texts: Python script: problems in adding curves_galores

texts:
I'm trying to create a batch array of curves galore changing randomly the parameters. I've created a script that works but since I could not find bpy.ops.curve.curveaceous_galore_add I needed to use the following trick
import bpy
import fnmatch
from numpy import random

N=5;
Sides = random.randint(50,100,N)
Scale = (random.randint(1,700,N))/1000
Radius = (random.randint(40,200,N))/100
for i in range(0,N):
    #bpy.ops.object.empty_add(type='PLAIN_AXES', radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))
    bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=(0,0,0))
    bpy.ops.curve.curveaceous_galore(align='WORLD', location=(0, 0, 0), \
                                rotation=(0, 0, 0),\
                                ProfileType='Splat',\
                                shape='2D',\
                                use_cyclic_u=True,\
                                splatSides=Sides[i],\
                                outerRadius=Radius[i],\
                                splatScale=Scale[i])

#delete all cubes
bpy.ops.object.editmode_toggle()
scene = bpy.context.scene
all_cubes = [obj for obj in scene.objects if fnmatch.fnmatchcase(obj.name, "Cub*")]
for obj in all_cubes:
    obj.select_set(obj.type == "MESH")
bpy.ops.object.delete()
#

I've tried putting empty object and it does not work. Without adding the cubes I obtain only ONE curve (and this is not ok since I need to export each curve as a single file). I've tried to understand a bit how curve galore works but did not see how I can use it without reinventing the wheel. I do not understand why adding another primitive works. Any help appreciated.


texts:
I'm rendering edited footage using Blender, meaning everything is an emission shader with basic textures, so the samples are only at 1. However, the video is over 5500 frames long, and for some reason, my computer hums really loud and it gets extremely annoying. I wouldn't mind if I only had to render for an hour or so, but since each frame takes an average of 2 seconds to render, and I have over 5500 frames in my animation, my computer will be screaming for over 3 hours. Is there a way I could make my CPU not work as hard? Is that even possible?

NOTE: I don't mind if it takes longer to render


texts:
i'm using sculpt-mode for terrain meshes. I can lock x and y axis in order to only change the z-pos of the vertices when sculpting.

What I'd like to do is (bit hard to explain): use a 'rotated'(?) coordinate system when sculpting. I need the z-axis tilted a bit for some parts of the terrain map.

I wonder if that is possible ...

Many thanks

Edit:

I hope the following picture helps understanding my question.
You see 4 meshes. I can sculpt the selected one the way I want by locking the x and y axis so sculpting would only affect the z-axis. I'd like to do it in a similar way to the other 3 meshes and move the vertices perpendicularly to the (their!) plane (so in this case the plane would define that axis, but it would be fine as well if the axis could be defined in another way). It would be ok if the different meshes needed to be different objects. But it would not be ok if I had to rotate the meshes for sculpting.


texts: While scrubbing through the timeline or pausing/playing the timeline, blender restarts the audio. (Video Editing)

texts: Whenever I mess with the timeline, blender restarts the audio of the video. Even after cutting/trimming the beginning of the timeline, and starting with a different portion of the video, the audio replays the original audio. I've even tried trimming a piece, saving and quitting and reopening blender, and it still starts with the beginning of the original audio track. Please help, I have no idea what's happening and it makes it impossible to edit. I've tried older versions like 2.79b and it doesn't fix it.


texts: Is it possible to add a new window type using the Python API?

texts:
It seems that it is possible to add new panels and regions but not new window types (editors) using the Python API.
Is this true? And if so, is it possible that this could be added in the future?


texts: compare two same armature structure, rotate first armature's bone to the second position

texts:
I have two armature, each has the same bone structure, but the bones' location, length, and rotation is different, how to write python script to modify first armature, make first same with the second?

I want to copy the second Armature's bone position into the first one's pose mode. Not  copy in edit mode.

I try these code:

restPoseBone = bpy.data.objects["Armature"].pose.bones["Bip01"]
otherPoseBone = bpy.data.objects["Armature2"].pose.bones["Bip01"]
restPoseBone.length = otherPoseBone.length
restPoseBone.rotation_quaternion = ??

how to calculate the rotation_quaternion for the pose bone?

this is a demo blender file, I want to copy "Armature2" edit mode position to "Armature" pose mode.

testArmature.blend
http://pasteall.org/blend/31724


texts:
I'm trying to make a rigid body sphere follow a path while it rests on another rigid body, which I'm tilting in different directions in order to balance the sphere, but I'm not having much success after several failed attempts. It ends up staying in the same place, like the image below, unless I manually keyframe the path but then it instead ignores the physics.

If I remove the path constraint and just treat it as a rigid body, it does react to the tilting plane below but quickly ends up rolling off the plane due to the physics, even if I only rotate the plane along one axis. I also want to be able to loop this which is another reason I want to try and solve this by applying a path constraint.
Is it possible to solve this in some way without having to manually keyframe everything? Any help would mean a lot to me.
Here is a link to the blend file if it helps: https://pasteall.org/blend/0f5d12df4024418d935c5e435661f760


texts:
I am messing around with Blender and trying myself forward. I have an idea of an image, and I want to have Array modifier follow a taurus knot. Maybe there is another method to have the rings follow the taurus?
The threads I have found here usually are trying to have array follow a curve (like Bezier curve), which is not regular mesh.

Got the .blend file here.
I just want the rings to follow the taurus knot.
Thanks for the time to look at my problem.


texts:
I'm working on a material for a dice. My first attempt below has a more velvet look:

Then I've downloaded a material from Blendswap with this outcome:

I like the top of the dice, but the rest is not OK. After finding a tutorial on how to create a glossy plastic the dice looks like this (I used the same red color for the diffuse and glossy shader):

I've used the same red color for the diffuse and glossy shader which results in a less plastic look. After changing the color of the glossy shader to white the dice looks like:

The top looks more plastic, but the rest is not quite what I want.

Question

How can I improve my material to get a 'realistic' plastic look for my dice? Below you can find a screen shot of my current setup:

After removing the relecting floor (and a little adjustment of the lighting and applying the material setup as above) I got the outcome shown below. I am sort of pleased with the plastic look but now I have lost my reflective floor ....and I don't like that. How to create an image with the plastic look and the reflective floor ??? Or would that be a Photoshop job ?

I am looking for a plastic material like this or this.

I'm a beginner and I'd appreciate a explanation or some instructions how to achieve this. Thanks.


texts: I have a camera parented to an animated curve (CTRL+P). I want to slow and stop the camera's speed at various points along the curve. The curve has a generator modifier (which is why I cannot keyframe the Evaluation Time in the Object Data tab)  and I'm using the Restrict Frame Range parameters to delay the start of the path animation to frame 60. When I set the Out parameter for the frame at which I want the camera to pause movement, it jumps back to the beginning of the curve. Is there a way to pause movement along a curve while still using Restrict Frame Range parameters to delay the start of the path animation or must I "hard keyframe" each camera location? Please say there's an easier way!


texts:
I am trying to create a shelf that scales properly. Each board in the shelf must be 1/2" thick and ideally I would be able to scale the depth, height and or length without affecting the 1/2" thickness of the boards. I have been able to achieve my goals by having separate objects for each board, selecting them together and scaling them (with the 1/2 dimension locked).

My question is: can I have a mesh that scales as desired? Or can I link these objects to scale as desired?

I have tried parent/child relationships, but they seem to ignore the 1/2 dimension lock. Also groups just seem to help you select the items within the group.

Are there any other suggestions?
Thanks


texts:
I want connect the two shperes with a cylinder.

Using the cylinder passes through the centers of the two sphere.

Are there any procedures to do that?


texts: Camera moves location when rendered. Why?

texts:
The final render is different than the camera view previous to rendering. Not sure where I went wrong.
This is the camera view (below)

This what the render spits out (below)

camera settings

dimensions

Through my detective work I've figured out that the butterfly object is the problem. I appended it from a previous file into this one and that's when the render messes up. I've tried starting a completely fresh file and and rendered the basic cube and the camera was perfectly fine. However, once I dropped in the butterfly it gets wacky. Any help would be appreciated!


texts: How to make particle animation intensify as an empty comes near?

texts: I know how to use a driver to, for example, make an object rotate as an empty is brought closer to it. But I am wondering if I can use an empty to amplify the keyframe Y values more the closer it gets. This way I can have a forest of trees swaying gently in the wind but for only the tree particles in close proximity to the "wind" empty the sway will intensify to a heavy rocking motion. I would somehow need to specify minimum and maximum amounts of animation. I have no idea what sort of Python expression I would need for this, or if it's even possible to use a driver to amplify keyframed data. Any help appreciated!


texts:
I use a 2018 15-inch Macbook Pro with a Radeon Pro 555X 4 GB graphics card, and Blender crashes constantly. Even the simplest scenes. Like just now I had just started modeling a bowl with a single cylinder primitive object and Blender crashed. I'm a very new Blender user, and I'm a little bit of an idiot when it comes to hardware and performance, so I'm a little lost. I don't really know where to start. Hopefully someone can ask some good questions and maybe discover something stupid that I'm doing that's causing this to happen so regularly. I've done a little bit of searching, and it doesn't sound like many people are having crashing issues with Blender, so I assume it's something on my end. Or maybe there's something with Macs? I don't know. Help.
Thanks


texts:
I'm trying to get a couple asteroids to collide, however they collide without touching each other. How do I go about getting them to collide when closer together, or actually touching?

Tried changing the collision margin to no effect.


texts:
The default defuse node missing from node editor - i have tried repairing / did a reinstall -- changed the cycles render // chose use node editor from the material tab. Blender 2.78c. I cannot insert or create a new node.

here is the screen shoot.


texts: network render client crashed. how to resume so PNGs still get generated from slaves

texts:
We have a job running with like 40 something slaves, I had to reboot my laptop that was running the client. What can I do to resume the PNGs getting outputted to the local folder as they were all night? I can't manage the job any longer it seems. is there a way to do that, such as add more blacklist slaves to the existing job?

Thanks for any suggestions!


texts: hi guys, I'm a newbie in blender and I just want to ask how to map and image/graffiti in surfaces that already has texture in it where there is X MARK (see image attached)I have my node setup also attached. I tried the uv maps(below the vertex group) but I dont know how it works,I also tried overlaying using mixRGB node but it maps to every surface that has concrete.I cant control it


texts:
i am trying to emit some particles to create a logo. i have tree different emitters (red, yellow, blue) and i'm trying to determine those particles to arrive at certain locations. I tried using magnetic force and stickiness, but it doesn't seem to work. What other tools are there to control where particles go and how to make them stick to that position?

Thank you.

This is what i'm trying to achieve. i also needed the particles to bounce of the ground and then settle while respecting the 2 different areas. I kind of manage to do it using molecular addon, but i cant control the bouncing so in the end i made a mesh cage for the middle area and a cylinder cage for the outer area.


texts: When I import an .obj file from a Euro Truck Sim 2 mod into Blender 2.83 the model has random geometry clipping through the truck

texts:
I've imported an .obj file of someone's custom Euro Truck Sim 2 model into Blender 2.83. However when I import the .obj file it's coming out looking odd with random chunks clipping trough the truck, along with a random plane beneath the truck.
Here is a link to the truck I'm trying to import : https://gamemodels.ru/files/file/5175-daf-xf-euro-6/
And below is an image of how the truck is coming out once imported.


texts: Sinister particles rendering experience, Ubuntu 20.10

texts:
I don't know for sure if this happens too with blender 2.80 (My last experience), but I'm facing bad rendering problems on my laptop with my on-board card, Blender 2.92 - Intel HD Graphics. And that starts when I add hair particles on Suzanne (3D Mesh). It's really impossible to do anything:

As anyone can see, I simply added hair particle to object and didn't change anything. I don't think it's normal to add hair particle and get that in the end. There's probably not much I can do on this conditions.
It was supposed to look like this:

But I get in return this:

I know some Integrated cards are slower and offers less shader cores, but it fairs decently on some HD games. I face slower rendering speed with simple objects too. It's not I want to make high poly or very complex objects as game assets, but a remarkable quality is very desirable.


texts: Particles are not in contact with object

texts:
I've been watching Andrew Prices tutorial on "how to make a cave in blender". So now I'm trying to put mushrooms in the cave as a particle system to spread them along the floor of the cave.

Unfortunately, as shown by the red arrows, some of the mushrooms are not in contact with the cave at all, and are hovering either above or below the cave floor.

Is this some kind of setting that makes particles placement random? Anyway, here's the .blend file if you wanna take a look.

Also, I wouldn't mind if I got some overall feedback too!


texts: Combine two textures in OBJ into single texture

texts:
I have an OBJ file that has two meshes mapped to two different texture files.  After cropping the meshes in Blender, I realized that most of the original image portions in the texture jpegs are not being used.

Hence I want to combine two textures into a single texture and export the meshes into a OBJ file.  How can I do this in Blender?


texts:
Here's my video made with blender and unreal engine:
https://www.youtube.com/watch?v=QPkYeqT0Jyg

https://www.youtube.com/watch?v=HG3--iTjPq0

I have a problem with plane meshes and I don't know weather it has something to do with Unreal engine or Blender. I need double sided lighting that plane would be displayed on both sides. And even if I select double sided in Unreal engine I still have transparent walls, floors and ceiling so I have to use solid shapes which takes much more time in building lighting and baking maps. For example I model a flower and I don't want to use solidify modifier but then when I export it to Unreal engine and I can't find backface culling option there and I can only see one side of leaf.  [the tree is taken from another unreal project and i have no idea how they made it.]


texts: Some part of the armature is not visible anymore thought the mesh in weight paint mode

texts: I don't know which kind of configuration is broken,but suddenly I haven't been able to see the armature thought the mesh in weight paint mode,anymore. But in the earlier version of the model,I can see it. So,the problem should be caused by some setting that I have modified inadvertently. Can you tell me what happened ? Thanks. I added two pictures. The first one,it is wrong,the second one,doesn't.


texts:
Need to project mesh of the road onto landscape that is not flat

Tried Shrinkwrap modifier and the result is as on the 2nd screenshot

If nothing works, how can i just draw the road on the landscape with a brush?


texts: Can't modify objects after creation in object mode

texts:
I don't know what I pressed, but this happened before.

I can't undo or redo in object mode but it still works in edit mode.
When I move an object to another layer I need to press an "OK" button.
Can't use the lower half of the left toolbar in object mode, it is grayed out.

Here are a couple pictures:

What is causing this strange behavior?


texts: How to change the default system console to Windows Terminal?

texts: Any way to change the default system console to Windows Terminal?


texts: Decimate modifier is reducing faces, even though the set angle is smaller than the Angle Limit set

texts:
The decimate planar reduces the number of faces depending on the angle.
But there's a 110-degree, but at 52 degrees, the face is reduced.
Why is the face decreasing when it's less than 110 degrees?
additional question.

180-129 = 51. So I see it flattened at 52 degrees.
But I have one more question.
Why is it decimated like the screen shot above?

Shouldn't the 52nd degree be straightened out?
Shouldn't it be straightened out like the red part?

It's less than 35 degrees, and it's getting decimate.


texts: Looking to change the color underneath the skin

texts:
so I've been making a character in Blender and long story short my topology is horrendous but has produced a really cool effect that I want to play with but don't know how.

Basically there are these white lines underneath the skin which I painted on using vertex paint and the node editor. Here's a photo.

They appeared when, in vertex paint, I began using the blend brush. I think basically the blur brush brought these white lines out on my horrendous topology and highlighted the seams, bringing out some glowing white material underneath that I don't know how to edit.

My question is this:

How do I change the color of these lines?

I want to change them to a red color or possibly a blue or purple so they look like alien markings but cannot for the life of me figure out how to.

If you need any more information please let me know. Hope to hear from you soon!

Here is the link to the file.

Andrew.


texts: trying to install add-on but not working

texts:
I recently found out about a program called Fspy. to use it with blender it requires an add-on. I tried installing the addon and blender said modules installed successfully, but I couldn't find the add-on in the preferences. I tried manually installing the add-on (by unzipping it and putting it in this file destination: C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons. I can see the folder in the destination but not n blender.

does anyone know how to fix this?


texts: Convert Blend file to GLTF with baked materials

texts:
I am trying to convert MMD files into gltf files for use on the web. I use a plugin called https://github.com/powroupi/blender_mmd_tools to import them into blender, but when I export them, they don't keep their textures. I understand that this happens because the generated materials use complex nodes, so I was wondering if there was a quick way to flatten all materials into a simple unlit material.

IMAGE


texts: I'm new to blender and am trying sculpt mode. All its giving me, though, is an outline with a glitched out static backround inside. Is this a bug?


texts:
How can i change the active poseBone when i'm in pose mode via python in blender 2.91?
I tried with
bone.select_set(True)
bpy.context.view_layer.objects.active = bone
armature.pose.bones.get(bone)
bpy.context.active_pose_bone

Still nothing


texts: White Noise in Blender Z Pass with alpha value in Mix Shader

texts:
I am trying to get the depth value using z pass from my scene which is a simple head model, but while rendering there is white salt and pepper noise in the hair and eyelash. I have saved in both png after normalizing and in openexr file with the raw data.
While looking into it I figure it out that both the object are using alpha value from the diffuse and opacity texture file. Below are the composite pass I am using -

Following is the node editor for hair/eyelash object -

Following are the image and corresponding depth (z pass output) as png in with the original alpha values -

Then I manually edited the alpha channel value in the texture image of the hair:
I edited the alpha as 255 where there is a alpha value present ( > 0)

This reduced the noise a lot but at the same time its reduce the rendering quality of the hair mesh as well -

I have also tested with changing the max bounces for transparency and transmission but it did not change the result

Is there any further solution of this issue...

Blend File Link :

https://drive.google.com/open?id=1LzJ-RiZzgxlY1aGHTTAAaS0OrGTseyvc


texts: Can I export multiple objects with individual animations to FBX?

texts:
I have a simple scene with two objects. Each object has scaling keyframes and the animations are different for each object. No modifiers, no armatures, nothing fancy. Just two cubes with some keyframes. When I export to FBX, then re-import the FBX file into Blender, both objects show up, but they both have the keyframes from the first object.

Is there any way to export both objects and have each of them keep their individual keyframes?

If there's some fundamental concept of the FBX format that I don't understand, please let me know.


texts:
I'm working on a scene with a lot of container ships, where the ship is always the same, but i'd like to have a different arrangement of containers on the ships.

I've modelled the ship and a container. Is there a way to create a group or something similar of different container arrangements and then add instances of the ship that automatically have one of the predefined container arrangements on top of them randomly?


texts: How to draw(bgl) line while clicking point to point

texts: I'm trying to figure out how to draw lines like the Carve addon's Line option. It starts by left clicking, and it adds a dot. Then it stretches a line to the next spot you click. I want this exact behavior, even drawn the same way. I tried searching the the Carve addon code, but I can't tell what I need and what I don't.


texts:
My scene has a number of child cylinders that have a plane parent object.  When I rotate the parent (plane), all the child cylinders move as expected - as if they are attached and resting on the plane.  When I try to move one of the child cylinders, it instantly moves off to a seemingly random position.  Not sure what I'm doing wrong.

My .blend file can be found here:


texts: Problem with GPU rendering : Radeon RX 470

texts:
I need help about rendering in Blender, when I try to render using GPU it freezes and quits the program without any changes.

CPU render works well.

I'm using Radeon (TM) RX 470 Graphics.


texts: I have assigned vertexes on the head where hair grows from. I am now in the stage of animation. My problem that when I move the head of my cartoon, hair does not move with the head. What shall I do, any advice.


texts:
I need some help. I am looking for the easiest way to create the animation of a few rising buildings. The idea is to start the animation with a natural landscape and then to make appear from nowhere 5 simple high rising buildings that grow till hiding the beautiful natural landscape.

My problems are essentially two:

how to make the first basement appear from the nowhere, as it seems to me that I can't add a keyframe when there is no object, a part from the landscape;
how to make the buildings grow one after the other but, at the same time, separately; I try to explain: I have tried to copy and paste upwards the first floor to create the top floors of the first building and then do the same in other positions of the plane for the other buildings. But when I animate, the floors of the other buildings seem to shift from the first one, as if the animation recorded not just the new rising buildings, but also the movement of the copied floor, from the original building to the others.

I don't know if I have been clear enough. I have looked for a video tutorial for days, but without any result.
I am really a first-time blender user and I am doing this project for a university examination, so I hope somebody could help me.

Thank you a million for any advice.

Enrico


texts:
[ (the file model working ^^^^^)this is my model bellow (1)

(my attempt at translating your work ^^^^)I want it too spin like in this Youtube video tutorial(2)


texts: How to create a Life Preserver style texture?

texts:
A friend of mine is creating a mint object and asked me about how I would approach creating the Life Preserver/Mint style texture.

I've done similar things before with striping using a Wave Texture & a ColorRamp node, looking like this:

To go for the life preserver effect I've used a gradient texture instead. This is the setup I have right now:

I'd really like to use math to control the number of stripes instead of playing with the Color Ramp values directly. In the horizontal stripe setup I was able to control the amount of stripes by using the location of an empty.

If I do need to use points on the ColorRamp, thats fine, but its pretty awkward to divide 1.0 by the amount of stripes I want. (in my case I want 6, so I need 12 points on the graph).

In essence, I want to have a robust way of creating these rings via the node editor and have the rings have be the same size.


texts: How do you make a Lego statue out of a character Model?

texts:
I want to make a Lego esc statue out of a character Model.

The character Model has a texture.

My plan is to use the Remesh (Blocks) Modifier to make the Lego pieces. This works without a Problem.

I then plan to bake the Textures from the normal Model onto the Lego Model.

This should also work.

BUT. I then want the texture to be a solid colour for each block. Like actual Lego pieces.

Is there a procedural/mathematical way of modifying the texture to accomplish this ?

Any other ideas on how to change my process to get the result i want without manually texture painting everything?


texts: how can i easily and quickly fix this glitch in my faces of my mesh?

texts: I dont know why this is happening but as this is the fourth time i have tried creating the same style object with worse results on the previous i don't intend to start over again, however the only thing i can figure out is that a part of the mesh in a smaller section is angled but the major area is no longer angled but still has the glitch, if there is a way to easily flatten the smaller section to be on the exact level of the larger section indicated that could help with the smaller glitch as scaling doesnt work easily it seems (i scaled the area where the big glitch is happening to try to fix the glitch by making it flat but it didnt fix it).


texts:
I have a sort of loop type model(something like racing track) where there are 2 paralel curve-typed vertex loops. They're connected together like this
(simplified image):

Red lines - edges of outer loop
Yellow lines - edges of inner loop
Magenta lines - the connections between loops
Green dots - vertices
Blue dots - joint middle points(not actual model data, just imaginary thing for explanation)

What I want is to scale the magenta edges down(move green vertices which are joined with the magenta edges closer to each other) without changing the position of the blue points(the place where the magenta edges are or the place where the 2 connected vertices are). I could do it manually(select each 2 vertices and press S, .7, for example), but it would take a lot of time. Is there any automated way to do it?


texts:
I am working on a visualisation project where I am constantly tweaking around 20 textures at the same time, Is there a way to quickly reload all of the textures?

I am aware of "save-reopen" method (Ctrl+S > Ctrl+O) and Reload Image (Alt+R) but both of them are rather dirty and time consuming.

Is there a way to refresh and reload all of the textures at once?


texts:
I am new to blender and trying to create an iPhone like model. This is what I have done so far:

Sorry about the black background I don't know why it exists :/

I have successfully added:

The white body (mesh cube) of the iPhone.
The blue screen as a mesh plane.
The volume button (mesh cube) on the right.

I want to create a circular button on the iPhone body near the bottom. As you can see in this image:

the button is slightly depressed towards the bottom. I want to achieve similar effects.

So, I first inserted a Bezier curve and then converted it to mesh object using Alt+C. I have tried using Extrude (both individual and region) but they didn't work. This is my wireframe (without extrude):

My question:

  Please explain how to depress the circle towards the bottom in the z-index?

Solution: Better way, Easier way


texts: Can i render particles from one object on 2 different render layers?

texts: I am following one of CG Geek's tutorials about Fall Road and i am having a problem with final render. There are about 6 different particles systems on one object and my PC just can't handle it. It freezes when i try to render. I was wondering if i could somehow move some of these particles systems to different layers so i could render them one by one and then connect them in composition?


texts:
I'm currenlty working with this free 3d cloth modeling addon (https://www.youtube.com/watch?v=jNXBYI-WPU4), it is similar to Marvelous Designer, even though short on features.

One problem is the creation of an evenly spaced mesh used for the cloth.

A way to tackle this problem is to create a grid mesh with only edges and no faces. Fill the contour with faces and do a Knife Projection from the grid edge mesh onto the contour.

This way I do gain a mesh with evenly spaced faces, however this workflow is quite cumbersome if the contour needs to change.

Therefore my question is: Is it possible to auto generate a mesh grid from a given contour in a non-destructive way?

Optimally the mesh would regenerate if the contour changes.


texts: Blender Render Image not showing nothing

texts:
I tried to render a frame in my scene and didnt show anything. I did that already but now suddenly this doesnt work!Im trying to render the frame in evee
Can you help me?


texts:
I'm trying to render grass made out of a hair particle system and it deforms itself every time I render it on EEVEE, even though it looks right in the viewport.
I changed the shader so it's not that, and I've noticed it happens when the particles count goes over 5250 (I'm trying to render at 15000). Below I share the images. I'd share the .blend file but blendswap isn't uploading it and I believe that's how we're supposed to share it?
Following is the link to the .blend file https://pasteall.org/blend/b42803bc22bb4ebfb7e683e56a1f5dc6
Ok (viewport):

Render:


texts:
Hi, I am new to Blender

I have extruded these faces inward (arrow 1), but I had to come back to adjust it (arrow 2). When I do this I create new faces (with edge and vertices) that create me problem later on. Is there a way to do extrude adjustments without this happening?


texts:
How do i duplicate keyframes into the same object? I need this for a cyclic animation. I press Shift+D and move the keyframes in the Dopesheet, but the animation doesn't continue after the original keyframes.

Update : It seems that I'm not able to animate any bone after frame 30. Is this a bug? I use Blender 2.78a

Update : This is my set up :


texts: What is the best way to unwrap a sphere?

texts:
After reading How to get perfect UV sphere Mercator projection?
It seems that there is no perfect solution for getting rid of the stretch at the poles of UV spheres.

According to What is the difference between a UV Sphere and an Icosphere?, icospheres can be used for stretch-less UV mapping:

  All faces have the same area, which may be useful for certain types of UV mapping containing non-organic textures. An example that comes to mind is an isocahedral die or billiard balls where stretch must be minimized near the point where the number is printed onto the ball.

Incidentally, a lowish-poly billiard ball is exactly what I'm attempting to create.

However, my attempts at neatly unwrapping an icosphere have mostly failed (smart UV unwrap works perfectly for using baked textures, however I was hoping for something more like the example in the 6th post of this thread, with a nice clean rectangular map).

How can an icosphere (I assumed the term "geosphere" in the thread was referring to a (geodesic) sphere made of triangles, like an icosphere) be cleanly unwrapped? Or if it's not possible, is there another way to do this which I'm missing?

I'm planning on using the resulting sphere in the BGE.


texts:
I'm trying to duplicate a loop of faces on a bottle shape to create a label.
I can do it successfully if I drag the duplicate faces away from the original bottle and then separate the vertices by selection.
Problem is, when I leave the duplicate vertices in place and the try to separate them by selection, Blender then deletes the original faces underneath the new faces, leaving me with a hole in my bottle.
What am I doing wrong?


texts: When I edit a plane with an image texture it distorts oddly

texts: I'm just scaling (pictured) a single plane, with the left-side edge but the scale of the texture doesn't scale properly . . why does this happen? This is just a single plane with a simple plane UV (smart UV)


texts: My entire screen goes grey when I am in the camera view and press P to start game

texts:
Whenever I start my blender game (press P) while looking through the first person camera, the screen just goes gray. I've tried everything I could find, changing the cameras zoom/focus/clipping. I've deleted the camera and added a new one and still have this problem. I don't think it has to do with it not at the right criteria because the view works fine while not in game mode but as soon as I switch to it, it goes grey.

The pictures are when I am in camera view before pressing P and after.

Any help is appreciated!


texts: How do i keep the ratio of an image when unwrapping

texts: I have an image i would like to use as a label which will be wrapped around a cylindrical object. I would like to keep the image from stretching. If I decrease the radius of the cylinder by scaling down along the x y axis, the image squishes, or stretches if I scale up. I would like to alter the radius of the cylinder, prior to UV unwrapping, to best suit the image's dimensions. How do I go about this if the cylinder is an object that already exists and therefore I cannot determine its radius as I can when I add new one? Or is there another way to go about this?


texts:
I have a basic cube with the adaptive subsurface modifier attached.

I am getting this in my render:

I was expecting the displacement to be more uniform over the cube.

Here is my material and other related settings:

Here is the .blend file I used:


texts: I am getting these lines in my mesh when smoothing and I cannot for the life of me figure out why. Surely it is something simple, but I am still fairly new to Blender. I have tried fixing normals as well as deleting and rebuilding these areas but still to no avail. I have no Ngons in my mesh to note. To be honest, I am not sure if this will even matter once this is unwrapped and painted textures/material is applied? Can someone point me in the right direction as I would really like to no what could be wrong and how to fix this? Thanks in advance!


texts: Rigging a Character Model- Bone Heat Weighting Error

texts:
Here is the blend file:  http://www.pasteall.org/blend/35832.  I am getting the "bone heat weighting: failed to find solution for one or more bones" error when I click "Armature Deform: With Automatic Weights."

I see from google this is a very common issue, but all of the solutions I've found are different from one another or sound model-specific.  I've tried many of the methods I've seen suggested (removing doubles, recalculating normals, and adding a subsurface modifier), but so far those don't seem to work (and the other solutions suggested start to sound complex).

I followed a tutorial online for the rigging-- this one, https://www.youtube.com/watch?v=cGvalWG8HBU. I made the model in zbrush.  One of the answers suggested to not even try if the model is in any way asymmetric-- I'm not sure if this model 100% is (though when I look at it, it seems symmetric) -- but that answer was from 2008 or so, and I don't know if it's been fixed in later versions of Blender.  (And if there are good tutorials about rigging asymmetric models, I haven't seen those).

Thank you for any help.


texts:
I would like to know if there is a easy way to get the location of  the current selection? (The one used by translate/rotate/scale, and depending on selected elements and the center options like median/active element/bbox/3d cursor.)

Or to put it differently is there a way to get the 4x4 matrix of the manipulator? So I can grab the current orientation and position in one go.

I'm aware of the set_cursor_to_selected() operator, which allows me to grab this location via the 3d_cursor location. but as I'm running it several times per second this locks away the 3d cursor and spams the info log. And it feels hacky and clunky...

So if there is a more elegant way than to recreate the blender behaviour, I would be very interested..


texts: I am working on a Stop-Motion Project and am using Blender 2.8 to add green-screening effects via masking using the nodes.  In the image, the green screen has a similar shade of green to Doc-Ock, and have created a mask to prevent the shades from clashing.  The top mask been successfully combined with a powerpoint image, however I am have trouble adding the inverse of the mask to the image.  I am using Alpha Over, and the line that was used to create the mask is showing/cutting-out.  Is there a way to seamlessly combine the two masks?  I have tried using Add and Subtract via the Mix Node to no avail.  Any suggestions are appreciated!


texts: How to modeling an alphabet monument from image reference?

texts: I plan to make this letter monument in Blender, but I am confused how to make the exact same shape as that monument especially the curve shape on the alphabet. can anyone give me a little example


texts: Properties with min and max range looking at other property

texts:
I created an Add-on with lots and lots of min and max values.
How can I made them looking at each other for the min and max value?
import bpy
from bpy.props import FloatProperty

class My_Props(bpy.types.PropertyGroup):

    My_Prop_range_min: FloatProperty(           name="My_Prop_range_min",
                                                default=1,
                                                min=0,
                                                max=100, # <--- This should look at "My_Prop_range_max"
                                                )

    My_Prop_range_max: FloatProperty(           name="My_Prop_range_max",
                                                default=4,
                                                min=0, # <--- This should look at "My_Prop_range_min"
                                                max=100,
                                                )

The minimum property should not be able to have a higher value than the maximum property is set, and the maximum property should not be able to have a lower value than the minimum property is set.
Is that possible? How can I do this?


texts: Objects behind partial-transparent objects are masked out when selected

texts:
The setup:
Display/shade mode is Textured, Shading is Multitexture

No objects have materials, they're purely textured in the 3D view using the info assigned via UV/Image editor.  No objects have "Transparency" checked in the Properties panel/Object/Display pane, but when I've tried it has no effect for this issue.

Question: when selecting objects which are partly or fully overlapped by another object with a texture that is partly transparent, then when one of those objects are selected, the portion that is overlapped by the partially transparent object is entirely masked out.

Is there a way to more appropriately set this up before I get to using the materials?  Or can someone point me to a wiki/manual entry for this behaviour if it's the proper behaviour.  I've been searching for hours.

Pictures say more than words....

Clear plastic is selected, nothing disappears:

Card backing selected and disappears behind plastic:

Action figure selected, upper body out of plastic, lower body disappears:

Action figure and card backing selected, both disappear behind plastic:

EXTRA UPDATE...

This is very weird.  If I grab the set of objects and duplicate and move them, then the viewport rendering weirdness reverses itself: the clear plastic is opaque when unselected; translucent when selected.  Further, if I repeatedly select the new created reversed-behaviour objects, duplicate and move, the behaviour reverses again so the clear plastic is translucent, but selecting the character within causes it to be clipped. And so I get something like this:


texts: How to colorize object depending on camera position in Blender Cycles?

texts:
I'm trying to get something like this  : https://github.com/Jmion/Alpano_v2 , with no success.
I've been testing this solution : Change color of an object depending on camera view (cycles render)

but I can't manage to make it.

I use BlenderGIS to import a DEM, I create a material with the "analyze" option which permit to colorize it depending on altitudes values (Z) .
What I  want is to render camera positions with color distance information.

Would someone be kind to help me?

PS: I use Blender 2.79b

Thanks in advance

[EDIT]

I'm on the way to succeed I think, I can fix the distance by color : my colorRamp shows values from 0 to 360, I decided to noramlize until 30000 meters, so 1 value represents 83.33 meters.  Another thing I'm not able to reproduce is the ridge lines and the volume aspect of the DEM or quad wireframe.


texts:
I have some troubles with the Boolean Modifier.

That happens every few frames when I'm rotating or moving it.
I had noticed later after I had rendered an animation. This was very annoying.
Here is a simplified scene with the same problem:

How can I fix this this problem?


texts: How do I merge vertices into another polygon?

texts: I'm new to Blender and I'm trying to make a low-poly wolf, but the problem I'm having is when I have to create a new polygon in between some vertices. I can't, for the love of me, figure this out. I tried to press ALT+M=>At Center, but that just jumbles up the vertices.


texts:
I have a value node driving the vertical position of an object. I want to animate this over 800 frames using a pre-existing list of unique values currently stored in an Excel spreadsheet column.
The solutions I can find online seem to require getting heavily into the Animation nodes addon which isn't stable in the current build. Is there any simpler way to do this without entering every value and keyframing by hand?


texts:
I am trying to figure out how to work the Bend tool (EDIT MODE/ Mesh->Transform->Bend , Shortcut: Shift+W)
and i have 2 questions so far:

When i don't use the shortcut and instead navigate to the path above, my cursor becomes invisible and i can't really see what am i doing. But when i use the shortcut, i do get a visual of my cursor and the line that's connected to the 3D cursor.

After completing the edit, the "Adjust Last Operation" panel doesn't show up. Is this normal or is something wrong with my system?


texts: I am new to blender and am having lots of fun using it. I created a character of an online template and finished binding my armature. I was going to create a new walking action when the new action button was disabled. Can someone please help me.


texts: Baked normal map looks fine but has strange 'blocky' shapes when applied to the mesh (Overlapping UVs?)

texts:
As you can see I have an issue with my normal map!

It almost looks as though there are some normals which are facing the wrong way, but they don't correlate to any faces. The blocky patches are dark when the rest of the model is light and vice versa. All of my low poly face normals are facing outwards and the bake actually worked before I reduced the poly count and re-unwrapped my mesh.

Looking at the normal map itself, I can't see anything that looks like it might be causing problems. I have also tried increasing/decreasing the cage extrusion settings, but to no avail!

I even tried baking the normal maps in xNormal to see if it was just a Blender issue and got similar results.

I am using Blender 2.78 with Cycles and Marmoset to preview the model.

If anyone has encountered this issue before, any help would be massively appreciated.

Thanks in advance and have a good weekend.

UPDATE: I put the same normal map on a plane, to try and work out if it was a problem with the normal map or the mesh and as you can see the normal works fine. I then checked through and made sure there were no double vertices or anything. I was thinking that perhaps there may be 2 faces occupying the same position or something but there are no doubles, so I don't really understand what the problem could be.

UPDATE 2: Starting to get to the route of the problem now. I thought it was duplicate faces, but I have realised it is actually overlapping normal maps. I originally worked on half of the model, UV mapped it, mirrored it using the mirror modifier and then baked it out. For some reason this creates shading problems. I then tried doing things in a different order, so UVs, bake, mirror. This gave me a better normal map with much less exaggerated details BUT the problem still persisted. I then deleted half of the mesh entirely and imported that and guess what... It works perfectly. The problem is obviously having overlapping normals so I guess that now I need to know how to have mirrored geometry, with 2 identical sides, without cause issues.


texts:
the add options are greyed out (in all tabs) I can't use them. Any help?
BLENDER VERSION: 2.78


texts: I'm currently hand-painting my character's texture using Blender's Texture Paint mode. However, halfway through painting, I realized that the image I created for texture painting is in a smaller resolution than what I want. The image is currently at 1024x1024. Is it possible to resize/scale it to 2048x2048 inside Blender?


texts: How to make two characters have their own texture

texts:
In my Blender project, I have two Minecraft characters, each one has an armature.
I would like these two characters have their own texture (skin).
What should I do to make both of them have their own texture ?


texts: how can i fix this : i can see through faces with no x ray or other see through settings enabled

texts:
I don't know what happened but whenever I'm outside of orthographic mode faces start to go crazy seeing through the mesh with no x-ray, no wireframe or no limit selection turned on.

It's both in edit and object mode. It looks like a shading problem. I don't know if it's something I did wrong or a bug.

I tried to see if it was overlapping but it isn't.
This is the second time I have had this problem.

In Blender 2.79:


texts: Is it possible to extract the Blender Shader and use them in OpenGL as vertex/fragment shaders (GLSL)?


texts: Sun lamp and Diffuse surface is not lambertian?

texts:
I made simple scene with 1 sphere and 1 sun light. I set strength of sun lamp to 1.000 (emission node) and add diffuse BSDF surface with white(R1G1B1) to sphere. When I render this scene, sphere shows gray color(max 0.3) even at completly orthogonal with sun direction.

I think diffuse surface reflect light using lambertian, so surface shows white color at orthogonal point.

What's wrong in my scene?

(I used Cycles renderer and cut off shadow)


texts: Let's say I have a log and I need to place moss or lichen on it. I make a bunch of nodes as in the screenshot below. But how do I make this moss rotate along the conditional Z-axis, not global, but the axes of the log normals?


texts: Compositor not working inside adaptive smoke domain

texts:
I have created a circle mesh and set it up as an emission.  I also added a compositor for it to add blur and glare effects.  I have set up a smoke domain and two flow objects.  The smoke domain also has adaptive domain turned on.

If I place the circle outside the main smoke domain it renders and composites just fine.  If I place it inside the main domain, but outside the adaptive domain it again renders and composites fine.  However, if I place it inside the adaptive domain it does not composite.

Why? and/or what am doing wrong?

BTW, I'm new here...I have a small test .blend file for this issue, but I can't figure out how to attach it to this question so I'm hoping my description above makes sense.


texts: Mirror material works in blender but does not work in standalone game?

texts:
I have made a game with mirror material using the Render To Texture script. When I hit P in Blender, it works. But when I Saved as Runtime Game and opened my runtime game file, the mirror material was black and did not work.

Why it doesn't work and how to make it work?

The result when I export game to Runtime:

Traceback (most recent call last):
  File "/opt/Blender/2.72/scripts/addons/io_export_pc2.py", line 156, in poll
    return context.active_object.type in {'MESH', 'CURVE', 'SURFACE', 'FONT'}
AttributeError: 'NoneType' object has no attribute 'type'

location: <unknown location>:-1

The code I use for mirror relfection:

######################################################
#
#    RenderToTexture.py        Blender 2.50
#
#    Tutorial for using RenderToTexture.py can be found at
#
#    www.tutorialsforblender3d.com
#
#    Released under the Creative Commons Attribution 3.0 Unported License.
#
#    If you use this code, please include this information header.
#
######################################################

#import GameLogic
import GameLogic

# get current scene
scene = GameLogic.getCurrentScene()

# get the current controller
controller = GameLogic.getCurrentController()

# get object script is attached to
obj = controller.owner

# check to see RenderToTexture has been added
if "RenderToTexture" in obj:

    # update the texture
    obj["RenderToTexture"].refresh(True)

# if RenderToTexture hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get a list of objects in the scene
    objList = scene.objects

    # get camera name being used for render to texture
    camName = obj['cam']

    # get camera object
    cam = objList[camName]

    # get the texture material ID
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # set the texture
    renderToTexture = VideoTexture.Texture(obj, matID)

    # get the texture image
    renderToTexture.source = VideoTexture.ImageRender(scene,cam)

    # save RenderToTexture as an object variable
    obj["RenderToTexture"] = renderToTexture


texts: Trying to use driver to animate rigid body animated-value

texts:
I am trying to simulate something like a drilling-effect. I have a box out of a big amount of little boxes, all defined as rigid bodies. I have added a driver to the "Animated"-switch calculated out of frame number X and Z coordinates, like this

frame<(1-var1)*200+(var+10)*2

var1 is the x-location, var2 the z-location of the box.

When starting to create the physic-animation, it looks as if it is working.
The vortex-force works on that boxes that have a false for this driver.
But some boxes reach positions that re-set the "animated"-value to true. These parts start to flip around the scene, bound in something like a loop.

I am looking for a way to make sure that a box being set to unanimated stays this way until the last frame.

Any solution for this?


texts: How to make polyhedron nanoparticles with spheres

texts:
I'm very new to Blender, I want to build polyhedrons filled with spheres to represent nanoparticle models. I knew there is an addon "Add Mesh: Extra Objects" that allows creating various polyhedrons. However, I can't find a way to create mashes with a fixed distance from one edge to the other edge. The results of the model I want to have looked more or less like this.
Would you please help me out with that? Thank you.


texts: Selected item not outlined. Rotation gizmo shown instead

texts:
Somehow I have entered it a mode where a selected item  is not outlined. Instead, the rotation trackball gizmo is shown. How can I get the outline visible again?I have ticked the box: "outline selected".

See attached screen dump. I have selected the TV and  the rotation trackball is shown.


texts: I'm not sure how I did it but I accidentally deleted the mainframe and don't know how to bring it back. while I was trying to, I duplicated the thing under the mainframe and put it above it. I have tried so many things to get It back for so long. I noticed that when I went to another project or a new one it was like usual. Please help I am extremely frustrated. Here are some pictures to show what I am talking about if you got confused:


texts: Set active bone in pose mode from Python script

texts: I'm trying to use the function bpy.ops.pose.constraint_add() on bones through a script, but stupid thing is that I can't find how to set the bones as active ones which is needed to call this function.


texts: armature disappears when importing a skinned character in obj, format?


texts: blender 2.8 obj or x3d import texture usage

texts:
I want to import obj or x3d files that have a texture encoded as vertex colors. In blender 2.79 my workflow is following the description of Jan in his answer described here: How to display and use Vertex Color from OBJ model.
(Basically: Selecting the "material" tab in the properties, adding a new material to the object and checking the box "vertex color paint")

This works nicely for blender 2.79. However, I would like to get this to work in blender 2.8. Though I am able to display my object with vertex colors in the viewer (by simply setting the "object interaction mode" to "vertex paint mode") blender 2.8 won't render my vertex colors.

Any help would be appreciated,
Thanks!


texts: Python how to take screenshots of higher resolution

texts:
It's known you can take a screenshot of a particular blender window using something like this
    bpy.ops.screen.screenshot(
        filepath=filepath,
        check_existing=False)

But how can I take a screenshot of a higher resolution? For example how can I get a non pixelated screenshot of the 3D viewport (assuming there are no textures), in 1920/1080 resolution? Is there some kind of option for this?

Blender python 2.79 or 2.8 is fine, I just want to know how to do this


texts: Is there a way to properly mirror an animation?

texts:
I've already searched and searched and none of the answers to this question have helped me. I have an animation of a character moving right, and I need to flip it so that he's moving left. I've tried copying and pasting flipped both in the action editor and the 3D view and neither works right. My bone names are all correct with .L and .R for left and right respectively.

Any help would be greatly appreciated.

Here's the .blend file.


texts: OBJ File is missing, all mtl files still there

texts:
After I emptied my temp folder all my obj files are missing, only the mtl files remained  in my blender folder.  Does anyone have an idea what happened?

now added a screen shot showing that my obj files are exporting as 3D objects

thanks a lot!
Tom


texts: is it possible to distort a voronoi texture like the wave textures distortion slider?

texts:
I want to distort a voronoi texture in a similar way to how the wave texture's distortion feature does, but there isn't any kind of built in slider for this like there is with the wave texture.

Is it possible to distort voronoi in a similar fashion?


texts: I hit a key stroke and my texture turned Pastel purple. How to GetTexture Back?

texts: I was working on the Rigging for Dragon and I hit an unknown key stroke and my Texture turned Hot Purple. Nothing I do fixes it. Tried reloading the Texture to not avail. I turn off The Textured Solid and my model returns to colorless form. I did something to the texture or What not sure. ANY have an Idea on how to get my texture back?


texts: Blender 2.80 Beta wierd vewport behavior

texts:
I have a model about 83mm wide that I am working on, I can't zoom in too close to it because the viewport chops part of the model even though I am not zoomed all the way into it. Does anyone by chance know why it is doing this and is there a setting I can change to fix it?

Thanks


texts:
I am animating a piece of machinery, and am currently trying to simulate rocks falling into a hopper, then being pushed down the screw. I am open to any method that gets this done.
(In the picture below, I have a boolean cutting the objects in half, but the particles etc are still colliding with the whole mesh). The screw is rotating, and should be pushing the rocks along.
Currently I have tried rigid bodies, which work the best, but with the size / amount of particles I want, is not possible on my PC.
I have tried particles with collision objects, but the particles, as in the picture below, merely go underneath the screw.
I've also tried using a curve guide to guide the particles, but as they are falling from below, and can fall into several different slots, that just isn't working.
Any and all help is appreciated!
UPDATE: I am now using the Molecular addon, but my only issue is the extreme bouncing off of particles from each other. Is there any way to reduce that?
UPDATE 2: I am now using a texture to reduce the particles' size over their lifetime - does this scale down the 'collision' shape for the particles too, or just how they look visually?


texts: I have a massive problem with cloth sim. I'm trying to recreate sofa from reference photo (so far so bad) and when I'm trying to "drop" cushion on a sofa (both back side and seats are set to be collision). Unfortunatly everytime no matter how i tweak settings my pillows levitate in the air... What is the cause of this problem?


texts:
I made a cup with a glass by setting transmission to 1 and roughness to 0. So I somewhat made it like above. However, As you can see if you zoom in it. there are several points to improve such as smudges on the glass or some artifact border along the side of the cup.

I'm using blender 2.80.75 and Cycles with GPU computed device and in the view layer, I'm using also Denoising Data feature with the default setting.

How can I fix this? I also have googled this, but couldn't find what I want that remove artifacts and smudges.


texts: How can I Make Sure No Hair Is In The Mesh?

texts: I am making a leopard. I have modelled the mesh, and it is sitting in the file. I am trying to add hair to the leopard, and when adding the hair to its body, it is inside the body. How do I make sure that all of the hair is outside the mesh? What if I want it inside?


texts: Texture uses UV, Pixel effect uses Object Texture Coords

texts:
My goal here is to be able to rotate the object, and have the image rotate with the UV map, But have the pixel effect rotate relative to an outside object, but given the setup i'm using I don't know how to get it to work

If there's a better pixel effect that supports what I need that works too.
From what i found, I Basically need a setup that gives a pixel effect to a UV Texture coordinate like this:

But I want the Pixels Stay upright relative to an empty (Or the world)
I've Tried for multiple hours experimenting with literally every combination of nodes I can think of that could work, But I'm not amazing with math.
If anyone trying to solve this needs any more info on the problem, let me know
Thanks!


texts:
So, I have a chain to be animated in blender. I animated the chain using curves, but to export to unity, it needs to be in a .abc format which is too huge(files coming up to even 1 GB). Can anyone tell me how to export the curve animations to an fbx format?

Also if possible, can anyone tell me how to animate the chains using rigs?


texts: How to fill a triangular shape with quads?

texts: I need to be able to make these verticies fill with quads and still maintain it's curve. How might one go at this?


texts: B4 its been working fine, sort of. But this time it won't bevel this particular part. It basically adds something like a loop cut to the face.


texts: Knife Tool Project - Cutting Away Volume

texts:
I am trying to create a model for 3D printing. I am trying to have this cylinder and hexagon shape "cut away" from the main mesh. How could I do this? It is to be the negative space of a bolt and a nut (nut fed into the hold on the inside)

Blend File


texts: Move object (or collection) to placeholder

texts:
How can I move an object (or collection of objects, I imagine is mostly the same solution) to fit inside a place holder defined with a mesh cube inside the scene?

I have to automate placing a collection of objects in a place holder, is a repetitive task because I do it a lot, so I'd like to call an add-on and automatize the process.

It should move the objects and scale them so they fit the collection.

I think the way to do it is using the objects' bound_box property and calculating the collection bounding box as G.Rassovsky comments here. Also getting the place holder bound_box. And some how extracting the transformations to apply, and apply them.

Any Idea how to do it?

Thank you.

Blender 2.81


texts:
Hello!
I need some help, I can't figure out why this single face has the whole texture I use for the whole face.
I'm a beginner and this is my first model, so this might be easy to fix, but I can't find any solution that works online.
thanks!

looks fine in editmode


texts: Create (Unwrap) a UV Map after Adding Texture to the Image Editor

texts:
I was following this tutorial: https://www.youtube.com/watch?v=DNC2lNYtxFY

When the narrator hits u/Unwrap, his UV map shows up as rectangles, elongated to cover his entire image (at video marker 3:39). When I follow along, I get perfect squares over half my image and the rest of the image is falling out. What is he not showing, or what am I doing wrong?


texts: I am currently using blender 2.78. There is no option to embed media while exporting objects as Fbx from blender. Is there a workflow or plugin to export textures along with the object, while exporting as Fbx from blender. Also will the option be available in upcoming blender release.


texts: Blender python - edit custom property of a specific object

texts:
I am new to python. I would like to get a custom property of an object (not context.object) in a scene, for example "Object" (where my custom properties are assigned) and edit them via my custom addon - without the nessesity of selecting that object.
In other words, I would like to change a value via an operator in my addon, and such that the value would change in the Object's custom property.
My link to an object in the code:
obj = bpy.data.objects["Object"]
row.prop(obj, "custom_property_name")


texts: Orthographic Cam with HDRI in background

texts: Basically I'm trying to make an animation birthday card 4 my friend. There is this airbus a400m plane scene, which I'm trying to film it like mission impossible fallout. The view of the plane is in orthographic, and the problem is that with using orthographic cam on blender, I can't see MY HDRI. Increasing the distance didn't quite work so pls give me some tips thx.


texts: Eeevee & Lookdev all materials bright white

texts:
I'm on mac os 10.11.6, trying 2.8 beta. System is old Mac pro with quadro fx 4800 but is compatible with opengl 3.3.

All materials are rendering bright white. Any setting to solve this?


texts: Is there a way to make bevels automatically dissolve vertices?

texts: In hard surface modeling, when I use bevels, probably most of the time I don’t use clamp overlap. And I’ve seen in other polygon-based software that it is possible to make nice bevels with some automatic dissolving feature that fixes the problem of having to manually dissolve a lot of vertices in heavy models. Any help?


texts: Each bone is deformind the entire mesh and not just a part of it

texts:
I am still an amateur to blender and I usually use automatic weights for my Character's armatures, but this time I have encountered a problem in which the automatic weights makes so a bone has a way larger influence radius than it should. how can I fix it?

Here's a video of me demonstrating the problem
https://www.youtube.com/watch?v=7wGtnDnQXYw&feature=youtu.be


texts: Animation Nodes: How to hiccup letters individually?

texts:
I have three examples that I wish to mimic with Animation Nodes. Any assistance is appreciated. Thanks in advance.

The first example below shows letters hopping straight up and down.
The second hops up with rotation and down.
The last hops up while spreading outwards and down.


texts:
I am rendering a scene but it only shows up as a gray screen and doesn't even start rendering the camera. Not sure what is happening, I have looking into numerous posts but to no avail. Any help is appreciated. Using Cycles, but Eevee also does not render correctly, also a gray screen.

Expected Image result: screenshot from camera view

Actual render


texts: How to avoid fixed pattern noise in animations using Eevee?

texts:
In cycles render settings there is a toggle to generate random noise seed values on each frame of the animation, which is useful in order to prevent fixed pattern noise.

Is there a similar feature in Eevee?

The 'animate' switch for generating a random value in the noise doesn't show up in Eevee render settings.


texts: Imperial & Metric Proportional Editing Behaviour

texts:
Does anyone know why the proportional editing values are dependent on the scene units, such that you have to enter different values to get the same result? See attached. As 1.21ft = 0.369m I'm guessing the proportional editing value remains metric regardless of the scene units, but I'm wondering if there's a reason for this, and if there's a way to override it?

I've reset the factory defaults and tried again. Still same issue.

This is what I'm doing.

New file
Press 'a' to select all then 'x' to delete
Add default mesh circle ( circle dimension 2m - no transform applied )
Press '7' ( top view )
Press '.' to zoom
Press TAB for edit mode
Select two vertices as shown
Enable proportional editing
Press 's' for scale
This presents me with this screen ( note the size of white proportional editing circle ) :

If I follow the exact same process but set the units to imperial first, the circle dimension is 2ft and I see this :

At first I thought the proportional editing wasn't working. I have to scroll out to see the white proportional editing circle :


texts: Blender hair particles shape. Change to ribbon

texts:
Using blender 2.79. In earlier versions of blender in particles settings i'm using ribbon particles shape, but in 2.79 i'm unable change hair particles shape to flat ribbon. Why this option removed?

One way to do this is create flat ribbon object and using it to render object? Right?

Maybe there is some other way?

Old blender dialog

New blender dialog


texts: Getting constant Unreal crashes when porting a blender model to it

texts:
I keep getting the error:
LoginId:1978d23c4c338d46283e3c999ce73661
EpicAccountId:4036e797f1d047eba2e8cc9c84c55e1e
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 0 from an array of size 0
UE4Editor_Core
UE4Editor_Core
UE4Editor_MeshBuilder
UE4Editor_MeshBuilder
UE4Editor_MeshBuilder
UE4Editor_MeshBuilder
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_AssetTools
UE4Editor_AssetTools
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
every time i try to port my skeletal mesh to it. I've messed with the smoothing groups, the UVs, and some of the import options in Unreal to no avail. Any ideas?
Blender Export Settings:

Unreal Import Settings:


texts: Blender track slide issue in After Effects

texts:
Camera Track question:
I have a perfect tracked footage inside Blender with an error solve of 0.3 px.
I ensured I have the correct frame rate - 30fps.
When I export the sequence (beautypass) as a whole meaning including the background footage and import to After Effect, I get a perfect track.
But I want to have individual control of shadow, beauty and ambient occlusion passes so I render them out separately in in the compositer.
Now when I import them to after effect I have sliding issues.
I re-checked the frame rate and it's correct.
Any ideas?


texts:
When I tried rendering the scene with white background in filmic blender, I'm getting grey coloured background. But I'm able to achieve this with standard colour management options.

P.s: I have edited light source to match the filmic blender.


texts: 2.8 Grid disappears in Orthographic mode and returns in perspective mode

texts: The X Y Z grid disappears in Object top/front Orthographic mode.  I'd still like to see the grid in that mode.  Any way to turn it back on and keep it on?  The Grid is all on in the Overlay settings.


texts:
I made this using other software:
https://youtu.be/yS1SEQP11o0

I want the dust to look like it was blown by the propellers as it swirls in the turbulence to eventually settle.

There is this exact question that ended up in the chat rooms but that doesn't help me any.

Creating dust deflated by wind


texts: how to create vertex groups from materials using python?

texts: I have assigned different materials to a single mesh. I want to create vertex groups from the materials assigned. Is it possible to create vertex groups from materials using python?


texts: Is there a quick way to render only the Z depth / pass in cycles?

texts: Hi I'm almost finished rendering an 820 frame animation and just discovered that the Z pass is missing! Argh! ... Anyone know of a quick way to render out only a Z depth pass in Cycles without rendering the actual image?


texts:
I have been noticing this happen occasionally; I'll see a random point/vertex detached or close to my mesh that is connected to the mesh(far left orange dot). If I delete it, it will erase my mesh and if I want to manipulate the object, it totally starts to deform/mess with it as shown below. Anyone else have this issue/ know why this is happening? It's probably a newbie mistake but can't seem to understand.
Thank you!


texts: Render Freestyle strokes behind objects with alpha transparency?

texts:
I'm trying to make a wall disappear. Does freestyle support alpha? I mean there is an alpha for strokes but all it does is making my lines disappear but I still can't see strokes behind the wall

And here is the blend file: http://www.pasteall.org/blend/29200


texts:
I have a MSI GeForce GT 730 GPU, which has worked fantastically with Blender's GPU compute. However, lately I have been getting CUDA errors such as this one:

This has happened several times before, all with different error messages, but usually I could just exit rendered view, and re-enter it, and the problem would be solved. Unfortunately, this is not the case. Also, this is not the out of memory error I have seen several people experience.

I'm using Windows 10 with 3GB of VRam, Blender Ver. 2.77a.

Any help would be appreciated.

Thanks.


texts:
I'm doing a lot of sculpting. I want the upper button of the Wacom pen to smoothly roll the view in the same manner the default settings of the lower button pans and zooms the view.

The reason for needing it to do this is when there are a lot of short, tight, controlled strokes that need to be done. Steven Rude in The Art Of Comic Book Inking teaches this method to get his perfect inking strokes. The edge of the palm is pressed down on the table, the pen is braced, and the wrist only is extended to make the stroke. This method restricts you to a very limited angle, but is the only way to get this kind of tight control with a stroke. Due to the limited angle you can make with this stoke, the view must be rolled often.

This is the closest I have been able to get it, but it will not roll smoothly and it requires a click to move a degree vs. how Zoom and Pan operations will continually zoom/pan when you drag the pen:

Here are my Wacom settings:

I want the view to roll by drawing up or down with the Wacom pen while holding the upper button of the pen and holding the Ctrl key down. Up stroke should roll left. Down stroke should roll right.

If there is no way with the interface controls, is there a hack to make it do it?


texts: I want to do the invert of an Inset: extruding new faces around an edge loop with the same distance everywhere like this image (in blue the new faces that i want to create):


texts: How can I create a dip molding process in Blender?

texts:
I want to create an animation including something similar to dip molding process:

An object goes inside a highly thick/viscous liquid and comes out. Some of the liquid sticks to the surface and then dries out. I would appreciate if you could point me to the right tutorials if there are any.


texts: How to find anything by query in blender (not F3)

texts:
How do I find the checkbox for denoising (cycles) by searching for denois.
The manual [0] is no help, I can't see
Render Layers ‣ Denoising

[0] https://docs.blender.org/manual/en/latest/render/layers/denoising.html


texts: How to rotate a 2d plan in ver 2.79. no option in propert panel

texts: i'm creating a 3d airplane from a 2d plan. i have built the shell overlaying it over 2d plan. Now i need to rotate the plan -90deg to work on the tail and the wing. There is currently no option in the property panel to do this. where am i going wrong? Appreciate any feedback. thanks.


texts:
I've been trying to install the Cutout Animation Tools (COA Tools) addon I downloaded on GitHub. This is actually the first addon I'm trying to install on Blender and I just failed multiple times...

I followed the instructions which are : "Download or Clone the github repository to your local drive. If you download the ZIP File from Github, please make sure to unzip. Don't try to install the downloaded zip file directly in blender. This won't work. Once unzipped follow the installation instructions below".

In this unzipped folder there are actually different files :

In the Blender folder there is a folder named coa_tools, and inside of it we can find this :

So there are 4 .py files here and 18 more in the folder operators.

From there I go to File -> User Preferences -> Add-ons and click the “Install from file...” button (as instructed), and I select all the .py files and click on "Install from file...".

When it comes back to my User preferences window, nothing happened (I am in the category "User", which contain nothing since this the first addon I'm trying to install).

I also tried to place the folder coa_tools or the different .py files directly in : /Applications/Blender.app/Contents/Resources/2.78/scripts/addons

And still nothing. Did I do something wrong or am I missing something?

Hope you can help me!
Thanks!


texts: How do properly setup the textures in a startup.blend file

texts:
I am trying to setup a new template with a startup.blend
The way we have set up our directories, the only way to guarantee textures will load properly is by using relative paths.
Since the new file created based on this template won't have been saved yet, the relative paths break.
Is there a recommended way to included textures in a startup.blend file?
Thanks,
Koen


texts: How to remove unwanted tilt from bezier curve path

texts:
I'm trying to use an array and a curve modifier to create a simple track along a single bezier curve.

I've run into a small issue though when I try to have the path curve around a corner while also lowering elevation at the same time:

After the sloped turn completes and straightens out, the path becomes tilted despite all control handles having 0 tilt:

After this point, the tilting remains along the path unless I manually tilt in the opposite direction to offset but I don't like this since it seems incorrect and I don't know an exact number to use as a tilt offset.

Tilting doesn't occur if the turn is made while keeping the control handles at the same z-axis height:

How can I ensure the path is always facing straight up along the z-axis (unless I add tilt)?


texts: Trouble importing my model materials to unity

texts:
I need some help with my models and why i can't see the materials in unity once i import them.

I believe i know the reason but i refuse to accept restarting my whole texture/material process.

Okay so i'm using cycles render, i make the materials for my model and assign their locations then it's all done.

I import and my materials are blank and not the RGB input materials that i made.

I just want my models simple colors and not image textures.
I believe im missing something simple and need some help.


texts: Absolute rigging fails as my mesh is distorted

texts:
Really new to Blender and 3D modelling as a whole but as it's part of my college module I really need to learn it quickly.

Anyway, I was following a tutorial on rigging and I believe I followed the instructions precisely, however when I apply the armatures to the mesh and move them around in pose mode I end up getting some sort of Junji Ito styled abomination. Some help would be really appreciated!!

This is how the model should look with the bones overlaid:

And this is an affront to humanity.


texts: How to make an empty follow a rigged mesh's movement?

texts:
I am trying to animate a bug plushy. I have made a rig to my liking, but as I maneuver the rig the facial features (which are separate objects) don't follow along. I have tried parenting these other objects to the mesh I have already rigged and the armature itself. Is there a way I can make the empty follow the transform of a bone tip? I'm not sure how to go about this.

Screenshots:

Blend File


texts: I know it's probably something simple. I just made a new material, made that material green, and assigned it to the faces selected and all it did was change the colour from white to a slightly darker white.


texts: Im with wip of Chick. Add hair particles and texture. The body and the wings particles and texture are same. Why the wing have little blackish color on it. Its not similar like body and head. Any suggestion or help. Thanks


texts: How to keep two separate UV maps when merging two objects into one?

texts:
I wondered how to keep two UV separate UV maps when merging two objects into one (CRTL+J)?
Currently I have blender 2.80.
I have two separate objects (in this case a turtle and a catapult from a game).
I would like to merge them both and let each keep it's own UV map.
In blender this seems alright before merging. However, after merging they
are converted into 1 wrong UV map. The turtle's UV map is degraded into a single pixel in the lower left of the UV map, resulting in a mono-colored animal.
The catapult has it's texture from in game, so I cannot supply it (but you can see it in the object).
Link for Blender file with objects:
https://www.dropbox.com/s/jvj2oafghnmll57/CataToSend.blend?dl=0
Link for JPEG turtle texture: https://www.dropbox.com/s/9a5yiftua1v1jek/20446_Sea_Turtle_diff.jpg.001.jpg?dl=0


texts:
What is the best method in Blender to model the area in the red circle below?  I have tried a number of methods (deleting faces, using F to join edges, etc) but am not completely happy with the results.  The meshes need to remain clean and relatively low-poly.  Any advice would be appreciated...

Thanks,
Jeff

Here you can see what I'm experimenting with, attempting to join a cylinder smoothly to a cube.  I've taken some edges from the cube, and attached them to the cylinder.  However, when I add the Subdivision Surface, the faces "buckle in" somewhat (Bottom Image)


texts: Simple python script to stitch images into movie failing with incorrect context

texts:
I'm trying to write a simple script that adds png images to the video seqeuence editor, and stitches them into a movie. However, between the blender API and all of the old documentation that's floating around online, I can't seem to get it to work. Here's my code:
import bpy
import os, glob

img_dir = 'my/img/dir'

# set movie render settings
resx = 1024
resy = 350

bpy.data.scenes["Scene"].render.resolution_x = resx
bpy.data.scenes["Scene"].render.resolution_y = resy
bpy.data.scenes["Scene"].render.resolution_percentage = 100

scene = bpy.data.scenes[0]
editor = scene.sequence_editor_create()

# get image files
image_files = []
for _file in os.listdir(path=img_dir):
    if _file.endswith('.png'):
        image_files.append(_file)

context = bpy.context

# add to sequencer
img_strip = [{'name':i} for i in image_files]
frames = len(image_files)
frame_end = frames - 1  # offset for python counting

a = bpy.ops.sequencer.image_strip_add(directory=img_dir, files=img_strip,
    channel=1, frame_start=0, frame_end=frame_end)

strip_name = file[0].get("name")
bpy.data.scenes["Scene"].frame_end = frames
bpy.data.scenes["Scene"].render.image_settings.file_format = 'AVI_JPEG'
bpy.data.scenes["Scene"].render.filepath = out_dir
bpy.ops.render.render( animation=True )

with output:
line 32, in <module>
    channel=1, frame_start=0, frame_end=frame_end)
  File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.sequencer.image_strip_add.poll() failed, context is incorrect

What does this error mean? And how might I go about modifying my code?


texts: Why is rendering with both CPU+GPU 50% slower than with either CPU or GPU?

texts:
I have recently built my new PC (Ryzen 3700x + VEGA 64) and tried rendering BMW demo. The difference rendering speed caught my attention.

When rendering with CPU only, the time consumption never exceeds 3 minutes. When rendering with ONLY GPU (unchecking the Ryzen 3700x in preferences while keeping the VEGA on) the time is around 2 minutes.

However, when checking both the CPU and the GPU, the rendering time increased to more than 6 minutes.

According to the information gathered online, the "CPU + GPU" configuration should be faster than either CPU or GPU alone, but instead it turns out much slower. Have I done anything wrong and what should I do about it?

P.S. By inspecting the task manager the GPU does not seem to be loaded when rendering, the fan is not roaring either (it does when running games). Have no idea what this means either. Please help.


texts: Can't change mouse influence in proportional editing mode

texts:
I press O and I see it change to Proportional Editing mode, but when I press G and mouse wheel down/up, or arrow keys down/up, it doesn't change the influence area.

"You must press PgUpPgDown or use the scroll wheel during a transform action such as Translate (G), Rotate (R), or Scale (S)."

And I am, I press G and then I tried to scroll to change influence, but it's not working.

To make Proportional Editing work on the mesh you need to change pivot point from Individual Origin to Median Point.

Done this aswell and it's not working


texts: Can a curve with a bevel profile have 2 materials

texts: Dear friends and fellow Blenderheads, could you give me a hand with that profile? I have curve with a bevel profile - basically a lofted cornice. And it should have a cover on top. Is there a possibility to still have it as a curve without converting to mesh and have 2 materials assigned to it. E.g. material 1 - white stucco and material 2 - metal plate? Thanks.


texts: Smoke not rendering consistently in compositor (though looks fine in viewport)

texts:
Issue
I have a smoke simulation in my Blender (v1.83.0) project. It looks how I want it to look in the viewport, and everything is baked.
However, each time I render (F12), I see different results. Sometimes the smoke is in the wrong place, others with a completely different volume, sometimes with far too much smoke, and oftentimes no smoke at all.
The transforms have all been reset and the positioning is correct.
As a result, I cannot render this animation because there is no consistency on the output.
Is this a known issue, why can I not predict how the smoke will appear in the final render? How can I ensure that the smoke renders correctly?
Examples
Viewport renders

Compositor renders
Same frame, without changing anything - only pressing F12 after each shot, and without utilizing nodes - only output. Notice how the third and fifth ones are correct.


texts:
I want to rig and use automatic weights to a robot.

The problem is that when I try to choose Armature Deform with automatic weights, I get error:

Bone Heat weighting: failed to find solution for one or more bones

I tried searching for a solution to this problem and was informed that I should make sure my mesh doesn't have doubles and also make sure to join together all the objects. I have done that but still get this problem.

I would appreciate if anyone could help me with this problem.


texts: Transfer a Rig from Motionbuilder to Blender

texts:
I created a rig from a motion capture in MotionBuilder 2012. It's just a simple rig with a few motion tracks and now I want to do the rest of the work in Blender 2.72, but have problems with the rig representation in Edit mode.

I exported a BVH file in MotionBuilder and imported it into Blender and all motions are correct and look like expected. In Pose mode the rig has the expected T shape in the first key frame and all other key frames look correct, too. However, when I go into Edit mode the shoulders and arms, as well as the neck and the head, point straight down. Additionally, the whole rig is rotated by 90° around the X axis. It is unclear to me why I see this behavior in Edit mode.

Here you can get the BLEND file that illustrates the problem. In that "wrong" Edit mode position I can't skin the rig and if I try to put it in form the new angles influence the movements.

Do you know a better way to get the rig in Blender?


texts: I am learning the fluid physics function. Blender primitives like cube and sphere work for obstacles but if I make a 3d part in inventor and import it as an fbx file and make it an obstacle, blender fluids ignore the object. Any idea what I might be doing wrong or does blender not recognize 3D objects not native to blender?


texts: Why does it seem my skeleton is working fine in Blender but it completely fails in UE4?

texts:
I am very new to blender but after spending a few days I feel like I've finally given the mesh good weight painting. I can move around the joints and while there are a few flaws in it, it shouldn't nearly as bad as it is in UE4. Note that the left is a photo from a pose, not an animation, I'm not sure if that makes a difference.

Here is the file I'm using. In it is Buzz and also the model with the Mixamo animation I'm trying to use for Buzz. I couldn't find how to use that exact animation on Buzz, but I would really like to, because I could then determine if this is an issue with the animation or an issue between the programs.

It's one solid mesh, pretty sure I'm using default settings, except for turned off the leaf bones. The bones have the weight painting on very close to the bones, except for the chest because Buzz's chest isn't that flexible, but that shouldn't be affecting the legs which work perfectly fine. I think it's worth noting that I am also able to bend Buzz into poses in UE4, so it appears this issue only comes up when animating.

Any ideas?


texts: video shader 300 frames to make 1000 frames

texts:
I have the below video shader which is composed of an image texture node to which I uploaded this video.
It is 300 frames long and I would like to repeat it for 1000 frames.  How can I do it?


texts: I'm trying to scale only one loop in edit mode but when i select that loop and try to scale, it scales the entire mesh. What should i do?

texts:
I am a beginner in blender and I made a cylinder mesh then I went into the edit mode to scale only the base loop but everytime I try, it scales the entire mesh.
I tried selecting only vertices or edges and both of them together but it made no difference. What am I doing wrong?


texts: How to fix low framerate while running animation in Blender 2.9?

texts:
How can I increase the FPS of my simulation after baking it?
Details: I was following along with Olav3D's video on water animation in Blender 2.9 (great person to learn stuff from) and after baking I run the simulation and my framerate drops to about 3-5 FPS. I have searched up solutions to these problems and can only find solutions that worked years ago so I was wondering if there are newer solutions to this problem.
Here are some of my PC's specs in case that is the problem:

Rhyzen 5 2600 Six-Core Processor CPU
NVIDIA GeForce GTX 1660 GPU
16 GBs of RAM

I am not very experienced in Blender as I have only been using it for a couple months so if you need additional information feel free to ask.


texts:
I set up hair in Blender and transformed it into a mesh with the 'screw' modifier, then decimated. The result is shown in the top left corner of the picture. Then I sculpted a low poly 'cap' (top right of the image). Then I used bake normals to create the lower left map which indeed shows hair strands.

However the resulting render is total crap, with super dark areas, and areas that appear totally flat, that is regardless of normals flipped or not flipped, and light direction and source.

Is this a completely misguided approach or should it work in theory?


texts:
I have created an animation that plays properly when I'm in normal object manipulation mode but when I try "Play Rendered Animation" it just shows a blank gray screen (below), though the /tmp/*.png values are changing. I have tried this with Blender Render and Cycles Render with the same output.

I definitely have a light source, and here is what it looks like when I simply click Render for the current frame:

What should be happening is that spacecraft in the image does a "flyby" of the planet. I am using Blender 2.76 and am very new; your help is much appreciated! I can't figure out how to attach the .blend file, but here are the error messages I have in the terminal:

Executing command:
'/Applications/Blender/blender.app/Contents/MacOS/blender -a -f 24 1.0 -s 1 -e 200 -j 1 /tmp/0001.png'
ndof: 3Dx driver not found
playanim_toscreen: no ibuf for picture '/tmp/0039.png'
playanim_toscreen: no ibuf for picture '/tmp/0052.png'
playanim_toscreen: no ibuf for picture '/tmp/0030.png'
playanim_toscreen: no ibuf for picture '/tmp/0035.png'
playanim_toscreen: no ibuf for picture '/tmp/0045.png'
playanim_toscreen: no ibuf for picture '/tmp/0052.png'


texts:
How to control the line thickness of a drawn object with Grease P. (2.80)

I scaled down a drawing, but now the line is too thin.

Thanks


texts: Blender 2.8 Beginners Course Knife Problem

texts:
Busy with the Beginners Course, in video 8 I got confused/trapped/lost it.
Applying the Texture paint on the apple turned out nice (for a beginner).
Going to the part of the knife I got a disturbed texture.
Don't know where things went wrong, anybody can point it out for me?


texts: Addon executes only after left click on window

texts:
I have written a script that interpolates the beginning and end keyframes of an animation intended to be cyclic in response to my own question here.

The addon executes just fine, but only after clicking in the Fcurve window. I mean, I select, in the fcurve window, some keyframe or keyframe range or keyframe set (the script will look for the underlying channel or curve selected), then I click in my addon within its menu and finally left-click on an empty space in the window for the script to render on.

So, how could I set or fix the script so that it executes when I click on it in the menu?

The code is in Github.

PS: I don't know if the preferred behavior is posting the whole code here or referring it by a link, sorry.


texts: What to pay attention when modelling for animation?

texts: Modelling must be one of the first things to be done when it comes to 3D art and it must be one of the most intuitive stuff that depends more on practise. But, after 2yrs with Blender, when I finally came down to animation and it appears that there is more to it than that. Books and references on the internet suggest modelling for animation should be done very differently than how it is done for still imaging. Why is it so? What should be done to successfully optimize one's skills to model for animation? If there are any resources that would help us climb up the stairs(that is from very basic principles to advanced level), it would be very helpful if links were provided.


texts: Subtracting an object and then deleting the object used to subtract within python script

texts:
I am currently trying to create an object within python in order to subtract from another object. I did this using the GUI with no problem but when I try to use the same code within the script it doesn't seem to work.

import bpy

#Large Cube
bpy.ops.mesh.primitive_cube_add(radius=2, location=(0, 0, 0))

#Small Cube
bpy.ops.mesh.primitive_cube_add(radius=1, location=(0, -1.5, 0))

bpy.ops.object.modifier_add(type='BOOLEAN')
bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
bpy.context.object.modifiers["Boolean"].object =
bpy.data.objects["Cube.001"]
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
bpy.ops.object.delete(use_global=False)

How can I select the Large Cube in order to use the boolean operation and then delete the Small Cube?


texts: Extrude equally along faces, not normals

texts:
I'm new at Blender and struggle with platings.
I have this piece of geometry that has been stolen from main mesh.

And try to make sort of SciFi looking plane like this, but this has been done manually extruding all faces and than moving them to the sides and up.

but if I just extrude alongside normals I get this weird result (Of course it's exaggerated extrude, just to show what is wrong)

It's fairly simple shape, and it's very easy to do that manually, but what if we have much more complex objects and plates? How to do plating properly? It has to look like hard surface, not organic matter.
If the example is not enough I have the exact same problem on vent.

extruded alongside normals

We can clearly see that something is off
Extruded manually
All faces are at 90 degrees angle, no distortions.
Also solidify modifier gets the same weird results, but I believe the only thing that solidify do is to extrude along normals.


texts: Face still too bright despite merged vertices?

texts:
Despite I have merged the too close vertices and flipped the normal this face is still too bright for some reason. It uses the same material and I have managed to make the left door of the trailer model correctly but I have no idea what's wrong with the right side door...

The .blend file: https://drive.google.com/file/d/1Y_EYNcWeCwOBXisdN6i5XqvqvwbPmIQ4/view?usp=sharing
Thanks to anyone who can help!


texts: Feathering the edges of a Volumetric shape object

texts:
Hi Blendonians (just came up with that haha)
I apologise in advance for having no screenshots, but I think I can explain the problem.
I have a street scene. On the road, there's a sewage grate. I'd like to have some "steam" coming from the grate but I really can't use the smoke simulator... I've tried and it's way too slow for some reason, even though I've got a beast of a machine. Maybe I'll attempt it again in the future, but this technique I'm trying should work, I just can't figure out one part.
So I created a cube, made it into a sort of cone shape, added a volume scatter shader controlled by a noise texture to the volume material output.
This gave me the exact look for the steam I wanted. It looks really nice, especially when light hits it. But the steam is cut off harshly at the edges of the cube.
So I added a gradient texture and tried literally hundreds of different settings and combinations. I got really close, but the cut at the edge of the cube is still there. I've been through loads of tutorial videos about making clouds with volume objects, how to use gradients etc, but nothing is working.
What I need is a way of feathering the volume so it's invisible at the edges of the object.
If no one can explain it to me from that info, I'll get some screen shots soon and upload the blend file.
Many thanks in advance.
Screenshots added.


texts: BGE Strange white artifacts on edges of objects

texts:
I just baked all my cycles materials onto my objects for a game i am making, but in the BGE there are strange white artifacts on some of the corners and edges of my model... I really have no idea what is causing this, so i am sorry i can't tell you more.
Here is a link to download the .blend --> https://www.mediafire.com/?5hhsfr4hdmkabf2