texts:
Edit: It seems the problem is the format of the video file, Inter-frame and stuff, as converting it to an image sequence works perfectly (but awfully slow), I will try to convert it to another codec and report. Report: Apparently using intra-frame format makes the file big and slow as hell, same as image sequence. But at least it works.

I'm learning about motion tracking, and I'm having a weird problem. In the movie clip editor, the video is kind of stuttering and jumpy. At some frame it would freeze for 3 or 4 frames then continue, but skipping those frames ( sometimes continuing from the frame it stopped, or jumping back, resulting in the video losing some frames and becoming a complete wreckage ), while the trackers would act as if there was no stutter at all (their motions match the motion in the original video). All other video players haven't this problem. Using another program and played frame by frame aside each other, Blender is completely out of sync with the original.
An interesting thing is that when I reload and prefetch the clip again, the problem is gone, the clip plays smoothly and the trackers match up nicely, but after some time of working, it returns, and it always does when rendered.

This happens at many points in my clip, and when rendered the 3D objects seem to be out of sync with the video. I have tried rendering the 3D elements as transparent and later putting in on the video, and it works much nicer. Any help will be appreciated.


texts: How to animate a glowing surface with radial color gradient that fades out after short while? Bioluminescence / "Avatar Effect"?

texts:
how do I animate glowing foot prints that fade out after a few seconds? I created this animation of a person walking up a set of stairs and would like to add the mensioned effect, like in James Cameron's Avatar.

Basically I was thinking about adding a light emitting surface around the foot that sort of begins to glow violette in its center when the foot touches it and then fades out to its edges with a darker blue after the foot left.
I would be willing to animate it frame by frame to avoid anything like dynamic paint.

Anyone an idea? Thank you!


texts: How can I edit an action strip while seeing the global NLA animation playing?

texts:
I'm playing with the NLA editor so I can use action strips, but I think I don't understand how it works.
From what I understand, I can see the NLA (global) animation only if there is no action opened in the Action Editor.
I can edit an Action Strip by right-clicking it then Start Editing Stashed Action from within the NLA.  It is now open in the action editor.  But I don't see anymore the global animation of the NLA so it's difficult to work correctly.
Is there a way to edit an Action Strip while the global animation plays ?
Thanks


texts: Avoid character stretching and bones going appart

texts: When I do Keep offset with my foot and my leg Ik, if I move my leg Ik too low, the foot goes with it. How can I avoid that ?


texts: AN - How to create path for moving an object or an outline?

texts:
I saw this diagram in Pinterest: lovely maths to create polynomials.
I wonder how to use Animation Nodes to move objects on the paths like those below — or even how to create outlines.
Being respectful of your time, I'd be interested in one or few examples.  Whatever else you suggest is welcome.


texts: How to align mesh for Seamless Texture Baking?

texts:
I'm trying to create a chainmail pattern in Cycles by creating interlinking chains, and then baking them using an Emission shader to generate a black and white image, to then use as a Bump Map and mask to generate a mail material and texture. I only modelled two chains and then used Arrays to make copys of them.

The problem though, is that I can't seem to align the Camera in a way that generates me a seamless texture.

As you can see, the result is not seamless and it's very obvious, so how can I align the camera perfectly that makes the baking a lot more easy.

Blend:


texts:
I try to attach a PyOpenGL Shader to an object using the setCustomMaterial() command but It raises an error: 'KX_BlenderMaterial' object has no attribute 'setCustomMaterial.
So I need to retrieve the KX_PolygonMaterial component of my object instead of the KX_BlenderMaterial but the function for getting each one of those is the same

obj = bge.logic.GetCurrentController().owner
mat = obj.meshes[0].materials

The corresponding api page describes the object KX_MeshProxy and its function materials saying: "list of KX_BlenderMaterial or KX_PolygonMaterial types"

How can convert the BlenderMaterial to PolygonMaterial ?

This code should return a PolyMaterial yet it still gives me a BlenderMaterial back; ALso I tryed checking "texture face" but it doesn't solve the problem

mesh = bge.logic.getCurrentController().owner.meshes[0]
poly = mesh.numPolygons
for p in range (poly):
    P = mesh.getPolygon(p)
    PolyMat = P.material
    PolyMat.setCustomMaterial(Material())


texts: In node compositing, how do I delay a movie clip by any given number of seconds

texts: I am creating motion graphics first in black and white, before colorizing them.  I am doing that with only kinetic text and transitions. I am overlaying one video clip upon another, but I wish to delay an underlying video clip by 30 seconds or 30 frames (30fps). How do I do that in node compositing?


texts: I have a fairly top end iMac, but might have access to a couple basic windows computers. I was wondering if I could hook up the windows computers to do my 3d rendering, and leave my iMac for video work (AE, PP)? How would I do this, and is this logical?


texts: Animation: How to bake physics to export to Sketchfab

texts:
Following this tutorial

How to make rig that reacts to gravity or seem to behave physically correct?

I made this animation

I am having trouble to bake it/export it so I can display the animated chains in Sketchfab or so. I tried exporting the mesh as alembic and then baking the action to keyframes but that did not seem work.

Here is the file (Blender 2.8):
http://pasteall.org/blend/index.php?id=51625


texts: When I render, I do not get the view from the camera, before I tried to render, when I pressed numpad 0 the view was from inside my model. After searching I found that the problem was that the camera was not activated, and pressed ctrl + numpad 0 to fix it and it worked, but when i rendered it the final image was taken from inside my model. I would realy appreciate some help


texts: How to make an animation aiming an specific character speed (for a game)?

texts:
So, I need to make a run animation for my game. Considering motion capture isn't an option for now, I believe I have only 2 ways to build this, in place animation or moving the character's root around. Almost all tutorials regarding animation (for games) are made with in place loops, this tells me this way is the best or at least the easiest way to do things. But I would like to animate the character running at an specific speed, let's say 30 km/h. Because of that requirement, I think the animation must be built moving the character's root. That being said, is there any way to actually measure the root speed in Blender before hand?
This was my rational behind the doubt, feel free to point any misconceptions that I might have said.


texts: How to keep vertices from snapping to to wrong-side of mesh when retopologizing?

texts:
I've got a mesh that I'm retopologizing as a practice-run to get used to the motions, having followed the method described in this video by FlippedNormals.  Using 2.8, and settings are as follows:

Everything is working as-expected, except that when I try to extrude down the length of the arm.

Everything looks fine until I rotate the viewport and see that...

The vertices on the far-side of the retopology are snapping to points closest to the front, relative to the viewport at the time of extrusion.

Is there a way to keep this from happening, and instead just have them snap to the expected-surface of the mesh?  I'm not adverse to the idea of getting 2.79 and nabbing retopoflow should that indeed be the only/ideal solution, but I would definitely prefer to try and keep everything consolidated to 2.8

Thank you very-much, in advance!


texts: Recreating toggle shading mode hotkeys in 2.8

texts:
I'm preparing myself to transition to 2.8, and I need help to recreate hotkeys removed in this version.

Before 2.8 you could use Shift+z to toggle the Rendered mode in the 3D view. The python for that was view3d.toggle_render. Yes, I'm aware it's on the pie menu, and I find cumbersome and impractical.

In Blender 2.8, according to this ticket, the code is (VIEW3D_OT_toggle_shading, RENDER). "Render" is supposed to be the type (View3DShading.type). I don't know how set that in the hotkey field. Using only the first part makes toggles between Wireframe and whatever view mode you were previously at. The behavior I'm trying to rescue is going to and from the rendered mode to the mode you were previously seeing.


texts: Why does my depth render look so washed out despite the model having lots of depth?

texts:
So I made a terrain map, and I'm trying to render it as a heightmap. Here is my setup so far;

Now heres the actual terrain itself;

Now my completed heightmap;

I can clearly tell that is not giving me all the depth detail there. How can I make it so it is actually an accurate heightmap? Thanks.


texts:
I'm trying to set up Blender on our renderfarm.
Main problem is, we are using blade servers without a dedicated graphics card, so when starting Blender on the server I get this error:

Can't detect 3D hardware accelerated Driver!
Your system does not use 3D hardware acceleration.
Blender requires a graphics driver with OpenGL 2.1 support.
This may be caused by:
A missing or faulty graphics driver installation.
Blender needs a graphics card driver to work correctly.
Accessing Blender through a remote connection.
using Blender through a virtual machine.
The program will now close.

As a workaround I found this method:
Starting Blender on a workstation by configuring it to use "netrender" as an addon,
then saving two .blend-files, one for the master, one for the slave with the appropiate IP adress of the master.

Then launching Blender with no UI:

blender -b -y --addons netrender mastercfg.blend
blender -b -y --addons netrender slavecfg.blend

This is the following error message:

*C:\Program Files\Blender Foundation\Blender>blender -b -y --addons netrender mastercfg.blend AL lib: (EE) ALCmmdevPlayback_resetProxy: Audio client returned buffer_len < period*2; expect break up found bundled python: C:\Program Files\Blender Foundation\Blender\2.77\python read blend: C:\Program Files\Blender Foundation\Blender\mastercfg.blend Error, region type 2 missing in - name:"File", id:5 Blender quit*

So I came up with this one:

blender -b -y --python-console -P netrendermaster.py -noaudio -noglsl --addons netrender mastercfg.blend
blender -b -y --python-console -P netrenderslave.py -noaudio -noglsl --addons netrender slavecfg.blend

Following is the content of the .py-files:
netrendermaster.py:

import bpy
bpy.ops.wm.addon_enable(module="netrender")
bpy.context.scene.network_render.mode = 'RENDER_MASTER'
bpy.context.scene.network_render.path = "/temp/"
bpy.context.scene.network_render.server_address = "172.20.20.19"
bpy.ops.render.netclientstart()

netrenderslave.py:

import bpy
bpy.ops.wm.addon_enable(module="netrender")
bpy.context.scene.network_render.mode = 'RENDER_SLAVE'
bpy.context.scene.network_render.path = "/temp/"
bpy.context.scene.network_render.server_address = "172.20.20.19"
bpy.ops.render.netclientstart()

In the task manager I can see that blender is running and the log seems to be fine:

C:\Program Files\Blender Foundation\Blender>blender -b -y --python-console -P netrender.py -noaudio -noglsl --addons netrender mastercfg.blend found bundled python: C:\Program Files\Blender Foundation\Blender\2.77\python Python 3.5.1 (default, Feb 17 2016, 17:09:19) [MSC v.1800 64 bit (AMD64)] on win 32 Type "help", "copyright", "credits" or "license" for more information. (InteractiveConsole) >>>

Sadly, connecting to the master is unsuccessful.
When building up a farm with the workstations as master, slave and clients I have no problem at all.
Firewall was disabled for the time of testing.

Any ideas on getting the farm started?

Cheers,
Michael


texts: Delete/disable constraint during animation

texts:
I have a rope made of rigid bodies with constraints in between each one to connect them and I would like one constraint to be disabled during the animation so that the rope splits in the middle.

How can I disable or delete the constraint so that it connects two rigid bodies at the start of the animation but then disconnects at another point in time?

So instead of deleting it outright, I would like it to be removed at a specific point during the animation.

(Note that I'm still a beginner at Blender)


texts: Trying to realistically deform an inflated balloon so that it retains its volume

texts:
I'm using the new pressure settings for cloth sim in Blender 2.9 and I'm able to use a moving object with collision on it to squeeze a spherical shape with cloth and internal pressure applied to it. It's fairly convincing except that if you view the deformation from the side, it squeezes realistically at the point of pressure, but the overall volume is decreasing. On a real balloon the sides would inflate outwards around the point of pressure. Similar to the way this toy inflates in areas that aren't being restricted by pressure: https://www.youtube.com/watch?v=fA7_78PouHw
I'm trying to do a visual demonstration of this effect for a presentation, is there a way to tweak the settings to achieve this using physics, or barring that, a way that I could convincingly fake it? My best guess at the latter option would be to bake the physics animation, then try to add volume to the sides at the point of it being squeezed in the animation. But I'm not sure if this approach would be worth pursuing, would it be possible to do it with shape keys and animate that?


texts: How do i animate a group rotating as one object?

texts:
When i tryied to animate a group rotating (2 rotation keyframes), all of the objects rotated at thier pivot points insted of the "whole group" pivot point. How do i make the whole group rotate as one object?

Here i've recoreded a gif of my problem. GIF


texts: How to use Rigid Body Physics after following path constraint?

texts:
First of all, I know that this question has asked here before, but the answer brings more problems and doesn't fix mine. That method causes the object to fall through my plane after the influence is reduced to 0. I have tried adding a LocRot keyframe before and after the influence keyframe to keep it in the right spot, but then my object just stays in place once the influence is set to 0.

Some more about my project:

I am trying to animate a small shield rolling down a hill. To do this, I am trying to use a combination of a Follow Path Constraint tracked to a bezier curve, and at the end have the object use Rigid Body Physics to naturally fall and bounce.

Link to my .Blend (Dynamic should be checked in RigidBody under Physics properties tab, I forgot to turn it back on before uploading. This did not fix my problem.

In all, I'd basically like to have my object follow the path then use rigid body to emulate it bouncing and falling on a plane.


texts: Extract x,y,z coordinates of different bones using .bvh?

texts: I have .bvh file and I want to write the x,y,z coordinates of different bones in different frames in a separate file. Is it possible to do this using blender?


texts: How to make a skybox texture visible on orthographic camera?

texts:
I'm working on a 2d render and have the camera perspective set to orthographic.
I'm using the world shader nodes but every time I look through my camera the texture is just a plain color!
I need it to look orthographic, but is there any way I can fix this?
here's a screenshot of what the problem is (this is a placeholder background btw)


texts:
I have a problem where the shadow is not showing up during the rendering scene, even though the shadow shows up on the viewport.
On viewport
On Rendering
I don't know why this happens, any help would be appreciated.
Edit: Here is the blender file as well https://github.com/NindyBun/Concentrated_Solar_Power_0.1.0/blob/master/csp_heater.blend


texts: Animation stutters at beginning and end of loop

texts:
I am pretty new to Blender so I apologize if this is a stupid question. I know it has been asked before, but during the past hour of trying, I have been unable to implement a satisfactory answer.
I have an animation (of a hippo's tail) moving back and forth in an idle animation. I am using Bezier interpolation to get a nice smooth animation and it works great with the exception of the first and last frames of the loop. I could probably get around this problem in a number of ways. I could add additional negative and positive frames at the beginning and end of my animation and loop only the central portion. I could manually edit the curves to be approximately correct. I could turn the interpolation to linear and deal with the associated issues.
What I want though is to be able to  indicate that the first and last frames are actually the same frame and have the loop working properly. I've tried adding the cyclic F modifier, but I can't get it to work properly.

Thanks very much for the help, it is much appreciated.


texts: How reorder layers in animation? (grease pencil)

texts:
please tell me how to change the order of layers in the animation?

I want the blue ball to hide behind the red during the animation.
But in order not to create additional layers with a blue ball

buttons to move the layer can not be animated?


texts: guys why is my blender model in both white and grey? I'm a noob, and I tried to find problems with the textures and materials, but seemingly the problem isn't there. Does anyone know why this is?


texts: Video of same length playing faster than the other

texts:
Compositor Workspace:
I have two of the same movie clips playing together at the same time but with one displayed under the other due to chroma key issues. For some reason, one is playing faster than the other. What can I do do fix this?
Thanks.


texts:
I've spent all my morning trying to get rid of all fireflies in the final render, but the result still shows too much noise. How can I fix it (without changing materials)?

Thank you.


texts: Python, blender and weird rotate behaviour after restoring matrix

texts:
I am trying to save user matrix and set it back later when needed
But after restoring the matrix the rotate function is behaving weird
As if it is 4D instead of 3D. And t seemt the wrong view.
What i did was open a default file and zoomed in. took these matrix values and placed them in VM. After restoring the view looks different.
I tried to search for similar posts but could not find any answer
Code i use is,
EDIT THE CODE ADDED
this is the code
import bpy
from mathutils import matrix

vm = ((0.9077774286270142, -0.4194521903991699, -6.8628960292471675e-09, 1.434309720993042),
        (0.3097465932369232, 0.6703528165817261, 0.6743027567863464, 0.9151758551597595),
        (-0.28283774852752686, -0.6121168732643127, 0.738455057144165, -0.902187168598175),
        (0.0, 0.0, 0.0, 1.0))

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        v3d = area.spaces[0].region_3d
        if v3d :
            v3d.view_matrix = vm
            v3d.view_perspective = 'ORTHO'

Before running script

After running script.

What am I missing here?


texts: Is it possible in Blender to create a animated png vertical strip?

texts:
I want to create a png file that is an animation of fire for a Minecraft resource pack. I can render the images as separate files and painstakingly put them together in Photoshop. I would rather see if I can do that in Blender or with another tool?

Here is an example of the desired outcome. Sorry for the size.


texts:
Has anyone been able to track camera motion going primarily forwards or backwards?  It seems that whenever I try, Blender is unable to make any sense out of all the trackers going in all directions and gives me a crazy blue error line in the tracking graph editor and triple-digit solve error values, despite all the individual trackers having solve errors under 1; I've tracked many primarily side-to-side shots over the years, so I know how to do a good camera solve.
I'm just wondering if Blender's 3D tracker has no way of interpreting forward/backward motion, which sounds like a crazy idea, given that Blender is so good and that no one seems to have noticed such a huge chunk of tracking functionality to be missing; but at this point, after having failed to solve multiple such shots over the years (and actually seen no examples of other people doing it), I'm really starting to wonder.
If anyone can say that they have successfully done it, then I'll have my answer (namely, that it's not a weakness in Blender, but something I'm still not doing right, which I can maybe try getting some help on in another post).
EDIT:
Attached are the blend files for a couple of the shots I've attempted tracking over the years (that I've been able to find).
https://drive.google.com/file/d/1P4EOqos0YEDJkJnqh_Xsa4CcL2eU_XSY/view?usp=sharing
https://drive.google.com/file/d/1DZ0nhQDz_Nh0fraI2oXzY7AzF5u9TNIO/view?usp=sharing


texts: In Blender's built-in Text Editor, there's a Templates menu at the bottom with a bunch of pre-built templates for scripting addons. However, I have created a few new templates myself that I use frequently. Is there any way for me to add my templates to this menu?


texts: While extruding my whole mesh vertices doesn't remain connected creating a separate prt

texts: In vertex mode i am selecting whole object by pressing A ,and hitting E to extrude in y direction ...I want extrusion to remain connected at vertices but its not remaining connected here is the blend file?


texts: is there any way to get to velocity of a fluid and use it in the cycle material editor

texts: I'm trying to use flip fluids to make lava is there any way to use the motion blur vectors, or get the velocity to mix a material. or in the script editor is there anyway to drive that.


texts: Why isn't my render matching up with renderview mode on blender 2.8?

texts:
This picture is in render view mode

This picture is what happened when  pressed render image.


texts:
I want to produce an object that looks similar to this:

It's basically a plain and simple sphere. I know how to adjust the reflections and transparency using the material properties, but, how can I make it look like its full of smoke? The smoke inside is static, so I don't think its necessary to use the smoke simulator. I just want to have something translucent inside with the same appearance.


texts: How can i make my animation looking robotic?

texts:
I'm making a robot walking animation and i found it too smooth for a robot,
I want to add sutter and make it more "robotic".
Thanks for futur anwsers !


texts: C4D mograph like behaviour in Animation Nodes

texts:
i'm trying to replicate the mograph like behaviour in Animation Nodes. I'm trying to grasp the concepts here and new to this so bit more explanation would be great. I searched but could not find the info i was looking for so if you can help I would really appreciate it.

So i have a plates that are on certain locations. I was trying to randomly scale them from 0 to 1 and I think I got it. Heres the screenshot:

Screenshot 01

By adjusting the Effect Strength from -1 to 1 I'm able to get what I want - randomly scale images from 0 to 1. I hope this is a correct/elegant solution, so I'm open to better ones if they exists.

After that I wanted to add location/translation - like let the plates start from off screen and then fly to their original locations. I added following nodes:

Screenshot 02

Unfortunately in this case the change in Math node iterates and continues to grow without stopping and I was not able to find a way to break the loop.

Could you please let me know how this is done? Is this approach an optimal one? I suppose rotation will be dome as translation too right?

Well thank you in advance for your support. I also attached the blend file so feel free to look. Thanks.

ANIMATION_NODES_BLEND_FILE


texts:
I have a texture that I apply on a cylinder mesh. The UV map seems ok, but on the sides of the cylinder the texture is stretched.

I tried to subdivide the vertices, but it didn't worked.
And as you can see the cylinder didn't even got rounder.

How can I fix the stretching and why the cylinder didn't got rounder?


texts: select all -x vertices (to delete for mirror modifier)

texts: Title pretty much says it all. I want to select all vertices with -x coordinates so i can delete them to replace them with the mirror modifier. mesh is a high density sculpt so using the box select isn't an effective option.


texts:
Super simple premise, but can't figure it out. How do I make a spitting boil, like lava or another thicker liquid?

Thanks in advance


texts: My project is the simulation of the solar system. I have completed the orbits of the planets however, the final thing I need to do is to add a background colour of a cluster of colours that represent the galaxy. I wanted to know how to add a galaxy background as part of my project. This needs to be written in python code as part of my project however, if it is easier to not do this in python, it is not a problem at all. Also, making sure that the image is behind the work I have created would be great too!


texts: How do I become better at using blender?

texts: I've started using blender 2.82 for almost 3 months. I've pretty much learned the basics of its interface however I'm still struggling to pull off good 3d art. I feel that my skills are not that good and pretty lost in direction. I was wondering if anyone has any good advice or tutorials that have helped them improve their blender skills? I really want to become good using this program but I feel so dependent on following tutorials and copying what they are doing but not actually understanding what they are doing.


texts: Nvidia GPU not showing as Compute Device for Cycles

texts:
I have a question concerning my GPU Cycles Compute Device.

I am running MacBook Pro 10.12.5 with a NVIDIA GeForce GT 650 M.

I have done my research a bit and stumbled upon a confusing area. I wanted to speed up my rendering by using my GPU. So I opened my user preferences expecting to find the CUDA interface option, but instead found an option labeled OpenCL.

So upon this confusion I decide to head over to the good ole blender documentation and I learned that 1. OpenCL is supposed to be for AMD graphics cards, which I do not have. I also learn that there is a select list of GeForce cards that support CUDA. So I decide to open that list up, and in fact, my NVIDIA GeForce GT 650M is indeed on the list.

So can someone explain to me why my Blender is saying I have an AMD card and not giving me the CUDA option for my Compute Device?

Thanks for the help.

Chris


texts: How to export to FBX without baking animations?

texts:
I'm using Blender to make animations that I can use in a Monogame/XNA project. I'm trying to export only the keyframes I set, so I can make custom interpolations in Monogame. However, the FBX exporter seems to force the baking of the animation by setting a keyframe at every frame.

If I uncheck "Baked animation" in the exporter (in Blender v2.77), it seems not to export any keyframe at all.

I tried to export in COLLADA as well, which does not bake the animation. However, I really need to use the FBX format as I encountered many other problems in COLLADA.

So here is my question, can we export "unbaked"/raw animation in FBX ?


texts: Combine mixamo animations with own rig / animation possible?

texts:
So I downloaded a bunch of mixamo animations and edited them in NLA Editor. I want to make small tweaks here and there and add them to the whole animation but it doesnt work. When I rig up my character and animate it, it "erases" the whole underlying animation from mixamo. The animations are all fbx files.

Do you know how to combine mixamo animations with own animations?


texts: How to create alpha / height maps in Blender for use in e. g. Substance Painter?

texts:
Question

Is there an efficient way to create images (height maps) in Blender so that they can be used as alphas in other applications like Substance Painter? If so, what's the proper way to do it? Preferrably without having to uv-unwrap.

What I tried

I tried various settings and came up with this, but it doesn't seem to be right for everything and I hope there's a more efficient way. Here are the changes I did on the default blend file:

* delete lamp

* camera

    object
        transform
            reset location / rotation / scale, then set location z to 2
        data
            lens
                orthographic
            orthographic
                scale: 2

* render

    resolution
        x: 2048 px
        y: 2048 px
        percentage scale: 100%

    shading
        alpha mode
            transparent

* render layer

    solid: true, all else: false (especially sky or else you'd get some grey background)

* scene

    color management
        display device: none

* object

    set scale to 0.5 for x/y/z

    material
        shading
            shadeless: true

    texture
        type: blend
        colors
            ramp: true
            color stop: set alpha from 0 to 1
        blend
            progression: linear or quadratic, depends on the effect you want
            vertical: true

    mapping
        coordinates: generated
        mapping
            X: Z
            Y: Z
            Z: Z

* select object

    apply -> rotation

And then render the image and save it.

Here are the settings as graphics:

Camera:

Scene:

Object:

Using a cylinder as object:

And the final alpha / height map:


texts: Can't get procedural displacement to work at all

texts:
Trying to follow an Andrew Price tutorial for procedural displacement but when the tutorial goes to procedural displacement I get zero effect, except in surface shadows, when the edges of the object should be displaced, and in the tut look like a sea urchin. Have tried this a few times but can't see where I am going wrong, it seems to be a really simple thing but all the other resources I can find are discussing slightly different procedures. To be clear - I am trying to apply a procedural noise texture (not UV mapped) to a simple object. It doesn't make any difference if I subsurf it or not. He says to change the material option from Bump to Displacement in the material settings but in 2.81 it is default anyway. I want to make a big ocean scene with physically large waves.

I have tried some solutions from the youtube comments such as turning on a bit of subsurf - although that makes no difference and I don't know what it has to do with displacement... Tried turning on experiemental features, double checking I am using cycles... Checked all views, including rendering, this thing is still as smoooth as eggs


texts: Array modifier not duplicating around an empty

texts: I am very new to Blender but I have spent at least eight hours trying to solve my problem using You tube tutorials with no luck I am trying to use the array modifier to put treads around a torus. In edit mode I move it to where I want it. I select the tread object and add an array modifier. I set the count and it works like it should.Now I add an empty and select object mode and then I select the empty. If I rotate the empty now the tread object rotates but  now it's one object even though the count is set to 25.


texts: Exporting 3D models for dynamic texture changes on web

texts:
We have received a few blender models which we want to make configurable by our users on the web. What is the best way to export the 3D model for this kind of operations? We were thinking the best way would be to export the textures for each part of the model separately and then apply them on the model as the user selects the materials, but we're not sure if that's possible.

The reasoning behind this is that the models have too many combinations which would be hard to export as a whole UV map for the model for each and every one. Also, the content is meant to be used on the web and a whole new UV map has approx. 5MB, whereas the part of the texture for e.g. sofa's legs is significantly smaller.

User would start with the default combination (default materials) and should be able to select the material on various separate parts of the model (example: wooden legs, red seat, etc.). After that, user can choose to open the configured model in AR View.

For all of this we're using the <model-viewer> web component by Google if that's any help. Thank you in advance.


texts:
I applied a mask modifier to a sphere object. When I preview the render, the object is visible with the mask showing correctly:

However, when I render the scene, the object is invisible:

Not sure if I should apply the modifier or not. I made sure the object was visible in ray visibility and no other object is in front of it.

Also, when I don't render the modifier, the object renders correctly.


texts: Blender armature edit_bones changes aren't kept after switch to object mode

texts:
I have some code that needs to add bones to an armature. I'm in edit mode. I add the bones using the_armature.data.edit_bones.new(). But when I leave edit mode the new bones I've added aren't there.
    bpy.ops.object.mode_set(mode='EDIT', toggle=False)

    <add my bones>

    print(f"***All armature edit bones: " + str(list(arm_ob.data.edit_bones.keys())))
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    print(f"***All armature '{arm_ob.name}' bones: " + str(list(arm_ob.data.bones.keys())))

The first print statement shows the bones I've added. The second, I think, should always produce the same list as the first, but it doesn't. Here's the output:
***All armature edit bones: ['Arm_ForeArm3_skin.R', 'Arm_Collarbone_skin.L', 'RibHelper.R', 'Spine1_skin', 'Arm_ShoulderFat_skin.R', 'Arm_UpperFat_skin.R', 'Leg_Calf_skin.L', 'Belly_skin', 'ButtFat_skin.R', 'Arm_UpperTwist2_skin.L', 'ButtFat_skin.L', 'Arm_ForeArm2_skin.R', 'Leg_Thigh_skin.L', 'Arm_UpperFat_skin.L', 'Breast_skin.R', 'Breast_skin.L', 'Neck_Low_skin', 'Leg_Calf_Low_skin.L', 'Spine1_Rear_skin', 'Spine2_skin', 'Leg_Thigh_Fat_skin.R', 'Chest', 'UpperBelly_skin', 'Leg_Calf_skin.R', 'Chest_Upper_skin', 'Arm_Hand.L', 'Pelvis_Rear_skin', 'Chest_skin', 'Leg_Toe1.R', 'Leg_Toe1.L', 'Leg_Thigh_Low_skin.R', 'Arm_UpperArm_skin.L', 'Arm_UpperTwist2_skin.R', 'Arm_ShoulderFat_skin.L', 'Arm_UpperArm_skin.R', 'Leg_Thigh_skin.R', 'Arm_Collarbone.R', 'Neck_skin', 'Pelvis_skin', 'Arm_ForeArm1_skin.R', 'SPINE2', 'LArm_UpperTwist1_skin', 'Arm_ForeArm1_skin.L', 'Arm_Collarbone_skin.R', 'Arm_Collarbone.L', 'Arm_ForeArm2_skin.L', 'RibHelper.L', 'RArm_UpperTwist1_skin', 'Leg_Calf_Low_skin.R', 'Leg_Thigh_Low_skin.L', 'Chest_Rear_Skin', 'SPINE1', 'Spine2_Rear_skin', 'Leg_Foot.R', 'Leg_Foot.L', 'Arm_Hand.R', 'Arm_ForeArm3_skin.L', 'Leg_Thigh_Fat_skin.L', 'Arm_ForeArm3.R', 'Arm_UpperTwist2.R', 'Leg_Calf.L', 'Pelvis', 'Arm_UpperTwist2.L', 'Arm_ForeArm2.R', 'Leg_Thigh.L', 'Leg_Thigh.R', 'Leg_Calf.R', 'Arm_ForeArm3.L', 'Arm_UpperArm.L', 'Arm_UpperArm.R', 'Neck', 'Arm_ForeArm1.R', 'Arm_UpperTwist1.L', 'Arm_ForeArm1.L', 'Arm_ForeArm2.L', 'Arm_UpperTwist1.R', 'COM']
***All armature 'BASE meshes\Actors\Character\CharacterAssets\MaleBody.nif' bones: ['Leg_Calf_skin.L', 'ButtFat_skin.R', 'ButtFat_skin.L', 'Leg_Thigh_skin.L', 'Leg_Calf_Low_skin.L', 'Leg_Thigh_Fat_skin.R', 'Leg_Calf_skin.R', 'Pelvis_Rear_skin', 'Leg_Thigh_Low_skin.R', 'Leg_Thigh_skin.R', 'Pelvis_skin', 'Leg_Calf_Low_skin.R', 'Leg_Thigh_Low_skin.L', 'SPINE1', 'Spine1_skin', 'Belly_skin', 'Spine1_Rear_skin', 'SPINE2', 'Spine2_skin', 'Chest', 'RibHelper.R', 'Breast_skin.R', 'Breast_skin.L', 'Neck_Low_skin', 'Chest_Upper_skin', 'Chest_skin', 'Arm_Collarbone.R', 'Arm_ForeArm3_skin.R', 'Arm_ShoulderFat_skin.R', 'Arm_UpperFat_skin.R', 'Arm_ForeArm2_skin.R', 'Arm_UpperTwist2_skin.R', 'Arm_UpperArm_skin.R', 'Arm_ForeArm1_skin.R', 'Arm_Collarbone_skin.R', 'RArm_UpperTwist1_skin', 'Arm_Hand.R', 'Neck_skin', 'Arm_Collarbone.L', 'Arm_Collarbone_skin.L', 'Arm_UpperTwist2_skin.L', 'Arm_UpperFat_skin.L', 'Arm_Hand.L', 'Arm_UpperArm_skin.L', 'Arm_ShoulderFat_skin.L', 'LArm_UpperTwist1_skin', 'Arm_ForeArm1_skin.L', 'Arm_ForeArm2_skin.L', 'Arm_ForeArm3_skin.L', 'RibHelper.L', 'Chest_Rear_Skin', 'UpperBelly_skin', 'Spine2_Rear_skin', 'Leg_Foot.R', 'Leg_Toe1.R', 'Leg_Foot.L', 'Leg_Toe1.L', 'Leg_Thigh_Fat_skin.L']

How is this even possible?


texts:
Here's a simple code that works fine as far as the .blend file with the object I'm modifying is already open.

obj = bpy.data.objects['obj']
obj = C.scene.objects.active
obj.select = True
bpy.ops.rigidbody.object_add()
obj.rigid_body.type = 'PASSIVE'

However, if I add a line at the beginning of my code to open the file using python,

bpy.ops.wm.open_mainfile(filepath=task_path+ str(x) +".blend")

I get the following error:
RuntimeError: Operator bpy.ops.rigidbody.object_add.poll() failed, context is incorrect

I'm sorry to ask the same (or similar) question twice, but believe me, I've been working on this problem for weeks, read everything online about the "context is incorrect" error and unsuccessfully tried multiple things to solve it. Nothing works and the problem seems to be related to opening the file using python (bpy.ops.wm.open_mainfile). Any clue about what's happening? Thanks a lot for your help!!


texts: How to align two vertices on two planes?

texts:
I have 3 vertices here which I try to align, the bigger User Orth view looks down along the 2 which already are aligned over each other.
The upper left view shows a sideview and the arrow represents the axis at which the big view is looking down along.

I'm trying to get the selected vertex inline with the 2 behind it, the problem is that I need to restrain it on 2 different axis which are in different orientation spaces:
The main orientation is the big view's camera, 30deg down along that edge.
But my problem is that I also need to prevent the vertex from changing it's global z because I want the top surface to stay flat.

What I've managed so far was using vertex snapping with the big view's transform space set to view and locking view z to snap it inline.
That'd work fine if it wouldn't still mess with the global z slightly anyways.

So is there any way to align that vertex with the ones behind it but keep that top surface flat?


texts: Change default rotation and orientation of imported model?

texts:
If you import this OBJ model this Luigi model in Blender, the model opens face down.

How can you use Blender to change the default orientation and rotation so the model is standing vertically (90 degrees) upon opening the file?

The goal is to export a new OBJ file that lets the Luigi model open in a vertical standing (90 degree) posture.

These questions are similar, but the solutions did not work:

1) Could not apply rotation to entire model (Applying rotation after manually rotating the axes with two-finger panning does nothing. Blender says, "Objects have no data to transform."): Imported object shows aligned to the wrong axis

2) Did not work: Imported object shows aligned to the wrong axis

3) Could not apply rotation to entire model (Applying rotation after manually rotating the axes with two-finger panning does nothing. Blender says, "Objects have no data to transform."): Rotate Default Model Orientation


texts: Combining Generated Textures for Displacement Modifier on Plane

texts:
I have a grid that's subdivided into 512x512 quads.  I set up some basic nodes to composite two different (Blender generated) textures.  I wish to take that result and apply it to a 3rd texture slot that the "displace modifier can use to change the plane's geometry.

Basically I'm just trying to use Blender's noise generation to create a heightmap that I can see updating in real time.

The problem is I can't figure out how to reference the composite of the 2 generated textures.

Is this possible?  I'm obviously pretty newb but any insight would be appreciated.  Thanks.


texts:
I want to make part of the mesh transparent. For this I used 2 principled bsdf nodes. They are linked to a mix shader. The transparent bsdf to the 2nd slot, the leather to the 1st slot. I've made a mask/ texture image with black background and I painted white where I wanted the mesh to be transparent, whose color slot is linked to the mix shader fac slot. The normal slot from the normal map of the leather material is connected to both principled bsdf normal slots. Any guess what I did wrong for this ?
The top principled bsdf is for the transparent part, the bottom is the leather.


texts: Why when i select 1 face and want to change that single face to a specific material does the whole object change to the chosen material.


texts: How can i delay the explosion animation? it is starting the first frame. I want to start other frames, for example 50 or 80. how can i do that? i try to change active to passive from rigit body. but it is not work!


texts:
As a learning exercise I am trying to use Blender's video editing capability to modify a mp4 file. The problem is that my rendered output can be played using VLC, Dragon, and gnome-mplayer but it won't play when using an HTML <video> element.

To be specific, I am starting with a copy of Sita Sings the Blues in H.264/MPEG4 format. I've clipped out ~ 15 seconds, added a fade-in effect strip at the beginning and also deleted the audio track. The result is an 18 second video which I then try to render and output as an mp4 file. I have tried a variety of output and encoding settings but the result is always the same: I can play it back perfectly in any of my standalone players but dropping it into a browser wont work. Firefox gives me a "File is corrupt" message and Chrome just sits there and does nothing.

BTW, I can generate AVI and MOV files that Firefox will play without complaint. Its only MP4 that is an issue. Unfortunately, I need to be able to play mp4 files in a browser for my intended application.

Has anybody seen this type of problem before or have any suggestions?

Thanks

Larry


texts: Why does my appended object start to distort when I move it?

texts:
I'm appending a tree into another scene. After I try moving it to set up my scene, the branches start to distort. What am I doing wrong?

http://g.recordit.co/rJuzSYSsHw.gif


texts: How can output of "copy rotation constraint" be accessed?

texts:
Object C has copy rotation constraint and is copying rotation from A and B

When i rotate objects  A and B  target object C rotates but the Transform does not show the resultant rotation values.

Q1: Where dose the resultant rotation values are show?

Q2: Can they be accessed through python?


texts:
I created Christmas tree using this tutorial (http://www.blenderguru.com/tutorials/how-to-make-a-christmas-tree/). In a words it uses Sapling Add-on(3-level tree) and Hair particle system using 900k emission number, and shaded with this node scheme:

Then I created simple "Rotation" keyframes, which rotates camera around the tree, but from frame to frame the noise looks like its blinking, here is the  first 10 frames animated in gif:

What is wrong?


texts:
From a mesh which contains only vertices and edges, I need to find the bisector vector (or angle) between the two edges that collide in each vertex.

How can this be done using animation nodes?

EDIT

Following @Omar Ahmad answer I arrive to this point where I'm no getting the desired results.


texts: why is an extremely simple render taking too long? takes same time to render a much more complex scene... need help

texts:
I am doing renders on a somewhat old laptop through cpu and not GPU. not the fastest set up but gets the job done slowly and surely. I do have an issue where i created a scene of a dark room for pictures with semi realistic textures and tons of objects. rendering a frame takes around 19-20 minutes.

and now I am trying to do a rendering for an intro of a video with a flat white background (diffuse) and a couple objects with transparent textures and keyframes to make them appear. no fancy materials used, yet the render time is at about 15 minutes. I have done plenty of renders before and none took that long for such a simple set up. I just updated to 2,78, between the letters and the other objects there are maybe 10 flat objects in the screen that slide in and appear, nothing else yet the render takes around 14 minutes per frame, are transparent textures that demaning? or what is going on?

The settings I am rendering on are 1080p 100%, 50 samples, no motion blur, and i am rendering to an avi jpeg. I also have no clamping, but do have the change seed setting to 1. Never used it before, but supposedly helps get rid of noise.


texts: How do I trigger an operator to run when my my custom Python property is changed?

texts:
Let’s say I have a piece of code like below that draws a hello world panel.
import bpy

class HelloWorldPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_hello_world"
    bl_label = "Hello World"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        self.layout.label(text="Hello World")

bpy.utils.register_class(HelloWorldPanel)

I also have an operator with the definition NicksCustomPropertyOperator1
I would like to create an interger between 0-10 one like in this image
I want number 1 to cause an operator like: NicksCustomPropertyOperator1(bpy.types.Operator) to execute.
I want number 2 to cause another operator to execute. is this possible? are there any code examples I have not been able to find a function like this.


texts: So I'm trying to follow a tutorial on YouTube to design a basic sword. I'm able to follow his steps about halfway until I get to the step at time code 12:13. When I delete those faces at the top, my sword blade has about two faces on the inside that have been extruded upward with the rest of the blade. These faces are not supposed to have been extruded and I don't know where I went wrong. No matter how many times I've attempted to make this sword from scratch, I always run into this problem. I would assume the problem is that I'm unintentionally selecting extra faces that I can't see. Which has happened in the past and I've had to circle around the model to deselect faces on the underside that were not meant to be selected. Does anyone know how to stop this and ensure that I only select the edges and faces that I click on? I read somewhere that you can change your selection mode limitation to be that which is visible only but I couldn't find this setting in my user preferences. I'm using blender 2.81.16


texts: I'm having trouble putting my windows views back, I tried a few things and they won't go back, they did before

texts:
So this is a little embarrassing. I have gotten really far on this Harbor Seal project and i can't figure out how to close my python code info viewer? the large arrow won't appear. I have recently saved, I like what I have. Any suggestions?
Is there python script that can hide my python viewer? or simply set to regular format?


texts:
When I click save or hit Command + S what appears to be a new version of the document is created. So if I save 2 times, I get 2 documents, filename.blend1 and filename.blend2.

What exactly are these files and why is Blender creating them?


texts: How can I erase part of a mesh using another mesh?

texts:
I need a way to erase accurately a part of a mesh, using another mesh.

I need the big mesh to have a gap where the smaller mesh is.
I don't need the smaller mesh, so it doesn't matter if it gets destroyed in the process/


texts: Copy keyframes from one mesh and paste onto another?

texts:
I know this is similar to other questions, but i cant find an answer.

I have a mesh with keyframes, and it works perfectly. I just created another one, and it needs the same keyframes as mesh 1. It might not even be possible, but if it is, any helps would be great. Thanks!


texts: Applying array modifier to multiple items

texts:
I want to create a "wheel of fortune" type wheel.

To do this I created a single segment that could be shown multiple times. It consists of a slice, some edge poles and a text.

I then planned on duplicating this using the array modifier. In order to apply an array modifier to all of these things (to have multiple instances), I parented them to an empty.

I then thought I could apply the array modifier to the empty. But this does not seem to be possible. What am I thinking wrong?


texts:
Here's the question, I am using face instancing to create foliage for leaves, but the result is quite uniform in terms of rotation.

Is there a way to randomize rotation of the instanced objects?


texts: Rotate snapping a bone between two vertices

texts:
I thought it should be easy to pose a bone so it fits between to vertices: First move and snap the root of the bone to the first vertex v0, and then rotate the bone so that the tip of the bone snaps to the second vertex v1. (The length of the bone can be assumed to be almost equal to the length between the two vertices).
However, rotation snapping is mysterious: Its behaviour gives me no idea how this feature works. How does the rotation snapping feature works? How do I rotate and snap the tip of my bone to the other vertex? I want to move the bone from rest position to my new, precise position so that I can animate this movement.


texts: Merging two objects with respect to face

texts:
I'm new enough to Blender to not really know how to ask this question, so bear with me. I thought I would do something "easy" - I have the interior dimensions of a box, so I started by making two of the walls and lining them up at the corner with a wide face of one against the narrow face of another:

I first tried using a Boolean Union to merge these into one object, but by the time I get to the third wall, the walls start disappearing. I also think that the union left a face inside the two walls, where I was hoping to get one solid object (mesh?).

As a second attempt I tried to use Join to merge them, but again I get faces left over inside the new object and when I used Boolean Union on the joined object later (with some other object) some of the walls would disappear.

So the question is, is there a way to align two objects as I have done and create one single solid object without all the leftover interior geometry (faces)? Hope that makes sense.


texts:
I have a texture node, I want to keep as it is and try another texture creating another texture node. I don't want to use the same texture node to try both.

How can disable node in node editor temporarily? In Nuke, it used to be d (for disable). Pressing d, of course, does not work in Blender. My intuition says there might be similar in Blender.


texts: Need a function to determine an object's rotation axis, based on it's orientation

texts:
Working on a project with some Python scripting to allow users to flip an object on any axis, and then use a routine that will rotate the object along the circle as shown in the pic below.
My problem is I need a function that will return "X", "Y", or "Z" to indicate the resulting normal axis to rotate around , based on the objects current position in the scene, after user manipulation.


texts:
I am new to blender.

I am trying to render a fountain pen nib (a parametric surface given by a set of three complex formulae) .

I have imported the *obj file to blender, and then extruded along local normals using proportional editing on. This gives me a completely broken mesh.

See :

or with x ray on :

Obviously, the mesh is broken.

I have seen this question. But it seems that one has to manually correct all the faces.

Is there an automatic way to correct the mesh? I tried :

Edit mode > Mesh > Cleanup > degenerate dissolve
as well as : decimate geometry and delete loose. None of them helped. What can I do now?

Thank you

Edit :

the file after importing the obj (can't directly upload an obj file) :

The file after extrusion :


texts: How to use the Rigify building blocks for non-human rigs?

texts:
The Rigify documentation says that

  It is based around a building-blocks approach, where you build complete rigs out of smaller rig parts (e.g. arms, legs, spines, fingers...). The rig parts are currently few in number, but as more rig parts are added to Rigify it should become more and more capable of rigging a large variety of characters and creatures.

Based on this description I assume that it should be possible to create arbitrary (non-human) rigs with Rigify. However, all the Rigify tutorials I found start with the creation of the human meta-rig from the add menu, and no additional bone is added to it. I see that in Edit mode I can "add a sample" from a list of items, but I don't understand how to use it. For example how could I rig a spider with Rigify?

EDIT I found a BlenRig vs Rigify thread on blenderartists.org where everybody agreed that Rigify (as opposed to BlenRig) should be able to handle non-human characters. (But they didn't say how exactly...)

  "Rigify is a general purpose template based system and it will let you create custom rigs for any character without really needing to know the mechanisms behind the rig. (...) On the other hand, BlenRig has a more limited use, cause it is (for now) intended for humanoid characters. So, any other rigging procedure would have to be made manually. In other words, if your character has 4 arms, you will have to duplicate BlenRig's arms in Edit mode manually, there is no "add arm" button."

  "Rigify is intended to be/become a very general solution for creating the armature and controls of any character via a building-block/template paradigm."

EDIT 2 To clarify, my basic question is: how should I use the "Add sample" button (which appears in Edit Mode in the "Rigify Buttons" panel, see the screenshot bellow) that adds a rig building block? Am I not supposed to use it? (that would be weird). If I am supposed to use it, what are the rules for building a meta-rig? Can I build a meta-rig from scratch or should I always start with one of the two meta-rigs (Human and Pitchipoy Human)? Can I combine Human and Pitchipoy Human building blocks in one meta-rig or are these incompatible?


texts: Why is the Array Modifier offsetting this object by 1 in the Z axis when the Z field says 0?

texts: The screenshot below says it all, really. The object is offset in both the X and the Z axes, though only the X axis says 1. No other modifiers are on it, no constraints, no locked axes, and I can't think of anything else that would affect this. How can I make it stop doing this?


texts: Convert a mathutils.Vector object into 3D coordinates

texts:
I've been working with both Python and Blender for the first time over the past few days and keep running into these mathutils Vector objects which I have no idea what to do with. I can't figure out a way to convert a Vector into a plain X,Y,Z coordinate set that accurately maps to the Blender units, which I can use and apply to object.location

This:

<Vector (-1.0000, 1.0000, 1.0000)>

To:
    (x, y, z)

I have an object in the scene, a cube that has been resized into a box. I've made a mesh using bmesh, and am looping the edges and examining the Vector points. The problem is that they don't correlate to the blender units of the object I'm pulling them from in order to loop. Why don't the Vector coordinates translate exactly, what am I doing wrong?
I'm sure I'm missing something really simple - any help is much appreciated! :)


texts: If I create a theme, can I export it for import later or for distribution?


texts: Modelling which is the easiest way to curve a face?

texts:
I would like to bend in a curve the 2 faces you see in this cube?

I know I can subdivide and move the vertices in a curve but is there a way to curve a line between 2 vertices?


texts: Meshes aren't visible anymore in Solid Mode, only in Material Preview Mode. Can't select any of them

texts:
Screen capture of what's happening.
I can't select anything except a weird shape on the right side, inside that house. If I move the select box across the screen, that shape is the only thing that gets selected.
If I try to click on any other object, nothing happens.
If I switch from Material Preview Mode to Solid Mode, everything disappears except that shape, as you can see in the video.
If I select the mesh I want from the scene collection on the top-right corner, nothing happens.
Please help, I don't know what to do and I need to work on my project.


texts: Is there a possibility to create non rounded corners with bevel tool or bevel modifier?

texts:
Is it possible to create sharp / pointing vertex with bevel tool or modifier the way it is shown on the right cube?

I am able only to create the type of bevels as on the left cube - to get the results of the right cube I had to select each edge separately and that is obviously not the most efficient way.


texts: Blender: Rendering volumetric stroke dots of the Grease Pencil?

texts: In Blender: is there any way to turn the dots of a volumetric stroke (when using the grease pencil) into renderable dots? So to actually see the dots when rendering the image?


texts: why can't i see material on evee but can in cycles?

texts: when i apply material on an object can't see them on render mode on evee. The object becomes transparent also transparent in rendered image but it is working on cycles


texts: How to make object invisible for secondary camera?

texts: I was wondering if you could make an object invisible to one camera, but still visible to another in BGE


texts:
I'm trying to texture and shade this archway I have but its not rendering correctly. I added a basic cube mesh and set up BSDF nodes exactly how I have them on my archway and it comes out perfect.

Why isnt it working on the object I created? I've used blendergurus video on the subject to set up the nodes so you know the exact steps I have taken.

Here is the Basic cube(how I want it to show up) and then  the archway I want shaded. notice the color is one solid shade of grey with no brown specs?

Can anyone help me find the problem here?


texts: Can i hide the mini axis per 3D View (instead of globally via preferences)

texts: I know I can i hide the mini axis globally for all 3D views in the preferences, but i would like to just hide it for 2 of 3 3D views in my screen layout. Is it possible?


texts: How Do I Create a self drawing 2D Shape?

texts:
Major Noob Question here but I want to create a 2d shape that seems to draw itself like in this video below:
https://www.youtube.com/watch?v=YLNmtk67unY

I saw in KaptainKrisitan's videos and wanted to replicate in blender, but I don't have a clue how.


texts: Use Layer Collection Property Group for UI LIst?

texts:
making a property group for a UI List is not a problem when using Collections, as follows:
class CUSTOM_objectCollection(bpy.types.PropertyGroup):
    coll_ptr: bpy.props.PointerProperty(
        name="Collection",
        type=bpy.types.Collection)
def register():
    bpy.utils.register_class(CUSTOM_objectCollection)
    bpy.types.Scene.custom = bpy.props.CollectionProperty(type=CUSTOM_objectCollection)

but trying to use Layer Collections by changing type to: type=bpy.types.LayerCollection produces ValueError: bpy_struct "CUSTOM_objectCollection" registration error: coll_ptr could not register. How can we use Layer Collections instead of Collections?


texts: How to export object list to text ordered by name?

texts:
Alright so blender can output an objectlist with this:

`for obj in bpy.context.selected_objects:`
 blenderCipher.write('\n'+obj.name+'\n')

The issue is the order that blender sets this in. I want it to be based off of the number the object is named to. For example, Model_01, Model_02, Model_03, Model_04, ect.

Blender would instead order it at random like model_05, model_04, model_01, model_03 ect.


texts: Animate which faces a material is assigned to

texts: I have a sphere with various materials assigned to different faces. I want to animate it, so the materials get assigned to different faces while the animation is running. Of course, I could always create a different material for each face manually and animate each one separately, but that is boring and repetitive. Is there any easy way to achieve this, maybe built-in or using AnimAll?


texts: Why does my material not show up in this particular car model?

texts:
I have been working on a lot of car 3d models by downloading them, applying materials and rendering. I've done it for a lot of cars.

The problem is that I downloaded an AMG C63 car from animium.com

The model was great. But when I applied materials it turned out black.

i even checked the normals it was correct. But still it did not show up

Why?


texts: Can I change default folder to save startup file (startup.blend and userpref.blend)?

texts:
When I used Blender, I pressed Ctrl+U (Save Startup File), the folder generated two files, startup.blend and userpref.blend. under C:\Users\hoald\AppData\Roaming\BlenderFoundation\Blender\2.78\config

Can I change this default path into the Blender folder?


texts: How to deal with masks and shadowcatcher when compositing 3D elements over an image or video?

texts:
I am trying to add 3-D dog ears to a human being in a real life video clip background.
I have to mask a portion of the persons hair over the 3-D model ears I created. The problem is I also have to add a shadow that is cast from the ears over the mask. It seems like every combination I try in the compositor has bad results.
This is the image of my compositor attempts

This is the result where you can see some of the issues I'm having


texts: How to make eyelids that close with a shape key?

texts:
My character is a cartoon so his eyes are larger than normal. I can make the shape key to close the eye but on the way down or up the eyeball penetrates through the eyelid. Is there no way to fix this without making two shape keys?

This is what I mean:


texts: How to view the vertex color of softbody distortion?

texts:
I saw a tutorial on destroying a car and realized that the tutor used a way to visualize the softbody distortion of the mesh.
example gif:

video reference:

https://www.youtube.com/watch?v=1Ff7-4ob62U


texts: Possible to automatically decimate geometry based on distance to save ram?

texts: Is it possible to decimate based on distance from camera in cycles?  Would save a ton of VRAM.


texts: In a picture like that, what are the double circles, blue and red, in the upper arm? I can't understand . . . Is a bone with a custom shape? Does it effect the mesh? How can i realize it?


texts:
I have to bake several objects, in combined type. Each (lowpoly) object take baking information from a selection of another (highpoly) object(s). Here is my bake panel config:

My problem is that i can only bake one object, wait for the texture to be baked, save it, then redo the task for the next object (with a new selection). So i can't set a list of render task to calculate by night 'cause it's not automate.

So :

is there a plugin (free or not) which can do that ? (I buyed the baketool plugin which is very great, but don't support selected to active option [edit] finally, it can, see answer below [/edit])
can this task be send to network render ? (network renderer addon, render.st, etc)
i don't know python at all but i have already write little script in another programming language : do you think it will be a pain to script a task like this ?


texts: is there a problem with adding materials from materials library in blender 2.9

texts: i can not add premade materials in blender is that 2.9 bug or what please refer to clipped screenshot


texts: Armature not the deforming the mesh symmetrically?

texts:
I've used the Q&As here a lot to help me through the rough start with blender and I'm always grateful for your help. I've hit a wall. Can't find an answer myself, not here by searching, nor anywhere really.
I have a female mesh that is placed centered on the world origin with all transformations applied.
That mesh is symmetrical, with no active mirror modifier.
The metarig (Pitchypoi rigify) is setup symmetrically (used x mirror at first, then symmetrized it, reset the bone roll and applied all tranformations).
The eyelashes are "growing" out of small skin-patch particle emitters.
The particle emitters are snugly placed on the eyelids of the mesh and are set to invisible.
The eyelash emitters are all separate meshes, there are 4 of them, two identical pairs. A pair of upper and a pair of lower lashes (Shift+D, Ctrl+M then X for X axis mirror, then applied all transformations).
The emitters are parented to the rig (auto-generated by addon-script) with automatic weights.
The armature modifier is set Above the Particle in all meshes.
The issue is that when I move the eye control bone the Right-Hand (Left side of pic) moves perfectly fine. The eyelashes move with the lids and the emitter, all in perfect sync, they stick together and work wonderfully... while the Left-hand (Right side of pic) emitter and particles seem to have a greater amplitude of movement, they detach, and float around even though the body mesh (the lids) deforms symmetrically on both sides.
I can only assume that it's a weight issue but I can't locate it. It's all auto generated on identical and symmetrical meshes with one side working and the other not...
I've tried moving the eye control bone up via G then Z, straight up the Z axis, in order to avoid any asymmetry and view the problem in Front Orthographic. What I got is attached below:

The floating emitter is highlighted in yellow. If anyone has any idea where I could look for the reason why one emitter stays in place while its copy floats around with a greater motion amplitude I'd be very grateful
Edit: Blender version 2.82a. But the same file causes the same issue in 2.83 LTS. The LTS version takes a longer time to save so I use 2.82a.
Edit 2: I've tried "breaking" the other side by deleting the working emitters and duplicating the "broken" ones. I've symmetrized the mesh and metarig from the broken side to the working one too. I've tried new emitters altogether. But the problem remains only on one side (-x side or the Right side if you look at it from the POV in the screen shot). So duplicating the issue to the working side... Seems impossible.
I can't fix the problem nor recreate it on the other side.
Edit 3: I managed to get it to work on the broken side by converting the hair particles into a mesh but this is very undesirable because:

The mesh hair causes a drop in performance (increases RAM consumption and even though I have 32 gb, I still don't want to cause unnecessary loads).
It does not accept the material (instead always displaying the new mesh-strands as pitch black).
It is still inferior to the particle system that does deform properly. Some strands seem to be randomly floating away and deforming counter-intuitively (See 2nd attached screenshot).

Does that mean it's a bug in the software itself? I have not changed anything except converting the particles into a mesh. Same rig, same meshes, same weights... If I parent the particle system AND the new mesh system together: the particle one still floats around when I move the bones that govern it...
Edit 4:
I've tried cutting the mesh in half and mirroring the other half. Same issue persisted.
I've also tried mirroring the metarig. The issue persisted.
Note: On a side note I'd also like to ask why in viewport shading light does not penetrate into the mesh while in Eevee render preview it does (cavities and orifices have light in them)? I know I've ticked something but idk what.
Thanks!


texts: I need help for my friend whenever he saves his video as mp4, it saves it as a "File" as its file type

texts:
So whenever my friend saves his file as mp4, it keeps saving the video as "file" and it doesn't play on any player but the windows media player. And another problem is that it glitches or it's distorted whenever he plays it in windows media player.

He tried to render the video a bunch of times already, but it always came out like that from what he said. Whenever he tries to open it like just double clicking it, it wanted him to find apps that could play it...


texts: How can I add color to the hair particle system considering I have a vertex group that it's dedicated on the right side of his head?

texts:
So, I thought I could assign my vertex group to that material and therefore my particle hair system will react to that behavior. Can someone enlighten me about how to this correctly? My hair is attached to the sculpted head and has 4 vertex groups, right side, left side, scalp, and top (Referring to hair).
I´m using blender 2.91.
Thanks in advance for ur help,


texts:
I have 2 Nvidia GTX Titan Black graphics cards in my machine, but Blender keeps using only one of them.

I have them both checked in the Preferences > System > CUDA tab but when I render and take a look at the Windows performance screen only one of them is in use.

I´m using Windows 10 and blender 2.81, my graphics drivers are all updated. Anybody have any idea what the problem might be?


texts: Large double circles around objects - how to turn it off

texts: I hit some shortcut (probably in sculpting mode) and double circles appeared around the objects. Do you know how to turn it off?


texts: I want to make a nasty wriggling worms procedural shader

texts:
I saw a tutorial to make a spaghetti shader in substance designer, and in that they used some default noise texture that they altered to look like noodles. I want to do something similar in blender, whether it be spaghetti or nasty worms like in the title.
Is there a way to make these kind of shapes procedurally:

Or does anyone have any tips or ideas to help make a noodley wormy shader.


texts: Restricting rotational movement on my model?

texts:
Does anyone know how I can keep my model's feet from rotating around it's body in a 360-degree motion, as seen below?

My model's feet are suppose to swing back-and-forth in opposite directions of one another in order to create the appearance of walking.

I've attempted to add a Bone Constraint to see if it was possible to place a restriction on the feet's rotation on the model.  Unfortunately, I haven't had much luck in trying to setup the Bone Constraint, as I can't seem figure out how to properly set up the Bone Constraint in a proper manner.

Any help, as always, would be greatly appreciated.

EDIT: I replaced the original Blend file with a new updated version.

Blend file download:


texts: How do I add the ability to import Collada files to Blender 2.76?

texts: As you can see from this screenshot, there's no option to import Collada files. There IS such an option in this question here. Was this removed at some point? Is it not available on the Linux version?


texts: I was just wondering if anyone knows why these particular keyframes are longer than the others? I can see that the tips of the yellow lines for keyframe 0 and 16 are green, but I'm not sure why.


texts: Setup blender cycles so that it shows svg images as they would normally look

texts:
I have created an svg image in inkscape. In blender (cycles) I've imported the svg image but the colors are not ok:

How do you setup blender cycles so that it renders the imported svg the same as in inkscape or any other svg viewer?

(reason for svg: to animate the separate objects/layers)

I tried to remove the lamp --> dark, nothing visible
I tried changing lamp type --> almost no difference
setting the World surface color to white gives me the correct white background already
Scene > uncheck Shadows in Light paths, does not really do much.

What should be enabled/disabled to correctly display the svg images?


texts: How can I use the Blender compositor to blur multiple objects in a scene?

texts:
I currently am trying to blur 7 different objects (1 particle system and a bunch of pictures on planes). I gave each of the objects an ID Mask which leads to their own blur node. However, I'm not sure how to combine these blur nodes. Using a mix node alone seems to make the image "glow" more than blur.

I'm able to use this method to blur one object at a time, allowing me to animate the images at different times, but it doesn't seem to scale just by using a mix node (in all of its configurations). I have no idea if this even scaleable.

Thanks in advance :)


texts:
I am looking for a screencast key add-on that displays combination keys like g+x or g+z etc. Unfortunately, the four add-ons I found so far only display g and not the following axis key.

I am using the latest version of blender.

Thank you very much in advance.

All the best, Michael


texts: Hair Particles with dotted particle tips

texts: Is there any way to add separate particles that stay on the hair particles' tips?


texts: Everything snapping to grid after some accident hotkey. Precise changes available only when I'm holding CTRL

texts:
My cat jumped on the keyboard, and now everything keeps snapping to grid.
For example, I create and grab new primitive, or extrude vertex, and if I'm not holding Ctrl, it will not move until I move mouse cursor far away - then at some moment it will jump there, snapping to the grid cell.

So my question is - how to turn off this "snap mode"? Thanks.


texts: Particles intersecting object and then exploding without reason

texts:
I'm using PyroEvil's Molecular Physics addon, which is required for the simulation to work. Find it here.

I've been playing around with the aforementioned addon, to see what it can handle and what it can do. It's been producing some nice results, but I've been having some extremely strange behaviors with rotating objects. The particles somehow go inside it, and when it stops rotating everything just explodes outwards. Is there any way to fix this, or do I have to wait for a new release of the addon?

Here's my blend file.


texts: After some scaling and extrusion, I see the attached asymmetry with faces. How can I align them?


texts: Is there a way to tell Blender NOT to load certain images during render?

texts:
So I have this problem, renders take too long because its loading unnecesary images.

I'm working on an animation and I'm using very large Images with all the character frames.

And I want to somehow tell Blender to skip loading certain images during render, until it becomes necessary for the shots

here's a more practical example of what I mean
(understand that I have like >50 materials in my project so manually adding and animating mix node like I did in example would be really tricky as well)


texts: How to set world sky environment for use in libgdx?

texts:
I'm making a game using libgdx.
I have to set a sky to my game , using models or another way.
I looking how to make sky in blender .... I'm so confused. I need help.

For example I've made a sky using a sphere, and applied a skydome image. But in libgdx it is only visible from the outside, when I go into sphere it appears black. I mean the only outside picture seems


texts: I have an .obj model that came with multiple UV maps as .pngs, is there a way to use texture paint to create a seamless texture over multiple UV maps?

texts:
I got a dev kit for a dragon model I'm trying to reskin. The kit came with a .obj file for the model, a .blend file for the rigging, and .png files for the UV maps for all the different parts, like the wings, limbs, horns, body, and so on.
I'm still learning blender, and there are some gaps in my knowledge, so I feel like I might be missing something obvious. I don't see materials that match the UV maps provided in either of model files.
Is there a way to set these and the model up, so I can use the texture painter to create a seamless skin across multiple UV maps? They don't seem to be included in the .blend file, but maybe I'm just not looking in the right place.
Thanks in advance for any help! I've tried searching for this particular issue, but haven't had any luck, so apologies if it's been covered elsewhere.


texts: how to adjust rigidbody settings for lots of objects

texts:
I got a scene width lots of small objects (around 2000 icospheres).
I need to be able adjust rigid body settings for all those 2000 icospheres
Any idea on how to do that (perhaps by the use of python, but how ?)


texts:
To model a costume inspired by the jacket bellow, I need to add the braide to it. I've tried doing so using the Shrinkwrap modifier (using the nearest surface point mode) but I have 3 issues:
1 - the braid has thickness, the Shrinkwrap modifier flattens the mesh. I thought of using a flat version of the braid then adding a solidify modifier but this would not be accurate, part of the braid goes on top  another part of the braid (like shoe laces)
2 - I have distortions. I tried adding a subdivision surface modifier which helps a bit but not entirely.
3 - the left part of the braid (the loop) shouldn't be on the jacket but rather over the edge of it, sort of "floating in the air".

Thanks for your help.


texts:
I'm loading a texture into a simple GL_QUAD drawn with OpenGL with the help of bgl and bge.texture modules in Blender. The texture loads but the colour of the texture changes, most of the parts are black, blues are rendered red and so on.

Following is the code for loading the texture:

import bge
import bgl
from bge import logic, texture

def loadTex():
    if objbuf is not None:
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        texBuf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, texBuf)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, texBuf.to_list()[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, 48, 48, 0,\
            bgl.GL_RGBA, bgl.GL_BYTE, objbuf)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, \
            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, \
            bgl.GL_LINEAR)
        bgl.glBegin(bgl.GL_QUADS);
        bgl.glNormal3f(0, 0, 2)
        bgl.glTexCoord2d(1, 0); bgl.glVertex3f(1, -1, 1.2)
        bgl.glTexCoord2d(0, 0); bgl.glVertex3f(1, 1, 1.2)
        bgl.glTexCoord2d(0, 1); bgl.glVertex3f(-1, 1, 1.2)
        bgl.glTexCoord2d(1, 1); bgl.glVertex3f(-1, -1, 1.2)
        bgl.glEnd()
        bgl.glDeleteTextures(1, texBuf)
        bgl.glDisable(bgl.GL_TEXTURE_2D)

obj = logic.getCurrentController().owner
if not obj.scene.post_draw:
        # face.png is a 48x48 PNG image
        obj["buf"] = texture.imageToArray(texture.ImageFFmpeg(\
            logic.expandPath("//face.png")), "RGBA")
        objbuf = obj["buf"]
        obj.scene.post_draw = [loadTex]

Here is the original image:

and here is the loaded texture:

Excuse the mirroring of texture, I used mirrored textured coordinates. Can anyone help me figure this out? Thanks.


texts:
Python code to add objects to the 3D Cursor
I added a cube and looked at the Python Console
bpy.ops.mesh.primitive_cube_add(enter_ editmode=False, align='WORLD', location=(0, 0, 0)))

The code looked like this
When you run this code, it adds the cube to the first location you put it in, not the location of the 3D Cursor (location=(0, 0, 0))
I want to use this add-on, so the Python code has to be one line
https://github.com/InamuraJIN/CommandRecorder
How do I add an Object to the 3D Cursor's position?
Translated with www.DeepL.com/Translator (free version)


texts:
This is a 2D intro title animation of a couple of solid color geometric figures (rectangles, circles etc.) moving in layers on top of each other, and put the camera right overhead. They are all in purple-ish colors. When I run it with the "play animation" button, the colors are what they should be. But when I render it (ctrl + F12) to a movie, all the colors are changed to green-ish colors. It's really only the color of the figures that changes, not the entire video.

When I render each frame to a picture, there is no problem. But there are over 400 frames, so that is impractical.


texts: Blender side preparing FBX export for Maya

texts:
There 2 conflicts when I export an FBX file to Maya that I can't find a Blender side solution. Meaning, I wish I could export the FBX to be compatible without having to repair it once imported in Maya.

1) Any names with a period "." eg: shoe.001 That particular character is replaced by a very long string once imported so I need to find a script to remove that character from all names. Or if possible to prevent it from naming duplicates with a decimal point in the first place.

2) All Bone exported from  Blender end up as tiny joints the size = 0.09 and I wish I could change them all into a 1.0 in joint size. This may have something to do with exporting settings of .1 scale.


texts: How to present longitude and latitude in Blender?

texts:
Trying to export .csv file to open it later in Mapbox but I get an error

Input failed. Latitude and longitude fields not present.

How to anable latitude and longitude in Blender?


texts:
Im making a animation for some 3D words and i have 3 scenes 1 is the words 2 is a smoke particles and then 3 is like extra particles for color affect. When i go to composting and add them only 3d words show in the pre-render window or the smoke and extra affects appear in the pre-render window. Im watching this guy on YouTube doing and i did the same but his works and my doesn't. My question is why is the alpha over not working with my 3 scenes with a mix set to add with the particles linked?

Extra things if you really want to help
https://www.dropbox.com/s/4xp2cfq0n4jbzaw/Intro%20v3.blend?dl=0


texts: Shadow Catcher blocks background image in 2.8

texts: I'm pretty new to blender, and as I was getting used to 2.79, 2.8 landed and confused me ever more. I was wondering why the Shadow Catcher blocks the background image I set even if I checked transparent under Film.


texts:
Recently I downloaded Blender 2.8 (release candidate).
Has Blender no longer had an easy way to apply textures like 2.79?

I want the object to apply the "blend" texture vertically and make the mapping coordinates "UV".
How can I reproduce it in Blender 2.8?
Is Blender 2.8 the only way to use a shader editor?
Sorry to trouble you, but please tell me how.

Thank you!


texts:
I have been a long time dabbler with Blender (back in the NaN days) but I've never really become proficient at it. Thus I am finding it difficult to do everything I need for this one project using tutorials. I am trying to:

Motion track a single point on a video - Done
Add a particle stream at an offset point to the motion tracked point - Done
Match the duration to a mouth movement. - Done
Render that all back out. - Fail

This fails because of my lack of knowledge. What I have tried:

render out with a background image of the video clip - fail, only get the particles with a black background.
Setup nodes with the movie and the render as inputs - fail, either only get the video, or the particles with a black background.

I have tried various iterations of this but I have never been able to get the video to render out.

Blend File

Any assistance would be appreciated.


texts: Why do I keep getting a 'No faces filled' error when using the Face-fill tool?

texts:
I'm new to Blender (yes, I'm working on a donut) and I'm trying to get my head around the Face-fill command.

I cleaned up an SVG of a logo and imported it to Blender, then converted it to a mesh. Now I'd like to create faces from the logo so I can extrude it and use Boolean tools to essentially 'cut' the logo into a shape. No problem with the part of the logo which was originally just a vector shape drawn in Illustrator and passed to Inkscape. The part of the logo which started as text is a total nightmare, though. I was trying to do it with the F (create face) command and it was creating faces without leaving holes (as in letters like 'b' and 'a').

Reading around in the Blender 2.82 manual I discovered the Face-fill command. I even created a shape similar to what the manual shows (by adding a single vertex then extruding it numerous times and setting Snap to Vertex, thereby creating the required continuous perimeter). It just gives me the same (sorry, useless) error 'No faces filled'. Does anyone have any idea how to go about filling more complex vector shapes made up of many vertices?


texts:
I have a problem with the subsurface modifier. I am new to blender.

The modifier does this:

I know the reason. It's because I have some geometry on the back:

So on the back I have a corner. This is the top view:

I know I have a problem with the corner from the top too but that is a different problem that I need to fix.


texts: I'm trying to convert an SFM model to Blender and came across something called an exponent texture. Do I need this, and if so, how do I plug it into the Principled shader?


texts: Add 3D content to an image using blender

texts:
I have an image of a scene and I extracted the projection matrix from that, so I have the camera calibration. Now, I want to add some 3D objects to this scene. I have already coded something with OpenGL. You can see the results here (the white wall is added in OpenGL):

Now, I want to achieve the same thing with Blender, because it's easier to work with complex models and complex scenes. Can anyone give me any pointers on how to convert from OpenGL camera to Blender?


texts:
I only have an animation of 5 seconds and is only rending like less than 1 second,  the worst is rendering stuff that is not there, I don't understand why.
In the first image is how is supposed to be, and the second pic is how it render.


texts:
So I am rendering some abstracts and I have never really rendered a scene with volume and I am noticing how much noise it can create. I have searched around but can't seem to find a smooth setup for how to render this locally with cycles.

Here is an image rendered at 1920x1080 with 300 samples

Here is that same image at 2880x1620 with 600 samples

So there is still a ton of noise and very little improvement even though the render time went up from 3 minutes to 15 minutes per frame...

It makes me think that when rendering volume I need specific settings for my tile size, denoiser, volumetrics, AO, etc ...

If anyone has any pointers it would be deeply appreciated.

Thank you all !!!


texts: Blender GPU Support on Linux with AMD Radeon Pro WX 7100 Mobile

texts:
I have a Dell Precision 7740 running on Ubuntu 18.04 Linux with an AMD/ATI Radeon Pro WX 7100 graphics card and a much less powerful Intel UHD Graphics 630 (Mobile). I'd like to utilize the graphics card to help speed up Blender renders. However, under the "System > Cycles Render Devices" setting, I see a "No compatible GPUS found for path tracking. Cycles will render on the CPU."

Given this card and os, what options do I have to optimize my renders and take full advantage of the GPU?

I've encountered the https://www.amd.com/en/technologies/radeon-prorender-blender project. Is this a viable option? (Though I imagine it would be a different rendering engine to learn apart from Cycles and Eevee).

Any thoughts are much appreciated. Thank you

Here is the full output of lspci for the Radeon

01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Ellesmere [Radeon Pro WX 7100 Mobile] (prog-if 00 [VGA controller])
    Subsystem: Dell Ellesmere [Radeon Pro WX 7100]
    Flags: bus master, fast devsel, latency 0, IRQ 205
    Memory at 4200000000 (64-bit, prefetchable) [size=8G]
    Memory at 4100000000 (64-bit, prefetchable) [size=2M]
    I/O ports at 3000 [size=256]
    Memory at b4400000 (32-bit, non-prefetchable) [size=256K]
    Expansion ROM at b4440000 [disabled] [size=128K]
    Capabilities: [48] Vendor Specific Information: Len=08 <?>
    Capabilities: [50] Power Management version 3
    Capabilities: [58] Express Legacy Endpoint, MSI 00
    Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+
    Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?>
    Capabilities: [150] Advanced Error Reporting
    Capabilities: [200] #15
    Capabilities: [270] #19
    Capabilities: [2b0] Address Translation Service (ATS)
    Capabilities: [2c0] Page Request Interface (PRI)
    Capabilities: [2d0] Process Address Space ID (PASID)
    Capabilities: [320] Latency Tolerance Reporting
    Capabilities: [328] Alternative Routing-ID Interpretation (ARI)
    Capabilities: [370] L1 PM Substates
    Kernel driver in use: amdgpu
    Kernel modules: amdgpu

Updated: Added a picture


texts: Custom 'Smooth Shading' shorcut not working

texts:
I have added shortcut for smooth shading ] and for flat shading [. But why its not working on the object.

I have restart blender hotkey is present but its not working on the object.
Any suggestion or help. Thanks

Answer where to find the addon
Go to Text Editor and press Ctrl+T and you can find the addon Is key free


texts: Cycles 2.79 Need reflect and refract output

texts:
Blender Render allowed reflection and refraction as distinct output nodes for renders:

I am working with an FX firm that is asking for the same sort of output from my Cycles render, plus specularity. So reflections, refractions and spec.

My limited knowledge of ray tracers says not literally possible... but can I give them something comparable?

EDIT: Beginnings of an answer for Cycles with multiple render passes, which is not ideal: https://www.youtube.com/watch?v=2OhybKuHTlM


texts: Sub Surf looking weird how do I invert the curve direction

texts:
Weird inverted curve from what I want

How I want it to curve

Why is my subsurf "cage" curved in the opposite direction of what I want? How can I flip the curve the other way to create the edge of this car window? I want it like the second image!


texts: distorted / squished texture on mesh edges

texts:
I'm having a bit of trouble with textures on my meshes. Here's an example of my issue:

The mesh was created by scaling a cube and then applying the scaling via Object > Apply > Scale in object mode. After that, I attempted to apply my material. The texture looks fine on the top surface but squished on the edges as shown in the picture.

I'm sure the fix is simple and any help would be appreciated.


texts: How can I normalize weights to a limited subset of weights on a model with shapekeys?

texts:
I just created a lot of shapekeyed facial expressions on a head/neck with appropriate head/neck weights, weights that I want to keep.  I would like to create vertex groups like mouthCenter and mouthLateral so that I can play with limiting the shapekeys to various parts of the face.  I would like these groups normalized to each other so that I could, for example, apply SmileLateral and smileCenter both at 1.0 to create the entire shapekey.

However, the normalize all tool from weight painting won't work for this, because it will normalize my (armature) deforming groups along with my non-deforming groups. Even if these groups are locked, it will normalize around them.  I've tried using the Shapekey Helpers add-on to apply a data transfer from a different model, but it doesn't apply the data transfer (when using its apply modifiers and keep shapekeys option from the shapekeys menu.)  The shapekeys appear to be applied prior to modifiers, so I believe I have to apply any data transfer I get for weights to restrict the shapekeys themselves.

I imagine the same would go for a vertex weight mix, even if I were to figure how to use that to normalize vertex groups to a limited subsection of all groups.

Any ideas?


texts:
Is there a way to automate adding keyframes at a regular intervals? I'm mimicking stop-motion movement by

keyframing the animation
manually adding inbetween keyframes every 4-5 frames
setting Interpolation to Constant

Works pretty well, but I'd like to automate step 2 if possible.


texts:
I was wondering if it is better or not to use loop cuts on a mesh when they are not really necessary to the shape of the mesh while using a subsurf modifier to make the spaces between each vertex approximately even, and to make the model smoother.

Here is an example: on this sword I'm modelling, there is quite a big gap on the blade without loop cuts because I don't need them for the shape of the blade.

Should I use those loop cuts to make the model cleaner or can I leave it as it is?

Thanks for your help!


texts: can't find update callback for CollectionProperty

texts:
I'm new to python and I encounter a problem with update callback function.
I have a UiList of items, and I'm looking for a way to display a popup window when user click on one of the items in the lists. Since it looks like i have to use CollectionProperty to use UiList, i have setup one and use an EnumProperty inside.
My problem is:  I can't find a way to callback update from the CollectionProperty; and writing the update in the EnumProperty doesn't seem to do anything in this case.
class SCENE_OT_source_populate(Operator):
    bl_idname = "scene.source_populate"
    bl_label = "Populate source"

    def execute(self,context):
        context.scene.SMSL.collection.clear()
        preset = context.scene.StrewPresetDrop.StrewPresetDropdown
        AssetList = GetAssetList.Specie(self, context, preset)
        for Asset in AssetList:
            item = context.scene.SMSL.collection.add()
            Path = Asset.split(",")
            item.name = Path[1]
            item.description = Asset
        return {'FINISHED'}

class SMSAsset(PropertyGroup):
    type = EnumProperty(
        items=(
            ('A', "Option A", ""),
            ('B', "Option B", ""),
        )
    )
    #val = IntProperty()

class SMSList(PropertyGroup):
    collection : CollectionProperty(
        name = "SMSA",
        type = SMSAsset)
    active_user_index : IntProperty()

class SMS_UL_List(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.prop(item, "name", text="", emboss=False)
            #layout.prop(item, "val", text="")
            #layout.prop(item, "type", text="")
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)

def register():
    bpy.util.register_class(SMS_UL_Lists)
    bpy.util.register_class(SCENE_OT_source_populate)
    bpy.types.Scene.SMSL = PointerProperty(type= SMSList)

I looked in the blender doc and CollectionProperty is the only one witouth a Update callback. Is there a way to work around this please?


texts: Python: Difference between context’s `selectable_objects` and `visible_objects`?

texts:
What is the difference between selectable_objects and visible_objects context members in python API?

And which one should I use in which cases?


texts: Is it possible to transform an armature into a curve?

texts:
I have a tunnel that I want a camera to go through, and want to replace the armature with a curve so it moves exactly on that path. I'd like the camera to also rotate to follow the bends of the tunnel. Using cycles.

Appreciate it, the problem I'm having now is that the camera follows the path, but after each turn, kind of snaps back or bumps, like a recoil of sorts. I reduced the size of the turns, but it still happens. And within the graph editor I can't change the interpolation mode, it's all greyed out. The only reason it looks kind of decent is because the camera is set to 15mm. Any ideas?


texts: I'm using Blender 2.81 and I can't find halo rendering or anything except surface even after changing the rendering engine to Cycles.


texts: Issues at both little and large scales, not understanding the render

texts:
I have serious trouble understanding this:

1.- When i work on my project, im building a house into a mountain but "walk mode" seems to tell me that my project is very little, as I cannot walk into the tunnel.

2.- When I resize it up to 100x, I can walk into the tunnel, but if I make a mistake with the mousewheel and zoom out too far, memory dumps out and stops showing my project, because it is too far, even there is a point where half my mountain is shown, and half my mountain is not, which i guess its RAM or GPU issues (4gb DDR3/2 MB integrated radeon graphics)

3.- When I want to add a "sky texture" to my world, I am forced to travel through my file in "Rendered view" but it takes years to load very slow, and can even overheat my pc

4.- Happens to appear like i cannot work in both little and big scales, untill i  upgrade my GPU/RAM but when I play games, why does it render too fast compared  to blender and why cant blender do this aswell? Do you know a better way to walk into my tunnel without having memory issues as if I were playing a game?

Thanks in advance, I would attach my .blender but this https://blend-exchange.giantcowfilms.com/ gets stuck at "Processing files may take a whole" advice


texts: Anyone know why particles fly all around only for one frame of animation?

texts:
These lines only show in one frame:

I have set up this particle system:

The rest are default values. Gravity is set to -0.005 m/s^2 for scene and the emitting object (the butterfly) has all it's meshes applied rotation and scale and is animated btw. There is also motion blur set in render properties with default values.

Any ideas (my guess is it's the motion blur)?


texts: Why are the backgrounde/surroundings of intro templates not working?

texts:
I tested a few intro templates and with all of them I have the same problem: I can change the text and the animation of it and additional elements are working fine but the background/surrounding is not rendered in the way the example shows(please check the two uploaded images). While the example has a black background with mist, particles, etc. my export shows the naked viewport. As already mentioned I have this problem with several intros tested. What's wrong?2Thanks for your help!

enter image description here


texts: Rotate a 2D cross section to make a 3D object

texts:
I have zero 3D modeling skills and this is a very, very basic question - please bear with me.

I have a 2D drawing (I made it in Omnigraffle so I can export all sorts of formats - SVG seems most helpful, but I am naive).

What I want to do is to spin the drawing around a center line to make a 3D "top hat" like object. The result is to be given to Shapeways.

This seems super, super basic, but I lack the vocabulary to even formulate a reasonable google search to learn how this can be done.