texts:
When I import dupligroups from an object .blend into my master .blend scene, I can move the transform of the dupligroup parent fine.  However, I really miss the ability to snap to other scene geometry.

It appears that the only thing that will snap on the object is the parent empty, but not the underlying dupligroup mesh.

Here is what I get (snaps to the empty containing the group only):

Here is what I want (snaps to the geometry of the mesh):

Is it possible to snap the linked dupligroup mesh to my scene?


texts:
I was assembling a bunch of screen recordings into a single video using Blender's "Video Editing" mode (which I've done several times before) when I accidentally clicked something and made the video preview disappear:

How do I get it back?


texts: Blender 2.76b - Slow performance on Viewport Shading Material

texts:
I'm running Blender on Ubuntu 18.04 LTS; I use Blender 2.76b. My problem is when I turn the Viewport Shading to Material Mode, it is very very slow. It is even much slower (much!) than the Rendered Mode. Literally, I can't even move the view naturally.
The official site of Blender says that the version 2.76 is the last compatible with OpenGL 1.4 (That is the version that I have), therefore, should not present me any problem.
I do not have a dedicated graphics card, but the integrated Intel chip. This, for its time, should not present problems of incompatibility due to Driver issues.

[UPDATE]

The problem persists in versions 2.75a, 2.76, 2.76a and 2.76b, I have not tried other older versions. There is an irrelevant performance improvement between version 2.75a and 2.76b.

Thanks, first of all.


texts: How to see my Cycles render and blender render in Game engine

texts:
This has probably been asked several times but I can't seem to be finding the answer.

I currently have made a tree (the body in Blender game and the textures in cycles render). Now I want to check it out in the game I'm making.

How can I achieve this?


texts: Extruding a circular shape from a non-circular object

texts:
I need to extrude a circular shape from a surface that's basically just a grid of quads. What's the best practice to do this without screwing up the topology too much?

I basically want to have a circular face I can extrude, in order to have a cylinder like protuberance on the object, something like this:


texts:
I have an 3d skull face and I got my eyes and nose merge into it. But I can't an hole into my face like carving my nose and eyes. I think it's because I fill my skull face with the beautify grid before merging element. Anyone have any idea how to do this? And with the beautify grid it didn't cover up all the face of the skull do you guys know how to fix this ?
Here's a gif of my skull and what i try to achieve:

Thank you!!


texts: Is it possible to color correct individual video segments in VSE in a video without affecting the other segments?

texts:
I have a 5 minute video consisting of multiple strips--some are mp4, some are PNG image sequences. I would like to color correct individual strips, independent of the others. Most of the video has superimposed green screen foregrounds, which are mainly what need color correcting. There is no artifact.
I have tried highlighting the strip I am trying to change, and placing the cursor over it, but any changes I make affect the adjacent strip. I am using  under the Eevee render engine.
I have blender 2.8.3, Windows 10 64bit


texts:
I am not sure if I am doing something wrong or there is an issue with the Collision sensor.

I have a sensor embedded on the floor, with 2 objects that are moving over it. If the two objects pass over the sensor at different times, then I can register them correctly, i.e. I can detect which hit the sensor and at what time.

However, if they step on the sensor concurrently, then I can only detect one and the other is never detected.

Here is the setup:

Objects 1 and 2 are identical with the following properties: Rigid Body, Actor and Ghost (I tried to also with this disabled, but did not change the behavior)
The python code at the sensor:

own = cont.owner
collision_detector = own.sensors["MyReader"]
objects = collision_detector.hitObjectList
if collision_detector.positive:
    print(own,' detected: \t',objects)

So when I have the two objects move over mydetector.000 one after the other, then I get:

    mydetector.000 detected       [Obj1]
    mydetector.000 detected       [Obj2]

However, if one (sayObj1) is already onmydetector.000` and the other passes by then I get the following output:

    mydetector.000 detected       [Obj1]

and Obj2 is never detected. I would have expected the object objects to become a list, when both Obj1 and Obj2 are on top of mydetector.000, however this is not the case.


texts: Can i control emission brightness using an object controller with animation nodes?

texts: I would like these pipes to gradually light up when the ball floats over them but i cant work out how to get each pipe to work independently of each other. At the moment the brightness is dictated by how close the ball is to the original pipe and i want the brightness to be controlled by how close the ball is to each instance. This is what i have so far...


texts: Python script building a node tree works in command line and within django, but fails behind Apache

texts:
I have a python script that contains the following lines that build denoising compositor at the end of rendering. This has been working both in command line and within blender GUI. I then wrote a django web backend api that uses subprocess to invoke the command line and generate image output. The django app/api rendering works well at http://localhost:8000. Now I'm exposing the api to the outside so it's sitting behind apache2 as a wsgi application. The rest of the api that does not deal with blender all works as well as before. But I'm getting an error that seems to indicate the blender background subprocess run by www-data (the apache user) may be missing some key data. If so, what is it and how do I fix that?
        ...
        node_tree = self.scene.node_tree
        node_render_layers = node_tree.nodes['Render Layers']
        node_composite = node_tree.nodes['Composite']
        node_denoise = node_tree.nodes.new(type="CompositorNodeDenoise")

        # link up the nodes
        node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
        node_tree.links.new(node_render_layers.outputs['Denoising Normal'], node_denoise.inputs['Normal'])
        ...

Apache2's error log - note that node name keys are there, but node's output/input keys are not found.
Traceback (most recent call last):
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 67, in <module>
    image_path = build_and_render_scene(asset, output_dir=output_dir)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 50, in build_and_render_scene
    auto_blender.render_prep(samples=16, displacement_force_off=asset['displacement']==0)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/auto.py", line 245, in render_prep
    node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
KeyError: 'bpy_prop_collection[key]: key "Noisy Image" not found'

In essence, this script works when it's run by me, a regular user:
$ /home/wr200m/software/blender-2.91.2-linux64/blender --background --python /home/wr200m/workspace/art/src/py/main/blender/blender/scene.py -- arg1 arg2

... SUCCESS ...

But it would fail when run as www-data, or as root:
$ sudo -u www-data /home/wr200m/software/blender-2.91.2-linux64/blender --background --python /home/wr200m/workspace/art/src/py/main/blender/blender/scene.py -- arg1 arg2

Blender 2.91.2 (hash 5be9ef417703 built 2021-01-19 16:16:34)
found bundled python: /home/wr200m/software/blender-2.91.2-linux64/2.91/python
Info: Deleted 3 object(s)
Info: Deleted 3 object(s)
Info: Deleted 0 object(s)
Info: Deleted 0 object(s)
Bricks001 1.3 0.01
Traceback (most recent call last):
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 67, in <module>
    image_path = build_and_render_scene(asset, output_dir=output_dir)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 50, in build_and_render_scene
    auto_blender.render_ep(samples=16, displacement_force_off=asset['displacement']==0)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/auto.py", line 245, in render_ep
    node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
KeyError: 'bpy_op_collection[key]: key "Noisy Image" not found'


texts: how to make bokeh background in cycles just like picture shows and also can change color.


texts: Reflections disappear when rendering 4x size

texts:
Thank you I will try cpu. Gtx 1050ti always crashes blender when trying branched path tracing, so used path tracing with gpu.

When rendering reflective surface (floor plane) at 1920 x 1080 cycles, path tracing it looks great. But most reflective details on floor disappear and go dull with same settings at 8000 x 4500 for printing. Using 250 samples. Have also tried 1000 samples and does not help. Can path tracing do large sizes? Anyone know why details are weak at hi res size?


texts: Something wrong with my weight paint or mesh

texts:
I'm not sure what I've done wrong, the bones move faster than the mesh and the mesh gets deformed, it's like part of the mesh gets left behind, this also happens on some one of the other bones but I've including a screenshot for one of them, I've weight painted characters like this before so I really don't know what's happening this time.

The majority of the other bones work fine, can someone help me solve this?


texts:
I've been creating a group of buildings (rough stage, just rectangles) as clones with ALT-D, and wanted the edit one of them, to have the changes applied to all. With normal edit mode functions that worked well, but when I used boxcutter on the object, the changes didn't apply to the other instances - and the box-cluttered object got disconnected from the other instances. Could not figure out how to fix this.
Any advise? How to apply boxcutter on one instance with having the changes get applied to the rest? Much appreciate your help.


texts: Is it possible to dump an Objects Properties and Methods?

texts:
Due to the lack of a class diagramm I need to explore the data structures by dumping objects to see what is in there.

How can I dump the Objects internals to the console?

In this snippet I tried to print the objects but I only get error messages 'TypeError'

def assignPose( plIdx ):
    rig = bpy.data.objects.get("rig")

    if rig != None:
        print("rig=" + str(tuple( rig ))) # TypeError: 'Object' object is not iterable
        print( "" + rig.__str__ )         # TypeError: Can't convert 'method-wrapper' object to str implicitly
        pl = rig.pose_library
        pl.poselib_apply_pose( plIdx )
    else:
        print("couldn't find rig.")


texts:
I'm very new to blender, and have modeled a character poly-by-poly starting from the face/head and extruding downwards to create one solid mesh containing all limbs.

I want to UV map this guy, but I seem to be terrible at it. I have bought books and watched online tutorials, and the people seem to UV unwrap meshes separately, i.e. the head is its own thing, the arms are their own thing, etc.

Do you do this by separating the head into its own object, or adding a seam to the head, arms, shirt, etc. then UV unwrapping the entire mesh?

Can I just add a seam to each body part (head, arms, torso, legs, feet, hands, etc) then unwrap the entire mesh?

I'm very confused as to how this works and all of the tutorials seem to not mention this part.

Thanks!


texts: How do I move the pivot point of an object?

texts:
I know there are other questions and answers that cover how to set the origin to the center or to the 3D cursor, but let's say I have the pivot point almost where I want it and I just want to move it a little forward or back.

I can do it by creating a new object moving it to the position, setting the cursor to the object position then setting the origin to the cursor position then deleting that object, but that is really convoluted there must be a better way right?


texts:
I wish to decimate only a selected portion of my mesh.

The decimate modifier http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Decimate  doesn't work in edit mode.

And if I switch to object mode, it works but it decimates the entire mesh!

How can I get it to only decimate the selection?

Using delete -> dissolve is no good, as this creates n-gons; I require triangles / quads.


texts:
I made a chair that has a procedural cycles leather texture. I`d like to bake this texture and set my model to shadeless rendering on sketchfab. But the chair structure is metal, and I can't bake it. How do I manage this? I want to use baked textures with Sketchfab metalness.

Maybe if I could transform my procedural texture in diffuse, normal and glossiness maps, then I could use only sketchfab textures and no need to baking them.

What's the best solution in this case? Is there a way to use baked textures with metal textures, or do I have to make maps for my procedural textures? And how do I do that?

Sorry for my english, it's not my native language


texts: How to create an equivalent to the Hard Light blend type?

texts:
Blender doesn't have an hard light blend type. I thought it would maybe be possible to get a similar result with multiple nodes.

Here is the source image:

And the result wanted when adding red:


texts:
I am working in blender 2.69 and have been following the Blender Tutorials DVD12 on Youtube --> https://www.youtube.com/watch?v=OaKYhO-XMFo
The video above refers to the "Mesh Debug" options in the properties pane. I know its only visible in edit mode but for some reason I can't see it on my version. i have also downloaded the latest version of Blender 2.76b and the mesh debug option is not visible there either. Any ideas how I can make this option show on my version?


texts:
I have an array modifier set up on a curve and I'm trying to make a domino effect. Half of the simulation is normal but the other half is flying about randomly even though they all have same properties and everything is the same. I can't figure out what the problem is.

Leaving the .blend so you can run the simulation and mess about with it.

http://www.mediafire.com/file/gu171w0r4e8acr0/GLICHY.blend


texts: Non-destructive modeling approach to cropping images

texts:
Background
I am doing some 3D design work with photographs and will need to do some cropping in Blender as I work. For example, as I try out designs I may need to make an image vertically cropped or horizontally cropped like this:

My current workflow is to use the loop cut tool with correct uvs enabled to crop quickly, but this also seems to be destructive modeling.

I have tried to use the vertex slide tool, and it appears to work in some directions, but not all. If clamp is disabled, it seems to struggle with which edge to slide along.
Works here:

But not here:

Question
Is there any way to "undo" a crop easily like how the loop cut tool corrects the uvs automatically?


texts:
In blender cycles I tryed to create a brushed aluminum texture using a node setup with a voronoi texture and a mapping node but when it was rendered I noticed there was a weird ripple artifact when using this node setup

here is a more zoomed in look at the artifact

here is the node setup

here is the blend


texts: Possible to give a shadow a different material?

texts:
Hello.

Let say that in a this image, i'd like all shadows to be rendered as an red emissive material, is this possible in render ? procedurally, witouth any modifiers, just by the shader editor ?


texts: Getting the list of objects in another file to update for appending

texts:
I need to append a large number of objects from an external file. To facilitate that, I created a version of the file that is stripped down just to the objects I need, so I could just select all and append.

But, I can't get the file that is being appended into to see the updated list of objects in the file being appended from. It still sees a whole bunch of objects that no longer exist in that file. I tried restarting Blender, and even restarting the computer, but it is pulling a reference list of what is in that file from somewhere that still remembers all those other objects.

I tried appending everything anyhow, thinking maybe it would discard things it can't find, but wonder of wonders, it imports things that no longer exist in that file. I have checked and rechecked - yes, I deleted them, yes, there they are, appended from beyond the grave. I purged orphan data and it didn't help.

It's hard to usefully show this problem, but here is a screenshot of the object list according to what is there for appending, in the foreground on the left, and at the right side in the window behind, the object list in the file with the objects to be appended. Both are partial lists. All the ones on the left with numbers at the end, or that end in _Col, and others too - they don't exist.

How can I get rid of this ghost data?

Edit: Once I realized I could append a complete Collection, this stopped being a problem. But batFINGER raised a point that seems like a likely explanation, except it isn't.

There is only one collection in the file, I had set it up that way but had it in my head I couldn't append it. However the data is stored, it isn't in a collection.

I have temporarily uploaded the file to Blend-Exchange, because this issue is weird, so maybe he'd like to look at it. I've checked it as much as I can, and have no explanation for the presence of the extra data, other than to say this is an old file that has gone through many iterations during which I was largely a novice user of Blender who did odd things.


texts: I'm new to blender and I'm trying to follow a low poly flower tutorial but when it says to add an array modifier for the petals and then move them up they turn into a spiral. How do I get them to move together?


texts: Armature: automatic weights not working correctly

texts: I've rigged a few models and automatic weights always worked pretty good, compared to what's happening to me now. Vertices assignment is all over the place and I don't know why. This happened only on 2.79 but it might be an accident. I know automatic-weights isn't perfect, but it used to work so much better in the past for me, way more accurately. Just asking whether maybe patch changed something, or did I mess some options?


texts: Attribute problem with defining Camera for context object

texts:
I struggle to understand why this does not work in my script, giving me the error that the context object has not attribute camera, while I use the original code from the properties_data_camera.py file.

  File "C:\Users\info\Desktop\UI Testing.blend\studioTools_Shelf_Beta
  v2.py", line 709, in draw AttributeError: 'Context' object has no
  attribute 'camera'

I also added the following line at the beginning

from bl_ui.properties_data_camera import CameraButtonsPanel
from rna_prop_ui import PropertyPanel

# CAMERA ---------------------------------------------------------------------------
class CAMERA(bpy.types.Panel):
    bl_label = "Camera"
    bl_idname = "Camera"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Shading Toolbox"
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

    def draw(self, context):
        layout = self.layout

        cam = context.camera

        layout.prop(cam, "type", expand=True)

Everything I would like is to show few buttons from the Camera UI in the toolshelf. Currently it is rendered empty because of the error I get.


texts: Editing armature in edit mode mess up pose mode

texts:
As the title says when I change the imported motion capture armature, and than I edit it in the Edit mode to fit to the model (eg. moving the arms), it mess up the original animation: twist the arms.
I made parenting to the arm bones.


texts: Problem with moving vertices in shape key edit mode

texts:
Does anyone know why a totally unrelated vertex is moving with the vertex that I want to move when I'm trying to build a shape key in edit mode? There are no drivers and no unusual modifiers other than the armature modifier?

Vertices in their original position.

The only selected vertex moved upwards, the vertex in the red circle moves along in a completely random direction.

EDIT: A gif of how the rogue vertex moves

EDIT: Here is the blender file
Bear.blend


texts:
So I want a  smooth curved face in the red circled area but as you can see triangular faces are showing up.

Above is the sort of result I want.

..aand above is how the mesh is like.
I am very new to topology system so I apologize if the question is too vague.. what ways would you recommend to retopologize that area and let me know if I need to elaborate on anything.
As always thank you all beforehand!


texts:
Can anyone give a solution how to bake normal map properly?

On this picture cubes are shown located next to each other, but they are in the same position when I bake them.

The main problem is with hard edges. I tried to use UVs in T shape, tried to place islands together and separately but the problem persists.

I tried several diferent methods in Blender and Substance Desiger but I realy don't know what I'm doing wrong. Please help.
If it's possible please post step by step instructions.

Thanks


texts: I am trying to make a wing suit and am having troubles attaching the cloth to the armature properly. I have it parented to the forearm and the shin and when I move the arm it will follow it, but it doesn't stay right beside it where it is placed. it slowly gets farther and farther away the more I move the arm.


texts: How do I make the cursor reset to the middle of the object?

texts: I have two objects that were mirrored using the mirror modifier. After I was complete with the object, I separated them to begin rigging. For some reason, the object that was separated still has its cursor on the other object. Any idea how to change that to make the cursor to the new object would be really helpful. I'll include some pictures. As you can see the cursor is still in the other other object, where I would like them to be in the middle of their own object.


texts: When I attempt to add a second segment to a Bezier curve, it creates it very small and folded back on itself, almost like a circle. I create it by selecting the end point of the first curve and then Ctrl + LMB. I've tried this is 2.77 and 2.78c and get the same results so it's obviously something I'm doing wrong. Trying to find the new end point is difficult and when I do hit on it and drag it away, it generally wanders off the flat plane. Thanks.


texts: Blender to Unity, export a very specific animation

texts:
I have one specific animation to insert in unity, using armature with many constraints, parents...
It's a stretchable bones for simulate an expansion of a plastic film. As if it was unfolding.
I can't export this animation correctly, I don't know if the unit can recover from complicated constraints.

The best is to have a look at the file yourself.
here the blend : https://we.tl/t-KsnwggRxuL
If someone have already make something like this for unity, or how keep constraint in fbx, maybe bake it in shapekeys, i tried several options i am stuck now.


texts: Is there a bpy.data.objects equivalent of bpy.ops.object.modifier_apply?

texts: I'm trying to use Blender without invoking the GUI. How do you invoke the bpy.ops functions without a GUI? Is there a bpy.data.objects equivalent of by.ops.object.modifier_apply for instance?


texts:
As shown below, I have 2 nested spheres, each with a different material (inner = "1", outer = "2"). Ultimately, I need to select the inner sphere (material "1") via python scripting.
I've found a number of ways to select (or make active) one of the spheres. However, even though Blender says that it's selecting the correct sphere (indicated by orange line around center sphere), I don't believe it's active -- adding a modifier applies it to the outer sphere instead. That, and the material properties show the properties of the outer sphere.


texts: Fill Letters converted to Mesh objects with top faces removed with objects

texts:
I am using Blender 2.90.0 on OS X Catalina
I would like to fill up glass letters (letter object converted to mesh) with objects (actually spheres, but  used a cube to test.
I removed the top faces to allow an opening (naive of me, I know) and let the cube fall, but it bounces before it hits the opening as if there is face there.
I figure I could probably get the same affect using some sort of bounding box, but I would like to  try this using Physics.  the cube is an active object, the letter  is passive.  I have tried active for letter as  well.
I assume there has to be an "official" way of telling blender that the face isn't there...


texts: What is the difference between Set Render Border and Set Render Border Camera Only?

texts:
In version 2.79b, and when in the 3D Editor area, two shortcuts call view3d.render_border with a parameter camera_only:

ctrlB sets the parameter to False
shiftB sets the parameter to True

The later shortcut is actually assigned to two functions in the user preferences:

so, for the purpose of this question, I've disabled temporarily "Zoom to Border", to allow "Set Render Border" to be called. The configuration is:

My understanding:

Those two Set Render Border shortcuts allow to define a rectangle in the one of the 3D view (not necessarily Camera view).
The result is visible in the rendered image (F12) and/or in the 3D view but only when in shading mode "rendered"

In practical, when using any of them:

In the 3D view, only the rectangle is shaded in "rendered" mode, the rest is shaded in "solid" mode.
In the rendered output, only the rectangle is rendered, the rest is empty.

My question: What is the difference between the two shortcuts? Or is shiftB (camera_only = True) an unintentional leftover?


texts: Modeling bespoke kitchen cabinets with varying frame, door & moulding sizes

texts: I provide kitchen visuals and would like to learn in Blender (an example of what I am trying to model attached). I would like to know a good workflow to model this type of thing,  I need to be able to alter the cabinet sizes easily and the cabinets can have various framework sizes, door mouldings, height, depth etc, I cannot see any training videos on this type of thing. Any advice or links to training videos would be great.


texts: Why do some planes in blender bend on a different axis

texts:
Using blender 2.75

I make the same planes except they are symmetrical on the y axis.
One of the planes bend in the middle horizontally and one vertically. This has happened before and is really bugging me. does anyone know why?

As you can see they should be the same but for some reason they are bent different to accommodate the odd shape.


texts: I can't see my spotlight in the final render, I'm new to this, btw

texts:
Basically I'm starting out in Blender, doing some bouncing ball in 2D and a moving 3D cube, nothing fancy. In the final render I can't figure out why in the world I can't see the light source, could it be because of my hardware? (Macbook pro mid 2014, 2,5 GHz Intel Core i7, 16gb ram, NVIDIA GeForce GT 750M 2 GB Intel Iris Pro 1536 MB). I've tried for render engines Eevee, cycles and workbench, but none appear to work, although an object with emission is visible. I'll post some pictures of blender and the renders.
.


texts: Change orientation of object with respect to x-y rectilinear plane

texts: If an object imported from an stl file is oriented along the the x-y coordinate plane how can I rotate it so that it is vertical?


texts: In Blender 2.9 how to use fluid control?

texts:
I have a question about fluid simulation.
In Blender 2.9 how do you express something like the image below?
I downloaded the .blend file posted on the question page below, but it doesn't seem to work in version 2.9.
I've tried harmonics, Fluid flow, Fluid Guide, particle system keys, etc., but it seems difficult.
I'd appreciate if you could answer this question. Thanks for help.
question page
How to melt an object then reverse the melt into another object
Image example
https://i.stack.imgur.com/nlNyl.gif
https://blender-cg.net/wp-content/uploads/%E7%89%A9%E4%BD%93%E3%81%AE%E9%80%9F%E5%BA%A6%E3%82%92%E5%BC%95%E5%8A%9B%E3%83%BB%E6%96%A5%E5%8A%9B%E3%81%AB%E5%90%88%E3%82%8F%E3%81%9B%E3%82%8B%E6%96%B9%E6%B3%951.gif


texts:
Running into some trouble creating a bevel to break up some hard edges on a model I'm working on. In particular, I'm running into issues anywhere that I have a hole cut in the model (windows, landing gear bays, etc).

For example, here's the opening for the forward landing gear bay without the bevel. Shading is nice and smooth.

Here's the same image showing the mesh. Ignore the red line, that's located inside the bay and not part of the topology I'm trying to work with.

Now, here's the same section beveled. The bevel is a single segment and 1 mm. As you can see, it completely screws up the shading at the corners. I can fix it with an Edge Split modifier, but that just creates another hard edge, so pretty much defeats the purpose of beveling it in the first place.

I have this problem everywhere there's detailing that cuts a hole into the surface of the model.


texts:
I used Blender2.79 and I think I just find the problem.

I have two objects and I want to make parent relations to each other,

when I used CTRL + P, the child's transform location still relate to the world's location.

However, when I manually use (properties -> object -> Relations: Parent) and select the object that I want to set it to parent. It used the parent's transform.

I belive those two ways are doing the same things and I miss the setting or this is a bug??


texts: Transparent Alpha textures and Freestyle rendering

texts:
(Using version 2.83)
When I use Transparent alpha and render image with Freestyle it keeps rendering transparent Edges and are visible, how do I make them invisible?


texts: Problem exporting blender files to stl for 3d printing

texts: When I export a 484K blender file to stl for 3D printing (xyz da vinci junior) it becomes 84 bytes (empty).The files that work are reduced in size by a factor of 50  from 484K to 9.84K whereas this file reduces by a factor of 50 times 100. Any ideas on how to fix it ? Thanks,with your help I've solved it.


texts: Using difference modifier on two objects doesn't always work

texts:
I want to use the difference boolean modifier to stamp in shapes on this lime. However it does not work for some of the characters. Only some of the radicals (pieces) are cut out. The picture shows one such example: the lower right J shaped piece is missing.

Is this the best way to approach this? The end result I am seeking is Chinese characters written on it.


texts: Mantaflow render with transparent background turns out be white screen

texts:
So I'm rendering an animation with Mantaflow, but when I render it, even in the render result there is good render, but when I'm saving on a disk it turns out to be white screen. Why?
PS: Normal objects renders just fine.
Here's link to a blender file
https://blendswap.com/blend/27948
please help, I have done everything


texts: how to make a stroke, like in vector software (illustrator, flash, animate, etc.), with a round cap?

texts:
I am trying to make 'flat' vector lines in 3D space. I don't want to use a grease pencil object because I still want to use the 3d object modifiers.
So far, my solution is to make a Bézier curve, use the extrude option in the Geometry tab and add a solidify modifier. I also added a bevel modifier but it only makes the corners slightly rounded.
Is there a better way to do it? Especially is there a way to have round cap?
(In my picture I did a round cap by hand, but then I lose the ability to edit/animate my stroke (made with 2 vectors))
Thanks for your comments!
EDIT

By digging into the curve modifier that was recommended, I kind of found a solution:
I made a square plane and a filled circle of the same size (it's important that their origin is in their middle)
I also created a curve which has the same origin as the square.
Then, to the Plane, I added the Array modifier>Fit type>Fit Curve as well as the Curve modifier.
This makes a curve that follows exactly my Bézier curve. Then with the Array modifier, it is possible to add Start/End Caps, I selected the circle for that.
With a few adjustments and a Subdivision modifier it worked.
Now it's not a perfect solution, especially if I animate that stroke, the shape constantly changes.
Also, the fact that both origins have to stay at the same place doesn't make it easy to use... :(
Does anyone have a better idea?
thanks


texts: I try to weld my vertices so its connected one by one but you can see here on the image I specified it doesn't turns out to what I wanted it to be, is there any solution for this type of problem?


texts:
I am trying to make a curved TV screen (plane) using the image texture node, but the image texture is distorted on the edges of the tv in perspective view. Although, in orthographic view, it looks like a normal image on a plane.

Curved along the edges

Looks like a normal image on a plane

And also, there are parts of the image texture that are going outside of the assigned faces for the texture.

Would love to see if someone has a solution to the problem, I will provide more information on the nodes or something else if needed.


texts: Blender Grease pencils glow effect in any specific layer or region

texts:
Is there an option to limit the effects like BLUR and GLOW to a specific part of a compound scene (when multiple elements in one view)? whenever I tried applying that it applied to the whole scene. Is there any shader mask or such things?
I have discovered that the effects in different objects only work if the objects are present as separate "Greasepencil objects" like 2 stroke layers (which appears in the collection).


texts: How can I keep my UVs aligned across LODs?

texts:
I've been experimenting with working with multiple LODs inside Blender. The process has been effective and painless in all situations except for UV unwrapping. I have two meshes that are almost identical, with one being higher poly than the other. I mark the seams in the same spots, but when I unwrap, the orientation is different on each island of the UV, making manually aligning the UVs very painful (particularly when working with 3-5 LODs).
I've attached an example where the UV maps are incorrectly aligned. How can I account for this while unwrapping? I've tried using the data transfer tool but it always distorts the UV substantially.
How does the default unwrap determine texture orientation? Is there an easy way I can guide Blender to keep the unwrap orientation correct?
(I understand I could just rotate the maps, but with items like the tops of cylinders or multiple islands, it can be difficult to correctly orient all of the UVs).


texts: Why does the object change its location after setting origin?

texts:
I want to apply mirror modifier. My step:

For this example random vertex on eye:

What's wrong with this eyeball?


texts: Light object evenly and have a transparent or solid background

texts:
I am trying to generate a 2d image dataset form a 3d model rendered in Blender. I want to randomize the orientation of the object, the lightning and a background image.

My idea to randomize the lighting is to have a light aiming at the object at a fixed distance (radius) but otherwise positioned randomly around the object. By doing that I foresee a problem: there will be very strong shadows. The scene contains only the object, so there is nothing to reflect and spread the light.

How could I solve that? Would it work to have some "general" lighting and then have this other moving light in a way that all faces of the are never in absolute darkness? Is there a method (best practice) to lid and object quite evenly? Is there a certain type of light that spreads more than another?

Another important point is that the background of the rendered image should be either a solid color or transparent in order to replace it with a background image. Shadows on the background would be a problem.

And last thing to mention: I am just getting started with blender. So please tell me if you think I am trying to do something stupid or in a very wrong way. For example I am not sure if it makes to have a scene with only one object or it would be better to try to recreate a room scenario were the light is reflected in the walls more naturally.

My model

This is my model from 3DXtras and below is a render of it. This image shows  pretty much the kind of lightning I want to achieve but with an solid colored background if possible.


texts: How to get monitor resolution from Python API?

texts: Is there a way to get the monitor resolution using the Python API?


texts: How can I shatter a model and have it reassemble in a different shape?

texts:
I'd like to have a model shatter and then have the fragments float about a bit, then reassemble into a different model. How would I do this?
I know of cell fracture, but I don't know what all of the variables and settings do when fracturing something. I know enough about physics simulations to make a model explode.
I'd like the pieces of the shattered model to be
this kind of shape.
The fragments are all pointing in the same direction and long and thin.
How would I achieve this/is it possible/is it possible for a novice user to do without a lot of confusion?
Thanks


texts:
Blender v2.79 user over here. I've baked my texture to vertex colors and I was wondering: is there a way to view the RGB color of a selected vertex, much like you can see the XYZ coordinates of it in the side pannel ? I thought this would somehow be possible in paint mode, but I can't find it anywhere.

EDIT: an obvious way of doing this is to delete all vertices except the one I'm interested in, and then export an xyz-rgb .ply file for the model (which now contains only the one vertex). This, evidently, is incredibly tedious and I am asking for a faster way of retrieving RGB color for the selected vertex.

Any help would be highly appreciated, thanks!

Gustavo


texts: 100's of Vertices all with different Y Coordinates need to be moved to same Y coordinate plane

texts: All these vertices have different Y coordinates yet when I select them all, I cannot move all of them to the same plane of a Y coordinate. How can I move all of them without tedious work?


texts:
I'm attempting to make what I believe is called a lattice fence, as one would see at the base of a raised house.

I used an array modifier to duplicate the "X" rectangles. I'm trying to cut off the ends of the non-complete lattice portions. I tried a Boolean modifier - which of course does not work.

Any ideas as to how I may proceed is appreciated. Should I forget about the array and just duplicate and space the "X"s?

The mage shows a face and an 80 deg. view.


texts:
I have high quality scans of my leg, I am trying to print a 1/4" thick shell for it.  I assumed it would be something with the extrude function, but I cannot figure it out.  Anyone have a little walk through or willing to explain the steps to a complete newb?

Basically, I want the outside of my scan mesh to become the inside of my print model, with uniform thickness all around my calf and under my foot.

Many thanks for any help you can offer.


texts: Save selected curves in Graph and dope Editors?

texts:
Is there a way to save a selection of channels in the Graph and Dope editors?

I have tried making keying sets, but you have to make a new key to display the relevant curves, as far as I can see. And you can't get rid of the hierarchical view, which gets cluttered when you have lots of objects. It would be great if you could filter just the channels you want displayed, save the set, and be able to call that set up when needed. (For all its problems, Lightwave worked well in this regard.)

Thanks!


texts: Problem when importing an FBX into blender

texts:
I'm getting an error when importing an FBX who contain a complex RIG into blender 2.92.
Any ideas on how to resolve? I'm lacking knowledge on python code..


texts: What kind of file formats can Blender handle?

texts:
I've search around to find a list of what kind of file formats  can Blender handle but didn't find any. Does someone  have any kind of list?

More precisely, I've created a voxel model in MagicaVoxel and I want to animate it in Blender, it's a .vox file,  can Blender import those?


texts: merge object with another that uses mirror modifier

texts: I want to merge 2 objects using Ctrl+J but one of them has a mirror modifier, and I don't want it for the other object. How can I do that?


texts: Blender 2.8 - why can't I see my objects in 3D viewport?

texts:
I've been working on a project for a while - saved it, reloaded later and suddenly-- large components are invisible in the 3D viewport (but visible in the Outliner).

The objects are marked as visible, linked etc. in the Outliner.
I've tested to see if it's local view (/) - it's not.
All the collections in my project are visible and linked.
I can neither focus on the objects in question, nor can I switch them to edit mode.

You can grab the project here, if you want to look around.

If anybody can give me a hand here, it would be really appreciated. I'd prefer not to redo this work...!

Thanks in advance --Rev


texts: Hand model keeps bending finger when wrist is rotated

texts:
I made a rigged hand model from a tutorial that I found on youtube. I have a problem where if I rotate the wrist part of the bone the pinky also rotates. How can I fix this problem?

Here are some pics below of the issue.

file here:
https://drive.google.com/file/d/0B5Q_BpDCNgg6b1BFVDFuQXhmODg/view?usp=sharing


texts:
enter image description hereI already read some post related to this issue, did what they say but I still having the same problem. As you see in the picture the surface of my mesh has many irregularities (cheeks). I tried fixing quads so I did delete all the cheek area and modeled again but the irregularity still appearing, It is a rigged mesh so I don't think is a problem with doubles. Can somebody help me to fix this ?

enter image description here


texts: Middle mouse transform like in Maya (no gizmo interaction)

texts:
While I am getting more and more comfortable with the interface in blender I am missing out one thing:
The way you can edit e.g. vertices in maya by selecting and then middle mouse drag anywhere on the screen.
In blender afaik I can only either select and then every time hit the g key, select and move only one vertex with tweak or having to use the movement gizmo when in move mode (meaning I have to hit it with the mouse).
That means i have to click or keypress one more time after selection compared to maya, where I was able to select and then middle mouse drag to move the selection.
Would be awesome if that was somehow available in blender as well.


texts: How can the active bone group be set from a script?

texts:
According to the docs

  bpy.ops.pose.group_select()
   Select bones in active Bone Group

How can the active bone group be set?

Context:

import bpy
is_debug = True

def debug(msg):
    if is_debug:
        print( "Frame:%d %s" % (bpy.context.scene.frame_current, msg ))

def find_bone_names_by_group(passedPose, passedGroupName):
    result = []
    for b in passedPose.bones:
        if hasattr( b.bone_group, "name"):
            if b.bone_group.name == passedGroupName:
                result.append(b.bone.name)
    return result

def dump(obj,name="obj"):
   for attr in dir(obj):
       if hasattr( obj, attr ):
           print( "%s.%s = %s" % (name,attr, getattr(obj, attr)))

def assign_pose(rig, bone_group_name, pose_name):

    pl = rig.pose_library
    pm=pl.pose_markers[ pose_name ]
    #dump(pm)
    debug("pose_marker=" +str(pm))
    p = rig.pose

    bones_to_modify = find_bone_names_by_group(p, bone_group_name)
    if len(bones_to_modify ) < 1:
        print("No bones found in group [" + bone_group_name + "].")
        return

    action =  bpy.data.actions[pl.name]
    debug("assign_pose " + pose_name)
    for agrp in action.groups:
        if agrp.name in bones_to_modify:
            i = p.bones.find(agrp.name)
            if i != -1:
                pb = p.bones[i]
                debug("Found bone:" + pb.name )
                # check if group has any keyframes.
                for fc in agrp.channels:
                    tmpValue = fc.evaluate(bpy.context.scene.frame_current)
                    # Determine where to assign this value based upon the data_path.
                    if fc.data_path.find("location") != -1:
                        pb.location[fc.array_index] = tmpValue
                    if fc.data_path.find("rotation_quaternion") != -1:
                        pb.rotation_quaternion[fc.array_index] = tmpValue
                bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot',confirm_success=is_debug)
                #bpy.ops.anim.keyframe_insert(type='DEFAULT', confirm_success=True)
            else:
                print("Pose bone [" + agrp.name + "] not found.")

txt = bpy.data.texts["pose.txt"].as_string()
for line in txt.splitlines():
    if line.find(" ") != -1 and line.find("#") == -1:
        sframe,rig_and_poses= line.split(" ")
        rest=rig_and_poses.split(":")
        print("-"*40)
        rig_name=rest[0]
        poses=rest[1]
        pose_list=poses.split(",")
        bpy.context.scene.frame_set( int( sframe ))
        for assignment in pose_list:
            bone_group_name,pose_name=assignment.split("=")
            rig = bpy.data.objects.get(rig_name)
            if rig == None:
                print("rig name=" + rig_name + " not found.")
                break
            debug("assign rig:%s bone_group:%s, pose:%s" % (rig, bone_group_name, pose_name))
            assign_pose(rig, bone_group_name, pose_name)


texts: This is driving me crazy. I've been doing retopology for a model but anything near this bottom pinch turns all jagged and rough. I can't figure out how to fix this issue. I've tried changing the normals but it doesn't help. Any help would be appreciated.


texts: How do I get Blender to import a Collada file?

texts:
Collada is not among the import options, and not among the addons for import options.

So is there a way to import a Collada file to Blender?


texts: How to access the "Browse Image to be Linked" dropdown from an Image Texture node using python?

texts:
I am trying to access the "Browse Image" dropdown from an Image Texture node using python:

That is, I want to be able to draw this dropdown to a panel, so that it can be accessed and the image for the node can be set from the panel.
Is there a specific property associated with the Image Texture node that I can reference to do this?
i.e. something along the lines of:
row.prop(img_tex_node, 'some_property')

Thanks.


texts: Running a tracking script with Blender in the background

texts:
Im trying to run a script that when Blender is opening through the command line with this script it will track the clip it is being open with. I have a script that already opens the Blender file with the Clip loaded with the frame range that needs tracking. What I need now is to have the script in charge of tracking run with Blender in the background. This issue I am coming up with is obviously context, and I am not sure how to work around this to make the tracking happen.

The operations that need to be ran are for the clip editor area and are:

bpy.ops.clip.detect_features(placement='OUTSIDE_GPENCIL', threshold=0.5, distance=25)
bpy.ops.clip.track_markers(sequence=True)
bpy.ops.clip.track_markers(sequence=True, backwards=True)

And for the sake of making sure the clip is being loaded in this script I load the video by:

bpy.ops.clip.open(directory="/Users/corwinsmith/Documents/scripts/", files=[{"name":"CollegeHumor Passes The Bechdel Test (All-Nighter).mp4", "name":"CollegeHumor Passes The Bechdel Test (All-Nighter).mp4"}], relative_path=True)
bpy.data.movieclips["CollegeHumor Passes The Bechdel Test (All-Nighter).mp4"].name


texts: I have looked everywhere and I cannot find a good mouselook script that limits the up and down rotation of the camera.  I've already found many scripts that do not limit it. I want one that stays steady and does not wobble one you are not moving your mouse.


texts: How to enable other passes on background layer?

texts: Here's what my compositor shows when I have shadow pass enabled. How do I enable it for the background layer as well?


texts: Gradient (spherical) on combined surfaces not working

texts:
I am attempting to apply a spherical gradient texture to two combined surfaces with the aim to blend out the plane edges. The problem i am running into is I cannot get the gradient to appear. Instead there are black areas near the planes edges.
The first image is my issue visually and my node step up for the gradient.
The second image is my entire node setup for the combined surfaces, a noise texture, and the gradient texture.
Thank you to anyone who can shed light on this. Thank you for your time.


texts:
I downloaded HDR image from https://hdri-skies.com. And added it to world texture. There seems to be some problem in maping.

What is the correct HDR mapping with blender internal (native) render?


texts: Automated way to make "Select interior faces" ignore select faces that are visible to the camera?

texts:
Here's my mesh. It has some interior faces (it's made out of merged cubes) that I want to remove. I've highlighted two of them for example:

When I run Select Interior Faces, it selects them, but also erroneously selects the large middle face:

I believe I understand why this is happening, due to the nature of the vertices at the edge of this face and how the "interior" faces algorithm works.

Is there an automatable way using Blender scripting to ignore faces that are visible to the camera, or achieve a result similar to that? I'm writing a Blender script to do some automatic mesh cleanup. Removing interior faces is a required part of the process, but I'm not sure how to achieve it in a script.


texts: Scripting Access soft body modifier settings

texts:
When you add a modifier with a script like that
bpy.ops.object.modifier_add(type='SOFT_BODY')

How can i change the settings, i tried with the previous method but its not working anymore
variable = bpy.ops.object.modifier_add(type='SOFT_BODY')
variable.mass= 2

Solution
variable = bpy.context.object.modifiers["Softbody"].settings
variable.mass= 2


texts: How to get a lamp icon at the location of a lamp

texts:
When you first start up Blender 2.6.9 it has a cube, a camera, and a lamp. Both the camera and the lamp have a simple icon-like image that you can see and move around like other objects in the scene. However, sometime during my modeling process these icons have disappeared and when I try to move my light source a circle shows up around where it is but the circle doesn't move when I try to move the light around. Is there a setting or some way to change it back so that I can see the icons for the lamp and camera and move them around again?

Edit: I also just found out when I tried to move other objects that the circle shows up for them too, is there a way to make that go away as well? It's kind of annoying and I'm not used to it.


texts: How do i make a cloth simulation but make parts of it hold it in place like a cape

texts:
So i know the most basic parts of making a cloth simulation but how do i make parts of the model stay in one place while the rest hangs freely?

Im still new to blender and am learning loads of new things. The tutorials i've seen don't cover what im looking for. I should also add that the model has a pre-made armature as im porting from a game.


texts: Suppose to be there is a dress shirt/vest there that serves as the body but it went missing after I saved, closed, and when I reopen its not there anymore. The mesh names and elements is still there as you can see on the side panel its named "VEST" but the mesh itself is what's missing. I tried UV Map and it has. I don't know what's happeneing. Can anyone help me? Thank you so much


texts: How do I create a Smooth Material for my Model?

texts:
I'm trying to render something like this :

It has a really smooth and nice surface. But I still can't figure out the shading or lighting compositions. I'm using Cycles mainly.


texts: How do I find the users of a datablock using the Python API?

texts:
Given a datablock foo, how do I determine which other datablocks are referencing it? foo.users will tell me how many references there are, but do I have to loop through every other datablock in the file to find those references? If so, can anyone recommend a reasonably generic way of doing this given the different interfaces of various datablock types?

For my specific application I'm trying to find and delete (or modify) datablocks with names matching a pattern. I'm mostly interested in node groups and images, which seem to acquire hidden users more easily than other objects, but this type of functionality seems generally useful.


texts: Eevee vs Cycles Blender 2.8 & Glossy BSDF [SOLVED - FIX IT]

texts:
From this video for blender 2.7 cycles:

https://www.youtube.com/embed/BtVYCMNvykg

I made this:

In blender 2.8 with cycles, the glossy is effective.

but with eevee doesn't work. I don't know the workflow of eevee (cuz I added a lightprops cubemap to "looks like" the same effect, but is not the same like cycles) and I did found the documentation or information.

Any help?


texts: How do I use python to independently animate the shape keys on several instances of a mesh?

texts:
I have created a mesh and it has a basis and relative shape key.

I can animate the Value of the relative shape key.

Unfortunately if I create a second instance of the mesh using alt-d or python's bpy.data.objects.new("second", bpy.data.meshes["space cow"]) the animation of the shape key affects both objects and they can not be separated.

It seems that obj.data.shape_keys is actually its own datablock from bpy.data.shape_keys and has its own animation_data separate from the object or the mesh.

Since I need to create and animate a herd of space cows using python I need code which can create independently animatable instances of this mesh.

My current instinct is that I'll have to duplicate the mesh data block and then duplicate the shape key.  It makes me sad that I have to create so many copies of a mesh.  I am hoping that someone else will know a better way.


texts: Cycles displacement material wrong uv mapping

texts:
I managed to get uv mapping to get pseudo-randomly change on each object having the material.
I've based the randomness on the Object Info random output, and get the uv to be rotated, shifted and flipped: this make it possible to have group of identical object to look different, like bricks and alike.

The problem is that my nodes affect the diffuse and the normal map, but seems to fail with the displacement map of the material, as depicted in the images.
As you can see in the node setup, the same final uv mapping (purple) is connected to the diffuse (yellow), normals (green) and displacement (red) maps, but only the least seems to ignore the uv mapping alteration.

What is causing this behaviour?

EDIT 1
Ok, i found out that the problem is not caused by my uv-randomizing nodes: displacement material seems to take in count uv modification only for distinct object, not for instances like dupliverts or particles.
I think this is due blender internal architecture, and it's not a big problem for me, since particles can be made distinct objects with the "Make duplicates real" command.
It shure would be great if particles and dupliverts could be affected by the uv alteration for displacement.

I also made a test file but i can't find how to attach it to the question.

node setup


texts: Was importing ripped game models but appear incredibly deformed and look fine in other model programs

texts:
I have a problem with these models. I was working on a star wars fangame that is suppose to be assassin's creed styled and wanted to use starkiller's jedi adventure robes from the force unleashed, but when I imported it into blender it looked like this deformed abomination:

When I import it into other software it looks fine, even after I exported it from blender when it looked like this. The same thing goes for a bunch of other TFU models even outside of the website I downloaded this model on (https://p3dm.ru/xfsearch/Star+Wars%3A+The+Force+Unleashed/page/2/). Also the textures are .DDS format. I really need a solution to this so I can rig it.


texts: How to isolate edits to an area in Blender 2.8?

texts: I'm trying to follow along with the good old Anvil tutorial and I'm running into a snag where I can't limit the scope of my proportional edit by hiding the areas I want to remain unaffected. Is there another means of doing this in Blender 2.8?


texts: Blender crashes when I click domain in the options for smoke

texts:
I've been using Blender for awhile on and off. I recently decided to dive into making fire so I looked up tutorials on how to simulate fire but immediately ran into problems. I couldn't get it to work following the tutorials so I downloaded the newest version 2.72b. My old version was 2.66. I think I may have a few issues so I'm not sure what to do.

The immediate problem I'm faced with is when I start with the starter program with just the cube and I'm in "object mode"and have done nothing else at all and I go straight to the physics tab, select "smoke" then when I click on "domain" the program crashes. By crashes, I mean it simply closes the program without saving anything. The only way it doesn't crash is if I go to "edit mode" first then click "domain". But I read somewhere you don't want to do that because it will double render the smoke or something like that. At any rate, even if I do it in "edit mode" then click F12 to render, as soon as I click Esc, it crashes anyway. It also crashes if I go back to "object mode". I don't know if I'm doing something wrong or if it's something else like hardware issue, or just a bug in the program.

I think I may have more than one thing going wrong here though.

Problems I think I may have but need help answering:

1.) When I downloaded the new version 2.72b I didn't do anything with the old version. I left it right where the installer had originally installed it by default. I let the default also install version 2.72b as well. I'm not sure if I've corrupted parts of the program by doing this. I'm hoping the install program simply overwrote dll files to avoid duplicates and what not.

2.) I fear the real problem is my computers ability. The computer is rather old. It's an old Gateway GT5628. I worried the problem is it doesn't have a separate graphics card for GPU use/settings. I can only use CPU. It has an Intel (R) Core(TM)2 Quad CPU Q6600 @ 2.4GHz with 4GB DDR3 RAM. The operation system is Windows Vista 32-bit.

Any help at all on this would be greatly appreciated. I've exhausted myself trying to find answers and fear I'm doing more harm than good by trying to figure it out myself such as Installing the newest version of Blender without knowing exactly how to install it properly. Anyways...

Looking forward to some answers.

Thanks guys.


texts: How do I deform a curve or a mesh using the mesh deform modifiers and key frames. Basically, I'm trying to bind the curve to the mesh when the mesh at its Basis key. I then turn up the influence on another key(on the mesh). The curve does not deform.


texts: About MB-lab addon. How can I fix the problem with red eyelids in characters?

texts:
When there is a lot of light on the stage, the red eyelids are almost invisible. But when you want to make a dark environment, the eyelids glow red like lanterns.  How can I fix this? I'm using mb-lab 1.7.7.
UPD: I found out that the red glowing is not only on the eyelids, but also on any other thin parts of the body that are in the dark. They have this same glow along the contour.

You can see this red eyelids in the picture:

Here is a .blend file:

I found nothing on the web. Just one person asked a similar question on another forum, but nobody answered. And there is no forum just for mb-lab users, so I'm asking here.


texts: So. I am making a pantograph lifting animation and to achieve realism, on the moment when the pantograph touches the overhead wire I want to make a single perticle - spark but the single spark is emitted in the back of the overhead wire(see picture). How do I change particle's location?


texts: Any way to rotate mesh segments in a curve without converting it to a mesh? (hair by curves/beziers method)

texts:
I have a hair I'm building based on this tutorial. He mentions you can "scale" (shrink/fatten) a curve segment's mesh with Alt+S. Is there a similar way to rotate the mesh? I would like to make my hair strands bend around the head like one of the green curves, and I don't have a good enough grasp of bezier circles to use that (plus, I'm making way too many of them).
Secondary question, is there a way to re-UV map these curves? I understand it's automatically done now and there's no "Curves tab -> Texture Space -> use UV mapping" anymore, but the auto-map makes an abrupt transition right on the front of each strand (texture I want to use is a white to blue linear gradient) and I'd like to have it not do that.


texts: I cant get the bump to show up on this soil texture

texts:
I need to have this look like real soil because its going to be viewed from a straight on view and I cant seem to get the bump right with my nodes.

nodes

Blender file


texts: How do I Extrude Faces Along Normals, and also shrink in two other directions?

texts:
I am extruding plane surfaces along surface normals by selecting the plane, then hitting Option-E (Alt-E), then selecting Extrude Faces Along Normals.
That is all fine, but I also want to shrink the object along the two local axes that are perpendicular to the Normal. So, as the plane gets thicker in one direction, it gets smaller in the other two directions.
I would be grateful for any pointers.


texts: Baked texture map shows weird distortions, is it mistake or not?

texts: After i baked diffuse map i got these weird distortions, but i don't know if i should worry about them and unwrap mesh differently.


texts: In my python addon, I'm able to get the user's selected posebone and for reasons I need the armature it belongs to. How would I achieve this?


texts: Blender 2.8 image texture node and color space

texts:
As of release of Blender 2.8 version the Image texture node has changed, before we had only "Color Data" and "Non color data".
Now we have that drop down menu titled "Color space" and various types to choose from.

My question is when we use which type of color data (do we still use "Non color" for normal maps, roughness etc or do we choose one of new ones)?


texts: How Do You Start Animation At A Specific Frame?

texts:
For example things might happen in an animation for a few seconds like a flag starting to wave etc. etc. that you don't want anyone to see but you want recording to start 5 seconds into the animation but still have the effects of the wind (or whatever affects) as if that five seconds prior was rendered?

How do you do this?

Thanks guys


texts: How to add gradient map to Blender area light?

texts:
I would like to have area lights with linear or circular gradient, so that the light is more realistic without sharp edges and constant brightness. But as soon as add a mapping node it becomes completely dark (as the bottom image). Is there any way I can add a gradient map on area light?
(I know it can be done with geometry light with emission shader, or a HDR map can be added to an area light - but I am looking for a solution where I can control area light with procedural shader/without an image)


texts:
So, I started using blender 2.8 for a while now. And couple of months ago I started experiencing some really weird white dots on x-ray mode in the view-port shading. I use this mode a lot to model assets with reference images. And it's pretty hard to see the shapes I'm modeling with that horrible shading problem. Is it a setting that I have changed by mistake? Or is it just a bug? (thanks for taking your time to read this)

My pc specs: Ryzen 7 first gen, vega 64 (sapphire nitro+), 32 gb ram.

Update: I don't like using wire-frame mode, cuz there are some details that I prefer seeing with the solid shading, like good edge flow with smooth faces, or some parts with the curvature on. Here's another example on another file that for some weird reason works just fine, but at times I get the same problem:


texts:
I want to animate mask (half circle) in image editor - rotate mask around cursor placed in a center, but final animation looks strange.

Does it current limitation of masks's keyframe or is there anything that I can do better to create simple rotation?

(I tried to ad last anchor point of previous circle in a hope it will be calculated as circle shape, but same result.)

Thank you


texts: Is there a way to recalculate normals per animation frame?

texts:
Not even sure if this is the actually problem. This is my first model ever in blender.

I made a stuffed animal and wanted to do a 360 rotating animation kind of like a rotating display.

All the hair particles on the model look fantastic on frame 1, and then they all go to heck afterwards. If I advance the animation to frame 5 and render that one frame, all the hair looks terrible. If I recalculate normals on frame 5, and then render that single frame again, it looks great again. But any frame after will still look funky.

What setting am I missing to keep hair particles in place during the model rotation?

Thank you,


texts: How to disable env HDR reflection only for one object?

texts:
I have scene with 2 objects, 1 light and background HDR.
For object 1 i need light reflection and background reflection.
For object 2 i need only light reflection without background.

Is any simple settings to quickly disable background reflections on specific objects for Cycles and Eevee?

I found something that looks like a solution here – Remove Unwanted Reflections (Blender Cycles)
, but it's too complicated, is there a simpler solution?


texts: Blender 2.8 Animation, Bake Action, is it broken?

texts:
This question was asked Here but not answered satisfyingly.

I am attaching sample files where I reproduced the issue:

Repro:
Using Blender 2.81 (but seems to be broken in all 2.8x releases)

shift+A and drop an armature or bone.
translate object around creating a few keys down the timeline
in NLA editor make keys into a strip
in a new track create more keys down the timeline
make these into antoher strip so that you have a stack of two strips on two
tracks.
Now go to Pose > animation > Bake Action.

Expecting: Baked
    down track to result in the combined animation of both source
    tracks. Instead it acts weird, if you hide the two source tracks and
    only play your baked action you'll see it's not right.

2 Sample files are here

The Rigify file, seems to bake a key on every frame. But if I turn off the base tracks to only play the resulting combined track, you'll see the character just pops back and in the end even disappears somewhere instead of simply returning to origin.
In the other file I tried it again with a base joint rig, not controls. Same result except this time for me the Bake Action command only bakes the first and last frame even though I have it setup to bake every frame.

https://drive.google.com/open?id=1LKUqg_rmoZAn25UAUul1p6LX_0ANBLnm

Is this broken or am I missing something ?


texts: How do I change the MTL File to an actual image?

texts: When exporting my Model and importing it into another engine, It require an Image file as the texture instead of a MTL file, so I was just wondering how I would accomplish changing the mtl to and image file


texts: Programmatically manipulate individual DupliFrame instances

texts:
I'm trying to manipulate single lights in a light string by a python script (see Animating running lights for more background info).

The string is created by using either an array+curve modifier or by using DupliFrames. Now I want to change some object attributes of the duplicates, ideally without applying the duplication, as I like to modify the curve afterwards.

Is there a way to access the duplicated object instances in python? Or is there a better way to have both, control over the path and a way to modify the resulting duplicates?


texts:
I would like to have a way of getting the design sheets(aka blueprints) like you can in CAD software.

Is there a plugin or addon or some form of python script that can export a PDF(vector screenshot) of the GUI(primarily the 3D view)?


texts: Children are lost in particles to mesh conversion

texts: When I render the scene they are gone,too, and I just have the number of hairs given in the Emmision section.  Is it supposed be this way? I use dupli objects as particles.


texts:
I've been working on an add-on that manipulates text data called randomiser
https://github.com/BenSimonds/Randomiser

My problem is a bug I'm trying to resolve with getting the correct "current frame" for an object based on what's scene it's in. If the blend file only has one scene, or if the object only appears in the active scene this is trivial (context.scene.frame_current).

However if the object appears in another scene it gets more complex. ob.users_scene will return a list of scenes that the object appears in and I could maybe get the current frame from them, but if the object appears in multiple scenes then how can i decide which to pick frame_current from?

Or is this precisely why the script should only let you use a value keyed by the user and not directly use the current frame?


texts: I have a problem when applying Bevel to edge, it is not visible and it seems to be created on the back side. I checked face Normals, and all are correct. See attached picture. Thanks in advance.


texts:
I've been trying to solve this problem for several days now and have had no luck. I simply can't get an even level of transparency on a material and this applies to all models i've imported and any file type.

https://cdn.discordapp.com/attachments/361742235525709825/375628554492313611/unknown.png

I have tried everything I can possibly think of and have discussed this with other users who are at a similar level to me with their use of blender. Nothing seems to fix this issue. Visually you would expect it to be a faces/normals issue, but its not as far as I can tell as flipping them makes no difference,  So here I am hoping that someone with more experience can shed some light on the problem. The issue also transfers over to unity.

https://cdn.discordapp.com/attachments/361742235525709825/375639920355573762/unknown.png

I'm using the latest version of blender. If any more information is needed please let me know and I'll provide it. I'm still a bit new to blender so it could be a simple solution that I'm just overlooking, but any help would be appreciated as I need to make a translucent humanoid and I simply can't do that with this issue.

Thanks


texts: How do I make the object I set as a dynamic paint brush invisible in the render?

texts:
I am trying to animate this scene where I want a wave effect with a Dynamic paint system. The Plane is acting as my canvas while and a (hidden) sphere is acting as my brush.

However when I render it the Sphere is still visible.

Is there a way to keep the sphere hidden in the final rendered animation? Why does the wave also do not render in the final rendered versions?


texts: How to maximize any Blender View Port without resetting Quad View?

texts: Lock to Camera trick in one of questions doesn't seem to work in Blender 2.8!


texts: How can I find out what kind of relationship between a parent bone and the child, using python?

texts: How do I know the type of parent that has a bone, connected or offset? using Python in blender 2.8


texts: Is it possible to create color patterns for many objects created from an array?

texts:
This is the amusement ride "The Zipper" I'm trying to create in blender:

I am working on the lights around the ring here:

I created one light and used a few array modifiers to create this:

MY PROBLEM: I am unable to create the color pattern from the reference image.
I want the lights to be red on the outside and change to yellow and orange around the center.

I searched online everywhere, but couldn't find an answer to this.
Perhaps it isn't possible?
I want to avoid applying the array modifiers to keep my model simple, but that might be the only way.

Any help with this problem would be greatly appreciated!

Thanks!


texts: Disable double sided faces in Blender 3D View

texts: For Debugging purposes in Animations I would like to disable Blenders default both sided rendering of faces in the 3D view. Is this possible?


texts: Using Python to change context to a different View Layer to set holdouts in that View Layer

texts:
I use this code to change holdout flag of all collections in a view layer:
coll = bpy.data.collections

def traverse_tree(t):
    yield t
    for child in t.children:
        yield from traverse_tree(child)

coll = bpy.context.view_layer.layer_collection.collection

for c in traverse_tree(coll):
    #Recursivly transverse layer_collection for a particular name
    def recurLayerCollection(layerColl, collName):
        found = None
        if (layerColl.name == collName):
            return layerColl
        for layer in layerColl.children:
            found = recurLayerCollection(layer, collName)
            if found:
                return found

    #Change the Active LayerCollection to 'My Collection'
    layer_collection = bpy.context.view_layer.layer_collection
    layerColl = recurLayerCollection(layer_collection, c.name)
    bpy.context.view_layer.active_layer_collection = layerColl
    y.active_layer_collection.holdout=False

I added a second View Layer called "Shadows", using "copy settings". This copied the settings of the first layer, called "ALL".
The code above works well on the "ALL" View Layer. If I change the context to "SHADOWS" adding this line of code before the code above:
bpy.context.window.view_layer = bpy.context.scene.view_layers['SHADOWS']

It changes the context and the window shifts from "ALL" to "SHADOWS", the code runs without failing but nothing happens (holdout flags remain unchanged).
Any ideas on how I would get the code to work on this second layer? Is it the fact I copied settings maybe?


texts:
I created a dice, the last step should be "Shade Smooth". After that, the surface looks weird. The problem is after render the same. Does anybody how to solve it?
Left one is before Shade Smooth, right one after it.


texts: Hair count per face overridden by Number

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I wanted to instance an object onto each face of my geo.
To do so  I relied on the Particle System, as hair, which gives me the setup options I desire.
The only issue I face is the Hair Particles count.
I would like to have exactly one particle per face, but unless I tweak the total Number of particles to match the face count I cannot get the desired result.
If under Emission>Source I tweak the Particles/Face slider to 1 or any number, it does not change the number of instances, but merely the seed of the distribution.
For now I am using the Python snippet below as a workaround to match polycount and set it as the particle number, but I wonder what I am missing.
bpy.data.particles["ParticleSettings"].count = len(bpy.data.objects['Cube'].data.polygons)

On an older post it was suggested that once you turn the Particle/Face slider to 1 or above that times the amount of faces would dictate the total number of particle and the Number slider was to be used as a max limit rather than an actual count.
This is that post:
Emit Hair Particle from Center of Face
Here is a gif of the behavior I get. I tried this in Blender 2.91 and 2.92-Alpha:

Is this working as intended?
Any help would be greatly appreciated.
Thank you all!


texts:
I have noticed this: the "Auto-smooth"

I can't figure out what is its' meaning.
I understand that i can use it combing with the smooth shading.
For example:

A) FLAT

B) SMOOTH

C) SMOOTH & AUTOSMOOTH 30°

D) SMOOTH & EDGE SPLIT 30°

It seems that Auto-smooth works like the Edge Split Modifier, with the huge difference that doesn't add vertex and edge loop. My mesh from B) to C) has the same amount of vertex while mesh from B) to D) doubles the number. My question is:

Why there is this Autosmooth?

Could be useful for create hard edges in my low poly (it doesn't increase the number of my vertex) and let me have nice and clean surface for a possible bake with my high poly?

Thank you to anyone will help me!


texts: Non-operator equivalent to bpy.ops.uv.smart_project() available?

texts: I am using a script that is heavily relying upon bpy.ops.uv.smart_project(). I got the impression that the function has a big impact on performance, so I was wondering if there was an equivalent that is no operator (which might be faster in turn as it does not have anything to do with the UI).


texts: Y-Axis is reversed in camera perspective

texts:
I'm wondering how I can fix this problem.

When I move an object in camera perspective it moves the opposite direction.

I also reset user preferences to factory default with no success.


texts: Can I use BSDF for the emission pattern of a lamp or light source?

texts:
I started to study blender because I want to perform some simulations on bicycle lighting.
My goal is to take a picture of a beam pattern against a wall, then use it as the Bidirectional EMISSION Distribution Function for the light source, rendering its illumination pattern when actually used along a road or other outdoor environment.
For example, a typical distribution for a vehicular headlight is as follows:

Then, I would create a light source with this custom emission pattern (sort of an "UV map" for luminous emission intensity) to render images such as these, with a fair amount of realism (I don't plan to get state-of-the art, 100% physically accurate simulation):

So my questions are:

Is it possible to do shuch a thing in Blender?

If it is, which concepts should I look for?

I plan to use Cycles rendering engine.


texts:
I'm maked a tf2 workshop model , and i got a trouble

i'm new for modeling.
i'm try Solve the problem ,but doesn't work,who know what problem with my model and fix it ?


texts: I was watching some tutorials (Darrin Lile) and I saw that i have to have my cursor in the centre in order to make it walk, so I did that, but my figure is cut in two now. Please tell me i do not have to create it again :'(


texts: I'm trying to export a project in .fbx but I'm not sure how to export physics. How do I do this?


texts: Get camera focal length as scalar value in shader node

texts: How can I obtain the active camera's focal length (or any other scalar property) as an input to a shader node's scalar value?


texts: showing only a part of the object during an animation

texts:
I am trying to model a moving wave and i want that the object should be seen during the animation only in a given region to give the desired effect. Could anyone help me out with it.

Below is a sample image from the animation (the wave should be seen only within the two walls even as it moves).


texts: transparency texture problem with particle system (shows wireframe)

texts:
i want to animate this scene with falling leaves using the particle system but they are not transparent for some reason. (you can still see the wireframe and on a darker background it seems to be black where it should be transparent)
but why?!

i'm using the internal blender renderer
in viewport they look exactly as i want them to.
here are my material and texture settings:


texts: Where is the command box in the bottom left of the 3D viewport?

texts:
noob question...I have seen the same question asked many times but not really answered. All tutorials I have seen for 2.8 feature a small black command box in the bottom left corner, it's full of options for each command you select. Basically, you can't do anything without it. However, I do not have this box, so I cannot modify any settings as I create a feature. How do you get this box to appear?
I have seen answers featuring 'its in the 3D viewport' and 'hit F9'...neither of these seem to be relevant, as I'm already in 3D viewport and F9 will only shows the command I'd previously selected, but with no options. What is the answer? Very frustrating, please help.


texts:
To see if it's possible, I'm trying to make pulsating veins on a heart in blender render. This step isn't too difficult, you can use a simple normal geometry of a veroni crackle texture and change the normals over time, or bake that texture into an image and use a displacement modifier and keyframe the strength over time.

But, the next step is to make this pulsating effect move like a wave through something like an actual heartbeat would, wherein one part on one end of the vein network starts the deformation, then the wave travels through gradually deforming only the vein texture onto the mesh over time.

Can this be done?

There is the wave modifier but this is a very outdated modifier that lacks a lot of precision in its control, it's pretty much only useful for large oceans.

I guess you can think something along the lines of this
https://www.youtube.com/watch?v=9tcR81BfiVY


texts:
Blender resizes and moves my objects when I close the file, and I open it again.
Also when I try it to render it, it gives a different picture than in the object mode.
Why and how could I solve this problem?

For example

In Object mode:

Rendering:

It is doing it all the time.


texts:
I am trying to get the pixel coordinates of the object in the rendered image in blender using the How to find image coordinates of the rendered vertex?
But I get the error AttributeError: 'Mesh' object has no attribute 'view_frame'

# Test the function using the active object (which must be a camera)
# and the 3D cursor as the location to find.
import bpy
import bpy_extras

scene = bpy.context.scene
obj = bpy.context.object
co = bpy.context.scene.cursor_location

co_2d = bpy_extras.object_utils.world_to_camera_view(scene, obj, co)
print("2D Coords:", co_2d)


texts: Trouble with Context for bpy.ops.transform.translate

texts:
I am having trouble figuring out the correct context for bpy.ops.transform.translate. I am currently running a script that calls a create_bounding_box addon, which I figured out how to override the context for, but after it runs I can't perform a simple object translation.

Here is the relevant parts of the code:

  bpy.ops.wm.open_mainfile(filename)
  for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
      if area.type == 'VIEW_3D':
          override = bpy.context.copy()
          break
  bpy.ops.object.select_all(action='SELECT')
  bpy.ops.mesh.boundbox_add(override)
  bpy.ops.object.select_all(action='SELECT')
bpy.ops.transform.translate(value=bpy.data.objects["BoundingBox"].location*-1)

boundbox_add is an addon, and the code is here https://github.com/sambler/addonsByMe/blob/master/create_bound_box.py

boundbox_add breaks if I don't either do the above (which I thought was overriding the context) or set bpy.context.scene.objects.active = bpy.context.scene.objects[0].

After running boundbox_add, I get poll() error for transform stating that the context is wrong.


texts: How to Delete Color Stops of Color Ramp using Python

texts:
I have Added a Color ramp in my node editor using a Script
 and I wan't that the Color Stops That Are Available by default Should be Deleted.
before I add new stops
I know how to add new stops but i don't Know how to remove the stops that are there by default using Python script.
Can Anyone Help me Out Please


texts: Type with curvy front face / round front bevel

texts:
I am trying to make a text that is slightly rounded on the front face (but still has angles), such as this:

All the other faces would be non-rounded.
It is not beveled, as it's more like the front fade is curved/bumpy.

This is what the letters I get look like (side cut):

and this is what I would like them to look like (side cut):

I've tried many techniques, such as bevel, sub surf, remeshing, and even exporting outline curves and one inline curve for each character from Illustrator and joining them, but I can't seem to find an easy way to do this.


texts: I have looked everywhere on my computer, and I cannot find where the .blend files are saved. I try to Google this question, but I only get results for removing textures.


texts:
I am working on M4 model, and I have finished the base mesh (image 1).
When I mark edges and use bevel - weird thing is going on, totally unexpected (image 2).
Rotation & scale is 1-1-1.
IMAGE 1

IMAGE 2


texts: Shadow Catcher makes background objects invisible

texts:
I am following this tutorial on 2.79c about Shadow Catcher features of the latest build of Blender 2.79.

My result is that the Shadow Catcher makes a "hole" in the object that is behind it. In my understanding, the Shadow Catcher would just not render but the shadows projected onto it would.


texts: Plz provide a best render setting. The problem im facing is in Rendered mode the light reflection looks good and and satisfied to click the render button. After rendering taking 1hr it need to give some brightness/contrast in photoshop which i dont want to jump in other software. Any perfect setting which i can match render mode and final render. Im just rendering and image. Thanks


texts: Please tell me how to fix this rigging problem

texts: I have a problem with rigging the imported model. Here is a screenshot of my object, you can see the arm deformation. In the second picture, you can see that the mesh is tilted. Could somebody please tell me the cause of this problem? It is embarrassing but I am totally newbie in 3D modeling so I have no idea what to do.[]


texts: Why does Emission shader dilute colors? EEVEE

texts:
I would like to create an “outer glow” to Suzanne the monkey so that It emits some red and purple lights (and the plane should reflect them).

To illuminate the monkey, I added the Emission shader and there are two cases:

Using low strength values keeps the colors but it doesn’t emit enough
light.
Using high strength values emits the required light but the colors of the monkey change!

Changing the bloom settings is not a good idea for me as it affects the lighting in the whole scene and other glowing objects.

I tried to use Light Path node but it didn't help or maybe I didn't know how to use it properly.

I need to emit light with the same red and purple colors (not yellow and purple with white line separating the two colors). How can I solve this?


texts:
Now trying to texture paint a model - the texture painting with stencil comes in here and is really cool. So I can paint my diffuse/albedo with a selected texture on my mesh, which is really cool, but my texture also has a roughness and a normal map.

E.g. with a wooden knife grip, as Zacharias Reinhardt did present in a tutorial: full control of where to paint in which direction using the stencil.

Unfortunately, having my roughness map - I cannot paint both textures at the same time, and for the normal it is for sure more complicated, if the stencil texture gets rotated for adjustment.

So how could this be solved?

Using Quixel Mixer allows to assign multiple texture maps, but there's no control on painting (at least for now), so just things like box projection.
Any hints how to do this are highly appreciated.


texts:
Is there a way to quickly fill holes instead of selecting each of edge loop and then fill it ??

for example this sphere

Is there an one click function to cap those holes without selecting them one by one to manually fill them ??


texts: I'm trying to create a Snooker table for a Snooker PC game. I use Boolean to make the Snooker holes once, but then I had to make it all again in another project. I created a new project to do that but now the modifier is not working. When I use difference boolean it cuts the pool table and stays just with the cylinder, have no idea why it isn't working. I already saw some threads talking about normals and remove doubles but it is still not working. I put the blender file here


texts: Getting color from a face/polygon via python to select the corresponding face/polygon

texts:
Okay, I need help again.
I've got a model with colored vertices. So far, there are only two colors applyed (red and white. It's a reference model which I use to define the script for automation). I need to select all white polygons in that model, so I can select them and hand the selection over to another function which generates another model based on the selection. Selecting the vertices is posing a problem, as vertices can have more than one color at once. So I tried to use the polygons.
Now, these polygons should have a color, right? How do I extract the color values so I can do something like this ((very) pseudo code):
for polygon in mesh.polygons:
    if polygon.color == red:
        plygon.selected = True

I read through other questions, but they all want to apply another color to a polygon. I don't need that. The color is already there. And it seems I have dive more into python to extract the snippets which would do the trick for me from the other answers.


texts: It is possible to have multiple objects share the same ID mask in the compositor. It does not seem possible to have objects possess multiple ID mask values though. Is there any way around this? I want to use ID masks somewhat like groups, and for some objects to be in multiple ones.


texts: Solidify faces as separate objects that touch

texts:
I have a mesh objects with faces. I would like to create separate objects for each face but solidify them at the same time while they still touch eachother. For a cube I could do this in the following way:

Create cube mesh
In edit mode, use Edge split (search 'Edge split')
Extrude E, but cancel immediately
Scale S (larger or smaller doesn't really matter)
Select all faces A and separate P > As loose parts

The result is something like this where each face is now a thick version of itself with bevelled edges that touch (one side removed to highlight the internals, but these are 6 separate objects).

However, due to the way in which scaling works, this does not work well for convex shapes. The scaling scales to the center of the object instead of along the normals.

I also tried extrude along normals, but this loses the shape due to the edge split. Somehow is does not exactly the same as scale and extrudes the exact shape of the face outwards (instead of keeping the edges together).

Which method could I use to achieve the desired effect for freeforms?


texts:
How can you set Blender's Theme Preset with python?
I'm don't mean customize a few colors, I'm talking about loading one of the existing presets.
Is there a simple command I can run?


texts: After I rig my model with automatic weights, the collar stretches when I turn the shoulders

texts: The collar has a stretched and morphed problem when I turn the shoulders. Is there anyway to fix it? Did anyone else have this problem with the automatic weights?


texts:
I have a tiling texture that I prepared for use as a bump map.

The problem is that it's too big!

I want the texture to display on the model at about 1/8th of the present size, but I can't figure out how to scale it to be finer. The bump map is supposed to resemble fabric fibers, but at present it just looks like scaly clumps because it's too big.

How can I change the mapping to fix this using Cycles nodes without altering my UV map? If this were a procedural texture I could just change the scale value, but I'm not sure what the equivalent approach would be with an image texture.

Thanks


texts: Problems getting GPUs working for Mac Pro and Blender 2.83 Firepro D500

texts:
I'm having problems getting my AMD Radeon Firepro D500 3GB to work with Blender, please help. I tried downloading the RenderPro for AMD Plugin and it just crashes the program.
I'm running a Late 2013 Mac Pro
3.5 GHz 6 core Intel Xeon E5
32 GB Ram
AMD Firepro D500 3GB


texts: Where is “stretch” (UV) in the last version of Blender 2.8? In earlier version Stretch was in Display, but now there is Stretch is absent


texts: How to make all objects rotate in the same way

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In other words how do i prevent this from happening:

Thanks


texts: Cloth simulation doesn't work with collision

texts: I have simple model, just legs and pants, when pressed play animation pants mesh goes up to the pined mesh part. I played with cloth simulation and collision values but result always the same.


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I just created a file in my computer "test-color.png" that I would like to Import as plane. On my Mac, the file is the last one modified in the folder "other-fabrice":

However, when I click on "Import > Image as Planes", the first files are not the last files modified:

Sort by Modification Time is enabled

I thought that maybe it was showing me reverse order (earliest modified first) so I went to the end of the list.
It's also not there:

How do I use "Sort by Modification Time" to find this file?


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Have som problem with the camera settings (I guess) when I use 1:1 scale.. in viewport rendering it seems normal but when I render the picture many object have been under som strange sea-level and the square-room is lika a big inside, non high quality spher..

anybody knows?


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When I move the the outliner panel up and down to be able to see the full properties list on the right side of the screen, it also moves/adjusts the main viewport window and I don't want it to do that. I don't want any resizing of the outliner panel to also resize/adjust the viewport. This doesn't happen in other files.
Please help.


texts: How to add a sensor to an object using the BGE Python scripting

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I want to add a sensor to each of several "players" using the bge + python.  Each sensor will need to have its own distance function, because each player has a different range of perception. This is how I add the players to the scene:

for i in range(world_config.initial_population_size):
    pos = Vector((random.uniform(-10,10),
                 random.uniform(-10,10),
                 3))
    p = Player()
    t = own.scene.addObject("Player")
    t["Player"] = p
    t.worldPosition = pos

Now I would like to do something like.

t.addSensor(Distance=t["Player"].perception())

So that later I can compare which player sees the other in an interaction.


texts: Automatic Heat Weighting: Failed to find a solution for one or more bones error

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Please don't mark this question as a duplicate, because solutions for other questions with the same error, doesn't work for me.

So I have a character model, created via ManuelBasioniLab, and I want to make an armature with automatic weights for it, so I created few bones to test that it will be working, and it doesn't work because of error.

I tried to:

Delete half of the mesh and using mirror modifier
Use Remove Doubles (on the first try deleted about 130 vertices)
Use subsurf modifier
Use decimate modifier

Nothing seems to be working, the error is still showing.

Link to the model: https://www.dropbox.com/s/8cqahidxh39zyav/character.blend?dl=0


texts: A Node Setup that converts a greyscale bump texture into an RGB normal map... possible?

texts: I want to create a pbr texture (voronoi based) and then have it converted procedurally into a normal map, which can then be plugged in to the normal node.   (do not want to use bump node)  Surely this is possible with the correct math and the correct node setup...


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So I'm currently trying to bend this plane around a corner:

I turned on Proportional Editing and moved the rightmost vertex on the Y-axis:

This creates a problem. The arc that is created goes in the wrong direction. I want it to confine to the correct arc that I drew:

This looks like the kind of shape I want (taken from a UV Sphere):

I've already tried manually dragging the individual parts of the arc to the correct places, but it makes the arc look really artificial and rough (which is not ideal, considering that the model I'm making is supposed to be organic and natural-looking). I have tried different falloffs, but those did not work either. I also tried moving the center of the arc to the correct place with Proportional Editing turned on, but it also results in a very weird looking shape.

How would I go about solving this? I would prefer it if the solution used Proportional Editing, but I do not mind if there is a more efficient solution that does not use Proportional Editing.


texts: Why won't my plane wrap all the way around a sphere? (Shrinkwrap modifier)

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Why won't  my plane wrap all the way around a sphere?

I would like my plane to wrap around a sphere like in the picture above


texts: Import video for editing with multiple audio strips

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I'm recording with OBS.
In OBS, I have two options for audio recording, Desktop Audio and Mic Audio.
Each of these are mixed together and saved in the same MP4 with the video which is recorded.

When I open the .mp4 in Blender, both the Desktop and Mic audio have are in the same audio strip.

How do I separate audio sources and import them for individual editing?

I'd like to have game audio, microphone audio, desktop audio (game?), and other programs (Discord, in my case) all as separate audio strips when I pull it into Blender.

Any ideas as to how I can accomplish this?

EDIT: I should add that I've tried sending video to OBS via Dxtory. I've also tried simply recording with Dxtory only, but I do not seem to be able to record separate audio clips for use in Blender.


texts: How to get Blender Internal-like specularity in Cycles?

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As the title says how can I achieve the kind of specularity you see in Blender Internal like Phong, CookTorr, etc. in Cycles. I've gotten close with a diffuse and glossy shader put together with an add shader but no dice.

Is there a certain Cycles node layout that can achieve the kind of specularity (again like phong and etc.) like in Blender Internal? Also we can't use different scenes it must be in one scene and rendered only with cycles.