texts: Shader Editor not match selected material

texts:
I selected the glass which is glass, but under the shading, all the nodes are the donuts. What did I do wrong that the nodes are not matching with the selection?

Thanks a lot!


texts: Is anyone using MySQL in Blender / python

texts:
For a project I'm thinking on using a small database to store information on objects, then extract this information with a Python script. The Python script then would use this data for generating 3D (geometric) objects. The database would function for (intermediate) storing info with an easy programmable update interface (HTML, PHP).

Searching for the three components (Blender, the underlying Python, MySQL) I do run into a myriad of possibilities and especially different versions.

Before embarking I would like to know if somebody has already done something similar and could brief me on my journey. Or point me to similar ideas?

Thanks for reading and answering!

Regards,
Wim.


texts: How to make this dress animatable with White on top and Green on the bottom?

texts:
I'm at an impasse here, I'm making the dress part of Gardevoir where the inner(green) and outer(white) faces will be visible, But i am also trying to use Cloth physics to animate the dress as well. But so far none of my own methods have yielded any satisfying results. One where creating the faces for the bottom part so each can have its own color would cause horrible clipping when put to the physics.

I really need help with this. I could just keep the single color and call it a day, but no, I really need to know how to do this for any future projects.


texts: VSE - Audio wave forms are tiny, audio channel is huge

texts:
I'd like to see more detail of my audio wave form:

As you can see I've zoomed the channels appropriately. All the places that have "no" wave form actually have audio. When I play the animation, it renders the audio fine. Increasing the Volume, Pitch or Pan has no effect.
Help?


texts: How do I create a property in a panel to edit particle systems?

texts:
I have been trying to create a panel that has a particle system's modifiers, but I do not know how to call the particle system in the panel and I do not know how to get the properties. I tried following the answer on Modifiers: add and set "live" parameters then apply via python.

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

    obj = context.object

    row = layout.row()
    row.label(text = "Basic", icon = 'WORLD_DATA')

    row = layout.row()
    row.prop(obj.modifiers['Particles'], "count")


texts: I cant select only one active object in blender

texts: Whenever I just select one object in object mode, and then go into edit mode, it has multiple active objects that i can edit, and then when i try to select one face, line, or vertex, it selects multiple, although in the bottom menu it says im only selecting one.


texts: Can't get armatures to work with loop cuts on mesh

texts:
I want to make the armatures on my mesh to bend the arms at their loop cuts, but when I do, even though the bone joints are in exact same place as the loop cuts, it moves the arms as so:
Here's the file.

Please help. Thanks in advance.


texts:
I'm trying to get my hair particles to distribute evenly across a surface of a object.

The problem is that there's only three ways to distribute particles: Verts, Faces, and Volume. My mesh surface is not even in terms of vertices or faces, and volume just makes the objects go inside my mesh.

Is there any other way to do this?


texts:
I want to be able to render a tile and then move to the left and render that tile

Specify tile size for Blender Cycles rendering via command line

So far I have gotten this... I have no idea how to make it loop to the next one. I'm new to this.

It runs without error but I'm sure its all wrong:

import bpy

for scene in bpy.data.scenes:
    mx = scene.render.border_max_x = 0
    sx = scene.render.border_min_x = 0
    sy = scene.render.border_min_y = 0
    my = scene.render.border_max_y = 0
    scene.render.use_border = True
    scene.render.use_crop_to_border = True
if 1 > 0:
    my = my + .2;
    mx = mx + .2;
    scene.render.border_max_x = mx
    scene.render.border_min_x = 0
    scene.render.border_min_y = 0
    scene.render.border_max_y = my
    int (my);
    int (mx);

    bpy.ops.render.render()


texts:
So I'm trying to make it so that when the empty goes across the object it creates a wave. I'm following up this question. Here's the .blend

As you can see if you drag the empty slowly across the object it creates a single wave but if you play the animation it just makes multiple waves. I'm trying to re-create the effect you get from dragging the empty across the object. How would you do this?

Thanks!


texts: How do I layer video clips of different resolutions within a Scene that has a single, consistent Render resolution?

texts:
I have video clips of different resolutions I want to layer within the same Scene / Render Size. What are preferred methods to accomplish this?

I've been able to scale individual Movie strips by adding and adjusting a Transform Effect strip to each. For each source clip, this involved manually getting resolution info, calculating the scale relative to the Scene dimensions, and adding these pixel dimensions to each clips' Transform Effect.

If this is the preferred method to accomplish this, 1) can I access source Movie strip resolution outside of Sequencer Context Menu ... Movie Strip ... Set Render Size?

UPDATE: The Media Info Extractor add-on addresses my strip resolution question with Source info added to the Strip panel.

2) When I create a Meta Strip from the source video and Transform strip, is there a way to access the Transform strips' scale values without UnMeta-ing?

Accessing the scale value of the Transform strip within the Meta Strip allows me to adjust the proportions of each Movie strip within the Scene dimensions. UnMeta-ing strips causes loss of adjustments made to the Meta Strip -- e.g. Compositing, Offset, and Crop values. UnMeta-ing strips can also throw off Sequencer Track order which throws off layer hierarchies.

This q re mixing framerates didn't address my use case. I'm delving into the Compositor and Crop nodes while hoping I can remain in the VSE


texts: How to Inset + tweak Depth using numeric input

texts: I used Inset Faces I, Ctrl to tweak but I cannot use the numlock key to make it 0.1. When I do that the thickness changes, not the tweak. Is there a different way to do it, or can I use a certain shortcut that I don't know about? I cannot find any other way to do this.


texts: I’m a Blender beginner and I was just wondering if anyone could tell me how to make a skirt similar to the one in the picture below, just for extra background info cylinders were used to create the skirt. How do I model a cylinder to resemble the shape of a skirt. Thanks for the help, if someone answers! :)


texts:
See the One Drive link below.  I have a group object in a scene called "Lib" in file "AssetsIssue.blend".  The model simply consists of a group of cylinders representing shoulder, elbow and wrist joints for a Remote Manipulator.  These objects are supposed to be arranged at set offsets from the origin and set rotations.  The master group is called "RMS".  I instance RMS on another scene called "Compose".  There is an error seen in image "LibScene-LocationBad.PNG" - the wrist joint at the upper left is separated from the arm cylinder.

The problem; is that when I fix this offset in the master group by block selecting the offending components and translating them in x to the proper offset, the locations revert to the original bad offsets as soon as I go to the scene named "Compose" and Add->Group Instance the RMS group.  See images "LibScene-Edited.PNG" and "ComposeScene-LocationBad.PNG"

Note in the screen shots "LibScene-LocationBad.PNG" and "LibScene-Edited.PNG"  the location, scale and rotation transform boxes are green. They remain green even if I remove all the members from the group.

What am I doing wrong?

Links to shared files on One Drive


texts: How to utilize the denoise passes to build a denoise node network in the compositor

texts:
I've built custom denoising node networks before in houdini's compositor, using raw passes combined with noise reduction nodes, but I'm not sure how to utilize the various blender denoiser passes to clear up noise per render pass.

Is it even possible?  Any tips would be greatly appreciated as this would mean I could tweak denoising settings without having to re-render, and also that I could have different settings per pass, such as high denoising for the diffuse indirect pass, but not the reflection indirect pass for example.


texts: how to refine the mesh in some parts of 3D-Model?

texts: I have created a 3D model. I want to refine the mesh at some parts (like the picture shows) of 3D model. I want to increase the number of meshes in the red circle area. Waht should I do? Thanks a lot.


texts:
I am modeling a quick interior scene in Eevee but I cannot seem to get past the light that appears to be bleeding through the small crevices of the cube and the randomly lit regions. I solidified it and selected ambient occlusion in an attempt to resolve this as some suggested, but it's just not working. What am I doing wrong here? Will you please help me resolve this?

Here is the blender file:
quick_interior.blend


texts: I can't see my background image in the 3D view

texts:
I try to set up an image as background for a basic blender tutorial,
but it isn't visible.

This is the image I try to have as background:


texts:
Does anyone know if there is some sort of visual programming software for Blender?
I know there is one called "visual bpy". I watched a demonstration of it. It looks quite promising and should save us a lot of time when writing a GUI in Blender.
Unfortunately, I can't find link to obtain this software even though I've been searching for it diligently.

Any help would be appreciated.


texts: Painting in 3D window shows up on the other side of my model from where I paint

texts:
I've been having trouble getting the texture painting to work right.

My problem is when I paint directly on my model in the 3D view the paint stroke goes to the back of where I painted, like if I paint of his chest it shows up on his back, if I paint on his face it shows up on the back of his head.

All my painting down within the UV window shows up in the correct places, though.

I haven't been able to figure out what is causing this problem.  I'm wondering if I have a setting that is off that I don't know about or if something is off with my model. I've tried exporting my model and making new scenes with the export and each one has had a problem with painting.


texts: Now I haven't gotten into Programing or game making let alone even tried Blender Game but I do have a very basic understanding of game engines and Eevee looks fantastic!! Close if not identical to UE4! I know it will be for the viewport (Super excited)!Thank You in advance!


texts: how do I make a loose object follow my rigged character properly?

texts:
Hisomeone new to rigging and animating here. I'm trying to animate a character. I have just successfully finished rigging my character but realised that there are some further loose objects that should follow the rigged mesh. I used the weightpaint mode on some of these objects, like the jaw, to make them follow the character. This worked succesfully, but when i tried to weight paint the eyes to the head bone (see the first picture), the eyes do not follow the character and deform (see the second picture).

I figured this isn't the correct way to make the eyes follow the rigged mesh. I also tried to join the eyes to the rigged mesh, but i still faced the same problem. What is the correct way to make my eyes (or any loose object) follow a rigged character? Sorry for if i was unclear and thanks in advance!


texts: How to select vertices, then convert to face selection with Python?

texts:
I am brand new to Python, and cobbling things together from various sources, so I have next to NO idea what works, what doesn't work, or WHY things work.

I'm creating a script to apply a mirror modifier, then split the object into its two sides.  I'm using two slightly different routines depending on whether it is one symmetrical object with a center line, or two mirrored objects with no connected geometry.

When I used this code, it worked:

mesh = ob.data
bm=bmesh.from_edit_mesh(mesh)

bpy.ops.mesh.select_mode(type='VERT')
vtest = False  ##see if we can select side of active
for vert in bm.verts:
    if(vert.co[0] == 0):
      vert.select = True
      bm.select_history.add(vert)
      vtest = True
      break

if(vtest):  ## select side of active and part
    bpy.ops.mesh.select_axis(sign='NEG')
    bpy.ops.mesh.select_mode(type='FACE')
    bpy.ops.mesh.separate(type='SELECTED')

However, if I selected the vertices in a loop and tried to switch to face mode it dropped the selection.

  else:
        for vert in bm.verts:
            if(vert.co[0] <0):
                vert.select = True

        bpy.ops.mesh.select_mode(type='FACE')
        bpy.ops.mesh.separate(type='SELECTED')

This threw the error 'no selection.' and if I stopped the script just before the FACE selection mode switch, the mesh was in edit mode, all the vertices on the left side were selected, and if I then clicked face select mode, everything would be deselected.

I can't explain that.

The code that I finally got to work is BS and i'd like to know what fifty things I did wrong.

bm.select_mode = { 'FACE' }
bmesh.update_edit_mesh(ob.data)
bpy.ops.object.mode_set(mode = 'OBJECT', toggle = False)
bpy.ops.object.mode_set(mode = 'EDIT', toggle = False)
bpy.ops.mesh.select_mode(type='FACE')

If I leave out any of those lines, it fails.

My BASE question is: why can I select vertices using the 'select side of active' command, then swap into face mode and convert the selection to faces but if I select the vertices myself in a loop and switch, it drops them?


texts:
Blender only shows TFF fonts, on all versions I've tried (Windows 10).

The problem: When you add text (add>text), and you go to the font modifier tab, attempt to change font, and navigate to system fonts, only TFF fonts show up (even if filter disabled). OTF fonts do not show up. All fonts are installed properly and show up in other programs (Maya, Photoshop, Illustrator, Absolutely Everything Else).

My personal workaround: I've been using maya for any text, and then exporting it as OBJ into blender.

Anyone know how to make blender support OTF fonts? Seems strange that maya supports this and blender doesn't.

Thank you.


texts: Why is there a black shadow on my baked image?

texts:
not sure how to explain this so apologies if this doesn't make complete sense, but I am having the hardest time with my baked image. For some odd reason, there is some black shadow circle on a part of my baked image that I have no idea why it is there? In the view, there is no shadowing like that so I don't know why it shows up when it's baked. There is also some weird light strip too, which again is not shown in the original.

If someone knows how to get rid of these issues I would be so appreciative because I'm ready to give up in frustration.


texts: How do I make a normal/displacement map when all I have is a photo?

texts:
In order to make a rendering look more realistic some additional maps are useful.

The documentation lists: diffuse,specular displacement-maps .

I watched a video tutorial The Secrets of Realistic Texturing which uses a commercial tool.

Are there any alternatives to calculate normal and displacement maps from an image texture, or can this also be achieved by some build-in transformations?

NOTE: As requested, this is related to image-textures that have been downloaded from a site like cgtextures which are image-only and lack of normal- and displacement-maps.


texts: How can I smooth edges but keep faces untouched?

texts:
How can I keep 1 face flat but smooth everything else?

I want to keep the line from the first picture. I tried auto-smooth but it doesn't work. It works with shade smooth and edge split, but shade smooth its not enough to give me this effect, I still need to apply a subdivision surface and when I do that, the line also disappears because that specific face is smoothed too...


texts: why do i am getting unrecognized arguments while parsing with argparse?

texts:
i am running a blender script where it takes command line arguments which are these

parser = ArgumentParserForBlender()
parser.add_argument('--bvhFile',type=str,help='provide bvh file path',required=True)
parser.add_argument('--mhx2File',type=str,help='provide mhx2 model file path',required=True)
parser.add_argument('--fps',default=15,type=int,help='Please provide frame rate for Animation(default=15)',required=True)
parser.add_argument('--FramesToRetarget',type=int,help="How many frames do you wanna retarget(default=All the frames present in bvh file)")
parser.add_argument('--videoFormat',default='FFMPEG',help='video format in which animation will be generated(default=FFMPEG)',choices=['FFMPEG','AVI_JPEG','AVI_RAW'],required=True)
parser.add_argument('--Animation',default=False,type=lambda x: (str(x).lower() == 'true'),help='True if you want to get animation video(default False)')
parser.add_argument('--Point_tracking',default=False,type=lambda x: (str(x).lower() == 'true'),help='True if you want to get point tracking of vertices(default=False)')
parser.add_argument('--camera_location',default="(0,-3,0)",type=str,help='specify a camera location as in format-(x,y,z),default is (0,-3,0)')

args = parser.parse_args()
bvhFile = args.bvhFile
mhx2File =args.mhx2File
fps = args.fps
EndFrame = args.FramesToRetarget
videoFormat =args.videoFormat
bool_animation = args.Animation
bool_pointtracking = args.Point_tracking
camera_loc = args.camera_location

and i am running this with this code

$ bash run_render.sh --bvhFile "C:/Users/Vikram Jain/Downloads/demo_bvh.bvh" --mhx2File "characters/John.mhx2" --fps 15 --FramesToRetarget 2 --videoFormat FFMPEG --Animation True

the problem is ocurring because i am not giving camera location argument, but i defined it as optional argument then why this problem occurs?

usage: blender.exe [-h] --bvhFile BVHFILE --mhx2File MHX2FILE --fps FPS
               [--FramesToRetarget FRAMESTORETARGET] --videoFormat
               {FFMPEG,AVI_JPEG,AVI_RAW} [--Animation ANIMATION]
               [--Point_tracking POINT_TRACKING]
               [--camera_location CAMERA_LOCATION]
blender.exe: error: unrecognized arguments:

if i provide --camera_location than the error disappears.


texts: Creating looping cloth animation for sprite

texts:
Helllo!

For a project that I am doing, I need to render the my model to a sprite sheet. This is all fine, except that the model has a cloak, which uses a cloth animation. I need to smoothly transition from the end of the cloth simulation to the start, so it doesn't just jerk back, but I can't find any way of doing this.

Thanks in advance.


texts: While using blender for making water simulation,when I set the physics of cube to fluid domain the cube still remains soild so I cannot see my water simulator unless I turn the wireframe mode on . I cannot figure out the problem . Please help me !


texts:
I pressed a hotkey Alt + X I think and now can only see this much of my objects.

If I go into Look Dev I can see all of my object, but no longer in sub-object mode.  I cannot undo or figure out what happened.


texts:
I get this error:

  Python script failed

when I run the following code involving a loop cut  and slide:

import bpy

bpy.ops.mesh.primitive_plane_add()
bpy.context.object.dimensions[0] = 1
bpy.ops.object.editmode_toggle()
bpy.context.area.type = 'VIEW_3D'

bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={"number_cuts":2, "smoothness":0,
"falloff":'INVERSE_SQUARE', "edge_index":2, "mesh_select_mode_init":(True,
False, False)}, TRANSFORM_OT_edge_slide={"value":0, "mirror":False,
"snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0),
"snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False,
"release_confirm":False}) // ERROR IN THIS LINE

I get the error in the loop cut statement. How do I rectify this?


texts:
No, i don't mean rotating the faces. I can't understand exactly how could i change the direction of the edge loop flow! And the problem is theoretical - i need to keep quads and i need to change the edge loop direction exactly like on this video

https://youtu.be/H8K5CyQB_kc

What is happening there looks like magic.

Where can i read about the backstage of this proccess? Because when i try to do something like that manually, i stand two problems:
1. if i'm using to merge vertices it can produce me only 8-vertices sphere.
2. If i'm using knife, i always produce triangles and quads.

HOW DO THEY DO THAT


texts: I make my animation and now I realized that its pointed in wrong direction I used -y (native blender) as direction but I need to be pointed at x axis so what would be the easiest way to rotate whole animation, to switch -y with x :)


texts:
Assume I have an external .blend file \\ourserver\ourshare\ourasset.blend,  with a collection "ourData" representing what we'd like to import into another .blend file, "ourshot.blend".  ourshot.blend has an empty toplevel collection called "Assets" where our linked imports will go.  I can do something like this in Python to reproduce the File->Link... operation:

filename = r"\\ourserver\ourshare\ourasset.blend\Collection\ourData"
alc = next((lc for lc in bpy.context.view_layer.layer_collection.children if lc.name=="Assets"), bpy.context.scene.collection)  # wants layer_collection, not Collection type?
bpy.context.view_layer.active_layer_collection = alc  # so is active collection for link()
bpy.ops.wm.link(filename=filename)

This produces an "Assets/ourData" entry in the Outliner, with another "ourData" entry contained in that, as would the manual File->Link. I can grab the newly linked thing:

ac =  bpy.data.collections['Assets']  # started out empty
obj = ac.objects[0]    # the thing just linked in is only one, since it was empty
print(type(obj))    # bpy.types.Object

But I can't seem to figure out where to get interesting link information from "obj".  I'd like to determine the path to the original file it was linked in from, for instance, and I'm not sure the proper way to determine that it is a link, for instance.  There also doesn't seem to be anything that represents the second-level "ourData" Outliner entry?


texts: Rotating skirt effect, possible with cloth simulation?

texts:
I wonder if the rotating skirt effect is possible with cloth simulation.

I tried that and from the 100's frame I rotated the body, but the cloth did not rotate even though I pinned the cloth to the cylinder. The file can be downloaded from here.

PS: I followed the answer and got a similar effect, though crude.


texts: Does Blender have a tool similar to Smooth Boundary in Meshmixer?

texts: Meshmixer has a feature called "smooth boundary" where parts of a mesh can be selected and then deformed such that the border of the selection is smoothed along with the unselected portions of the mesh that surround the selected area. Does Blender have a similar function?


texts:
I have a plane for which I've enabled the cloth modifier. I have pinned the four corners of the plane to empty objects. I've animated the empty objects to move the plane down and collide with a sphere. (This is all made clear by the video)

I want to unpin the plane once it has collided with the sphere, so I added a vertex weight edit modifier to the plane. This allows me to remove the pinned vertex group when the plane collides.

Everything works as expected except that when the pinned vertex group is removed, the plane remains deformed as if it were still being tugged. In other words, when the plane is unpinned, it doesn't return to its original shape like a real elastic piece of cloth. Is there any way to achieve this? I've attached the blender file below and am using the latest version of blender (2.8).

Video

Blender file


texts: Fire & smoke not showing in render, but only in viewport

texts:
I have spent some time playing with fire & blender nodes, once I render a scene nothing shows up sadly.

Any suggestions?


texts: how can i create an effect for animations that looks like a voxel engine?

texts:
Is it possible to create an effect like this or this in blender 2.8 or 2.9?
not much else to add. any help apreciated!


texts: I cannot access folders or files in Blender. I have tried reinstalling Blender several times. Anyone know whats going on?


texts: How to turn off image tiling in the game engine?

texts: I was wondering how to turn off image tiling for textures in the game engine. My UV map would make it tile right now (i.e. it's bigger than the map), but I can't figure out how to turn tiling off. I'm using the game engine with GLSL enabled.


texts:
I don't understand the reason for this strange spike. I tried to delete faces and edges and reconnect again several times and it's appear no matter what. What is the reason and how to get rid of it?

Here is a link to .blender file


texts: How to distribute obfuscated add-ons with PyArmor

texts:
I want to obfuscate and distribute a Python add-on.
I use a library called PyArmor and Anaconda Prompt for obfuscation.
Obfuscation of the add-on "test.py" using PyArmor will generate a file called "test.py". Also, a folder called "pytransform" will be created in the same folder as "test.py".

What should I do when distributing and installing add-ons in Blender?
Distributing just "test.py" doesn't work, so I have to distribute the entire top level folder. However, when I placed that folder in the Blender add-ons folder, it didn't install.
Hiding the code may be against Blender's open source policy, but if anyone knows, please let me know.


texts: How can I apply exact texture measure (cm) in uv mapping?

texts: So, i'm working at a bathroom and my main problem is with tiles. My tile is 25cm x 75 cm how cand I apply exact measurement of my tiles to fit the walls. Let's sey I can hardly apply exact uv mapping on one wall, but is more hard to fit the other walls at the same measurement.


texts:
Im new to Blender, and want to try out making a game character.

My question is, is scultping easier to do? And when I sculpt a model, do I HAVE to do the retopology after to make it animated, or is that just something some people prefer to do?

Thanks! :)


texts: Blender not using selected compute device

texts:
I have 2 GeForce GTX 750 Ti GPUs in my system (no SLI), the first has 3 monitors on it and the second has nothing connected. Under the system tab in user preferences I selected the second GPU to be the only compute device. However, when I click render it doesn't seem to be doing anything on the second GPU, only the first.
My situation is similar to this question but it didn't provide me with an answer.
Multiple graphics cards. Is there a way to designate one as compute device only?

Here's a screengrab of the preferences and the GPU load using TechPowerUp GPU-Z while a render was going. The monitor is showing that there is no load on the GPU when there should be something.  I've tried switching which GPU was selected, even selecting both and got the same result, it never uses the second GPU.

Is this expected behavior or maybe a bug? Is there another setting I need to look at changing?

Thanks for the help.


texts: There are a number of NUM keys that show in a 'perfect view'.  After pressing one how do I go back?


texts: I have no particle systems in my menu options

texts:
I am new to Blender. I have no Particle Systems in my menu options.

Is it an add-on I need to download or is there something I need to purchase?


texts:
I've looked everywhere but nobody has this issue, I'm using blender 2.8 and I'm trying to cut a plane model from a top view, but when I press k, select the edge, and then try to cut the inside, it deselects the edge and ONLY cuts on the inside If you need more details feel free to ask.

I'm following this tutorial (https://www.youtube.com/watch?v=0lj643VmTsg) and when he gets to  this part of the video (8:10) I have the issue where it deselects the edge right after I start cutting the inside


texts: Replacing rigs in excisting model / linking rig to model - Kinect

texts:
Excuse my English, since I am not really good at it.
I am a little bit nervous asking this question, not sure if there is already an answer or if I am in the right place. So sorry, couldn't find anything.
I am using blender 2.79 at the moment and I make a lot of animation with it. I heard that there was a possibility to work with K-nect/kinect and blender, converting your animation into a rig into blender. I want to do this to but I decided to do a test drive first with an already excisting animation. Good thing I did because I can't find it to work. Whenever I try to link the rig to the body or the already excisting rig, they keep being two seperated things meaning the body stays in place while the rig does the animation. I tried multiple tutorials on this but I keep doing something wrong.
Does someone know the answer on how to either link the rig to the body or replace the already excisting rig with the new rig?
Thank you for your time.


texts: Make an array without separation/line showing between

texts:
I need help figuring out how to model something and use an array with it on the Z axis so it repeats smoothly..
It doesn't seem to do what i want when I apply a glass material.
I can't seem to figure it out exactly but any help would be appreciated, thanks.


texts: Is there a way to play/pause the VSE from Blender's text editor with a hotkey?

texts:
As many of you I believe, when I'm looking at some footage in the VSE, I often take notes in an external text editor but one could actually use blender's text editor as well. Would there be a way to play/pause the VSE from Blender's text editor with a hotkey? Without having to put you mouse on top of the VSE to use a hotkey, just using your keyboard while in the text editor.

Many thanks


texts:
We can convert hair into 3D editable objects via the modifier tab, this means there must be an API to get the hair vertices instantly from python.

Can you explain it and all it's parameters and arguments?

I need it to start my project "Pholygonal", a polygonal hair generator controlled by the hair particle system.


texts: How to use a curve modifier in-game (work around)

texts: I have some cords that have a curve modifier on them so that they don't stick straight out of a robots leg. The problem occurs when animating. since one end of the cord is attached to the leg, and another to the body, the cord will need to deform. Is there a way I can make the cord update to its new positions realtime? I would try this with shape-keys, but animating them never seems to work.


texts: Output ob.matrix_world.translation as a Vector in Animation Nodes

texts: I would like to make a script which will allow me to output the ob.matrix_world.translation value of an object as I would a normal vector. The ob.matrix_world.translation will be plugged into an Object Transforms Input node.


texts:
I am rigging a dump truck with bones and parenting with empty groups and everything is articulating very good when I test the armature in object mode: dump goes up and down, doors open and close, etc. (Picture 1)

But, when I play the animation, everything goes apart (Picture 2.

Can anybody help me to solve this? Thanks in advance


texts: What is the position of my keyframe animated object?

texts:
I'm an experienced developer but completely inexperienced with 3d modeling and python.

I have a modeled a Rubik's cube containing 26 (center omitted) cubes where the center cube, if I had one, would be at 0,0,0. When I rotate a face with keyframe animation, all of those 6 cubes report a location of 0,0,0. I think that is because it is reporting their pivot which I have set to the 3d cursor at 0,0,0.

somecube.matrix_local appears to be interesting but the documentation does not say what the return values actually represent and I cannot see the pattern I would expect on the results of adjacent cubes.

All I want to know is how I can find cubes by name on a certain "face" of the Rubik's cube. So all cubes on x = 0 or all cubes on x = 1 or all cubes on x = -1 and likewise for y and z. Or more generally, how do I get the center coordinates of an object that has been animated by keyframes?

If the object has not been animated, the location is obvious but I'm lost once I rotate anything around 0,0,0 which is where I set the 3d cursor.

for reference, cubes (each size of 2) that I would expect to be at (2,2,2) , (2,0,2) and (2,-2,2) show:

>>> ob1.matrix_local
Matrix(((1.0, 0.0, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
        (0.0, 0.0, 1.0, 0.0),
        (0.0, 0.0, 0.0, 1.0)))

>>> ob7.matrix_local
Matrix(((1.0, 0.0, 0.0, 2.0),
        (0.0, 1.0, 0.0, -2.000000238418579),
        (0.0, 0.0, 1.0, 1.999999761581421),
        (0.0, 0.0, 0.0, 1.0)))

>>> ob4.matrix_local
Matrix(((1.0, 0.0, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
        (0.0, 0.0, 1.0, 0.0),
        (0.0, 0.0, 0.0, 1.0)))


texts: Game Engine - Steering Behaviour Understanding

texts:
I am working on a BGE Horror Game right now and I want the enemy to follow the player around, but not directly. I want it to also walk around radon parts of the map even when the player is not there. Is this any possible with the Steering Actuator? And also, I have seen the different behaviours that I can apply (Path following, Seek, Flee). What is the difference between these 3?

Thanks in advance!


texts: Viewport shading : no difference between Solid/Rendered

texts:
There is no difference between Solid and Rendered Viewport shading in my donut project... I tried moving the light really close to the donut but it does not change anything. The rendered view is slightly lighter, but it does not affect the shadows at all.
Here are the two view modes:

Thanks
(Sorry about my english)


texts: How to Hide light sources in mirror Blender Eevee


texts: Why does my texture looks pixelated? And How can I fix it?

texts: when I apply my texture it looks like this, it also happens when I try to paint. Can someone help me?


texts: how do i replace the name of multiple objects in a list with names in another list?

texts:
I'm currently trying to create a tool, to rename objects in blender, to automatically have lowercase names.
I keep however getting the error: TypeError: 'list' object is not callable

My current code is below, can anyone tell me how I can fix this error?

        objs = bpy.context.scene.objects

        #o = old_name l = lowercase
        o = {n.name for n in objs}
        print(o)
        l = [elem.lower() for elem in o]
        count = len(objs)
        i = 0
        print(count)
        while i < count:
            objs[i].name = l()
        i+=1

edit: I want to do more with the name than just make it lowercase, but I keep getting stuck on renaming the objects in the right order so that's what I'm trying to fix here


texts: How can I make a wall around a road on a cars track?

texts:
I'm new on blender and I'm doing (at least trying) a Assetto Corsa track.
The question is about creating a wall on the two sides of the road.
I created a wall with a cube, added an array modifier pointing to my nurbs path and then I created a curve modifier, so the wall follows the middle of the road. But I can't edit the X axis of that wall, so I can't scale it to match the outside or the inside of the road. It looks like this:

Any suggestions?

Here I leave you my .blend so you can check anything you need.

Thanks in advance for any help :)


texts: CTRL + A Menu Apply Transformation : where to find in Python document

texts:
I noticed that very often when I search for a command or something in the Blender Python API I do not find what I am looking for. I am not sure if I simply make a mistake or if what I am looking for is not available.

For example:

CTRL + A calls the Apply Transformation menu

I am after the command "bpy.ops.object.transform_apply()" but I would like to make a button that opens that menu.

And what calls that menu is not what I am able to find.

Can anyone give me a tip where such information is in a document?


texts: It there a way to do edge detection on plane?

texts:
I know if I have a volume I can do bevel, which gives me edges of each plane. However I only have a plane, and I need to mark the edge of it.
Something like https://blender.community/c/rightclickselect/xBcbbc/ would be great.
And I am using cycles


texts: Right now I am doing the final render on my light-saber and previously when I would render objects with around 1000-3000 samples depending on the complexity it would take maybe an hour but now blender says it will take 69 HOURS to render this light saber and only uses 2000 samples. My system hardware consists of a GTX 970, 16 GB of RAM and an Intel i7-4790k CPU running currently at 4.5 GHZ .I am just very confused why on the render it says that it is only using around 18.37mg of ram when I have 16 GIGABYTES. I've set blender to high priority in Windows Task Manager and im just confused on why its using so little resources and why is it taking so long to render everything.


texts: Can you scale the scope of the Proportional Editing without a 3 button mouse?

texts:
Im trying to use Proportional Editing.
I don't have a 3 button mouse.
Is there a way to modify the field of influence without having a scroll wheel?
I already have "emulate 3 button mouse" and "emulate num pad" turned on.

Update: Turns out, the Apple Magic Mouse that Im using does allow a scroll function if you swipe it down the middle. So I am able to get the functionality I am after. Thanks everyone for your suggestions.


texts: How to make cloth move by collision objects?

texts:
I am having a trouble when animating a wedding dress.

For better simulation, I chose to make my wedding dress as a softy body instead of cloth.
Then, to make my dress follow my character during animation, I did weight painting for the whole dress : particularly, the whole bottom of the dress is weight painted on the hips, instead of the legs, foots...
The reason is because I want to let the bottom free.

Now here is the problem : when the legs of my character move, they go through the dress, so that's very ugly.
I don't understand, because I make my character as a collision.

So to sum up, how is it possible to have my dress follow my character during animation, and to let the bottom free that can move only by collision with the legs of my character ?

Thank you


texts: Invisible Plane Lines In Top View Outside Of Edit Mode

texts: When viewing planes directly from above/the side, when outside of edit mode, the lines that represent them become invisible, even when selected.  Going into Preferences -> Interface and changing the Line Width to Thick does not resolve the issue.  Watching tutorials using older versions of Blender, this does not seem to occur.  Does anyone know how to fix this?


texts:
I am looking for a very specific information. With my production company, I am currently working on the development of a 2D animation show. For several reasons, including economic and political, We have mentioned Blender in potential software. We already use Blender for compositing and 3D animation and know that some studios use it in 2D, on productions of different sizes. We have specific rig needs. I come to my question: Have you heard of an equivalent of Harmony's "rotating-rig" in Blender. This feature allows you to rig a 2D character from different angles. We are looking for an equivalent whether it is a way of organizing collections for example, Add-ons, or other DIY.
Bonjour, Je suis à la recherche d'une information très spécifique. Avec ma société de production, Je travaille actuellement sur le développement d'une série d’animation 2D. Pour plusieurs raisons, notamment économiques et politiques, Nous avons mentionnés Blender dans les logiciels potentiels. Nous utilisons déjà Blender pour du compositing et de l'animation 3D et savons que certains studios l'utilisent en 2D, sur des productions de différentes envergures. Nous avons des besoin spécifiques en terme de rig. J'en arrive à ma question: Auriez vous entendu parler d'un équivalent du "rotating-rig" de Harmony dans Blender. Cette fonctionnalité permet de rigger un personnage 2D sous différents angles. Nous cherchons un équivalent qu'il s'agisse d'une façon d'organiser les collections par exemple, d'Add-ons, ou autre bricolage.
<3
Vidéo: Learn What a Rotating Rig is with Harmony Premium
https://www.youtube.com/watch?v=WPn9nel9SsE


texts:
I'm very noob, i don't know how to save 2 diferent image for the same render animation to save time.

i want to save this both image per frame automatically:

like: frame1_0.png & frame1_1.png, frame2_0.png & frame2_1.png etc...


texts: Rotate a bone, in all previous keyframe this bone rotate too

texts:
Good morning to all,

I used blender 2.79b for 2 years with some man and woman imported from Makehuman.
I have modified legs, arms with satisfaction
I have create several films with animation

About 10 jan 2020, I try to install 2.81, I saw that
when you rotate a bone at a keyframe
on ALL PREVIOUS keyframe this bone is rotated too

So I uninstalled all Blender on my computer, deleted every Blender files, and registry too

Again, download from blender.org the old version
    blender-2.79b-windows64.zip

Install this all version ZIP, then open the old files NEVER open with Blender 2.81, try to rotate a bone, I saw again
when you rotate a bone at a keyframe
on ALL PREVIOUS keyframe this bone is rotated too

What is wrong ???,
How can I go back to Blender 2.79b before 10 jan 2020, I mean before installation of Blender 2.81

My system : WINDOWS 10, with 32GB of memories
Old Blender is Blender 2.79b with ZIP

Please HELP
Lots of thanks
cttran


texts:
Is there a way to infinitely make a certain mesh appear in blender?
I am animating a production line. I want a mesh to appear at a certain place every 10 seconds, so the longer we run the animation, the more mesh there is in memory.


texts: Force materials to render on top of others

texts: In Blender Internal there is Z Offset setting for Z-transparent materials, which put one object over another on shader level only. But what about Cycles, how to do it w/o compositor?


texts: How I can find the the 3D location of the vertex Groups in Mixamo character?

texts:
I added an animated 3D character from mixamo and I need to find the "3D location of the vertex Groups" ( I am completely new to this software )
I found it a little similar to my issue but it did not solve my problem.
Is it possible to get vertex locations (world) from a vertex group?


texts: Animation Nodes - Extract single object from group to perform independent translations

texts:
I have a simple setup that uses "Objects from Group" to then do some falloff translations on the group.  I need to isolate a specific object in that group to perform an independent translation on it after the falloff translations.

I'm not an expert with AN but after fiddling around with "Loop Through Objects" functionality from the "Objects from Group" node, I have been unable to isolate the object I need from the group using varios "list" and "get" nodes.

Any help would be greatly appreciated.


texts:
I am working on booleans of meshes which is intermittently failing. I came across MeshLint addon on a different Q&A. I have installed curve edit tools addon before, which was straightforward. In the case of MeshLint, I cant seem to get it working on my 2.91 (and also on a 2.80 that I have installed alongside). I tried installing from User Preferences -> Addons -> Install from file... -> __init__.py. I have also tried putting the repo folder into scripts folder. Neither of them makes MeshLint to appear as an option in the available addons list so that I can enable it. I would really like to have this addon to identify issues in my mesh. What am I doing wrong in installing this addon or is there an alternative option?
Thank you for your time
PS: I have tried Select By Trait, Clean up options natively available but would still like to have MeshLint.


texts: What is best workflow for having a scene with multiple light setups?

texts:
I have a scene with interior room design and I created several light setups for it (daylight from windows, powerful electric light from the ceiling, moody evening light from floor lamps). What would be the best workflow to work with that and be able to batch render them?

For now I have each group of lights in different layers. I can then select which layers I want and start rendering. However this doesn't allow me to batch render several setups at once, because there is no command-line to switch layers on/off.

I read about scenes and wondered if making several scenes which would have same objects, but different lights would do. Batch rendering is possible. But I'm afraid that working further on the design, adding new objects etc. will be tricky, as I will have to somehow synchronize all objects between these scenes.

How is this normally achieved?

I need still images only, no animations.


texts: How to keyframe a shading property to a specific action

texts:
I have a rigged model with different animations (stored as different actions), and the image textures of the eyes that have to change during certain animations. I've added a Mapping node which creates an offset of the texture coordinates in order to change the aspect of the eyes.
I need to keyframe the "X" property of the mapping node only when some specific animations are played.
Which is the proper way to achieve this? I've tried by adding the keyframes to the "X" property, but obviously this changes the aspect of the eyes for every single animation.


texts: How do I select an object in the 3D viewport?

texts: I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?


texts:
I found someone doing this and I wondered how you do it in blender 2.8. Preferably in cycles as I need to texture bake the final result.

I'm willing to add more details if needed.


texts: Model appears to have visible polygons rather than being smooth?

texts:
In the image, you can see how parts of the models don't look very smooth, in fact it looks more like a model  when you set the shading to flat.

This is after subdividing and converting tris to quads.

Any advice on how I can get the model to look smooth without using a modifier?


texts: I'm pretty new to blender and as simple as it is, I'm probably the most confused on UV unwrapping of any other part of blender. I am attempting to unwrap a UV map for a wall with a bevel at the bottom of it. I don't think I'm getting how marking a seam works ultimately, but I was wondering if anyone is able to successfully unwrap and show how you were able to do it.


texts: Compositing Nodes- doesn't render other layer?

texts: Okay honestly Im scared of making compositing noes because everytime I try to put more than 2 separate render layers either the first layer or the other layer gets shown in the render image, not those together.OMG! I want to be better at 3D and Im so depressed because of this problem. But I believe the future of me would be laughing at this.HElP!


texts: Can I bake a wireframe to a texture map?

texts:
I applied subdivide smooth three times(via specials menu) to a body mesh I'm working on, back to object mode, switch to wireframe display (with display all edges disabled), then Blender shows the mesh the way in the picture.

I find this display result could be a good start point to add some details to my character's body texture (yet to be made). So can I bake this kind of information (really no idea how to call it) on this mesh to an image texture?


texts: Subdivision surface leaving harsh lines on an object?

texts:
I'm trying to subdivide the mesh for a cat I 3d Modeled and it is leaving harsh lines in some places. there are no creases or vertices on top of each other. I have also tried deleting and replacing all faces where the lines meet which proved ineffective. does anyone know how to solve this issue?
 Harsh Lines along the back of the cat
 Harsh Lines along the front leg of the cat


texts:
When I try to make faces from non manifold edges the edge of the model is darkens.

I see the same affect on Unity 3D when I import .blender files. When I add a material to the model the affect doesnt change and the color of the corners stays darkened. How can I prevent this?


texts: Weird "Shadow" from 100% Transparent object in Cycles on low bounces?

texts:
I have the following Setup:

I disabled the Shadows for the Emission and Transparent Objects here

and set all bounces to 0.

Now I'm getting this weird artifact on the ground:

which is really suddle here but it has become a lot more noticeable in a more complex scene of mine.

If i set the Diffuse-Bounces up to 1 it is gone.
I tested the same thing with a Glossy Ground, here i have to set the Glossy Bounces to 1.

Why is this happening and is there a way to avoid it without having to increase the bounces?


texts: I made a model but when rigged it doesn't move correctly

texts:
So I made a model with a mirror modifier but realized that when I rigged it the arms would move in sync. So I remove the mirror modifier and copied the left side of the model to make the right side. but when I rigged it and started to move the bone that moves the neck and head the neck and head start to split in half. (Graphic I know, but I also made sure that both sides of the mesh where connected using Ctrl+J)

How to i make the rig move both left and right sides of the head and neck.

Here is a video of whats happening. https://youtu.be/R6cnYOal2Kw

The video is a little outdated so some of the problems where fixed like the T-Pose. But other than that I am new to blender and barely know what i am doing.


texts: I am new to blender and have been following Blender Guru's donut tutorial. When I go in sculpting mode for the icing I always end up getting getting holes for the icing. But When I select the donut I have no problems. I have applied the solidify modifier and the subdivision. I have played with the settings. Nothing is working. The donut looks fine when I am on layout and edit mode. I can sculpt but on it but the wholes wont go away.


texts: Operator doesn't work when invoked from Panel, but works when invoked using the spacebar

texts:
I have defined an operator, which is called from a button in another operator's panel. The called operator is supposed to import a ply file into the scene.

This is the relevant code:

class LoadPointCloud_Button(bpy.types.Operator):
    bl_idname = "load.pointcloud"
    bl_label = "Load Point Cloud"
    bl_options = {'UNDO'}
    bl_description = "Load the point cloud"

    def execute(self, context):
        bpy.ops.import_mesh.ply(filepath="C:\\sfmoutput\\pmvs\\models\\option-0000.ply")
        return{'FINISHED'}

The ply mesh is imported successfully when invoked by pressing the spacebar and typing "Load Point Cloud". When invoked from the panel button, nothing happens.

The System Console window says that the import was successful in both cases.

  Successfully imported 'C:\sfmoutput\pmvs\models\option-0000.ply'
  in 0.554 sec

But in the latter case, nothing happens.

I tried various things including manually setting the active scene, but nothing seems to work. I couldn't find similar example code either. What's the solution to this?


texts: black and white hair texture to colored hair

texts:
I have a picture with white hair and the background is black and i want to make the black background to be transparent and the white hair to be colored or even better if i could add another texture on top of this one and it applies only to the hair somehow. How can i do this? Im still not very good with nodes...

So, Here is the image i got


texts: How can I get particles to emit with a rotation based off of the rotation of the face it was emitted from

texts:
I'm relatively new to blender and I would like to get this hexagon model to emit rotated toward the face it was emitted from. Here's what I have,

If you are confused about something I said, I can clarify some more.


texts:
I'm a beginner blender user.
I'm trying to render this simulation but almost every time I render it, it will stop rendering at some point in the render and show the "Blender Misaligned address in CuCtxSynchronisze" thing. It's not only in this one render, I've experienced this hundreds of times when I'm trying to render anything. This frustrates me, especially when I leave my laptop to render while I'm gone and come back just to find out that it stopped because of this error.
I've tried someone's advice on youtube to use a smaller Tile but it didn't work.
Informations:
I'm using CUDA to render.
Cycles engine.
My laptop: Asus TUF A15 GTX 1650, Ryzen 5 4600H, 32GB of RAM.
I tried both using Optix Denoiser and disabling denoiser. Both have this issue.
Sample count is 32-64 since this is just some test render.
1920x1080
It would be very helpful if someone can give me a solution.

Thank you in advance.


texts: I got a simple particle sim - cubes falling from emitter and being sucked into a wortex but it's too fast so I want to slow it down so I used time remap (100 to 300) but now it messes everything up - like every 3rd frame just shows all particles stuck to emmiter while others are fine. 1 How can I slow down time 3 times without this happening?


texts:
I'm wondering how to perform the operation on the selected vertex (left) that will result in the curve on the right:

Yes, those are loose edges. I tried the Bevel Tool and Ctrl+B, but they'll only operate in fully formed faces/edges.

I saw a teammate do this very operation with Blender 2.79 (I'm on 2.80) but he couldn't even name the operation, just a complex shortcut.

By the way: I'll want to transform this edge mesh in tubes, later!


texts: Can't find EXIF informations in JPG and PNG output files

texts:
In a previous comment, ideasman42 explains : stamp options are written into metadata of EXR/JPEG/PNG files.

But I can't find any EXIF information in JPG and PNG files generated by Blender (version 2.78).

Enabling Meta Data in the Render tab does not change anything...

Edit :

After some investigations, I realized that stamp informations are stored in the image file as JPEG markers and not in EXIF format...

Metadata can be displayed with a JPEG utility like jpeginfo :

$ jpeginfo -C untitled.jpg
untitled.jpg  960 x 540  24bit JFIF  N   13028
"Blender:File:<untitled>"  "Blender:Note:dominique Parisot"
"Blender:Date:2017/08/17 19:46:52" "Blender:Time:00:00:00:01"
"Blender:Frame:001" "Blender:Camera:Camera" "Blender:Scene:Scene"
"Blender:RenderTime:00:00.05"

But they can not be found with an EXIF utility like exiv2 :

$ exiv2 untitled.jpg
File name       : untitled.jpg
File size       : 13028 Bytes
MIME type       : image/jpeg
Image size      : 960 x 540
untitled.jpg: No Exif data found in the file


texts: cloth breaks away from armature as soon as first frame of bake begins

texts: I am trying to animate with auto rig pro with cloth physics baking on my character. However, whenever i leave off and enter into the first frame of the bake, the cloth that has the physics simulation on it breaks away from the armature and does not deform with the character as the cloth is baking. How can I animate the character and keep the cloth baking at the same time?


texts:
I'm having a problem, that hair doesn't show up on render. I converted the particles of the hair, on the modifier tab and i eliminated the hair on particles.
When i render, i notice that the hair doesn't appear on render, but in the viewport is there.
What can i do to the hair show up on render, to avoid making the hair again on paticle system.
i'm using 2.91

Thanks in advance!


texts: How to precisely set position in edit mode by typing in numbers?

texts:
In Object Mode, I can type in xyz coordinates using this menu:

What is the equivalent in Edit Mode, so I can precisely position the parts of an object?


texts: Cannot Render in Cycles - "No Render Output Node In Scene" error

texts:
I must have accidentally clicked on something because when I went to edit my model and tried rendering it, it won't render. It says:

"No Render Output Node In Scene"

How to fix this?


texts: When I touch an object that I'm meant to pass through I spin randomly out of control

texts: So I have a very thin cube and I've put it in my environment, I've told this cube to let people pass through it using logic bricks. I'm using it to count your score, but when I pass through it I spin randomly out of control. If it helps you have to be in the air to pass through it.


texts: How to load a movie file into blender, and re-export it as a sequence of images, headlessly (via .bpy/python script)

texts:
Trying to get to grips with the abilities of blender when used purely as a python library (without any GUI interactions). (Forgive my lack of knowledge and misuse of words)

The code examples and documentation I am finding seem geared towards scripts to apply when content is already present within the blender GUI. (e.g. Extract sequence of frames from imported MP4 - scripted?)

Does an example exist in documentation for loading external files into a blender virtual stage?
e.g. 1 picture node and 1 video node
and (secondarily) exporting the rendered output (e.g. video with an image overlaid) as an image sequence.

I've been looking through https://www.blender.org/api/blender_python_api_2_72_release/info_quickstart.html and http://wiki.blender.org/index.php/Dev:Py/Scripts but I haven't been able so far to find a good starting point for my knowledge level.


texts: Is there a way to mirror an object without using the mirror modifer?

texts:
Is there a way to mirror an object without using the mirror modifier?

I have a left foot that I want to make into a right foot. I use the mirror modifier and it uses a crooked bounding box and completely ruins my foot. Even when I re-align the crooked foot, it is causing issues in the platform I'm exporting it to. So I'm wondering if there's some way I could duplicate the left foot and somehow flip it so that it "mirrors" the other foot.

Please ignore the flat feet there, I need them for when I transfer weights.

I duplicate the foot so that I don't mess up all the work I've ALREADY done over and over, and move it to another scene. This is the foot I want to mirror so that I may create a perfect opposite for the other leg. Something goes wonky when I do that. It mirrors with a bounding box even when I use empty. This causes me to have to re-align the mirrored foot. Something else is happening too because when I rez the mirrored foot alone in Second Life, it really acts weird. The original foot can be rezzed in world with no problems. This makes me feel like it's the mirror modifier that's causing all my troubles but I'm really not sure.
Here is the crooked mirrored image:

Here is the bounding box, where it shows it's crooked:


texts: Start blender in video editing mode & script setup

texts:
I am using powershell to install blender on an EC2 instance.  I would like it to default to video editing and configure the properties for the project via automation (powershell if possible).  I would like to set video output to 720p, fps to 30, etc.

Is there a way to automate the configuration?


texts: How to select only the inner face of a mesh object?

texts:
I'm brand new to blender and I'm trying to make a glass bowl filled with a static "liquid" (just another mesh object). So I have a solidified mesh bowl made, but when I try to select the inner face of the bowl so that I can duplicate it to make my "liquid" object, it selects both the inner and outer faces of the object, instead of just the inner face.

I've been trying things and just don't know how to select ONLY the inner face. Any help would be appreciated. I apologize if it's obvious.


texts: How can I align my points/models rotation along the model surface

texts:
I'm using geometry nodes, and trying to align my instance geometry around a sphere, however my geometry is not rotating along the surface of the sphere. The geometry is sticking straight up. I know I can add rotation point to make them randomly rotate, however I want the geometry to align the same way the current point is sitting on the face of the sphere is. I tried using an "align rotation to vector" but no luck there.
Edit:
Here is an image of a test set up:
 https://i.imgur.com/efCrNml.png "geometry node"

Here is the blend file a basic setup with non working align rotation geometry nodes
https://www.mediafire.com/file/meai3z5j9z9m4av/Basic_Geometry_Node_Align_Not_Working.blend/file
Double edit: I missed that the the align rotation needed to be set all to 0. It's working  beautifully now. Thank you!


texts: Optimal desktop configuration for using sculpting?

texts: I'm using blender for quite long time but performance was never was an issue in polygonal modelling. However, once I started sculpting using higher resolution in "Multi resolution" modifier my desktop is getting slowdown and also sometimes hanged. Could anyone let me know the optimal configuration of PC for using sculpting tools in Blender ?


texts: how to achieve a good and clean render in blender?

texts:
hello everyone it's my first time posting a subject in the Blender community.
i have to notice that i never used Blender except for modeling objects because i'm an indie game developer and the engine that i work with it is Unity. anyway recently i made a 3D backgammon game for mobile platform and i want to make a small animation to introduce it. i watched you tube tutorials mostly for texturing and lighting and learned many things but after a couple of days practicing about light and texturing i didn't understand light in CG art very well it seems is too experimental. i modeled these backgammon board with Blender and import and rendered them in unity engine. how can i achieve good and clean lighting like image number 3? i rendered one of my backgammon boards in Blender but the result wasn't really good i cant balance the light and shadow.
it would be great if you give some  tips or guide me to specific tutorials


texts:
I'm trying to render a single frame of a t-shirt model. But, it seems to be too slow, even with GPU rendering (Nvideo M2000).

Here is link to my .blend file.

Here is my configuration and the source code to compute the rendering time:

Could you please tell me some tips to speed up the rendering time? or 13s is normal for this task?


texts: Copy center of mass of an object to another object

texts: Im trying to mod a model for a game. Theres no way of editing the position in space in the game, so I need to basically copy the position of the center of mass of the old object to the new one. Is there a way to do this?


texts: Model weirdly stretches and deforms after rigging

texts: I have a rigging problem. Whenever I rotate the bones after finished rigging, the weird model errors start appearing. Please help me out or link me to the tutorial that would teach me how to fix it. Any help would be greatly appreciated


texts: Is it possible to copy and paste vertex weight?

texts:
Is it possible to copy the vertex weight from 1 vertex on a body mesh, then paste that weight onto ALL the vertex of a selection (basically an accessory that's joined to the body for the purpose of pasting vertex weight), instead of 1 vertex at a time (that would take forever for any object unless it's a cube or something)? I found a copy/paste vertex script by Ivo Grigull but it's only for very old Blender versions (pre-2.4.9).

Also, whenever I manually copy/paste vertex weight (one at a time, was testing it with a cube), then later separate the cube from the rest of the body by selecting all vertices on the cube and press P, the body would get completely distorted (stretched to infinity in all directions).

Anyone know how to paste vertex weight onto multiple vertices, as well as why my weight-pasting doesn't work at all?


texts: Bake to key-frames isn't working properly, and Eevee is using 100% CPU and 40% GPU?

texts:
So I'm making a physics-based animation of a ramp with "some" cylinders rolling down it.
I started off simulating the physics, then baked the simulation then tried rendering it. Even with low settings in Eevee, with screen space refractions off, it took over 1 minute per frame and barely used my GPU at all. In the past, Eevee makes my GPU run at 80degrees! But this time, my CPU was maxed out and GPU was barely used at all.
So, I decided to bake all the physics to key-frames, as I presume this is what was taxing the CPU so much. Even with a powerful PC, baking 3000 objects with 800 frames either took way too long or crashed Blender. Either way, I decided to go 100 objects at a time, which seemed to be working until I tested it at the end. About 200 of the objects moved as they should, while all the others jumped into the 200 that worked properly on frame 3.
Very strange behaviour. Also, when trying to render this, it just crashed Blender instantly.
I'm now going back to a previous save, and baking all the key-frames again. It took me ages and I'd really like to know what went wrong.
Any ideas?
Thanks,
Tom
EDIT: So i went back to a save before I did any baking. I deleted 66% of the objects (leaving 1000) and then repeated the above steps. Eevee now rendering using my GPU and everything seems to work just fine. I guess Blender just can't handle 3000 objects at once. Either that or it's my PC. It's a shame, because I thought my PC was pretty decent.
RTX 2080 TI 11GB
Ryzen 7 3700X 8 core 3.6Ghz
32 GB Ram
Or maybe I did something wrong along the way... Or maybe it's a bug... Who knows! I guess the animation will have to 1000 cylinders falling instead of 3000.
On that note, I did a little calculation. If I tried to "bake to key-frames" all 3000 objects, at 800 frames, that's a crazy total of 2,400,000 key-frames...
I'm now doing 1000 objects at 500 frames, which is 500,000, but I'm not going to bother baking to key-frames. I'm rendering using the cache only which seems to be working as I want.
I'd still like an experts opinion if possible, I'm still pretty noobie :)


texts: Downloaded "Rock Generator" does not show (NOTE: Noob question)

texts:
I am still very new to Blender and 2.8.

I downloaded a Rock-generator. In Mac OSX, Preferences > Install, but when I Shift + A, the file does not show, neither does it show to be selected, while other files do, and are visible with Shift + A  menu.


texts: array rotation while maintaining object rotation

texts:
im currently modelling a ferris wheel with the capsules attached to the rim and i use array modifier to achieve that, although it works with empty object as its offset, the capsules also rotate with the empty object. i actually need the capsules to stay unrotated so it'll looks like gravity is pulling it.
how can i achieve this ? (with array modifier or without array modifier

here's a little image to what i want to achieve

i use dupliverts to achieve this with armature as the controller and it turns out like this :


texts:
I can't join two skeletons/objects together. Ctrl+J is not working. Any help?

The yellow object and the red object are what I want to join together


texts: How to get "Add Modifiers" panel as enum value?

texts:
I need all modifiers list as my custom enum value,
i only know to write this by hand, here for example:
tp_mod = bpy.props.EnumProperty(
    name= "Slect by type",
    items=(
        ('SUBSURF', "Subdivision", ""),
        ('BEVEL', "Bevel", ""),
        ('MIRROR', "Mirror", ""),
        #AND SO ON..
        ),
    default='SUBSURF'
    )

is there anyway the best way to get all modifier as a enum value?
in other word how to make "Add Modifiers" panel as template for enum ?


texts: How to make screw spiral down into a point?

texts: Is there a way to make a screw like object spiral down into a point?  Basically I want a screw modifier on an object and as it spirals it gets smaller and tighter until it makes a point.


texts: Vertex groups after applying mirror modifier

texts:
I have character (with mirror mod), after that I added rig and edited weight paint and then i applyied mirror mod, now I need to export animations and character with ogre exporter but Im getting warning message that some vertex are in more then 4 vertex groups so did find one of these vertex and removed it from some vertex groups and now it is in only 2 ver. groups but again exporter saying that my vertex is in more then 4 ver. groups. I have py script which print names of groups in which my vertex is in and script print that it is in 2 groups, when I do export and run script again the scrip say that the vertex is in 6 groups but in blender the vertex is in 2 groups.
Why Im getting these two different versions of vertex groups, and can I delete older version of vertex groups if blender store them somewhere ?


texts: Where is the setting for changing the appearance of armature bones?

texts: In 2.7x and earlier, it was a simple matter to change the appearance of armature bones from the fat/bulky pyramidal shapes they default to, to some other form.  Where is this function in 2.8x?  I've been looking all over the place to try and find it with no luck.


texts: Assigning different wire or halo materials to different parts of a mesh

texts:
This is a follow-up question to Stephen's Add different materials to different parts of a mesh? As explained there, it is possible to assign different surface materials to different faces of a mesh.  However, the same method does not seem to work when the materials involved are not surface materials.
For example, suppose a cube mesh has two materials and both are wire materials.  If I assign the second material to everything (enter the Edit Mode, select all vertices [A], select the second material in the Properties panel > Materials tab, and click the Assign button), the cube is still rendered with the first material.  I have the same problem with two halo materials.

How do you assign different wire materials to different edges of a mesh? How do you assign different halo materials to different vertices of a mesh?


texts: In the following screenshot, I want the panel which the yellow creature is showed in, to be completely below the other two panels (i.e dope sheet and 3d viewport). It's currently below the 3d view. How can I stretch it to be below of both other panels?


texts: Cannot apply Custom Object to bone - Blender 2.92

texts:
I added a bone to my scene and wanted to apply a Custom Object (Bone properties -> Viewport Display -> Custom Shape ->Custom Object)
But I can't seem to apply it. I tried it in Pose Mode and object mode but nothing happens.
If I open a new file with the standard cube, add an armature and and then apply a Custom Object to the single bone, it works, but in my recent full file it doesn't work.
Is there something I overlooked?


texts:
I am trying to make a gold ore material on my object but I cannot seem to make it look right with different nodes. Can anybody help me?!! I am just learning about nodes so I am fairly new to how they work and it needs to be explained in detail what to do.
This is what I have that is slightly close to what I am looking for...


texts: Has anyone found a way to animate hair particals manually?

texts:
I understand you can simulate the hair, but that's not what I want.

It's too laggy, takes too much time, and I never get the results that I want.

The ideal situation I would like would be to select my subject, switch to particle edit, then scrub through the animation combing the hair to where I would like it to be and adding key frames for it.


texts: Warning from custom panel unable to get Python class for RNA struct ''

texts:
First time posting here so excuse me if there is an issue with this question.

I have been writing a custom UI addon for blender I have taken out the majority of the code and hopefully kept it as clean as possible to replicate this warning. I often use the console window for debugging and when I am using my plugin the following warning is constantly spammed:

unable to get Python class for RNA struct 'MAIN_PT_Mainpanel

The simplified code that produces this error is as below:

import bpy
import numpy as np
import mathutils as m
import math
import os

bl_info = {
    "name": "Generation tool",
    "description": "",
    "author": "",
    "version": (0, 0, 4),
    "blender": (2, 80, 0),
    "location": "3D View > Tools",
    "warning": "",  # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       CollectionProperty
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )

# ------------------------------------------------------------------------
#    Scene Properties
# ------------------------------------------------------------------------

class MyProperties(PropertyGroup):

    sample_rate: IntProperty(
        name="Samples",
        default=500
    )

# ------------------------------------------------------------------------
#    Panel in Object Mode
# ------------------------------------------------------------------------

class Main_panel(Panel):
    bl_label = "Generation Settings"
    bl_idname = "MAIN_PT_Mainpanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Generation"
    bl_context = "objectmode"
    @classmethod
    def poll(self, context):
        return context.scene is not None
    def draw(self, context):
        layout = self.layout

class General_sett_subpanel(Main_panel, bpy.types.Panel):
    bl_idname = "SUB_PT_Gensett"
    bl_label = "General Settings"
    bl_parent_id = "MAIN_PT_Mainpanel"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        layout.prop(mytool, "sample_rate")

# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (
    MyProperties,
    Main_panel,
    General_sett_subpanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

I would appreciate any help you can offer me. Thanks in advance!


texts: How to have a string work with the keyboard events in the GE?

texts:
Here's my simplified code:

import bge
from bge import logic

cont = logic.getCurrentController()
own = cont.owner
keyboard = bge.logic.keyboard
input_just_activated = bge.logic.KX_INPUT_JUST_ACTIVATED

primary_input_key = "SPACEKEY"
p = "bge.events." + primary_input_key

primary_input = keyboard.events[p]

if primary_input == input_just_activated:
    print("it worked!")

As the code suggests, I am trying to print "it worked!" into the console by keyboard input. It works when using keyboard.events[bge.events.SPACEKEY] as it is in its proper form, but when I change it to "bge.events." + primary_input_key it seems that it changes its form, making it no longer working. How can I have a string be converted to fit the game-engine's logic's keyboard input's form?


texts: After answering the question Always render the visible objects I realized that,  rather than running the script manually, it would be easier to have it run automagically, once, before rendering (that includes the building BVH phase),  however,  I couldn't find a way to do this.  How would that be done?


texts: is it possible to export an ico sphere as a collection of triangles?

texts:
I'd like to export an ico sphere as a collection of triangles defined as position and rotation, the ply format is great to perform later analysis but it reports individual points, I'd like something similar but that reports the center and the rotation for every face.
Is it possible?


texts: Hair particles render not same as 3dView(Eevee)

texts:
Hair particle renders are not same as in 3dView(Eevee).
Hair is using Principle Bsdf shader and  camera is set to Orthographic.
Force and turbulence fields are applied to it.
How to resolve this?


texts: Is it possible to open a script which contains a function which a button executes?

texts:
I'm trying to find the scripts which execute blender functions like
bpy.ops.mesh.primitive_plane_add(),
but I can't find those scripts. If anyone knows how to do this, please reply.


texts: So I am rigging a fox mesh, and the method I used of inverse kinematics isn't working like it has on numerous quadrupeds I have rigged. So the leg has four bones in it. Now I put the IK on the second bone to the bottom, and set the chain length to three. Problem is the top two bones won't bend when manipulated but stay in the bend then started in even when I move target. But I did the same thing with the front leg and it works fine I can't find any differences. I have seen many complaints about this happening after setting a pole target but I haven't yet and its still happening, any ideas?


texts: Is there a way to make the ocean modifier fake foam spray? I already displace the water with dynamic paint, but I still am stumped as to how to create the foam. I'm assuming it's a particle system of some sort, but I'm not where to place the emitter or what general settings to change (I just need some general tips).


texts: How to wedge in, or extrude triangularly?

texts:
Or how to go from this

to this

I know it can be done with the knife or by extruding an edge and then delete faces and recreate them, but both solutions seem too complicated for a single thing that is so often needed. The same applies for creating a wedge out, though that is a bit easier.


texts: PC "not responding" when I use the Subsurf and Bevel modifier at the same time

texts: Blender "not responding" when I use the Subsurf and Bevel modifier at the same time. That is the only time Blender does this.  Anybody an idea what could be the cause?


texts: How can I make a ramification with curves?

texts: I'm using curves to make a ramification because I need to model 3D veins for another bigger model, the interior of the human body. Is there any way to make a ramification with (Bézier) curves, or should this be done in a different way?


texts: PVRGeoPOD add-on is not found from preference after installation

texts: I downloaded the add-on, PVRGeoPOD (Mac) from here. Then I double-clicked the downloaded .pkg to install on my Mac.  But when I want to activate it from the Preferences in Blender, I can't find the add-on.  Could anyone tell me how to install the add-on please?


texts: Is it possible to execute two functions on a Pie button via an additional key pressed?

texts:
The mesh hide has two options, hide selected or hide non selected.
So you need two buttons, but could it be possible to simply call the pie menu and then with an addition button pressed lets say RMB execute the other options?

this would be like this:

Shift+Alt+ RMB calls the Pie menu

LMB executes hide selected
MBB executes hide unselected


texts: make Blender displays vertex color of unselected faces, WITHOUT Blender's white-mix foggy mask

texts:
The below image shows the vertex color of an object.

The vertex color of left & right parts are exactly symmatric (R,G,B,Black,White).
However, if I select only right faces, the left faces will be fade (show below).
When I paint, the white-mix-looking of unselected faces (half left) makes me confuse.
How to remove the white foggy that the blender paint over unselected face?
I still want the white outline to show.

The setting should be somewhere in Preferences>Themes>3D Viewport, but I can't find it.
It is probably in overlay setting (in the below image), but I can find a solution without turn wireframe off all together.


texts:
Is there such a thing as a generic custom data layer in Blender that holds Strings, Booleans, and Enums? I'm trying to create a text box in edit mode that holds a user input note on a given mesh. Unfortunately, it seems that the note doesn't stay with the given mesh. When another mesh is in edit mode, the same note from the previous mesh is there.
Is there another way to do this other than a custom layer? Is this because the text is registered?

import bpy
from bpy.props import *
import bmesh

# ---
# String Properties
# ---

def initSceneProperties():

    bpy.types.Scene.StringType1 = StringProperty(
        name = "String1")

# ---
# Layout
# ---

class LayoutPanel(bpy.types.Panel):
    bl_label = "Test Text"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "mesh_edit"

    def draw(self, context):
        scn = bpy.context.scene
        layout = self.layout

        row = layout.row(align=True)
        col = row.column()
        col.prop(scn, 'StringType1', text="")

# ---
# Registers
# ---

def register():
    bpy.utils.register_module(__name__)

    initSceneProperties()

def unregister():

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

D. Skarn, I came up with something like this as far as to how it should operate. If you start Blender fresh, run the script and add a cube (named "Cube"), then add text to the text box, it will hold that data. If you create a second item (Cube), put it into edit mode, the text box will be blank and text can be entered. You can switch between both items and each object will hold it's text data. I just don't know how to make it so that it is more elegant and doesn't require actually naming the object explicitly. So I guess somehow detecting a new object and instancing the property data? Will property groups do that?

import bpy
from bpy.props import *

# ---
# String Properties
# ---

def initSceneProperties():
    bpy.types.Scene.naming = StringProperty(name = "String1")
    bpy.types.Scene.naming1 = StringProperty(name = "String1")

# ---
# Layout
# ---

class LayoutPanel(bpy.types.Panel):
    bl_label = "Test Text"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_context = "mesh_edit"

    def draw(self, context):
        scn = bpy.context.scene
        layout = self.layout
        obj = bpy.context.edit_object
        objectOut = obj.name

        row = layout.row(align=True)
        col = row.column()
        if (objectOut == "Cube"):
            col.prop(scn, 'naming', text="")
            print(scn.naming)
        else:
            col.prop(scn, 'naming1', text="")
            print(scn.naming1)
# ---
# Registers
# ---

def register():
    bpy.utils.register_module(__name__)

    initSceneProperties()

def unregister():

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: How to add a new matter for physics in blender ? (aluminium, titanium etc.)

texts:
I couldnt find a way to add matters to blender. I need it for calculating object mass. When i do calculate the mass, blender appears me some options to set the matter (iron, brass etc.) and of course there is a "custom" option. How can add my "custom" matter to that list? I dont want to choose custom every single time i do calculate...

As you can see, there is a matter list that comes with blender. I wanna add my custom matters to that list. So i'll be able to select my own matter quickly...


texts: Plane Boolean modifier doesn't see a text object

texts: I am trying to do a title and credits in a way of a simple motion graphic text reveal but when I add a modifier to a plane it doesn't see any text object to apply a difference operation to.


texts: Trying to connect inside and outside of cylinder

texts: I am trying to connect the outside of a cylinder with the inside with edges so I can subdivide it to make a vertex group of the outside only but at the moment I have no edges so when I select the outside vertex's it selects both the outside and inside.


texts:
I've spend all my yesterday painting a model, but today when I load it up the texture is no longer fully showing - instead, I only see the base color I picked when creating the texture. In the "Active Tool" I can still see the mini-icon of the the full texture, so I stil quite hope the work is not lost.
Thanks for any help, and sorry for my poor English


texts:
I'm trying to create a lightsaber sword in blender and im using Volume Scatter for the glowing part of the sword. But the object with volume scatter is completly black. You can still see the sword inside but you cant see the handle because the volume scatter object is too dark and the handle is black. So is there any way to make the volume scatter object invisible?

Here is an image to show what im talking about


texts: Is there a way to get an average value in material nodes? I am only aware of this option in compositor: https://docs.blender.org/manual/en/dev/compositing/types/output/levels.html


texts: How do I convert my file into an avi AFTER it being rendered

texts:
Someone asked this before, however, they had not rendered yet. After I rendered, my volume wasn't working, so I re-added it... everything's working now, I just need to convert it to a .avi.

This is for a Youtube Intro.

Image of my screen -- again, I have seen it before, but when I opened this morning, I messed with the screens like the amateur I am, I'm certain everything's there, and rendered.

Here's what I did;
I downloaded (http://ifreshd.com/top122-n52-blender285)
I then clicked a blender file, (http://prntscr.com/caanwr) which was found in the downloaded file.
I edited the blender text to say the name of my Call of Duty Clan
I checked to make sure the music was working, it was, and the animations were on beat.
I selected Render Animation.
This took about 6 hours.
After that, I tested everything, the music wasn't working.
The music is now working, but I can't convert it into a .avi file and need help doing so.


texts: How to make the film transparent for other render passes?

texts:
I have a scene to be rendered with Cycles with multiple passes like AO, diffuse dir-indir, normals etc.

Now the problem arises over here that I'm getting only the beauty render (i.e. the combined final render) with alpha/transparency, but I want all of my render passes to be transparent where there's no background.


texts:
I am relatively new too blender and finished a model i want to animate now.

The rig is working (i used rigify) and i managed to rig/parent the clothing as well (pants/tshirt).

But i am struggling to find a way to rig the shoes so they can deform with the rig, as the are composed of multiple objetcs (rivtes, laces, mesh etc)

I tried to join all the objects before parenting with auto weight and it still does not work.
The differents object behave independently (see screenshot)
I tried the data transfer method and nothing moves.

Whats would be the ideal worflow to achieve this?

Thanks in advance.


texts:
Blender 2.8.

Edit Mode

I press the B key and drag out a particular selection. I want to repeat that exact size box selection on another portion of the mesh. How would I go about this? I have a fairly dense mesh and I want to avoid actually counting the box selected faces in order to repeat the same size selection on another part of my model.


texts: How to connect N number of values to RGB combine node and to have all possible variations

texts: I have created a node with 21 outputs which I want to be connected to RGB combine node and I want some way scroll through ALL the variation with ability to know the variation of inputs. Can anyone suggest a way to solve this problem?


texts: “Baking” incorrectly gives the size of the texture

texts: I am building a house. He pulled on all the walls and the floor textures, and the fact is that for each wall and floor I made an individual texture size (they themselves are of different sizes) so that they are all the same. For example: I attached the texture of bricks to the wall, and they look too huge in relation to other walls. I decided to expand the area between the "peaks" in the UV mapping, and the bricks decreased. So, now when I select the whole scene, I make an automatic scan in UV and I go to bake it all - after baking, these textures look just as unnaturally large and the dimensions I asked did not survive. How to fix?


texts: i am trying to model a car rim in blender. i modelled it with using mirror modifier and array. When creating some edge loops for sharp edges it is not appearing same on both sides of the mirror modifier instead Edge loop automatically get snaps to nearest vertex at the end of loop. I tried reducing the distance in array modifier, but its not helping. and also blender crashes when i do so. pls help. Screenshot attached for your reference


texts: How to enter the interior spaces for render

texts:
I have imported a 3d model from Archicad to Blender. I want to render interior but I'm not able to enter the interior spaces.

Here is a screenshot of the 3d model.


texts: How can I make a mirror which reflects only chosen things?

texts:
I'm making an animation and I would like to make a mirror which reflects only things which I choose. To be more specific, two characters are going to stand in front of the mirror, but there would be reflection of just one of them, like on this picture below:

Is there an option to make it in Blender?


texts: How can i randomize the position of particles even more?

texts: I'm trying to do a Asteroid belt, as you can see in the image the first one works well (for its own size) because the asteroids have a lot more random positions that the big one, but that's the problem, in the bigger asteroid belt, i made a different particle system, based in one single asteroid, rotated (and it still works grealy) because if i add a group as particles, the groups are too notorious and i want to make this as natural as possible, is there any way to randomize even more the particles, like in the small asteroid belt i did?


texts: How to move an edge loop along the normals of each edge?

texts:
I've got a bit of a problem where I want to move an edge loop along the normals of each edge. If I have gaps between the selected vertices, it works fine - as shown below.

But I want to move the whole edge loop, not every second vertex/edge. When I have individual origins selected and normal orientation and I press G then Z Z, it seems to move along an average normal for the whole edge loop, as shown below.

Sorry if I haven't explained this well.


texts:
I would like to use the collision and the cloth modifier to fit perfectly the shirt and the pants (created with adobe fuse) to the body of my character. I've created the character with the manuel bastioni lab 1.6.1 without IK and with muscles. After having created and finalized the character,I've imported a BVH file. So,with the character in rest position,I've added a collision modifier to the body and a cloth modifier to the pants and I've clicked on the "play animation" button but it didn't work : the pants become shorter as long as the animation goes forward. I've attached some pics to show you...

collision modifer added to the body :

collision modifier parameters :

cloth modifier added :

cloth modifier parameters :

This is what happens :


texts: Blender crashes while rendering in GPU but not in CPU

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I've just started using Blender a few days ago so far I've made a neat little donut.

http://imgur.com/a/2nV7Y

I have no problem rendering the scene with CPU but when I choose the GPU Compute setting, Blender crashed by itself.

Here's the user preferences of my Blender 2.78c:

http://imgur.com/a/dDHjH My graphics card is AMD Radeon (TM) HD 7450A Graphics.

How do I prevent Blender from crashing while rendering with GPU?

btw I'm using Cycles Render


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I'm cutting a project in the blender "Video Editing" tool, and I am working on my rough cut. To be able to send it and watch it outside of blender, I'd like to render it with the "Workbench" renderer.

When I simply hit play in my timeline (and make sure to clear the cache with Ctrl-R) I can watch my cut in real time, it renders immediately.
But when I render my animation with "Render -> Render Animation" it is a lot slower. It is nowhere near real-time rendering. I'd say it takes about half a second for each frame.

I've set the Sampling to "Single Pass Anti-Aliasing" for both, the Render and the Viewport settings but it didn't change much.

Is there something else I'm missing?

My viewport and the rendered version also look identical from what I can see...


texts: Can't find the palette to alter new objects

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When you add a new object into the blender scene, normally on the tool shelf a window will become available where you can put in the objects size or number of vertices etc.

These options:

For what-ever reason, when I now add an object I am no longer seeing that area where I can alter the measurements. Currently I want to use the Spin function but I need to alter it but I have no way of effecting how the spin operates.
Does anyone know what I have done or how to fix it?


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I am talking about integrated textures like Clouds and node setups in general.

It is working by default or not? And can it be enabled without baking textures to images?


texts: My viewport render does not match the final render, it's more zoomed in for some reason

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This is what my viewport render shows

This is what happens when I render the first image


texts: How would I vary the emitted color of a 'window' (face) on a mesh?

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I am attempting to create a city-scape. Along the way, I want to create some variation in the Glass material so that, when instanced, aspects of the mesh's appearance will naturally vary. In the current exercise, I am attempting to add further variety to the 'lights' visible in the glass textures found in the two (lower right) buildings in the image below:

You can see that I've included a musgrave texture in order to create the illusion of patchwork-illumination in each of the windows. In fact, here is my current node setup:

What I am trying to do:
You see that constantified-color ramp? Well, what I was starting to develop was an idea that a particular window (not just the musgrave pattern on top of the window), would be a different color (simulating the slightly different light shades used by bulbs). Any ideas how I would actually make this happen?
Clarification based on comment feedback: I am attempting to achieve this for a single mesh, not separate objects.
Many thanks for your attention.
BIG thanks to Jachym for their help. Here is a demo of the finished product:

The final material (below) is a far simpler collection of nodes than I started with:

There is still an outstanding issue (minimized by the current composition) where glass that is not emissive (due to being in the 'black' part of the musgrave texture) renders out some artifacts; I will post a separate thread to address that. When fixed, I will update this thread.


texts: How do I rearrange/sort/organize objects within the same level in the outliner (without collections/parenting)

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Is there a way to drag and drop objects within the outliner? What I'm looking for is similar to middle click dragging like in Maya, or left click dragging layers around Photoshop's layer stack.
I tried unticking alphabetical sort, but that forces it to be arranged by order in which they are added.


texts: How to export whole scene so I can import it in Illustrator?

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I am creating a book cover and I want a 3D illustration in it. My cover should display a 3D object exactly as it looks in design mode (surface view). This is my scene:

I would like to be able to import it in Illustrator as it looks like in the picture (like no colours, no materials, just the raw surface object).

How to achieve it?

No screenshot

Of course this would be possible by just taking a screenshot, but I want a vector object that I can manipulate inside an Illustrator picture, also it matters to me when it comes to the quality of the picture.

Freestyle add-on

This add-on is very strange, it only exports paths so what is exported in SVG is a path and that's it. How about surfaces?


texts: Faces with separate materials slot are transparent?

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I'm a beginner, and I'm modelling a hard surface object in Blender 2.93 alpha. I've assigned a different material to some faces to add decals. For some reason, those faces are shown as transparent in the viewport. The normals seem to be okay. Why does this happen? See screenshot below, the faces that are red are the offenders. It seems like they're red because you can see the inside of the model?

It seems like this issue is mostly a problem when viewing face orientation. Here's a screenshot without the face orientation and normals showing:

Here's the node setup for one of the decals (had to do a lot of ungrouping) and material properties for the object:

For some angles, it sort of looks like there are several overlapping faces with opposite normal orientation, but I've tried merging vertices, and it doesn't make any difference.


texts: I am trying to convert a .stl model into a wireframe, but it always gives me annoying long lines coming out the side.


texts: I wish to get some advise for 1 MASTER and 9 SLAVES PC for performing rendering over network. I need to know if I CPU versus GPU rendering is faster? If yes then I will buy more powerful CPU and use a low-end graphic card.


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I had a fiver.com contractor create some models for me, and when I open the .blends I get this error (though the files open perfectly well whether I accept or not):

I'm having trouble finding any specific versions of the error online, but I'm kind of getting hints that it's a Maya crossover thing.
I tried opening the console in the file but there's nothing there to read.  I also ran Python in the Terminal while opening the file and allowing execution, but there was nothing to see.
My question is: is this anything to worry about security-wise?  Did I open myself up to an exploit by executing it?
System: Catalina 10.15.7 Blender 2.80


texts: How work with CAD 'stl' imported object files

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I imported a CAD drawing of an airplane in 'stl' format into Blender.  I left the windows out, because I want to make them clear glass.  When I import the window separately, in 'stl' format, I am unable to make them glass & transparent.
WFR