texts: collision between RB and softbody objects?

texts:
I have been trying to get a wrecking ball to collide with an upright slab of jello, with no success so far.  I've tried so many combinations of physics attributes that I can't remember them all, but so far I have achieved only 2 main types of result:  1) the wrecking ball hits the jello slab and is stopped dead, 2) the wrecking ball goes right through the jello slab.  What I expected:  the slab would cave in at the impact point, quiver and wobble, and be hurled backwards.

I believe the jello slab is more or less correct because I drop it a short distance at start of sim and it compresses and bounces back convincingly.  So I think there is something about collisions between RB objects and SB objects that I'm not understanding.  Can someone point me at the tute or example that I have not yet found by googling?

UPDATE:  One way to do it (sorta):  create a rigid body.  Then add Soft Body to it and proceed to tweak.
https://www.flickr.com/photos/rootlessagrarian/31909036596
I hope that link is visible to others.  Anyway, as (I hope) you can see it is semi-successful, but the "jello mattress" continues to have a life of its own after impact, slithering towards the edge of the floor and remaining obstinately dimpled in places even though Plastic was set to 0.  Also, the observant viewer will notice that the wrecking ball and chain actually penetrate the surface on impact :-(  but it's the best I have managed thus far.  I did try making the wrecking ball a very stiff Soft Body, but then of course it wouldn't stick to the chain... I'd have had to redo the entire chain.

Here is another probably final attempt with even stranger physics.  In this one I went back and adjusted centre of mass for the wrecking ball, made sure to Apply all Scales, and gave the jello mattress a plinth so it could be knocked off.

I have no idea why it is hesitating on its way to the floor... suggestions welcome, though I may soon give up on trying to make these two species of object interact and move on to learning more about things that Blender wants to do rather than trying to make it do things it doesn't like.


texts:
is there a way to automate render file names and avoid accidental overwrites?

E.G. add timestamp to filename?

I find my workflow involves many fast test renders, and it drives me nuts that for each time I launch F12 if I have not renamed previous render and overwrite is enabled I lose it, if overwrite is not enabled it does not save the file automatically.

I am using the compositor file output node to at least automate file saving for images

I do not understand why there is no simple way to press F12 and have a file with a unique name (eg. timestamp added at end) be saved automatically as soon as the render is complete, it seems ridiculous that you can wait maybe hours for a render to be done and risk losing it entirely because it is accidentally overwritten or you forget that you have not saved it.

After a day passed fruitlessly googling and reading forums I humbly ask for help here!


texts: I have gun actions, and each part of the gun, has a specific action. However, when I export it into Unity, each object has every single animation, even if it never used that animation in Blender. What can I do, to make actions object specific?


texts: I am using Metric and want to type text to export as a STL for my 3D Printer. Is there a method of knowing or setting up the text size in points (pt)? In all other programs I select the size and know that I need a size of say 155, how can I do this in Blender? The scale I have as 1.000 if that's correct?


texts: animation nodes random color setup not working

texts:
I am trying to replicate the effect of random colors from this setup using set vertex color node:

but my setup is not working, it just changes the color of the original object:


texts:
I want to create a square image for an album cover that combines a yet-to-be-taken real world photograph (probably taken with a Sony A7S camera) with some stuff I model in Blender. I want the lighting and shadows to match exactly.
To help me better frame my image, I decided to change the output dimensions of my blender project. I changed Resolution X to 1080 px. This appears to have increased the field of view -- Blender shows me more of the things in my scene, which seems backward somehow. I didn't really notice this at first. I set my camera's focal length to 50mm to match my real-world lens and proceeded to make an elaborate scene that looks good in the square frame. Here are two example images to demonstrate the FOV change. Here's the camera view in the default blender file:

Just changing the Resolution X increases the FOV vertically. This is counterintuitive.

Planning my photo shoot, and to make it easier to frame things properly during photography, I decided to change the Resolution X back to 1920. I want to see the blender scene to look exactly like the camera's screen, which is not square. I changed the Resolution X back up to 1920 px and the field of view shrank. Now my camera is cropping the top and bottom of my desired image.
To illustrate, I've moved the camera in the default blender file to closely frame the cube:

Changing Resolution X back to 1920 now reduces the field of view, chopping off the top and bottom of the cube.

I could easily move the camera in blender again, but now I'm really worried that my real-world camera image may look nothing like blender. Note that I didn't change any camera settings or any object locations, I just changed the output dimensions. Also, preparation for the photoshoot is a non-trivial process. Some of my blender objects are enormous and we will be simulating sight lines at the photo shoot by placing some stand-in objects (e.g., a ladder for a 40m building). If I have to move the camera at the actual photoshoot, all these stand-in objects would be in the wrong place and the sight lines would be ruined. I have to do a lot of trigonometric angle calculations to properly place lights and stuff.
So my main question is Why does reducing Resolution X increase my camera's FOV and increasing it reduce FOV?. My more important question is What settings, aside from camera focal length, must I set to ber sure my blender scene match my Sony A7S camera?


texts:
Hi from a new total newbie blender user. I want to learn how to create at least “fine” low poly models, something like here.

I have heard that some people create high-poly models and then create low-poly models from them. Other people go straight for low poly.

Can you give me some links or just explain me a basic workflow for low poly model creation, please?


texts: How do I access and set options for Boolean modifier, using python?

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I understand how to add a simple Boolean modifier, but not how to access and code any of the functions within. I'm looking to set the options: "Operation", and the target "Object", and finally "Apply" the Boolean.

I tried ...(type='BOOLEAN', object='Cube'), as an example, but to no avail.


texts: Can't find smoke and color mapping options for Fluid Simulation Blender 2.9

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I am trying to make an explosion with Blender Mantaflow, but I do not see the following in the Properties view in the Physics Properties:

Color Mapping
Smoke

I am using Blender 2.91.
Can you help me solve the problem?


texts:
Does anybody perhaps know how to trim out these annoying last points of the spline for a more eye pleasing result?
https://i.stack.imgur.com/7GPkb.png
thx in advance!


texts: How can I see a whole object and it's boundaries?

texts: hi how can I change the setting so I can see the whole object. When I zoom in I see different parts of the object.


texts:
So, recently I'm finding my way into blender video editing and compositing, however, I usually do these things in different projects because I don't know how the blender renderer works.

My question is, when I press "render", how do I know whether it's gonna render the video clip or the camera view, or both?
How should I place my camera to make the objects I model appear on the video clip?
Thanks in advance.


texts: object exported as .obj is a solid cube instead of rendered volume when imported to MSblend

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I am using Blender to create a 3D volume of brain using this tutorial:
Mri to blender.

I am importing my model in WPF project based on this tutorial: Inserting 3D Models in Expression Blend.

When I export the created file in .obj file from Blender and import in MSblend, see a solid cube instead of the rendered volume.

Thanks.

My setup is Windows7 x64, Microsoft Blend 2012, Blender 2.77


texts: difference between scultping and modeling

texts:
So I've been digging around and I keep hearing people talk about "scultping" and "modeling" like it's two different things. I understand that modeling is better for hard surfaces like weapons, furniture, and typically things that are made. While sculpting is more for organic things, like humans and animals/creatures.

Does this mean to create an animation I'd have to sculpt the characters and model everything else? Or can you model the character, sculpt it up to look nice and pretty and then animate that? I've heard some people say that they usually model a base mesh, sculpt it, and then remodel it again so it's suitable for animating but I'm entirely lost on how/why you'd basically "de-sculpt it".


texts: Need help sculping wand! Using brushes seemed to be stretched horizontally

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Here is the blender project file: Download Here

My daughter really wants this particular Harry Potter Wand she saw from some Pottermore website.  It's basically some quiz she took that finds the right wand for her.  I tried to search online to purchase one like it but couldn't find a 12 1/2 inch Unicorn Hair Core wand.  LOL.  So being new to blender, and thinking it would be a fun first project, I'd try to sculpt it from an image and get a 3D print of it.

I was actually off to a really good start and have the basic shape of the wand down almost perfectly, but when I try to start sculpting and adding details, the brushes all seem to be stretched horizontally.

This is how I started.  I imported the image of the wand and created a cylinder to match its length. I then used Ctrl+R to create the different sections, scaled them and moved them to match the wand's shape.  This was all done under the Modeling tab.  I press Ctrl+5 as I've seen in some tutorials before you start sculping to smooth it and applied the subdivisions.

I head over to the Sculpting tab and with any brush, I use it's all distorted and stretched.  I should also note that some of the brushes are move very slowly. I need to make it faster somehow, as my computer starts to freeze up a little.  I have an i7 processor and a GTX 660, I think it should be fast enough to handle this, other graphics programs work just fine, so maybe there's a setting somewhere to make it flow better?

Please see the photos and maybe my issue will make more sense.  Any help is greatly appreciated.  Also, I should note, I've only been using Blender for 3 weeks, I think I'm doing pretty good, just need a little help.

Thank you!!


texts: How to add single vertices onto the surface of a mesh?

texts:
When Ctrl + Right Mouse Button clicking to add a single vertex, how do you make the vertex snap to other existing geometry?
In the depicted example I need to add some edges between the spheres, and to achieve this I'd like to quickly add verts onto the surface of the spheres. The verts does not need to become a part of the sphere mesh, it only needs to land onto that geometry.


texts: My Roblox accessories textures are not showing up

texts: I got blender a few days ago and I'm trying to make this GFX.. but whenever I bring in my OBJ file it doesn't show my texture.


texts:
I've been having this problem with several models and I can never figure out what the issue is.

Hard edges are appearing on the model in rendered view despite it being entirely smooth shaded. There are no overlapping objects, it's not the textures, I've recalculated the normals. I have no clue what is causing this.


texts: For which formats are Cycles materials completely and accurately exported?

texts:
I'd like to export my scene to one or more of the file formats listed in the File → Export menu:  .3ds, .dae, .obj, and so on. Which, if any, of these formats records all the details of Cycles materials – all the types of shaders, RGB curve nodes, all the texture types, and so on?  If I make a complicated material in the Node Editor, will the visual appearance of the rendered object be properly conveyed to someone using 3D Studio or Wavefront? I'm not worried about meshes or most other things, just materials.

Lacking any of the software which would normally use any of the exportable formats, I have no way to check by direct experiment.  Even if it did work – and even if Blender can re-load an exported file and the scene looks okay – I can't be sure if I just got lucky and unwittingly avoided some tricky feature.


texts: Manipulator widget appearing where the 3d cursor is

texts: Something weird is happening where the manipulator arrows moves where ever the 3D cursor is. I don't want this.


texts: So this is more like a best practice question. I tried doing a walk cycle by creating a walk action and then repeating it in NLA editor over a root bone position change. But this looks very mechanical, and every now and then I'll see sliding back and forth. So now i usually do pose by pose . But in this scenario, my root stays at the initial spot in the scene, while the rest of the body/bones is all over the place. Is this the right way to do or should I always make sure that the root bone is always with the rest of the bones?


texts: Looking to texture things like odometers and general analog meters

texts: I'm looking to texture something like this..Can I find these online or do I have to custom make them?


texts: I have encountered a problem when adding a circle in blender. the circle appears like that in the image while I in object mode. as you can see it is only for lines not a circular shape. what's the reason for this problem and how can I fix it. is the problem in the software or in my gpu.


texts:
I'm using blender 2.82 on windows.The default blender system console is cmd.exe and it doesn't support Unicode so the non-ascii characters be garbled. Here's my question:

1.can i replace the default console with other terminal like cmder?
2.or can i set the system encoding format to utf-8?


texts: How to get information about linked files?

texts:
I have a scene with several objects and groups linked from other files.

How to know what file contains my linked object or group?


texts: Will the Freestyle intersecting issue be fixed in Blender 2.8?

texts:
I've been playing around with Freestyle lately and I've noticed that there doesn't seem to be any sort of collision detection. You would expect the intersecting points of the spheres to have lines on them.

I've tried doing workarounds where I used booleans to join the meshes and then go in and mark the intersecting lines as freestyle but that method isn't really scalable and it wouldn't work for animations. This is the best I could achieve using that method.

I do see other posts about this issue but my question is just wondering if this is something that will be solved in a future build of 2.8? The example is using 2.79 but I've tried the 2.8 beta and it doesn't seem to be any different.


texts: nla editor - meta strips on multiple object base?

texts:
so far, I thought that NLA meta strips were good for sorting a whole scene's animation (and beyond). But I only found functionality on a per-oobject base.

What I mean:
in my animation setup, several objects' animations are so closely linked together that it does not make any sense to edit them one by one. As the animation became more complex, I needed a way to efficiently tweak several objects' animations / timing. An example:

An armature is controlled by several IK target objects, which are part of a path animation. while the path is also animated. Over time, it becomes near-impossible to edit each object one by one in a timely manner.

I need a way to group these object's animations. So far, I thought that this can be done by meta strips. But it seems to be impossible. (if so: why? It's so basic...)

Is there a way (even if it's an addon) to do this efficiently (emphasis is on efficiency, as modelers are always on a time pressure...)


texts: How to use blender to create a grid cylinder?

texts:
I’m new to Blender, but pretty experienced with other 3D software.
I need to create a mesh cylinder.


texts:
I would like to make an animation similar to this one(This was made on manim). The white line from the origin should be a 3D arrow object tracking the position of the blue cube at every key frame.(The cube moves along some predetermined path in 3D space).

Block at some position in 3D space at time t.

Block at a different position in time t + delta t

I am new to blender and I can only draw the different objects for now but I am getting stuck on creating the constraints necessary so that the arrow changes its length(scale along the length) to where the cube is located.

As an addition, I would like the arrow(both its tail and head) to scale proportionally when the arrow length is between 0 and 1 unit, like so.
The images below show how the vector should scale(in 3D though).

Only scale the tail on its longitudinal axis for vector lengths greater than 1 unit

When the vector length in below 1 unit, scale both the tail and the head

Vector length goes to zero as the position of tracked object gets closer to the origin.


texts: Blender 2.8 - How to render shadows to separate file outputs

texts:
I'm doing a simple product mockup with an object sitting on a plane. when rendering What i really would like is two files to move into photoshop for editing...

One file with the product on a completely transparent background. With light+shadows still affecting the object. Then another file with just the background shadows on a transparent background, separate from the object.

or simply put, just a deep etched image without having to do it manually in photoshop.

I'm currently using shadow catcher and have a transparent background set, but i can't render the two separately without somehow affecting the other. I'm new to blender and this workflow and it's proving to be quite frustrating. any help would be appreciated!


texts: Why is there a difference in getsizeof() returns for Blender's python console and Python Shell? (for basic types)

texts:
This is a getsizeof() return for basic types in blender's python console:

And this is one (same args) in Python Shell:


texts:
Hello,

I clicked something and these blue lines appeared. How do I hide them?
The lines are coming out of the vertices


texts: Shading for my hands geometry is different to rest of model

texts:
Also when i export my fbx and import is into unreal the hands are like semi see through and transparent.

Thanks In Advance!!!!


texts: Spacing objects evenly around a curved surface

texts: As you can see in the image I would like to add yellow spikes along the blue edge of this hammer. How can I easily add them and space them out evenly?


texts: How to set a different background color for each node editor

texts: I often work with two Shader Editors side by side to work on Object and World nodes. Is there any way to change these background colors to get it more distinguishable? Other suggestions are welcome too.


texts: Run script stored in text editor/blend file from CLI

texts:
What is the correct way to run a script internally stored in the blend file from the CLI?

I'm trying to run a script I have in the text editor. I have it named "Import" in the text editor. The -P parameter seems to be made for externally stored scripts and doesn't work when I try to use it like this blender -b file.blend -P Import.

I would prefer to leave the script in the blend file. But if necessary I can move it out.

I've read that you can start a script when you load a blend file but that won't work for me. I am setting up a video render server where I will be importing video files into the VSE and generating proxy files from the "Import" script. The proxy render takes a long time so I am looking to offload that to the server. I will then be downloading the blend file and proxy files to another computer to do editing.


texts: need double helix mesh to follow bezier curve

texts:
I need to get my double helix mesh to follow the bezier curve in this screen shot. When I add a curve modifier to my double helix, instead of following the curve, it distorts the size and angles of the mesh in an undesirable way.

How can I get it to follow that curve?

And here's the blend file:


texts: I need to install Blender for multiple users on a mac, but they do not have admin permissions to install themselves. I need to be able to install under my admin account for all standard users as well


texts: What is the best solution to create a function that returns draw?

texts:
I have a classic UI panel, and I'd like to call a drawing function that always draws the same thing, and I was thinking of using a function.
Actually I don't even know how to correctly ask this question, I hope you correct me.

Basically I would like to call a layout data block to insert where I need it, something like this:

class MY_PT_Panel(bpy.types.Panel):

    bl_label = "My Panel"
    bl_idname = "My Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "My Panel"

    def draw(self, context):

        #scn.scn_prop.my_bool_one / my_bool_two property is declared in a PropertyGroup

        scn=context.scene

        layout = self.layout
        layout.prop(scn.scn_prop, 'my_bool_one', text='Show menu 1')
        if scn.scn_prop.my_bool_one:
            layout.label(text='Menu 1')
            layout.label(text='Many options from menu 1')
            ##Avoid to repeat this:
            layout.label(text='My mini-menu')
            layout.label(text='This is just an example')
            layout.prop(scn.scn_prop,'my_bool_three',text='Do something')

        layout.prop(scn.scn_prop, 'my_bool_two', text='Show menu 2')

        if scn.scn_prop.my_bool_two:
            layout.label(text='Menu 2')
            layout.label(text='Many options from menu 2')
            ##Avoid to repeat this:
            layout.label(text='My mini-menu')
            layout.label(text='This is just an example')
            layout.prop(scn.scn_prop,'my_bool_three',text='Do something')

So here's the problem, my "Mini-menu" is actually something complex, I wish I could call it without having to rewrite it all the time. I don't know which way to go. I think it can be solved with a function within the class, but I have many doubts about it


texts: Parts of my model wont move after Auto Weight Painting

texts:
OK i'm new to blender and have been working on this model. After i was done Rigging and auto weighting i came across this problem.

I tried to manually Weight Paint it but nothing happens, i would be thankful for some help


texts: Objects tracked to camera track to the viewport camera at current frame instead of camera location at the frame it should be rendering

texts:
I've created some text objects and to make sure they are always facing the camera I have them tracked to the camera with some constraints. I've tweaked the constraints until it looks fine in the Viewport and used individual renders here and there to double check the final product and it all looks fine. But when rendering the whole animation the text is suddenly in a different orientation.
e.g. this is same frame, on the left individually rendered, on the right the frame created whilst rendering animation:

The text is angled slightly differently and therefore the lighting is different as well.
In other cases the orientation is so different the text is barely even visible:

The text in my first image using the following constraints:

The text in my second image using the following constraints:

With some further fiddling I've figured out what seems to be happening. The constraints are locking to the location of the camera at the current frame selected in the viewport and are not updating to the new location of the camera during render animation. In the following blendfile if you set the Start to 930 and the Current to 930 and Render Animation (CTRL + F12) it will look normal. If you change the current frame to 450, but keep everything else the same you will see the text is twisted to face back toward where the camera is at frame 450.

On the left is with the current frame set to 930, on the right with the current frame set to 450:

It seems to defeat the purpose of constraints if they don't actually move with the constrained object whilst rendering the animation.
How do I make sure the constraints are actually updating as different frames are rendered?
Or is there just a better way to make sure the text aligns properly with the camera?


texts:
I have created a scene where there is a TV screen on the wall, in the final render there are what I can only describe as "light balls" on the glass material within the tv. (extruded plane with glass texture on it).
The lights are Point lights with a IES node on them. Is there a way to make the "balls" not be there?


texts:
I want to create a simple see-through glass but without the reflections and refraction.

Here is the issue:

The refraction makes it look like there is another chair in front of the original chair.

The normals are fine.
Geometry is fine.
The glass has thickness to it.

I played with the light path nodes and they give similar results.

And this didn't work, either.


texts:
When I try to move my model with all the bones I can't.

I'm going to Object Mode and I select everything and then I'm going to Edit Mode and I try to move the model with the arrows but I can't.

Does someone know the answer?

Thanks so much.


texts: What is the purpose and idea behind baking in Blender?

texts:
I have an interest in the main idea of "baking" and how it plays a role in rendering an image or an animation. Can someone recommend a tutorial on this matter?
Thanks.


texts: While resizing an object by script: 'tuple' object does not support item assignment

texts:
When using this code, I've an error, I think it's about tuples being immutable, but I can't understand why. I'm looking to resize the cube just created:

# Create new cube
def create_cube(name, cornerPos, size):
    # Set cursor position for the current brick
    bpy.context.scene.cursor_location = cornerPos

    # Add a cube primitive
    bpy.ops.mesh.primitive_cube_add()

    # Get its reference via the active object, and rename
    theBrick = bpy.context.active_object
    theBrick.name = name

    # Set size
    bpy.ops.transform.resize(value=(1.0, 1.0, 1.0))
    bpy.ops.object.transform_apply(scale=True)

    # Return the object
    return theBrick

The error message:

  TypeError: 'tuple' object does not support item assignment

Any help appreciated.


texts:
I am creating a simple animation with fire in Blender Render. A followed a tutorial to make an animation with flames. The flames in the viewport but when I try to render my animation/image the flames don't show up. Where is my problem?

.blend file


texts:
I have an object that I'm trying to recreate in Blender. It's a bookmark with lights in it, and I'm trying to get it to have the correct light bounces.

I'm trying to get it to look like this, where the light gets trapped at the edges of the glass and reflected inside. But when I tried making it, the results looked like this.

The light doesn't get reflected from the edges of the glass but it escapes. I wonder if there is a way to create it so the light looks like how I want it to.
I used area light to light up the glass. For some reason, I had to put the light source inside the glass. If it were to be a little bit behind the glass, no light would get through even after I made a hole for the glass to insert in the wooden section. I also increased the light intensity for that render because if I didn't, the light wouldn't reach the end of the glass. The max brightness I could set is about 1 W before the red starts overpowering the upper part of the glass in false color mode

I'm extremely new to Blender, so please don't use any weird Blender terms.


texts: Help! Most of my project doesn't show, but still renders

texts:
Please see the attached video, I've got no clue what happened.
https://youtu.be/Y7li1KvwnL4


texts: Is there an easy way to create a corner from disconnected edges?

texts:
I would like to find an easy way to make Picture A look like Picture B without recreating the cube.  I can do this manually by removing faces and recreating the corner but it takes a lot of time and I have several models I need to do this on.  The target angles are all 90 degrees and all of the faces should be the same size.

Picture A

Picture B


texts:
I'm in a hurry because I have a client waiting on me for this project, but I've run into an issue with rigging my character.  By the way, instead of attaching the curve controls to the joints, I've attached them to the objects of the character because there are no joints.  Why?  Because the character is a robot and doesn't need any weight-paints.  Anyways, so for some reason, when I rotate certain curves that control parts of the body, the object doesn't rotate on that axis.  I will provide 2 examples, please read them both to get a good understanding of my problem.

Example 1: The thumb.  When I rotate the base thumb curve control on the Z axis (in global mode), it rotates the object on the X axis instead.  Not to mention that when I use local mode (which because the thumb has been turned 45 degrees as a thumb should be and obviously I applied the transforms to delta to clear them), and when I rotate the thumb on the Y axis it rotates I think on the Z axis.

Example 2: The right hand.  The right hand was duplicated from the left hand but I applied the transforms to delta to clear their transforms... and I did the same thing with the curve that controls that hand.  So I don't see why there would be any issues with the rotation but yet, there is.  When I try to rotate the right hand's curve control on the Y axis (in global mode), although it rotates on the Y axis, it rotates in the opposite direction that I'm moving my mouse to rotate the curve.  So, when I rotate the curve control clockwise (when looking at the front of the character), the curve rotates counterclockwise.

So, I would like to fix this issue so that the objects rotate on the correct axes and also could someone show me how to make a custom rotation axis?  What if, for example, an object is turned a certain way and is suppose to only rotate on the Y in a very specific direction but the global and local modes don't provide that axis as the direction I'd like to rotate the object, how do I create a custom axis to match the direction I want to rotate the object so I don't have to grab the middle to rotate it (which can be difficult)?

So, 2 things.. how to fix my issue and how to create custom rotation axes.

I really need to know as soon as possible so any help is very much appreciated!  Thanks!


texts:
I downloaded a free .obj anatomical model that I imported but I am unable to relate to the different systems of the body.  It just looks like the external mesh, but it is supposed to have veins, muscles, etc.  Those systems are listed on the scene view, but I can't figure out how to view them separately.  I am an osteopath who wants to use this as a model for my youtube videos.
My screenshot:


texts:
I am importing a 3ds model with many textures applied on it to blender to bake the textures into a single .png file. I know the workflow for that, I create a new UV map, Unwrap the model and bake the texture. I get the results I want on the baked texture so I then save the Image of the new texture.
Everthing works perfect but now is where my problem starts:
When i export the model back to 3ds I will still need the original texture files instead of the single one I just baked.
Same when I just save the .blend file. Next time i open the file it is using all the original textures files instead of the baked single one.
Can anyone help me please? thanks in advance!


texts:
How to set up a shader in bgl ?

Thats what I've so far:

shaderVert = 0
shaderFrag = 0

shaderProgramVert = 0
shaderProgramFrag = 0

def __init__(self):

    if(self.__class__.shaderVert == 0 or self.__class__.shaderFrag == 0):
        bgl.glShaderSource(self.__class__.shaderVert, shaderVertString)
        bgl.glShaderSource(self.__class__.shaderFrag, shaderFragString)

        bgl.glCompileShader(self.__class__.shaderVert)
        bgl.glCompileShader(self.__class__.shaderFrag)

        self.__class__.shaderProgramVert = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        self.__class__.shaderProgramFrag = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)

        bgl.glAttachShader(self.__class__.shaderProgramVert, self.__class__.shaderVert)
        bgl.glAttachShader(self.__class__.shaderProgramFrag, self.__class__.shaderFrag)

        bgl.glLinkProgram(self.__class__.shaderProgramVert)
        bgl.glLinkProgram(self.__class__.shaderProgramFrag)

        print("Shader sucessfully compiled and linked")

#

    bgl.glUseProgram(self.__class__.shaderProgramVert)
    bgl.glUseProgram(self.__class__.shaderProgramFrag)

But how can I set Uniforms in bgl ?
Didn't found anything...


texts: I have been making a clock mechanism in blender and I am using object constraints. The problem is that it makes a jump once I reach 180 degrees. Notice in the video that there are 3 gears. The smallest one at the bottom is the one being rotated. The one on the right has a rotate constraint with a .50 influence relative to the smallest. The biggest one with half of it painted white(to show the issue) has a rotate constraint .20 influence relative to the one on the right. Link for video: https://youtu.be/GnI0c6Tu0Q0


texts: How can I change the X, Y or Z transform values of all a curve's control points at the same time?

texts:
I'm trying to change the X, Y or Z values of all a curve's control points at the same time (while I'm in Edit mode). What I do is to select all the curve vertex points and then on the X, Y or Z fields on the Transform / Median tab I change the value. When I keep selected all the points at the same time the value is correctly changed, but when I select each control point, I see that the old value is still there.

Let's take this post :

How to change location, rotation, scale and dimensions of more objects at the same time?

The user Jan Kadeřábek said to:

  Select all the objects
  Click the input field while holding Alt
  Enter the value

I thought that it could also work in this situation, but it does not. Maybe because it was in Object mode, instead now I'm in Edit mode?


texts:
For a driver scripted expression I want the name of the material for a node input value.
It's an emission node and I want to make the following scripted expression for the emission strength:

bpy.data.lights[self.material.name].energy

'self' refers to the nodetree, but self.material isn't a valid expression obviously.
There appears to be no way of referencing the targeted material from a nodetree according to the python API.

self.id_data just refers to itself, so I'm stumped. Surely there must be a way to find the material of a nodetree besides scanning every single material in the blend data for the nodetree reference?


texts: Using opacity map with principle shader and another color map

texts: I am trying to mix a color map and an opacity map for a flower to a principled shader, but can't seem to figure it out. I have tried various ways, but doesn't work, will appreciate any help here.


texts: What does the "View as render" option in the background image settings do?

texts: What does the View as render option in the 3D view background image settings do?  The Blender wiki does not mention it, and I have not been able to find anything about it.


texts:
I've searched all over the internet for this and nothing has come up. Everything is about spec maps which I don't want.

I would like to know how to apply a gloss map to a material in Blender Cycles.

I have a marble texture with an image texture input to a diffuse texture, and a glossy shader with a white colour. Both are being put into a mix shader.

I have downloaded a gloss map but I don't know how to apply it.

Any help would be greatly appreciated.

Thanks in advance.


texts: Retopology - move vertex + snap to model

texts:
I am attempting to retopo a face using bsurface, this is working ok for now but i would like to know if it is possible to ajust the position of the vertecies while it is snaped to the face the shrinkwrap modifier seems to be working only for bsurface and for now i can only move vertecies freely which is not good, i would like them to stick to the head no matter where i move them.

Any ideas ?


texts: My camera object is invisible in viewport, and tools don't work for it

texts: My camera boundaries are invisible in viewport, I can't move it with tools (I can move it only using CTRL + ALT + 0). I can't zoom in, rotate or anything. I don't think it has anything to do with collections. I'm using blender 2.81. As you can see, light is 100% visible with no such problems. I launched older version of the project, and I can move the camera normally. I think I might accidentaly changed some settings.


texts: Object Changes Shape when added in blender game engine

texts:
this is my first time using blender game engine for a game.

Im trying to make a game where a ball flies out of a camera when space bar is pressed, but when I fire the ball it changes its shape to an oval.

I changed the object to a cube but it turns into a rectangle
The thing stuck in the ground in the background is the deformed ball


texts: If a specific text object doesn't exist create it, if it does exist just update it. Using python in Blender 2.81

texts:
Trying to create and check if text objects exist.

My logic is if a specific text object doesn't exist create it, if it does exist update the value using python in Blender 2.81.  At the moment nothing gets created.  The error is:

    Traceback (most recent call last):
      File "/Text", line 21, in
    TypeError: CollectionObjects.link(): error with argument 1, "object" -  Function.object expected a Object type, not list
    Error: Python script failed, check the message in the system console

    Which is: this line scene.collection.objects.link(font_obj)

This code will be placed in another loop hence I'm using an if / else statement to prevent the text objects from being created multiple times.
Trying to alter the working answer code from this question

What I have:

import bpy
w1=[]
font_obj=[]

if font_obj is None:
    scene = bpy.context.scene

    font_curve = bpy.data.curves.new(type="FONT",name="Font Curve")
    font_curve.body = 'Test Variable: ' + str(w1)
    font_obj = bpy.data.objects.new("Font Object w1 var", font_curve)
    font_obj.location = (0, 1, 0)

    font_curve2 = bpy.data.curves.new(type="FONT",name="Font Curve2")
    font_curve2.body = 'Current Frame plus: ' + str(scene.frame_current)
    font_obj2 = bpy.data.objects.new("Font Object w2 var", font_curve2)
    font_obj2.location = (0, -1, 0)
    font_obj2.scale = (.5, .5, .5)

else:
    scene = bpy.context.scene
    scene.collection.objects.link(font_obj)
    scene.collection.objects.link(font_obj2)

    def recalculate_text(scene):
        font_curve.body = 'Variable1 : ' + str(w1)
        font_curve2.body = 'Variable2 : ' + str(scene.frame_current+3)

def register():
    bpy.app.handlers.frame_change_post.append(recalculate_text)

def unregister():
    bpy.app.handlers.frame_change_post.remove(recalculate_text)

register()


texts:
I have a quick question if someone of you can help me would be great.

If you see I have this picture, in my final render I want to obtain the same smoke effect like in the right side, but from some reason... doesn't matter what I'm trying to do, every time it's looks almost the same like in the left corner of the picture.
Have anyone of you and idea how can I obtain the same effect like in the right side.


texts: MeasureIt / Blender 2.8 : black screen with only measures, how to render?

texts: I tried eeVee & cycles, same result. Normal render (F12) works well but obviously without measures.


texts: Exporting weight and bone elements to a text file

texts: I am sure this is a very simple thing to do. But because of my inexperience, I am having trouble with it. I havent gotten much from reading the blender python api. The answer was probably right in my face, but I just didnt know what to do. I just want to know how to make a script that exports weight values to a text file. As well as bone elements - like the rotation matrix (3x3 mat) the children of the bone and the offset of the bone. Oh and also the vertexGroups (like the vertices that each bone influences).


texts: How to make assemblies from multiple objects?

texts:
I am working on a project were I need to render a product with multiple parts.
Each part is a separate object generate in Fusion 360 and imported in Blender as a .obj file

Now, I need to assemble all these components into a product but I don't know how to do it. Working with rotation and translation is a way but quite messy and complicated. There is no way to be sure of the right orientation or placement.

Here is a more detailed explanation on my problem.
I need to insert the part on the right (called shaft) onto the part on the left (called hole).
There is not need to have mouvment between them, only a static position.

What I did so far is the following:

set the origin of the shaft (by selecting the vertex of the surface that would be in contact, then snap cursor to selection, then origin to cursor)
place the cursor onto the hole (by selecting the vertex of the hole and snap to selection)
snap the shaft to the cursor

That is almost working. The shaft moves, locates well at the cursor position but...the orientation is not correct.

I am sure this process is the simplest and the most convenient to archive what I need but I don't get why the shaft doesn't get the proper alignment.


texts: File not rendering in freestyle properly

texts:
So this is my file:

And  this is how it's rendering:

I don't know any way of fixing this.


texts: So I am building a house right now, or trying to, and I've made the floor, walls, and doorway. The only trouble I seem to be having so far is how they all fit together. Is there a way to make these snap together?


texts: I'm new around here. I wanted to ask if there is any way to order the vertex index in this way?


texts: I'm working with a face rig. When I rotate one bone in pose mode, I would like the same bone on the other side of the face to automatically rotate in symmetrical manner. Is this possible to do in Blender?


texts: How to use python classes with BGE objects?

texts:
Pretend we have a simple class; "Hero" will be our class. Here's an example of a simple class:

class Hero:

    def __init__(self, max_health):
        self.health = max_health

    def regen(self, amount):
        if (max_health - amount) > 100:
            self.health = max_health
        else:
            self.health += amount

    def die(self):
        self.health = 0
        self.alive = False

Above is a simple class not assigned to any objects. I am a bit puzzled on how I would "assign" a class to an object. When the script reads self.health = max_health, would I change it to self["health"] = max_health? Also, how would I apply the entire class to a specific object? I can do player = Hero(100), which would make "player" be class "Hero" with 100 as the max_health, but I am not assigning this specific "player" to a BGE object. Would I call the object and assign it: main.objects["player"] = Hero (assuming I've defined "main" and "player" exists)? How can I have class attributed be connected to properties of objects, and how can I have the objects be assigned to a class?


texts:
I am trying to render an animation but it only renders one frame and stops right before its done rendering the second frame. It always stops with two tiles remaining. My frame range is 1 to 140 and 24fps. My step is also set to 1. Preview range is turned of and my file format is ffmpeg video  with mpeg-4 as the container.I am using my gpu to render and am using cycles. I have tried Reinstalling and repairing blender but that didn't fix it.Any help would be really appreciated.

Here is the render Properties.

Here is the output properties


texts: How to add slider for a custom property of an operator

texts:
In these days I have been checking how to create add-ons for Blender. One of the first things I have tried is to create a panel that displays an operator. The operator has a custom property that I would like to control using a slider.

I am able to show the slider but it does not move. Could you help to spot what I am doing wrong?

import bpy
from bpy.types import Panel
from bpy.types import Operator

class Createoper1(Operator):
    bl_idname = "wm.oper1"
    bl_label = "Create world oper1"
    bl_options = {'REGISTER'}

    oper1_size = bpy.props.FloatProperty(name = "oper1 size",default=10.0, min=0 , max = 100)

    def execute(self, context):
        for obj in bpy.data.objects:
            if obj.name=='oper1':
                return {'FINISHED'}
        bpy.context.scene.use_gravity = True
        bpy.ops.mesh.primitive_plane_add(radius=self.oper1_size, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
        plane = bpy.context.selected_objects[0]
        plane.name= "oper1"
        return {'FINISHED'}

# Class for the panel, derived from panel
class BendBotPanel(Panel):
    """Creates a Panel in the Object properties window"""
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label = "BlenBot"
    bl_context = "objectmode"
    bl_category = 'Robotics'

    # UI elements
    def draw(self, context):
        layout = self.layout
        box = layout.box()
        box.label("Create oper1")
        row=layout.row()
        #row.label(text="Size oper1")

        oper1_op = box.operator('wm.oper1', text='Insert oper1')
        box.prop(oper1_op, 'oper1_size', slider=True)

# Register
def register():
    bpy.utils.register_class(Createoper1)
    bpy.utils.register_class(BendBotPanel)

# Unregister
def unregister():
    bpy.utils.unregister_class(BendBotPanel)
    bpy.utils.unregister_class(Createoper1)

# Needed to run script in Text editor
if __name__=='__main__':
    register()

Thank you


texts: Python set active face/batch unwrap Follow Active Quads

texts:
TL;DR: How do I set a bmesh face as active through Python?

Long Version: I got this random pre-made complex mesh of a tree, it is well modeled, but it came with garbled UV coordinates, without properly unwrapping it, it is pretty much useless.

Manually unwrapping seems out of the question (too many hundred leaves). They are all quad based though, so I started trying to create a very basic script to loop through visible faces > select all linked > unwrap it using Follow Active Quads.

If it helps this is the average leaf appearance

It works for the most part for single selections, however I always get RuntimeError: Error: No active face is not selected, when I try to loop over all faces.

According to this answer adding it to selection history should do the trick and set a vertex (face also?) as active, but it is not working for me.

This is what I cobbled up copy pasting from here and there.

import bpy
import bmesh

# Get the active object
obj = bpy.context.object
# Get the active mesh
me = bpy.context.object.data

#get bmesh (Object needs to be in Edit mode)
bm = bmesh.from_edit_mesh(me)
faces = bm.faces[:]

for face in faces:
    #Select a face
    bm.select_history.add(face)
    #Select linked geometry
    bpy.ops.mesh.select_linked(delimit={'SEAM'})
    #Unwrap using Follow Active Quads
    bpy.ops.uv.follow_active_quads()
    #Hide when done
    bpy.ops.mesh.hide(unselected=False)

My coding skills are admittedly weak at best, so if anyone has a better suggestion with or without scripting, please shoot


texts: I have installed Rigify Addon added the armature and scale and align the half of my mesh. I want to align the other half is there any option or mirror way the half armature. Any help or suggestion. Thanks


texts: Why does the "shading" tab sometimes make my model to disappear?

texts:
Very much a newbie here. I created my model, a carrot, and I would like to do some colour on it. So I click on the "shading" tap and then the whole model disappears!
I thought it was a scaling issue (and it looks like my model is down there) but no matter how much I zoom in, I never get to the model. When I leave shading, the model shows up again.
Please help :(


texts: BPS V3 Minecraft character rig animation problem (snapping)

texts:
I'm trying to create a Minecraft animation with the BPS V3 rig.
When i add keyframes, and play, instead of the character gradually moving to a position, it snaps into position as soon as the play cursor (i think that's what it's called?) reaches the keyframe. This is a MAJOR setback as i can't animate. pls help!! ＞﹏＜


texts: Cell Fracture Crack it Addon Blender 2.9

texts:
I was following this tutorial by Tutor4U on Youtube that explains how to make a Text covered with mud being washed with water. He was using Blender 2.79 in the tutorial to generate the mud, I checked the cell fracture crack it addon in blender 2.92 but I couldn't find it. Any suggestions are welcome.
Blender 2.79 Cell Fracture crackit addon

Blender 2.9 Cell Fracture crackit addon not present


texts: How to use Bend Modifier to create perfect polygons, (pentagon, hexagron, septagon, etc...)?

texts:
I watched a youtube tutorial way back that did this using a circle as a reference onto a plank, and depending on the number of loop cuts, you could create a perfect polygon easily and if the two ends didn't line up there was a modifier checkbox that would automatically join the two ends together.
I found that I didn't like the placing of a circle and simply specifying the number of segments.
Thanks in advance!


texts: Efficient way to delete all points below z = 0 on grid via Python script

texts:
I am trying to create a bowl in Blender by using the Python scipt.  My method is as follows:

Clear cube in new file
Create UV sphere via Add --> Mesh --> UV Sphere
Tab (enter edit mode)
a' (unselect all points)
Highlight all vertices below the XY plane (Z < 0), and delete them.

Is there an efficient way to carry out step 5 via python scripting? Doing so in Blender and watching the Python script window doesn't help, since the selection is manual.


texts: Can I do more than ctrl z/ go back very far into my model?

texts:
I really messed up with subdivisions and this is probably the fifth time restarting my model. I am very new to blender. I tried ctrl z but that could only go back a few times. Is there a way to either go back several times with undo or reload an older version of that file?
If it matters, my issue is that at first I had too many subdivisions, so I used ctrl e to unsubdivide, but it changed my squares to triangles and other shapes that are not sqaures.


texts: bpy loading scene from new obj file - failed to set 44100hz

texts:
I saved the default cube and exported it as an obj file. I imported it in python no issue.

bpy.ops.import_scene.obj(filepath=obj_path)
bpy.context.scene.objects.active = bpy.context.selected_objects[0]
data_in=bpy.context.scene.objects.active

I then opened a new blender file and made a different geometry with a few modifications. I attempted to load the obj file again. An error occurs:

An error ocurred while starting the kernel

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
Error: Not freed memory blocks: 8, total unfreed memory 0.008392 MB

This error only seems to happen when loading the new object into python, but sometimes it happens on the old object. How can I fix or ignore this?


texts:
I am making "2x4"s!!! For consistency across the variations i have to use the same texture, otherwise they would look like they were made with different types of wood... but if you line them up you can see very obviously that they all use the same texture, and they look tiled. so for each object i have a unique node tree where the only difference between them is that i have changed the location in the mapping node...

problem is that i have to create an entirely new node tree for each unique 2x4, which can become a pain when making minor adjustments to the shaders. so i was wondering if there was a way to create a pointer to sections of a node tree and have the changes reflect across all references to that pre-defined node section. i have heard about instantiating node groups and am not entirely sure if this provides the functionality i desire (i worry about memory and render speed)

QUESTION

does blender allow for pointers to a node group? or reuse of a group of node without the memory hit of multiple instances?

EDIT: maybe it would be better to say i want a static node group....


texts: Random step between instances on animation nodes

texts:
Can the step distance between instances on animation nodes with a matrix distributed in a spline be random or varied?
I just need the distances between the cubes to not be even.


texts: Cannot find a certain node in a newer version of Blender

texts: I am following a snow tutorial (from 2011), and I am having some difficulties with the node editor in Blender v2.68. In the tutorial, an attribute, "paintmap", is added and mixed with the main view to make visible the snowflake drop effect on the ground. The problem is that, in the newer Blender version, I can't find any similar node:


texts:
I am trying to create a list from a directory and import each item with a for loop:

file_list = sorted(os.listdir(path_to_3ds))
autodesk_list = [item for item in file_list if item.endswith('.fbx')]

for item in autodesk_list:
    path_to_files = os.path.join(path_to_3ds, item)
    bpy.ops.import_scene.fbx(filepath = path_to_files)

How can I get the object name of the imported item and export it as object name + ' export'?


texts: Can I snap an objects so their edges line up?

texts:
I want to make the cube snap precisely to the corner of the plane, so it looks like this image:

(This was done manually and is not a precise snap, just an idea of what I want to accomplish)

I'm using the plane as a sort of "foundation," then building on top of it with cubes. I want to be able to snap a cube to each corner.

Blender's snapping mechanism has given me trouble in the past, and I want to know what the best way to do this is.


texts: how to take images with multiple cameras with Script?

texts:
To be clear i want a script, which produces what i am describing below.
I want to iterate through all the cameras in my scene where each one renderes an image. I can do this manually by rendering with active camera, then set another camera to active, and then render again.

I have five cameras in my scene and i am going to be using this scene a lot.
in reality the question might be more about setting a camera to active with script.


texts: Make object in glass material not look like its underwater?

texts:
My object inside my glass dome is just a normal cube, but when I render the image, my cube looks like its underwater. Is there a way I can keep the glass dome and and have my cube look normal?
render.png


texts:
Im trying to follow this tutorial but the guy is able o copy and paste UVs by pressing the U key in edit mode? How is he able to do this? here is the link too the video.

https://www.youtube.com/watch?v=Rhq9SDPB9ik


texts: Python: vertex normal according to World

texts:
If i get a normal of a vertex - i'll get it in local coordinates.
For example:

bpy.context.object.data.vertices[0].normal

If an object will have rotation or scale - normal direction will be incorrect according to world orientation. How to convert the vertex normal according to the world?


texts: How do I get particles to "grow" on or follow a surface (ex. below)

texts:
What's a good way to have particles grow and shape a surface like below?

https://vimeo.com/203757114

I imagine this was done in MAX or C4D.

Possibly with animation nodes? I have no idea here.

To me, seems like the emitter is the object and then use a Charge with the particles having a self effect of Force.

But that doesn't seem right. I guess my goals would be:

Learn how to get objects to stick to an object.
Learn how to get particles to "push" each other out of the way along said surface.
Change particle color over age (probably)


texts: How to attach a rigid body to a cloth simulator

texts: I'm trying to make a parachute that can hold rigid body items as they fall and slow the rigid body's fall. I've tried using wind to make the parachute fall slower, but I can't figure out how exactly to attach the rigid body object to the parachute. How would I do this? I've tried using hooks from the parachute ropes to the rigid body, but this only stretches the parachute.


texts: I need to know how can we add in a custom option using python in the 'Make Links' menu which appears when Ctrl+L is pressed in the 3D view, as shown below:


texts: primitive_cube_add() creates only edges of cube

texts:
I am trying to understand how Blender deals with objects and data by experimenting a bit, starting from the default start-up screen.

I deleted the cube, looked how the stored objects and data responded and then tried to put the cube back, but I keep failing at the last step: I only get the edges of the cube, not the faces.
I first thought perhaps I needed to return to object mode explicitly, but if I uncomment that line it results in a "wrong context" - error.

Why can't I go to object mode, and why is only part of my cube coming back?

This is the code I ran:

# From startup screen:

for ob in bpy.data.objects:
    ob.select = ob.type == 'MESH' and ob.name.startswith("Cube")
bpy.ops.object.delete()

print("Objects:" , list(bpy.data.objects)) # Camera, Lamp
print("Mesh data:", list(bpy.data.meshes)) # Cube ---> Cube data still exists!

print("Hello")

bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)
bpy.ops.wm.open_mainfile(filepath=bpy.data.filepath)

print("Bye")

print("Objects:" , list(bpy.data.objects)) # Camera, Lamp
print("Mesh data:", list(bpy.data.meshes)) # [] ---> Cube data gone!

# Back to startup configuration: add primitive cube

#bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.mesh.primitive_cube_add(location = (0,0,0), radius = 1)


texts: I just installed Blender 2.8 and for the life of me I can not find AV Sync anywhere and video editing has become impossible. Is there some new setting I am unaware of?


texts: Toggle CTRL - snap temporarely to avoid interference with invoked transform OP?

texts:
I'm starting an operator with CTRL + ARROW, which switches selected vertices and invoke a transform operator.The whole point of the script is to keep focus on screen. Therefore I don't want to change keys (CTRL + ARROW) for ergonomic reasons. The problem is, the invoked transform ops interfere with the snap option.
So, I tried to toggle snapping:
## last op
def get_op(wm):
    lastoplist = []
    if len(wm.operators[:]) > 0:
        lastop = wm.operators[:]
        lenop = len(wm.operators[:]) * -1
        ic = -1
        while ic > lenop:
            if "TRANSFORM" in str(lastop[ic]):
                lastopicstr = str(lastop[ic])
                lastopic = lastop[ic]
                lastoplist.append(lastopic)
                lastopattr = getattr(lastopic, "bl_idname")
                ip = wm.operator_properties_last(getattr(lastop[ic], "bl_idname"))
                if hasattr(ip, "constraint_axis"):
                    lastopaxis = ip.constraint_axis[:]
                ic = lenop
            else:
                ic = ic - 1

    if len(lastoplist) == 0:
        lastop = bpy.ops.transform.translate('INVOKE_DEFAULT', modal=False)
#        lastop = bpy.ops.transform.translate('INVOKE_DEFAULT', modal=False, snap=True)
    else:
        lastopicstr = str(lastopic).split('"')[1].split('OT_')[-1]
        print ("lastopicstr - axis:", lastopicstr, lastopaxis)

        for window in bpy.context.window_manager.windows:
            screen = window.screen
            for area in screen.areas:
                if area.type == 'VIEW_3D':
                    if hasattr(ip, "constraint_axis"):
                        lastop = getattr(bpy.ops.transform, lastopicstr, None)('INVOKE_DEFAULT', constraint_axis=(lastopaxis))
#                        lastop = getattr(bpy.ops.transform, lastopicstr, None)('INVOKE_DEFAULT', constraint_axis=(lastopaxis), snap=True)
                    else:
                        lastop = getattr(bpy.ops.transform, lastopicstr, None)('INVOKE_DEFAULT', modal=False)
#                        lastop = getattr(bpy.ops.transform, lastopicstr, None)('INVOKE_DEFAULT', modal=False, snap=True)
    return lastop

class transform_invoke(bpy.types.Operator):
    bl_idname = "view3d.transform_invoke"
    bl_label = "invoke transform"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        return self.invoke(context, None)

    def invoke(self, context, event):
        wm = bpy.context.window_manager
        ts = bpy.context.scene.tool_settings
        if ts.use_snap == False:
            ts.use_snap = True
            get_op(wm)
            ts.use_snap = False
        else:
            get_op(wm)
        return {'FINISHED'}

The problem is, it doesn't toggle use_snap back to False.


texts: How to get index Slot Particle or Delete Slot Particle by Name?

texts:
After applying Particle Modifier, the Particle slot still exists. As shown above, I want to delete slot "SF_Plane_P_Sphere.002", but slot "SF_Plane_P_Sphere.001" is actived.
And as far as I know to remove it, i need to know its index to be active & remove
bpy.context.object.particle_systems.active_index = 2

bpy.ops.object.particle_system_remove()

but I don't know how to get the index by its name. Or is there a way to delete it by its name ?


texts: Low-Quality Wireframe material on Cycles for Preview Purposes?

texts: Is there any way to create a real Low-Quality Wireframe material on Cycles for Preview Purposes on Cycles Render? I need to save time by rendering...


texts: Fatal Python Error on Startup (Not Responding)

texts:
Can someone help me? Every time I try to run blender it keeps I get the same error, I tried to install blender as a zip file, install a previous version that I know worked for me before (on the same computer as now), install blender from Steam, and search all over the internet, here is the error message:

found bundled python: C:\Program Files\Blender Foundation\Blender/2.78/python
Fatal Python error: Py_Initialize unable to load the file system codec
 File "C:\Python27\Lib\encodings\__init__.py", line 123
  raise CodecRegisteryError,\
                           ^
SyntaxError: invalid syntax

Current thread 0x00002a20 (most recent call first)

Thanks in advance for any help.


texts: I am currently working on a space game, and I want there to be stars in the background. I don't want to have to duplicate the stars over and over because that would be a waste of time and have way too many verts. Is it possible to have a background repeat over and over without having too many vertices?


texts: Linux Ubuntu CUDA rendering not available

texts: I am using Linux Ubuntu 15.04, Blender 2.74, I have NVIDIA GeForce GT 610 which supports CUDA and 346.59 driver (latest driver available in my OS). When I open user preferences, CUDA is still not available. Why and how to fix that?


texts: What is this pattern at the bottom of the default cube?

texts: Start Blender, hit Tab to enter edit mode, orbit to see the underside of the starting cube. The bottom face is marked with a grey pattern, unlike all the other faces of the cube. What does this mean? I haven't seen this pattern in any images or videos in tutorials.


texts: How i fix this texture rotation in most of the mesh faces in cycles?

texts: the pbr textures when rendered in cycles look rotated differently in some parts of the wall textures for example,this is a testing scene which its very empty because its a test, i am using blender 2.78a (i cannot update it T_T)its this has some thing to do with uv maps or nodes settings?


texts: Can't offset even with Extrude to Cursor

texts:
I am complete beginner to Blender, and trying to do extrude a basic obloid shape (a 'wall') at an angle, only along x and y axes (ie I'm in top orthographic view), keeping the wall exactly same thickness. I have seen someone doing this in youtube video, with the extrude to cursor tool, I think they previously set the 'Offset Even' option to do this, but Offset Even checkbox is not available on this tool I think?

So I turned Offset Even on with another tool, switched to this one, but it's not preserved setting.

See enclosed picture for what I want. Anyway, however I do it, I am not offsetting even, and the wall thickness varies with the angle I extrude to, not what I want :-(

I am using Blender 2.8. Thanks so much any ideas?

Update
I must be doing something wrong, tried @moonboots solution below, and still got walls different thickness when I extrude normals from planes with offset even. I guess can just copy walls and move round, but would be nice if possible make this work.


texts: How to reset the center of rotation of the 3d view when it is not the center of the view

texts:
Sometimes the 3d view rotation using the 3rd mouse button starts to rotate around an unusual point that is not very convenient.  I don't know why it starts doing this, but it usually starts when I'm zoomed in on a detailed part of a model and persists even after I zoomed out.

I've tried changing the rotation style back and forth from trackball and turntable.  I've tried restarting Blender, but that doesn't really help.  My main solution to this problem has been to abandon working on the projects that this happens too, which only works because I've been lucky enough to have this happen only on projects that can be abandoned.

Is this changing of the view rotation a common occurence?  Is there a way to reset the center of rotation for the 3d view?


texts: Why does the material tab has a different layout?

texts:
I downloaded a Blend from Blend Swap and the materials are behaving much differently than I am used to - I think it has something to do with Cycles maybe? Here is what I see:

On the left is my "normal" materials tab, and the right is from Blend Swap. What is going on here? Why are they different? Also, with the screen on the right I cannot assign a different material to different parts of the mesh:

Any ideas what I'm into here?


texts: How do I simulate an image texture being spray painted onto a model

texts:
Basically I have a facebuilder model of a head with an image texture. I want to have the shot start with the model being blank and simulate the texture being sprayed onto the model. I've looked around and can't find any tutorials on this, or even any clue as to whether or not its even possible.
I'm totally open to a cheat, like some way of masking the image texture and having it reveal or something, I just don't know how to achieve it.


texts:
There is possible to modify the size of the woodplanks ? I created a 10x10 meter room and not realistic in this size. With mapping I got weak result. Make the full floor from smaller parts it is not so elegant.

(Sorry for silly question, I'm a ~6 hour blender user and yeah, I skipped the basics.)

Thank you for your help!

David


texts: Hiding a part of an object in the Object Mode

texts:
How can I hide parts of an object in the Object Mode? I need to model different parts (each part has to be a single object) in a big box surrounding them (external object). My task is to model a room and the things contained in it; therefore I need the positions of the different objects in reference to the room's walls and ceiling...

To clarify: this is the room from outside (a simple box)

whereas this is the same room from inside

I want to add some features to the room in the inner part but do not know how to hide just some parts (walls and ceiling) of the first object modeled.

E.g. If I want to add the stairs going from the ground floor to the first floor (visible in the 2nd picture) I need to hide walls and ceiling to be able to use right/left/top view. Though being these modeled as part of a single object, making invisible the whole object would hide also the ground and first floor which I definitely need...


texts:
Is there a method of making objects so that they cannot clip into each other when moving but instead form around them? I don't mean boolean where an object cuts out of another; more of a soft body hugging a solid object without actually simulating a soft body.

ex:
instead of

something like this

as if there's a restriction of points moving through/past each other.


texts: Objects appear lit even if there is no light source

texts:
I'm working on a render and every time I render it as an image, using cycles, it's all lit up (which I don't want).

As you can see in the screenshot, the image is bright even without light sources!

the blend file


texts: grab brush? on UV editor change radius Blender 2.8

texts: How do you change the radius of the brush in the UV editor for grabbing UVs.  All I've found is F and Shift-F but, it doesn't change the UV brush radius.


texts: How do I display a variable (say elapsed time) in the 3d window?

texts: Beginner here: I know how to display a text string but don't want a fixed value but would like it to display a time varying output from my python script which executes with  scripted time.sleep() timers. (I am not using the timeline).


texts: Updating scene properties when the active_object changes

texts:
I am writing a Add-On which adds a panel to the 3d view. It should let users create primitive meshes and set details like name, subdivide, color or noise to manipulate the mesh.

Currently the used details are stored in a list per object as part of the add-on. The intention is to use the list to give the user the opportunity to see what the values are on existing objects created by the addon.

What I try to achieve:

I want the panel to be drawn always. Inside the panel are some properties which the user can manipulate and then press 'generate' so that a new object is generated with the new property values. A user should be able to select an already generated object, see the values of that object, manipulate them and generate a new object.

For example we have another object which has the name B. It has different values. If I select B, the values in the Panel need to change. The user should be able to change some of the values and generate a fully new object! The old object isn't manipulated. I only want to add some comforting behaviour.

The problem

bpy doesn't allow scene properties to be updated inside the scope of poll or draw, this means I can't automatically update the scene properies shown on the UI if one of my custom primitives is active.

The question

If there is no way to set properties from inside the draw-method, how would I achieve this?

Here's what the panel looks like.


texts:
started blender a month ago.

I'm trying to combine nodes to create a specific skin effect on BLENDER 2.8, Eevee.

The one you would see on the chin of a breathing frog. A skin really tensed, with a gradient of transparency opaque at the bottom, nearly see through at the top of the "sphere".

I tried all the advices to do glass, plastic or I don't know. None of them where satisfying and had any real control over the area of transparency, nor the gradient I'm looking for. I Tried to combine it with a fresnel, I was close but no gradient, even with a color ramp.

I found out this awesome video solving the problem throught texture painting:

https://www.youtube.com/watch?v=O5PpEkv1ls4

It works for me. The problem is that I'm not using any texture, only nodes. I don't know how to paint on it.

Do I need to first finish my mesh, somehow extract the "node texture" from it, re-apply it, and then paint it with transparency?

Any suggestions?
Thanks a lot for your time.

Arthur


texts: Segmentation fault (core dumped) on closest_point_on_mesh call in Ubuntu

texts:
I triangulate an object and then call obj.closest_point_on_mesh call(). The call doesn't finish and my blender crashes. This happens only in Ubuntu, I also tried my python script in windows and it worked.

When I do not modify (I skip triangulation) the object, the call works fine also in Ubuntu. Any ideas how to handle this problem? Should I do anything with the object after triangulation?

Many thanks


texts: Origin to geometry does same thing as geometry to origin

texts:
Anyone else got this same problem?

I got this tower of blocks which with I wanna do some collision stuff and I try to set each block to have its own origin/center, but when I do "Origin to geometry" it instead moves all blocks to origin point that they all have from original block which I multiplied with Array modifiers to make this tower...

"Origin to geometry" worked just day before, anyone got any idea what is causing this not to work? ...

Edit: Here's the .blend file. Thank you!

Edit2: Filename too long which derps the site (for me) and I can't download it, so here's better download link with shorter file .blend name:


texts:
I recently ran into this problem where I need to blend 2 textures together for a dirt path I'm making.
This is what I currently have:

And this is what I'm going for:

So my question is, how would one make it so both the Dirt and Grass textures slowly mix together like in the 2nd image, instead of clear cutting lines like they do in the first image.
I am still really new to Blender, so please explain to me like I'm 5 years old.
Any help is greatly appreciated.


texts: Are eevee volumetrics always going to be confined to square shapes?

texts:
Far as I can tell eevee will always render any shape with a volumetric material applied as a cube or rectangle, as opposed to say a sphere or something a bit more complex.
Is this a hard limitation? Or something that might change later.


texts: Cycles render engine is not rendering anything

texts:
I've looked everywhere in SE for a solution, nothing seems to be working. For no obvious reason cycles rendering is not working, as you can see in the screenshot, here's what I've tried to do:

check/uncheck sequencer in post processing tab.
changing between global and local view.
switching between layers.

is there anything else I can try?

here's the blend file:


texts: Floating rigid bodies not affected by wind (2.92)

texts: I'm trying to make some floating rigid objects blow away in the wind. I have applied a rigid body to all of the objects separately, and have a wind force field pointed at them. When I hit play, the objects all fall unaffected by the wind. What's going on here? I've tried the workarounds in this post but they haven't helped either.


texts: Can render smoke & fire in view port with [Alt A] but no fire and only smoke on render [F12]

texts:
I can't seem to figure out what setting I'm missing to render fire using blender render [F12]. Can anyone please push me in the right direction? Should I just follow a different tutorial rendering in cycles with the node editor and toss the blender render method? Would it even matter? I seem to be missing a step. I was following along a tutorial from someone using an older version, I believe version 2.6 but I'm not positive on that. I'm thinking something is different with the default settings from their version versus the latest greatest. I tried to catch it on my own in their settings while watching the tutorial but came up short.

Here is my problem,

I'm able to simulate the smoke and fire in the view port with [Alt A]. I'm able to bake it as well and render the view port but when I have a still shot of the flame and press [F12] for blender render I only see the smoke and not the fire.

Thank you in advance to anyone that goes out of their way to help me solve my problem.


texts: problem with baking normal map - strange colors

texts:
I have a problem, I baked my normal map then I had this colors on it.
I tried to change the settings in various ways and fix the topologies and no changes.
Can you help me and explain why have I this issue? I used blender 2.9 version


texts: Blender 2.8 Cycles All Materials Same Color As Viewport

texts:
I don't remember changing any settings that I don't know what are for. The color of all materials is exactly the same as the one of the viewport background, ignoring roughness etc. This also occurs in final render. Eevee works fine, problem is only when using Cycles.

What have I done wrong? Any solutions?


texts: How to easily build concentric curved tubes to make layered tubes?

texts:
I have built tubes by Bezier Curve, converting to mesh, and adding solidify modifier. I want concentric tubes now. I could not directly scale the duplicated tube, which will cause it to be not concentric (as shown on the left in the Figure 1).
I have been able to duplicate the Bezier Curve and go through the process and add thicker layer (on the right of Figure 1) to make concentric tubes. But there seems to be a little gaps between the outer tube and the inner one. However, this process will not work for dynamic tubes, especially when they change locations.
Figure 2, I tried using curve modifier, but only can move or rotate it or a little shrinkage. I think I need subdivisions on the cylinders, right?
Figure 3(left), Later, I tried more subdivisions, which works good for one cylinder, but not for concentric cylinders joined together. Even I also set subdivisions for the inner cylinder.
Figure 3(right) using array modifier to elongate the cylinders and join them, add curve modifier, and separate them by loose parts. Make sure the origins of the cylinders and the curves at the same spot.


texts: Blender: Exporting a large 3D map into a 2D image

texts:
I have designed a 3D Map in Blender. I wish to export a 2D image where I can place it inside an HTML5 canvas. The user would then be able to pan across the canvas to see the whole map.

My question is, how do I export the whole blender map into a 2D image? I can fit the whole map into the camera view port but it would be too small. I can even export the 3D map into small segments, but I am not sure how to do that either.

I am still new to blender and don't know all its features.

Thanks


texts: How to get 2 different colored particle systems for the same mesh?

texts:
I want to make hexagonal Boron Nitride using Blender 2.83, which looks like the attached image.

So, I have used a "plane" mesh and turned into this structure of hexagons, which looks as below:

Now I have to add a particle system to emulate the atoms. Now the desired image has blue spheres and white spheres together. And I cannot achieve that.
I can only have the same particle system on all the vertices. If I try to select the alternate points which should be of one color in edit mode, and set up a particle system for that using a UV sphere, then all the wrong vertices end up getting that color; it doesn't go as per the pattern.
Please suggest how to deal with this problem.


texts: Why is the NLA Editor the Only Animation Editor in 2.8 Without a Hotkey?

texts: For some reason, when I click on the "Editor Type" button which appears to the left of any editor window header, the resulting editor window popup flickers and disappears as soon as my mouse is moved afterwards (probably a problem with my mouse and not Blender). So, as a workaround to this weirdness, I decided to familiarize myself with the editor window hotkeys, as this would bypass the problem by giving me access to the editor windows without the need for clicks. This works for all animation editors fine, provided I can remember the shortcuts, such as Shift-F6 for the Graph Editor/Driver Editor, etc. But the NLA has no such shortcut listed. I did some research and discovered that there was once such a shortcut in previous versions of Blender (Shift-Ctrl-F12 or something like that). I was going to try to create such a shortcut in 2.8 manually, but there would appear to be no way to right-click in the Editor Window popup and create a shortcut there. Where else would I create such a shortcut, using the UI? Failing a UI method, how else might I create a shortcut for the NLA editor window? Is there a preference file that I can edit manually? I'm running 2.82a on Ubunto Studio 19.10.


texts: I'm not sure why it is ok in the viewer but it is like photo 2 after eevee rendering . Please advice. Thank you


texts: Offset animation for many objects using drivers

texts:
i have thousands of objects moving a path with the follow path constraint. i want every one of them to have the same animation but offset a couple frames. it seems to be impossible to get a value for these objects that increases incrementally and constantly(not random offset), so i'm prepared to add a custom property and manually number every object. the animation is stored in a custom property as well. i can't just add the number of every object to animation information because the animation speeds up and slows down and i want that to happen when the object reaches a part of the curve, not all at the same time.
maybe i can use evaluate(frame) where i put the manually created object number in as a frame, but i have no clue how to use evaluate(frame) in a driver since i'm fairly new to python blender
maybe there is also some secret way to use the object id as a number so i don't have to number manually?
(i still have to somehow offset the animation)
can you help me?


texts: line thickness (using tablet) doesn't work

texts: It seems like blender doesn't recognize line thickness. The menu shows pen pressure min and max but how to affect the radius?


texts: How might one go about determining which face of a model was clicked on a mouse up event inside BGE? For example, I have a map model with several selectable locations. Each location consists of at least one face (some more). I need to know which face was selected after user clicks mouse, to know which location to send a character model.


texts: Use center of entire object as pivot point in edit mode (2.8)

texts:
I know how to set the pivot point to the center of an object in Object mode.

But in Edit mode, as soon as I select a group of vertices (or edges or faces) the pivot moves to the center of the selected items.

How do I keep the pivot point in Edit mode the same place as it is in Object mode?

Selecting Pivot Point - Active Element does not work. I know I can use 3D cursor but then how do I easily set the 3D cursor to the same place as the Object's pivot point?

Thanks!


texts: Why do some bones look like boxes and others like arrows?

texts:
I've been looking at tutorials on how to rig a model and found this one.
Why does this guy's bones look like boxes while all the others look like triangular arrows? Is there a functional difference or just for ease of viewing? How do I enable/disable this display?


texts:
I've got a problem with a sequence render (eevee), apparently caused by keyframe-controlled focal length change, which causes these really ugly step-by-step blur transitions on the whole scene:
https://www.dropbox.com/s/vxqmpzxzb2ftjc9/_0001288-1741.mov?dl=0
I've tried every render setting option I could think of that might affect this kind of thing, but nothing seems to affect the problem. Surely though there has to be some way to make focal length transitions actually smooth..?
Any ideas are much appreciated. Thanks!

explanation attempt: this shot is split in half, two frames, left side is the earlier frame, right side the following one, you can see that the blurrieness makes a big leap from one frame to another.


texts: Changing 3D Perspective Views using the NumPad

texts:
I'm trying to use the number pad shortcuts to control the views, Left, Right, Back, etc. It isn't working, though. It only works when I click on the view through the menu.

Instead, these little boxes are lighting up.

How can I make it so that my Number Pad keys will have the desired effect?


texts: How to slide a vertex with UV to avoid stretching?

texts:
I would like to move some vertices of a plane created through the "import image as plane", but without stretching the texture. A kind of crop like in libreoffice writer.

Side-notes:

Best would be a trunk function but if their is no such function, a way to move the vertex in both 3D view and UV editor (an add-on or with some conversion maybe ? Like 3Dview_vertex_move(x,y)*(a factor)=UV_vertex_move(x2,y2) ) at the same time would be nice.

I know the knife tool can do the job somehow, but it involves many more steps (deleting old vertices, etc...). I'm looking for an efficient solution as I have to do it a lot.


texts: I'm creating this scene with a "Star Wars" feel. And in Rogue One, The ships had this large highlight like the metal of the ships were glowing from the lit sides only. I'm also noticing some slight blue just on the outside of the main bright white. I've tried Emission nodes (not at all what I was looking for lol) and I've tried the Glare node in the compositor node sheet. And I can't seem to find what it is. Is there an effect or addon maybe to help me achieve this "Glowing" effect? Reference on what I mean below.


texts:
I'm just now discovering blender and getting into animation nodes and they are awesome so far! Very complex and I'm still wrapping my head around it all. I'm following along with some tutorials (Shout out to Zach Hixson) but in one of the tutorials, he used a node that I do not have in 2.1.5, which is the "Bake Sound" node.

But on 2.1.5 it's not there. Is "Sound from sequence" node the new equivalent? It had some different features and I wasn't able to properly follow the tutorial as a result.

Then I was feeling a bit overwhelmed so I started reading the manual for animation nodes, but I guess its a bit out of date? Because the bake sound node was still there. Also, there were some very interesting looking examples on there that I tried to follow, for example this one

But mine doesn't have an option for any kind of output (colors or size of dots)

Are these bugs? Or have these nodes been done away with and improved in some way?

Awesome addon! I'm loving this things capabilities! Thanks for your time!


texts: How to fill a color inside circle in grease pencil

texts:
I have to fill a circle with yellow color but if I use fill tool it just fills the borders. I want to fill the inside.
Here is a picture for example:

I just want to fill the inside with yellow by one click, rather than using a brush tool.
Thanks.


texts: How important is modeling to scale for animators?

texts: Is using real world scale necessary, or just modeling everything proportionately to your characters?


texts: Texture painting my model from 2D .jpeg picture or better solution

texts: How to realistically paint horse model? Is best option texture paint from image, and how to do it for the mane and the tail


texts: Why the particle does not appear in cycle render mode?

texts:
I follow the youtube to make towel texure by using particle. However, the texture can work in eevee render but not in cycle render. What is the problem or what steps I miss? Hope you guys can teach me, thanks in advance!
Here is my file link


texts:
1) I have a photo of an object, taken at a specific orientation and position of my camera.
2) I also have a 3D model of that same object.

I need to be able to calibrate the camera in Blender (or some other software which would allow me to easily export the results back into Blender), using only several reference points (whose corresponding coordinates are known both in the 2D space of the object's photo, and in the 3D space of the object's 3D model) so that it precisely matches the physical camera's orientation and position (and Focal Length, sensor size, etc.) as seen in the photo.

What I've tried so far:

Doing it manually

Quite hard and I can never get it right
BLAM (the camera calibration tool for Blender)

It seems to work only with "perspective" lines, and it my case I can only use several (4, 5, 6...) "reference" points (see above)
Python script

It does a "brute force" space search through millions of possible camera positions/orientations and outputs an approximate orientation and position of the camera, which, allegedly, match the physical camera ones.

Is there a better/easier way to do this in Blender?

I guess this is what I essentially need to do, but rather without (the several views of) a calibration pattern (again - I only have the above described "reference" points in both 2D and 3D space and my object is quite "irregular" so that no vanishing points can be defined for it)

P.S. First time asking a question on SE, so please excuse me if I messed up somehow! :)


texts: How to define a custom property in shape key?

texts:
I need to set a custom property inside the shape key class.

        bpy.types.ShapeKey.groups = bpy.props.StringProperty()

But when I try to change its value, raises me an error:

context.object.data.shape_keys.key_blocks[1].groups = "asdas"
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'ShapeKey' object attribute 'groups' is read-only

How can I solve this?


texts: How can I orient objects duplicated along a curve extracted from a surface?

texts:
I extracted a curve from a surface (with P in edit mode, then Alt+C in object mode). I then duplicated a cone along this curve but the duplicated objects are distorted and I can't orient them normal to the surface.
How can I duplicate the cones without distortion and orient them normal to the surface ?

my file


texts: Adding a 3d array (ndarray) as displacement for material output in blender python

texts:
To the material output node, for the displacement value I wish to add an nd array. Example given below to understand:

import numpy as np
nval=np.random.rand(1000,1000,3)
mat=bpy.data.materials["mymaterial"]
nodes=mat.node_tree.nodes
nodes['Material Output'].inputs['Displacement']=nval

This obviously throws error at the last step since nval is an ndarray. I know I can add image texure to the displacement map which is 3 dimensional RGB normal map. But I wish to add my own ndarray as displacement map to my material output. How can I do this using python script.


texts: Any way to use the timeline markers as input list?

texts:
Basically, I have a phrase and want to add a letter every time a marker is met.

i.e. every time a letter is hit while writing a message.

Is It possible to do something like this using the animation nodes?

I found out that the path for them is bpy.context.scene.timeline_markers but don't know how to mix the things together.. ^^"


texts:
Houdini 18.5 has a volume Bake sop that computes the internal scattering of emission based on the density. This is used to minimize the render times because the volume bounces can now be set lower and internal scattering simulated by the generated volume.
My problem is that the generated volume is a Float Vector volume. I tried using it normally as an emission strength in the Principled volume but I think this does not work because it does not take the different intensities in the different vectors into account and just multiples them and takes a general intensity. But the scattered light has a direction hence the Float Vector.
Is there a way to shade this appropriately?
Here is an example volume
And some screenshots of the material:


texts: How can I disable only being able to extrude along the blue axis of a face?

texts:
Regarding the extrude tool in edit mode, when I want to extrude it does so only along the blue axis of the face by default. How do I disable this?

.


texts: Material shown in material mode but not render mode

texts:
I have material which is attached to my object and it is seen normally when i am in object mode/mateiral

But when i go into render mode i get object without material:

As you can see also in material preview it is gray.
It is cycles render.


texts: I have a big smoke simulation that's all baked and has been rendering for awhile. I just saw Blender Guru's video about adaptive subserf and was curious to know if it's possible to apply this to physics. It would save me a tremendous amount of time If I could render on my GPU!


texts:
I've followed the doughnut blender tutorial on youtube step by step, but when it comes to rendering, Ctrl + Alt + Numpad 0 doesn't do anything.
I'm not sure if I changed something by accident, but even doing it manually doesn't work. I've looked up the problem and haven't found anything similar. I don't know what else to do, this is the first time I'm working with Blender.


texts:
I need to convert a batch of .obj models to .fbx

I'm using Autodesk 2013 FBX Converter GUI. Is it possible to do it from the terminal? I haven't been able to find much.

Thanks!

============== EDIT ==============

Thanks for the replies, I think I need to go into more detail.

I'm writing a blender script to do some changes to a model then automatically export that model to both .obj and .fbx

The .obj export works like a charm, but the blender fbx exporter has some problems.
1) It can't embed all the media so I need to relink textures
2) The scale/rotation is off

But, I found that if I use the fbx converter on the .obj model I exported it looks great, so I was wondering if I could automate that conversion from my addon.


texts: How to use the age of a particle to change a modifier of a particle itself?

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I would like to know if there is any simple way to use the age of a particle to drive any parameter of the particle itself. For instance, Assuming the particle to target an object with modifiers, I would like the age to change a parameter of one of those modifiers.

Using the shaders nodes, we can easily change the color depending on the particle's age.
We can use a texture to change the size of the particle (despite I find this a little cumbersome and counter intuitive).
I tried using AN (animation nodes) but I only found a way to change the location or forces or only one particle.

I am pretty new to blender, I know we can use scripts and drivers but I never made use of them.
[Edit]
Okay I found this solution using AN
It might be possible to then modify the data path's value of any particle's instance.


texts: How do you undisable in viewport all object in a collection?

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I have a complex scene I moved from 2.79 to 2.81. What makes it complex is that it has lots of objects as childs of other objects. Think complex folder tree. Basically hundred folders and each have their own sub folder structure. For whatever reason some objects are randomly disabled in viewport and as such hidden from view and I want to undisable them. Make everything visible. But doing them all individually is just too much work and would be extremely slow.

Is there a script or some hack or hidden blender feature which allows me to set all objects in one collection visible in viewport? Or even all objects visible in all of the blend file? Going back to 2.79 and re-importing with 2.81 compatible viewport settings is too late at this point.

The title claims this question is subjective but I think this is very much a question which has a solution that works and is not about opinion about something. If I wanted to make an opinion I'd say the migration of assets from 2.7x to 2.8x needs more work.


texts: Cycles, animate the color on part of an object

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Hello I am using Cycles trying to change the color of part of an object. Specifically in this case I am trying to change the color of part of a sphere from blue to green, while the rest of the sphere remains blue.

As you can see I selected part of the sphere and when I hover my mouse over the assign button and hit the I button for keyframe I get the error in the top of "Button doesn't appear to have any property information attached"

I heard that almost any value or button can be animated in Blender. So am I doing something wrong? Is there a work around for this? Is it possible to animate multiple materials on an object in blender?


texts: Bone Turns Orange And Auto IK Doesn't Work

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The model's left leg is perfectly fine. I can select the lower leg and with G, move the leg with auto IK. For some reason, when moving any bone on the body, the right leg's upper bone turns orange. The right leg will not budge when using auto IK, but moves just fine with normal rotation and positioning.

I'm very confused. The armature has no constraints on it. The bone just turns orange and won't move with auto IK.


texts: During final cycles rendering blender using only 2-3% of GPU and 20-70% of CPU. How to change it?


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I've spent the past couple months trying to figure out some fluid sim for a project. I'm trying to go for a specific (and slightly unrealistic) water flow look:

However, I don't seem to be able to get anything that looks like this. I've spent the last month(s) frustrated at this. The best I was able to get is:

and even then, there's still a bunch of splashes and other undesirable parts. I'm beginning to wonder if a fluid simulation is the best option, but I don't know what else would work. A bare-bones blend file of what I have so far is included below (not including the baked data, I don't think)
I've tried guides, wind, and messed around with a lot of other settings, to no avail.
(Note: my goal is to make the water look photo-realistic, and hopefully animated if possible)


texts: Trouble Importing Paint Bumps from Sculptris into Blender

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So I made a model in Sculptris, I gave him a solid color and then imported textures using the paint bump option. No problem, works well in that program.

The problem I'm having is when I go and import the model into Blender, I can't seem to figure out how to properly import the paint bumps with the texture in order to make it look good. It either comes out in a solid color with a few of the textures I put on the model itself, or it comes out with paint bumps alone and being black and white. I even tried seeing if a PSD image would do anything but it didn't.

Here is a link that will include the Sculptris and Blender file, and maybe some pictures and other stuff since I can only post 1 link with my current rep points on this website.

https://www.mediafire.com/?4nik8kecskoplok