texts: How to apply changes to metarig to generated rig?

texts:
I am in the process of rigging/weighing the face of a cat. I finally got some idea how it's supposed to work, but noticed after hours of work on the mouth/nose/jaw that I misaligned the metarigs's eye bones.
This causes the upper lid to close along a wrong vector. I tried adjusting the weights, but no avail.

I would really like to avoid to redo the weighing I already did on the other parts of the face.
Is it possible to realign the bones of the metarig for the eyes and apply the changes to the rig?
Is there maybe another way?


texts: How to build a material for an alligator watch strap?

texts:
I'm trying to learn how to build more complex materials for cycles. For a watch model I've made I would like to have leather alligator-style straps, like these:

Not sure how I would attack this. Have a pattern for the bigger patches, and use as a bump/displacement map, plus as a mask for smaller streaks/scratches?


texts: So when I make something in Blender units then try to import it to Unreal it is so tiny I can't see it at all. I even went back and change blender to metric. Adjusted the model and then re-exported it and still tiny model.


texts: Controlling mesh modifiers with animation nodes

texts: Is there a way to control mesh modifiers using the Animation Nodes add-on? I'd like to use AN to set values for the animatable parameters in the Ocean modifier.


texts: Too many image textures causing pink shading?

texts: I am testing the use of a mask to create a paint with shaders texture but while creating the materials with the textures I am using it seems that after adding 9 seperate image textures it all turns pink. Is there a max amount of image textures you can use in the shader editor? Or is something else happening.


texts: I am trying to run a simulation with cloth cloth simulations. I created two planes,one below the other, joined them along the edge so that it becomes like 'U' folded, then added cloth modifier to this object and pushed it up along z direction. I added a cube with collision modifier. When I simulate, the cloth cloth interactions are not good because of which the cloth pieces cross into each other multiple times. Is there a way in which I can improve the cloth-cloth interactions?


texts: How do you add orderly wrinkles to faces?

texts:
I want to add some wrinkles on the side faces of the lid like the left image

I'm a beginner so detailed explanation would be much appreciated. Thank you.


texts: BGE: How to make a "moving platform" that does not let the Character fall?

texts:
How to make a "mobile platform" that does not let the character fall
Why is mine it falling?
s2 Player phys: Char
Platform phys: Static


texts:
New to coding, Where to start, Where do I look to understand blender tool tips?
TO change blender tools tips is that a kernel thing or could a python script over ride tool tip?

Thanks


texts: how to change pivot point of extruded text to the edge of extrusion

texts:
Is it even possible to change the pivot point of an extruded text to the edge of extrusion?
I know how to change the pivot point, but i cannot set it to the edge of extrusion...


texts: How to make Blender remember STL export settings as default

texts:
I model in millimeters inside Blender, for 3D printing.
Every time I want to Export STL, I have to untick Scene Units and change the Scale to 10.0. These settings aren't remembered.

How do I save them as defaults?


texts: Is it possible to displace a mesh based on Light Path node?

texts: At the image below I expected the cube to be displaced by plus 1 unit in x,y,z axis. However it is staying as it is (notice the yellow outline).


texts: I'd like to use Blender's physics engine/rendering capabilities headlessly (so it would have to be via command line). I'd like to run a lot of little physics experiments (thousands) on a server. Python scripting will be involved in this, naturally-not sure how to do this without using the logic editor, though...I need some way to be able to run these scripts and have Blender output some sort of physics "movie" without having to deal with the GUI. Is this possible?


texts: Constrain the movement of rigid bodies to two axes

texts:
Is there a way to have an object, a ball for example, fall down and bounce up, using rigid body dynamics, but with its movement locked to two axes? So basically that would make for a 2 dimensional simulation.

I tried using a generic rigid body constraint but that doesn't seem to do anything when I lock a single axis. Now I'm faking it by putting the ball between four planes, in a box basically. Although there should be a better way to achieve this.


texts:
How to move the polygons of an object into other location by bmesh frame by frame? I tried below way but failed. Is it possible to generate polygon movement animation effects like in Animation Nodes but by python?
bpy.ops.mesh.primitive_monkey_add(size=2, location = (0,0,0))
obj = bpy.context.object
obj.name='myobj'
me = obj.data

ico0 = np.array([v.co for v in me.vertices]) # get ico vertices

#find out Zvalue
zmin, zmax = ico0[:,2].min(), ico0[:,2].max()
zc = np.linspace(zmin, zmax, n_frames)
#print(zmin, zmax,zc)
#return
ico = np.zeros_like(ico0)


texts: Copy driver transform object when creating new scene

texts:
Is there a way either when copying a scene or even and easy way after, to update the "transform object" of a driver? I've noticed that even if creating a new scene as "full copy" that although all the objects and meshes are properly duplicated, that the driver object of the newly created key is still set to the original driver object. I know I can simply change it in the graph editor, but in some cases scenes can have many meshes with many keys and this becomes quite tedious.

See in this outliner image, I've duplicated the scene with "Full Copy" and although all my objects are now single user, both keys are using the same Driver Object.


texts: Donut texture painting : weird patterns appear

texts:
Im currently in "Part 3, Level 2: Texture Painting" of the donut tutorial made by Blender Guru.
As I started painting the donut in "Texture Paint", weird patterns started appearing on my donut.
You can see the patterns in the screenshots below.
It seems like they appear when I paint close to the edge of the UV image.
The UV mapping looks wrong on one part as you can see on the last image.
Any idea what I did wrong and how I can solve this ?
I am using version 2.83.1

After doing the smart unwrap it looks like this :


texts:
I have a situation where I cannot edit light properties on a light in my scene:

Does anyone know how to get the properties back?

The light is parented to an object but removing the parent does nothing.
Duplicating the light also resulted in no properties being displayed.
Adding a new light to the scene also resulted in no properties being editable (as in the picture).
Restarting Blender did not help.
Switching between different light types did not display any properties.

I can affect the light and animate its transforms but not its strength.


texts:
I don't know what I'm missing out here but I cannot seem to make this work. I'm trying to connect 4 Vertexes to make a face but it's not happening.

Please see my video of how I created the model here:
https://youtu.be/nVhMPQ-haig

Thanks


texts: Blender opening with a scene I have deleted

texts:
I have a pretty annoying problem. Every time I quit and reopen blender it always opens as this scene.

But when I go to a new scene it opens as this:

I have tried everything. Saving the startup file, Reinstalling blender and even restarting my computer but nothing seems to have worked.

Thanks in advance


texts: Restrict Particle force influence by Area

texts:
For a crowd simulation, created by using force fields(Force) to generate limited particle displacement [simulating a "PARTING EFFECT"],how  can one restrict influence of the Effector to only the particles close to the Effector Object and not have any influence on the particles which are away from the Effector?

In this simulation[Gravity=OFF],the force field is set to the lowest effecting Strength(= 0.1) to cause any resonable particle displacement,but all particles are getting affected.

There is no effect on setting Field Weights by Weight Painting the particle emitting Object and with no way to assign separate Vertex groups of Emitter Regions in the same particle emitting object,how can one cause two different Particle behaviours in the same Particle System and using the same Force Field?


texts: How to see texture with a "node viewer" using node wrangler addon

texts: I am trying to build a grungey texture and in order to see it I want to use a node viewer.  In this video at minute 1:28 he talks about enabling node wrangler addon and then control + shift to activate the vewier when he adds a node. THAT control + shift does not work in Blender 2.76. Is this a version difference?


texts:
I can render a basic smoke simulation in Blender but I was wondering if anyone knew of an approach for creating a convincing cold breath effect? Is it the same basic principle as a smoke simulation but messing with the physics etc?

I'm not sure how to see the video so I can position exactly frame by frame a simulation either.

I can't find anything on Google but even pointing me towards a tutorial would be very much appreciated.

Thanks in advance.


texts: Object material/color not visible - Only wireframe

texts: I'm a total beginner in Blender and I can't get this object to show any color/material. Once I merged the bottom circle with the plane, the plane lost it's color and now only a wireframe is visible. I have tried to add a material (see above) but it still doesn't show. I also made sure that wireframe mode is turned off. What could be the reason for this?


texts:
When I try to open Blender 2.8 my screen goes blank and then turns on again with Blender (Not responding). Other versions like 2.79 don't crash. I tried both 32-bit and 64-bit Blender

My PC specs: Windows 10 Pro (64-bit) ATI Radeon HD 4770, Intel Xeon W3565 16GB RAM,


texts: How do I create four circular copies in edit mode?

texts:
I am creating this simple windmill model for a tutorial:

I have created one blade. What is the most efficient method to create the other three spaced 90 degrees apart around the main shaft? Array modifiers only work in Object mode correct? I see two ways:

Create the blade as a separate object and in object mode use the array modifier.
Manually copy/paste 3 more versions of the blade and manually position each.

Appreciate any thoughts.


texts: I have one problem, I would like to know how I can convert an extruded plane into a solid.


texts: 2.80: Pie menus and Quick Favorite menu - conflict?

texts:
When I have the 'UI Pie Menu Official' activated I cannot open the Quick Favorites Menu when pressing q. All I get is another pie menu with possible view port option (top, front, left etc.)

Any idea?


texts:
I am trying to learn how to use Blender, and tried to create the chest of this tutorial : https://www.youtube.com/watch?v=ICBP-7x7Chc

I am encountering a problem when it comes to beveling, in order to add more edges to the sides of the chest (21:16 on the video).

Before beveling :

What it is supposed to look like :

And here is the (atrocious) result I am getting :

And if I extend the bevel further, here is the result :

Now, I don't actually understand why I am getting this result... And I hope someone here has an idea about what I did wrong...

Here is the .blend file :


texts: Experimental sub surface modifier making the mesh look layered, seemingly not due to ngons?

texts:
I'm new to this 3D animating so I need a bit of help when there's troubleshooting in the air! I have an issue when I apply experimental subsurface modifier, where the mesh seems to be doubled or scaled inside out if that makes sense. I did some troubleshooting myself, and my own thoughts were that it could be flipped normals. Although there were 1 or 2 flipped normals, fixing this didn't solve the actual problem. Then I looked for ngons, which I know is the case for some of the mesh, but for the rest of it I'm not sure what causes the weird effect.

picture #1: Picture of the entire model in rendered view, the black areas are not intended either, some of this could be ngons as I haven't fixed them yet

picture #2: this is a cube inside the full model, it's literally just a cube where I moved the vertices and used the mirror modifier on the y-axis

picture #3: Same as 2nd picture but this is with x-ray on


texts: I was working on a project but built it in the wrong axis now my camera doesn't move as I would like it to

texts: Normal movement for middle mouse button on a new cube is left and right, my current rotation is up and down, is there anyway to fix this? the only solution I can think of is rotating everything to the axis that its suppose to be on but I cant do that as I have multiple objects and they don't rotate together.


texts: How to get the UV corresponding to a vertex via the Python API?

texts:
How do I get a selected vertex and it's corresponding uv vertex?

A vertex I can get with

bpy.context.active_object.data.vertices[0]

A uv vertex I can get with

bpy.context.active_object.data.uv_layers['UVMap'].data[0]

But the index is not the same for uv and mesh vertex.


texts:
I'm sorry, but I am not familiar with the name of the tools. So, I'm just going to put in an image instead showing my problem. Than I will add to it. Now, the red X's is what I was calling 'Windows'. How do I remove the ones I no longer need? Because so far, the only way I have found is saving.. closing out.. than reopening again. And I know there has to be a better way.

Thank you for your time.


texts:
The picture above is done by pressing ggc(shortcut of move). By the way, what should I do when extrude?

I want to draw like number 2 in line with the first line angle.
But if I press g twice and c, the guide line comes out to the diagonal angle, but extrude doesn't come out.

It's not a straight line for me to do without a guide line.


texts: Transparent objects block objects behind them when not selected

texts:
In renders this the transparency works ok. But in viewport in materials view something is very broken. When I selected the transparent object the object behind it shows up ok. When I select nothing the transparent object becomes solid and blocks the other one. When I select the object behind the transparent object it stays blocked behind the transparent object.

Blend file added. When you open the file just click the different objects and see how the transparency turns on and off depending what is selected on both separate transparent objects. Render is fine but I can't work in render view.

blend: https://www108.zippyshare.com/v/gWH4KN9d/file.html


texts:
Transitioning from Maya to Blender, I'm working on a mesh in Blender 2.8 and when I apply a subdivision modifier all goes well except for one section, which seems to have frustratingly weird, sharpened edges. All vertexes and edges are merged properly, and the mesh is all in quads, what is going on here and how can I get it to smooth properly like everything else?
I attempted "merge by distance" just in case but this doesn't affect it at all.
Thanks in advance for the assistance!


texts:
I went through some blending techniques like alpha blending, weighted blending, pyramid blending and Poisson blending and mixture gradient blending.

I have come to a conclusion that pyramid blending cannot be used in real time but don't know whether there are more blending techniques available than these as they are somewhat old?


texts: Change color of texture with vertex paint

texts: I have a texture that is grey scale and another with alpha. I used the second images alpha to make parts of the first image transparent. Is there anyway i can affect the color of the grey scale image to use the various colors i have on the vertex painted mesh?


texts: Where the operation "rotate selected edge" is in Blender 2.8

texts: As the title states - where is this option? I can find it through the search box, when pressing F3 and typing "rotate selected edge". This operation is available in edit mode and rotates and edge in a triangulated face so that it flips the edge to two opposite corners.


texts:
I've been following this tutorial (using blender 2.8). At around 14:15 a sphere is created and a texture with some modifiers wrapped onto it; this is what I get when following the tutorial exactly:

With Eevee:

With Cycles:

Why does Cycles forget about the nodes?

I created the shader with "All" as the output.

Tried redoing the material directly in Cycles; now the sphere is purple by default and remains so even after the texture has been added.


texts: Can i edit the textures of linked character?

texts: Which option should i choose or how can i edit the textures of character when edited in original file should see in linked file.


texts: Where are the default matcap files located?

texts:
Is there a directory or path that you need to follow to access the folder with all of Blender's default matcaps in? If so then is it possible throw in new matcaps?

I'm using Windows 10.


texts: I am trying to understand baking in cycles and was wondering if I use a texture image with emission as input for material output, isn't it the same as baking? DO I need to bake this setup as well and then use that image instead of using the original texture image? My understanding is that baking is for all the material shaders and effects, but if I use a texture image already, then baking is not going to speed up rendering? Sorry if this sounds stupid, but I can't get my head around it.


texts: Symmetrize is missing some of my fingers bones, i try it several times but it just won't work and i have no idea why


texts: When extruding, why can't I extrude any faces or edges because I am stuck on extruding vertices?

texts: I am trying to extrude faces but every time I click on a face, it changes to vertices


texts:
I'm using Blender 2.79b on Fedora 28. When I go to render a scene I only have three options for direct video output. (AVI raw, AVI Jpeg, frame server). I have checked and re-checked I have ffmpeg installed with all codecs, I also have OGG lib's installed, neither of which show up. Any help getting Blender to detect other codecs would be greatly appreciated.

Thank you for your time and assistance.

Joe


texts: Particle hair growing in a weird direction

texts: I created a particle system in my object and the hairs are growing in a weird direction... I tried to change the rotation but nothing happens (they don't rotate at all). I want them to be orientated in the z direction. Thanks for the help!


texts:
When I try to import an fbx, I get:

Error Couldn't open file'C:\\Desktrop\\shottymud.fbx'

I have uninstalled and reinstalled blender and mudbox both with no change.


texts:
I have a problem when installing Blender in my PC. Not about when executing the aplication, but in the installation.
When i tried to install, there is a massage "Another installation is in progress. You must complete that installation before continuing this one." although i'm not installing anything except this software. What should i do?


texts: Why is my 360 render showing black areas where it should be transparent?

texts:
So I am using the VRRenderer.py script to successfully render 360 images in Eevee. It works well until I enable transparency on my background/sky(under film). The .png render has two areas that are transparent(shown as white) and the rest of the background is black(not transparent).
If I render any angle directly(not using the py script) it renders transparency fine..
Any idea why this is happening?


texts: How do I have the vertices selected below extend to the edge at the far right side?

texts:
Is there an automatic procedure that would connect the selected vertices to the white dots without using the knife tool to Individually connect them?

Thank you.


texts: how can I switch two (linked) collections?

texts:
I would like to switch two (linked) collections in a project.
I know that you can relocate files in the outliner > blender files; but my collections are from the same file.
Is there an easy way to do this ?
I can eventually rename my collections in the original file, but would like to know if there is anything else available.
Thanks


texts:
I'm trying to mark seams on the seat cushion but when I do the edges I've selected don't turn red. Any ideas? I've attached the blender file below, thanks

Blender File


texts: Edit mode Toggle and select faces in one shortcut. How possible is it?

texts:
I just saw the command object.editmode_toggle () and I am guessing that parenthesis will help invoque a direct selection mode.
I´d like to assign a single keypress "U" to do the following:
While in object mode, the new keypress will toggle to edit mode and fixes the selection mode to: FACES.
How possible is it? Could it just be that I only add an additional shortcut key on the User prefs?
Please, help I´d really would like to only press one key and go from object mode to edit mode and have "faces" assigned as the preferred method for selection.

Thanks.


texts:
I have several scenes (Scene1 and Scene2 in the example) with videos and effects on them. In a main scene (AllScenes), I have added all these scenes in VSE to make one movie.

My problem is about the effects: the key frames in my scenes are in global time not in local time, so the effects won't happen in the right moment.

In my example, Scene2 has an effect (between 5 and 22 seconds) that I want to find back when I add the scene in AllScenes. But, the effect on Scene2 still happens between 5 and 22 seconds whereas the scene has not started yet.

See this file:

What would be the solution to my problem without rendering each scene and importing them as video?
Is it possible to add a scene with local based key frames?


texts: Why are my paint strokes messed up in Texture Paint mode? They switch from pixelated to high-res

texts: My paint strokes get messed up, as I paint different parts of the gun. I only did three strokes, all three continuous. This only happens when I paint the model, not the UV map. The UV map has no problems, I can go to the parts with my brush and it will look high-res (Paint brush) although if I switch back to the model some parts of the model get painted with much lower quality compared to the other polygons.


texts:
I'm trying to create a length of pipe with includes straight and curved lengths.

I'm wanting to create a mesh so I can import it into unity, add a mesh collider and run fluid through it.

Does anyone know the best way to approach this?


texts: Complete list of facial shape keys to make?

texts: I know how to make and use shape keys, but I'm having trouble coming up with all the keys I need for a complete face rig. Is there a checklist of all the shape keys needed to make a good rig?


texts: Blender UI panel custom property doesn't show up

texts:
I am currently learning how to create addons in Blender and now I got a problem.
I try to create an addon which creates x times a math node.
But when I try to create an IntProperty, it doesn't show up in the panel

import bpy
from bpy.props import IntProperty

class AddManyNodesOP(bpy.types.Operator):
    bl_idname = ".add_many_nodes"
    bl_label = "Adds many Nodes"
    bl_description = "Adds many Nodes"

    number_Nodes : bpy.props.IntProperty(
        name ="number_Nodes",
        default =5,
        min = 1
        )

    def execute(self,context):
        tree = bpy.context.scene.node_tree
        for i in range(self.number_Nodes):
           math_node = tree.nodes.new(type="CompositorNodeMath")
           math_node.location = (100*i,0)

        return {'FINISHED'}

class TooManyNodesPanel(bpy.types.Panel):
    bl_label = "Too many Nodes"
    bl_idname = "TOO_MANY_NODES"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.prop(context.scene.node_tree, 'number_Nodes')
        row = layout.row()
        row.operator(".add_many_nodes",text= "Add")

classes = [AddManyNodesOP,TooManyNodesPanel]
def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts:
When proportional editing is enabled in edit mode, then if you select and drag a point, nearby points will also move with it. The effect has a certain radius. How can you set this radius?
According to the documentation I found, you can set it using the scroll wheel or PgUp/PgDn. I tried those, but PgUp/PgDn seem to do nothing, and the scroll wheel instead zooms. What's the correct way to do it?


texts: I'd like to create an effect where I reveal an image when opening the cupboard's door. So far I've created a plane track with the image in it but can't figure out how to hide the image behind the opening door. Any suggestions please?


texts: Rig_ui.py script file disabled for SECURITY reasons. Should I worry about this?

texts:
I am getting this error when I open the .blend file, both in Linux (Pop OS 19.10) and Windows 10.
I can't help but wonder if this has something to do with the "strange behavior" I am experiencing with a file: All the 3 elements of a Physics object disappeared, but the particles are still being emitted. Problem is, I can't modify it anymore.

I did a search for this file in the Add-ons list and not even Rigify has this file. Also nothing came up when searching the C: drive.

I wonder if anyone else has seen this error.


texts: Updating Text object body value from a list to timeline?

texts: I'm trying to update a text object from a list and animated updating. For example: i have a list =["test","test2","test3"]. How i i get my text object to update for every x frame to display each item in the list ? I'm trying to do this from the Python scripting tab, as i have no experience with animation node or is that the only way to do that ?


texts: Cycles GPU doesn't render appended textures

texts:
I appended objects to a blender file, but render view doesn't see their textures. I checked all possibilities and I found out it's caused by GPU. When I set the device to CPU, render view sees the textures and when I set the device to GPU, in render view and also in render there's no textures.

The greatest mystery on it is that in original blender file there are same objects with the same textures, they're rendered by GPU and it works. I use graphic card geforce 780.

Thanks in advance for any help


texts: Particle Instance Modifier to Inherent Color from Hair Particles

texts:
Does anyone know how to inherent the color from hair particles and assign that too a particle instance modifier object, im basically attaching tiny balls to the end of the hair, and the goal is to have the balls be the same color as the hair it is attached too but then have an emissive property, like a glowing colored tip.

I thought it would be through the From Instancer in the texture coordinate node, but that doesnt seem to work.

Thanks for any advice.


texts: How to add custom nodes as a Blender standard

texts:
So there's this website called Chocofur.com and the people behind it have created a custom node setup for cycles, that you can use to make basic shaders easily.

So I have downloaded their nodes from their website. The .zip file contained a .blend file which when opened only contained a single plane mesh with  a single material was assigned to it. Sure enough this "material" was simply all their custom nodes disconnected one after the other, some of them which you can see here:

Now the part where I actually make these nodes a part of Blender is where I get lost, how can I do this? I know it's something like making a group... but how do I use this feature?


texts: My mesh looks fine in Blender, but is messed up in Unity Game

texts:
I created a mesh that looks correctly in Blender but when I import it to Unity it looks really bad.

Specifically, the mesh is a walking character (with rig and animation), which has some clothes on (t-shirt, skirt, belt).

This is how it looks in Blender: https://www.youtube.com/watch?v=XqzhchoBxMU

To put it in Unity, I create an FBX, which I import into Unity. Once imported, Unity Animation Preview shows me the animation correctly, just as it was in Blender.

This is how it looks in Unity Animation Preview: https://www.youtube.com/watch?v=KI6bnOkEqEA

However, when I run this animation on an Android device (I am developing an Android game in Unity) it seems that both the clothes and the character suffer certain "deformations."

This is how it looks in my Android Device: https://www.youtube.com/watch?v=ZkIzQFUJuzQ

Can you give me any idea of the error?

I think that probably it is an error with modeling in Blender, and not an error in Unity or in the export / import of FBX, since I have tried:

1) Use the .blend directly instead of exporting FBX, which give me exactly the same mistake.

2) Try a .blend that I found on internet https://free3d.com/es/modelo-3d/charlotte-aulin-95801.html, which LOOKS RIGHT on my Android device using the same Unity settings that I use on my model.

Just in case, I share screenshots of the modifiers that each object in the mesh has.

I thank you for any help you can give me, since I have been stuck with this problem for more than a week.


texts:
I have pie menus that conflict with the keymap of other addons when being in some of their modal operators.

Is there a way to check if there is any modal running and use that as a poll for my pie menus?


texts: Why is my image sequence appearing darker in the VSE than in the render output window?

texts:
I'm having a weird problem with the VSE in Blender 2.90. I am rendering a night time scene using the physical atmosphere addon, with a very bright emissive object that passes through the sky. When I try to use the rendered image sequence in the VSE though, it appears much darker than it does in the viewport or when I replay the animation with ctrl+F11. I simply opened up a preset "video editing" workspace, then used shift+a to add the image sequence. I am experiencing the same problem with both cycles and EEVEE renders. Render format is the default PNG.
What might cause this behavior?


texts: Scale with snap to grid messed up after scaling

texts:
I've got a - probably - very basic question.

I put a basic cube on a scene, resized it in one dimension to 18 units (so it is a long bar now), then used "Apply Scale". Now when I try to use scaling with snap-to-grid feature, the snap works but snaps not to the grid lines but some arbitrary values inbetween.

Also, I've noticed that snap works only for some directions, I've got a hunch that it is only for the longest one - in my case it is Y. Can I make it snap in other directions too?

example of messed up snap


texts: Build long mesh along bezier curve while using different meshes

texts:
So how would you go about making a long piece of pipe and use different meshes along the way.

For example I have one perfect straight piece, one with a dent and another just like the first but with different UV map.

I know you can have caps but can you in some way build it from different pieces?

Ideally I'd like to have a bezier curve to control the placement and then Array+Curve modifier on the mesh to extrude it along the Bezier. But how do you add variation to that other than do it manually? Is there a way to add and align multiple bezier curves one after another?

I thought about vertex groups but bezier curves don't support them?


texts:
I was just wondering on how I could make skirts like as seen in the pictures below.
All ideas help! And I’m not very knowledgeable in blender so all help is appreciated. Thank you! :)


texts: Missing brushes for Texture painting in 2.8

texts:
I downloaded Blender 2.8 and I wanted do some texture painting. But I noticed that there's only 1 brush in my Blender.

There was more brushes in Blender 2.79.

Where are all the brushes gone? I need them.


texts: Blender script: Blender crashes when opening second file

texts:
I want to make a script that opens blender files one by one and modifies them. But when it's time to open the second file Blender crashes. Here is my code:

import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    bpy.app.timers.register(open_file, first_interval=7)

def open_file():
    bpy.ops.wm.open_mainfile(filepath="path_of_my_file")

bpy.app.handlers.load_post.append(load_handler)

bpy.ops.wm.open_mainfile(filepath="path_of_my_file")


texts: Animation Breaks when Exporting to unity

texts:
im tyring to Export an Simple animation to unity, the animations is made out of 5 meshes, and created using only keyframes, but when im in unity, the model itself isnt right, some of the meshes move out of their place and others render differently than in blender.
and the animation for some reason is broken too, instead of playing all together, it aplied every string of keyframes to every mesh individually, and and even to meshes which its even their animation.
any way i could fix it?

i dont know how to upload gifs, So i didnt upload the animation problem..


texts: What is the smallest possible .blend file size in 2.8x?

texts: I'm trying to make a container library .blend file for common node groups and I cannot get the file to be smaller than 51.3 KiB (52 506). Can you do better?


texts: Flag Physics seems fine when on the viewport but looks messed up when rendered

texts:
I'm fairly new to blender and I've come across this issue. My flag with wind physics seems fine when I animate it on my view port using collision physics.

Here's a sample:

https://imgur.com/qmJvESK

But the moment I render the animation the flag seems to spins around then the meshes seems to break.

https://imgur.com/W4as88R


texts:
In this question, How can I easily animate cutaway views on multiple objects? it was suggested to use the camera clipping distance as a cutting plane.

Is there a way to have an interactive cutting plane that is not parallel to the camera?

What is needed is a way to review complex geometry in real time by moving a cutting plate through the geometry in a way that does not necessarily line up with the camera view clipping planes.


texts:
I have a pre-rendered animation that I want to play on a TV model in my new scene animation, and I really don't know how.

Would I do it within Blender, or should I make the material on the TV screen green, so I can green-screen it on?


texts: Blender - move camera each rendered frame for mono font

texts:
For my game, i need to render all chars from a mono type font, where all symbols are the same width and height.
So, i think to type them in a long string against X axis, and move a camera over each symbol to get rendered frames.
Later i will compile these frames with metadata to larger map.
Well, can i execute a script, which will modify a scene by the render trigger or something ?

Thanks !


texts: Why does my model have black lines on the mesh when I zoom out?

texts:
I have no idea why this happens and I am really stressed out about it. Can someone please help me?

Close: No Problem.

Far: Black line left of eye where my UV seam was...


texts: Getting R, G, and B of Active Color in Custom Color Palette?

texts:
I have a custom palette that already has colors inside of it. I can even select which colors I want, but they don't do anything. Although, I can print out the locations of color in memory with 'print(pal.colors.active)' where 'pal' is a 'Palette' object - how can I get the R, G, and B components of the active color within said palette? I know there are tons of questions asked on colors already. But, I couldn't seem to find another post with this specific problem relating to colors.

Thanks in advance! Any help is appreciated.


texts: Activating the Paintmap and wetmap attribute to multiple objects

texts: I'm working on a project that involves the use of dynamic paint, i have just one brush but over 100 canvases because i used the crack-it addon. How do i enable the wetmap and paintmap to all cracked object with a click or 2. I've tried linking (ctrl-L) the attributes but it only copies the dynamic paint modifier and leaves the Paintmap and wetmap acyivator unchecked and my project revolves around this. Any suggestions.


texts: Why is my model coming apart when posing its armature?

texts:
Hi I am trying to animate a bird rig that I made but when I try to pose the armature the bird model comes apart, almost like the faces are moving independent of each other.

I am curious why or how this is happening. I actually like the effect of whatever has happened  and am hoping to possibly apply whatever is happening to some other models. But so far I've had no luck duplicating it

I tried adjusting the weights, but I'm not sure if I did it properly, most of the models I make only have to have their weights adjusted minimally.


texts: I need to crop out only the left side of a video. Assuming this image is the video, i want to crop out the black side and maintain only the blue part.


texts: Multiple camera panels per viewport layout, aka "Area"

texts:
I am struggling with what I believe to be a very simple task. I merely wish to view the framing of multiple cameras at the same time. It seems that it is not even possible to view the camera framing and a User Perspective view at the same time. This is shocking to me, I've been using 3D programs since 1991, and this is a new low in usability.
I am aware of the options "'n' > View > Local Camera" and "'n' > View > Lock Camera to View". These do not help me. The "Local Camera" only affects the top right panel. The backtick key to load the "pie menu" only affects the top right panel. It appears that Blender has extremely limited options for controlling the Quad viewport layout, and we can only change what appears in that top right panel.
The only workaround I have found is to copy the viewport "Area". From there I can choose whatever I want in that "Area". But it is a poor solution because 1) it duplicates all of the UI widgets (super cluttered) and 2) it limits my ability to go fullscreen. The new child "Area" is always visible.
I can also copy the viewport "Area" out to a floating window, which is better, but still, this is a poor solution to a problem that should not exist. I should be able to choose whatever I want in any of the four Quad panels, like in any other major DCC.
Please tell me that I am missing something and that there is a way to make Blender view more than one perspective view at the same time, in the same "Area".
Thanks
Aaron


texts: how to change user preference in blender version 2.81

texts: i just downloaded blender 2.81. I'm very new to blender. I'm using blender on a laptop and I know that some settings are different if you don't have a mouse (which I don't.) I've learnt online that you're supposed to change the user preferences. From what I've read, you should type %appdata% in the windows search box and find the app data file (which I did), and i did find the user preference window  (userpref.blend) thing. Problem is, I don't know how to change the user preference after I've gotten into the window. Can someone kindly tell me what I should do next? thanks!


texts:
I cutted some windows out of a cube by using "union" with bool tool, it worked great. But it does not work on this special wall and I have no idea why. Is it because the wall is diagonally?
Thanks in advance.

(The image is too big, so I used an external hoster)
https://ibb.co/ggBdsyH


texts: 2.8 Animation stops when copying keyframes in dopesheet

texts:
I have been searching and i've found posts that touch on this issue but one that quite covered a solution.

I've got this fish and it has been animated and I am trying to copy the keyframes so that i can continually loop the animation of the fish.

I have gone into the NLA and unpinned the actions in there (as recommended in another post I found) but even still, whenever I copy and paste the keyframes the animation doesn't continue.

This image, you can see the un highlighted key frames, then in yellow is all of the keyframes I have copy and pasted - but as I play through, the animation only happens in the beginning (unhighlighted keyframes).

Any and all help would be greatly appreciated.

Thanks in advance.

I'm in Blender 2.8 on a standard 2016 Mac pro 15 inch.


texts: Vertices not behaving smoothly after Subdivide

texts:
This model was made by extruding 2 Bezier curves. I tried joining them at the four vertices but the subsurface doesn't work.
This is the result. I've tried to delete and recreate the vertices several ways but I always get the same or similar result.


texts:
In the edit mode everithing fine , but when i go to edit mode, smth crazy is going on
holes everywhere and i dont know how to fix this


texts: How to weld together a cube with a cylinder

texts:
I am working on modeling a Turkish mosque and having difficulties modeling this 'merging' of its tower as shown in the picture below:

Here, the cubic shape below the tower merges with the cylinder of the tower, with its middle part shrinking its width and turning into a cylinder as it goes up. I am trying to model the same in blender, however I don't know how to approach modeling this one.
As an initial approach, I made a rough model of the below cubic part and upper cylinder part. I left the middle empty as I don't know how to model that connector part. I thought of selecting all the edges that interface each other and tried simply connecting them by pressing F key. But it only ended up creating two faces one below the cylinder and one above the cubic shape.
How should I approach this problem?

Note: I have a blender version 2.83


texts: Getting weird normal map where mesh is completely flat ( and how to bake normals for unity )

texts:
In short: flat surfaces are baked as non-flat.
I'm trying to bake normal map. It has some weird topology, but still quads, and they are flat. But, blender bakes those flat places as if they were not flat. I believe, instead of raycasting, somehow, it just uses data from smooth shader.

I use default settings for bake, just changed bake type to "normal".
upd: i tried to double check everything and test it on cube. Just bake cube.
Now, instead of baking cube, blender uses cube's uv map as mask to bake previous object, that was hidden and unselected.


texts: Create this procedural animation with a script?

texts:
Ok, Im making trees using the skin modifier, which has the option to automatically make armatures along the curve when done extruding.

(each of the lines turns into a bone)

I want to animate these trees growing, so each bone has to scale from 0 to 1 one after the other. This is tedious, and wondering if there's a way to make this animation via script?


texts:
I working on an addon and i need to run an opengl render by subprocess. When i run my script test, i've got this error:

RuntimeError: Error: Cannot use OpenGL render in background mode (no opengl context)

This is my command:

sub = subprocess.Popen([bpy.app.binary_path, blendfile, '-b', '--python', render_script])

Does it mean we can't do opengl render in Background ?


texts: How to change camera to current view on LAPTOP

texts:
How do I change camera to current view in Mac Laptop?
I am trying to do what "Ctrl + Alt + Numpad 0" does on desktop version
Thanks


texts:
By default blender allows you to scale past 0 - how do I prevent this?

i.e. it's common in other 3D modelling software to resize a set of vertices against an axis to align them - however this isn't possible when negative scaling is enabled.


texts: Blender 2.81: I am trying to use the boolean modifier to cut out a chunk of this square. The first time i did it it worked, and then when i tried to cut another chunk out of it, didn't work. However when i tried using another shape it somehow worked. Does anyone know how to fix this?


texts: Is it possible to create a function that is performed on the render engine change?

texts:
I would need to perform a function on the render engine change, for example:

def function_on_engine_change(self,context):

   if context.engine =='CYCLES':
       print('Cycles')
   else:
       print('Is not Cycles')

The call of this function should obviously take place automatically if the engine is changed

I was looking on the blender handles but found nothing, I wonder if there is any trick that does this


texts: why can't i change the setting of primative mesh objects in object mode?

texts:
When ever i try to change the setting of my mesh primitive in object mode, the panel with the configuration setting is visible, but i can't click on it. It seems that the only way i can get access to the configuration panel for primitive mesh objects is by going into edit mode for any mesh, deleting it, then adding a primitive object, which enable me to have access to the configuration panel for said mesh primitives.

problem:

(unpractical) Solution:

I really need an alternative. I wish to find a method or setting configuration that will allow me to have access to the primitive mesh setting as i add it in objects mode, and NOT have to go into edit mode, delete object, then add primitive(this is disruptive to  my workflow.)

all solution are considered, thank you!


texts: How can i get my characters feet to lie flat?

texts: I used Cntrl A along the x axis to widen the feet and attempt to make them look flat.  Yet Cnrtl A (x) widened them along a diagonal.  Can anyone tell me what I did wrong in creating flat feet?  Thank you for any help you can offer.


texts: make more than one material "shadeless" at once

texts:
i want to make all these materials shadeless. i am used to select every material and choose shadeless and this is very time consuming
i tried many time and searched but can't find the answer
can anyone help me ???!  :(


texts: How to easily toggle a Boolean property?

texts:
I want to write a simple toggle for an existing UI Boolean property. Every time I run the following code Blender should either show or hide the name of the object in the Viewport, depending on the current state. It works fine, but I wondering if it is really necessary to to call the property 3 times for this easy task.

import bpy

obj = bpy.context.active_object

if obj.show_name == True:
    obj.show_name = False
else:
    obj.show_name = True

Is there a more elegant way to write this?


texts: Why doesn't the fur follow the rigged mesh?

texts: So I got this model, on which I painted some fur on with the hair particle system and the particle edit tools, I then rigged it, but when I pose the model, the fur stays in place and doesn't follow the geometry of the model! I couldn't find anything on google regarding this issue! How can I get the fur to follow the mesh while posing?


texts:
Here is a simple model that I'm working on:

I want to make the selected ring of edges smooth, to get rid of the discrete angles and get an oval shape. Something like this:

I have tried applying subdiv modifier but that changes its shape to a multi-point star. Also it smooths outer edge of the cube too, which I do not want. I have also tried Ctrl + R, but that does work on the selected face, only on the outer faces. Lastly I have tried Alt + Shift + S, which only changes the size of this face but doesn't do the smoothing that I want.


texts: Video Editor shows SVGs as transparent image - can this be fixed?

texts:
Summary: If I add an SVG as a track to the video sequence editor, it is recognized as Type: image. But the content is not visible, it is just transparent.  This is shown on this screenshot:

Details: I am trying to create a training video that alternates footage and slides. Initially I used PNGs for slides, which worked flawlessly. I want to switch to SVG, so that I can edit the slides directly (rather than having to export PNGs. So I know that what I am trying works with PNGs

Blender lets me drag the SVGs into the Video Sequence Editor. They are recognized, as the border and transparency is shown. But the actual content is missing!

I am using Inkscape to create the SVGs. I tried both, Inkscape SVG and "Plain SVG". I created a super-simple test slide with nothing fancy on it. No luck.

Also, I set the document size to 1920x1080. As I read about size issue I filled the slide with a huge object. Nothing.

Is Blender not capable of this, or am I making a simple (stupid) mistake?

Thanks for helping!


texts: Strange crease being formed from filling face?

texts:
I modeled two planes separately for the top and bottom of the frog's mouth, but when I try to join them together by filling a face, it creates a strange seam that creases the entire face. I've tried an edge split modifier and I don't think there could be any internal faces causing it - I've tried removing doubles but to no avail.

Since the mesh is a plane, it's entirely flat. Solidifying it does not help either.


texts: Find out exactly why mirroring vertex group fails

texts:
When i try to mirror vertex group in weight paint mode, blender fails with error: "3664 vertices mirrored, 8103 failed". After this operation, the result looks like a mess - sometimes the weight gets randomly sprinkled all over my model, sometimes they stay unmirrored and distort around the area.

I have already performed "Snap to symmetry" in edit mode few times, and blender says that all verts are already symmetrical.

I also tried to do "mesh" -> "symmetrize" all vertices in edit mode. This mirrored existing vertex groups, but after i adjusted some vert-groups in weight painting mode and tried to mirror it - got exact the same error "3664 vertices mirrored, 8103 failed".

How can I find out exactly why the mirroring weight paint fails - i.e. which vertices of my model should i fix and how?

Blender version: 2.83


texts:
I have some issues with the spotlight (Im using blender 2.8). Actually, I have a spotlight in top of a box. I want my spotlight to go throught the box (see inside) but I want to end it after the box. In other words, i want the light to stop emitting after the box edge. I tried to cast shadow on different elements but no success.

*note: I need to have the spotlight above the box to have the perfect cone.


texts: Why can't I use loop cuts after beveling?

texts:
I'm creating a simple length of wood and have used bevel to round the edges a little. Every face still has 4 vertices but for some reason, I can only use loop cut on the new faces and not around the whole thing.

Anyone have any idea why?
Thanks for any help.


texts:
I have a character with some strange textures, and I don't know how to use them. For example for face i have these files:

face_D.tga
face_L.tga
face_M.tga
face_N.tga
face_S.tga

Now, I need a node map, so I can put everything in it's right place, but I have no idea about what I need to do, because I'm too new to Blender and Material Nodes.
I want to use all of these files to create a realistic human skin material.


texts:
As silly as it sounds, my 3D-view controls are missing. I'm not sure that's what it's called, but its the bottom part of the 3D view where I can select viewmode, layers and object modes.

How can I get it back?


texts: How to create a Blender shortcut for "Display files as Thumbnails"

texts:
When i want to replace a texture for an object, i see my jpg files as a shortlist by default. i can click with my mouse on the thumbnails list to browse my files as thumbnails. but i do this task often , so i need a shortkey for this move.

i have tried to figure out the Python code that is needed for this, but that didn't work out, i don't know why.
i could use some help here.
what do i need to do to get this shortcut ?


texts:
I'm sure it's easy to google, but I have no idea how to phrase it to find it.
I'm super new to blender and trying to model a spoon, and this is where I'm stuck:

How do I get rid of this? I tried doing a loop cut, I tried removing every other edge inside, so I get 4 corners instead of 3 - it only seems to make it worse.
Any tips for a beginner?


texts: How to combine object hierarchy meshes as a single one

texts:
I'm trying to export my model to Unity as a single object.

However I'm having a big trouble combining all gameobject children meshes as one. This is the hierarchy I get in Unity:

What I want to achieve

Within Unity, the hierarchy is completely useless to me. I want to have a single model, without any children meshes. In sum, all combined into one, just "object":

I already tried

I tried using a Combine Meshes script within Unity, however unsuccessful.
I tried to change the export settings in Blender, but I'm unable to get it as a single object!
I tried joining all the meshes (CTRL J) but I can never get a single object.

How can I achieve this?

Best Regards.


texts: Export .dae with "include UV Textures & Include Material Textures

texts:
I have a simple blender file and would like to export with textures, however I do not see the option within Blender Version 2.79.

I've come across this questions many times (ex), but my interface is different and I cannot seem to find a solution.

Here is what others have posted they see:

And this is what I see:

Any help is much appreciated! Thanks!


texts: Im new and I am currently making the donut. For some reasons I can't paint on it, does anyone know how I can solve this problem?


texts: After a boolean operation and clean up, I still have an issue with subsurface

texts:
I'm following Andrew Price tutorial to create an anvil and I'm really new at blender.
I cleaned up all my faces making sure they all had 4 vertices only and when I select with ALT and face, they seem to flow well.

But when I apply the subsurface I still get ONE vertex left in the middle of my old cylinder which I had erased and therefore the cut out is weird.

Thanks for the help :-)


texts: How to make the transparency of my objects back to normal?

texts:
I was making a well, and I think I clicked a button and it turned all transparent

How can i get it back to normal?


texts: Creases on render at UV seams, fixed in texture paint mode but in render still

texts:
I was working with a gun revolver for a game, and I noticed that there were creases on the UV seams when looking from afar.

Close:

Far:

EDIT

just to clarify those scratches are intended, I was referring to the crease around the back of the chamber.

EDIT

Also, I did notice tiny little lines of different colors in the same places on  the texture in tex paint mode, but they're barely noticeable and they shouldn't grow when I zoom out.  However, when trying to remove them nothing happens. These are on the seams of the UV.


texts: How to check if all my faces on mesh are all quads using a script

texts:
I was keen on finding a python script that checks if all my meshes faces are quads.

pseudocode:

nonquad = 0
for i in selected_facelist:
    if count(selected_facelist.verts) > 4:
       nonquad +=1
print "Found :",nonquad,"Non Quads"

I dont know the API for THE CURRENT Blender 2.8. Any help is much appreciated

or if there is a pre-built button in blender.


texts: What units does the cycles SSS scattering radius use?

texts: As a sort of follow-up to this question, what units does the scattering radius use on a cycles subsurface scattering shader?


texts:
Here's the file.
Steps:

Select everything.
File ‣ Import/Export ‣ FBX (.fbx)
Turn on Selected Objects.
Export FBX
Upload character to Mixamo.

Expected:

Smooth surface
Uniform color

Results:

Areas around the mouth and neck are misshapen.
Head is grey. Body is white.

I'm worried that this might become a larger issue when I start to rig and animate this. How can this be fixed?


texts: Object won't retain position or animation when exported

texts:
I am trying to export this plane in the center of the room. I can't get it to export with it's position in tact. Also I have it animated to disappear from the render at frame 30. This won't stick to the export either. I am also trying to export the object of all of the pieces of the frame when it shatters. This animation doesn't get exported either. Also all of the pieces of the plane appear scattered all around the new scene with no animation or position applied at all.

This is how these objects import into a new blender file with a similar room.

Here is the file. How do I export the plane and the broken pieces of the plane after it shatters and import them into a new file?
https://drive.google.com/file/d/10G93zGssfynaHU4Ed2_Rip69pIfNeGin/view?usp=sharing


texts:
Is it possible to have a "background image" be an overlay with opacity control instead of being behind the mesh?

The default background image: (as the name suggests)

How I would like it:


texts: I have this extrusion I made out from the side of a curved mesh (not as in "Curve" or "Path", but just generally at a curve) and when I extrude it out, the it comes as a bar from the face I extruded from (like it should). How would I be able to make the extrusion curve at the angle my original mesh is at?


texts: How to pass additional property value with operator_menu_enum on execute?

texts:
I have an operator with couple EnumProperty properties, all of them enumerate the same item list. I'd like to know which property changed on execution from layout.operator_menu_enum().

With simple layout.operator() I can set it's property like this layout.operator(...).some_property = "value", can I do something similar with operator_menu_enum?


texts: Bevelling Issue with Subdivision Surfaces

texts:
I have a modeling issue, could help me to solve this problem?

I want the marked edges to be bevelled (sharp) so that they keep
their form and get not distorted by the subdivision surface.

It's almost perfect, except the weird artifacts. i already tried to use
weighted normals which helps a bit but do not save the day.

Thanks in advance!


texts: How do I reduce the face count on Magicavoxel objects?

texts:
Im new to blender and Im making a simulation using Magicavoxel objects. When you import it you can import it as hundreds to thousands of individual cubes or you can join it as one piece, but when you do this it just joins all the cubes together and leaves you with one object with an insanely high face count. I think this may be severely impacting rendering performance and so I was wondering how I can fix the objects.
This is what the vertices look like

And as you can see this can really add up


texts: How to export object with Material created in render cycles to HTML file using Blend4Web correctly?

texts:
I'm using Blend4Web in Blender 2.79. (It's not Blend4Web CE).
I applied one material, with UV Map Image Texture on my object, and I rendered it in Blender View, here the materials and texture was show normaly.
But when I export my object to HTML, using Blend4Web, an error occurs with the materials, and the image is not showed.

How can I solve this? What's the problem? My material was created in Blender Cycles, can this be the problem? Does Blend4Web work good with Cycles Materials?


texts: constraint one object within another & then rigid body

texts:
I am completely new to blender so, if the question seems incorrect or stupid, please excuse & guide me to relevant site/page.
Here is what is want to achieve.
I have the red object (it is a cylinder with cross section as below). Then I have the Blue object which is inside the red object (this is also as cylinder). Both of these are solid bodies so, one cannot penetrate the other. Now, what i want to do is to push the blue object with the green object and show how it tilts. How do I do this with Blender? Please let me know.
Thanks.


texts: How to preserve color information in .x3d import in cycles render

texts:
I have a bunch of protein surfaces that I selectively color with Chimera and then export as an .x3d file. I then import this file into blender. In the material view, with blender render selected, I can see the colors. However, when I switch over to cycles render, the colors disappear. Is there any way for me to save the colors as a texture map and then load them into cycles again?

The .x3d file

The .blend file

EDIT:
Note that Chimera is a protein structure viewing program, but that just gives the context of my question. In essence, I would like to know how blender and its renderers deal with data imported from .x3d files.


texts: How to do continuous integration with gitlab when developing blender addons?

texts:
I'm developing a blender addon and would like to take advantage of gitlab-ci to continuously test my addon, as well as have badges on my repository indicating the status of the latest build.

Advantages of using a continuous integration include automated merges and deployments when tests pass, as well as the peace of mind of being able to quickly know if you've broken anything with your latest changes.

Which are the steps for an addon developer to enable continuous integration? Blender specific caveats?


texts:
Only one sculpting brush shows up on startup.
How do I get all the ones back that come with Blender?
Thanks


texts: Change stroke drawing order (Arrange stroke)-Grease pencil

texts:
Just curious, the default stroke draw order in greasepencil is bottom to top(i.e first stroke at the bottom,next stroke on top of it and so on ...).Can this order ebe reversed (i.e top to bottom)?
I know there is an "Arrange stroke" option which lets one change the draw order after drawing the stroke but an option to provide the above functionality would make drawing a whole lot faster.


texts: SpaceNavigator in Linux: How to configure with Blender?

texts:
I have since yesterday a SpaceNavigator (from 3Dconnection).

I  got it to work with the demo apps (xcube and xvalue). *

But it doesn't do anything with Blender.

I did not find any posts about it except some "it will be possible in 2.48" or "there's a plug-in for 2.46" (should I use it? Because I have Blender 2.7. And how can we add a plug-in?).

I use Blender 2.7 and I wonder if there is something to add, or it's just something to configure in Ubuntu (13.10).

I watched many sites, but they all talk about 2.4_ or 2.5_, no 2.7 or even 2.6!

Every help is welcome! :)

*: Some informations about how I installed it (from the given CD):
 - I followed that (part of the official how to):

    cd /tmp
    tar xf /<cdrom>/3dxunix.tar linux   [where <cdrom> is the path to the root directory of your mounted CD]   (I replaced <cdrom> with the correct path)
    sh /tmp/linux/install-3dxunix.sh

I had an error:

error while loading shared libraries: libXm.so.3: cannot open shared object file: No such file or directory

and found an answer there: 3Dconnection forum

the install worked. -> I have now one "app" (the driver app?) : 3DxWare 1.6.0


texts: How to render Animation with solid shading?

texts:
It´s the first time I´m working with the Video Sequence Editor in Blender 2.79 and it´s realy promising.

But how do I export the whole Sequence as solid shaded Animation? Although there is an Option called "Scene Preview/Render" (which is set to solid) blender renders each frame ...


texts: Even though I'm pressing period(.) why can't I get this pie menu?


texts: How can I add major geometry to a mesh in Sculpt mode?

texts:
Let me clarify the question.  I've had this happen numerous times, so I need to find a way to solve this 'problem'.  I'll start with the default scene, everything deleted.  Blank slate.  Create a 'round cube' primitive.  Give it a multiresolution modifier.  Go into Sculpt mode.  Start sculpting on it.  Eventually, I realize I have a good head-ish mesh for something.  But.. I've already made major changes to the mesh, in sculpt mode.  Now, I want to give the head a body.  But, every method I've tried just.. flat out fails.  Using the grab brush eventually pulls out really thin shapes that just turn into ugly reversed normals and jaggy edges that I can never fully fix without just undoing the entire operation.  Adding geometry by adding more primitive objects, causes them to get affected by the modifier so when in sculpt mode they look horrible, and they do not join to the original shape, leaving a gap between what should be a connected head and neck/body.  What am I missing?

Using the Clay strips brush to build it up doesn't work, it runs out of resolution too quickly and Blender does not have a re-dynamesh option like Zbrush does, once you've begun sculpting.  Which is to say, I know there's the multiresolution modifier, but applying it farther just subdivides the ENTIRE mesh, which often produces unwanted results wherever you are not trying to work.  So really.. what can I do in this situation?  A lot of times the inspiration strikes to make something and I have to just get it into Sculpt mode as quickly as possible to get my idea out.. so I don't often have the luxury of going and blocking out an entire figure.

EDIT:  I guess it helps to add, I =cannot= use Dynamic Topology sculpting, on account of the models being intended for use with bone-based animations.  Triangle-covered surfaces don't tend to deform properly with bones!


texts:
Modifier Cannot Be Applied to a mesh with Shape Keys

I have built a rollercoaster track, and in order to continue the build without lag, I must apply the Modifiers. Is there a fast and easy way I can apply these modifiers and get around the Shape Key issue?


texts:
I try to make image compositing with Blender and my sequence images layers are EXR coming from another software ( Houdini ). Many software use a feature of openEXR call "data window". It's make a crop in the full image where you have data. This informations is probably embedded in the exr metadata. Most software are be able to read this cropping informations and get you image back to it's resolution ( for example 1920 x 1080 ). But in Blender compositing module , it's not to be the case and I just don't know if a option exist for that. If I render a image where all my 3D geometry take the place in the screen is not a problem but rendering a layer for a small object taking just some space in the full 1920 x 1080 resolution , Blender show it as cropped around this object. If it's a animated sequence , the crop just fellow the object frame by frame.

Any options or workaround for that ?


texts:
While working in editing mode, I noticed that the UV image on the object looked garbled so I clicked on the vertex to see where it was on the UV editor. Turns out when I edited the area to remove a 5 sided face it caused a point to appear in 2 different parts, in other words, the UV point wasn't welded and not at a seam. Then I stumbled into another unwelded stray point.

Got me to wondering...
Is there was a way to highlight all points that are not fully welded in the UV editor?


texts: Copy a node-based material to another object, and then freely edit the second one?

texts:
I have a scene with two mountains, one is blue, and I would like the other one the small one) to be pink.

In edit mode, objects have been separated (P).

When I click on the second object and add a new material with the "+" sign of the material tab, it creates a new material.

Then I SHIFT + RMB the materials, to be able to "Copy Material to Others"

I then go in the new instance of the material (by clicking on the small mountain), and change the color with a green (I know I said pink... forgive me)...

... and all the colors change! But I was just in another color, I just wanted the small mountain to change.

Even the other instances of materials I created with the "+" button have all changed to green suddenly. Every one of them. On both meshes.

So, are node-based materials like physics simulations, in that "there can be only one"?

Obviously it's possible to recreate materials from scratch every time, but... there's gotta be a way to "unlink" these material settings, so that I can make a new object, apply this material and then change the color or texture, based on the existing tree?

Here is another example of trying to duplicate a material and all the materials changing together when I only edit one of them:


texts: How to align a camera to another camera view?

texts:
I have an animated camera A with tracking modifiers to track an object.

I would like to generate an static camera at frame 200 from the exact look of camera A.
How do I do this? This seems tricky but should not be?

thanks :-)


texts: I want to know is there any addon with ready made pose mode. In human made addon there are few pose mode similar to that is there any addon or website where can i download different type of pose mode.


texts: how to render an image without effect of scene world

texts:
I am new to 3d and blender. My question is how can I get an image rendered as on the left side of the image. I can see the Scene World is making the difference. Is there a way to render the image without the effect of the scene world?
Thanks in advance.


texts: How to apply and export baked cycles textures.

texts: so I have successfully baked a texture onto my object in cycles. Is this new image texture already applied as a texture? When exporting, for example, with collada, it's recommended to export from the blender render. I tried to switch over to the blender render and make a new texture using the image texture baked with cycles, but the uv's didn't match. What is the quickest and best way to export a mesh with the new baked texture.


texts: Model from one machine goes haywire in another

texts:
I uploaded a few .blend files to Google Drive last year. I downloaded them today and loaded them in another machine. Both machines use 2.82a.
For example, the tires, which are a circle with Mirror and SubSurf modifiers seem like they have vertices in some far off location. This is happening with other files as well.
Can someone help me with this?
I see someone had a similar problem but didn't get a solution
Objects in Viewport go haywire and showing weird things


texts:
I am very new to blender and I am working on some projects to help myself become more acquainted with the program. I am currently working on a mask:

Thats the material view and looks fantastic to me. But then I go to the rendered view and this happens:

If anyone can help me solve this issue it would be very much appreciated.
And here is the file:


texts:
Could you tell me how make this materials?

1) whispy blue

2) whispy red with probably wave texture but I couldn't get it right


texts:
Using animation nodes I was able to make a procedural animation of a bridge made up of tiles coming from above and forming said bridge.

I created it by taking a plane, subdividing it 10 times, separating the faces, made them separate objects and added them to a group.
I use said group in a loop subprogram for the animation.

The issue arises when the tiles come in, they come in at a weird order. I wanted to know if there is a way to control the order of which the tiles(objects) come in? Is that possible or would I have to connect hundred of objects in the correct order in an object list.

Thank you for your time!


texts: Render buffer slots show only the last rendered image instead of showing different images rendered (with different settings to compare) in each slot as done earlier in 2.7x versions.  Is it a bug or any settings I have to make in 2.80 beta?


texts:
Is it possible to create a turret like mesh like this using the bottom mesh and an array modifier? I want to be able to easily change the height of the shown shingle siding pattern. What I am basically looking for is some way to offset the mesh in a similar way to an array modifier, but with a small rotation value.

This is similar to this question but has some differences. That question wasn't exactly what I wanted.


texts:
I would like to know if there is a good way to simulate crumpling metal, I have tried soft body and cloth sim's without much luck(although for some deformation the soft body sim dose work). Maybe it can be done with bullet physics engine with a little scripting? Or maybe there is another program out there that can simulate metal deformation? I could just model the deformation by hand using shape keys but I am looking for a faster workflow. I need it for a three second car crash VFX shot with a lot of rolling, thus a lot of deformation so shape keys really are not ideal.

This is sort of what I am looking for: https://www.flickr.com/photos/andosteinmetz/2481005494


texts: My mesh becomes messed up when I join different mesh. Why is this happening?

texts:
I am a beginner, started working on a model few weeks ago but i was using blender 2.8, when i came to know about an update, i quickly upgraded to 2.82a but my blend file got all weird after re importing.

When I separated the mesh in edit mode, by materials or by lose parts,mesh becomes normal again. I have linked the images as well as the blender file regarding the problem.

I have tried importing and exporting using fbx, obj etc. I also removed all of the shape keys but it also did not fix the problem. The file still opens and works fine in blender 2.8 though.
this issue is also happening with 2.81.

Blend file
https://drive.google.com/open?id=1KNnAh_Hxqvh1U13GGNjy6QK5Zc_utLq_


texts:
I used vertex paint to color it, but why isn't it showing up when I render it? Also what do I do when the texture doesn't show up?

Photo: http://prntscr.com/grsqlh


texts:
Noticed my tank tracks on my tank model are thin, I need to thicken them up. I tried the solidify modifier but since the tracks have some holes/empty spaces in them it closed them. How can i make my track thicker?

I want to keep the polycount lower so if its possible to make it thicker without changing the actual geometry then that would be great. Basically i need to extrude the inside of the tracks.


texts:
I'm trying to create a simple scene like the scene depicted in the answer here:

I reproduced the Compositor and Volume scatter settings, and this is what I get when I render:

But in the Rendered viewport, the scene looks somewhat closer to what I'm trying to do:

I've tried branched path tracing and path tracing, I tried rendering without Compositing enabled, tweaked various settings, and read many questions on Blender SE about light rays but can't seem to understand why it won't work...

Blend:


texts: How to add faces to a cylinder top? (cookie)

texts:
I am an absolute beginner, and while completing the donut tutorial I have been trying to model this industrial cookie just for fun.

I have modeled the top cookie as a cylinder, beveled the edge and extruded it to create the border, and added a couple of loop cuts to sharpen rounded angles, and I am at this stage:

Now I would like to sculpt the "shield" (and then carve holes and add text), but the center face has not enough resolution. How can I add enough poligons into that face so that sculpt works?


texts: How to pass a variable to bpy.app.handlers.game_post in game engine

texts:
I'm adding a handler with bpy.app.handlers.game_post.append(my_handler) to execute some cleanup code at the end of a game.

My handler gets called when I exit the game, but I can't find a way to pass in a parameter. Using global variables doesn't work. I also tried bge.logic.globalDict['my_variable'] but I can't access that from the post game handler either.


texts:
(This is in blender cycles.)
So I have a tank animation with a green backdrop and on that green backdrop I put a road so it looks like the tank is moving on the road. But the video clip of the tank is stationary so is there a way to move the video clip across the road backdrop to make it look like the tank is moving across the road? Also is there a way to reposition the tank like rotate it to make it aligned with the road backdrop or rescale it? I wish I could send a pic to make it easier but stack exchange crashes when I do.

(This is in the compositing node editor)
So my node set up is the army tank with green backdrop in a movie clip node connected to the image of the keying node which is connected to the 2nd image slot of an alpha over node which is connected to composite. The road image is in an image node connected to the 1st image slot of the alpha over.


texts: Transparent video strip over background image

texts:
I have a video that I shot myself in front of a solid gray colored wall. Now what I want to do is, place an image in the back and put the video of myself in front and make the gray areas in the video transparent so the background image shows behind me.
I tried putting the assets in to the sequencer and added Effect Strips and played with the Alpha Over / Under settings to no avail.
Is Blender enough for this or am I going around in circles?


texts: Is there any way to mirror or symmetrize a Muscle Tool?

texts:
The Blender Muscle Tools creator no longer seems to be responding to queries for help. I would also like to know if there are any alternative methods for muscle rigging, as the 'stretch constraint' and cage deformer functions are in a primitive state at this point.
Thanks in advance.


texts: Easy way to remove faces occluded by other meshes?

texts:
My model has a mesh with faces that are occluded by other sibling meshes:

Right now I've been manually removing the occluded faces to reduce vert count and prevent skinning artifacts during animations.

Is there some sort of tool or plugin that can help me remove occluded faces more easier? I'm open to purchasing paid plugins, if necessary. I have to do this work for ~30 models.

Or if I instead had all of the meshes merged into a single mesh, would that enable me to use any other tools to remove occluded faces?

Thanks!


texts: Grey blank screen when animation is rendered

texts: New to blender, and this is my first animation. All I want is a 3d model t-shirt spinning. I placed the camera in view of it but still its grey and nothing shows.


texts: What are my options for automatically filling in a missing vertex weight group?

texts:
I have imported a pre-existing, fully-rigged model into Blender 2.79b. Unfortunately, the source model contains some bones that Blender doesn't appear to know how to import correctly, and thus drops them entirely. (I can recreate the bones correctly afterward, that part's not a big deal.) As a result, about 10%-15% of the mesh contains vertices with missing vertex weights. (I can't control the original model, I'm stuck with how it is.)

However, I know that all vertices must have exactly 1 or 2 vertex groups, and their weights are correctly set to sum to 1.0. I also know that the missing groups do not overlap. Therefore, I could go through every vertex near the bone in question and check its groups:

If the vertex has no groups, it must have a weight of 1.0 in a missing group.
If the vertex has 1 group that's less than 1.0, it must belong in a missing group with a corresponding weight (e.g. if it's already in "shoulder_R" with weight 0.35, then it must also be in "arm_R" with weight 0.65).

I could do this manually, but that's a lot of work with lots of potential for messing up.

Is there a way to automatically assign a bunch of vertices to a vertex group that "fills in" their total weights to 1.0?

I tried a few things with weight painting but I didn't find anything that seemed to be what I was looking for. I'm not averse to scripting but have no experience with it.


texts: In 2D animation, how to draw coloured shapes?

texts:
Absolute beginner here. I would like to make a very simple 2D animation using Blender, but am stuck at the very basic level, I don't even manage to draw any shapes. I have searched the internet a lot for guides and video introductions, and found quite a lot of them, but none seem to show what you need to do to draw basics shapes and/or the tools that they use are not visible in the Blender user interface that comes up when you select a new "2D Animation". After a lot of searching and trying out, I now managed to draw a filled grey rectangle, by selecting "Grey" from what I think is called the "Active materials menu", and then using the "Box" tool to draw the rectangle. I have not been able to draw in other colours.

As an example, I have found the following answer, which says that you need to "create a new (fill) material", but I have not been able to find out how to do that: Blender 2.8: Grease Pencil Fill Brush Not Working

So I am looking for a way to do the following:

draw basic shapes like a rectangle, circle, etc, each with a different colour.


texts: The animation in the picture has a cycles modifier that ends after 85 frames, but at the end the curve goes back to the starting position. How or is there a way to make it not go back to it's starting position, or do I have to add an extra keyframe that makes it stay there at the end?


texts: Adding several textures to subdivided/leveled plane

texts:
Blend file (My plane is upside down, change view to bottom to look at it from above )

I've been trying to add a texture to the vertex group 'Floor' and another texture to the inverse selection of 'Floor' but I just can't get it to work.

When I use materials, the textures are not displayed. When I just add a UV map it works for the first time.
From the moment I try to add an image to a second UV map lots of things go wrong. The selection goes black, the first texture gets replaced, the first texture gets lost, very strange behavior.

This tutorial is exactly what I'm trying to achieve. I have to be missing something that someone with more experience easily discovers.

How can I achieve the results I'm looking for?


texts:
I'm working on some motion graphics that involves making text appear from behind objects and other text.

I was able to get the first word appear correctly using empties, texture mapping, and mix shaders. (I've been following this tutorial.)

However, when I attempted to use the same method, the second word ends up looking like this:

Does anyone know why this is/how I could fix it? I want the second word (Tech) to disappear/appear behind the first word (VES in the screenshot).

Materials:

Background surface is a plane set to Emission, Strength 2.0
First word (VES in the screenshot): Text object, node setup:

Second word (Tech in the screenshot, static-y): Text object, node setup:


texts: Tracing a monochrome image into a 3D, extruded object with a script

texts:
Say I want to automate making extruded-text or a 3d logo from an image.

An answer that uses extruding a monochrome image of the ubuntu logo to an arbitrary number of units with a python script taking only the number of units and the monochrome image as a starting point will receive extra this was awesome re-posts from me.

This could be useful for lots of things.


texts: Can models with experimental features be exported?

texts:
I was following a guide to create a model of a rope, it uses some experimental features available in ver. 2.78, mainly - displacement.
What I'd like to know is whether it is possible to export a model like this, preserving the detail and if not then is there a way to preserve as much detail as possible.

I am converting my models to FBX for later use in a game engine.


texts:
I am making a scene where I have balls pouring into a invisible container. The problem is these balls pass through each other which makes it unrealistic. I have tried searching for the 'Molecular Addon' by Pyroevil but it seems the website no longer exists. PLease help Thank you very much

to all those suggesting and giving me links to pyroevil I have told you it's not working for me all i see is this.


texts: How to render emission materials in 3D viewport?

texts:
I'm a omplete beginner in blender

I tried to do a 'low poly' volcano. Everything went well, for the lava I have a material, set on 'emission', that emits a glowing red.

However, I can't make it appear in the 3D viewport. It seems like I have a 'viewport display' window, which is set to white, but I don't want to set an other color and would like my material, set on emission, red,  to show on the viewport.

It happens that when I export the volcano on fbx, the material isn't shown either, and I don't manage to see a solution. Has someone ever encountered this problem ?


texts: compund parent rigid body doesnt work as expected

texts:
this compound method is better for some complex chain shapes or other models according to this tutorial https://www.youtube.com/watch?v=M5zBqQELdVU but i am not actually getting nothing of good results yet in the simulation in this example here:

is there something that am doing wrong?


texts:
I was just in mid of editing a mesh I copied with ctrl+D and moved elsewhere, as I recognized that all vertices are strangely rotated and not all in same direction. Few are rotated same but others are completely different. I have no idea how this could happened and using ctrl+A to apply rotation didn't help at all.
I hope somebody has an answer for this and can help.
Thanks for the attention.

And if somebody by the way could explain how to make the ctrl+ things look like buttons I would appreciate that help too. :D


texts: When I try to make the glass cover for my clock, this is what happens. The strange ball appears to be a shadow that is cast by the light source. When I tick off specular for the light source, the shadow is gone, but the glass is no longer visible. Please help, I'm a beginner and I'm at my wit's end!


texts: Make a change to pose through all frames

texts: I started animating before even considering the hand pose of my model, and now, when my character runs, he looks like a karate chopping maniac.  I would hate to have to start reanimating from the ground up, so is there a way to change the hand pose and apply it all existing frames?


texts: After import to Unity, back faces are transparent

texts: I'm trying to add thickness to a mesh, but the tris count is increasing. How can I fix it without tris count increasing?


texts:
I wanted to export .OBJ file to keep layers from Rhino in Blender. But when importing to Blender nothing shows and layers don't work either. Here are screenshots of export process:

Model in Rhino:

Settings used to tessellate the model into polygons:

OBJ export settings:

result in Blender:

I also tried it in Windows enviroment and nothing changes. Another weird thing is that the .OBJ file is 920MB in size.

Thanks anyone for any advice in advance


texts: Animating separate objects / items independently in the same action

texts:
I'm creating a web-based presentation which walks through ± 5 different subjects. Each subject is accompanied by its own infinitely looping 3d animation. When switching between subjects, the animations should seamlessly transition between each other, similar to switching between different walk cycles (idle => walk => run => walk => idle, etc.). Each animation is composed of several different objects.
Three.js allows for cross-fading between different actions. My plan is to create an action for each subject and cross-fade between them.
In Blender, I tried to animate (as an example) the Z-location for separate objects which were linked to the same action. However, once a parameter for one object is changed, it appears to affect all objects sharing the same action.
How to independently animate separate objects within the same action? Or should I go another route and animate other entities such as vertex groups, lattices, ...? Just started out using Blender, any kind of guidance is much appreciated.


texts: Blender 2.82 features not available in my latest installation

texts:
I downloaded and installed the latest version of 2.82 today, and installed it over the 2.81 version I used to far. I did the same thing when I upgraded from 2.80 to 2.81 and I had no issues.

This time, despite installing the latest version, I don't see any of the new features in 2.82. In fact, it's like nothing has changed after the 2.82 install..

Has anyone encountered this issue so far?

(Running a Win10 with a GTX1660, up to date on all parts.)


texts: I've loaded an HDR image into my scene as an environment texture. However, I need to rotate the image, and so far, haven't found a way. I assume this is possible, but I need to know HOW.


texts: Is it possible to have inches as the default imperial unit?

texts: I work with imperial units quite a bit in Blender. For me it would be more intuitive if the units would default to inches, rather than feet. For example, if I were to use fractional inches in the advanced numerical input mode, I'd have to use the inch marker after each element. It would be nice if 12' 2 3/4" would produce 12 feet 2 and three-quarter inches instead of 14 feet and 3/4 inches...


texts: Using Cycles renderer the reflections look good in viewport but not in in the render, why is this happening?

texts:
Im using Cycles renderer and there is no reflection when I render the image
I ve been searching for solutions but I couldnt find any,
Im using Blender 2.83
This is how it looks in the viewport

This is how it looks when I render it

This is the material

And these are the render settings


texts: How do I have create two Front Ortho Viewports with different reference images on each?

texts: I know how to create front and back ortho views and get a different image in each, but I want them both to face the same way rather than them be mirrors of each other. How is that done in 2.8? I know this is possible in previous versions of Blender because I've seen it a tutorial. I made this video with details here - https://youtu.be/MBJtgHXZMPE


texts:
So I am relatively new to Blender, and while figuring out the process that is rigging, and applying Inverse Kinematics to my armature, I came into contact with a weird problem, Normally, inverse Kinematics should look like this:

However, that's when I disable weight, which turns into a problem when animating, as weight should be on. This is what happens when I turn on weight:

I'm not sure what I did or what I'm not understanding, but it doesn't make any sense to me. Maybe someone with more experience could help me out?

So after I worked at it for a little bit, I got it to where most of the armature is normal, however, the lower leg is still broke, it turns into a thin like and is unable to function properly. Any help?


texts: sail wind animation from Blender to Unity

texts:
I created a raft with a sail and I added a WindForce in order to animate it.
As I'm really happy with the result (cloth modifier + WindForce), I would like to import the result to Unity.

But as it's not a standard animation with rigs and stuff, I have no idea how to export it, if it's even possible.

In case it's not, I was thinking about reproducing every frames of the Sail wind animation, but the question is :

It is possible to "extract" or "copy" a frame in order to create an independant object with the same shape?

I hope it's clear and not too stricky to solve!
Thanks for reading and any help will be well appreciated.


texts: How to create a flat ramp out of stairs?

texts:
I need to create a flat ramp, I have tried to dissolve the edges but its not producing the desired outcome, any ideas?

My current setup:

If I dissolve edges I get the following:

thanks for your help


texts: Can the orientation of objects emitted from a particle system be controlled?

texts:
When emitting objects from a particle system (boids) the objects appear with random orientation, while they move it would look much nicer if e.g. a spacecrafts nose would point into flight direction.

It seems to have a leader at the first position of the Boids Brain panel helps but then the particle tend to clump, when separation is added they start to move with random orientation.


texts: Physics object with force field render oddly shaped and jagged

texts:
This question still puzzles me: When f-12-rendering (both Cycles and Eevee) frames with a cloth animation the banner-object behind the airplane appears oddly shaped and utterly jagged.

Please inspect the blend-file -->

EDIT: Modifier settings added

In the viewport its seems ok and I can’t figure out where to look for a better result. What may I have done wrong? I would be very glad for your opinion.

Kind regards, Mikael


texts: Flickering effect in video after adding Hue Correct strip modifier

texts:
I made a video that was a knock off news report, with a person sitting in front of a city skyline reading up "news". This was filmed in a room with a projector, the projector displayed the skyline, and the news reporter was sitting in front of the projected image.

The video looked ok, but needed some color adjustment, which I did with the Hue Correct strip modifier. But when I rendered the final video as MPEG4/H.264 after this color adjustment, the resulting video had a lot of flickering in light areas of the skyline behind the reporter. There was none of this flickering through several iterations of rendering the video with the same settings, but without the color adjustment.

Why did I get this flickering, and how can I avoid it in the future?


texts: Should I first make a high poly mesh then make low poly mesh based on the high poly mesh so I can animate better or what should I do? Why should I even make new topology, what's the benefit of making it?


texts: Blender 2.8 resize single edge where rest follow proportionally

texts:
I'm trying to resize a rectangular cubiod, currently 5 meters on it's longest sides and 2 meters on it's shortest sides (as shown in the diagram) I'd like a method that allows me to just set a new length of one edge that proportionally sets the length of the rest of the edges in the cuboid.

So for example: I'd like to be able to type in a new length for one of it's 5 meter edges and make it 2.5 meters. After I do so I need the rest of the edges all to shrink by a half.  The result of this example will make the 4 of the edges 2.5 meters long and the remaining 8 edges 1 meter long.


texts: How to select the cylinder object and not the outer reference surface?

texts:
I am starting out with blender and it is difficult for me to explain in words, I am attaching image for reference:
I want my cylinder object to be selected like this:

But currently it is selecting the outer reference:

I added the cylinder in edit mode just as shown in this video. Please let me know where the issue is.


texts:
https://imgur.com/a/VNMac

As you can see, the black is all weird and fuzzy. It's like that on both sides. I wasn't having this problem when I wasn't using symmetry. Any help would be helpful!


texts: Imported .Obj has problem with texture export

texts: The problem is that when i have to export it, and later I import it the textures are gone, the model appears black (like in the image) and the game that  I want to export it to does not recognize the textures and they appear missing any solution (?)


texts: Texture painting without rendering vertex paint

texts:
I need to apply a texture paint to a mesh that already has vertex colors attached to it:

When I want to draw on this mesh in texture paint mode the vertex colors get applied too:

As you can see, the vertex colors make it hard to see anything of the texture paint in the dark areas.
How do I disable the vertex colors during texture painting?

As a less important side question: How do I disable lighting as well?

I just want the pure texture to be displayed during painting.


texts: How can I change a custom property value in python? AttributeError: Writing to ID classes in this context is not allowed

texts:
I have a simple panel that I've made. I have a bunch of checkboxes and I want to use them to change the value of a few custom properties e.g. when the checkbox is unchecked, the value should be 0, and when it is checked, the value is 1. I have done the logical thing:

being called from inside my Panel's draw function:

if "iSight_Camera_Indicator" == True:
    bpy.data.objects["Macbook_Gold"]["00_iSight Camera Indicator"] = 1
else:
    bpy.data.objects["Macbook_Gold"]["00_iSight Camera Indicator"] = 0

But it gives me this error:

Traceback (most recent call last):
  File "/Users/MacBook/Documents/Blender/Blends/MacBook/MacBook.blend/macbook_controller.py", line 86, in draw
AttributeError: Writing to ID classes in this context is not allowed: Macbook_Gold, Object datablock, error setting Object.00_iSight Camera Indicator

location: <unknown location>:-1


texts: Scripted NodeFrame does not attach children until nodeview is updated

texts:
This snippet can be run from Text Editor to get an idea of what I mean.

import bpy

nt = bpy.data.materials['Material'].node_tree
nodes = nt.nodes

a = nodes.new('ShaderNodeBsdfDiffuse')
a.location = 0, 0

b = nodes.new('ShaderNodeBsdfDiffuse')
b.location = 200, 0

f = nodes.new('NodeFrame')
f.location = -200, 0

a.parent = f
b.parent = f

That produces this initially.

only when i move the mouse inside the nodeview does the Frame update its visual representation.

I would love some suggestions. The code/Operator that we execute in Sverchok has the NodeView context and an edit_tree if that helps.


texts: problem when using multiple mixRGB nodes fed into base color of principled BSDF

texts:
I'm having a problem using the combined (mixed) outputs from multiple mix RGB nodes as an input to the base color of Principled BSDF shader. (Eevee/Cycles alike)

When I route the color output from the final mix RGB node (last in a chain of interconnected mix RGB nodes) directly into Material Output node, I get the expected output in the 3D viewport. However, when I route the same final mix RGB node through Principled BSDF, the object material turns pink.

expected output

when routing all of the mix RGB nodes via base color input on Principle BSDF, the material turns pink

If I make a test connection 2 levels back of mix RGB into the Principled BSDF it works, albeit it's not the complete set of layers I'd like to display along with normals/spec map etc.
partial success when connecting from a few mixRGB back, bypassing the larger mixes of ~4 image datas, but only displaying part of what's expected

partial success when connecting from a few mixRGB back, bypassing the larger mixes of ~4 image datas, but only displaying part of what's expected

Is there maybe a limit on the amount of mix RGB layers or does the data get converted improperly after some level? Is there any way to see what's being passed to perhaps understand what may be going wrong? I've looked around the community boards and it seems in many cases of pink, it's misusage of some node or missing files. I have rechecked the node topology but I don't think I'm passing any incompatible data intentionally, and all of the files are definitely there (there are a total of 10 png format grayscale masks I'm using), I can view them in the image viewer.

One strange item I notice is that on the "last" image texture I added to the material setup, it refused to just name the file the files actual name ("Patch.png") and continues to name it "Image", although bypassing that node completely yields no difference in end result.