if there is any highlighted name I can never find it.


texts:
Sorry for the newbie question. I've been working in/learning Fusion 360 for a couple of months, with moderate success. I posted this question in the F360 forum and was told it can't be done, in Blender, it could be done pretty easily/quickly.
You can see in the picture that I want to bend the Audi rings to the surface of the gray body. Can this be done in Blender with these two STL models?


texts: reflecting direct light on glossy surface in Cycles

texts:
Working in Cycles.

Say I have a "disco ball" with a glossy shader. I'm pointing a spot light to it, and I'm trying to have the reflections of that light illuminate the diffuse material on the walls with the patterns from the ball.

I get this:

but I'd like to get something like:

For the illustration I placed a point light inside the ball an removed faces. But what I'd like to do is move the light around the ball so that the light reflected from it changes like it would do in real life.

Is that possible at this point?

EDIT:

Just for the record here's the image rendered in LuxRender (yet another program to learn...)


texts: How can I create a silhouette using HDR in cycles?

texts:
In real life, when taking pictures with a bright background the object you are looking at becomes mostly black. How can I get this effect in Blender?

I would like the monkey to become a silhouette without using any compositor or material hacks.

I'm not sure if my HDR image has a high-enough dynamic range to actually do this, so feel free to user your own HDR instead of mine.

The HDR was too big to pack into the Blend file. Here it is:
https://drive.google.com/file/d/0Bxf7lERLL3TlQkM2a2FKSkRRMk0/view?usp=sharing


texts:
Is there any way to use paste in edit mode, because in edit mode CtrlV is replaced by the vertices menu.

I can copy things fine but it is impossible to paste. Of course I could use ShiftD to duplicate but is there a way to copy?


texts: Textured model export - result doesn't contain the textures

texts:
Not a Blender pro here. I have this dummy character ready for export. It has a shape and a set of UVs (head, body, legs, eyes); the packed .blend file can be downloaded here. It's about 4MB.

It's basic, but it helps to test each step until it's rigged, animated and imported in Unreal:

I must export this character and make sure the file contains the texture data.

I first tried using the .fbx format

See my export settings using the "copy" and "embed texture" checkbox:

A small .fbx is generated (+/- 500kB) and no materials are copied in the dest folder.

As I import this in, say, Mixamo, the character appears solid white instead of being textured. I've used Mixamo in the past and know for sure it displays the texture if it's properly packaged:

Of course, I'm missing something. But I doubt it's in my way of exporting since I get the same result with .obj exports.

I then tried with the .obj format

I see "write materials" is checked by default and I've checked "material groups", just in case it changes anything:

Ok. I'm stuck here and I can't find why. I'm looking in the area of materials, textures, but this trial & error is not going anywhere so far.

I thank in advance anyone who's read my question :-)


texts:
I am writing an addon to help me manage my multi-file addons.

Its coming along really nicely, but I want it to work no matter what .blend file I have open, so I have it save each project's data to an xml file.

Not knowing that it wouldn't work, I had the panel call two functions, one to update the files for the project, and one to update the xml file. So whenever the UI updated the two functions were called. But I changed something in the 2nd function that actually changed a value in blender and it wouldn't let me because you can't edit blender data from a UI context.

So here is my question:
What is the best way to continually update my list based on this external XML file. I really don't want a UI button to update from xml if possible.

Also, if there is a way for the two functions to be run whenever Blender opens that would work as well.


texts: How do I switch to Cycles render engine?

texts: I just downloaded blender and it says at the top that I am in blender render. I want to make it on cycles render. How can change this?


texts: How to properly render emissive and transparent materials (fire) for compositing

texts:
I am rendering a fire to a multilayer EXR and then composite it using the method described in this answer ontop of my footage.
One comment states that it is difficult to work with my EXR because I only have a beauty pass and my emissions and transparency aren't separated. I also get all sorts of wired effects compositing my exr when I try to pre divide/post multiply. But if I do not do that everything tourns with.

Here it gets blocky
Nothing I was just trying to bring the highlights of the fire a bit down but it messed the image up so I pressed premultiply / post divide and then it messed the rest up. I am wondering how blender outputs the exr is it already premultiplied or is it straight?
Reference files:
https://drive.google.com/drive/folders/1HatjWYAmmXHfEiaTNYChJYBK0PZVvMo7?usp=sharing


texts: Baking settings in script not working (Cycles)

texts:
I use a command-line script with Blender 2.90 and Cycles to bake a normal map from a high res model to a low res model. However some render settings don't seem to work from script, such as sample count, thread count and GPU rendering. When doing the same thing in Blender UI it works.
The baking always runs on one thread, no matter if I set the thread mode to auto or fixed with a thread count.
Cycles sample count doesn't seem to work as the result is always the same and takes the same amount of time. I also suspect that tile size does not work.
When I enable CUDA rendering on the GPU the GPU is not used.
If I print the settings they are reflected correctly.
        scene = bpy.context.scene

        #scene.cycles.device = 'GPU'
        #prefs = bpy.context.preferences
        #cprefs = prefs.addons['cycles'].preferences
        #
        ## Attempt to set GPU device types if available
        #for compute_device_type in ('CUDA', 'OPENCL', 'NONE'):
        #   try:
        #       cprefs.compute_device_type = compute_device_type
        #       break
        #   except TypeError:
        #       pass
        #
        ## Enable all CPU and GPU devices
        #for device in cprefs.devices:
        #   device.use = True

        # Baking only works with cycles renderer (settings don't seem to work)
        scene.render.engine = 'CYCLES'
        scene.cycles.progressive = 'PATH'
        scene.cycles.samples = 1
        scene.cycles.use_adaptive_sampling = False
        scene.cycles.max_bounces = 0
        scene.cycles.bake_type = 'NORMAL'

        scene.render.tile_x = 1024
        scene.render.tile_y = 1024

        # Limit threads so it doesn't lock up PC
        scene.render.threads_mode = 'AUTO'
        #scene.render.threads_mode = 'FIXED'
        #scene.render.threads = MAX_THREADS

        # Tanget space for Unreal +X-Y+Z
        bpy.ops.object.bake(type='NORMAL', width=bakingUResolution, height=bakingVResolution, margin=8, use_selected_to_active=True,
            normal_space='TANGENT', normal_r='POS_X', normal_g='NEG_Y', normal_b='POS_Z',
            save_mode='INTERNAL', use_cage=False)


texts: can I make the blenders view distance much further?


texts: Opening an Image changes the UI to Image/UV Editor

texts: I'm on Blender 2.90.1, and the problem always happens after I render an image for the first time. After doing a render, any image I open (Through any means, like the Shader/Node Editor), it always changes that UI window to the UV/Image Editor, specifically the Render Result. This persists even after closing out the program and re-opening, and the only known way I can temporarily fix it is by making a new project entirely. I can't find this anywhere and it's driving me crazy. It's been happening since 2.8 I believe.


texts: Why is my particle system rendering differently on my cloud rendering service?

texts:
I'm making a little isometric low poly scene, and I'm using a couple of hair particle systems to scatter trees randomly over a plane. On my system I have them distributed pretty much how I want them to surround a little cabin I've modelled.
However, when I upload them to Render Street for final rendering, the trees are in an entirely different place. I have rendered it twice and they render in the same location each time on Render Street, but in a different place to my local version.
I also have an emitter system for smoke and that renders identically to mine.
Why is this happening, and is there some way I can 'bake' the hair particle distribution in so it's consistent?
EDIT: The following support page on Render Street goes through baking for particle systems, but this only seems to apply to Emitter systems. There is no cache tab for Hair systems:
https://support.render.st/portal/en/kb/articles/how-baking-works-with-blender-on-renderstreet


texts:
Like the title,how blender got its name.I just want to know why Ton Roosendaal call it Blender.Is it from the blender machine or something like that?

Any help was very appreciated.


texts: I sculpted a character, abd heard and saw it was easier to have a separate shape that makes it easier to manipulate and make two shapes as one mesh. so I had the head separated from the body and tried to attach it as best I can. I joined the meshes, used Clay Strips and and Smooth brushes, but I could not seem to make it look like one mesh. How do i fix this?


texts:
Total noob here,

I am searching the whole internet looking for how to rotate a lamp.

I see several youtube videos showing it being done and saying "rotate lamp ..." How do you rotate a lamp? I can't leave Object mode with the lamp highlighted. I understand that you don't rotate Point lights as they are omnidirectional. You should be able to rotate almost any other lamp. "R" doesn't activate rotation. What am I doing wrong? It seems like it must be the easiest thing to do because nobody has had to answer it before!


texts:
I'm doing a speed test. I have a scene with an Ice Tea in it. On CPU it renders correctly, as expected. When I switch to GPU rendering, the render is blank, there is only the background color - world color. What do I have to setup to correctly use GPU rendering?

Here are screenshots, using CPU and the GPU result, which is empty, it's just world color. I'm using Cycles of course. And I'm not using HDRs. I'm using mesh lights though. I can't share the blend.

Edit: I tried to render a basic plain cube, just the startup scene, and the result is the same - blank render. So I think it's not a matter of Blender settings.


texts: How can I subdivide and curve/smooth a low poly line without moving the original points

texts:
I am trying to create the hull of my frigate by creating latitudinal curves, converting them to meshes, and then joining the mesh lines to create full mesh.  As you can see in the images, I am using diagrams from the plans of an actual vessel, and trying to redesign it accurately.

This image is looking directly aft, along the x-axis, to see a cross section of the hull.

My question is this:  How can I create the side meshes of the frigate time efficiently, and yet retain the proper curve?"
Below I manually created one rib for an example, and in the image below that I subdivided each section and manually moved the points to create a reasonably accurate curve.

Obviously, manually creating and adjusting many curves for the entire length of the vessel would be extremely inefficient.  Perhaps I could create a curve, and somehow intersect it with each longitudinal line, or shrink-wrap a curve to them, but I have not yet learned whether this is possible or whether it would create the desired result.  Perhaps I can take the low poly line before I manually curved it, and use some modifier to subdivide and smooth it, though it is important that the original points do not move.


texts: How can I make a paint-covered material in Blender?

texts:
So I'm struggling with the wheel rim's surface material and this is what I've done:

The nodes:

(PBR material from Remington Graphics)

The real stuff:

(For more references check this out)

So I'd like to have a little noisy effect to make the surface a bit rough and looks more realistic, for the current one it's too shiny (what about HDR?) and it seems too smooth.

I had some attempts before this question comes out:

But I'm not sure if it's a proper setup, and should it be the surface color, or height texture feeding roughness??


texts: Blocking 3D audio in Blender Game Engine

texts: Is there a way to 'block' or stop 3D audio so that in one room I can hear it but in another besides it I can't without ending it?


texts: UV Warp moving entire texture on character

texts:
So I am trying to use a UV warp to animate 2D eyes on my character mesh from this tutorial here. https://www.youtube.com/watch?v=5NlvgMYZgaY

Once I start moving the bone the eyes are working fine, but it also move the entire texture for the character model. For example:

I know this has something to do with the UVs but I'm having trouble finding a solution. Please let me know if there's any more information I can provide. Thank you.

UPDATE: So I believe that I found what's causing the issue. The bone is somehow selecting all the UVs rather than just the eye UV box I made.

Is it possible to separate that particular UV from all the other ones? That way I believe I can get the eyes to move the way it is supposed to.


texts: How exactly does Blender perform a simple deformation?

texts:
I would like to understand, in detail, the algorithm used by blenders simple deform modifier, specifically the bend tool. I have found the source code but I do not understand exactly what it is doing. It looks like it is assigning weights to the vertices but how does that make the mesh bend? How exactly are the weights chosen? I want to know because I would like to be able to predict how the mesh will deform without actually performing several tests to get it just right.

Is there more detailed documentation somewhere or perhaps a paper which describes the general algorithm? Also, if there is a better place to ask this type of question please let me know.

Thanks.


texts:
My animation keeps rendering in black, how do I fix it?:

Here's the file if you want to edit it. http://www.pasteall.org/blend/38570


texts: Only Lights/Camera's origin move instead of all component

texts:
I apologize in advance if my problem has already been solved. But i was unable to find a thread relating to my problem.

For some time, when I launch an empty scene in solid mode, I have a strange behavior with my camera and lights. When i move them (grab light : img1 to img2), it affects only the origin (surrounded in blue). The other display don't move and are stuck in at the position 0,0,0 (surrounded in red).

In rendered mode, the light and the camera react in relation with the origin, what seems right.

I was thinking that it was a problem with affect origin in Options. But this option is not checked.

It's just a pain to handle correctly these components.
Have you any idea to get a correct behavior of those items ?

edit : I kept looking and it's also happend for any non-editable objects like force field, speaker, empty ...


texts: Using Blender with processing or Max MSP interactive programmes

texts: We design installation using a combination of Max MSP and processing. I am wondering if you can intergrate animations which are controlled from live input algorithms. We already have live movement that can control sounds and as we get better at Blender we wonder if we could do the same with animations we create in Blender.


texts: Set object origin and transform to face midpoint AND normal via Python

texts:
The answer to the above question seems to involve moving the scene cursor to the selected face, performing some matrix magic (math) and at one point using bpy.ops.object.origin_set without ruining said matrix magic.
Any chance that anyone has done this before, or know the actual math required for it?
NOTE: My objects are not at the origin and may be rotated already!


texts: cycles transparency results in color loss when background is black?

texts:
to make exactly clear what i want:

i want to use a scripted animation that uses live motion capture data for projection mapping.
it shall look like some sort of energy beams or electricity going out or into the body of the actor.
for that i rendered a set of png's that use alpha which i added as an image strip to make an animated texture with animall.

so far so good, everything is working.. with one exception.

wanting to do stuff live, i obviously don't want continuous rendering resulting in a mess of noise, so i thought - let's do it in material viewport shading in cycles

i added a node setup for transparency, which works fine in rendered mode.
but to ensure that i can use tranparency in material viewport shading, i switched to internal, adjusted transparency settings and switched back to cycles.
my problem: this results in transparent mesh, but the color of my texture is gone.
why is this and how can i prevent it?

blend file:

i took a second look at the background plane and i noticed that the loss of color appears when the plane's material color is set to black. when it's white, the texture appears blue, although it's hard to see. my goal is to achieve transparent mesh with a texture fading to alpha in viewport material mode, that keeps the blue color no matter what background plane there is. having to use a white background makes transparency obsolete in my case.

why is this happening?
is there a workaround? (like really fast live rendering without noise that doesn't look too bad?)


texts: How to restore menus after unregistering a menu-altering-add-on?

texts:
If you create an add-on which replaces existing menus in order to ex. add elements in between the existing elements, installing it works fine, but uninstalling it removes the entire menu. So the question is how to uninstall such an add-on and restore the previous menus?
In this folder: Blender Foundation\Blender 2.91\2.91\scripts\startup\bl_ui\ the default ui scripts are located, but how do I execute the UI script during the unregistering of the menu-altering-add-on?


texts: Normal image manipulation for bas relief

texts: I'm Mr.Wong,I just enquiry can we use a face image create relief make a commemorative coin by using blender?


texts: Morph between different facial expressions?

texts:
I want to use Blender to make a dynamic character. I want to know if it is possible to make a number of keyframes for facial expressions and then have the ability (using python's game engine) to choose which face I want the current face to morph into?

Ok, so I have been trying to master Python scripting with Blender's Game Engine. I would like to make a basic game where you can tell the face, within the Python Console, what expression to do, running code from the Text Editor. Here is some code I wrote in the text editor after making two keyframes 'Basis' and 'Surprise' in Blender Render:

def Face(Expression):
if Expression == 'basis':
    C.object.data.shape_keys.key_blocks['Basis'].value=0.0 #I believe this should make the animation morph to the Basis as defined in my key frame
    print('basis')
elif Expression == 'surprise':
    C.boject.data.shape_keys.key_blocks['Surprise'].value=1.0 #Again this is defined in my key frame
    print('surprise')
else:
    print('invalide entry')

When I click Run Script it seems to compile with no errors. When I enter the Python Console and type "Face('basis')" I get the following error:

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
NameError: name 'Face' is not defined

Firstly is the game engine capable of making a game where you can change character's facial expressions. Would it be better to manipulate bones in the face rather than morphing between key frames? And, how do I call the function I wrote in the text editor in the Python Console? I also want to know if I called the 'object.shape_key' from C properly from the python code?
Very detailed Q I know, thanks for the help guys!


texts:
First of all, I hoped I'm not asking a duplicate of some question (I didn't find any).

I'm currently editing a short-movie, and the main part of it is black and white. We recorded it in colors, so I'm using the video sequence editor to go in black and white for these sequences. My problem comes here (I'm setting the saturation of each strips to 0, but I tried other ways like using a Hue correction Modifier, same result).

Then in a scene, we used a old-look iris effect (darkening borders of the video). I tried different ways but all with the same ugly result : use a transparent png image, use a mask, ...). Here is the actual mask I'm using :

I can't see how to get it more simple than that. Then here is a zoom on a corner when I render a frame to a png image :

It looks normal, isn't it ? Let's see how it looks when I render the video in a .mp4 file :

It's a bit subtle, but I assure you it's reeeeeeally ugly. It looks like now Blender has only 10 choices of gray for that gradient. Shouldn't it have thousands or millions of colors available ? Finally, here is my configuration :

I want to underline the fact that I used the VSE for almost 10 short movies now, and the encoding has always been perfect. I always used H264 in mp4 container, and it looks great (lossless, any encoding speed). But that's the first time we are doing some part of a movie in black and white, and I'm really upset about this result.

Have you any guess why it's sooo ugly when rendered in a video ? What causes the loss of quality ? I have other small quality problems about black and white, but this one is really bothering me ...

Feel free to ask any additionnal informations ! And thanks a lot to have taken the time to read me !

NB : Our camera is a Sony A6000 (hybrid camera) and works perfectly.


texts: How can I convert a downloaded image as a texture into Blender 2.78?

texts: I have put together a small library of various texture images from the internet, i.e., rusted iron, broken concrete, etc. I want to use them in Blender. Most images are .jpg. What do I need to do? Bear in mind I am a blender noobie.


texts:
How to remove background in video if i have background picture?

I use node editor. Image is clickable 1280x720. Video screenshot + background

I tried to use mask and chromakey, but result is bad


texts:
hey i want to play more than one action one after one according to user preferred action. I mean, if user wants to play ‘run’ and ‘jump’ actions, then it should play first ‘run’ action then after that should play ‘jump’ action.
I used a for loop to play actions, but it only plays one action only. I also tried changing the start and end time of actions but not work.

Here is my code:

cont = bge.logic.getCurrentController()
main_arm = cont.owner
layer = 0
priority = 0
blendin = 3
mode = 0
layerWeight = 0.0
ipoFlags = 0
speed = 0.08
end = 0
count = 3 #no.of words that user input, suppose that he
#entered 3 words that mean I should play 3 actions

for j in range(0, count):
    if main_arm.isPlayingAction(0) == False:
        data = actions[j] #actions is some kind of array which contains the
        #action, start and end time of which user preferred actions. There are 3
        #actions which user want to play
        action = data[0] #taking the action
        start = data[1] + end #taking the start time of above action, when loop is active, it
        #adds previous action's end time to get the current start time
        end = data[2] + start #taking the end time of above action, when loop is active, it
        #adds previous action's start time to get the current end time
        print("action played " + action)
        main_arm.playAction(action, start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)

HOPE YOU CAN HELP


texts: How to create a hard straight edge while keeping this sphere's shape?

texts: I am trying to create an opening on this sphere which I created by subdividing a cube 3 times. I want the edge of the upper part of the opening not to be curved as shown in the picture so I added a proximity loop. But this messes with the overall shape of the sphere. In the second sphere I moved the edge loop a bit but the problem is still there. How should I do this? If possible only with quads and without the crease tool. This is how the second sphere looks like:


texts: How can you make a texture not being affected by blender lights?

texts: I modelled a shampoo and I put a label texture onto front face of it. When I'm rendering it the label texture is darker which is obvious to me because blender lights affect it. How can you make a texture like this not being affected by lights and just be there with stable colors all the time(the same colors when I'm opening the texture as image)? Node screenshots would be appreciated :)


texts:
My question is: why do Object mode scaling and Edit mode scaling seem to be incompatible?
I'm quite new to blender, so I may not know sth important about these modes.
The actual case is:
I create a cube, which is 2×2×2 metres in metric units by default
(it's also shown under 'dimensions')

Then, with the cube selected, I switch to Edit mode, and enable 'Edge info: Length' under 'Mesh display'

And it shows the cube's measurements, which are 2m on each edge.
Now I use the scale tool in Edit mode, making the edges 2.244m

That's good so far. Changing back to Object mode, the changes can be seen under 'dimension'

However, when I use the scale tool in Object mode, the scale and dimensions also change, but changing back to Edit mode, the measurements shown remain the same

So the question is, why does the scale tool work differently and have different effects in Ojbect mode and Edit mode?
Also, how can I enter the desired size of my cube manually to get an accurate result, without using the scale tool in Edit mode, and without changing the scale ratio in object mode?


texts:
I want to select and rotate multiple metaballs (ie. an arm) but without success. Instead the individual objects happens to rotate around their corresponding centerpoints.

Even parenting wont do.

Have I missed something?

Translating multiple metaballs, though, (grabbing to move) works fine and expected.


texts: After configuring the domain shader I do not see smoke simulation

texts:
I'm learning to work with the fire and render it in Cycles. After setting up the domain shader (to make it invisible), I see the mesh-emitter without fire.

What is my mistake and how to fix it?


texts: curved backdrop looks shows a sharp line

texts:
Could you help me to identify the problem of shadow on the background as shown in the picture? I don't know the reason why the shadows separate like this, but on the real time rendering I have a nice gradient.

It looks like this


texts: Select vertices, edges, faces of individual objects

texts:
I add 1 circle using this code

ret = bmesh.ops.create_circle(
        bm,
        cap_ends=False,
        radius=(10),
        segments=3,
        )
del ret
edges_start_a = bm.edges[:]
geom_start_a = bm.verts[:] + edges_start_a
verts_start_a = bm.verts[:]

When i add a second one using the same code only different variables

ret = bmesh.ops.create_circle(
        bm,
        cap_ends=False,
        radius=(10),
        segments=3,
        )
del ret
edges_start_b = bm.edges[:]
geom_start_b = bm.verts[:] + edges_start_b
verts_start_b = bm.verts[:]

All the variables of the second circle is combined with the first one
I.E. edges_start_b also has edges of edges_start_a in it

How can i split these? Or at least get the vertices and edges and faces of each individual circle?


texts: Imported WRL not showing in render, initially also hidden in editor

texts:
I have created a WRL file, that I Import into Blender with the X3D importer.

Some very strange things happen:

The object does not show in the editor. But if I go to Edit Mode, it suddenly shows up, and if I go back to Object Mode it is still there.
When I render the scene, I get a grey image, with no objects in it, even though there is a lamp and camera on the imported object.

I tried adding a new Material to it, with no improvement: nothing shows in the render.

Neither eevee nor cycles show anything.

What went wrong with this import? Why does it not show? The render status is enabled for the object, as can be seen in the list of objects on the right.

No errors from the importer on stdout.

The WRL is a Transform node with a single Shape, which is an IndexedFaceSet with colorPerVertex set to FALSE, and a color specified for each face. All faces are triangles.

Blender: V2.80 Beta

OS: Ubuntu

So I decided to try this in Blender 2.79 as well....

The first problem does not happen here: the mesh is visible in the editor, without first going to Edit Mode.

But if I render this scene:

I get:

What's up with this ghost mesh? Why is it not showing?


texts: How do I open a file that has another Blender file Appended to it?

texts:
I have a landscape with a lighthouse appended into it.  I saved the file and exited.  Now when I try to open it the search window goes to the list of items to be appended.  When I choose the lighthouse the file fails to open.  I suppose it may be corrupted.  If so, is there a backup that I could open instead?

Since I did decide that the file was corrupted, I changed the file extension of the backup file from ".blend1" to ".blend".  I did append the file name as well.  The backup was the same as the corrupted file, minus the last thing I did before saving and leaving the file.

This sure was better than having to start from scratch.

Thanks for the comment.


texts: Python automate Assign parent relation and keep transform

texts:
I have automated the task of parenting in Blender with Python.
The code affects the relation parent according to the two last characters of the names of the objects.
example:

obj1.name = Cube.01
obj2.name = Suzanne.01

If obj1 is in the group "children" and obj2 is not in the group "children" : obj2 is the parent of obj1.
My code works, but without keeping children's transformation.
How can I do to keep the children's transformation?

import bpy

for obj1 in bpy.context.selected_objects:
    if obj1.name in  bpy.data.groups["Children"].objects:
    a = obj1.name[-2:]

    for obj2 in bpy.context.selected_objects:
            if obj2.name not in  bpy.data.groups["Children"].objects:
                b = obj2.name[-2:]
                if a == b:
                   obj1.parent= obj2


texts: Why OSL script is not showing the result?

texts:
I tried to copy the source of the Separate RGB shader but not getting the same result as the original Separate RGB node.

Top Left: A copy of Separate RGB source taken from blender repo.
Top Right: The texture used as mask.
Bottom Left: Plane with material using the the script to get the B channel.
Bottom Right: Plane with material using the original Separate RGB node to get the B channel.

Why is it not working using the script?


texts: Why does my minecraft render only show hands?

texts:
I downloaded a Minecraft rig, got two skins from online and made it look like they were fighting each other. It was supposed to look like this.

But when I try to render it, it looks like this.Why does it do this?


texts:
I have a bow I modeled for Roblox, and I cannot seem to save the texture. I textured it in the layout tab with the materials. I want to export just the texture as a png/jpeg file so I can just point roblox to the location of the texture, as it imports the mesh but not the texture. I don't want to paint it in the uv editing/texture paint tab.
When I go to the uv editing tab and create a smart uv project from my mesh why don't I see the texture on the uv map? I suppose I could just export the uv map into Roblox if it showed up...
Any help will be appreciated. Thanks guys!


texts: How can I light up this wall as if reflections from a fire? sort of a dancing light on the wall? I tried with an emission surface with a wave texture and colour ramp. but it doesn't seem to work. Any other suggestions? enter image description here


texts:
I have attempting to make a fin tube for two days and it is killing me.

Fin tubes are pipes that have a tight spiral of flat fins sticking out all around them. The spiral wraps around the circumference of the pipe. They are used in heat reclaimers among other places.

I made a spiral using the extra shapes add-on and scales pretty tight. And then I set the scale.

I made the fin shape and set its scale. I added the curve modifier and it jumped around a bit. I set its origin point to one end face and finally got it going the right way off the beginning of the curve.

Then I added the array modifier and moved it to the top  of the stack. It all looked good for the first loop, then the fins started to tip. The outside edge aimed upward steadily as the inside edge seemed to continue to be oriented at the center base of the curve.

How can I keep the darned things at 90 degrees to the z axis? Or should I be using a particle system? I haven't learned that one yet, sigh.


texts:
I have the bird file was created in 2.7 version 5yrs ago. I applied same setting to a default sphere. All the hairs getting thick in 2.83 version. As compare to 2.7 its smooth. Reference video
Setting applied to default sphere

Any other setting to make look similar.


texts: version 6100 unsupported must be 7100 or later error!

texts:
I`ve got this problem when I want import an FBX. Object in Blender.
Did some one know how to fix it?


texts: Glass material is not showing certain objects

texts:
As you can see I am trying to put my head in a jar

but the lid and base of my jar are not showing up

I am using Evee and both objects that dont appear just have a texture on them


texts: How to get the correct area of each triangle of a tessellated (scaled) cube using the Python API?

texts:
When I add a cube to the scene with dimensions 2x2x2, and run cube_obj.data.calc_loop_triangles() followed by list(cube_obj.data.loop_triangles)[0].area, I get what I would expect, an area of 2 (the face area is 4, so the triangle should be 2, which is great).
If I scale the cube, doubling its dimension to 4x4x4 I would expect the area of each triangle to become 4, but the area attribute remains 2...
How do I workaround this and get the area of the triangle in global terms using the API?

I understand that I could just get each triangle local coords vertices, pre-multiply by the object matrix_world: obj.matrix_world @ obj.data.vertices[i].co and from there calculate the area. But I assume the API already gives me that, I just don't know what to call.

Thanks for your attention.


texts: How can I stop Blender from selecting vertices on backfaces?

texts:
I only want to be able to select vertices that are on faces facing me, but I frequently select vertices that are on the other side of the mesh. It's a bit annoying as far as workflow. I know about the limit selection to visible button, but that's not what I'm referring to. Is there a solution?

Here is an example. Though even when the mesh is closed, blender will snap onto vertices from the other side.


texts: I use Blender mostly for 2D design and animation. I import svg vectors and spend a lot of time setting the material shading to shadeless. I was wondering is there anyway in Blender to set Shadeless as a default shading to save myself time?


texts: How can you rotate/turn a crank in barrel organ?

texts: I cannot quite figured it out how can you turn the crank and animate it? I tried parenting it to IK bone so when I move then hand it would rotate alongside but instead it just moves the crank without rotating it.


texts: It is possible to export all object from a scene into different obj files (each object in a obj file separately)?


texts:
I need to open an STL file with Blender, run a script that finds it's dimensions and send them to a php page. All of this should essentially be done through command line or a python script.

So far I've been using cmd with this command:

blender -b C:\blenderTesting\test.blend -o C:\blenderTesting\ -P C:\blenderTesting\test.py

blender -b C:\blenderTesting\test.blend opens the file in blender

-o C:\blenderTesting\ sets the folder for the file to be saved to when finished

-P C:\blenderTesting\test.py runs the python script that finds the dimensions of the object

When I use the above command cmd returns, Error executing Python script from command-line: C:\blenderTesting\test.py (at line 231).

This is the end of the python script

def write(filename):
    outputFile = open(filename, "w")
    outputFile.write(String);
    outputFile.close()

This is line 231 of test.py

Blender.Window.FileSelector(write, "Export")

I'm assuming the problem is that since I'm running this script via Blender background mode it can't open the export window in Blender. I don't want to do this anyway, since I want the script to automatically save the data in a php file. So is there a way to change the ending (line 231) of the python script to automatically save the data without using the export window?

If not, could I accomplish this another way?

Thanks for the help!


texts:
I've been working on a project that contains a building with some textures and materials and an animation. When finished I wanted to render the scene. I rendered the animation using jpeg as output. But when I went to the output folder all the frames created turned out to be pitch black.

Even as I try to render a single image I get this window

using cycles render I get this result

Also the rendering time is extremely short and as my scene is quite complicated I think that it doesn't consider my scene at all.

Can someone help me render my scene?


texts: Lower resolution of rendered viewport whilst maintaining size on 4k monitor

texts:
I have a 4k screen on my laptop which means that if I position a rendered viewport in one quarter I'm rendering on-the-fly a resolution of 1920X1080. My current solution to save time is make the viewport window smaller but then it's harder to see. What I'd really like to do is set a scale for the preview rendering of something like x0.5. In other words, whilst I size the rendered viewport to something like 1920x1080 I actually want Blender to only calculate 960x540.

Is there an option for this in Blender? Otherwise I'll end up down-sizing my resolution before starting Blender :(


texts: Is there a way to reduce the 'Power' and 'Size' of lights when scaling my scene down?

texts:
I would like to scale my scene down. The scene contains numerous objects and lights. When I scale the scene down, the Power and Size properties of the lights remain unchanged, making the lights too bright for the scaled down scene. Is there a way to make sure that those properties get adjusted according to the scale?

The Power properties are all set with 'W' as the unit, the Size properties with 'm' as the unit.


texts: How can I get the location of all the objects in the scene at a desired keyframe using script?

texts:
I have baked the attached simulation for 500 frames with some keyframes inserted for each object where it follows an animated path after which it free falls according to Blender's rigid body physics. How do I get the location of each of the objects in the scene at frame 500?
This is something I've tried but it outputs the locations at frame 1.
I've attached the .blend file.

import bpy, os

bpy.context.scene.frame_set(500)
#select all objects in scene
bpy.ops.object.select_all(action='SELECT')

SEL_OBJS = bpy.context.selected_objects

# get path to render output (usually /tmp\)
tempFolder = os.path.abspath (bpy.context.scene.render.filepath)
# make a filename
filename = os.path.join (tempFolder, "sample.txt")
# confirm path exists
os.makedirs(os.path.dirname(filename), exist_ok=True)
# open a file to write to
text_file = open(filename, "w")

#loop through all selected objects
for OBJ in SEL_OBJS:
    text_file.write('OBJECT NAME: '+OBJ.name+'\n')
    text_file.write('COORDINATES: '+str(OBJ.location.x)+', '+str(OBJ.location.y)+', '+str(OBJ.location.z)+'\n')
    text_file.write('ROTATION: '+str(OBJ.rotation_euler.x)+', '+str(OBJ.rotation_euler.y)+', '+str(OBJ.rotation_euler.z)+'\n\n')

# close the file
text_file.close()


texts: I'm frustrated that I can't bevel an edge. The change is in a larger area than I would like and I can't get a smooth edge. I'm trying to learn Blender having used 3dsmax and maya before, but something doesn't seem to make sense. I can't get the same level of border control as I did in other programs. Does anyone have any idea what I'm doing wrong?


texts: When I press the MMB to rotate around the 3D view it does not work, I can zoom in and out, just no pan rotation.


texts: Installing CUDA for Blender Cycles on Ubuntu 12.04

texts:
Linux box (Corei7 920, 12 Gb RAM, 1TB hdd, Nvidia GTX 460) running Ubuntu 12.04.

I'm enough of a noob that I've hit a wall of discouragement trying to install CUDA to take advantage of Cycles! This is the most helpful resource I've found so far, but it is super intimidating and I'm afraid I'll just be wasting hours and hours of time, and eventually fail.

Can someone confirm they've accomplished what I'm trying to do?

Can someone link me to some good tuts/lessons on Linux that will help me accomplish this task?


texts:
I have a question. The situation is as follows:

So there is a sphere and a prism going straight through the sphere.
Now I would like to:

Add vertices and edges to the sphere mesh along the line of
intersection
Select all the surface-faces within the region of
intersection to work with them e.g. apply a specific material

I feel like there has to be a way to do it without scripting, but I really don't know how...
Thanks for any help in advance:D


texts: Grass Particle System How do I do this without a base?

texts:
I have learnt how to create random particles using objects (like grass), however these extrude from a base mesh/platform, How can I create random multiple objects (like grass) without extruding them from a particular base?

When I import this into UE4 it has a base and sits awkwardly on the landscape.


texts: removing head from character mesh using another head mesh

texts:
I have a mesh of a character body with a head. I also have another mesh with just the head (and part of the neck):

I would like to "cut off" the head of the character body (bottom mesh) so that the head mesh (top mesh) fits exactly in the empty space. Is there any way that I can tell Blender to cut exactly that head/neck shape out of the bottom mesh?
I tried to do this by manually deleting vertices, but I can't do it beacuse the faces don't line up exactly where I need to cut so I end up cutting too much.
Here is a close-up when the heads are stacked on top of each other. You can see the triangle faces on the body mesh don't match up exactly to the shaded gray area where the "head mesh" is sitting. If I try deleting vertices, it will delete the triangle faces leaving holes past the shaded gray area.

I also tried using a Boolean modifier when the 2 heads were stacked on top of each other but it didn't seem to work. I'm new to Blender and any help would be appreciated!


texts:
I am developing a "show-room" game for HTC VIVE. For it I am modelling some enviroment, which is just a building with two rooms and a garten at the front side.

At the moment it looks like that
Outside:

Inside:

How you see there a a lot of edge loops I created to model the room/building.
My question is should I now try to delete all of them that I dont need to minimize polys or should I let it how it is? Or should I make a copy of it, useful if I want to change sth after, but the production one should be optimized having only the needed loops?

Here an example of what I mean, where I deleted all edges, that I dont need.Here I saved like 300 polys only, since I am not using any SubSurf or sth....


texts: Blenders node editor draws boxes when I try to connect nodes

texts:
For some unknown reason, when I try to connect 2 nodes, from the cycles node group editor, I cannot draw a line, but instead it draws a select box what can I do against it?

I'm unable to progress my work now as I cannot finish the shader work, I cannot make a screenshot about it, its just as when one would make a group and had typed B (only I don't start with that crosshair cursor)

Blender 2.8x


texts: Animate linked rig shared in multiple scenes in same .blend

texts:
I am working on a project where a car is speeding in a city with blender 2.8. Each shots are separated by scenes. I can link my car from another .blend, make a proxy to animate it and everything is fine. When I switch to another scene and go trough the same process, the first scene is now broken.

After testing, I came to the conclusion that making proxies is the problem.

What would be the correct workflow to animate from a linked .blend between multiple scenes?

Thank you for your time!


texts: How to make original full-pass image from separate passes?

texts:
I'm trying to create an image from separate passes. That is, I have a result image, which without altering the composite Combined RGBA buffer looks like following:

On this image you can see a cube standing on two planes - one that is opaque and receives shadow, and second, bigger one, which only receives shadow.

Now, what I want is to be able to work on the Combined Pass without: Shadow, Ambient and Environment Passes. So I've set up the render layer like that:

Now, in compositor I try to build the original image back, I'm doing with a following node setup:

But this fails to deliver the correct result, which is like that:

The comparison looks following:

So the question is how to combine the distinct passes back to the "full" image. I'm asking for clues at least, I mean, I've noticed that there is a weird outline caused by the Shadow Pass, you can see at the bottom of the image. The shading itself is also wrong - this perhaps because I don't know the order in which Blender combines these passes. For the Ambient Occlussion I did "multiply" in Mix node, as the AO is set up to "multiply" in World settings, and for the Envrionment Lighting node I did "add", as I guess, the environment light is adding to the end result.

Any clues that can push me forward are welcome.


texts: I am currently trying to add armature to a mesh that I took from the web to repose the body out of a t-pose and into a pose. Every try I've had at clearing the parent and then parenting with automatic weights doesn't seem to actually move the body while the bones correctly move. Any help as to what I'm missing is appreciated.


texts: Exported FBX appears transparent in Unity

texts:
I'm trying to export an FBX into Unity. In blender, the materials are opaque and have no transparency. However, when I export it into Unity, the object appears transparent.
I have made sure to recalculate my normals using Ctrl+N, as well as apply location scale and rotation using Ctrl+A.
Here's an image. If anybody has any ideas as to what is going wrong, I would appreciate it.


texts: I have some reference meshes in some scenes, That are holding the shape for what I'm molding. The issue though is I keep accidentally selecting them, and it is driving me crazy :), So how can I stop these objects from being selected.


texts: I would like to apply an emission shader to specific parts of a texture

texts:
I would like to add the emission shader to the green parts of this texture. How would I do that?
Edit: How do I make a mask from this texture


texts: How do i change the direction and rotation of rotataion axis?

texts: I have this model and i want it to the handler to spin in the direction that the cursor is so the handler can turn how its should be, how can i do it?


texts: Is there a way to update my empty image? Edited in another program, saved

texts: I edited my empty image in Clip Studio, saved it, and when I go back to Blender, it doesn't refresh. Is there a way to refresh it or do I have to save it as a different file, and then drag it into blender, and then move and scale it to where I want it to be? Thanks.


texts: Armature animation is transformed incorrectly and cannot reset to its default position

texts:
I am not sure what I did, but suddenly my bones in pose mode are no longer the one that I had before. And therefore, all the animations I did before (which were normal) are now weird and distorted.
The bones in edit modes are still the ones that I had before, which is expected as rest pose in pose mode:

But in pose mode (rest pose), the bones are now like this (Note the foot bone and arms, which is clearly not the same to the ones in edit mode):

And for animations, the running animation which goes forward is now going backward instead, with a weird animation:

By the way, here's the same animation which I exported before:

Additional information

No constrains nor modifiers (except mirror and IK) are used.

What I tried

Clear transforms in pose mode
Applying transforms in object mode
Re-parent in object mode

What I guess that is happening

I have accidentally applied a position as rest pose (couldn't figure out a button to reset it, however I tried the this process and it modifies the bone in edit mode as well, so I'd discard this possibility)
I have scaled the armatures and as the animation transforms are not scaled, the animation is distorted (however, it doesn't explain why my character is running backwards nor the weirdness in rest pose)


texts:
I don't think I had this problem show up on any other font, but recently I tried to use a font called Road_Rage.otf.

The problem is, when I import the font into Blender (Version 2.79), a lot of characters have blank spaces in them, when everywhere else, they show normally.

This is how it should look like:

And this is how it looks in Blender:

I don't know what causes it.

Anyone knows how to fix this ?


texts: How to ensure Blender uses the GPU when running from the command line on a headless Linux computer?

texts:
I have Blender installed on a Linux machine with 6 Nvidia GPUs (GTX 1060)

I have an ssh connection into it but it doesn’t look like Blender is using the GPUs. The command I am using is as follows:

Sudo blender -b RenderTest.blend -a -o <location>

It's taking around 2 minutes to render a frame, on my Windows PC it took 1 minute with a single 1080TI, using the top command it shows my CPU at 200% indicating it's currently using 2 CPU threads.

How can I fix this so it uses all 6 GPUs?


texts: I'm messing around with 2.79b and I combined some text for this animation or whatever, and now I have to unjoin them for a few frames. I've tried everything I can think of but nothing is letting me unjoin them. Pressing P isn't working, unlinking them isn't working. Does anyone have any ideas?


texts: Multiple animation on one rigged character

texts:
I have used blender for years (modeling/texturing), I know how to rig, but I never needed to animate anything. In the past I sometimes move bones (mostly for fun) but I don't know how to deal if I want to make different animations with the same character.

as first task, I want to make my character walking, running and waving.

(I'm using blender 2.71 on linux)


texts: Want tips on lip animation based on texture

texts:
Dears,
I created a mock movie scene animation in blender.
https://youtu.be/1u_2AOxVzgU
Any tips on how to do lip animations? I don't want to over complexify it, it will be just used as a small intro bit for my tech channel.
What are the different techniques you guys follow for this kind of animation projects?


texts: How would you create a game with Blender that can be used by the HTC Vive? Is it even Possible? What are all of the steps for this to be possible?


texts:
I have an existing navigation mesh and that works fine with steering actuator. Now there is a need to extend the current navigation mesh and join another navigation mesh of certain length.

Please have a look at the attached screenshot, in the first screenshot, as I have shown I tried using 'Object Join' but that just destroys my navigation mesh(2). The individual cells of the navigation mesh(2) merges to one big cell, which I dont want.

As shown in the second screenshot, as I have shown, if I could merge the extreme cells of both the navigation mesh then may be the cells of each navigation mesh are retained.

Please help me to achieve this. Thanks in advance !


texts: Certain colors not showing on Cycles Render

texts:
I was recently working on a character model, and I encountered a problem while using the Texture Paint mode.
I unwrapped and assigned a texture to every piece of the model, and then went to the Texture Paint mode to work on it. When I finished the work I rendered it to check the result, and then I noticed certain colors of the texture didn't appear at all in the render.
The flat texture and the model in 3D view look like this:

Whereas the render looks like this:

For further reference, I'm using Cycles Render, and used the node editor to apply several shadings and displacement.
For the scene, I'm using two spotlights, both white in color, and black background.
Also, while in Texture Paint, I used the Multiply and Lighten blends for adding contrast, and the Overlay blend for applying the purple hue.
I'm using Blender 2.74.

Here is my node setup


texts:
I have a sphere with mapped imaged of the earth.  I want to show a tiny sphere following the path along from one point to another like and airplane. I did this already representing a ship on a flat map.  I used a sphere on a bezier curve with an array modifier.

I used front view to ensure that the curve and the sphere were above the level of the plane/map.  However, with the sphere/globe, I cannot get the curve to the top.  It goes through the middle or behind the sphere.  I tried everything I could think of (I am very new to this so everything is not much) and I searched to see if someone else asked the same question but was unable to find what I needed.

Can anyone help straighten me out?  Thank you so much.

This is the file that I created using the map and bezier curve with modifiers

This is the globe that I want to add a similar path to


texts: Rendered image is blank, or white, or shows as a text file in the filebrowser

texts: First image is render setting. And second image is output file. That file should be png file but, it is not.


texts: How do I apply a shape driver to multiple objects simultaneously

texts: I cant seem to find a way to copy paste my shape driver onto all my objects simultaneously, I really don't want to do it manually for each one.


texts: Anyone knows how to round out objects like this?

texts:
Anyone knows how to round out that cube at this video from 10:11
i really looked every where but since i am new here i couldn't find anything.
would really appreciate that.

https://www.youtube.com/watch?v=0jwgvOwowuk&t=10s


texts:
I would like to use wm.context_toggle to work with SpaceUVEditor.show_texpaint. What would be the proper Context Attribute (if it is actually possible to do this)?

Thanks.


texts:
When I zoom out they look like faces eat each other. (also when rendering)

But when I zoom in they are normal... I don't know why?


texts: Randomizing procedural cycles true displacement across particle system objects

texts:
I am trying to use an particle system in Blender to create a field of objects (in this case bumpy rocks) with a procedural texture material on each object where each object has a randomized bumpy pattern (using cycles "true" displacement).

Based on feedback from below and elsewhere, I was able to get the Random output from the Object Info node to modify the way a procedural texture is mapped to a emitted object (which is extremely helpful).  See below to see layout:

As you can see in the image above, the procedural texture pattern appears different for each ball, which is awesome.  However, if the exact same setup is used for displacement, the patterns are identical on each ball (in other words it doesn't work).

Some feedback I've gotten would indicate that what I'm trying to do is impossible in Blender, but I am definitely all ears for workarounds (or better looking forward to hearing what I did wrong here that would make this work if rectified).

Here is a link to download the file:
https://drive.google.com/file/d/1GkfZMhIYJId7pX0k0A8BxKn2HUa8WY_m/view?usp=sharing

Thanks in advance!

  ORIGINAL POST: I am trying to use an emitter to create a field of
  objects (in this case bumpy rocks) with a procedural texture where
  each object has a randomized bumpy pattern.   Ideally what I would
  like to do is utilize the "Random" node output from the Object
  Info node to manipulate the generated UV map in the Mapping node
  in terms of "location".    So this randomized value per emitted object
  could be utilized to make the object intersect with the procedural
  texture at different locations (so to speak).  This would make all the
  rocks unique in appearance. I do not want to use world space
  coordinates as that would mean the objects could not move without
  changing appearance. I am not a pro at python or drivers, but I would
  prefer a driver-based solution if given the option.  At this point
  however, any adequate solution would do. Thanks in advance for the
  help!!!


texts: Armature shifts between Pose mode and Edit mode

texts:
I'm using s Spline IK system to create the spine for a creature I'm making, but when I activated the Spline IK, some parts of the same seem to shrink or shift a bit. Which slitghly deforms my mesh a bit without even moving any bones.

Here is a GIF showing what I mean: https://www.dropbox.com/s/kmycz5s1ddka5cu/IK%20shift.gif?dl=0

Any idea on what might be causing this?


texts: Hair Particle system and Fluid Simulation interaction

texts: Making a scene with grass made with a hair particle system in a fluid simulation. I was wondering if there is any way for the hair particles to be able to sway based on the fluid simulation. If so how would I go about it? What physics should I be playing with?


texts: What does this error mean and is it a Blender bug?

texts:
While working on an addon we made a hook to our cmake script to add it to blender. (Faster development cycle) We run a fragment of Python via this incantation:

blender -b -P blender_install.py

Here is the offending piece of code:

bpy.ops.wm.addon_disable(module=argv[1])
bpy.ops.wm.addon_remove(module=argv[1])

(The point is to uninstall the addon if another version was around.)

Blender gets quite creative:

Error: Traceback (most recent call last):
  File "/usr/share/blender/2.79/scripts/startup/bl_operators/wm.py", line 2155, in execute
    context.area.tag_redraw()
AttributeError: 'NoneType' object has no attribute 'tag_redraw'

location: /usr/share/blender/2.79/scripts/modules/bpy/ops.py:189

Traceback (most recent call last):
  File "/usr/share/blender/2.79/scripts/startup/bl_operators/wm.py", line 2155, in execute
    context.area.tag_redraw()
AttributeError: 'NoneType' object has no attribute 'tag_redraw'

location: /usr/share/blender/2.79/scripts/modules/bpy/ops.py:189

location: /usr/share/blender/2.79/scripts/modules/bpy/ops.py:189
Error: Traceback (most recent call last):
  File "/usr/share/blender/2.79/scripts/startup/bl_operators/wm.py", line 2155, in execute
    context.area.tag_redraw()
AttributeError: 'NoneType' object has no attribute 'tag_redraw'

location: /usr/share/blender/2.79/scripts/modules/bpy/ops.py:189

Info: Modules Installed (Audionodes) from '/home/gegaine/Audionodes/Audionodes.zip' into '/home/gegaine/.config/blender/2.79/scripts/addons'
Info: Modules Installed (Audionodes) from '/home/gegaine/Audionodes/Audionodes.zip' into '/home/gegaine/.config/blender/2.79/scripts/addons'

To my eye this looks like a crash having to do with background mode (the -b flag).

Am I doing something wrong or is this a bug with Blender's headless mode?


texts: How can I view or rotate a model 360 degrees using a thumb slider bar?  Like to be able to use a thumb wheel or slider bar to view the model Is there a way?


texts: How do I create 2 Edge Loops adjacent to selected Edge Loop?

texts:
I'd like to know if there are any techniques or addons available for creating adjacent edge loops in a mesh based on a selected edge loop. The functionality would be similar to the Offset Edge Loop Tool in Maya.

The goal would be to find a way to do this programmatically from python, and not interactively by hand.


texts:
I am trying to retarget bones (armature) from BVH file to my armature of the low poly model and I have a small problem. After retargeting my bones twist in the wrong direction. How to fix this? I created second bone skeleton (armature) and I retargeted bones from BVH file and for this new skeleton (blender default), everything works fine.
I think in my skeleton for low poly character rotation transforms are wrong, but I might be wrong. The animations seem to be ok but the bones placement and rotation aren't syncing.
Is there any option or method to fix this?
Thank you for help in advance :)

Problem with my armature.

Good version with defult blender armature.


texts:
I have imported an svg file for the word media, however when I add faces to it, it also adds faces to the gaps in the letters "d" and a"". Why is this and how do I solve that ? Thank you.

Amit


texts:
I made an animation and when exporting to FBX the animation started shaking, but in blender i have no problem.
Problem FBX in Marmoset Toolbag: https://drive.google.com/file/d/1loDWkOefH95C00tcl_WS7Egwn-8rOaMG/view?usp=sharing
Noproblem Blender render: https://drive.google.com/file/d/1Xj08Ifq4eT7UK76tmDlC5UUnCGDALV2z/view?usp=sharing
Actually in FBX the rendering of the pose is wrong because i reset the rest pose, but the shaking is still here. I can remove a big body shaking from the entire model if I remove parental controls from this orange selected bone that is "keep offset" to the "root" bone. But legs and arms shaking still here, i think problem in inverse kinematics, but i don`t know how fix that. I need your help, blender community.
Blender file: https://drive.google.com/file/d/1gsWaPlQfIdOgoyBwKFSZw9ZWHKZXr4pf/view?usp=sharing

A similar problem:
Blender animation not exporting correctly to FBX


texts: How to prevent sculpting tools from affecting faces through thin walls?

texts:
While sculpting on models that have relatively thin walls, I've found that the sculpting tool "bleeds" through to the opposing wall (In my case, the external wall is a finely detailed surface, and I'm just hollowing out the inside of a solid to achieve as thin a wall thickness as possible for 3D printing).

I can't imagine an application where this bleed-through would be desirable, and it is certainly NOT desirable for mine.  Is there a way to turn this off, perhaps similar to the toggle that allows one to select either "only visible" mesh points within a selection, or "all" mesh points within a selection?

Currently, the only way I've found to prevent this is to be zoomed in close enough that the relative wall thickness is greater than my tool radius.  This turns what should be a 5 minute task into a 2 hour task.


texts: Is it possible to save CMYK renders from Blender?

texts:
Is it possible to render to a CMYK image format without any intermediate conversion steps?

Asked on behalf of this questioner:

https://lists.blender.org/pipermail/bf-committers/2016-April/047214.html
http://blenderartists.org/forum/showthread.php?100475-Blender-in-Print-CMYK(also related)


texts: How to get same size in every direction while Extrude Along Normal?

texts: How do I get same size in every direction while extruding along normals? Dont know why but size is not same and its kinda disoriented(Some side is getting fatter).


texts: Is it possible to re render a single pass and not the whole scene again?

texts:
I'm experimenting with the values for the mist in my scene (Cycles), however each time I want to test the new values I can't find a way to only render the mist pass. This results in the whole scene being rendered again which takes a lot of time and makes experimenting with the values a real drag.

So the question is, can I render only the mist pass and then use it with the original render in the compositor?


texts: Trying to find the threshold setting for the Fill brush in 2.8

texts:
I'm drawing pixel art onto textures using texture paint and I want to fill in a certain area of the texture with a solid color with zero tolerance for overwriting any adjacent pixels that aren't the exact same color. It appears that 2.79 had the setting directly under the color picker as seen in this question: How to " no-flood-fill " a texture?

But I can't find the same setting in 2.8?


texts: A good way to render objects on a photo background that works also with focus-blurred margins

texts:
I'm trying to render with Cycles on a photo background using Blender Guru's compositor nodes:

[ Here, the foreground objects are obId=1 and are on layer 1 (rendered in RenderLayer); reconstructed background objects are obId=2 and are on both layer 1 and 2. Layer 2 is rendered as "ground". ]

However, in the current frame the main subject is supposed to be out of focus. As a result, both the ObIndex=1 pass (foreground) and the ObIndex=2 pass (reconstructed background objects, i.e. shadow catchers) are blurry. See the first two panels below:

As you can see, the blurriness doesn't consist in a smooth ramp of fractional intensities; it is instead a random cloud of blacks and whites, which will give an unusable result in terms of foreground/background separation (see the third panel).

I guess this is because the ObIndex pass only contains one integer per pixel, that can be either one of the "Pass Index" values assigned to the objects in the scene, but not anything in between.

So, my question: is there a better way to blend a rendered foreground onto a photo background that works well with blurred objects?

Here's a blend file with the scene described above.


texts: How to "straighten" a rigged character's head

texts: So I have a playermodel that isn't in a t-pose, I managed to rig it with an autorigger, however the issue is that his head is turned slightly to the side around 20-30 degrees meaning he is stuck looking to the side when animated. Is there a way that I can use the bones to straighten out the character's head permanently so he looks forward?


texts: Best practise question for screen replacement with multiple moving screens: Cryptomatte / ChromaKey

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I am building a 3D animation for a video background. It will be moving and stacking tower of TVs.
It will spawn multiple screens, stack them and then turn them on and off, display noise patterns on some of the screens, turn some of them of etc. but in the majority of time it should show random clips of footage on the screens.
The question is: What is the best practise to replace the screens and animate it.
I was used to 3DsMax and am using now blender for modelling. Rendering is done in blender and octane.
I would normally now create cryptomatte for each screen (just a pure green material for example) and track it in davinci resolve or nuke and transform an image onto it. That would also mean that I would have to manually take care of all obstructions.
Current approach is to render the screens directly in blender and animate them there. That however takes quite the dent in my render time as I have to load 20 video footage files and blender is handling this really bad. …
What is the best practise for this situation? What software (i am totally open as long as it saves me time and gives me the needed flexibility) would you use?
How would you approach this?
I am gratefull for any tips:


texts: How to fix 'AttributeError: 'Mesh' object has no attribute 'active_index''

texts:
I'm trying to use python to make a very basic tool to add a new uv map to the selected object and uv unwrap it with a lightmap pack, then select the default uv map as the active one, change into object mode and hide the object. So far it gets up to un wrapping the object but then it stops and gives me the following error:

bpy.ops.object.hide_view_set(unselected=False)
Traceback (most recent call last):
  File "/Applications/Unity 5/Projects/Cartoon Driving/BlenderAssets/Map 01/Map 01.blend/lightmap_creator.py", line 15, in execute
AttributeError: 'Mesh' object has no attribute 'active_index'

location: <unknown location>:-1

Here's my code:

import bpy
from bpy.types import Menu

class Fence_Operation(bpy.types.Operator):
    bl_label = "Lightmap"
    bl_idname = "lightmap.lightmap_panel"

    def execute(self, context):
        bpy.ops.mesh.uv_texture_add()
        bpy.ops.object.editmode_toggle()
        bpy.context.object.data.uv_textures["UVMap.001"].name = "Lightmap"
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.uv.lightmap_pack()
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.context.object.data.active_index = 1
        bpy.ops.object.hide_view_set(unselected=False)

class IGLayoutDemoPanel(bpy.types.Panel):
    bl_label = "Lightmap"
    bl_idname = "lightmap.creator"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "data"

    def draw(self, context):
        layout = self.layout
        row = layout.row(align = True)
        scene = context.scene

        row.operator("lightmap.lightmap_panel", text = "Lightmap")

I don't quite understand how to fix this though, I just copied the code that came up in the Info panel when I actually did it, and dumped that into my python code. Why doesn't that work? Does anyone know how to fix it?


texts: How to make each frame represent one second?

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I really want frames to represent seconds but how?

By watching a video I learned that doing CTRLT should do what I want but that didn't work. Because seconds are like 25 frames but if every frame was a second that would be cool.


texts:
How do I find the exact meeting point of 2 lines? I'd like to locate this place, and add a vertex on it. Preferably no python.

Here are some examples that the solution will need to solve for:

Tracing down 2 lines

Tracing up one, down another
Tracing to a line

here is a

for testing.

P.S. If you have multiple solutions, please post them as different answers to help wit our site stats


texts: Custom squash and stretch without spline length ratio

texts:
When I add a hook, calc_length() is calculated without modifiers.

I don't fully understand the purpose of calc_length() now, because it no longer appears to be functional.

Is there any other option to create custom squash for cartoon characters without spline_length?


texts:
After booling with difference there is left weird shading on cube. How to fix it?

http://www.mediafire.com/file/hutki3noraf0ksg/bt.blend


texts: How to get Blender to add new face-ids but not recalculate old face-ids?

texts:
I am writing a procedural planet generation addon.

I thought it would be nice to give the user the ability to create continents. He can create a continent, give it a name and add some faces to it (via selection). The addon is storing the face-indices of the current selected faces. If a user selects a continent in the gui the corresponding faces are selected, too.

Now I found out (via extrude operator, Find out if Mesh Operator (bpy.ops.mesh...) was cancelled or not via python) that blender sometimes recalculates the index of old faces. That is destroying my addon and the way I store the continents (remeber: face-indices).

How can I force blender to only add new face-indices for the newly created faces and leave the old faces alone?

Thanks for helping!


texts: How can I import BI materials from another blender file with python?

texts: I have many files containing different parts of my blender internal material collection. How can I make a script which imports all of them into another blend file?