texts: Add-on, how to format and use a custom path

texts:
This is the addon I'm trying to modify
https://github.com/florianfelix/render_bbake

I'm using it to bake and export textures for meshes that were imported via fbx.

I want to add a path button to it that will allow me to specify a folder for all textures (of all objects/meshes) to be exported to.

I got the folder browse button in there.  But I don't know how to format the path before the add-on appends the mesh/ texture filename.

Here's the modified add-on:
https://drive.google.com/file/d/0B41y2IFAXw53bkVPb04yX3g2X2c/view?usp=drivesdk

These are the relevant changes:

added this property to the BBake_Scene_Data(PropertyGroup) class in batch_bake_object_data.py:

all_path = StringProperty(
name='All Path',
subtype='DIR_PATH',
default='',
description='Save all images of all objects in this folder',)

added this to the def draw call in batch_bake_ui.py:

row=box_global.row(align=False)
col.separator()
row.prop(scene_settings, 'all_path')

modified the testob(ob, context) function (gave it a new parameter so I could pass in the scene settings data object) in batch_bake_operators.py to this:

test = context.scene.bbake.all_path
if test:
    path = test
else:
    path = bpy.path.abspath(ob_settings.path)

if not os.path.isdir(path):
    try:
        os.makedirs(path)
    except:
        msg('FAILED to create bake Folder:%s\n for object "%s"\nSkipping.' %(path, ob.name))
    return False

Running this, having specified a folder, "all_path" (just a random empty folder on the desktop), I get a "no such file or directory" error.

Note:99.9% of the code is not mine. It belongs to the former maintainers of this plugin and/or florien/fenix)

Thanks a ton for any help!

Edit:  I'm guessing I'm either not getting the string from all_path the right way, or I'm not formatting it properly to work with os.path.isdir.


texts: Is it possible to animate alpha of a dupligroup?

texts: I have a model, in its own blend file.  I link it into another file.  At some point in an animation I want it to gradually disappear. I've gone looking for ways to do this, with no luck. Is there a way to do this in blender-render?


texts: What to choose GPU or CPU , and should I use opencl, Linux (openSUSE)?

texts:
AMD ryzen 5 2600 6 cores
RX570 vid card.
16 gig ram.
I have done allot of research, but can't find what ideally would be the best setting for my system.
At the moment Blender says my vid card does not support opencl, but I know why thanks to help on the openSUSE forums, and how to fix it.
( for others on Linux you need the proprietary amd drivers or at least the opencl part of it, not mesa opencl, that won't work with Blender. RX570 and RX580 do support opencl on Linux )
Now my questions, will opencl reduce the render times, and should I use the cpu or gpu setting in preferences? Or both if I understand the opencl part right ?
I am totally lost on if I want opencl at all and what setting to use.
The one thing I do know, Blender works fine without it.
For a vid I want to make I probably want to use eevee rendering.


texts: How do you group objects together without joining them?

texts:
In Photoshop you can create a folder and put all the layers under that folder. This makes them easier to manage. How do I do this in Blender?

I'm not looking to do a boolean union or grouping them. I don't understand what the point of ctrl-g group is honestly. It would be nice to have something like the photoshop folder that enables me to manipulate multiple objects at a time, cleans up my hierarchy view, and doesn't join stuff together. Any help? I know this is probably super basic but I can't find it looking online.


texts: 3D animated whiteboard drawing -- best method

texts:
How can I best achieve this effect in Blender?

I'm considering:

White grease pencil drawing on geometry surfaces.
The latter with Hold Out shader (to eliminate rear strokes making them invisible)
Film: Transparent
Use Build Modifier (to get the animated drawing effect)

Thus I have to figure out tracking to moviesequences, but thats another matter

Is this the path to go or may there be more obvious methods to make the abovementioned effect in Blender?

Kind regards,
Mikael


texts: Handler Function doesn't update Text Object in 3d_View

texts:
The script below uses a handler function to show the current frame on the Text_object (every 10 frames) in 3d_view.
Tried assigning current_frame to text object in 2 ways:
1.With context.object.data.body
2.Updating text from Edit mode with editmodetoggle()
Both , Frame and Scene are being updated with their respective handler functions.
However, in both cases the handler function is not entirely getting executed and the Text in 3d_view  doesn't update
How to resolve this?
# SCRIPT -->  SHOW CURRENT FRAME (EVERY 10 FRAME'S) IN 3D_VIEW

import bpy

scene = bpy.context.scene
obj_active = scene.objects.active
obj_ops = bpy.ops.object
font_ops = bpy.ops.font
handlers = bpy.app.handlers

frame_current = scene.frame_current
obj_active = bpy.data.objects["Text"]

from bpy.app.handlers import persistent
@persistent
def frame_change(scene):
    frame_end = 200
    print(frame_current ," = script start")

#ATTEMPT 1---------------   UPDATE TEXT.DATA.BODY   --------------
    if frame_current <= frame_end:
        if frame_current % 10 == 0 :
            obj_active.data.body = str(frame_current)
            print(frame_current ," = TEXT UPDATED")  #Function not getting executed
    print(frame_current ," = script end")

#ATTEMPT 2----------------     EDIT TEXT FROM EDIT MODE    ------------------
#    if frame_current <= frame_end:
#        if frame_current % 10 == 0 :
#            obj_ops.editmode_toggle()
#            font_ops.delete(type='ALL')

#            text_frame = str(frame_current)
#            font_ops.text_insert(text = text_frame)
#            obj_ops.editmode_toggle()
#            print(text_frame," = FRAME CHANGE")

def register():
handlers.frame_change_post.clear()
handlers.frame_change_post.append(frame_change)
bpy.app.handlers.scene_update_post.append(frame_change)
handlers.load_post.append(frame_change)

def unregister():
    handlers.frame_change_post.pop(frame_change)
    bpy.app.handlers.scene_update_post.pop(frame_change)

if __name__ == "__main__":
    register()

##########################---------- EDIT 1 -------##########################
Tried @batFinger's script but Text doesn't render in 3d_View (even if script runs in console )

import bpy
from bpy.app import handlers
from bpy.app.handlers import persistent

@persistent
def frame_change(scene):
    frame_current = scene.frame_current
    frame_end = 200
    obj_active = scene.objects.get("Text")
    print(frame_current ," = script start")
    if obj_active is None:
        return # no font object named "Text"
    if frame_current <= frame_end:
        if frame_current % 10 == 0 :
            obj_active.data.body = str(frame_current)
            print(frame_current ," = TEXT UPDATED")
    print(frame_current ," = script end")

def register():
    handlers.frame_change_post.append(frame_change)

#ALSO TRIED  THE BELOW COMMAND'S BUT NO RESULT
#    handlers.render_post.append(frame_change)
#    handlers.scene_update_post.append(frame_change)
#    handlers.load_post.append(frame_change)
#    handlers.frame_change_pre.append(frame_change)

def unregister():
    handlers.frame_change_post.remove(frame_change)
#    handlers.render_post.remove(frame_change)
#    handlers.scene_update_post.remove(frame_change)
#    handlers.load_post.remove(frame_change)
#    handlers.frame_change_pre.remove(frame_change)

if __name__ == "__main__":
    register()


texts: Advice about setting up a long complex scene with a seamless camera move

texts:
I’m animating a full 3 minute song in Eevee, and it’s supposed to look like one continuous camera movement, panning around the set between different characters. Each little chunk of the scene has its own camera path, and the camera has a bunch of Follow Path constraints on it with influence that animates over time. So far so good.
The problem is that I’m halfway through and the file is ginormous and unwieldy. It’s over 1.5 gigs with all the meshes and textures in there, and the NLA is a nightmare. Just a ton of stuff in one file. So I’d like to split it up into different sections that would seamlessly connect.
What’s the best way to do this? Do I want to have a bunch of individual files of character animation that are all linked together in a main file with one master camera? Or do I have completely separate and unconnected files with the same camera paths copied between them, which I render independently and combine in editing? I’m just worried that whatever I do, once I split into multiple files it’ll be hard to make sure the renders still connect perfectly. That’s why I’m been trying to stay in one project.
Thanks!


texts:
I am trying to 3d print some miniatures. I have the Armature all posed, and now I want to remove the armature, but keep the pose.

This will hopefully allow me to break up the model into arms/legs/torso for easier printing. I plan on doing some Booleans to the intersecting parts but I cant remove the armature without also losing the pose.

Here is the file: http://pasteall.org/blend/index.php?id=43373


texts: How do I set a custom shape for multiple bones?

texts:
I've tried finding a solution for this, but I can't seem to locate one.  Or perhaps I'm not asking the right questions.

Right now, I'm using Blender 2.79b, and what I want to do is to select multiple bones in an armature, and set the custom shape for all of them without having to do each bone one by one.

Mostly it's because I've got a model with ten fingers, and each finger has two control bones that should use the same custom shape, and I would rather not have to set the custom shape twenty times if there's a possibility to do it all in one go.

Any help would be greatly appreciated, thanks!


texts: Convert the pose bone matrix to a local matrix

texts:
I need to convert a pose matrix to a local matrix.
I do it like this:

armature_object.convert_space(pose_bone, pose_bone.matrix, 'POSE', 'LOCAL')

And it works.
But if you turn off the Inherit Rotation checkbox on the bone, then this function will not take this into account.
I need to find a way to get around this limitation.
The only thing that occurred to me was to write my own function convert_space.
But I do not know how to make it.


texts: UV Mapping Transparent Images onto a Model, Blender 2.8Beta!

texts:
So I am currently trying to figure our how I can take my Logo, and put it across a cube on one face. I want the Cube to be gold. and my label lay across it while allowing the gold to appear through.

I seem to have gotten it to work on the Cycles engine. But On the Eevee engine, the transparent area is black. Is there a way around this? or is it true, that in the current version of blender, getting this transparency just isn't stable yet?

This First image is me attempting to use the "Alpha Blend" but it just makes the entire face transparent.

Then in this picture  I turned the Alpha Blend off, and it made the transparent section black.( all of these "Alpha" options end up eliminating the entire faces opaqueness)

Then here is another weird thing happening. When i put this into the Cycles engine, the Top part looks great, exactly how i want it. BUT the other sides seem to be reflecting light a lot less. Almost as if the transparent part of the Label's PNG is adding a layer of gloss to the surface.


texts: How to migrate preferences and add-on in Blender 2.8 and later when installing a new version?

texts:
How are settings and add-ons migrated in Blender 2.8 and later?

In 2.7 the splash screen had an option to import old settings. This is not present in 2.8.
This answer looks very dated - How would I import/export Blender's preferences?

If there is not a built in way to do this, are there scripts or add-ons for migration?


texts:
I baked the normals of a high poly mesh to a low poly mesh using cycles but the result seems somewhat odd.

This is how the low poly mesh looks like with baked normals:

This is the high poly sculpt:

This is the normal map:

The cage is a duplicate of the low poly mesh with a displacement modifier applied. All three objects are in the same location. Low poly does not share UVs. Shading is set to smooth.

How can I get the normals right?

Here is the .blend file:

Update: Since it was suggested that this issue occurs because of the difference between high and low poly I made a new subtle sculpt but the error still is present:


texts: How can I accomplish, that the surface of the Ocean modifier isn't shown on the inside of a drifting transparent bottle?

texts:
I'm trying to make an animation that shows multiple transparent bottles(which I used the solidify modifier on), that are swimming in the Sea(a normal ocean modifier surface).
On the inside of the bottles are messages that should be visible, but I can't find a way to delete the oceans surface on the inside of the bottle. Therefore it looks like the bottles have water in them.
I tried to use the Boolean modifier which didn't work.
Also I want to make an animation and not a single image.

(the water is supposed to be brown, as I'm doing this as an art-project)
Does anyone have an idea how I can delete/hide the water inside of the bottles, so that the messages are completely visible throughout the animation?
And if there is no possible way to do it this way, how can I make such a scene?

Edit
@Jachim Michal Hi. Yes I've tried that, but there are two problems:

Because the Bottle is hollow, the Boolean Modifier only cuts away the space, that the bottle takes up and nothing from the inside.
2.When I deleted the Solidify Modifier of the bottle, it worked, but the "hole" in the water disappears with the next frame.

Right now I have solved my problem by using the bottle as a brush and setting the canvas type to displacement:
But as you can see these ugly sharp edges appear. Does anyone know how I can make them smoother? Maybe by setting the Resolution of the Ocean Modifier to a higher number?


texts: How to perfectly bake light using GPU instead of CPU?

texts:
So far, i have only been using my CPU to bake out lightmaps.
Recently i discovered that by using the GPU the speed of baking can be reduced significantly.
However, in my attempt to use my GPU to bake, the lightmaps that im getting looks terrible...
I have a created a simple scene to illustrate my problem which includes a wall, floor, ceiling and a window (i'm using the archipack addon).
The first picture shows the lightmap using the GPU
The second shows the lightmap using the CPU

Furthermore, it seems that the problem is caused when the window mesh is added to the scene.
I tried to bake using my GPU on a single wall which gave me a good result:

Does any one of you know why this window causes the black dots and very dark walls compared to the third picture?
Any help would be much appreciated :-)!


texts: So, all I've done is quick smoke, then adjusted the temperature difference, and then adjusted the smoke domain. Now the smoke won't show up at all. What did I do wrong?


texts:
Is it possible to reproduce this node procedurally?

I would like to learn more about how Blender nodes work, I'm doing a lot of research and I'm very curious about this node, including the "Normal Map" node
Is it something very complicated?
I do a little edit of the question to be more specific.
I'm trying to figure out how to reproduce this node while avoiding the use of this node. I don't know if it's possible, but in blender inside nodes almost everything appears possible


texts:
my issue is that I have a scene with many objects for a game with Eeviee (UPBGE), and I cannot afford to display them in the viewport, even though I put together a few logic bricks that emulate a binary LOD (visible/invisible) so that in-game doesn't lag from having to draw distant objects.
I wanted to use Object Properties > Viewport Display > Bounds but Eeviee doesn't render the meshes when the game starts.
When using the 'visibility' logic node, effects are taken into account and it is stated that the node acts upon the render switch button from the outliner, but manually setting this switch outside of the game has not effects, thus I don't understand how the game engine treats Eeviee viewport's render.


texts:
What is blender and how is it useful? Would it be recommended for beginners?
I am starting animation and I'm trying to find what to start with. I saw Blender a few times during my research and got curious.


texts:
I'm trying to figure out the best way to model the sphere-spiral here:

Is it possible to make this shape directly? Or do you have to make it as a cylinder and wrap it to a sphere?


texts:
I am working on a few models which are going to be soon available for viewers via Sketchfab. Using guidelines from this forum I made a base for them through extruding the edges.
Now I need to assign color to each extruded face. Unfortunately, faces inherited color from the edge and this is how they look now:

At first - I've selected all faces, changed to edit mode, and in material section added new material, set color and clicked Assign. This is, however, not reflected in the model in object mode or exported mesh.

What did I possibly do wrong? What should I do to be able to see all those modifications in mesh colored in Blender and reviewed later i.e. in MeshLab?


texts: How to delete specific edge using python?

texts:
Firstly, I am new to Blender. I am actually working on to create a hemispherical model with cell fractured property.

I have done this work manually and now I want to automate using python. I have written the code for the hemisphere and filling up the hemisphere using bpy.ops.mesh.fill().

My problem is when I created a hemisphere using circle and bisecting it, I have extruded one edge to another with proper dimension. But there is another edge that is occurring based on code. I am unable to overcome it. I have posted the code and the image below for reference. Please check and help me out with how to delete that extra edge.

I want to create cell fracture using python. I have created particles using python. But I want cell fracture also in python, but since its add-on in blender, I am unable to do in Python.

Here is the code:
#Imports.
import bpy
import numpy as np
import math
from array import *
from mathutils import Vector
from math import degrees

# Draw hemisphere of 1m radius
bpy.ops.mesh.primitive_circle_add(radius=1, enter_editmode=True, align='WORLD', location=(0, 0, 0))
bpy.ops.mesh.bisect(plane_co=(0, 0, 0), plane_no=(0, -1, 0), clear_inner=True, clear_outer=False, xstart=0, xend=0, ystart=1, yend=1)

# Extrude vertices after hemisphere
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_translate={"value":(2, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(True, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})

# Fill
bpy.ops.mesh.select_linked(delimit=set())
bpy.ops.mesh.fill()

Hemisphere with extra edge image:

Hemisphere with particles image:


texts: Rendering my freshly created diamond gives no good result

texts:
I am a beginner at Blender and very enthusiastic about the enormous possibilities. It is a flood of options.
I started with the creation of a sparkling diamond as a part of a logo for my daughters business. I found a perfect youtube tutorial and succeeded making the diamond. After making the diamond I let turn the animated diamond. It looks very realistic! I am proud at myself! But...
When I start rendering the diamond animation or rendering the image I got a very strange result. See my image from the result. I tried in my opinion everything but no result.
I run Blender on my iMac Pro.
Who can help me?

The image shows the diamond animation in layout. It was constructed using a youtube video (Making Awesome Diamond Shader in Eevee - Blender Tutorial by VFX Mastro).
It looks for me as a perfect diamond!
Render animation shows on the left the red diamond output using the Evee engine and the output setting on the right side.


texts:
I followed this tutorial. Rechecked, but still no light on a surface from emitting object.
Here is properties of the emitting object and the world:


texts: About automatic blender Multiple 3D avatar changer mechanism

texts:
I like to know about replacing one human 3D avatar in one video animation by new avatar during different scenes as the new avatar movement and position be synced by the old avatar.
this mechanism would help us to making some fast animation editing and render it to create some new animation by the request of costumers.
This could be combined with face avatar maker from 2D photo like this for many purpose.
So i googled and find the MultiEdit but i don't know it is proper for this usage. so asked here
If the MultiEdit is not proper, would you mind suggest some proper tag to search via google to find proper blender add-ones ( somethings like converting ...)or  GitHub code to do this work in blender?
Thanks.


texts: I started to learn blender, deleted the world icon-thing in the outliner panel and now, I don't know how to get it back -.-


texts:
I am trying to create a series of materials nodes that are linked together. My script successfully creates a new material and connects a Mix node to the material output node. It also creates an Ambient Occlusion node, but fails to connect that AO node to the Mix node.

import bpy

bpy.data.materials.new(name='test')
mat = bpy.data.materials.get('test')
mat.use_nodes = True

#define where output of new node will link to
matout = mat.node_tree.nodes.get('Material Output')
#define new node type to link in
newmat = mat.node_tree.nodes.new('ShaderNodeMixShader')
#create new node with link
mat.node_tree.links.new(matout.inputs[0], newmat.outputs[0])

matout = mat.node_tree.nodes.get('ShaderNodeMixShader')
newmat = mat.node_tree.nodes.new('ShaderNodeAmbientOcclusion')
mat.node_tree.links.new(matout.inputs[0], newmat.outputs[0])

The console tells me that the matout = mat.node_tree.nodes.get('ShaderNodeMixShader') fails to find anything (AttributeError: 'NoneType' object has no attribute 'inputs').

Am I approaching this wrong?


texts:
Im trying to rig a Humanoid in blender, and I have the Iks done with their Pole Targets. My problem its that I dont know what its the best option to make them follow their bone position.

I have tried copying location , but its not a option since i cant move the bone. I tried parenting it to the ik or the bones too, but the result its very bad. Any help?

The first image is the bones in rest position.

The second one its if I move the Ik controller.

The third its if I parent it to the bones.


texts: Camera flips 180 degress when moving around object

texts:
I have a problem that I have not been able to find an answer to, I am sure there must be an answer out there, probably I am not formulating the question correctly. Anyway, I want to rotate the camera around an object, but when I am completely perpendicular to the Y axis, as soon as I cross the X axis my camera flips 180 degrees, making the camera always maintain its "belly down attitude", how can I stop the camera from doing that?

Thank you!


texts:
I have a plane and I want to set its collision bounds programmatically (I have some other objects in my scene and I want it to act as a floor). How do I do this? Couldn't really find anything conclusive online...

Thanks!


texts: Hair Dynamics does not collide with its own mesh

texts:
My issue is as topic states. The hairdynamics of my mesh goes right through the mesh itself, the hair does not collide.

I have been searching around the internet and looked up several posts here on Blender Stack Exchange, and it seems that no one have found a sollution yet, or atleast not shared it, as in explained it in a detailed way. There is alot discussions about it, but no sollutions from what I can see. I found one like old workaround for a old blender version, but I am using 2.79 and it would make sense if there was a more simple way to achieve this.

So my question is simply, how can I make the  hair collide with its own mesh? so it does not go through it?

This might not be the best example, but you can see here in the GIF that the hair goes straight through the mesh it is attatched to.

Here is a GIF showing the issue (I could not upload it trough the image function here, it did not let me, trust me I tried, I believe it might be too big file)

https://imgur.com/tep6GXX


texts: FLIP fluid simulation does not detect collisions anymore

texts:
Sorry for such question, but someone is getting dumber by the second (me or blender): fluid collision stopped working completely (worked before by some miracle)
Domain is set, fluid set as Geometry, cube is set as Effector-Collision.
Collision does not stop liquid at all.
.blend file attached:


texts: Persistent Render region will not disappear

texts:
Using blender 2.83. I might misunderstand the terminology but I think the dotted square inside my viewport is the render region? As you can see, even with the checkboxes unchecked it won't disappear.
I've searched everywhere (even found this thread How do I clear the render border?) and all I can find is CTRL + ALT + B, CTRL + B, ALT + B etc etc, to turn it off. I've even disabled it in the preferences, but I cant get rid of this region.
Any ideas what I might have missed?


texts: How to make water tight surface for 3D printing

texts:
I´m quite new to Blender and wanted to try out 3D printing. Now I´ve created a form and wanted to add wall thickness. I have already diagnosed it with Netfabb and apart from the fact that it´s not closed it is alright.
My problem now is that I have applied the "Solidify" modifier and it creates a lot of overlapping faces instead of giving it a water tight, printable surface. What am I doing wrong? Here is a image before using any modifiers:

And here with some of the overlapping, messy faces at the back after using solidify:

Is there any way of not modeling the whole interior side manualy?


texts:
in this tutorial about a Specular Workflow at about 14:10 min a Reflection Node Group is shown. You can see a socket named Specular and you can see that yo can change the value of this socket

Looking at the Node Group in detail you can see that the Specular socket of the Group Input node is connected to the Color1 socket of the Mix node. Clearly the Specular socket is a color field.

Question I don't understand how it is possible that while the Specular socket is a color socket it is possible to enter values in the Specular socket. If I create this node group this is my Reflection Node Group. In my Specular socket you can only enter a color and not a number.How can I change the Specular socket from a color socket to a "value" socket ?


texts: Shortcut to switch between Rendered View, Material View & Solid View?

texts:
At the moment, I have to go down at the header to keep on changing views in my 3d view port. I would like to speed up my workflow, could you help me out and let me know what is the shortcut to switch between Render View, Material View * Solid View?

Thank you,
W


texts: Is it possible to create a customized time stamp on the video? By customized I mean an arbitrary hour:minute:second that would count up time (24 fps)? The Metadata stamp is useless for this purpose, since it will stamp current system time at the end of each frame render, which depends on render time anyway.


texts:
How can i make a screw object fallow a curve correctly? I am trying to make something like a tape around a torus and it only works for a part of the curve.
increasing the angle on screw doesn't work. Increasing the curve smoothness doesn't work. What is the correct way to make such an object?


texts: How to define dependent geometries (e.g. for a male-female connector design)

texts: Is there a way to define dependent geometries? For instance while designing a male-female components of a connector I want that if I change something in the male component - the female component will adopt itself automatically to the change (and vice versa).


texts: "Failed allocate render result, out of memory" on render - Cycles Blender 2.79b

texts:
I am working on a little personnal project which contains two scenes (no animation, just a fixed render). Almost all the assets are linked from other blend files.

Yesterday, I rendered the first scene without problem.
I tried to render the second scene, and there is the problem. The viewport renders the scene just fine, but when I hit the render button, I just get an error message : "Failed allocate render result, out of memory".

I can't get why. It gives me this message on GPU render and CPU as well.

I work on Windows 7 64bits, 8Go RAM, nVidia 1060 gtx 6Go. Blender 2.79b.

Thanks,


texts:
I have downloaded Bioblender V0.6 and the pdb file of this molecule. The molecule contains two chains 'A' and 'B'.

If I check the "hydrogen" check box and import the pdb I get the following image:

However, I cannot see the hydrogens of this molecule. I would like that my molecule looks more like the picture that one can find on the homepage from Bioblender (see picture below). How can I achieve this?

As I already mentioned, my molecule contains two chains 'A' and 'B'. I would like to visualize my molecule such that one can identify each chain, as for example in the following picture (found in this article). How can I achieve this?

Edit: Mike Pan noted that I do not have hydrogens in my molecule. Therefore I tried this molecule with hydrogens in the pdb file. When I add it with Bioblender and check hydrogen, the molecule is represented in a very different style then the molecule from the Bioblender homepage - why is that?

I also tried to check Spacefill and I got the following result.

However, the hydrogen looks far bigger then in the Bioblender image (second from top). I do not know how I can scale all hydrogens. In the outliner, they are not grouped.


texts: How would I make each one of these faces a separate "plank?"

texts: Just curious how I would make each of these faces a separate, movable, solid, rectangle. Attempting to make a wooden shack. Thanks everyone :)


texts: How to Override Poll for Clear_Parent in Background mode

texts:
I keep running into a poll context error for when trying to parent_clear-
  File "c:\Users\Willard\Desktop\blender\2.82\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.object.parent_clear.poll() failed, context is incorrect

My script works fine and avoids poll errors when running blender with the interface.
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}

for s in bpy.context.scene.objects:
    if s.type == 'MESH' and s.parent_type == 'OBJECT':
         s.select_set(True)
         bpy.ops.object.parent_clear(override, type='CLEAR_KEEP_TRANSFORM')
         bpy.ops.object.select_all(action='DESELECT')
    else:
        pass

for o in bpy.context.scene.objects:
    if o.type == 'MESH':
         o.select_set(False)

    else:
        o.select_set(True)

bpy.ops.object.delete()

While running the script in background mode I receive the failed context error. I'm not sure how to override that context that I believe is failing because the script is running off the screen


texts: A similar question has been posted previously, but no answer was given that worked for me. I'm following Blender Guru's donut tutorial for this project. In the video, it shows the icing smoothly flowing down, but mine appears to have blocky and rough edges. Any help would be much appreciated.


texts: Can I render a normal map into a diffuse texture?

texts:
I'm still very new to Blender, learning what I can while I try to edit models for an outside application (Miku Miku Dance).  My textures are poor and I'm looking for ways to improve them.

Is there some way that I can use tiling normal maps created by a third party and burn them into a diffuse texture?  I'm talking about using the normal map to generate shadows onto an image that I can then edit into an existing diffuse texture.  Keep in mind that these are not normal maps that I generated from the model, but instead represent a deeper level of detail than I could with my simple mesh.  It seems like the sort of thing Blender could do.

As a newb, any details (keystrokes etc) are appreciated, but I can of course use Google as well as anybody else can.


texts: How can I use 'create new collection' command?

texts: I create a collection with 'create new collection' command but the new collection did not appear in scene collection. And I found it in 'orphan data'. I tried to move the new collection(test) to scene collection but failed. I don't understand the way it works like that. How can I use the new 'test' collection?


texts:
Through the usage of a simulation framework, I have for each simulated time step a mesh (.ply format). This results in a collection of meshes. They represent an object deforming over time with each mesh representing a certain point in time. I know how to import these files but how can I easily and automatically animate the deformation given these files?

My question is similar to:  import series of meshes but in my case the number of vertices and faces in each mesh differ. Therefore I do not know if the solution is still valid.
Another similar question is: Can one create a video from sequence of meshes that you already have using blender? which offers the same solution: convert format to PC2 or MDD formats and use Mesh Cache but there it explicitly says that the mesh needs to have the same amount of faces and vertices throughout the entire simulation.


texts: Blender won't see my nVidia GPU and 2.90 crashes but 2.91 doesn't

texts:
having a bit of a problem with Blender 2.90 and 2.91
My scene works in 2.83, and blender sees my GPU, no problems.  With 2.90 it can't see my GPU and it crashes on the same scene.  2.91 doesn't crash but it can't see my GPU.  Both 2.90 and 2.91 say "No Compatible GPUs found for path tracing. Cycles will render on the CPU".
My hardware is, Mac Pro (mid 2010), 24GB Ram, High Sierra,
NVIDIA GeForce GTX 980 TI.  Compute level 5.2 when I checked.
CUDA Driver Version 418.163, GPU Driver Version 387.10.10.10.40.138
2.83 is working great, yes its not blazing fast but fine for what I do.  I have not updated my OS for this machine because I want to use Blender and after High Sierra there is no support for NVIDIA on mac os :-(  It is what it is I guess. Whats up with 2.90 and 2.91 not seeing my GPU >
I can provide a crash report if it would help.


texts: how to get coordinate for every point in lattice with py?

texts:
import bpy

act_obj = bpy.context.active_object

u = act_obj.data.points_u
v = act_obj.data.points_v
w = act_obj.data.points_w
points_sum = u*v*w - 1

while(points_sum != 0):
    pt_pos = act_obj.data.points[points_sum].co
    print(points_sum, 'coordinat',pt_pos)
    points_sum = points_sum - 1

I need to get coordinates of all points to create in their position bones, like controllers for lattice.


texts: What is this weird group when importing an FBX, and how do I remove

texts: I imported this in as an FBX and all the objects seem to have this weird grouping. How do I remove it and how did I do this?


texts: How to fix SSS glitch when surfaces of same object clip (Cycles)

texts:
For quite a while now I noticed that I get those very shiny lines whenever surfaces clip through each other. The only ways I know for now is post-process or in edit mode move vertexes just enough to make surfaces be near each other instead of clipping through.

I know it is caused by SSS (both SSS and Principled SSS give that result).

The question is. Can I get this fixed by some trick with nodes instead of spending hours to cover that up?


texts: How to center the view on the "Time Cursor" in the Video Sequence Editor?

texts:
I have three markers in the timeline, and I am working in one of these three areas in the sequencer around the 3rd mark:

I try to use the first marker in the timeline, so that the sequencer jumps to that position without having to zoom out in the sequencer and look for that 1st mark manually and then zoom in  around it.

There is a menu entry 'jump to the previous marker', but then only the time cursor (green line) jumps and gets out of sight, but the sequencer keeps showing the same area I was working in.

Is there a way to tell the sequencer to pan to the area where the green line is? I want the whole view to jump to where the previous marker is, and not only the green line.


texts: Mesh does not stay flat against same degree mesh when rotating on x-axis

texts:
I have a lego arm, and the body, but the arm does not rotate correctly.

I re-set the object's origin to be the center of the shoulder:

But when the object is rotated on the X-axis only, it appears to rotate on the Z ans Y axis as well a little.

How do I keep the mesh to stay flat against with the other when rotating?

Blend file:

New Blend file:


texts: Can't get SSS to work with Principled BSDF shader

texts:
I can't seem to get the SSS to work with the new principled BSDF shader of Blender 2.79. The SSS effect is almost invisible.
Please see the image below:

Does anyone know how to use this shader for SSS?

Here is the Blender scene in case someone wants to examine it: http://pasteall.org/blend/index.php?id=47835


texts:
So basically I was rigging up the new CS:GO hands in a multirig,as you do, and after all the rigging was done and textures were assigned, I went to do a render in Cycles to see the end result. In the view port, the textures showed fine, however, as soon as I rendered, they showed up as just blackness. My nodes are all set up as they should be, and it's not the lighting in the scene as you can see, other textures do still show. I think it may be something to do with the mesh itself by I've exhausted all my ideas.

If anybody has any idea what it could be, please let me know!


texts:
Documentation: View3DOverlay.show_stats.
The UI shows the following:

However when I run bpy.data.screens['Layout'].overlay.show_stats, there is an error: AttributeError: 'Screen' object has no attribute 'overlay.


texts: I'm trying to make a character model where I can move the pupils. Is there a way I can make the eyes so that I can move the pupil texture around the eye using a rig?


texts: In blender, I have not saved the file because Blender crashed. So, I restart my computer and I open Blender again and go to "Recover Auto Save". I choose my file, however, it says that it fails to read that .blend file, and all I see on the screen is a blank cube. Why is this so?


texts: Flat surface sculpts along length, not evenly

texts:
So I have run into this issue when learning to create a base mesh of a head. In the following picture I have created a basic nose.

I enter sculpt mode and press ctrl + r to remesh the object, and smooth it out a bit

Here is a view from the bottom up where I try to start the nostrils.

Why is the draw brush drawing ovals instead of circles?
First time poster here. If there is any additional information I can provide I would be happy to.


texts: How do I rotate an object that already has keyframes?

texts: I appended an object to my scene that already has the animation I want it to have, and I want to rotate it so that it's facing another direction. The problem is that after I rotate it when I go to test out the animation it snaps back into its original position. I was also hoping to scale it. Thanks in advance.


texts: Particle collections - optimization/change display

texts:
I have like 128 collections, each one have different character - rigged and animated.
From that I'm creating clone army with particle hair system, problem is with optimization - with that many characters I have problem to work with camera through animation(I need to check if on any time is not colliding with my clone army).
So I have 128 particle systems on 6 emitter planes, each of them using pointed collection with character. My questions are:

Is there possibility to use 1 emitter with 1 absolute collection to display particles(because if I do it rn it show all characters merged in one place - is there way to choose character from random collection inside this absolute one and place them randomly on plane)

Is there possibility to make quick change for all particle systems to display cube for testing camera movement and after that switch that back for render or preview that characters are set properly.


texts: How to pack data into .blend with bpy.data.libraries.write

texts:
I have noticed that it is a discourse of which one speaks little, the correct way to write a .blend file and save objects etc is for example

data_blocks = set(bpy.context.selected_objects)
bpy.data.libraries.write("my blendfile dir", data_blocks)

But I noticed that for example my models, if I move the file to another computer, the materials are not displayed (purple object)
I was wondering if there was a way to "Pack into .blend" through the script like:
bpy.data.libraries.write(#pack into blend = True)

I need this for create a .blend file that has textures and images packed
without open new .blend file , "write" method think is incomplete because if i delete image or texture new .blend file loose the images/textures


texts: Grease Pencil Layers/Keyframes not showing up in Dope sheet

texts:
I'm fairly new to blender and I've been working on a Grease pencil animation for the past couple weeks and everything has been fine until recently when I couldn't see the keyframes i was creating for my Gpencil object.
They are still being recorded and playing out however, I can not see or edit them. In the dope sheet and timeline I cant see the layers I have inside my Gpecil object either. Only the keyframes I've made for the position, rotation, scale, etc are displayed. I've tried most solutions and I can't seem to figure what is going wrong, any help is appreciated


texts:
As mentioned, my baked normal map is kind of weird and I don't know what caused it.
I baked normal maps previously, but I'm not a pro.

Appreciate any help!:)

I selected the high-poly mesh first, then the low-poly mesh.
Low poly mesh is unwrapped.

EDIT: Here's the .blend file:

SOLUTION:Turns out the subdivision modifier was too high. After turning it down to 2, the normal map worked!


texts:
How do I save only the arrangement of my viewport into multiple windows without saving it
as a .blend file so that I can reopen it later on ? Also I would like to understand what does
ctrl+PgUp

here,i.e. what Arrangements it displays ?


texts:
I have a complex mesh with only vertices and edges that I want to solidify.

The problem is I just want to solidify edges (not any faces) to have some kind of fat wireframe model (i.e. just every edges being cylinders). Not a classic solidify.

How can I achieve that?

Here is my mesh:


texts: Blender rotates images that are being added in the UV image editor

texts: For some reason, blender rotates some images when I try to add them in the UV image editor for reference. How can I fix this? Thanks.


texts: HDRI environment image not showing in final render

texts:
So i have a HDRI environment set up but when i render it in cycles i get just a blank white background, and to be honest it doesnt even look like the same lighting?
Using 2.8


texts: Metaballs show in rendered viewport but not in actual render?

texts:
I have a particle system that emits metaballs in Blender 2.8 eevee. My settings:

They don't show up in the render - not the object itself nor the metaballs emitted. In the rendered view they show up:

But in render, nothing:

Why?


texts: So I used a cylinder to cut holes through this mesh and I only noticed these artefacts later. How can I cut the holes without getting artefacts?


texts:
I have a model with a jacket on it as separated object. I don't know how to attach/weight-paint jacket to make it deform without intersections with model and itself.

Some parts of jacket, the edge areas, are double layerd to mimic it's not flat. That makes the job even more difficult because while deforming the jacket upper layers intersect with bottom ones.
In addition there is also a belt which is also an separated object.

How not to get lost in all relations between vertices and weights assigned to them from different bones? When I set up weights for one pose they are not matching for another. I can paint this way to endlessness.

I can't manage with those under layers of jacket also. I can't paint them while they are covered. I know I can use face masking mode while weight painting but if I mask upper layers I can't see if they are still intersecting those bottom.

There is also problem with subsurf modifier. When it's on I see the model the way it will look finally but then everything slows down so it's hard to work. On the other hand with disabled subsurf modifier the mesh looks and behave different way so I can't repair all those intersection issues.

Maybe there is some technique or good tutorial that provides inf. how to weight-paint/skin the mesh properly? I attaching screen shots to ilustrate the issue.


texts: I have face snapping on. Instead of snapping face to face the mesh rotating and moving here and there. Any addon or good way to align face to face. Which work perfect and easy way. Thanks


texts: Updating very old add ons for use in Blender 2.8-2.9 onwards

texts:
I have a question regarding a very old add on for Blender, that I am hoping to make work in the current version.
Currently, I have gotten into to developing add ons for the Space Simulation software Celestia. In order to for Celestia to use an add on, one of two 3d file formats must be used. .3ds or .cmod, are the two file formats that the software currently supports. However, a majority of the add on creators for Celestia use Windows only programs such as Anim8tor, which have the ability to export .cmod files to Celestia. As I am on a Mac running 10.14.6 Mojave, I’am unable to use such a program.
With that being said however, I did learn that very early on, there was in fact a .cmod export add on for Blender. Unfortunately, the add on is so old, that not even 2.79 is capable of running it. Therefore, my question is is it possible to modify this add, on in order to make it work correctly with a modern version of Blender? If so, what will I need to do in order for the add on to be compatible with the most recent versions of Blender?
If you are wondering about the .cmod file, there is lots of information about it here:
https://www.classe.cornell.edu/~seb/celestia/cmod_format.html
In addition, I have also included the link to the .py file that I am referring to as well:
https://celestia.space/forum/viewtopic.php?f=2&t=9957
Thanks!


texts: Is there a way to remove dublicate objects on top of each other in Object Mode?

texts:
I have imported an fbx file of huge size with millions of verts. It seems something has gone wrong and unity file was converted into fbx with some errors.

There are around 5 dublicate objects on each object.

Is there any quick way to remove those dublicates without spending too much time on deleting objects manually?


texts: Model a tube with round ends and apply a colorful gradient

texts:
I'd like to model a tube with both ends rounded. After that i want to add a colorful gradient to it.

I know a little about building a tube via bezier curves and a cylinder but the tube has open ends.

How would you try to model it?

Attached you find a picture what I would like to build.


texts: Subdividing a simple plane does not work

texts: I have a plane and cut it in half with a loop cut. When I try it to subdivide this is not happening. After clicking for I while I removed doubles and to my surprise some 10000 doubles were removed ?? Anyway, while in edit mode I try to subdivide this plane and it won't work. Truly ashamed I ask for a solution ...


texts: Batch Rename (add-on) - inverted sequential numbering

texts:
Official Blender 2.8+ includes add-on called Batch Rename, but I can't find an option to invert numbering order for a bunch of objects (Text.001, Text.002, ..., Text.010).
Number 1 become 10, 2-9, 3-8, 4-7, 5-6.
Manual says

Regular Expressions can be used as a powerful way to tailor the Find/Replace texts and can be enabled using the icon to the right of the text fields.

Question - What is the right "Regular Expression" to add or revert sequential numbering of objects?
Note: There is an awesome script of p2or that does exactly what I need, but I would rather use a script bundled with official version. Thank you for your time :)


texts: How to rotate all Collection's hierarchy in the Transform Panel in 2.80?

texts:
so I want to rotate all objects on one of my Collection (say 90-degree on the x-axis)... while I can do so manually through the Rotating tool...it's hard to get the exact 90-degree value and too much time consuming.

So, I tried to just select the Collection or selected all the objects I want to rotate and try to rotate it through the Transform panel where I can just write 90 on the x-axis like you would on Maya or C4D... but the problem is that Blender won't let me do that, it just automatically select a sing;e object on all my selected objects or Collection and only rotate that single object.

So my question is, is there a way I can rotate multiple objects or all the objects under 1 Collection via Transform like in Maya or C4D?

I mean, it's so intuitive when you think about it, idk why Blender haven't implemented this already... it's just weird, you know?...that or it could be that I just couldn't figure out the "correct" way to go about it... if so then I apologize.


texts:
Hi so I just added a circle with vertices 32.
and when i go into edit mode they dont show up on the circle? I need to do some work with it and i need to see the vertices.
Any ideas why its not showing up?
I have tried alt-H and that wont work.

Thanks


texts: How do you match the rotation of an object based on the edges of another object?

texts: How do you match the pentagon's edges with the edges circled in blue?


texts:
What kind of methods are there to make object behave like it would be a spring , a metallic object
that bends just a little when you move it around, or like a piece of metal string .?,
that bends just a little when you move it around ( with a added hook )
when trying cloth simulator or softbody i can´t get it to come inflexible inaf.


texts: How to randomize wood pattern in many object?

texts: I want to make wood house. but my wood pattern is not nature. If i use texture, all woods have same pattern. Is there any way to randomize wood pattern?


texts: How to create a blur (fall-off) in a material using node?

texts:
I am trying to make a procedural displacement texture using a gradual fall off.Lets say we have created the following texture:
L
Now I want to give a fall off(or blur the texture) to the give texture like this:

I checked some tutorials and was not able to find a proper ssolution. Most of the tutorial uses a noise texture, for the texture which is working fine, but for displacement it is creating spikes in the object.
I was not able to find a mathematical fuction for bluring a vector image which can be used in blender.
So can someone suggest me a way/or a mathematical fuction to blur(give fall off) a texture using the material nodes.


texts:
I just want to modify the composition of the camera.

But i Press ctrl+alt+0 to explodes My character

here is a video that shows the problem: https://youtu.be/0UgAtkNy1dE

here is the .blend file: https://www.dropbox.com/s/2k9mj85dm8ok3ha/perona06_02%20af%20%20with%20automatic%20weights.blend?dl=0


texts: Indirect lighting casting "shadows" where it should not

texts:
I have the windows on the house mesh shown in this image set up to emit indirect light (material emit: 1.00, World Indirect Lighting Factor 5.00, Bounces 4) and it's almost fine, except the fact that every other window frame on the bottom ground floor is significantly darker than the one next to it, and other windowframes in the render, for that matter:

Given it occurs on every duplicate of the window-having mesh (two storeys of windows on one protrusion is a mesh, so there are four visible in the scene) I can only presume it represents some error in the construction of the mesh (a similar problem occurred earlier when a stray face on the attic floor covered part of the windows there) but I have been unable to find either redundant faces or incorrect normals in those places. Can anybody tell what's going wrong in this render that would cause this problem?


texts:
I feel like this should be easier to find. Aug '19, I've searched google and stack with no easy answers.

In Blender 2.8:

I'm looking for the code similar to Print("MY_MESSAGE") into the Info window. Obviously it's easy to use Print('...') into the System Console - sys console unrelated to this question.

I'm looking for any sample code I can literally copy paste into my Blender Text Editor window and run with results.

tldr: one-liner print shit to Info window, pls how?!


texts:
I downloaded the Orb brush set from blend swap and the instructions are useless in my case.

Blender cant find the textures or the icons for when you want to choose a brush. I can manually select the texture from the folder but the icon for it is still not visible.

I guess what I need to know is where do I put the "textures/icons" folders to make the icons visible and blender be able to find them with out me looking for them manually.


texts: How to remove a linked library in blender?

texts:
I'm following a tutorial in which I built a building by linking objects (walls, floor, windows, etc.) from other files, making a proxy of the linked object, and then using linked duplicates of the proxy to build the structure.

In the most recent part of the tutorial, we were supposed to make copies of the asset files (of the building parts) so that we could rename the mesh data. Then I linked the objects from the new asset files, made a proxy of that object and then linked the object data from that proxy to all the duplicates of the old asset.

After that, I should be able to delete the .blend files for the old assets. However, it turns out there are still some users of these libraries:

When I looked around the data-blocks, I found there were objects that used the data:

The problem is, these objects don't actually exist anywhere in the scene.

Now, I think the error I made was that I deleted the original proxies without overwriting their object data. However, at this point I've already done so much work that it'd be a drag to go back and do it over again.

I know I could just leave everything as is, but I'd really like to clean up the data blocks and delete the old .blend files. How can I get rid of the datablock for the deleted objects? Or else is there a way to unlink the library?

Thanks for your help!

(I would include the .blend file, but I figure it's not very useful without the accompanying asset files, I'm not sure how to upload all those things together. If that seems important for solving the problem, then I can probably just put a .zip in my dropbox).


texts:
Good morning
Is there anybody that could assist me with the silent install switches for the latest version (2.91.0) please?
Happy to revert to an older version if required or switch to an .exe if one is available.
Thank you


texts:
I have an iMac 2019, running Big Sur , Radeon Pro Vega 20 GPU, 3.2 GHz 6-Core Intel Core i7 Processor, 16 GB memory.
I have VERY slow performance with any physics simulations and/or interesting shaders.
Before I invest $250. to install 2 more memory slots (machine can not exceed 32 GB) I wonder if this is the best way to go for more speed/computing power working in Blender? Would it be more practical to bite-the -bullet and get new machine? I need to stick with Mac platform because of job, and budget is LIMITED. as is knowledge of hardware.
Thanks for any input, suggestions, education


texts: Some children positions are off, both when animating and rendering (but not when paused at any frame)

texts:
I constructed a car where the tires are parented to the wheels and the weels are parented to the axes. These axes rotate with a simple driver on the world x location of the tires.
When moving the playhead 1 frame at the time, the positions are correct, but when playing the animation the tires lag behind (also when playing the animation backwards: the tires are sometimes catching up with their parents too slow)


texts: Can't access "High Resolution" option in Physics Properties

texts:
So, I was fooling around with beginner Blender tutorials and I was trying to learn how to set a monkey head on fire (random, I know).

Problem is, I'm supposed to check "High Resolution" in Physics Properties -> Fluid -> High Resolution, but the option doesn't even appear for me. I haven't tampered with the software in any way, is there a way to enable the option? I am using the latest version of Blender on a pretty outdated laptop, by the way.


texts:
So, I get it that I'm probably missing something here, but this is an incredibly frustrating issue with HDRI's that I...well, I can't find how to fix.

I tried mapping, changing the scale of the HDRI and...I'm just stuck.  The image above was created from a tutorial on HDRI's, downloaded the sample image and it looks nothing (obviously) like the tutorial.

People make it look easy.  Just plug the HDRI into the environment node and it'll work, they said...

Here's the node setup of the above mentioned cube.

I know this is some setting I'm over looking because this was created with the default scene and literally just adding the HDRI.  It happens no matter what HDRI I use and no matter what scene.

Small addition:  the camera is in perspective mode, not ortho.

Further, I can't add the HDRI due to site limitations, but it's supposed to be an interior room.  Hard to tell because it's so stretched out...but yeah...any help would be appreciated.


texts: Themes: How to change the color settings of a temporary field within the Info panel

texts:
I am modifying the theme of Blender, and have most of the settings where I want them. However, I am having difficulty with a temporary message field, circled in yellow below.

I have messed around with every possible setting in the Info panel section of the Themes window:

...but none of them seem to affect this particular field.

Does anyone know the name of this field, and where I can change the display colors for it? The white text on light grey background is a bit difficult to see, even on my iMac's 5K Retina display.

Also, is there any good reference available where I can see exactly where each item in the Themes panel is used within the Blender interface?

In case you are curious, I am running macOS 10.14 Mojave beta in dark mode with the red accent color, as shown here:


texts:
We try to create connector between blender and our database system.

How to create custom WEB (online) panel? May be my some wraps by Python / QT?

And call from Web some blender action like open blender files and etc?


texts: Use quaternions/remove gimbal lock from blender view

texts:
This took me a while to find so I'm adding it here.

I was trying to use the Project From View UV Unwrap and because 1. there's no way to roll the view camera and 2. the camera gimbal locks at the poles I was having a lot of trouble getting the correct direction to match my texture.

The answer is of course to put the camera in quaternion mode, but I had no idea how to achieve this. There's the Transform Orientation selection box which has the Gimbal option but this is not for the camera's transform.


texts:
I have a problem with bridging the faces selected in the first picture.

When I click Bridge Faces this error message pops up:
Select at least two edge loops

What might cause the problem?


texts: Is there a good way to visualize progress for the end user?

texts:
I'm currently working on an addon that renders animations at many different angles. Think isometric sprites. Currently Blender just hangs while it's doing its work. Is there a loading bar, or some kind of adhoc popup I can access via code to give the end-user a visual update of what's going on?

The one thing I'm going to be picky about is a solution on the console - most users will not have that open. Unless, of course, there's a way I can force the console to appear.


texts:
I wonder whether cloth self-collision works.
I created a cloth with two materials and folded them like the first picture.
I started cloth simulation, whose self-collision distance is 0.75. The cloth became strange like it in the second picture.I tried different self-collision distance, but it didn't work well.... Let me show four sets of experiments. I need cloth self-collision in my clothed avatar. Cloth self-collision doesn't work well as I think. Penetration or repel happens on pocket, collar or hip where shirt and pants (they are one mesh object) overlay.

Experiment 1: Large cloth dropped to a cube with 0.75 distance on Self-Collision. The result looks good, but the beginning is not.

Experiment 2: Large cloth dropped to a cube with 0.55 distance on Self-Collision. The result looks bad, but the beginning is good.

Experiment 3: Smalecloth dropped to a cube with 0.75 distance on Self-Collision. The result looks good, but the beginning is bad.

Experiment 4: Small cloth dropped to a cube with 0.55 distance on Self-Collision. The result looks bad, but the beginning is good.


texts: How should I UV a highly detailed building?

texts:
I have several versions of the same medium sized building for use in unreal engine. I have one where all the walls are a single object, and one where the walls are broken apart into separate objects.

Several different materials are to be applied to the building walls. I already fully UV mapped the version where the walls are one object but this took forever lining up several materials onto one UV channel. There must be a better way to do this.

That's why I have the separate wall version but this is also difficult to line up the textures just right when they are different objects.

Any advice on what to do would be appreciated thank you :)


texts:
I need to mirror a mesh (square building window) to fit the right side of the building face.
When I mirror it using Ctrl+M it changes the normal and it looks weird on texturing.
Is there any way to change the normal individually for each mesh?
It's a 4 side building hence 4 normals for each side of the building and while doing this.
While writing it I figured out that the color space in the Image Texture (of normal) node is set to sRGB instead of Linear.


texts: How to use script to translate, independently, all control points in a Bezier curve?

texts:
in advance.
I'm writing a script to change Z, for every control point in a bezier, so the final curve will have the same initial shape, but will follow a 'descending' path, from start to end.
Steps can be either constant or heights can be read from a list/array.
With the following code, I've been unable to get bpy.ops.curve.select_nth(), inside a loop, giving me the result I was expecting (as in each control point being selected, individually, in order to be translated)...
    import bpy

    segs = 5
    height = 10
    step = height / (segs + 1)

    bpy.ops.curve.select_all()
    bpy.ops.curve.subdivide(number_cuts=(segs - 1))
    bpy.ops.curve.select_all()

    for i in range(segs):
        bpy.ops.curve.select_nth(nth=2)
        bpy.ops.transform.translate(value=(0.0, 0.0, (step * i)))

Even outside the loop, it seems bpy.ops.curve.select_nth() does not work (or I'm missing something).
Any suggestion?


texts: My camera won't zoom after it reach certain distance of zoom

texts: My camera will not let me zoom in anymore after I zoom in on a huge obj. I know it is probably designed that way so we can zoom in anymore after certain amount,but I want to know if I can break that. I really need to zoom in more.


texts:
As part of a larger script, I am using the following to add a displacement modifier to each object:

displace_modifier = obj.modifiers.new(name="Displace.01", type='DISPLACE')
displace_modifier.strength = 10.0
tex = bpy.ops.texture.new("Displace.01", 'CLOUDS')
displace_modifier.texture = tex

and getting the following errors:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\make_stone_wall.py", line 267, in execute
    main(self, context)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\make_stone_wall.py", line 131, in main
    tex = bpy.ops.texture.new("Displace.01", 'CLOUDS')
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 186, in __call__
    C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 143, in _parse_args
    raise ValueError("1-3 args execution context is supported")
ValueError: 1-3 args execution context is supported

location: <unknown location>:-1

location: <unknown location>:-1

I am pretty sure I am missing some of the arguments for bpy.ops.texture.new(...), but I haven't been able to find anything online to help me figure it out.

Does anyone know what I'm missing, here?


texts:
I've followed this question because I want to split an animation into run/walk/attack.

I've entered the dope sheet, duplicated the animation (and pressed the F) and renamed them appropriately. But since I'm very n00b, I don't know how to set the starting time position for each animation...

[EDIT] The original animation is run, then walk, then attack. I want it to turn into 3 different animations. Right now I have 3 duplicates of the run, walk, attack; I'd like, for example, to cut out the "run" and the "attack" from the "walk" animation.


texts: Why I get totally different color after rendering a picture

texts: I'm using blender for 10 days only so trying to follow the youtube chair tutorial, created everything I like but after rendering my back wall is blue instead of dark grey. What could cause this?


texts: Is there a way that I can set Blender so that certain modifiers have my presets on them? i.e. the boolean modifier presets to difference instead of intersect? This would be helpful, and time reducing, not just on boolean, but on other modifiers.


texts:
character in my blender is Low quality

but in the render is:

I want render quality = quality in 3D view


texts: Why object is white in viewport and textured when I hit "P"?

texts:
Why object is white in viewport and textured when I hit P ?

I'm in GLSL shading mode and I can't see the object textured in the Game Engine.


texts: How to change the default value of Image compression?

texts:
Hello I found a little problem right now I'm working in a project using blender I bake a lot of textures but since this bakings are a lot of test I want compress at 100% why because I use a Git repository and that increases the repository size.(Of course I try to avoid binary files)

So after explain what I'm doing I'm tired of change the value every time that I open Blender.Compression value is 15% I want to change that default when I start blender

I already tried to use Ctrl+Alt+U. System Tab->save users settings that is OK with the plugins but I always have to change Compression value 15% When I open a new blender file.


texts: How to make particles fall straight down instead of initially going up?

texts: Hey guys I was creating a particle system and I want the particles to directly fall down instead of the usual way where they go slightly up before they fall down.I even tried turning off all the force field settings except gravity but it didn't worked.So,if anybody has any idea please share.


texts:
I have this cylinder which I want to get longer (z size) over a certain 50 frames. However, when its size is say 20 at frame 1, then I create a keyframe at frame 50 and change its size to 20, then its size at frame 1 changes to 50 to. How can I get it to animate going from frame 1 to 50, getting longer? Thanks in advance.

I can't upload pictures, so here's a drawing of what I want:

frame 1:

|
|
|

frame 25

|
|
|
|
|

frame 50

|||||||


texts: How to parent several cameras without adjusting one and interfering the others?

texts:
To make my outliner clean, I would like to make an empty parent to all similar objects. But when I set parent to all of my cameras, whenever I adjust one of them(with "lock camera to view"), the others move at the same time. This is really annoying that I lost my other angles every time!

Is there a way to avoid this while still keeping my outliner clean?


texts: Can I have an iterative workflow (from modeling to animation) without doing the same work twice?

texts:
I have been working with Blender on static models, small animations, and low-poly game assets for private use and feel that I'm slowly getting more fluent, which is great, yay. However, when I'm working on something bigger or more complicated (like a human character from model to animation) then I find it really difficult to stick to distinct stages of workflow (like these for example), as they are described widely. From software development I know that the waterfall model is often an unrealistic ideal, and I start to wonder whether that is also true for 3D-modelling.
For example, during posing I might discover problems in the mesh of the model, but fixing those will mess up the rig, UV maps and possibly other things. Or as a more specific example, sometimes it is necessary to apply modifiers, but later it turns out that maybe a step somewhere was missing and departing from non-destructive changes was too early. Handling such cases often results in a lot of additional work, that maybe could either be avoided or can maybe be reduced less work in some smart way.
I see that a smooth workflow comes with practice and experience, and I learned the hard way to save often and duplicate "backup" objects every now and then. However, I wonder: Are there good practices for working with Blender such that either I can keep my design stages separate, or I can implement some kind of iterative workflow that allows me to jump between design stages without creating (too much) additional work?
Edited to improve the title, specify the kind of work I'm doing (thanks Robin!), and to fix typos.


texts: How to add a button to outliner header via python script?

texts: Is it possible to add a button via python to here?


texts: Merge multiple meshes into one hollow one for sculpting

texts:
I hope there has not been answered this question since I have been looking for it for more than an hour.

My question is related to this one, but I could not make it work as I wanted it to.

I have this humanoid mesh made from joined copies of the same original sphere created on a new sculpting file. My intention is to use this as a base for sculpting.

The problem is that the vertices are not connected and at the moment of trying to add clay strips or simply draw, they never merge and gets all weird.

I was trying to remove all the vertices hidden inside to see if it helps the Merge by Distance option but was more work than expected and I suppose there should be something to achieve this.

By playing with the distance I was getting close to have it done, but at the end the vertices started jumping everywhere leaving it unuseful.

What should be the way to make it work?


texts: How do i make an object emit an object that is emitting objects?

texts: How do i get an object to shoot out an object that is shooting out objects with the particle system.


texts:
How can I remove some intersections in my model?
They cause wrong slicing for my printer.
The model consists of a path curve and a profile curve.
I use the bevel in the path curve with the object the profile curve.
I use Blender 2.8.
Thanks.


texts: Run code when addon is disabled through preferences but NOT when blender closes

texts:
I noticed that when it comes to addons, unregister() gets called both when disabling the addon AND when exiting blender.
I have an operation I only want to perform if the addon is disabled from the user Preferences, but NOT every single time blender closes.
Does anyone know of a way to differentiate between the two situations?
Some context:
my addon needs to copy custom matcap files to blender's user path (datafiles/studiolights). The problem is deleting them only when the addon gets unchecked in the preferences, but not every time blender exits. Copying those files into that user path seems to be the only way to install a matcap.


texts:
I recently built a new PC for graphic purpose and Blender use. I bought an ATI 7990. Unfortunately Blender do not see it and the rendering menu.

It's a "old" graphic card but it's still very powerful. I checked it's architecture and pilot and as mush as I can say, it should be compatible, but it's not...

Can anyone give me some tips about it? Would be awesome!

Thanks guys, speak soon :))


texts:
I need to constrain an object (an empty controlling the location of an object) to an empty, but I need the limit distances to vary per axis. The limit distance constraint only allows for uniform limiting.
I can't use the location constraint, since the object changes location, and the constraint empty should be a child of the moving object.
Is there a possibility to achieve this by using other constraints?


texts: How to consistently texture one object with two materials and two colors?

texts:
I want to texture one object with two different materials (independently of the mesh) like this for example:

I have one specular texture, one gloss/roughness texture, and one diffuse/albedo texture (the shading will be similar to this description).

If for example the red color should look like plastic and the red color should look like metal, I need to "link" the diffuse texture and the specular and roughness textures together, such that they have the edge between red and blue material exactly at the same point.
How can I do that?


texts: Is there any way to stop the hdri from casting shadows ? I only want the reflection/light.


texts: How can I preserve both materials from two meshes that undergo boolean union?

texts:
I want to Boolean union a cube (“A”) and a sphere (“B”) to created unified object (“U”). “U” should be a single mesh object with the faces of the new object inheriting the material properties of the corresponding faces from both "A" and "B" as explained in the documentation:

When I try to recreate this my unified object "U" ends up with either just the material from "A" or "B" but not both. I.e I want it to end up still yellow and red rather than totally red or totally yellow.

My process is simply create new mesh objects, assign separate materials, change the Diffuse property of each material, then go to add modifier > boolean > union > apply. Am I doing it wrong?


texts: How to model Static and moving parts on a animated skeleton Frame?

texts: Working on an Animation for a robot to interact with the world, however I can figure out how to rig the arms to have 2 joints, a static joint with a moving arm, how can I complete this so the arms are locked to a certain degree of motion.?


texts:
I've been trying for a good 30 minutes now to simply snap a little object to a neighboring face, by following this simple explanation. Instead of going nuts I just thought I'd ask.

The result is never accurate, whatever I try: the smaller object always goes "through" the other mesh at an angle, rotates in every direction except the right one, etc.

I want the little piece to point outwards, with its largest flat face against one of the flat faces of the large shape - as in:

I've tried flipping normals, applying loc/rot/scale on and off, moving the origin of the object to the middle of the face I want it to snap to, tried every setting in the snap tools, but nothing helped.

What are the things to check when trying to snap an object to another, what am I missing?

Blend file:


texts:
I have a bit of a problem, I'm trying to bake out a normal and a AO Map from a hires model, And place it on a lowres model.

The problem I get is when i bake the normals, the whole thing is pixelated, And the AO just has Solid Black and white noise all over it, you can't even see the shadows.
Im guessing that noise is whats causing it on both maps, however I have no idea how to get around it.

Ive looked around for an answear, i found very little information on this issue, some said it may be due to overlapping UVS, but i have none overlapping. I even tried using smart UV, still looks the same.

Please someone help me, this is really annoying, Been running into this every time I'm trying to bake!

Im attaching a photo where I edited them together to show you the issue.


texts: Ungrouping objects connected via a vertex

texts:
I have a few seperate models imported from Sketchup, and I can select the groupings that I made in Sketchup, but there are some groupings that are incorrect (not the same as what was grouped in Sketchup). When I move one group of objects, sometimes there are some unrelated objects which move together with it. However, when I go into edit mode, they are unconnected.

They seem to be connected to random vertices at the grid origin.

I've tried:

'L' - 'Make Local' - 'Selected objects' and
'U' - 'Make Single User' - 'Object' - "Object & Data & Materials + Tex, to no avail.

I've also tried

'Remove from group' among other group options, but they all still seem to leave the objects connected at the vertex near the grid origin, not allowing me to move/translate them as seperate selections unless I got into edit mode.

My question is

How can I ungroup these objects?


texts: Can't see materials on particular object, but they appear in the UV layout? See picture

texts: Can't see materials on particular object, but they appear in the UV layout? Other objects in the scene are fine. Anyt ideas ?


texts:
I would need to export an animation to individual directx frame meshes.
Is there any plugin that does this?
In pyton I would not know how to do it and I do not even know if it's possible.

Thanks for the information, Alberto


texts: Exporting 3d object from blender cycle into unreal engine (or other engine)

texts:
I would like to ask blender community to help me out with whatever it would make me understand better the problem that i am facing and would be understandable for my basic knowledge in blender.
Before presenting the problem that I face, please be patience with me and try reading all that I will write here.

After many hours spent in front of blender, smashing my head to the wall until understanding mostly the basics and figuring things out how they work, how they might work if they are willing to be imported into an engine and watching many videos, I came to a big halt to my small project. In blender, everything looks fine (especially in the rendered mode -see image-). Now I am willing to finish the work and pack it up so that it can be taken in unreal engine to work with it. All that is left is to bake things into it, but here it comes my problem. As far as I have read, tested, and tried to find videos about it (not that I was lucky), the emission surface that are added in blender cycle into the mesh (not separate object, but in a bigger mesh -see image-) can not be exported from blender nor baked in blender. Sadly, this would push my work way back or I will need to find some kind of alternative to it and just give up my "dream" with it. This is why I came here, to ask the community if there is a way for my solution before I just give up with this surface emission that I have added.

In short words:
- how would be possible exporting a file of blender cycle object with surface emission in it into an engine (unreal engine/unity or whatever, i want ue4) because it can not be baked and i think fbx will not export it.

Hope that my problem at hand is well written and explained, also the question is clear about what I wish to do. Any kind of solutions, suggestions, tips, videos, lectures (whatever) related to this are welcome, just hope that i will understand them.

*.fbx export/import = i have tested it, exported in fbx a model with surface emission, but when that was imported back into blender the surface emissions where gone, i guess it will happen the similar thing in ue4, not 100% sure.


texts: Okay, I'm kind of new to blender particle systems but my question is,  How do I create a textured model and make it  part of a particle swarm?


texts: What does it mean when blender prints "cyclic OBU" to the console?

texts:
I've been doing some animations involving drivers and I got some messages in my xterm:

cyclic OBU voxel -8.0,-4.5
cyclic OBU voxel -8.0,-5.0
cyclic OBU voxel -8.0,-5.5

As of 2015-Apr-8 there are absolutely zero google search results for blender "cyclic OBU". I figured I'd create this question so future google search results are informative.

What does this message mean?  If it's a problem, how do you solve it?  If it's not a problem, how do you get blender to stop being a hypochondriac?

(blender version 2.74, just in case that matters)


texts: Using 2D / 3D textures with volumetrics?

texts:
I've tried multiple times to get clouds into Blender. However, my scene has too many vertices for it to handle objects with multiple subdivision modifiers. I thought that, as an alternative, I could use a texture to tell Blender which parts of the volume were transparent and which parts had volumetric scattering.

However, when I plug my test shader into volume, I get a half transparent, half emission shader instead, though it works fine for the surface. I've tried using the Texture Coordinate node for the texture itself -- it did nothing.

Then I read about 3D textures on this thread. I tried to find about 3D textures in Blender, which was completely hopeless:

3D Volumetric Planetary Clouds in Cycles?
Volumetric gradient based on density?
Is it possible to convert a procedural texture into actual geometry?
cycles volume rendering 3D image texture (CT or MR dataset)
Creating a texture and normal map from a 3D model / scene
3d Textures from Flat texture

So my question is: How can I tell Cycles to use textures as a factor for a Mix Node, or how can I generate a 3D texture from a 2D procedural ,and use that in Blender? (And sorry about the extra stuff included in the screenshot. GIMP has weird exporting issues right now.)


texts: Can you give me tips, how I can get the blender open source code, change text field to the Russian translation and publish it as an kind of addon


texts: How to preset Blender shaders and textures?

texts:
In Blender, versions 2.79 and before default to the diffuse shader. In versions 2.80+, they default to Principled BSDF.

Even though this is a nice shader, is there a way that I can actually preset the shader Blender presets to when opening?

Same for textures: Is there a way that when I open Blender, I can have a preset texture?


texts: Understanding the nature of a Blender render

texts:
New to Blender, and reading the docs, I can't seem to get a good "real world" explanation of what a 'render' actually is:

Is a render a 2D image (sort of like snapping a photo of a 3D scene from a specific viewpoint/orientation/position), or is a render a full-bore 3D model?
Is the render an actual file (if so, what is its file extension, as opposed to the *.blend unrendered model file), or is it something that only lives in memory?
If Blender is used to create assets/models for use in games, I've heard of several game engines that have rendering capabilities. So, in the context of games, what's the typical flow: are assets rendered in Blender, and then saved & used by the game engines (already pre-rendered)? Or are the assets left as unrendered *.blend files, which then get used by the game engine, leaving the engine responsible for performing the render?


texts: 3D cursor to geometry generated by a modifier

texts:
I need to set the 3D cursor on a point generated by an array. I tried with "Adjust edit cage to modifier result" and "Display modifier in edit mode", but when I select the point with the little circle, the 3D cursor sets to the point on the original object (like in the image).

How can I do it without applying the modifier? Thanks!


texts: Control bones keep sliding off mesh when posing

texts:
I've been following a rigging tutorial on youtube and noticed something odd on my end. In the tutorial video (link includes relevant timestamp), the bones that control lips appear "glued" to the exact same spot on the lips no matter how they're moved in pose mode.

When I attempt to create the same however, the bone always slides off the further from the rest pose it gets. Like it's influence isn't strong enough. I've recorded a short video demonstrating the issue.

Does anyone know what might be causing this and how to avoid it? The only thing I thought might be a problem is perhaps some scaling issues with the rigged object, but it still happens to me even in fresh project where I haven't scaled anything.

Thank you


texts: How to show only a portion of an object based on its relation to another object?

texts:
------UPDATE-------
This is my current progress. I get the effect of masking half of the object but I suppose I more want to only render the faces that within view, not do a hard clip on them like in the gif above.


texts: How can I simplify this triplanar material so that I only need to feed my texture into one slot instead of three?

texts:
I found a setup for a tri-planar shader online and it gives good results for me so I quite like it. But every time I want to swap the texture I have to swap it for each of the texture nodes. That feels like it is unnecessary trouble so I was wondering if there is a way to simplify it so that I can easily swap them. Something like instancing the texture nodes to inherit the texture swap.

The same problem applies to the "Mapping" nodes only that there I have a free slot for scale on each node so I think I can just control each of them simultaneously with one node that gives a constant value.

Thanks for your help!


texts: .STL Files in Blender to be used for an animation. Should I recreate them in blender?

texts:
Here is a scene I'm using as a reference.
https://ibb.co/n9Yub8
Here a portion of a trailer assembly not fully finished using for reference to show what i mean.
https://ibb.co/d3r0io
One of the trailers alone has 673,475 tris / 269,538 faces / 428,851 verts,
and its not even fully finished yet its about 25% complete and there will be from 4-6 of them in the scene alone not including everything else.
Here is how the frame looks like in edit mode.
https://ibb.co/hapWpT

So before i continue should i just recreate everything in blender or is there a way to reduce the amount of vertices?
I just don't want to waste time placing everything and my computer giving up.

I've used the edge split modifier with the smooth shading tool, limited dissolve, remove doubles.


texts:
I am trying to create a setup that will let me send meshes along a path deforming a mesh that surrounds that same path. Pretty much like in a cartoon fluids travel on the inside of a strawer, bulging the strawer or garden hose or whatever object outward in the process.

I have found a video that illustrates the concept, but it is a setup for 3DS and I cannot replicate that in Blender.

https://www.youtube.com/watch?v=e0Iq_cTS1uo

So far, I have tried using the warp modifier, but that does not take the objects shape into consideration.

Is there a way to move one object through the other and displacing the outer object's vertices by those of the inner one?


texts: I'm using 'Preserve Volume' but my model is still going flat when posed?

texts: Did I do something wrong with the model? No matter how I try to weight paint, the leg still flattens. Is my 'Preserve Volume' tick not working?


texts: Any way of serializing Blender cycles materials data?

texts:
I am searching of ways to serialize Blender Cycles materials to files using Python. But as of now I've found no such ways.

Maybe by writing the data of the materials to files but how can I do that? Even the slightest of contributions are appreciated.

If only there was a way to serialize materials to JSON/Binary/XML.

Perhaps someone here can lead me to light.

Maybe in the way Blender stores the materials?


texts: Child object doesn't stay relative to parent in BGE

texts:
I'm making (another) plane game but the propeller, which is parented to the plane, keeps moving weirdly.
Here is an image of the whole plane, before I go into the game:

Then, when I go into the game, it looks like this:

Which is OK, so far. But now, when I move the mouse to rotate the plane, the propeller detaches from the plane:

Is there a way to keep the propeller attached in the same position on the plane?

If it helps, here is the blend file.


texts: The Cube should rolle like a cube should roll^^. In some cases the rotation goes wrong in case of a gimbal lock? How to avoid that?


texts: How to achieve clean Topology at joining edge of dissimilar features?

texts:
How can this topology be improved? Multiple attempts and several hours later, I have failed to create a successful all-quad mesh again. I keep trying to visualize face loops that define the edges I need on this object (a screw), but it is very difficult to join these dissimilar sections of geometry together. I have been watching tutorials/speed modelling sessions in an attempt to gain some further insight.

I am guessing that the round part needs to be spherical-ish, because if the verts are not distributed evenly, then it will appear lumpy instead of round/smooth...though clearly, the perimeter loop where the plus shaped area meets the round part has not-evenly-distributed verts all along that edge...

I tried to join the two edges and redistribute the verts to make them spherical, but it looks terrible. Here was that attempt (notice that the ridge is wavy and uneven...), I abandoned this approach after it seemed to be a lost cause:

And here is a later attempt, the round part is a bit lumpy/not-smooth...I also realized that there was a triangle here later on too (how would someone fix that? start completely over, since adding geometry would change the number of verts at the joining edge between the two surfaces?):


texts: How can I make my own mesh and add it to Addmenu > Mesh?

texts:
As Blender is an open-source Program of coarse I can Edit its program files !

I want to make my own mesh (Car/Bus/) and I want it become a a regular mesh In add menu like a cube,sphere (Because I use it many times)

Why?

I do not want my mesh to be in file and every time i want to use i must imported.

How Can i Make it ? - Of coarse it will be made with Python - ( Are n't I right ? )

N.B :
Plese in answer Be ware that i am new to blender python. bpy.

Refrence

Consider that this is my mesh:

And I Want Its Shortcut in This Menu Here:


texts: Can I control an object using a driver with multiple inputs?

texts:
I'm trying to set up a facial rig, and I want to control each eyelid with a control object, or both using a slider.

I have set up a simplified example where a slider moves both eyelids together. How do I set it up so I can also move the controls to move each eyelid?

I'm thinking that it should use the maximum input of either the eye controls or the slider. I also experimented with custom values, but didn't quite get it.

In my actual project it uses shape keys to close the eye lids, but the principle should be the same as this example.

Here's the blend file:

And here's what the example looks like:


texts: How to get fragments of an exploded object to react more accurately to collisions with a plane?

texts:
Since a picture (or animated GIF in this case) is worth a thousand words, I will begin by providing an example of the problem I am trying to solve:

As you can see, the fragments of the monkey never change orientation as they fall and "bounce" off of the plane that they are colliding with.

I created this animation by adding a monkey to the scene and using the Object->Quick Effects->Quick Explode tool. The fragments never change their orientation, which is grossly unrealistic.

How do I fix this?


texts: Blender: Strange clipping planes when rotating the view

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I am experiencing strange clipping behavior that is shown in the gif below.  Why are my grid and cube being clipped when I rotate my view about the Y Axis?  Everything seems normal when my view is aligned with the +/- Z Axis.

For what it's worth, I've changed my Units to Metric, and my unit scale is .001.  For a higher quality gif, I have one at this link.


texts: Black Seams When Rendering Normal Maps in Cycles

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as in the images appears: the first picture is the bake normal and rendered, and as you can see it appears some "seams" around it and with a low height, and in the high poly model you can see the height that it has, so what could be the problem? i ensure that the simple node setup its fine and correct setup.

this pictures shows the optimized model,baked normal, and node setup

this is how it looks all the high poly model details...


texts: How do I increase line width in 3D Viewport?

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How do I increase the line thickness displayed in the 3D Viewport? The lines are simply too thin to see easily.

I changed my theme to "Back to Black" in the user preferences, and the higher contrast helps a little bit.

I am running 1920x1080 on a 27" monitor if that makes any difference.


texts: Position a menu entry into a specific location with python

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I have a plugin that selects all polygons by the vertex color:
https://gist.github.com/tamask/2590850
However, in order to use it, I need to search for its menu entry 'Select by color', using the space bar search. Is there any way to position the menu entry 'Select by color' wherever I want? Idealy I want it in the Ctrl+G menu, that is in 'Edit Mode': Select > Select Similar > Select by color?


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I am new to blender and was taking this tut from:

Blender Tutorial - Realistic Fluid Simulation

to create a sim of fluid. However, the domain remains as it is and
   does not bake at all. Here's the

Blend File.

I have tried every solution from the internet I could find and yet it's unsolved.


texts: Blender how to set a mesh perpendicular to the grid or ather mesh?

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I have a rather complex object with several mesches, the problem is that not everything is at right angles (perpendicula) .
The problem is that the parts do not fit neatly on or together.
How can I square (perpendicula) each mes individually (for example on the grid)?


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I have written a python code to build a simple animation. I need to save this animation (.blend) in a specific path. I used Save(path) in Blender 2.49b but I don't know how to use in Blender 2.74.
Any tips?


texts: How can I convert a node made material into an image texture?

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I have a sphere having a planet material MADE WITH NODES, and I want to convert this material into an image texture; because this material is made with nodes and only works in Blender, but I want to use in another software.
This is my sphere material :

For Example :
This is Jupiter :

And this is the texture :

In this case I used a downloaded image for Jupiter to be the material but I want the opposite, I want to change the material to image texture Like The shape of Jupiter texture.
Is there anyway in Blender that can achieve my goal ?
This is the file with my sphere material .

Textures Needed :

Albedo / Color / Diffuse
Normal Map
Roughness
Glossines

I am using normal nodes and I am not useing the new Principled-shader


texts:
I’m quite new to Blender.

I made a simple scene with two cubes and animated only the top cube.

It seems to work in Blender, but when I import in Unity the two cubes are rotating, not just the one with the animation.

How can I fix this?


texts: Why does this cycles render have grainy edges?

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I am trying to simulate a camera calibration procedure using Blender and for this reason I am trying to generate images of a checkerboard pattern to use in the calibration algorithm. After rendering I noticed two problems (as you can see in the attached image):

The straight lines are "pixelated"
The angles of the squares in the pattern are not touching

Complete view:

The problem:

I am rendering with cycles at 1600x1200 resolution, the lens used is a perspective lens. The checkerboard is generated using the materials checkerboard option and roughness is set to 0.


texts: Group particles not showing up in Cycles

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i'm currently having trouble with a project i'm working on. I can't quite get this object group to emit from this plane as a particle system.

The group is on the 2nd layer. Here's the blend file: http://pasteall.org/blend/index.php?id=49654


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I've been working on a project for a client in which I'm building a city so that I can render it and use the render as reference for drawing.
However, there's this bug which I haven't encountered in any other Blender project so far: The surfaces look hatched and glitchy. It's evident when you look at the mountains or the buildings' angle with the floor in pictures 1 and 2, in both solid, material preview and eevee render mode.
I don't know what is causing this.
Magically, the effect seems to be completely gone when I use the orthogonal view. When I press 0 to see the camera view, the hatched look can only be seen at the mountains.
With cycles renderer it seems to be all right (but I don't want to break my computer by making it render with cycles all the time when I simply want to edit the scene).
This issue is very annoying, so I've been wondering if somebody else has been having the same problem and if there's a way to fix it.


texts: Why does copy paste keyframes paste keyframes additional to those I selected?

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In the dopesheet I

press a twice to deselect everything
push b to lasso select
select some keyframes from an object
push ctrl-c to copy
push ctrl-v to paste

But Blender pastes keyframes that weren't even highlighted! See the screenshot gif below.  How do I prevent this pelase?