texts: What is necessary to work with inset face mode?

texts:
I'm trying to inset another face near the center of this plate. After pressing I key the inset information appears on top of the screen but there is no dotted circle showing the preview before confirming and no additional vertices are created after confirming.

I have tried to reset scale using Ctrl+ A in Edit mode and Object mode as other answers suggests but it didn't work. Also closing blender doesn't seem to solve the problem.

I have 3rd mouse button emulation enabled.


texts: Feet pass through floor constraint at inconsistent measures

texts: I am using auto rig pro, I do not think it should make much of a difference. But, I am working in a large nature scene and scaled everything down to get higher resolution and make the environment seem bigger. It is just at the point before the camera starts shaking while it is trying to capture the object moving. I cannot ever seem to get the floor constraint to work on my character properly. One foot passes through the floor up to the ankles and then it grows more shallow as the character would step forward, meaning that the foot does not pass through the floor as far. While the other foot does the same thing but at different magnitudes. How can I fix this so that it works as it is supposed to? The size should not make much of a difference. I am most likely going to rerig my character from where it is to start animating. I noticed that it was sending the feet all out of wack when I scaled it down and took it out of the center of the grid a ways. However, the floor modifier did not work scaled up a ways at the center of the grid in the rig scene that I had set up for it, which I appended the character from into the animation scene. Any tips on how to fix this would be greatly appreciated.


texts:
I'm learning how to rig and for my little project I want to rig a leg (a robot). I have a rig for hip to knee. Another one from knee to heel. Then one from heel to the start of toes. And the last one for the toes. I can make my leg with my rigs and I've found how to avoid the feet to cross the floor. But I would like this result:

I would like the last rig that can't cross to the floor sticks to the floor when I move the leg.
At the same times, I would like the heel can take off the floor when I move the hip to the top.

I guess there is something to do this simple thing but I guess I didn't found it.


texts: Window Generator add-on not working properly

texts:
I hope this hasn't been answered already and I'm wasting everyone's time, I have downloaded the window generator 3 addon and when I go to use it, it just doesn't have all the tools that Andrew shows in one of his tutorials.

Did I download the wrong version? I added the folder that I unzipped to the "addons" folder and it now shows up under my mesh button but in the tools it only shows a tab that says Windows Generator and nothing else. It opens one window and that is it!

Any help would be appreciated. I am only 3 weeks into this and I'm loving it, but there is so much to learn!
Thanks!


texts: graph editor: how to insert a key at frame along f-curve

texts:
I can't find the magic to insert a new key along an existing f-curve, using 3d-viewport, graph, dope or timeline.  The only insert that works is "Selected Channel at cursor", but this inserts the key at the end-value of the curve and changes the whole curve.

and I don't see a way to move the cursor to the frame#'s f-curve value:


texts:
Is it possible to toggle vertices in eevee mode? I want to edit in one screen and see my model in the other. I know you can do it in cycles.

Here is what I'm talking about:


texts: I want to have a material that can make the outline of the mesh—whatever its shape and whatever the angle—glow. (This is not dissimilar to the freestyle setting.) What material node setup can I use to achieve this effect??


texts: Where can the angle for Select Sharp Edges operation be set in Blender 2.80?

texts:
Angle value for function "Select Sharp Edges" in Blender 2.79 is here:

Select sharp edges what's the angle value

Where is it in Blender 2.80?


texts: Blender 2.8 crashes when entering particle edit

texts: Blender 2.8 is crashing when I try to go into particle edit to comb hair.


texts:
rigify generate my rig like "not in the right place", it doesnt generate it right at the meta rig position. i've set the meta rig origin to the centre (didnt work) and also beteen the leg(even worse). sometimes the rig itself doesnt even show up when i generate it. there's a error report at top-right corner, like this

as you can see, the rigify generate the rig above the meta rig, and the report a"auto-run disabled....." any solutions ?


texts: How to create a 3D presentations using Blender?

texts:
I've made a 3D reconstruction of a church where I've worked and I would like to use this to illustrate my work (technical analysis on mural painting). I've some data to show regarding the building and some additional photos . So I would like to create a presentation with blender adding text and other things directly into the 3D model, and navigate through it to show the data and my considerations. I would like to make something like Prezi with Blender. How can I do that? I've seen one tutorial but I would like to know, which is the best way to organize the data? How can I make a presentation with different "slides" so that I can go to the next or the previous?

Of course I don't want a step by step tutorial, I want a general procedure to know how to organize the project to make this kind of use of Blender.


texts: Instancing - make real and join - duplicates itself

texts:
I made object A where the instances will go, parented object B to it, and activated Instancing on Verts (under Properties > Object Properties).

The instances appear as desired. Then I did 'make instances real' (I get to that by searching). Then I chose all the created instances, and joined them (Ctrl + J). Call that object C.

When I do that, object B becomes the same as object C. It duplicates itself the same way. In fact, if I then go in and edit object C, object B changes in the same way. And vice versa.

For me, this is the best way to do this. It allows me to export the combined object as a glTF and also keep the template object for later reuse or modification.


texts:
I'm trying to rig a character and I encountered a rather annoying problem:
I followed tutorials to create IK and pole targets etc
And it work fine, except: if I use pole target the IK constraints will not work (I mean the ones in the bone properties, not the one in constraints properties)
In simple steps:

Create thigh > shin > foot + IK handle
Add IK to shin, chain of 2, no pole target, ik handle setup
lock Y and Z thigh rotations in bone properties
moving IK handle will move the limb and respect the lock

BUT

Create thigh > shin > foot + IK handle and Knee target
Add IK to shin, chain of 2, knee target and IK handle setup
lock Y and Z thigh rotations in bone properties
moving IK handle will move the limb and not respect the locked rotation at all!

Here is a quick file I made to try this:

How do I make the IK restrains work with the target? Is it even needed? Is there a way to go around it if it is?
(I use Blender 2.83)
thanks in advance!


texts: Baked indirect lighting from emission not showing in viewport (Eevee)

texts:
Newish user here and appreciate any help I can get. I'm running into an issue where I can't seem to get my baked indirect lighting to show up in my viewport or render in Eevee.

After baking, the emission from these windows doesn't appear to light the interior of the room.

Here's what I've double checked:

The material I've created has an emission w/ enough power
Irradiance and Reflection cube map Probes are set up
I've clicked the bake indirect lighting button

The other weird note is that when I move the object with the emission material closer to the objects in the scene, it suddenly works as expected. I've included all of this in screenshots. Let me know if there's any other info that would be useful.

Here are my render settings also:


texts: Can I Auto Tile A Mesh With Tiles I've Made?

texts:
I'm making a dungeon layout and was wondering if there was an easier way to tile in the whole floor? I was about to do it by hand but thought there must be a way to do this, if not I'll just go ahead and do it by hand. Thanks! I'll obviously have to scale down the tiles, just made them this large so you could see.

Alternatively, is there any way to array multiple objects randomly instead of just one?


texts: How can I remove a linked library with Python?

texts:
Load and add linked object

I'm working on an add-on. The purpose is to link and un-link groups from another blend file. Thanks to stack exchange and the Blender documentation this works pretty well.

This means I can load a library and import a group from it.

with bpy.data.libraries.load(path, link=True) as (sourceData, targetData):
    targetData.groups = sourceData.groups

Then I search the library and extract the group to create an instance of the group:

instance = bpy.data.objects.new(name, None)
instance.dupli_type = 'GROUP'
instance.dupli_group = group
context.scene.objects.link(instance)

The result is a dupli-group object that links in the other blend file. (the link is persistent and will survive a reload .. that is what I want).

Unlink/Remove/Delete

My idea is to do the opposite. If the user does not want this link anymore, I would like to get rid of

the instance
the group
the linked library

This works pretty nicely too for this instance:

context.scene.objects.unlink(instance)
bpy.data.objects.remove(instance)

and the group:

group.user_clear()
bpy.data.groups.remove(group)

I saw (in the outliner/Blendfile)there is still a user to the library. I guess it is the group object. So I removed that too:

for object in  library.users_id:
    for object in  library.users_id:
        object.user_clear()
        bpy.data.objects.remove(object)

Now the outline shows me the library without any user ... but

How can I unload/remove/delete the library without reloading the blend file?

It seems there is no API call to do that. bpy.data.libraries.remove() does not exist. There is a load but no unload.

Saving/Loading the file removes the library. But this is far away from any comfort.

  Reloading the blend file destroys the current context. E.g. undo would not be possible anymore. It also involves unnecessary file operations, that leads to another cycle in the backup files. Beside of that it simply feels incorrect to use such a workaround (Imagine you need to restart your PC each time you delete a file)

I found this one: Q: Proper way to remove unused linked Group data-blocks but this does not answer my question as I want to get rid of the library not just the group.

Do I miss something?

Thank you
Monster


texts: Recover python script after blender crash

texts:
When writing a script and Blender crashes I lose the changes in my script? If blender crashes, I can only get the scripts I've saved manually saved (via Alt+S or Edit > Save).
Often I will do Run Script and I thought that also saves the script, but apparently it doesn't.
Is there a way to either recover, or does Blender save the last "run" script somewhere?


texts:
Is there a way to lock orthographic views in Blender 2.8?

Kind regards,

Andre


texts: Installing sculpting brushes permanently

texts:
I wonder if there is a way to install brushes (sculpting ones) to be accessible all the time when I open Blender. I know I could APPEND these and use them but everytime I close Blender and then start it up again I have to repeat the process.

Found out that I should be able to append them and save the Startup File but it does NOT work for me. Any ideas?

Sincerely, Jan


texts:
What is wrong on this graph, please.
Is it bug in Blender, or is it my fault?


texts: Assign weight to specific vertices with normalization on

texts:
I am having a quite simple cylinder like shape which is to be deformed by some bones.
The start and end should be undeformed by all other bones and the rest should be distributed evenly.
So after I parented with automatic weights, I select the top and bottom rows with the according bones and assign a weight of 1.0 to them (with either Shift+K or the assign button in the vertex groups).
I would now expect, that those vertices are not weighted in any other bone. But they are.
I know there is "Auto normalize" in the tools (which is checked) but that only seems to work for weight painting and not assigning in the way above.
Am I missing something or is that not possible currently?
Thanks, Alex


texts: I'm looking for an addon to fill faster open/broken areas with vertices

texts:
I'm looking for an addon to fill fast and simmetrically some area that needs to be closed with vertices. Doing it manually it takes a lot of time. Check the attached screenshot. thanks.

I tried to do what's explained in the duplicate question,but it didn't solved my problem. For example,I tried to select two or more edge loops with Alt + Shift + RMB and then connect them with W > Bridge,but this is what happened :

and this :

and i tried also activating the F2 addon and then pressing the F key :

none of these solutions worked for me...

errata corrige : by pressing CTRL F and then grid fill worked for me...thanks.


texts: Is object data, as accessed by Python, not committed until you exit edit mode?

texts:
I am trying to understand accessing object data from Python, in particular vertex data. In this simple test:

Make a new Blender document
In the scripting interface, make a function to display vertex information (as suggested here):

def showvertices():
  for item in bpy.data.objects:
    print(item.name)
    if item.type == 'MESH':
      for vertex in item.data.vertices:
        print(vertex.co)

Now, typing in showvertices() in the Python console seems to display the correct  information for the default cube:

Camera
Cube
<Vector (-1.0000, -1.0000, -1.0000)>
<Vector (-1.0000, -1.0000, 1.0000)>
<Vector (-1.0000, 1.0000, -1.0000)>
<Vector (-1.0000, 1.0000, 1.0000)>
<Vector (1.0000, -1.0000, -1.0000)>
<Vector (1.0000, -1.0000, 1.0000)>
<Vector (1.0000, 1.0000, -1.0000)>
<Vector (1.0000, 1.0000, 1.0000)>
Light

So far, so good. Now type:

Tab -> enter edit mode
A -> select all
GX2 (Enter) -> move all vertices 2 units in the X direction

This appears to work, the cube moves to the right (from the front view) and the X coordinate of the top-right vertex is shown as 3m instead of 1m as it was before:

However, typing in showvertices() in the Python console still displays the original information, not the updated positions:

Camera
Cube
<Vector (-1.0000, -1.0000, -1.0000)>
<Vector (-1.0000, -1.0000, 1.0000)>
<Vector (-1.0000, 1.0000, -1.0000)>
<Vector (-1.0000, 1.0000, 1.0000)>
<Vector (1.0000, -1.0000, -1.0000)>
<Vector (1.0000, -1.0000, 1.0000)>
<Vector (1.0000, 1.0000, -1.0000)>
<Vector (1.0000, 1.0000, 1.0000)>
Light

Now if I press Tab to go back to Object mode and type in showvertices() again in the console, the vertex information is now updated:

Camera
Cube
<Vector (1.0000, -1.0000, -1.0000)>
<Vector (1.0000, -1.0000, 1.0000)>
<Vector (1.0000, 1.0000, -1.0000)>
<Vector (1.0000, 1.0000, 1.0000)>
<Vector (3.0000, -1.0000, -1.0000)>
<Vector (3.0000, -1.0000, 1.0000)>
<Vector (3.0000, 1.0000, -1.0000)>
<Vector (3.0000, 1.0000, 1.0000)>
Light

So my question is, why does the information reported by the Python function not show the new positions until I leave edit mode? Is there a cached copy of the vertex information, and the "real" data is not updated until exiting edit mode?

This was with Blender 2.80.57, however the same behaviour was observed in version 2.79.


texts: How do i make my blender poly structure symetrical?

texts:
The blender poly structure is not symmetrical from the top. I've tried symmetrize and snap to symmetry. It doesn't do anything.
I have discovered that sculpting causes the objects symmetry to basically go berserk (yes even if I sculpt symmetrically.) (at very minimal amounts though).


texts: How use MeasureIt on objects in different layers orthogonally

texts:
I want to use the MeasureIt plugin in Blender to make orthogonal measurements on my technical drawing (blueprint). So the measurements between objects (in different layers!) need to be constrained on the X, Y or Z axis.
I've only managed to make a measurement between two vertices of two different objects in different layers in an absolute way: the measurement then takes the shortest route between two vertices. So you get a diagonal measurement and I want it constrained to one of the three axis (please see pic below, measurement '234' should be constrained on the horizontal axis).
Is there anyone who knows how to do this?
Best regards,
Rob


texts:
I am in the early stages of modelling a robe which has an existing neck hole at the top of it that is supposed to be a fixed size. I have set up a basic test to see how it will react when resting on an object and it seems to do a weird thing on collision where the neck hole widens until the whole robe eventually falls through the sphere I created.

Here are some images of what I'm talking about. These are the cloth and the collision settings:

And here's the problem once it's animated:

To be clear I just want the robe to rest on the sphere object and not fall through it. This also happens when I make the object it's colliding with different shapes such as cubes. Let me know if I can add anything to make it easier to help. It's driving me crazy!


texts: How to add copy of an object from a controller without Logic Brick being present?

texts: I mean without controller being connected to Edit Object > Add Object Brick. Furthermore, I need to add that object at a specific location, instead of putting it on top of the owner, since I will be adding more than one object so they can't be all at one location. I tried moving the owner but it cannot move and create objects more than once in a single frame for some reason, probably because it takes a frame to pass for a controller to reach a signal towards an actuator Brick. So I figured doing it from a controller might be a solution but I don't know how to do that.


texts: How do i merge materials on a pre-textured model without breaking texture mapping

texts:
I've imported a model into Blender, which is already fully textured. It looks great in Blender, but in the game the textures are off, because the game doesn't support having multiple textures per model.

To fix this, it seems I will have to merge the materials used by the model in blender so that the game only has to load one texture over the entire model. Everything I've seen says the way to do this is to unwrap the model and bake it, but unwrapping the model always scrambles the texture mappings, ruining everything. I've been looking at various sources for a solution, but they usually require a previously made UV map (which I don't have since the model has been imported) or suggest simply texturing it after the UV map has been made (again, not really an option).

Is there a solution for this? Or am I missing something? I'm still relatively new to blender, so the later option is entirely possible.


texts: Is it possible to create a script or shortcut for the UV-editor "save as image" in 3d view?

texts: Is it possible to create a script or shortcut for the UV-editor "save as image" in 3d view instead of while you are in the 3d editor?


texts:
I made an intro, but when I render it the background shows up but the text doesn't. I fear I may have messed something up in the Compositor. What could cause this?

Click all images for full size.

This is the render layers for my scene

Compositor setup

The render

Blend file


texts: I recently got a new computer and since then every time I go to my computer and wake him up to see what frame the render is at, Blender just gives up and crashes, it happens to every blender file new or old, I am using an iMac. I don't know how to send the cash log


texts: How to use camera positioning like in old versions?

texts:
This might be a naive question, however, in the old days of blender, there used to be key bindings for camera adjustments. Those allowed to enter camera view mode and then use the "fly camera" mode.

In the current version of blender (2.79) it is possible to enter camera view Numpad 0, then activate fly mode Shift+F, and then use the W, S, A and D keys to navigate.

Question is, in camera mode, can the W and S keys be remapped to mouse scroll?


texts:
This bulge on the glove has appeared whilst I was adjusting my hand and arm armature. I figured it was just down to messing with the Weight Paints, but after trying, I could only reduce it slightly. How can I get rid of this?

Thanks


texts: Why do I get different results for my H.264 encoded .mov videos depending on the file format + encoding settings i choose?

texts:
TL;DR? --> read the bold parts only ;)

The question could also have been called: What is the difference between the settings "file format" in "output" and "Format" in "Encoding"? It is very close to this question and I think I got the answer from there.

But I am still left with my actual problem, which is this: from the VSE I want to render out an h.264 encoded video in a .mov container. as far as I see there are two options to achieve this:

1) select H.264 or MPEG in "output"--"file format to save the rendered image as" and then in "Encoding" select "Quicktime" as "Format" and "H.264" as "Codec".
(--> this will give you the option to select a target bitrate for the output file (nice!))

2) select "Qicktime" in "output"--"file format to save the rendered image as" and then H.264 in the new option "Video Codec" that pops up right below.
(--> this will give you a setting for the "Quality percentage" (awkward!))

When I compare similarly sized output files generated by 1) and 2), method 1) looks waaaaay better! (example: 2000 kb/s in 1) gives 4MB file vs. 25% in 2) 7MB file and still file 1) looks considerably better!)

The only problem with 1) is that the resulting .mov file is not fully compatible with OS X whereas file 2) is.
(Also, selecting "lossless output" in 1) generates a file that cannot be played with QT player in OS X (VLC will play it))

Why are 1) and 2) different (is it the VBR for only 1)?) and what should I do to get a high-quality, low-size fully QT-compatible file rendered out?


texts: Is there a way to bake volume density information which is generated from an OSL script?

texts:
I am trying to generate volume density information (e.g. a mandelbulb) from an Open Shader Language script in cycles. This however only works when rendering with a CPU. My GPU is much faster but doesn't support OSL.

I was wondering if I could just generate the volume density and bake/export it similar to how one would bake a smoke simulation.

I could then just load it again and render it with my GPU.


texts: Why are my classes and functions not working in Blender 2.8?

texts:
The buttons I created stopped working, they worked in blender 2.79. By the way, the standard buttons work, but my not. Any thoughts on this? Please tell me what could be the reason. Thank!

Button example:

class ALLSELECTDELETE_PT_operator(bpy.types.Operator):
"""All select and delete"""
bl_label = "Delete all"
bl_idname = "object.all_select_delete"
bl_description = "All select and delete"

def execute(self, context):

    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)
    bpy.ops.view3d.snap_cursor_to_center()


texts:
I have a technical question for you.

The company in which I work has invested in better equipment. It is RTX 2080Ti and Ryzen 7 2700x.

I read that RTX is not currently supported by the program and you have to download the beta version or copy the files to the lib folder. I tested both ways and the render actually starts.
However, after some time everything starts to shouting and the tiles start to go crazy and become transparent. In the meantime I get an error: "CUDA Error: Illegal address in cuCtxSynchronize(),line 1151". Sometimes the numbers are different, e.g. 1372.
Beta version 2.79 and 2.80 can switch off for unknown reasons. The problem does not occur only when rendering on the processor.
I have the latest drivers for my graphics card and Cuda 10 installed.
Is there any way to render stable on 2.79b or any other version?

If something is not understandable, I'm sorry, the whole thing was translated in the Translator.


texts: need help with material nodes- accidentally tampered with them

texts:
Having trouble with blender. I had just managed to make a material on the walls as pictured, iridescent and shiny. I have somehow messed with the nodes and now it has turned black and looks completely wrong. I will attatch pics of before and after and the nodes. Could anybody tell me which part I have tampered with to ruin the image? desperate to get the original material back as I have a deadline tomorrow.
enter image description here


texts: I want to make a visible wind Blowing wind effect but i don't exactly know how to i have been messing with the setting for a while and so far smoke is the only one that seems to work.


texts: add-ons in a linux installation of blender

texts: I have been trying to find a how-to or article which explains installing add-on .zips in Linux. I am using Ubuntu 20.04. It seems that there are a lot of add-ons available at Blender Market, like "Construction Lines" which only come as a .zip, but you can only see this after you have purchased. It seems the .zips don't install into the Ubuntu installation. Are they thought to work? Am I just doing something wrong? Is there a divide in the community or processes for making blender add-ons for Linux vs Windows? There doesn't seem to be much written about this, so I am thinking that I am just doing something wrong and perhaps it's supposed to work.


texts:
BI. Simple UV sphere with smooth shading and Point lamp with raytraced shadow. Main render is correct, but Shadow Pass is blocky. Why?

Split view:


texts:
But I am a second day newb in blender.
When i export the asset into unity through fbx the character is just white. No textures or anything. Same with mixamo as well. I am starting to think fbx is not the answer.
However, blender is so complex that I cannot find exactly what I am looking for in the web.
Any quick pointers will be greatly appreciated!
Thank you kindly.


texts:
When I'm adding subdivision modifier my object freaks out. I'm new to blender and don understand why :o if somebody knows why, it would be greatly appreciated.

here is with subdiv modifier

here is without


texts: How can I get the velocity of a rigid body?

texts: Is it possible to get the velocity of a rigid body?


texts: Blender cycles texture flickering issue when rendering unique simple solid

texts:
I'm trying to create a simple animation in cycles where a simple glass tetrahedron is lit by a lamp spin on it's Z axis. The tetrahedron was generated using the "add mesh: extra objects" add on. It is made of glass by assigning it's transmission to 0.8
Everything looks as I want when I render single images, but when I render it as an animation the surface of the tetrahedron is flickering in a random way. Any ideas on what to do to fix this ?
These are the only things I have in my scene, all the rest has been purged. Also, this only seems to be a problem for a "glass" material, as this doesn't happen with a metal material


texts: I can't see or operate the smoke in my scene, why? (Simulate a smoke machine) blender 2.90

texts:
I can't visualize the smoke correctly, I have performed all the steps and seen some tutorials and the other question here; both as a quick effect and manually generating a domain, after having performed the bake etc ..and if I try to orient it i can see a few traces of smoke both in render and in in viewport.
So the question are :
1. How do I control the smoke flow? orientation, leakage, power, quantity. I would like to simulate a smoke machine
2. Do I need to set some more parameters? Where , what?
ps. also in this render it seems that some textures have turned black, why? i used CUDA and optix denoising + denoising data, 256 samples, 256tiles.
RENDER VIEW

RENDER

GIF


texts:
How would one go about texturing an object where the texture stays fixed relative to the screen even if the object is moving?

Additional reference (the 'unmoving plaid' trope):
http://tvtropes.org/pmwiki/pmwiki.php/Main/UnmovingPlaid


texts:
Does anyone can confirm that VSE caching workflow is working in Blender 2.79 as is instructed in this video https://www.youtube.com/watch?v=icDGunOwK-k

I`m not sure if I missed something?


texts: "Bake" curve modifier to use mesh & animation in Unreal Engine

texts:
Edit adressing duplicate..below the "Old" question

I'm currently trying to create text animations in Blender which I later want to use in the Unreal Engine.

As the text should not just follow a path but rather also bend its shape, I used a curve modifier to achieve this effect.

It all looks great in Blender. The Text Mesh is following the curve, bending and moving, but exporting it results in losing the animation on the curve.

Is there a way to bake the animation (bending and movement of the mesh) so I can use it outside of Blender?
Or should I consider another solution?

Thanks in advance!
Daniel

Edit:
As this was marked a duplicate -
The problem isn't that I can't bake an animation using the follow path constraint..
The problem is that I am not able to get the bending and movement baked at the same time using the curve modifier .

I'm animating the X-Value of the text mesh to let it follow and bend along the spline. Exporting it results in a bent text moving along the x-axis.
The same happens when I'm applying the modifier.
So how can I apply it and or export it, keeping the movement and bending?


texts: I have a simple glass exture applied to this bulb and a circle inside with an emission texture on it w/ the strength about 30. How do I get this emission texture to fill the bulb?


texts: How to change the display_channel with python?

texts:
Neither
    bpy.context.space_data.display_channel = 5
nor
    bpy.types.SpaceSequenceEditor(display_channel = 5)
seems to be working?


texts: Animation Problem: Baking an Action creates a bad scaling animation

texts:
I have a character that will be animated and then imported into Unity. My method will involve using Rigify and a separate game rig which will copy the Rigify’s Pose. After animating I will only export the character model and the game Armature but not the Rigify rig. The problem is that whenever it bakes the animation it would badly scale the head. To summarize:
Character Model --skinned to–> game rig --copy transformed constrained to deform bones–> Rigify rig
I’ve experimented baking the actions manually (with visual keying of course) before exporting and it's the exact same problem. The only way I could make the game rig get a proper baked animation is when I remove all parenting relations which is a problem because I need the parenting when I import it in Unity.
I experimented again but this time I baked the animation from a rig where all the bones that has no Parent relations (which was baked accurately) instead of the Rigify rig and now it’s still the same problem as the start.

Here the yellow armature that has proper parenting is where I want the action to be bake but it’s head is strangely stretching. The orange armature is how the baked animation should look like which is the armature that has no parenting whatsoever. The legs and arms are a bit off but it’s not that much of a problem.
blendfile
I've already tried a lot of things. At this point I suspect that this is a limitation of Blender where it can't bake animations properly when constraints and scaling of the parents are involved which is often the case with Rigify.


texts: Select coordinates without a given z ? by using KDTREE

texts: Would it be possible to use the KDTree without taking into account the z-coordinate? According to the documentation, find(co) necessarily requires a vector (x,y,z) but what interests me is to find the nearest point in (x,y) without taking into account the z (which may really vary my result)


texts: Scale and change certain measurements of 3D image that was imported as .svg file

texts: I have converted a 2D image of an animal into a 3D image in Blender (as an .svg file). I was wondering if I can give the image proper measurements based on a dataset I have (I've attached an image showing the measurements that I have). I essentially want to create a realistic 3D image and then manipulate that image based on the measurements of different individuals. Also if there was a better way to upload and convert that image feel free to let me know.


texts: Mesh Crumples at Elbow When Arm is Rotated

texts:
When I rotate my characters arm so that both the upper and lower arm are facing down, the mesh at the arm moves around like it is crumpled.  I do not believe this is a problem with the weight paint, but rather something to do with the pole bone.  I think it must not be moving correctly with the bones to keep a consistent bone orientation.  What should I be looking at to fix this problem?
My current Rig is set up with an FK arm and an IK forearm.  The elbow pole is set behind the character lined up with the elbow.  The Pole is parented to the hand target bone, which is located at the end of the forearm bone. It's also a low-poly model which probably makes the crumpling worse.
Sorry, I am purposefully not showing my mesh because i wish to keep it anonymous.  I hope this is enough information to solve the problem.


texts:
An already rendered animation needs to have the background color-corrected. It will take too long to re-render the shot in full color. How do I turn the alpha channel of the combined layers (which are now set to render over transparent) into a black & white matte or solid color over transparent, and render quickly as just a matte pass with no lighting calculations?

Once I have the matte pass I can isolate the background and perform corrections.

I searched but could not find this exact issue in the forums.


texts: How to properly make an object to follow a path?

texts:
a have a considerably simple path and an object to follow that path. Following the basic procedures:

Create a path and object,
Add Follow Path constraint to the object and select path to follow,
Animate the path.

Now I am facing a small issue at step 2, adding a path to follow causes object to rotate ambigiously (at least for me).

What is the right way to do this? What am I missing?

Here is some screenshots from the scene:

Before adding constraint

Constraint settings

After adding constraint


texts: Is possible to render in Cycles with modifiers on the scene?

texts:
I'm a little bit newbie in Blender, I'm come from Maya and I'm still improving my skills on it hehe

I was making a tutorial about make tank tracks, but I have a problem. I made all the animation for the tank tracks, and it works fine, the problem is that I need to conserve the modifiers (Curve modifier and array) in order to keep the animation working, but I cannot render with modifiers without apply...

So, how can I render the model in cycles and don't loose this animation rigging? The tracks are linked to an empty cube, and rigged by using drivers.

Thanks for your help and consideration :)

Kind regards!


texts: Get count of selected vertices in UV pane

texts:
I would like to know the number of vertices that I have currently selected in the UV pane.

The stats bar on top of Blender only shows me the overall vertex count.

How could I show the number of currently selected vertices?


texts:
I have a shoe file with stitches. The default stitches in the obj file have high polygon count and thereby increasing my file size by alot. I have made a simpler stitch that i want to replace all the existing ones with.

The problem however is that every stitch had the same origion.
Ctrl+Alt+Shift+C > 'Origin to Geometry' aligns the origin but does not help with the rotation.
I am using 'link object data' (Ctrl+L) for replace. >

Initial stitches>

Final result>


texts: It won't let me parent the Rig to the Mesh?

texts: When I parent the rig to the model it says,"Bone Heat Weighting: failed to find solution for one or more bones" I'm not sure how to fix this?


texts: I have a working gun that shoots bullets with a material named 'bullet'. I have a cube with a collision sensor that looks for the material 'bullet'. But the bullets won't collide for some reason, and the only way I can get them to collide is to put the cubes physics to Dynamic with Ghost checked, but I don't want that because it will fall through the ground. It will not collide at all if it's not that physics type.


texts: Have second window with different perspective open only when a second monitor is connected?

texts:
I have Blender on my laptop,  into which I sometimes plug an external monitor, and set up some different regions to make my workflow smoother/easier.

When I save and close my project, the multiple windows are saved as expected.  However the next time I open Blender, I might not have my second monitor connected, and both windows will be forced onto one display.  Is there a way to detect if my second monitor is connected when I open a project, and automatically get rid of the extra window when it is not?


texts: Sharpen egdes using the SubSurf Modifier - floodlight

texts:
I'm currently modelling a floodlight, but I'm stuck. The following image shows the front covering. In the middle, you see that the Subsurf modifier is smothing the three edges, but I want them to be sharp, so that the faces around it shape a frame.

What modifiers I've used:

What I've already tried:

I've selected the edges and marked them sharp (Ctrl + E --> Mark Sharp) and used this with the EdgeSplit modifier
I've tried the Auto Smooth option (Object Data --> Normals --> Auto Smooth)
I've tried using loop cuts but they don't work properly in my case
I've tried using Edge Crease (Shift + E)
I've tried changing the order of the modifiers

All these options didn't work for me, so I'm thankfull for all help ;)


texts:
I have a friend who works on my team for a game project, but he's experiencing an issue I haven't seen before. He is unable to select the selection modes for vertex, edge and face selection, which can be toggled using the three buttons at the bottom panel of the 3D view.

This image shows his issue. The red circle shows where the buttons are supposed to be positioned.

These are the three buttons he's missing (Screenshot taken from my Blender)

I've already suggested CTRL+TAB while in Edit Mode, but this does not work for him.

As far as I know, he's using a default Blender setup (He have received instructions to not mess with the settings in Blender, part from the settings I have written down, such as unit size, export defaults, etc.)


texts: Texture Painting and Uv: how to control Target image?

texts:
I am working on 3 objects: eyes, face and chest armor.

I have them on different layers and each one has a separate material and UV map. I have texture painted the eyes/face and when I switch to the UV mapped chest area and try to texture paint, it automatically switches the UV map to the one I used for the face and has the face texture on the chest.

If I switch to the UV map view and try to change the texture image to the blank chest one, it doesn't actually change on the model. I've tried setting up the nodes in cycles to assign the UV / texture I want to paint to, but it still stays at the face texture on the chest.

I'm sure I am missing a step / not setting it up right. What do I need to do?
Thanks.

Here are some images to help explain better:

This is the UV map and texture I want it to use:

And this is the UV map and texture it auto applies:


texts: 2 GPU different technologies Maxwell and Pascal Rendering Together

texts: is it possible to use 2 gpus with different technologies for final render. specifically Maxwel Titan X and Pascal Titan XP.


texts: when rendering an animation output is incorrect

texts: i don't have much experience with blender, and am only using it to make an intro. i found a template online and imported it to blender and edited the text. i used the same output settings as i did with all the other intros i've tried to render (FFmpeg video, quicktime container, h.264 video codec, good encoding speed, and aac audio codec). when i render, the render looks fine but the very end i have the suspicion that some setting is getting changed because the final render looks like this ( https://youtu.be/S5x3nfFG22w ). the render should look like this ( https://youtu.be/o-GfUz3KTp4 ). i don't know what do.


texts: How to add fog in the compositor in blender 2.79

texts:
I want to add mist/fog in the compositor for my scene but i dont understand how to add it.

I have looked up and nothing seems to tell me exactly how to do it because in my version of blender (2.79) because there is no mist output connection in the renderlayer node (image attached). I tried using volumetrics bt it also just made everything go dark- maybe because my scene is very large but i dont know.

Also preferably i would like to know the compositor way because my computer is too slow to keep up with volumetrics.

Thanks in advance


texts: I just downloaded Molecular Script from Pyroevil. I've searched online but i can't seem to find an answer as to how do I use it or mess with its properties somesay that you just enable it but nothing really happened when I turned it on my addons window.


texts: cloth become very unreal near vertex group

texts: I am trying to make a realistic cloth on human body. When I add the cloth component and set up the pin groups and start to run, the vertices around the vertex group becomes jaggy, very unreal. all vertices squeezed together. 2 pictures are attached below. 1 is the cloth after running, another is the initial looking of that piece of cloth. Please tell me what parameter I can adjust to make this looks better. Thanks


texts: How do you add an imprint to an object in blender cycles? Such as a footprint on a piece of wood like on this image:


texts: How would I import/copy a material from Unity into Blender?

texts: I have a material in Unity that contains a normal map, height map, emmission, occlussion, and detail mask but when translating it over into blender it seems to use a completely different system. Would anyone know how to get it to work? Thanks so much!


texts: 2D draw mode can't get non-transparent line and paint color

texts:
I'm quite new and the vocabularies are difficult for me who is not a professional drawer and so I'm having a lot of trouble looking for the help I need.

Basically, I'm unable to draw a line without transparency. I don't remember clicking on anything unusual in 2D animation (draw mode)

Even when I try to paint (fill), it is transparent and so I have to go over several times to make it thick enough so we don't see through. Is there a button or something to get rid of transparency? My strength is at max.

Please help me. I spent so much time trying to find solution but I couldn't find.

I think opacity is on max.

This is the screenshot:


texts: How is the normal direction determined when I use "Make Edge/Face"?

texts:
Very often I'll delete faces, simplify things a bit (dissolving unnecessary vertices) and make faces again by selecting vertices and using the "Make Edge/Face" tool F. Sometimes the generated faces are in the wrong direction, i.e. normals pointing inward, so I need to check and flip them manually.

My question is, how is the normal direction determined when making a face? It doesn't seem to depend on the direction/order of selecting vertices and the result is quite random.

Are there any tips to make face normals point at the desired direction so that I don't need to flip them manually later?


texts: Import FBX from Maya with groups assigned

texts: I have a fbx with a character and amature from Maya. In it there are objects assigned to groups. When I import the file into blender all the objects are under the amature and the group objects are empty. Is there a way to prevent that from happening?


texts: I have an armature and i have aligned some of the bones to specific axes and now these bones have a roll value different from zero. I know that is supposed to happen but is there a way to reset to roll values to 0 as if you would do when applying the scale or rotation of an object? I know there was the option "clear bone roll" (shortcut ctrl-n ) in older versions but it seems that the developers removed it for some reason.


texts: Bmesh: How to select newly created vertices?

texts:
I'm running bpy.ops.mesh.knife_project(cut_through=True) using an Edge to Slice a mesh.
Next I want to select newly created Edge loop and remove all other vertices. I'm thinking of capturing two states: bmesh before cut & after cut. Compare index of verts and leave only verts that are in 'new index'.
Am I thinking of this process correctly?


texts: How to display progress notifications from an Operator?

texts:
The Goal

I'm writing a Blender add-on that extracts a point cloud from multiple photos. This operation is implemented as an Operator that is invoked from a Panel button. This Operator, once started takes a lot of time to finish.

I would like to inform the user about the progress of the operation, via some kind of status text. What is the best way to script this?

What I've Tried Already

Currently, I have a status message label in the Panel which invokes the "Start SFM" Operator. This displays the text stored in a Scene Property called currentStatus.

In my Operator's Execute method, I do this:

def execute(self, context):
    thr = threading.Thread(target=self.foo, args=(context,))
    thr.start()
    return {'FINISHED'}

And in the time-consuming method foo, I update currentStatus:

def foo(self, context):
    context.scene.currentStatus = "Starting..."
    # Time consuming operation 1
    context.scene.currentStatus = "Operation 1 Completed"
    # Time consuming operation 2
    context.scene.currentStatus = "Operation 2 Completed"
    ...

The problem with this is that the label only updates when it is moused over or if the user clicks on the scene. It does not redraw automatically. I have failed at several attempts to  force a redraw through python. I have tried polling, but it behaves similarly.

Am I missing something, or is this a completely wrong way to approach the problem?


texts: Why Principled BSDF has no texture support for glossy color pass?

texts:
During compositing I've found out lack of glossy textured color pass for Principled BSDF material. Glossy BSDF works well though.

Example pics:

Glossy BSDF

Principled BSDF

Material


texts:
I am trying to select a model vertex by the textures alpha trough the python.

But I cant figure out relationship between meshes vertex, uv-vertex and texture´s pixel rgba information. Can you help me with this please ?


texts: How to get the base dimensions of an object (ignoring all of it's modifiers)?

texts:
I'm trying to code a function that gets the base dimensions of an object that has multiple modifiers applied.
Sure, I can turn all the modifiers off, get the dimensions and then re-enable everything, but I'm wondering if anyone knows a different solution.
I tried with the bounding box but that is also affected by the modifiers. I also tried using the mesh data object.data.dimensions but meshes don't seem to have the "dimensions" attribute.
Any ideas, elegant or otherwise?


texts: Why is my thin glass dome taking so much light away from what is inside?

texts:
I made a rather simple roughed-up gold material which you can see here. It has nice highlights and looks OK on the teapot, it works a lot better with the actual mesh I'm using, which is a scan of a clay sculpture. Overall it gives a nice gold-leaf effect.

Then I made a thin glass display dome taking half of a sphere, extruding the equator down, and applying subdivision and solidify (0.001 thin, IIRC). I used a simple, all-white, all transparent Principled BSDF glass material with enough of a roughened up clearcoat to simulate it being a little greased up. You can find the blend file here.

However, you'll notice that the material under the dome is considerably darker now. It seems like less light is getting through the glass material. I mean, that's OK, I was expecting some light to get lost in the process, but this looks a bit much compared to some of the references I've been staring at for hours: the following, for example, is surprisingly similar to what I'm trying to achieve.

I tried fidgeting with the light settings, and the glass settings, and the light paths, I even tried to increase the max bounces, and change pretty much any number that seemed correlated to light but I couldn't get any closer to the effect I want. Increasing the intensity of the light is not a solution because it affects the rest of the scene. I thought of adding fake lights on the inside of the dome but that opened a whole different set of can of worms so I quickly retreated.

I can't shake the feeling that I'm missing something obvious. I've seen very similar scenes done so I'm confident this can be done. See this post for example, though I couldn't figure out exactly how to apply their advice to my scene.

Hints? Pointers to RTFM?


texts: How can I protect my addon code from scammers?

texts: I am working on an addon which I am close to finish and I'll share it totally free with a game community. But... As in outer life, this game community has some "weird" guys. These "weird" guys takes your work, whatever it is, they change some things so to make it looks a bit different, they put a price on it, they move your hard work into an other server, where you are unknown as person and they earn a lot of money of it!!! So what I need is your advice and your knowledge so to encrypt my addon code or protect it in some way from all this situation.


texts: How do I remove green background without replacing it with another background?

texts:
My objective is to produce a foreground video clip with a transparent background, that can be superimposed on any background video. I know how to remove the background using compositor, by replacing it with another background, but when I try to replace the green background with a transparent one produced in Gimp, I get a black silhouette in place of the foreground image.
I am using Blender 2.82, Windows 10 Home, working with 30 fps, rendering to ffmpeg. No audio yet, although the future plan is to have foreground with audio.
So far, I have only used Blender VSE at a basic level, and just starting with compositor. I am new to video editing, and  so step by step instruction would be very helpful.
Thanks.


texts: Fluid Simulation is not working when a object is used as fluid obstacle

texts:
I am trying to simulate the fluid in a pipe. The fluid obstacle object (pipe) is converted to mesh from a path. I have set a fluid inflow at one end of the pipe and fluid outflow at one end of the pipe. When I try to bake the fluid domain it stays as a cube and nothing happens.

Just as a test, I created a simple pipe (converted to mesh from a path) in another file and tried to flow the fluid through the pipe, it was quite slow and sluggish as compared to the simple pipe extruded from a cube.

Is the failure in the fluid simulation is due to more complexity of the obstacle object or some problem with setting of fluid objects?


texts: Can I duplicate a mesh along curves if the curves have been moved?

texts: I set out curves to match the layout of this map. Whenever I apply array and curve modifiers to the mesh I am trying to duplicate along the curve: the mesh gets blown up in it's dimensions. Other than that, there is nothing wrong with it, just the fact the dimensions get way too big. I am using bezier curves, i have applied rotations, scale and location to all the curves and the mesh I am trying to duplicate along the curves.


texts:
When I use G or S in Object Mode the Cube doesn't move anywhere. Just the orange line is moving.
Look at this image. Working in Edit mode. This does not happen in old objects. when I add new object this happens.


texts: Is it possible to create a particle tracer inside Animation Nodes?

texts:
I´ve made some attempts with loops but the biggest problem that I´ve found it´s to create incremental lists. To say, lists that add a new element on each frame.

Other thing could help could be also a list made of lists, as far as the positions from each particle are particle list and you need to create a new list with all those lists of positions to create the animation.


texts: how do I add objects to downloaded rigged .FBX characters?

texts: I want to add a hat to a rigged human, so I tried all options of parenting it to the head, but the hat doesnt follow the model, it basically jumps on its own trajectory, similar to the model moving but still unusable.


texts:
I am trying to do something simple but i encountered a problem i can't resolve. I am using a movie clip node as a mask  which last 30 frames in the compositor. For the 30 first frames it works well but right after the 30th frame the movie disapear. I would like to make the last frame of the mask movie clip last to the last frame of the render movie.

Thank you.


texts:
We have a preferences option to enable auto-run of python scripts when opening blend files. We can also add paths that are excluded from auto-running scripts. Then we have a cli options to enable or disable auto-running scripts and to bypass the startup.blend with --factory-startup.

In regard to auto-running scripts which of these options overrides all others?

If my startup.blend disables auto-run, can a python script be run from the cli to enable auto-run for the blend being opened?

Does --factory-startup bypass my auto-run settings?


texts: Get the list of objects on a layer in python

texts:
I would like to get the list of objects on a specific layer with python.
When it can be done through iterating bpy.data.objects[].layers with True value, are there any built-in ways to get what is on a layer?


texts: How to create a moving reflection on a glass surface?

texts:
Ok, I dont know whether this is an animated material or something else, but need to know how to achieve this - or even just the static look of the white glowing line on the glass surface -

https://dribbble.com/shots/3203275-Virtual-Reality-Headset-Gifographic-element

Ive gotten the reflective glass, but how to go about the rings on top? Or the animation? In cycles.


texts: How to Rotate and Animate object every other angle?

texts:
I am trying to create an animation by rotating an object every 137.5 degrees on its origin (at 550 RPM with 24 frames/sec) and taking those frames to create a video.

How would I implement this?


texts:
I've been experimenting with lights in Blender 2.8, and I came across a curious situation. When working and rendering with Eevee, adding or subtracting lights responds accordingly (i.e. no lights, dark render. add lights, lit objects render appropriately depending upon placement and number of lights).

If however, I switch over to cycles for a comparison render, every object seems to be lit up whether there are lights in the scene or not. Renders the same way. Adding or subtracting lights makes no difference. It's almost as if the objects were 'emissing' their own light, but this makes no sense as plain objects I add to the scene without texturing or materials do the same thing.

Is there a setting I am missing when I switch between the two? I've been through most of the settings, but it just doesn't seem to make sense. Has anyone else experienced this? Thanks...


texts:
Unfortunately I have deleted some face. Now my loop cut stop at the deleted face.
I am trying to model my lock, but without a loop cut I am currently lost.

Can anybody tell me how to model my lock? Do I have to rebuild the deleted faces to make perfect loop cuts again, or can / should I do it differently?

Thanks.


texts: Is there a way to display the view of an active program/screen as a texture on a 3D object?

texts:
I'm looking at making a Rainmeter skin to look like a Game UI, however the program only works in 2D, and so I'm unable to add any sense of perspective or depth to it. (I should note that the design is meant to be contextual, as if the HUD is a part of the game world)

So I was wondering if it was possible to have a live view of the desktop or rainmeter window (since they are linked) put onto a surface in blender to give a 'wraparound' appearance.


texts: Normal Map Works in Eevee But Not in Cycles?

texts:
I'm working through the Blender Guru's donut tutorial and I'm at the point I want to apply a normal map to the wall.  I've tried to duplicate every step in the tutorial but the texture does not render if my Render Engine is set to Cycles:

https://imgur.com/a/GBAMUsc
it only shows when my Render Engine is set to Eevee:


texts: How do i rotate an animation i imported as an FBX

texts:
I have 2 animations I have imported. Both as a .fbx.
One is a character turning and running and the other is the character just running.

I am having a problem syncing up the rotation.

My question is - is it possible for me to rotate the full running rotation so that it can line up with the turning animation?


texts: Turning Point Cloud with vertex color and normal data into a Mesh using nodes?

texts:
Not quite sure if this is a too big of a question to answer using Sverchok, but I will ask anyway: if we have Point Cloud data, each point has Color info and Normal info, how hard it is to turn it into a mesh whenever it finds triangles close to each other and generate mesh surface?

Kind of like a way to mesh construct point cloud data (NVM).


texts: My mouth deform connected to my mouth bone collapses when i move my head bone?

texts:
The mouth bone is connected to what is clipping through the endo-teeth.

The mouth deform was connected to the bone through vertex weighting

If its rotated i want the mouth to look like when its rotated but the heads rotated.

But right now either way, mouth bone rotated or not, the deform for the mouth collapses when i rotate the head.

HOW CAN I FIX THIS?


texts: Why does this single model look like 2 different models?

texts: They are the same model yet they look different


texts:
I'm new to blender and am having issues rendering my final image. I have already used ctrl + alt +numpad0 to get the right camera position and angle. But when I hit F12, the render result does not match the camera view.. I have tried several things and my render results just keeps coming up as completely different. I don't think I have any key frames, and everything should be on the right layer? I just wish to render a still frame, no animation.

UPDATE: Render finished and the output is still completely different from my viewport and camera.

Even using viewport render does not work
Blender file is here


texts: Combining a solid object Fresnel glow on top of a glass object?

texts: Trying to do an effect where i have a simply glass effect but I want it to have the same Fresnel glow of an object that isn't transparent/translucent. The glow i get from a simple principled BSDF mix is ideal, but when i make it a glass object it redoes how the fresnel effect looks. How would I get these effect to combine in that manner? Going for a shader that gives realist looking objects a cartoony glow which ill texturize and animate later. I'm still fairly new at understanding nodes and Blender in general.


texts: how to avoid building blocks onto cell fracture?

texts:
I'm breaking a sphere and using the cell_fracture add-on to break into pieces but when fracturing:

buiding blocks don't dissapear...

How to avoid these blocks to remain after the simulation?

EDIT:

Applying scale and rotation CTRLA don't solve the problem..


texts: How to deform multiple mesh objects with one manipulator?

texts:
Simply put:

I'd like to be able to manipulate the shape of more than one side by side object at a time. Like a rubicks cube reshape all the cubes with one manipulator.

Thank you

Further discribed:

How can I take two objects side by side and reshape them together (one or both), as they reshape together their borders are kept side by side.
So the end result is still two objects side by side but now they are both or one have a different shape.


texts: How to rotate around some coordinate axis in camera view?

texts: Apparently, if I press R rotation occurs in the plane of view. How do I rotate around some coordinate axis in camera view?


texts: Is it possible to join two objects in Blender 2.8, but apply scales to only one of them?

texts:
I am quite new to Blender, and would like to perform the following:

I have two objects, a bar, and a basement for the bar that belong together, and that I would like to reuse in a scene. However, when I scale the bar, it can have different heights, say 2, 3 or 4 meters. But the basement always stays the same, it never changes size. So is it possible to join an object like this, so that only one part of it is scalable?


texts:
So I made a material in the image editor, I have it open, but I can't find out how to paint.
how do i apply materials to meshes?


texts:
I have a function like $f(x,y,z)=\text{constant}$. It is not straightforward to solve $z$ as a function of $x$, $y$, and $\text{constant}$ analytically.
So, I want to choose a Constant value, draw that isosurface, and create a mesh on the surface.

1) is there any way to draw a function like $f(x,y,z)=\text{constant}$ without solving it?

2) If I want to set a range for all $x$, $y$, and $z$, how can I do this?

Thanks in advance for your reply and comments.

Cheers


texts: Move the poles of a spherical spiral closer to each other without deformation?

texts:
I am attempting to move the poles of a thickened spherical spiral closer together while maintaining its spherical shape.
I have tried to use the shrinkwrap modifier. Then I used a bend modifier. This method works, but I cannot figure out how to add thickness to the curve after the deformation and shrinkwrap.
I cannot simply put a bend modifier on the spiral, because it deforms the spiral out of its original spherical shape.
I have attached photos highlighting the new pole locations of the spiral, so you can see what I am talking about.

Any suggestions would be greatly appreciated!


texts:
I need a simple wireframe only render with a white background.

Any tips on how I could get it?


texts: Object snaps upwards when trying to link with armature

texts:
I'm trying to link an armature I made for a model to a different model (with a very similar shape), but when I try to link them together (ctrlp -> Set Parent to Bone) the model snaps upward. I thought this might be because the 3D cursor isn't set to the right place so I checked and gave it another try but that didn't seem to work either.

I'm hoping this image describes it well enough. The moment I select Set Parent to Bone, it immediately snaps up. If I could get help that would be really great, thanks!!

EDIT:
thanks for the suggestions. i tried both resetting the armature to its original position and 'Set parent to -> Armature Deform -> With Automatic Weights/With Empty Groups' but the snapping still seems to be happening.
i've added the .blend file below if that helps. i apologise if it's a very noob-y issue as i'm quite new to blender and i've been asking a lot of novice questions.

thank you!


texts: A restricted view I can't turn off in Solid & Wireframe preview

texts:
For some reason I keep getting this strange restricted view only in solid & wireframe viewport mode. Doesn't appear in render preview. See the attached pics to see what I mean. Can anyone tell me what this is and how to remove it please. In solid preview:
And in render preview:


texts: I have spent a long time rendering an animation that I do not want to redo. I also want to render a mist pass though. Is there a way to render only the mist pass without rendering the original images? Sorry if this is a dumb question, it's just that in all of the tutorials, they show how to render both the original image and the mist pass.


texts: modeling screw plastic cover for 3d printing

texts: Hello I have been using blender for a little while now and while I am quite confident at modeling "normal" objects I am now stuck at the right way to model a plastic cover for assembly screws that is shaped like an angled screw cap. But pictures are surely more explicative than my words (see below). what's the best way to approach this modeling?


texts:
at first I'll link a video of the effect I am reffering to in the title.

In this video if you skip to 03:40 - 04:00 and to 05:00 - 05:30 you can see two different visualizations of the effect I want to accomplish.

Considering the effect visualized in 03:40 - 04:00, what I did in the past was to add an object everytime I right-clicked my mouse over the navmesh in the hitPosition. That object had the mesh of those arrows(animated) and had a lifespan along with logic bricks that made the player follow those newly-created objects. The problem with this idea though was that the time the player took to travel from his current position to the arrows(cursor) was different every time but the lifespan was fixed. I had many problems with this way I was trying to create this effect and I abandoned it.

Untill I saw this effect in 05:00 - 05:30. This is exactly what I wanted to do. Most new games with isometric or nearly-isometric cameras have this "player to cursor" motion where the player travels to cursor when right-click mouse is pressed and stop travelling when not.

What's the best way to achieve this in blender GE?
I will still have my navmesh to stop the player from getting to some areas.


texts: How to select welded elements with marked seams

texts:
I'm using Blender 2.8, but I don't think this matters.

Is there any way to select an entire element of a single object (as key L does) that has various marked UV seams? It appears as though marked seams create breaks in the element connection just as if those edges were disconnected.

This means that if an object is broken into many UV islands, there is no longer a way to select it in a single click? Perhaps there is some way to customize the function of the "select linked" command?

Thank you!


texts: Why hair particles not showing the result

texts:
Im making a grass compound wall. I have a plane and given green color and added the hair particles default settings.

Default hair particle

Press shift+z to render the hair particles showing rectangular shapes and not hairs. I want to have grass effect.
Hair showing rectangular shapes

Any suggestion or help why the hair particles showing the rectangular shapes other than hair particles.


texts: Tesseract, an interesting analog of a hypercube type. How to animate it like this?


texts: What advantages does Fly-Mode have over Walk-Mode?

texts:
In comparison, fly mode seems really hard to control, and its style of movement is hard to navigate with. Walk mode feels more controllable, though.

This leads me to the question of does fly mode have its own uses that you can't achieve with walk mode?


texts: Show current image from node editor on viewport's mesh

texts: I can't recall a feature in Blender where the user selects a node from material editor, presses a button and that node's image result will be shown on the mesh in the viewport. What is it and how to get it?


texts:
is there a way to change the Material for the Solid View?
Like in 3ds Max you can change to Clay Mode for Example.
I wouldn't mind with a normal grey object but somehow in Blender the Objects have such a weird lighting that its difficult to recognize edges in my objects.

I'm not talking about wireframe mode. I dont want to see every edge n my object. But when for example i extrude minimally into the surface then its hard to see without turning the camera until you have an angle on it that lights it with good difference.

Hope you can understand what I mean.

Thanks


texts: The specific .BLEND file does not open, blender simply closes on execution

texts: I have a problem that is bothering me. I use blender 2.79 and, when trying to open a specific .BLEND file, it just closes, without any explanation of the crash. I've tried to open it in several ways, using .BLEND1, dragging it to the window and it just closes when opening that specific file. But when opening other files, they open normally, so the problem is happening exclusively with my file, I don't know if my file is corrupted or the problem is blender, so I'm here to ask for help. Thanks in advance!


texts: Which camera parameters are we changing with mouse scroll wheel?

texts:
In Blender, from the object data tab for the camera we can change:

focal length/fov & sensor width/height

but when we scroll the mouse wheel in the camera view, we zoom in/out on that camera view.  When we do this, I don't see the focal length/fov parameter get updated in the camera's object data tab.  So which camera parameter
are we updating when we scroll the middle mouse button in the camera view?  Thanks.


texts: why does my models disapper when im in edit mode?

texts: Whenever I am in edit mode and I use the middle mouse button to navigate, all my meshes disappear and I cant get them back? I tried scrolling in and out but nothing would work. Help]1


texts: Object glitched look in viewport, black in camera view

texts:
I'm following along with CrossMind Studio's Blender Day 1 tutorial and my viewport began displaying the following image:

As shown, in camera view there's a black bar clipping through the scene, and in material preview (and all other modes outside camera view) there are glitchy lines, triangles, and a lot of grey.
When panning the view with Shift + Middle Mouse, the view moves slightly then freezes. Rotating the view with Middle Mouse works, as does Ctrl + Middle Mouse to zoom.
I tried adjusting the clip start and end, but that didn't change anything.
Any ideas are appreciated, thanks!


texts: How to lock the background image to the camera view in 2.8?

texts:
In previous versions of blender you could have the background image be always lined up with the camera, so it was possible to align the 3D view to match with the perspective of a reference image. Example from this link

in 2.8

Is there a setting I don't know to do this? I really would love to avoid using constraints on the empty.


texts: My object is sliding in video after rendering

texts:
So I have been trying to learn how to do motion tracking and I have a good solve error of 0.5507. I thought that after I rendered my object in my video wouldn't experience any irrational moving or sliding but I was wrong. I don't know what I'm doing wrong...

Here is the video so you guys can see whats going on.

Is it these spikes in my graph that is causing it to slide around? I've read that deleting these spikes will get rid of the sliding, but literally all of my tracks do this so deleting the spike would mean deleting all my tracks.

anyone know how to fix this?

Also here are the files so you can take a look at it all yourself.

The Files


texts: Light intensity on materialed vs non materialed object

texts:
I have 2 scenes, the first one I removed all materials, on the second one I didn't remove the materials. As you can see the spot light looks brighter on the scene that doesn't have materials than in the scene that has materials.

Does this occur because of the materials that I applied?

scene with materials

scene without materials

both of these scenes were given a spot lamp with default settings.

Here is another example:

with material

without material


texts: I have been searching heavily on trying to move the duplicated keyframes from say 25 objects and paste it to another set of 25(and doing so to copy to over 100 objects) I have been able to copy a single objects keyframes to multiple objects and duplicated multiple object keyframes but without being able to cut them and paste somewhere else. Is this even possible? Thanks


texts: How do I make it say (1) Plane in object and edit mode?

texts:
I have a plane in both object and edit mode but near the axes it says 0 plane. Is there any way I can fix this?
(Sorry if my explanation doesn’t make sense)


texts: How to make a lamp light only one object in the scene

texts:
I'm new to blender, and I'm a hard time understanding layers and collections.
I started using Blender on 2.8, and most of the topics I read about the matter compare how it works now with how it used to work. I know I can do this by using layers and collections but I would really appreciate a step by step guide.
This is my scene:
There is a background, a shirt, and a backlight between them, to light the shirt. I want this area light to affect only the shirt, and not the background. But I do want the background to be affected by everything else (shadows, other lamps and such). How should I proceed?
Thank you very much!


texts: How to use blender for reinforcement learning? How to control camera movement and save the rendered images that the camera captured?

texts:
I am trying to follow this paper and reproduce their works. But I get stuck with some problems and I really hope that some of you can give me some ideas.

So, basically what the paper has done is firstly building hallway models as environments with randomized texture and furniture placement, then control the drone(with a camera) to move around the environments to avoid obstacles. So the trained neural network receives current camera image and should output the next target point in the image area.

My questions are listed below, I would like to run the simulation (training and testing) all by python scripts with tensorflow to use the neural network.
  1) I think for this problem I better use Cycles Baking to save the rendered images to the environments. Am I correct?
  2) How to control the camera(installed on the drone) movement considering that the command would be a numerical output of a neural network? Using Blender Game Engine (motion actuator) or normal object move command (acts same as keyboard -G). I need to get the distance from the nearest obstacle and judging if a collision happened to update my Q-value.
  3) How to save the camera images? I know that normally it's ctrl-F3 but how to do that in python code? Actually, what I am trying to do is kind of like using the flying navigation mode and save the images(I don't know how
 to save images in that mode I tried ctrl-F3 but didn't work).

Lastly, are there some tutorials about using reinforcement learning (based on camera images) with blender? Because I've tried finding these on Google many times, but seems there is no good related tutorials.

Thanks for you guys' help. Looking forward to the response!


texts: Issue with changing graphics card and nvopencl.dll. Blender immediately crashes

texts:
So I changed my graphics card from an NVidia graphics card (NVidia Geforce 430)  to an AMD graphics card (ASUS STRIX R7 370). But now when I start Blender I get an error message that says:

  C:\Windows\System32\nvopencl.dll is either not designed to run on
  Windows or it contains an error. Try installing the program again.
  Error status 0xc000012f

I think the problem is that blender still thinks I am using an nvidia card.

I have tried to factory reset the settings and also I have reinstalled the lastest version of blender.

I have also updated my AMD drivers and as far as I know I have removed all the NVidia drivers (even in the Regedit).

I have also tried running the windows DLL Tool DICM, but that didn't help.

I am tempted to delete the file but I'm not sure if I should and also if I do delete the file, it seems like there are other dll in system32 that relate to nvidia, should I delete them too?

Thanks.


texts: camera animation with known distance between frames

texts: I'm trying to simulate a camera fixed on car which is moving along a straight path. I've been trying doing this using a curve path. The problem is that I need to know/specify exactly the distance the car/camera travelled between frames. Is there a direct way to do this?


texts: Hi everyone I am trying to model a gun in blender and I am getting these wierd edge as you can see on the right hand side of the second image. There are some triangles or I don't know what that is. Does anyone know how to fix it?


texts:
Iam new to blender. Iam making a dominoes falling animation.
I have set start frame 1 and end frame 350 but after 250th frame it stops falling and there is no animation happening


texts: how to create new scene with no default objects?

texts: It's very annoying to have to delete the cube, camera, and light every time I start a new scene. I only use Blender for games, so I never use those things. I would love for a new "General" scene to include a clean slate.


texts: Overlapping faces while extruding corners

texts: When I extrude the face that's been highlighted in the first image, it overlaps with some part of the face marked as 2, as shown in the second image. How can I make it so when I extrude face 1, it'll also divides face 2 into 2 pieces so I can merge the overlapping faces. Or should I be following a different practice all together? Thank you for your time.


texts: How do I get this mesh ready for sculpting?

texts: I've just picked up Blender recently and after learning all of the basics, I attempted to make a base mesh for sculpting a Great Maccao (a raptor-like creature from a video game). I've gotten thus far and whenever I attempt to sculpt on it, the results are not pretty. I followed this tutorial, since it has the roughly the same shape in mind (https://www.youtube.com/watch?v=tZnUgt659oI). Any ideas of what I've done wrong? Any and all help is appreciated.


texts: Painting with combined textures - select texture section to use

texts:
I have a combined texture (see image inside red box)

Now I know how to paint with just a single texture, however I am totally confused about selecting say the grass from the upper left of the combined texture. I know in many other applications you crop at min and max to define an area of the combined texture to be used, however it does not seem to be working here :\
I have google my head off and usually I find stuff really quick but apparently I do not know the correct terminology for what I am looking for as "Blender Using Combined Textures" fails to return anything useful other than "combining multiple textures into one"
So if someone could point me in the right direction that would be great. I am usually good at this type of stuff but blender has baked my noodle more than once in this endeavor :D


texts: Add a created group in a node tree exploiting python

texts:
I have created a node tree in a different blend file, and I just need to add it as a group exploiting a script. In the following figure there is the "manual" procedure.
I have tried to add it simply using nodes.new(type='ShaderNodeGroup') but I get an empty node and not the "Asteroid_mat" group that I need.


texts: I have some models that were created in Maya 2016/2017 and exported into FBX format with .tga files. I'm using Blender 2.8 and can't figure out how to display the textures correctly.


texts: Blender 2.91.2 crashes when I open my long-worked-upon file

texts:
Problem: Blender 2.91.2 crashes when I open my file.
New files work fine, and other older files also work fine.
But the file that I’ve put several weeks work into no longer opens.  I have backups of the file - they cause blender to crash too!  Something has changed but I don't know what.
I read some other reported fixes - I tried erasing user preference files. I even totally reinstalled Blender - on TWO platforms (MacOs and Win10).  On BOTH platforms my files cause an immediate crash.   This is after working fine for weeks.  Note: I did try to APPEND objects from the file as an emergency last ditch recovery - appending some objects works others cause the crash again.
Below is some debug info.  (There is a lot more of that if helpful)
My main machine is a MacOs BigSur 11.2.1  -> but again I’m having the SAME problem on Win10 too (with this file).
Any help would be most appreciated.
Thanks,
Matt
Process:               Blender [1956]
Path:                  /Applications/Blender.app/Contents/MacOS/Blender
Identifier:            org.blenderfoundation.blender
Version:               2.91.2 (2.91.2 2021-01-19)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           Blender [1956]
User ID:               501

Date/Time:             2021-02-20 20:54:52.355 -0800
OS Version:            macOS 11.2.1 (20D74)
Report Version:        12
Anonymous UUID:        A3EEC5E4-BEF6-9A17-3D99-BCEE0C55A7F4

Time Awake Since Boot: 2200 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_CRASH (SIGSEGV)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Segmentation fault: 11
Termination Reason:    Namespace SIGNAL, Code 0xb
Terminating Process:   Blender [1956]

Application Specific Information:
dyld: in dlopen()
/System/Library/PrivateFrameworks/GeoServices.framework/Versions/A/GeoServices

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread


texts:
I was working on a female character for a short Animated movie, I was able to manage modeling everything looks great in Blender

Dress was all fit nicely, where as, as soon as I tried to render it  (using cycles render), cloths behave abnormal and disappeared, randomly and making islands.

Any ideas why its showing different results?


texts: How to customize default sizes new created objects

texts: I work with metric system and units in millimeters. But all new geometry from Shift+A is 200mm. How can I change it?


texts: Change units , and respect the scale of the scene?

texts:
i got this bad idea to set up my blender in meters
and when i draw architectural plan , everyone use cm
so then i tried to change my units

right now its like that :

my guy is 1.7meters tall , so its 170cm when you convert .
if i want to move an object 30cm to the left i must type 0.3
and i really dont like that , no architects does that, its just not how you draw arch.

so here the changed version

now when i want to move something 30cm to the left i need to type 30 , thats exactly what i want , but now my object is 1.7 cm , all my scene is screwed

wait i know , i know, i can scale it afterward...
but then what about my 130+ assets and +300 materials that are made in meters? are they all to rework one by one ?? i think its a huge fail blender think that 1.7 in meters is 1.7 is centimeters ...

can someone resolve my problem ?
thanks


texts: Increasing the length of a frame and push following strips

texts:
I'm looking for a tool that I could use to extend one frame of a strip that I have so that the following strips position gets automatically adjusted.

|--strip a--|--strip b--|--strip c--|

Let's say that strip b has one particular frame that I'd like to freeze for 2 seconds. Currently what I need to do is to grab strip c (or however many strips are there), hard-cut strip b, then hard-cut the right portion of strip b so that a one frame strip is available. Then I need to manually move the remainder of strip b away from the one frame, extend the one frame to be as long as I want it to be and finally adjust the position of both the remainder of strip b and strip c.

Can this get any easier? Is there maybe a plugin for Blender that does that?


texts: How to morph a sphere into a torus in blender

texts:
I'm new to Blender and want to morph a sphere (or cube, cone, cylinder) into a torus.

Thanks for any help.


texts: How to create and export multiple animation/actions in blender?

texts:
I understand how to create animations, but can't seem to find a good tutorial on how to create, name, and export multiple animations into Wavefront OBJ. Do you know of any or can you please explain?

This going to be exported and loaded using jMonkeyEngine3 and Wavefront OBJ as file type.

I tried using the DopeSheet in Action Editor mode, but it doesn't seem to export even though I had two actions and used the Action.use_fake_user.

I am trying to create an Idle, Walk, and Wave_Arm animations just for testing and learning.

Also, is there a way in Blender to check if animations were exported?


texts: Problem with creating edge rings on a model

texts:
I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with J, and sometimes I have to fill faces with F.

As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore.
Any idea how to fix this?
Update:
Here is the blend.file
http://www.pasteall.org/blend/25381


texts:
Im brand new to Blender, so as many newbies do, I've been watching the Blender Guru Donut Beginner Guide. And when I got to render part, I found a problem: First image is dev look, and the sprinkles there have colors that I like, but when I switch to Cycles to render it, colors are getting a lot different(second image). Any idea how to fix this?

P.S. Here is the .blend file:
https://drive.google.com/file/d/1ndjYwAqxHL1UQNghsHvtlwXSDzfF-fOE/view?usp=sharing


texts: I've come across this Topology layout a few times now and I'm wondering if its bad Topology or not. I know it's a quad, but it just feels distorted. Are there any downsides to it? If so, what should be the appropriate way to fix it.


texts: So i'm wondering if can can get a file I downloaded that runs on maya, which I don't have, to run on Blender.  If I try .fbx but it will totally destroy the rig. A better solution is if there is some sort of app that will allow me to do this could you tell me.


texts:
Anyone know of any scripts or tutorials to create a new falloff type?  I'm thinking something along a sine wave.

Here's a screenshot.  I've got a lattice attached to a text, and I want to add a sinusodial falloff to modify the mesh.


texts: Bones move up on z axis when dope sheet frame slider moved

texts:
I'm having trouble inserting key frames to create an animation in blender 2.83.
The issue is that when I move the dope sheet slide to the right (increase frame number), then the bones lift out of my character on the z axis as if he died and the spirit is going to heaven lol.
Can anyone say why this could be happening?


texts: Hi I am doing a simple 2D animation using mesh. It is a bicycle with a flag. I want the fhe flag and its pole to move acording to the wind. With the flag I hava no problem, however I could not find a way of making the pole bend with the wind. Is it something possible to be done? Would the only possible solution be to use bones?


texts:
This code...

def objects_starting( s ):
    return[ obj for obj in bpy.data.objects if obj.name.startswith( s ) ]

def export_all( folder ):
    if not os.path.exists( folder ):
        os.makedirs( folder )

    # G E O M E T R Y (2 files)
    for obj in objects_starting( 'geom' ):
        print( obj.name )
        verts_file = create_file( folder, obj.name + "_verts" )
        faces_file = create_file( folder, obj.name + "_faces" )

        export_geom( verts_file, faces_file, obj )

        verts_file.close( )
        faces_file.close( )

def export_geom( verts_file, faces_file, obj ):

    mesh = obj.data

    verts_file.write( "[points]\n" )
    verts_file.write( "%i\n" % len( mesh.vertices ) )

    for v in mesh.vertices:
        v_world = obj.matrix_world * v.co
        verts_file.write( "%i " % (v+1) )   <-- FAILS HERE
        verts_file.write( "%.16e %.16e %.16e\n" % v_world[:] )

fails with:

  TypeError: %i format: a number is required, not MeshVertex

I'm scratching my head because I had something similar working yesterday:

def write(filepath):

    meshes = [ob.data for ob in bpy.context.selected_objects if ob.type == 'MESH']
    total_verts = sum(len(me.vertices) for me in meshes)
    total_faces = sum(len(me.polygons) for me in meshes)

    # verts file
    file = open(filepath + ".vert", 'w', encoding="utf8" )

    file.write("[nodes]\n")
    file.write("%i\n" % total_verts)

    for me in meshes:
        for v in me.vertices:
            file.write("%i " % v)
            file.write("%.16e %.16e %.16e\n" % v.co[:])
    file.close()

What is going on?  It must be that my new technique for getting a list of meshes doesn't return the right data type, or something.  But I can't see it.


texts:
How can i animate a wood splitting into 2 parts? Just like by hitting some axes.
I tried rigging and also Boolean modifier ,but it did work as i want.In rendering ,It show that they already are separate objects.


texts: Animate MakeHuman character with BVH using Three.js

texts:
I'm trying to animate a mesh via it's skeleton on a webpage using a BVH. Here's the overall process of what I'm trying to do:

Make a character using MakeHuman and export (mhx format? seems to work best).
Import the character into Blender.
Retarget to a BVH using the MakeWalk plugin for Blender.
Export the character to json using the Three.js exporter.
Export the BVH (not sure if this is necessary, but I figured I might have better luck getting the BVH to match up with the skeleton after retargeting)
Load the character into a web page using Three.js
Animate the character using a BVH.

The animation looks great in blender. I'm trying to use the BVH viewer code from here modified to use the skeleton created by MakeHuman instead of it creating a skeleton from the BVH data. Whenever I try to animate the character, it gets very distorted.

Here's the desired result (more or less) rendered from Blender:

And this is what is happening on the webpage:

As you can see, it's getting totally messed up. I also had to zoom way out in order to see the whole image.

I've tried using different rigs, different file formats, resaving the BVH after retargeting, you name it. I also tried to follow the example here (scroll down to see the instructions), but it says to delete the armature modifiers and when I do that, no bones get exported and Three.js throws an error.

I am at a loss. Is there an up-to-date example somewhere that shows how to do what I'm trying to do?


texts: Head mesh jumps into the eye mesh after joining armatures

texts:
I joined the armature for eye animation with the armature for the head animation by Ctrl+J. Right after that the head becomes very small rotates 90 degrees and jumps into one of the eyes.
If I hide the head mesh, then the eyes become very big, move above head and overlap.
I managed to partially solve the problem by unparenting meshes from the armatures, then joining the armatures by ctrl+j and then parenting back the eyes. It all worked OK, but I cant parent back the head, as it get deformed in a very strange way.


texts:
I would like to create in blender of animations light on the walls of a cube of rubik, for example illuminate a cube of one of the many faces at the time of a rotation. And I would like to use this animation on a texture hive , maybe managing to create bright light animations controllable and adjustable on the appropriate individual hexagons of the texture, gradually, I don’t know if you explain.

Texture on RenderHub


texts: [Separate Mirrored mesh when exporting?]for blender2.8 script

texts:
Everyone. Help me.
Separate Mirrored mesh when exporting?
This script at the above URL is very useful to create another object symmetrically (in Blender 2.7)

import bpy
import re
import mathutils

scn = bpy.context.scene
objs = bpy.context.selected_objects

for obj in objs:
    new_obj = obj.copy ()
    new_obj.data = obj.data.copy ()
    scn.objects.link (new_obj)
    new_obj.name = re.sub (r '\. l \. \ d \ d \ d', '.r', new_obj.name)

    for m, n in zip (new_obj.modifiers, obj.modifiers):
        if m.type == "MIRROR":
            axes = [m.use_x, m.use_y, m.use_z]
            dir = [(1,0,0), (0,1,0), (0,0,1)]
            for axis, direction in zip (axes, dir):
                if axis:
                    new_obj.data.transform (mathutils.Matrix.Scale (-1, 4, direction))
                    new_obj.data.flip_normals ()
            obj.modifiers.remove (n)
            new_obj.modifiers.remove (m)

I want to use this with Blender 2.8, but I don't know how to modify it.
Does anyone have a way to modify it?
Please tell me. Thank you.

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texts:
I have an object that has been rotated. How can I get its rotation, but in the opposite direction (as a matrix that I can use to multiply some coordinates by)?
bpy.types.Object has an attribute called matrix_world which represents the object's current transformation, including its rotation. I have tried using mathutils.Matrix.invert() and mathutils.Matrix.decompose() to obtain the rotation component of the active object in what I hoped was the opposite direction, and some other methods, none of which worked.
I am currently reading up on linear algebra to discover a solution here (so that I can discover the meaning of matrix inversion, transpose, etc.), but in the mean time any advice is appreciated.


texts: How to get rid of the flat areas on normal map?

texts: So i have a problem with baking a normal map. The problem is that it's not baking the areas of highpoly mesh which is outside the lowpoly mesh. As a result, the normal map having these flat areas on it. I tried to change my ray distance, but it didnt help. How can i bake it properly?


texts:
I have been doing this again and again and searched but cant fix it.
I think the bevel is not on the center of the edge

How to make better bevel?


texts: Several shape keys blocking mesh face trasformation?

texts: I newly started using shape keys to create an animation, which is just a cube wobbling on the spot, the first shape key that I applied was the top face of the cube rotating slightly, and to this point it went all good. Then I wanted to add another shape key, making the same face rotate back to place. When I created the Shape key, I went to Edit mode, but when I tried to rotate the face, it wouldn't move at all. I could see the dotted arrow as I usually would when rotating, while the face remained still.I tried using the hot keys (R -> Z), the Mesh tools -> transform, and 3D widget manipulator and all of them resulted in the same. I tried to do the same thing to the first Shape key and it worked, while the second did not, even though both seemed to have the exact same settings


texts: My subdivision modifier's name is red preventing me from using it. I followed a tutorial and this happened.


texts: How to create a negative space with a 3d model?

texts:
I have had some issues with cleaning up photogrammetry scans and ending up with the outside clean but lots of strange internal geometry that can be hard to get at and tidy up.
I can always clean up the scans with Zbrush Zremesher, but I would like to know how to do this in Blender.
I'm wondering if I can take a photogrammetry model and put a shape like a cube over it, and then delete my model from inside the cube leaving a negative space inside of the cube that I could then turn into a 3d model with a single sealed surface?
What would be a suitable workflow to approach this?


texts:
I'm currently writing an import script/addon.

The file format is one vertex per line: x, y, z, u, v
With 3 lines for each triangle (no quads).

So far I've got vertex's, edges and faces all importing correctly.

Now I just need to import the UV coordinates for each vertex.

However I'm having trouble trying to find a way to do this.

The best result so far was copying code from the UV operator template, which gave me a UV Map, but it puts the whole model at one point.


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Vertex group controls strands' Length (I don't using textures, because image sequences are not working with Particle System - it's a known limitation)

I expected to see different values for each frame of timeline, but Animation Nodes always shows original length for every spline, even with non-animated weight of Vgroup.


texts: How to check if two meshes intersect in python with BVH Tree?

texts:
In addition to this discussion:

How to check if two meshes intersect in python?

I would like to know if the new mathutils.bvhtree module may help to detect intersections of two meshes.


texts:
my problem is the following:
I've made an object in blender and now I've begun applying material but I've noticed that I've added multiple meshes between the innermost and the outermost. This is quite annoying for the part which should have a glass material (the "vizor" as it is visible in the captures). In fact I've first tried to select face without limit selection to visible but as there is the back of the object which is also selected this have not really worked.

EDIT: Ok I'll try to clarify my issue, I've uploaded another capture, this time only one  half of the mesh. As you can see there is multiple inner faces especially in the red rectangle (in the image attached) and those inner faces are those I want to assign material on (or delete all other than to outermost)


texts: How do I find what's using an indirectly linked library?

texts: Something in the file I'm working on is linked from another file, and it's getting it's materials from a third file. I've moved everything and I'm renaming the paths to fix broken libraries. I can't rename that one, because it's an indirectly linked library. However, I can't figure out what it is that it's linked to, because I don't know what linked item is in turn linking to it. There's a bunch of them, it would take a while to poke around and find it. Is there a way I can track it down?


texts: I am new to blender and I've seen people have two windows open at a time so they edge model depth and width at the same time. I'd like the same results as what's in the picture.