texts:
Ok I have a lot of glass in my scene but these shards I have on the floor, regardless of denoising settings or otherwise, that do not appear clear but rather get blown out into white.

Denoise settings, yet they are still grainy and blown out:

The other glass, like on the eyes, are clean and have reflections. Whats wrong here?


texts: How can I initiate transform operations through python?

texts:
I'm trying to figure out how I can initiate transform operations like grab, scale and rotate. I don't want to execute the transform, just activate it so you can use your mouse and keyboard to perform the operation and accept.

Let me give you some context. I'm working on making a open hardware project to create a 3D mouse with arduino for blender. So far I am able to communicate between the board and blender by the use of python and a serial connection. I managed to find enough info to control the viewport with python so I can use a a joystick in conjunction with a rotary encoder to move around the modal. I would also love to add buttons that allows the user to customize its function to activate common tasks like scale, grab and zoom. Select all is an easy one but those 3 I'm having a hard time figuring out how to start the transform so the user can continue it. Even if I can't initiate the transform, is there a way I can fake a keyboard event though python in blender to make it think the user pressed G for grab?

Thanks, any help will be greatly appropriated.


texts: Script to Toggle Fullscreen Area (Blender 2.8)

texts:
I am working on a script to automatically take screenshots of a dataset of .stl meshes and I’d like to have only the .stl object framed, that is with all menus, tools and other buttons hidden. The result I am trying to achieve with a script can be reproduced with the CTRL + ALT + Space keyboard shortcut in the UI.
This has already been discussed here, although it’s not working as desired for me. I have adapted the script so it works on Blender 2.8 as explained here, to no avail.
Also, although my issue is similar to that described here, it is neither working for me.
Could anyone help?
Cheers!


texts: How do I export cell fractured text for Element 3D?

texts:
I've seen a handful of tutorials similar to what I am trying to do.  Some are just using cell fracture but don't export it for use in After Effects Element 3D plugin.  Some use the basic fracture tool but it doesn't give me the results I am looking for.

What I've done so far is add text, rotate and extrude.  Then I convert the text to a mesh and apply cell fracture to it.  I then export it with write normals and triangulate faces both checked in addition to the default settings.  At this point the model in Blender looks like this:

But after importing in After Effects and loading into Element 3D, it looks like this:

I've tried doing the cell fracture a few different ways such as using own verts, own particles and both but nothing seems to make a difference.  If it helps, I am using Blender 2.71 and After Effects CS5.


texts: How to Snap/Align Verticies at an Angle.

texts:
I'm making this model and as I'm tweaking and making adjustments, the straight lines start becoming a little jagged. Now, I know about the trick to flatten a set of verts or faces by Scaling on the Z axis and hitting 0. But my un-flattened faces are at a 20ish degree angle. And I need it to be at 20 degrees rather at a flat 0. How would I make a set of verticies snap or align to each other and remain at the same angle they're at currently?

Picture reference on what I mean below.


texts:
I am working on a dice. That dice is placed on a white reflective floor. The reflective floor has a big impact on the look of the dice:

After removing the reflective floor I got this:

Question:

Is it possible to add the reflective floor again and preserve the plastic look of the dice (so no floor reflections on the dice) ?? I work with cycles.

After reading the answer of Faceb I unchecked Glossy in Ray visibility. The result is in the image below. Now I have a dice with a nice plastic look and a floor reflecting the dice but not changing the look of the dice. But now I have this black line "surrounding" the dice. Now ... how to get rid of that ?


texts: Can't select bone in pose mode and object together

texts: I want to select a bone and an object and then go to weight paint mode, but Blender won't let me select the object when I'm in pose mode, the lock object mode in edit menu is unchecked. Why will it still not let me select one bone and the object together?


texts: Force triangles only (or warn user) before exporting with built in blender functions

texts:
I'm making an export script and I want only triangles (no quads or other polygons). To avoid wheel reinvention I'd like to call the "triangulate faces" command (ctrl t while object selected in edit mode) in order to force uniformity before exporting.

If that's not a supported feature I'd be fine popping up a dialog box of some sort warning the user that non triangles were found in the file and won't be included in the export (which I also don't know how to do.)

A working python example of either would be great.


texts:
I am trying to render a still image with a well known Render Farm service. When I upload my file it returns the error: 'Project uses to much memory while rendering. Please check for too many subdivisions.' Trying to render also crashes my machine for presumably the same reason.
Can someone please help me to understand this error and how to fix it?
My file has 2.9m verts. It is composed of a dozen or so arrays which use a set of base objects to generate their iterations. Each of these have solidify and subdivision surface modifiers.
Do I need to reduce the number of polygons? It doesn't seem like that many too me.
To do this can I apply the solidify and subsurf modifiers to all objects, and then decimate geometry? Or is there another way to get the memory usage down for rendering?
Sincere thanks if you can help, happy to upload the .blend just ask in comments please if it will help to see it.


texts: what other option in python keymap line for 'PRESS'?

texts:
I'm noob in this thing so I don't exactly know how to ask this.

so there is this line in a phyton script that responsible for setting key combination that will trigger the 'script', in this case is this one:

kmi = km.keymap_items.new(GPCRot.bl_idname, 'LEFTMOUSE', 'PRESS', ctrl=True, shift=False, alt=True)

so the script run when I press ctrl+alt+lmb, so from there I understand that the 'press' on the line above is responsible for the click behaviour. So is it possible to have other type of click('press'), like for example adding hold function so that the script would continue to run until I release the key?

thank you.


texts: Animation doesn't affect root bone, althought I can move it around

texts:
I have made a mesh controlled by one root bone, I can move it around and set Keyframes, but the thing wont animate..! What have I done wrong?
And another problem: It seems to be impossible to set the origin of the armature so the transform panel in n-menue is zero zero zero, when the origin is in zero zero zero. (that would make it easyer to animate for me)

Greez Lu

https://drive.google.com/file/d/0Bx08abxowgBzX2RNVWsxX1VzU1k/view?usp=sharing


texts: Why is the ring of vertices not complete?

texts: I'm a beginner at blender and I'm trying to make a donut with icing with this tutorial: https://www.youtube.com/watch?v=f5Gb1VK98Wc&t=456s . At 33:30 He shows how to make a curvy edge to the icing, but I can't seem to make it work. He shows how to hide the top of the icing so you end up with one outer and one inner ring of vertices. But when I do this my outer ring is not complete. It's missing one line between two vertices. Should I just simply add a line between these two? And if so, how? Anyone who can tell what I've done wrong?


texts:
Here's what I hope is a simple question.

I have a mesh with a wood texture map and a bevel modifier. The woodblock displayed correctly using the cycles render engine.

The trouble came when I added a remesh modifier then the block displyed correctly in edit mode but not in object mode or when I rendered it.

Please disregard the bad placement of the map  enter image description here


texts:
The UV is not Unwrapping into perfect circles. Nothing but mere twists and turns and distort. Can you help me?

SOLVED: I figured out what I did wrong. I used cylinders instead of circle. No wonder why the UV are distorted.


texts: Hair particle options greyed out after cromping

texts:
Can I really not change the emission number and source ect of the particle system after I cromped the hair?

I am in object mode but the options are grey. So I have to delete edit and cromp again?


texts: How to cut a complex shape into a curved surface?

texts:
This is a torch 1948 Olympic relay torch. I'm stuck on the part where the olimplc rings are cut in the side of the torch. I have the overall shape of the torch, just not the rings on the side of the torch.
I'm modeling this for 3D printing.

I need help to make the cuts and place the rings exactly on the curve of the torch. They have to keep the overall shape of the rings, but match the torch.

I'm looking for a clear and quick solution. I can give you my blender file if that helps, and as many references as you need.


texts: Unable to select bones in pose mode (Blender 2.8)

texts:
This question has been asked a few times in various forms here, but none of the solutions work for me. I have included a short video showing the issue, where I highlight everything.

https://youtu.be/OP9Q6qG978s

Video broken down:

Brand new install of 2.8 (even deleted the data in Appdata/Roaming/Blender Foundation/2.80)
Restriction Toggle for the armature is not disabled
'Lock Object Modes' in Pose Mode whether On or Off doesn't fix it
Unparenting the mesh from the armature and reparenting doesn't fix it

Something I forgot to say in the video, importing that character mesh into 2.79 works and doesn't have any of these problems (opening a saved 2.79 project in 2.80 does not fix it either). Same with other character meshes I have tested.

I genuinely don't know what to do, and neither do my buddies who work with Blender regularly. I have been trying to fix this for 3 days now, and I am very frustrated as it's preventing me from working with any armatures.

Can't Select Bones in Pose Mode (Blender 2.8)

I can't keep my armature in pose mode when selecting another object

Why can't I select bones in pose mode


texts:
I have an imported mesh which is a bent metal tube. I would like to add anisotropy to the material, so I need to UV unwrap it where V goes along the tube. The accuracy of the U mapping doesn't matter.

I already added a seam along the tube on the side that won't be visible, but the unwrapping produces this:

Obviously the 17,000 faces are a bit difficult to handle, plus they are not really as regular as you would like. I don't know how to approach this.


texts: Is there a way to add objects to an empty group?

texts:
I think it is a special case. If I remove objects form a group that group still exists without objects. So I can add objects to that group via Properties / Object / Groups / Add to Group button. The list will show the name of the existing groups so I can add object to one by one.

So the question: how can I add more than one objects to an empty group (not one by one)?


texts:
This single frame took about 2 Hours to render. I plan on making an animation with this scene, so something needs to be done about that. I have all lights (The two Lamps and a sun) set to one bounce. Yes, I am using volumetrics, however I have them set up so it should be minimal;

I'm suspecting its polygons, but I'm not entirely sure. If anyone could check out my file and see if theres a genuine problem with it or if its just some setting I have switched.

I'm rendering with a GTX 1060 6GB.

Heres the .BLEND. It's 500mb by the way (I dont know why it is)


texts: Is there a way to make Cycles render slower to use less GPU resources

texts:
Is there a way to make rendering in Cycles use less GPU resources? Like some console parameters for rendering engine or settings within Blender? I tried render scene with the console (no UI), following Blender wiki example, but it still eats all the GPU and makes it really hot to 70' Celsius. I don't mind if such settings increase render time from minutes to hours, that's kinda exactly what I need to put rendering task do the job over night and keep GPU usage around 50-60% and prevent overheating.

I'm using Linux.


texts: How do you change generated to object coordinates without changing the xyz

texts:
I was just wondering how you change generated to object coordinates without changing the xyz
I am getting a little bit closer to it by adding -0.5 to the generated coordinate, but I'm still missing something. What is it?
On the image, it needs to look like the top and the bottom is what I have tried.

Thanks in advance


texts: No option to create Animation Node editor

texts:
In Blender versions 2.82a/2.83/2.90 I do not have option to create Animation Node Editor, all other 8 general editors (3D Viewport to Movie Clip) are listed (as well as usual Animation, Scripting and Data)

This is after crash using Animation Node Editor (undeleting a Node) but even though have completing removed the Blender directory and ".../config/userpref.blend" and clean reinstall the Animation Node Editor is not listed, what other files do I need to remove?

I can not report bug/ask for help at developer.blender.org as made a mistake with my email address!

This is under 64 bit Ubuntu 18.04.4 LTS, thank you for any help!


texts: Splitting object into meshes with corresponding textures for each in Blender

texts:
I try to split the object into meshes and there is no problem. The main thing is how to split the texture within the separation. I will give an example.
The first snapshot is about spline extrude when i map this one, i get the result below.
But if i separate the pieces below, then each one gets the same texture like the one as whole.
The second picture shows that. Is there a way i am missing or do i misunderstand the way to manage this.
Thanks for reading, i hope you excuse me. I have been reading many topics but i could not satisfy my expectations. Thanks.


texts: Colour bleeding to other objects (only happens in Evee)

texts:
I've noticed this colour bleed from one object to another only in Evee renders. I have added a plain Cube to help show the issue.
When I rebake indirect lighting it disappears briefly before popping up again. It does not show in Cycles. Scene is very basic and removing the irradiance volume doesn't help.


texts: I'm doing a render where the lights mostly come from emission materials applied to objects in the scene using cycles, I've tried using ridiculously high samples but the noise is still very obvious. Is there a way to fix this?


texts:
It is possible to animate the emission of the smoke in smoke sim? I tried to insert keyframes in the fuelAmmount propierty in the flow object but it didn't work.
Thanks.


texts:
This has nothing to do with rendering. I am designing a solar oven and would like to see how the "sunlight", meaning rays falling straight down into the oven, bounces off the parabolic walls of the solar oven and into the oven itself. What I'm imagining something that would look like this:

Pictured is the solar oven (the actual "hotbox" being the bottom part, while the top is the parabola that will concentrate the sunlight)

Is there perhaps an addon that makes this possible?


texts: Why doesn't a value node set to 1 evaluate to pure white in the shader editor?

texts:
I am starting to work with math nodes more often and came across something I don't understand fully. When you preview a value node that is set to a value of 1, the result is not pure white. If I crank it to about 3-4, then I get pure white.

Why doesn't 1 result with maxed out RGB values?
Thanks for any help.


texts: I have a metal arm object I built, it is using a stainless steel material in cycles. I am looking for a way to "age" it by adding nicks, cuts, damage, and possibly rust on the edges?


texts: UV Unwrap model as multiple flat straight strips

texts:
I'm trying to create tank tracks for my own game engine. I want to scroll the UVs so that it looks like the track is moving. I used 'Follow Active Quads' as a start. This helped immensely for the tops and bottoms of the tracks. They only needed a little bit of editing (mirroring/scaling). Unfortunately the sides of the tracks are still curved. As you can see here:

After a lot of manual editing I got them straightened out:

However doing so I made the faces of the sides no longer correspond to the area of the faces in the model. Now I'm starting to think there has to be a faster/less manual way to do this. But after a lot of searching I have not yet struck the right keyword. Does anybody know a good technique to do this?

For reference, here is my 3D model, complete with seams.


texts: How do I fix unwanted sharp edges baked onto a normal map?

texts:
In modeling this knife and handle, I am attempting to bake the high poly mesh onto a low poly version so this can used in game engines, etc. But as I try to bake it, the normal maps aren't looking like I want them to be, I see some smoothing with the jagged edges of the low poly mesh, and the render result is horrendous. I suspect that it could be a uv-unwrapping problem, or that the two meshes versions are more suited for a displacement map, but I am a bit new to this workflow.

Here is a link to the .blend file, knife.blend


texts: How to get around bpy.ops.object.material_slot_assign ()?

texts:
Faced with a problem that causes crash Blender 2.80.
For automation I created a script from a sequence of actions which works great if I run it in the blender console window, or if i Run Script in a text editor.

But when I run this script through the command line without the graphical shell of the blender - he crashed.

Еhe exception method was used to find the reason.
This is the command bpy.ops.object.material_slot_assign ()

She is responsible for applying the material to the vertices in Edit Mode.

import bpy

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.context.object.active_material_index = 1
bpy.ops.object.material_slot_assign()

If I exclude bpy.ops.object.material_slot_assign (), the script succeeds, except that the materials are not used.

Who knows how to get around this command?


texts:
I was making a cup handle so I extruded a face of the cup, then however I right clicked and thought that would undo it. I didn't notice the dent it left though, after that I did a bunch of smoothing on the cup and then when I went back to extrude it, it didn't create the smoothing I wanted. That's when I noticed the dent, I decided to make the handle on a different face, but is there any way I can remove the ugly dent?

P.S I am a beginner so please don't be angry with me for thinking right click was undo.

P.P.S Cup is on layer 2.


texts:
I am making a bracket for three rods in blender and I figured out it is harder than it seems.

I managed to make this by painstakingly placing each vertex in the correct position and I am wondering, is there a better way to do this.

I included an image to show what I am talking about.


texts:
When I generate the rigify rig it seems to make everything flat instead of 3D.
The outside ring with the arrows should be at the feet or origin.
How do I fix this problem.
Thanks


texts: How can I access 'User Preferences' when clicking on it closes Blender immediately?

texts: I need to emulate the 3-button mouse and number pad, which requires accessing 'User Preferences.' But clicking on 'User Preferences' closes Blender immediately! Any answers?


texts: Adding a Hook to a Nurbs Path with Python

texts:
Python scripting
I would like to add a hook to an Nurbs Path while scripting
In Layout :
delete 'Cube'
Add Curve -> Path
change to Edit Mode
select a Vertex ctrl+h
all set and done
Scripting:
# Add Path
coords_list = ([[0,0,0], [1,0,0]])
path = bpy.data.curves.new('_path', 'CURVE')
path.dimensions = "3D"
spline = path.splines.new(type='POLY')
spline.points.add(len(coords_list)-1)
for p, new_co in zip(spline.points, coords_list):
    p.co = (new_co + [1.0]) # (add nurbs weight)
Path = bpy.data.objects.new('_Path', path)
bpy.context.scene.collection.objects.link(Path)

Setting bpy.data.objects['_Path'].modifers["....ID...."].vertex_indices[0] is read only.
Trying to add vertex_groups to the Path just returns a 'None Type'
any Ideas ?
THX
Martin


texts:
I need to select some mesh or curve from a modal operator. I can do it with mesh by using the template "Raycast View Operator" but not for the curve because they haven't got faces and the raycast return face_index. So, how can I select curves i my modal operator ?

Is there an alternative to the "Raycast View Operator" to retrieve a curve under the mouse click in a modal operator ?


texts: Unable to assign materials, maybe a material property setting issue

texts: I'm unable to assign/view a new material(in this case it is "Leather_dark_brown") to an object. I think it has something to do with my material property setting, since it has no problem assigning other materials.


texts: Array on the surface of a shape but not showing the shape

texts:
I'm looking for a way to make a low-poly tree like the image.

What's the best way of procedurally making it? Ideally, I'd like to have those ico-spheres touching each other tightly like the image.
I was thinking maybe I can array a collection of ico-spheres on a sphere or a custom shape, but then I need to hide this shape, how can I do it? Or is there a completely different approach?


texts:
I have this pretty standard rigify rig from MakeHuman best I can tell.

I am trying to add a IK point to the knee like the feet have. Not an pole target or pole vector, I already have those. I want to be able to have my character crawling through the desert like this:
Short YT clip of acting reference
I want to be able to IK the position the knee so my character can crawl. How do I modify the rigify rig to add a knee contact point. I also welcome alternative solutions that can be animated in a in a believable way.


texts: Render layer- or render pass-like options when you can't use Film | Transparency?

texts:
I have a scene containing

An object
An animated screen with an image texture/transparency material, which passes in front of the camera, adding a mist-like effect to the scene
A background/ground, etc
Environmental lighting

In the animation, Screen 2 passes in front of the camera, causing the scene to appear misted or muddy behind Screen 2.

I would like to "hold out" Item 1, the primary object, and produce a series of rendered images in which Item 1 appears as it does with the "screen" down but the remainder of the image appears at each point to reflect the screen's progress.... making the rest of the scene progressively mistier.

The rub: I need the cube to reflect the environmental lighting effects of the complete scene (less the animated scrim).... I can handle this in instances when my background can be transparent, but in this case I need my environment and lighting because of their contributions to my object.

This is a gimped up file, but includes the animated scrim.  All input welcome.


texts: Animation nodes´ path animated camera is not smooth

texts:
I got an animation node script from this question (Is there a way to animate a camera along a curve at specific speed?) and the node tree looks like this:

The setup works well (thanks for Crazycourier), but the problem is now that the movement is not 100% smooth.

The lagging can be seen at the final seconds of the video. It appears as small vibration when the camera looks towards the floor. The lagging might be hard to see from gif so here is the blend-file:

What might cause this odd behavior?

I have tried to set curves resolution to maximum and to bake animation to key frames, but those have not helped.


texts: Color / materials missing in Octane Render?

texts:
Just downloaded Octane yesterday to check it out; it seems pretty good, but I can't figure out how to get materials to show up without actually re-making them.

Any help appreciated.

thanks


texts:
How do I pull up the Edit Dialog after it closes?  I have enabled Math Functions and it works fine; however, after I initially enter my settings in the dialog ("Add Z Function Surface"), the dialog disappears.  How can I pull up the dialog to change my settings?
I am using Blender 2.90.1, Windows 10.
Thank you in advance!


texts: How to build blender with Outliner Branch (or any other branch)?

texts:
I build blender with "Add OptiX device implementation to Cycles" (https://developer.blender.org/D5363). I get it, everything is fine!

But! But I want build blender with outliner branch

I'm doing build now:

 H:

 cd H:\blender-git-28\blender

 git apply D5363.diff

 make update

 make full

Further build in MVS19

A Question:

How me add "outliner branch"?

How me update my build?

Now I build update:

 H:

 cd H:\blender-git-28\blender

 git submodule update --init --recursive
 git submodule foreach --recursive git checkout master
 git submodule foreach --recursive git pull --rebase origin master

 make update

 make full

But its don't working on me (version blender on start screen Blender don't update)


texts: Curve modifier only follows first Spline of a Curve Object

texts:
I have beads along a curve (with array modifier+curve modifier). It works fine and forms a necklace. However, I want to have several subpaths (correct name?) to make up the curve.
I am trying to make a necklace like this:

I would like to use one curve for all segments with similar beads. But only the first subpath in the curve is used.
Like this. You see several curves and arrays. The selected curve is duplicated in edit mode, so it consists of two subpaths. But the beads only follow the first.

EDIT: I want each curve to be slightly different to not make it repetitive. I want to make it look hand crafted.


texts:
Is there any way to hook, parent, or constraint something to a vertex of a particle hair strand? Such as a hair accessory dangling from a braid that needs to move with the hair?

Converting the hair to mesh isn't viable, as I then lose hair dynamics and have to rig some other way.

Scripting solutions are fine too. There must be some way to get the location of a particle hair vertex or vertices from the API. Then you could have an empty copy it or something?


texts: Naming Bones/Objects/Etc in Outline Using Keyboard

texts:
I'm trying to name bones of an armature using the Outline menu with keyboard but:
1- When I highlight the bone using arrow keys, I press Enter/Return to rename but nothing happens
2- Then I go to Edit > Preferences > Keymap > Outline dropdown menu in the function 'Rename' I changed the command 'dbl-Left Mouse' to 'Return' (or Enter)
3- The highlight item using arrow keys (Keyboard) doesn't work when I press Return/Enter key (only when highlighted by moving the mouse). And that's the part I can't understand to change in the Keymap Editor. In the function Outline > Update Highlight by default the command is 'Mouse-Move Mouse' but there's no "Keyboard-Move Arrow" or something similar that I can choose.
Any help is appreciated!


texts: UV mapping artifact - Black edge (alpha area)


texts: how to control player location and trigger animation for rock climbing

texts:
I need to make the cubes trigger a climbing animation and be used to control hand and feet locations. Ideally I would like a script to be able to control the armature based of a cube configuration.

if not this way then how would I get the climbing animations to be triggered and get the animation to line up with the holds?

I really need to know how to approach the problem,
can this be done just with logic bricks or is scripting a must in this case?

really just need to be pointed in the right direction, thanks


texts: Finding the python command for an addon (and using it for "Sapling: Add Tree")

texts:
I'm very new to blender and so of course apologies if the question has been asked before (I searched best I could but am not entirely 100% on the nomenclature). Also fairly new to python but have some experience in other languages.

I'm trying to use blender to generate trees which vary defined axes. For the sake of the question, lets say I want to generate trees using the Sapling add-on (it seems like the easiest way?) which have random base splits and levels (to take two obvious parameters).

I understand how to add objects and manipulate the camera etc. using python but don't get how to work out the command for an addon.

For instance I get how

bpy.ops.mesh.primitive_cube_add(radius=1, location = (0,0,0))

adds a cube of radius 1 at that location, but don't know how to find primitive_cube_add from hitting SPACE and then Cube.

Ideally I'd like to do the same for the sapling addon, e.g. something like:

bpy.ops.mesh.add_sapling(levels = randint1, base_splits = randint2)

Hope this is clear enough, I can clarify anything I've left confusing.

Thanks,


texts: Should I add a sun lamp when using an hdri environment?

texts:
In experimenting with an hdr environment texture for the World (with Cycles), I do not see very pronounced shadows in my scene even though the image has an uncloudy sun.  I expect my objects to cast shadows because even though the sky is bright, the sun is much brighter.

For outdoor scenes, is it typical practice to use a Sun lamp in addition to the environment texture or am I missing some other setting?


texts: How to make the skeleton move relative to the bone that is touching the floor using animation nodes

texts:
I am trying to make the skeleton to move relative to the bones that are touching the floor using animation nodes.

What I did is calculate the difference between the current and previous positions of the bones and apply the difference of the lowest bone to the root bone.

Here is the blend file:


texts: Is it possible to get nx, ny, and nz values of an object's coordinates in blender?

texts:
So in trying to do a script that writes these values, specifically for an object's XYZ coordinates for either the direction the object is facing. I've messed with matrix stuff before in blender but I'm not quite sure how these in particular would work.

Edit:
NX, NY, NZ determine the direction the object is facing by calculating the normal the triangle the point is over.


texts:
I got the following line drawing in Illustrator.

As I export it as SVG and importing it in Blender. Blender automatically creates from the seperate lines closed Curves.

How to import a SVG without closing the curves?


texts: Shortcut for operator context panel (redo panel) in 2.8?

texts: Is there a shortcut or a plugin that helps expands this context menu automatically? This extra mouse maneuver and click is quite exhausting in a bigger project when compared to before 2.8. Thanks.


texts:
How to go about modelling this roof shape in Blender?  I started off doing it in Tinkercad and then importing the STL file but that seems to have side effects and doesn't result in a model which is easy to work with. I've been advised to model directly in Blender but having followed some "roof tutorials" I'm struggling to replicate this roof shape (and create the overhangs):

I guess what I'm trying to do is raise up the vertex A (see below) to create the ridge, but then somehow pull up the vertex B (see below) proportionally so that it creates a planar face?   Or am I simply going about it the wrong way?

Here is my .blend file:

Thanks!


texts: I was working on a smoke sim in 2.78c and when I tried to render, I got nothing. I noticed my device was set to GPU Rendering (with no GPU in my laptop) so I set it back to CPU. Nothing. I checked User Preferences, and it shows None in Cycles Compute Device. I reloaded the factory settings, but it still gives me nothing for compute devices. I'm pretty sure I still have a CPU...? Anyone know what might be causing this?


texts:
I have an animation with a glitch inside it, a wrong position, which I'd like to remove, but cannot find a way to do it simply and thru. This is supposed to be easy, so probably I'm missing something:

I've marked the wrong pose at frame 26, corresponding to the body to the right which sit still, while he should be backflipping.
How do I remove this pose? The immediately previous and following ones are correct.
Thank you.

EDIT: the blend.
https://drive.google.com/open?id=1A8jLuwVmanUdaWsiUq2yyVkTclzNR3l8


texts: Save copy of scene without locking interface

texts:
i use  bpy.ops.wm.save_as_mainfile( filepath = new_path, copy = True, relative_remap = False, compress = True )
but while scene is saving i can't use interface. How i can save a copy of scene without interface locking.


texts: Is it possible to invert the SSS shader effect?

texts: I need to achieve the effect of inverted SSS (the opposite to the one pictured below), where most of the scattering is inside the object, not outside. Tried using Color-->Invert and Math nodes. Tried using a negative values of SSS node also. Wonder if it's even possible to do in Blender?


texts: Calling delete() operator after revert_mainfile()

texts:
I have a script that tries to derive several blend files from the same source file. However after a while I realised that the delete() operator apparently doesn't work after reverting the file. I could nail it down to this, that can be run with the default startup scene.

import bpy

# if this line is removed, delete() behaves as expected.
bpy.ops.wm.revert_mainfile()

bpy.context.scene.objects['Cube'].select=True
bpy.ops.object.delete()

Expected result: Cube should be deleted.

Actual result: Cube is selected, but not deleted

Feature? Bug? Something I don't understand about how scripts operate when loading/reverting files?

This can be tested by copying the script in a text window and hitting 'Run Script'

EDIT: It's been suggested that I should refresh the UI to see the result. This is irrelevant to the problem. (As I did) you can confirm that nothing was deleted programmatically.


texts: Selecting Mitsuba Renderer Crashes Blender

texts: I'm trying to render an animation using Mitsuba in Blender on a computer running Ubuntu 14.04. However, every time I try to select Mitsuba as the render engine, Blender instantly crashes. Trying to export a Mitsuba XML also causes a similar behavior. I though that the executable path was the problem, but when I set that path to /usr/bin/mitsuba, it still crashes. How can I fix this issue?


texts: How to get Properties Editor tabs context for the active object?

texts:
I'm trying to find the available Properties Editor tabs of the active object. bpy.context.space_data.context (when accessed inside the Properties Editor) indicates which tab is being displayed and can be used to set the active tab. To do this with code you should know ahead of time which tabs (panels, menus, etc.) are available for the active object (i.e. armature vs a mesh type). For instance if you set bpy.context.space_data.context = "cheese" (while in the Properties Editor) with a mesh object active you get this error message:

TypeError: bpy_struct: item.attr = val: enum "cheese" not found in
('TOOL', 'RENDER', 'OUTPUT', 'VIEW_LAYER', 'SCENE', 'WORLD', 'OBJECT', 'MODIFIER',
'PARTICLES', 'PHYSICS', 'CONSTRAINT', 'DATA', 'MATERIAL', 'TEXTURE')

Are these values stored in the object context somewhere? Is there some other way I can access a list of available Property Editor tabs context for the active object, or will I have to map these out manually? space_properties.py doesn't seem to be much help here.


texts: How to use Blender Filmic in After Effects?

texts:
Getting Blender’s filmic into After Effects with EXR. When importing the config.ocio file from the Blender’s color management file into OpenColorIO in After effects I get config failed sanitycheck. The role “xyz” is in conflict with a colorspace of the same name.
Does anyone know a solution to this? I cannot get linear to Filmic sRGB without it accepting the confic.ocio file.


texts:
What would be the best way to create multiple articles of clothing/armor to be compatible with multiple different character models of varying shape and size?

For example, if I have a character mesh and I extrude his stomach out a bit more and save that as a separate mesh then design an armor piece for the first mesh, would there be a way to have that armor piece recognize the changes between the two meshes and adjust accordingly?


texts: How to use mathutils.geometry.tessellate_polygon()?

texts:
I have troubles with this function:

mathutils.geometry.tessellate_polygon(veclist_list)
Takes a list of polylines (each point a vector) and returns the point indices for a polyline filled with triangles.

What is a polyline?
http://www.travellermap.com/tmp/delaunay.htm
I thought I can just throw a list of Vectors() at it like in this JavaScript example but apparently not.


texts: How do I add a focus effect to a scene in blender

texts: So I'm trying to render a scene in which a character is taking a photo of another character, The angle will be from the side of the second character who is posing for a photo. I want the character to be blurred to give it a focus effect, How do I do this in the simplest way possible? Keep in mind I am in blender render.


texts: Issues with cloth simulation. How to turn off wind?

texts:
I'm having several issues with cloth simulation. Trying to use it with two characters so I can render them and use them as sprites in a game. I've been messing around with all this settings for hours and I just can't seem to get it right...

Issue with both characters:

There's wind coming out of somewhere (moving the cloth) and I have no idea how to turn it off, never added any wind or anything. Even increased the gravity to -20 to see if that could make it heavier but the wind still affects it, and it still jiggles.

Issue with the poncho character:

I need to make the poncho heavier and nothing that I do affects that... the screenshots of the physics tab settings are from this character, the settings used for the gif. I need it to be a really heavy poncho, like those that make you sweat just from seeing someone wear them when it's not winter.

Issue with the sword character:

The cloth won't collide with the body (and yes, the body has the collision modifier turned on). I can't upload the file but I can provide you with screenshots and recordings, what do you need??

Please, I really need to fix this, any idea or recomendation for the settings is welcome. Or any other way of doing this that's fast and looks nice.


texts: When using spotlight as a projector, the projected image is consistently slightly offset in rendered image

texts:
I am attempting to simulate structured light 3D scanning within Blender (v2.78c), however have encountered an unexpected alignment issue that I have have not been able to resolve thus far.

I have isolated the issue in a simple blend file which has:

One simple plane surface to scan
One camera

2001x1080 resolution (and retested with 2048x1080)
49.134d FOV

One spotlight

49.134d FOV
same position and orientation as camera
distance of 10.44 that lies on the plane
constant falloff
blend of 0

The assumption was that rendered outputs from the camera would produce single lines captured exactly corresponding to the images projected, however the center of the captured lines appears to be consistently offset.

The simple blend zip file also contains three images to be projected, and their rendered captures, each is black with a single pixel vertical line at x=500, x=2000 and x=1500. Here are the captured lines, zoomed in:

The gray column to the left of the center of the captured line is consistently darker than that of the gray column to the right of the captured line, meaning once sub-pixel accuracy is calculated, the column is always computed as being located slightly to the right of the actual column. The expected output is gray columns of equal intensity either side of the captured column, given the same location/orientation of the camera and spotlight, and the same FOV.

If anyone could shed some light (pun intended) on the possible cause and/or resolution of this issue, it would be most appreciated.

EDIT: Here are the captures using a camera resolution of 2048x1080, unfortunately the issue persists in an updated blend file.


texts: Why Does The Camera Make Weird Angles when animated?

texts:
I have a simple animation wherein i show one angle, then switch to another and back. My problem is that the camera makes big angle change. How do you do a smooth transition without adding so many key frames to let the subject stay in frame?

Please see video  enter link description here

I just want the camera to move to Top View without zooming in in between frames.

Thanks


texts: When trying to deselect with Shift + Click, Blender instead selects the objects that are behind

texts:
Selecting objects that are behind is useful in some scenes, but once I have a group of objects selected, and I again select a selected object, I think the expected behavior should be to deselect that object, not to add more selection.
Is there a way to avoid this or is there a shortcut or something to tell Blender that I actually want to deselect that object and not add to selection with those behind?


texts: When I enter sculpt mode half of my model goes missing?

texts:
When I enter Object mode, both sides of my model shows.
However, when I enter Sculpt Mode only half of my character shows up.

This makes it difficult to sculpt without seeing both sides.

i have put one mirror and one multiresolution modifier on my model that I have just made. I have clicked subdivide twice and would like to start sculpting.

I'm new to blender, so I believe the fix may be simple like I forgot to hit a key or something? Any ideas on how to fix this?

Any help appreciated. Thank you for your time.


texts: Apply scale/rotation - shrinks mesh/rotates mesh 2.8

texts:
I'm completely new to Blender and am trying to rig a friends model he created awhile ago. I've got a tiny bit of experience rigging in Maya and 3ds Max and I think that the reason I'm having the issue is because my meshes scale and rotation isn't freezing/applying.

When I imported the model I scaled it up to the right size and rotated it for the same reason.

I've tried applying all transforms to delta, setting origin to 3D cursor and all the various "apply location etc" it just always reverts back to the tiny size and wrong rotation.

What am I missing/doing wrong? please help, thanks. Two screenshots below show before and after applying "apply transforms" NOTE: this is in 2.8 latest version.


texts: Can i use scenes in VSE to group video tracks?

texts:
I am doing my first steps in Blender's VSE and i am trying to familiarise myself with the workflow.

I am trying to edit several video clips to produce a single output video and i would like to somehow group some of these clips together to apply common color correction, time manipulation etc and to unclutter the main timeline. For this i created a new scene (let's say scene2) by either Copy Settings or Full Copy, moved some of the clips from my main scene (let's say scene1) to it and then on the main scene i did Add > Scene... > Scene2. When i try to playback on the main timeline though, on the part of the Scene2 i either get a blank screen or a square 3D object.

What am i doing wrong? Is there a better way to achieve the same result?


texts: Textures working in Blender 2.79, but not in Blender 2.80

texts:
I understand that Blender 2.80 is in beta, but this seems like a glaring issue, so I imagine I must be doing something wrong here. I've been doing 3D modeling and animation on-and-off for the past 10 years (mostly in Maya or old crap like Strata 3D), but I'm very new to Blender itself.

I've downloaded a Blender model, but the textures don't appear to display properly. If you want to examine the file for yourselves, here is its listing, and here's a direct download link (in case you don't want to make an account on that site).

Anyway, here's how it looks in Blender 2.79:

2.79 Blender Internal Render:

Meanwhile, in Blender 2.80 Eevee:

And to make sure it's not an Eevee bug, here it is in 2.80 Cycles:

I'm sure I'm just missing something obvious here. Any ideas what the issue might be? Thanks in advance!

EDIT
I just realized that the 2.79 render was using Blender Internal, not Cycles. And when using Cycles on 2.79, we get essentially the same result as 2.80:

So this may not be an issue specific to 2.80 after all. Have any of you encountered a similar issue?


texts:
td;tr I'm trying to do my hello-world with creating my own normal maps. I've took this 40-second lesson. I'm doing exactly as in the tutorial. This is my "low-poly" cube.

This is my "high-poly" cube.

Node setup

And selection during baking, just in case.

But instead of correct normal map I get this weirdness.

Can anybody explain why this happens, please.


texts: What is the expected format fo scripted drivers?

texts:
After adding drivers to rotate the wheels when a car model is moved the wheels at one side of the car rotate clockwise (CW) but the wheels on the opposite side rotate counter-clockwise (CCW).

I want to animate the car and the wheels should move independently from the direction of movement. I first tried to use the distance to an empty like this, but it this leads to the CW/CCW problem. Changing the sign of the rotation would probably fix this, but it seems that there isn't an option for changing the sign of the driver value.

A scripted expression tested in the console window:

>>> print(bpy.data.objects['Mazda'].location.y)
-0.30693674087524414

Doesn't work in the script input field:

What format does Blender expect here?


texts: How to add edge loop parallel to an axis rather than relative to mesh

texts: How can I add edge loop parallel to x axis rather than relative to mesh, I want to add edge loop so that it is similar to the grill in the reference image beside it, But when I try to do that blender adds edge loop relative to mesh which is slanted. How can I achieve that?


texts: Can someone please tell me how to fix this. The vertices did not start out like this. but somewhere in the process this happened and I can't quite figure out where. I think it started when I added another edge loop. If you look at the center loop the to loops to the left and right of it are the edge loops I refer too. I'm using the mirror modifier for the sake of symmetry and overall easier modeling. I'm just trying to separate the two  vertices but they refuse. I've tried splitting, separating, even ripping. Nothing works. When I try to use the axis arrow to separate them nothing happens the don't move in any direction and I can't figure out why. Any and all help in this matter would be much appreciated.


texts:
I have 10 to 20 movie clips on a single channel in the VSE.

1) Is there a way to distribute each clip to its own individual empty channel?

2) Keep the clips start point and extend the end points to the end point of the last clip? maybe with:

py.ops.sequencer.select_handles(side='RIGHT')
bpy.ops.sequencer.snap(frame=something)

is it possible to automate this process with a scrip? any pointers would be appreciated.


texts: screwed up my Video sequence editor view

texts:
What I want it to look like:

How the VSE is now:

So Right now It Looks like the second image but I need it to be Image 1.
I'm Struggling to revert it back to normal.


texts: How do I import multiple .py files to my main.py file

texts:
I have a folder structure like this:
C:
|_Blueprint
│   main.py
│
└───toolbox
        blueprint_tools.py

When I run this code in Blender's scripting text page:
from toolbox.blueprint_tools import dimension, array, modify
I get an error in the console
Traceback (most recent call last):
  File "\main.py", line 20, in <module>
ModuleNotFoundError: No module named 'toolbox'
Error: Python script failed, check the message in the system console

I swear, when I run this code (on other projects) outside of Blender this structure and code runs fine. But I get an error when running this script in Blender for testing out my Add-On.
If I compile the Blueprint folder into a .zip and install it everything works fine.... ??
I'm lost, could anyone please help me.
If I run the code like this: (added a . before toolbox for CWD)
from .toolbox.blueprint_tools import dimension, array, modify
Traceback (most recent call last):
  File "\main.py", line 20, in <module>
ImportError: attempted relative import with no known parent package
Error: Python script failed, check the message in the system console


texts: Getting the scene an object is in (blender 2.9)

texts:
It's fairly easy to get the objects that are in a scene:
dict(myScene.collection.all_objects) # mapping from name to object.

But how to go the other way?
scene = magic_get_linked_scenes(myOb)

One could iterate through all scenes:
linked_scenes = []
for scene_name, scene in dict(bpy.data.scenes):
  for ob_name, ob in dict(scene.collection.all_objects):
     if ob.name == name:
         linked_scenes.append(scene) # checking object equality should also work.

But this is clumsy and slow if there are a very large number of objects. Is there a better way?


texts: Exporting Textures for .obj file for Element 3D

texts: I'm new to blender.  I just modeled this shotgun shell and I want to use it for video purposes.  When I save it as an .obj file it comes with a .mtl file that Element 3D in After Effects doesn't recognize.  So when I upload it into Element 3D, the model is there but doesn't have any texture or color.  I "smart UV Unwrapped" each of the 4 parts of the shell.  Is there any way to get an image file of the entire shell that I can upload in Element 3D to make the shell look the way it does in the render view of Blender?


texts: Rotate an object and move up local z axis at the same time

texts:
I need to rotate these two objects around the same pivot point with the outer object sliding up it's local z axis and ending up inside the inner object. I have tried using a transformation constraint along with a copy rotation however the object gets moved up the z axis in world space (even after selecting local space in settings) which doesn't lead to my desired outcome. Any help would be greatly appreciated. Thank you.

This is my setup with the constraints I thought would work:

Here is how the constraints work with undesired result:

This is how I want the constraints to work, with the object rotating and moving up it's local z axis at the same time:


texts: Ctrl+Shift+B, subdivides bevel instead of smoothing bevel. How do I smooth it?

texts:
This is my current mesh:

I want to turn the square hole into this shape:

I tried ⎈ CTRL + ⇧ Shift + B to bevel the vertices, and it gave me this:

But the problem is when I scrolled up, instead of giving me a smooth circle-like bevel, it simply subdivided the diamond:

How can I create the circle-like shape I desire here?


texts: Why does my model become distorted when adding bones with Automatic Weights?

texts:
After adding bones to the model, the whole model breaks down horribly.

Here are screenshots:

Before: https://ibb.co/Ycm9QVL

After adding bones to the model With Automatic Weights: https://ibb.co/2sXCVxx

Maybe someone knows why this happens?


texts: Digitigrade leg rig flips 180 when pulled backwards

texts:
as I was setting up and testing the constraints for a leg rig I noticed when I pull it back it would flip around in a 180 which is not what I want to happen when I pull it back. How do I keep this from happening?
Here is a video of my troubles (I made sure to unparent the controller bones so that is not the issue either. I did parent them to the core of my rig just for testing but that didn't affect my problem positively or negatively.)
Leg Rigging Issues


texts:
my x is configured to execute blender (v.2.76b) but when I try to run the executable from terminal, It gives back this error:

$ ./blender
connect failed: No such file or directory
Read new prefs: /home/user/.config/blender/2.76/config/userpref.blend
Xlib:  extension "GLX" missing on display ":0.0".
intern/ghost/intern/GHOST_WindowX11.cpp:177: X11 glXQueryVersion() failed, verify working openGL system!
initial window could not find the GLX extension
Writing: /tmp/blender.crash.txt
Segmentation fault (core dump created)

what I don't read is why it prints:

  connect failed: no such file or directory

My O.S. is ubuntustudio 14.04 LTS, no blender pre-installation.

Blender downloaded from the official website.


texts: Struggling to Understand Vertices Behaviour 2

texts:
This is the second time I am posting this as I was unable to post the screenshots above the first time. I apologise.

Blender Guru Anvil Tutorial

In the above link, the tutorial has a step a minute before the end in which he completes an extrusion with a clipping mirror modifier. At this point, the vertices at the ends of the semi-circle on the bottom of the anvil become locked to their actual vertex locations, instead of being near them due to the shade smooth and subsurf mod. I am unsure why this is occurring. Any help would be greatly appreciated.


texts: radially equidistant "melting" of image onto spheroid (head) - reverse of equidistant azimuthal projection

texts:
noob here wanting to "melt" a radially symmetrical mesh (SVG at the moment) onto a 3D scan of my head (STL at the moment) to eventually make a 3d printed scalp-conforming hat/cap (so projecting onto a convex spherish surface) in such a way that there is no distortion in distances from the center of the image (in other words the reverse of an equi-distant azimuthal projection (aka EDAP) of a sphere onto a plane https://en.wikipedia.org/wiki/Azimuthal_equidistant_projection

Feel free to sacrilegiously suggest plugin X of program Y (any major OS) that is not blender, as I am just starting.

Responding to comments: Yes this is projecting a flat surface image on something sphere like.  Pretend for the moment that the latter is a globe.  At first I thought something like UV Project modifier would work, if the flat image were transformed first in a fisheye lens kind of way.  But lets say the image is projected from above the north pole of the globe.  As the projected image gets close to the equator it gets more and more distorted and any errors will be magnified and be noticeable (especially in a shape that is not quite a sphere like a head).  Also the shape might in some cases keep wrapping to points south of the equator which the projection can't reach.  A better metaphor than projection, especially for an imperfect sphere, might be shrink wrapping or melting (or blow molding if it was on the inside).  The radial distances of points in the image to the center point on both the original planar image and on the spheroid, need to match up fairly well or this particular image will look unpleasantly distorted.  The fact that the other polar dimension is distorted (compressed if you think about it) will not be particularly unpleasant.

For an example of doing what I want see the wikipedia page above and think bout going in the opposite direction from flat map to globe.  Anyway my local hackerspace buddies thought blender had the best chance of working, and I had played with it a little in the past and so here I am.


texts: Is it required converting videos to an image sequence before doing motion tracking?

texts:
Some tutorials online recommend converting a video to an image sequence in Blender before using the motion tracking features. See https://www.youtube.com/watch?v=InIuTtt7W3E?t=135, which explains that doing it directly to a video works but does not save correctly i.e. next time you re-open the project you'll find the video is out of sync.

I find this hard to believe, that something as simple as this is broken in Blender.

Can anyone elaborate on why this is the case with Blender?


texts: Armature modifier deforming mesh slightly

texts:
Whenever I add a Armature modifier to my models, the mesh for the arm and legs shift, but just a little bit.

When I uncheck the Bind to vertex groups box, it restores to it's normal position but as soon as I check it again it shifts.

Not binded:

Binded:

I know there's barely a difference but I've worked too hard on this model to and I can't let there be a mistake like this. The mesh for sure shifts every time I check vertex groups on.


texts: How to render a pixelated, occluded wireframe with freestyle?

texts:
I'd like to combine these features:

The pixelated look of a wire material with anti-aliasing disabled.
Proper occlusion of hidden lines.

A wireframe material produces the first feature, freestyle produces the second. Can a line set be created that produces neither double pixels nor gaps? Line thickness alone does not seem to be the answer.

There is the trick with two materials and z-offset, but I have trouble getting a really clean solution at the outline of the object. So a freestyle solution would be best.

The main problem is that freestyle (to the right) produces double pixels:


texts: BGE - how to create a menu that pops itself up

texts: I would like to create an ingame menu which pops up after some time of player inactivity. How could I go about making something like this?


texts: Adjust Edit cage to Mirror Modifier not Working - Blender 2.8

texts:
I need to see vertices and edges of Mirror.

  I tried applying Rotation and Scale according to this, but nothing
  happens, its just the same.

  I also checked that the modifier is added to the object I want.

However, enabling the Edit cage option should do it,
It is showing in Object Mode:

But not in Edit Mode:

Where I am going wrong?
Is this a bug?


texts: why are my cloth objects not acting properly

texts: my cloth objects were fine when all of the sudden today they started going crazy halfway through my animation. does anyone know what is happening? also I cant get the cloth to go past 250 frames.


texts:
I want to make a custom dice set with the theme Darksiders

This is the image I would like to be on the d20 dice on the 20 side. however I do not know how to put the mark into the d20 Model.
I know how to put in numbers into the dice and I tried to make a dent in it with a smaller simple cube and it worked fine but not when I try with this Darksider mark. i even tried a more simpler version of the image but not even that worked. the result was either nothing, or a wierd and inconsistent texture into the dice model
I would be really happy if someone could help me with this.
thank you in advance!


texts: Cycles: Rendered Image's lighting doesn't illuminate as much as render view's lighting

texts:
For some reason I can't figure out, my render view does not match my rendered image when it comes to lighting.  I've tried all sorts of different render configurations, lighting options (pictured below is an emission material on the inside of the jack-o-lantern, but I've tried putting spot lighting inside as well to similar effect), nothing seems to make a difference.

Render view:

Actual rendered image:

How do I get the rendered image to match what I'm looking at in the render view?

Link to .blend file


texts:
Frames are great for making node trees more understandable. However one annoying feature about them is that they trap any nodes that get accidentally dropped over them.
So how do I get a node out of a frame?


texts: Specific Texture Method using 'tilesets'?

texts:
Blender noob here...
I'm not sure which direction to go for texturing my low poly maps. I've tried texture painting directly onto and also assigning image materials to faces- but I'm trying to do something like this:

I can see their material is pulled from a 2D tileset, have they somehow split it up into parts and are able to assign each part to specific faces?
Is there a method name anyone can tell me so I can google it?
EDIT: Noticed the UV map is used as the tileset, so maybe that's what I need to look more into...


texts: Solidify Modifier going in all directions

texts: I was trying to create a different version of a stylized archway.  I used a couple of bezier curves to get the basic shape then borrowed some of the shapes from the original archway.  I got everything lined up, then joined the mesh created from the curves to the shapes from the archway.  Then I painstakingly went thru and connected the shapes to the curve and then used F to fill them in. Then I removed the original shapes by separating as I wanted holes there and tried to solidify the results.  Oh lordy, I did something very wrong somewhere because this is not what I was expecting.  In the video, I show my mesh and what it does and then the original exhibiting the desired behavior.


texts: Achieve Escher holding sphere, but with real image

texts:
I'm trying to achieve a specific effect based on the idea of the famous Escher "Hand with Reflecting Sphere" image, but instead of reflecting a modeled environment, I want it to reflect a real image of myself holding the sphere. I first saw this effect 25 years ago in the video The Mind's Eye, which contained a part an animation called "Prime Corporate Video".

You can see specific part of that video here:
http://www.youtube.com/watch?v=GP2g4uprgx4&t=4m3s

I've always wondered exactly how that animation was made since I first saw it 25 years ago. The animation was made in 1986 so I don't think the hand in the video was rendered, so maybe raytracing wasn't even the technique used and it was just some photography/greenscreen trick.

Either way, I've been trying to reproduce a scene like this and haven't figured it out. I usually end up with image mapping issues like circular regions that look distorted and the sphere reflecting part of the background instead of only the real image.  I'm wondering if maybe I have to use some tricks with render layers.

Below is an example of what I've been able to produce using a world background image using "Object" Texture coordinates that have been vector mapped 0.5 xyz location, rotated -90 on X and scaled x 0.3 and y -3.9. The background is just an image on a plane sitting behind the sphere.  This is all done using nodes in Cycles.

Any ideas?


texts: Do not repeat the texture on Collada export?

texts:
I am trying to apply a UV mapped texture to an object and export it in the Collada format. The result is not what I designed in Blender. Here's the simplest procedure that shows what I did.

Start with the blank file and add a cube mesh.
Select texture viewport shading.
Unwrap the cube mesh (Smart UV Project).

In UV/Image Editor, open random image.
Position and scale islands so that the image is only on one side of the cube (that's how I want it).

The texture is now repeated on all sides of the cube in the viewport.

From this point on, I have three choices.

Don't assign any material

Export to Collada.
Cube is grey when viewed in MeshLab. No material, no texture, nothing. And that's fine.

Assign the material

Assign a new material to the cube (it did not have a material before).

Without changing any material properties, export to Collada. Or do make changes, the result is the same.
Cube is black with texture applied and repeated.

Why is there any texture on the cube when the material doesn't have any textures by itself?

Assign the material and the texture

Assign new material to the cube.
Add new texture, set it as image, load the same image as texture as when doing UV mapping.
Image Mapping > Extension, set to Clip.
Mapping > Coordinates, set to UV.
Mapping > Map, set to UVMap (only choice available).

Observe that none of the changes made make any difference in viewport (in render, however, they do).
Export to Collada.
Cube is black with texture applied and repeated (same as before).

Collada model represents what is viewed in the viewport, and none of the changes made in material/texture after making UV mapping get reflected on the exported model. How to get them exported?

Notes

Using Blender 2.69 with Blender Render.
When exporting to Collada:

Include UV Textures is checked.
Include Material Textures is checked.


texts:
Is there any way to save the view that is not front, back, top, etc.?
I am in edit mode and select surface then Shift+7. It takes me to the view looking straight onto that surface.
I can then use then Shift+4 to rotate that view. Now I want to save it.
Is there any way without using the camera?


texts: Artifacts Problems when bake diffuse texture

texts:
I'm having problems baking a texture, I can't understand what these artifacts are due to, it only happens with the diffuse, can anyone tell me what it can be? I share a detail of the image.

Thanks in advance


texts: How to join multiple multilayer exr files into a png/animation in blender?

texts:
I have set up a lengthy animation in the NetRender render farm. After launching the network job, in the meanwhile, on the Client I worked on other stuff. After a week of netrender work, the job finally finished and I wanted to read in the results to get the movie.

I opened the initial blender file, clicked on the "Get Animation" button, but instead of just fetching the results it queued another copy of the job.

On the Master node I get a temporary folder with thousands of big xsr files, that in theory should contain all the rendered data. The question is: how to convert those files to png?

The usual tools such as convert doesn't work, they produce a black image.

What works is opening a single file in the UV/Image Editor in Blender. But that is only one image at a time. I have thousands images to work and I would prefer a way that is automatic.


texts: how to make "operator_menu_enum" keep the selected value displayed

texts:
I created a drop-down menu, with a operator_menu_enum referring to an EnumProperty.

When I select an entry in this menu, it closes, and display the default text string, instead of displaying the selected entry's string.

How to keep the selected entry displayed in the menu's head after selection ?

Edit : Here is an example script of the way I make the menu :

import bpy

class STUFF_PANEL(bpy.types.Panel):
    bl_idname = "SCENE_PT_stuffSelect"
    bl_label = "Stuff selection"
    bl_space_type = "PROPERTIES"
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator_menu_enum("stuff_list.menu", 'stuffList', text="Stuff list")
        if bpy.props.selectedStuff:
            row = layout.row()
            row.label("Selected stuff :")
            row.label(str(bpy.props.selectedStuff[1]))

class STUFF_LIST_OT_Menu(bpy.types.Operator):
    bl_idname = "stuff_list.menu"
    bl_description = "select something here"
    bl_label = "Menu"

    def get_stuff(self, context):
        return bpy.props.config_stuff_list

    stuffList = bpy.props.EnumProperty(
        items = get_stuff, name = "Stuff", description = "The stuff list")

    def execute(self, context):
        bpy.props.selectedStuff = [
            n for i, n in enumerate(bpy.props.config_stuff_list)\
            if n[0] == self.stuffList][0]
        return{'FINISHED'}

def register():
    bpy.props.selectedStuff = False
    bpy.props.config_stuff_list = [
        ("1","stuff 1","0"),("2","stuff 2","0"),("3","stuff 3","0")]
    bpy.utils.register_module(__name__)

def unregister():
    del bpy.props.config_stuff_list
    del bpy.props.selectedStuff
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Drag and drop multiple images in Node Editor?

texts: I can't drop multiple images in Node editor, it only create one node with the first image and others are ignored, any idea ?


texts: How to change a force field's strength by triggers when animating?

texts:
How I can automatically change force field strength by triggers?

I working on animation where a car (rigid body) moves on the track. I need increase speed on few places (like speed zones in games). Force fields work fine, but the problem is I can't animate force field strength, because I need  to change mass, friction and other car values. So the car doesn't arrive to force fields in the same frames.
I need the force field to turn on (change strength from 0 to XX) when the car hits the trigger IN, and switch off (or change from XX to 0) when car hit the trigger OUT. How can I do this?


texts: In the Logic editor in Blender 2.7x I can't find the Touch sensor. Where is it? Or how duplicate it's function to detect anything.


texts: imported .stl model is tiny. How can I set the scale correctly?

texts:
I am importing .stl to blender. Once it was imported, the object appeared in blender as a tiny dot at the center of the grid(0,0,0)
For example, when I created an object with the dimension of 1.18cm X 2.99cm X 3.19cm, then export it to .stl. Later on, I import it to blender, the dimension became
1.18m X 2.99m X 3.19m. Why does blender change cm to m? is there something I am not setting correctly in Blender?


texts: Blender 2.82 Liquid Simulation: Flask mesh as an obstacle just passes through

texts:
I have a flask mesh (UV Sphere+Cylinder Bridged -> Solidify Modifier -> Subdiv Modifier), applied as an obstacle in Bender 2.8 Mantaflow sim.

The liquid just passes through. I double checked the normals of the Flask and tried various settings but cant seem to get the liquid to contain inside the flask.

Please Help.


texts: When sculpting I often want to switch between brushes. I find this a rather lengthy process. I have to open the sidebar and click on the icon and then click on the new brush I want to use. Is there a faster way to switch between brushes?


texts: How can I add Emission to the "Mortar" of a grid texture?

texts:
I'm new at Blender, and so far I’ve made a simple grid:

That is how my grid looks right now, but I want the green part to emit light, I knew that emission would work well, but the input for that is a color, not a material.
Does anyone know how to make this?


texts:
I have noticed that some lamp types result in less noise than others.
For example, a point lamp gives less noise than a mesh lamp (rendered at 10 samples):

Here is the blendfile used for this test.

Which lamp types give the least amount of noise and why?
What is the technical explanation of how these lamps are calculated?


texts: I recently started blender days before the 2.80 update and now i feel a bit clueless with all. I wanted to add a image as a reference plane to make my sword object but i dont know where do i activate to show it. I imported the image as a plane( .png).


texts: When should I use different tracker motion models when motion tracking?

texts: I'm trying to get into motion tracking but don't know when to use different tracker motion models, or if it makes a difference in the outcome of the track. Could someone please explain, or link me to a video explaining, when to use each model?


texts: Blender gets very slow to draw a scene having large number of plane?

texts:
I have a very simple python script to generate planes in the scene. I want to generate 50000 planes in a scene, to compensate for unavailability of POINT primitive, so that i can render a point cloud.
It runs at a good pace till 2000 th plane is added , then starts slowing down, and gets very slow.
My computer's config is - i7 3.4 GHz, 16GB RAM, GeForce 9800 GTX graphic card.

here is the python script-

import bpy
from math import *
import random

for i in range(2000):
    x=random.uniform(0,100)
    y=random.uniform(0,100)
    z=random.uniform(0,100)
    bpy.ops.mesh.primitive_plane_add(location=(x,y,z))
    #bpy.context.active_object.scale=(100,100,100)
    print("\n",i)

Any Help on
why it is slowing down?
How can this be fixed ?
Any alternate approach to render point cloud in blender?
would be much appreciated...

Thanks for your time and attention


texts: Making a hole in a mesh while keeping the integrity of texture

texts: So I'm attempting to create an animation where an image has a hole appear in it, and then the camera zooms through the hole. I tried using shape keys, but since the uv unwrap is mapped for one shape key, it gets messed up when transferred to the other shape key. Is there a way to make this possible?


texts: Can't find Spin Menu to create a rotational object

texts:
I want to create a rotational solid. I've just created a bezier curve, and i saw many tutorials use the "SPIN" function in the left menu.
I tried looking at it but whitout success.
Where can i find it? I have to enable it in the add-ons menu?
I'm in edit mode with TOP ORTHO visual.
(Blender 2.75 RC1)
Thank you so much


texts: Is it possible to repeat my track object along a path? I tried using the method shown here Extrude along path using an array and then a curve modifier, but this happened when I added the curve modifier and chose the path as the curve object.


texts: So I'm working on . stupid noob question of the day here but I'm absolutely stumped. I was doing a tutorial on mist and volumetric lighting and only 1/2 following along and all of a suddenly I can only render in viewport. When I set up a render rather than a viewport preview render I get nothing but a black screen. The programme no longer goes round and collects and syncs the files, theres no little square boxes developing a picture.....nada! What button(s) did I hit that turned off the render function? What did I do? I've rebooted the whole system, I've gone back to previously saved files that rendered fine before .......seriously nothing......well a 5 second pause and then a black frame.


texts: Straighten all bone chains in an armature

texts: I have a hair rig with a lot of bone chains in a single armature. The bone chains are curved in their rest pose, matching the hair curving down around the character's head. I want to straighten out all the bone chains and save it as a new pose. The problem is that rest pose is already seen as 0,0,0 for rotation. How can I straighten these bone chains?


texts: Can I generate the difference between 2 texture seeds?

texts: I am making an animation with water. I am using textures for the water (of course). The problem is, I want the water to move. When I change offset or size etc. you can very clearly see it moving. When I try to get the difference between 2 seeds, it generates the seeds in between (ex. 1->2 becomes 1.1->1.2->1.3). What I want is that it takes 2 points (1->2) and then generate the difference between those points, not the seeds. Help is very much appreciated!


texts:
Linux Mint 17.2 Rafaela 64-bit MATE 1.10.2

Blender 2.76b

I have no idea where the required Mitsuba installation path actually is?

I've tried using /usr/share/mitsuba/ but upon rendering with F12, was given a short warning saying "no module named 'numpy'" and a blank render result. As I haven't found anyone else talking about this, I'm pretty sure I am the only person in the world confused by this and I'm sorry for being stumped by what is probably an obvious solution!


texts:
I want a spool of rope to unwind natural...

I made this one using a curve and a curve modifier on a mesh. I have a hook on the curve so that I can pull it.

I need a way to unwind the rope natural: this means starting from the top layer, and the rope should move side to side. Like this...

How can I achieve this. I tried using soft body physics but the rope has to go through many small whole and interact in such a way which I couldn't get it to work. Also I don't really need physics so is there a way to achieve this?

Thanks for any help.


texts:
So when i rotate the bones sometimes it leaves the mesh instead of staying inside.
any suggestions?


texts: How can i make my material more prominent?

texts:
i'm trying to make a scene based in a spacecraft and a planet, but as you can see, some parts of the spacecraft seems really dark, and they appear in the render almost as if they dont exist.
How can i make them more prominent, or give them maybe more lighting? But at the same time without interfering with the background planet? maybe with two different layers and a new point based light? or self-illumination, if that's the case how can i do that on Cycles? Is it possible to make it appear, with a good reflection based on the background too?

Reference


texts: Using scenes and render layers to composite an object isolated on white background with shadow

texts:
I composite 3 individually rendered and saved files to achieve the look of an object isolated on white with a proper shadow:

image file of object floating with alpha background
image file of a render of the empty background plane
image file of the background plane containing the object with the object's camera visibility unchecked (so it's an empty plane that also has the object's shadow)

I use the compositor to divide the shadowed plane by the empty plane to get a white image containing only the shadow, then alpha over the object with the transparent background

This is not ideal, because I'd rather not have to open a new blend file just to do a simple divide and alpha over. I would prefer to build this functionality into the original blend file using scenes and render layers. Yet every time I try this, as described in the wiki here, I misunderstand and configure my multiple scenes/render settings improperly.

How do I setup my scenes and render layers properly to achieve the above image without having to save separate files?


texts: Second Life - Like Prims in Blender (not sculpties)?

texts:
Despite more and more objects in Second Life are made of sculpties or even meshes, SL also has their old-school prims, that can be used for making stuff. While Sculpties are basically spheres, that are transformed into different shapes using an RGB-displacement-map that's translated into world-vectors, Meshes are actual multi-polygon objects, that can be rigged and often used for avatar shapes or clothing.

The old-school prims, for those who don't know them, are instead primitives as we know them in quite every 3D application, means boxes, cylinders, torus, cones ect, that can be arranged into making more complex objects. The benefit of prims are, that they are easy to use. You don't need to fiddle with vertex and meshes, instead you use parameters to change the prim. SL offers not only to scale, rotate, transform them but also to change a fixed set of shaping parameters for their prims. They can be screwed, loop-cut, made hollow and so on. I am now looking for prims like these to use in Blender, for quick creation of simple objects. Not to replace modelling but as an alternative. Is there a plugin for Blender that allows this?

http://i.imgur.com/uKT69Vh.jpg

[Edit] Note: I don't want to replace the normal modelling tools in blender with this. Prims are crude and for more complex models not the right tool to chose. Second Life had it mainly for the purpose to somehow measure/limit the usage of objects on a Sim (and thus reducing load on their servers) besides of giving unexperienced users tools to create 3D objects the easy way (lets say for instance a wall with a hole in it for the door or a simple roof (Box with taper modifier).
I just think that there are situations where such a thing could come in handy even in a full-featured modeller like Blender.


texts:
hey let me know why this render goes white when i do final render by pressing f12 ?
anyone evert who can solve this matter in 2.81a ?


texts: export the length of edges to a text file from blender.

texts:
I am working with blender 2.78, and I want to export the edge lengths of a mesh to a file text, but I don't know how to do it with Blender.
I will explain more, I have a bunny wavefront, and I did display the edge length using the Transform panel. Then what I want to know is there a way to export those lengths in a text file for example. I searched on the net and I found that I can use the NeuroMorph Measurement Tools, I did add the tool but it seems that it exports just the area and volume but not what I want.

It is obvious that we can just compute the lengths based on coordinates of vertices and faces stored in the .obj file, and take into account the repetition of edges between tow adjacent faces (the thing that I haven't think about how to implement it yet on Matlab). But if it is possible to get it from blender directly it would be great.

It might be a simple way but I am pretty new with blender and I don't find the way.


texts: One smoke domain, 2 sources -> result rendered separately

texts:
Blender 2.83 - Cycles
I have two meshes as smoke sources and I want the smoke generated from them to interact with each other (therefore 1 domain)
I also want to render the smoke emited from these 2 sources separately, which begs the question:
Is it even possible?

I have some wind and turbulence in the scene so 2 separate domains in 2 view layers doesn't really solve my problem (I think)
Thanks for any input!


texts: I have made a cartoon eye using a lattice. When moving the eye individually, it works with the lattice fine. When I use a bone to move it (here is the tutorial I used https://www.youtube.com/watch?v=OItHr4VRP7M&t=4s) the eye stays in an ovular shape and moves that way. How do I fix it so when I rotate the eye, it will follow the lattice? Please help ASAP!!


texts:
In doing this tutorial I am "progressed" to modelling the front of the iphone. And again I have some bad areas in my mesh. I did succeed to solve some of those bad areas but have still some issues left. Who can help me with solving those issues ?

Still one issue left


texts: Say I have some footage that is 30 frames long, and I want to to apply a mask to it via mix nodes that is 3 frames long. I need it to loop 10 times to cover all my frames. How do I do this in the compositor? If it's not possible in the compositor, can it be done in the sequence editor?


texts: Blender object and armature jumps up from surface

texts:
I am working on animation and I have an object and an armature. When I go from object to edit mode the object moves up above the surface. And when I go from edit to object it moves down. See images and mode.

Object Mode

Edit (move up from plane)

POse mode moves down same as object.


texts: Same pixel per inch image for texture painting no matter of the size of the images

texts:
I'm wondering if there is an option that make texture mapping image(for texture painting) the same ppi(pixels per inches) no matter the size of the texture image.
I run into a problem where smaller meshes(furnitures) got better resolution than big ones(field).
Is there a way to scale images to meshes and keep the same resolution?


texts: Mesh not moving with Armature in pose mode

texts:
I am totally stomped on this one. I have looked into other questions of people having  a similar problem.

I have "manipulate center points" turned off
It is deformed with Automatic weights. (See last image)
I made sure all of the vertex groups were deleted before putting on
 the armature
Made sure all of the modifiers on the model were applied
Made sure that the Armature was on the top of the Modifier stack
Made sure that my mesh has nothing locked in the Rotation/Location/Scale
Applied the Rotation/Location/Scale of the model
I have also tried to use Envelope weights instead of automatic and it gives me a weird result. See the first image. It deforms to the mesh but part of the mesh does not move

If any further information is needed to answer this question please let me know and I will update.

Please help
Thanks


texts:
There is this panel that is on multiple tutorials I have watched which I cant find.

Please help, I am getting really frustrated.


texts: Texture painting "Missing Materials" error message

texts:
I'm following a guide (https://youtu.be/vmOmp0rvFVY). I'm trying to paint a 3D model in Photoshop and/or Gimp using the Quick Edit tool but it's only showing the alpha checker pattern.

There are two major differences between the tutorial and what I'm seeing in Texture Paint mode, they are shown below mine being on the right which shows "Missing Materials" as apposed to "Missing Texture".


texts: My symmetry is off but only on the lower jaw of my model?

texts:
I am making a Chimpanzee skull and everything was fine until a few moments ago when I started to work on the lower jaw, I realized that the symmetry was off even though I didn't mess with it.

Does someone know how I could fix it?


texts:
I was trying to bake a normal map to give detail to a figure, and recently I got so frustrated I started working on a test file, to see if it was me doing it wrong. Sure enough, it was.

Steps I took to bake:

Create a cube.
Subdivide it flat 5 times.
Deselect all vertices and select random vertices with select >>> random and scale it out.
Repeat step 3 3-5 times.

5 Duplicate the cube and move it over.

To the second one, add a decimate modifier with unsubdivide mode on level 2. Hit Apply.
Unwrap the decimate cube with smart UV project.
Create a new image on the smart UV project. Keep the default settings and apply.
Select the first cube and then the second.
Under the bake tab in the camera panel in properties, select normals for the mode, and check selected to active. Set the margin to 0 and hit bake.

My result:


texts: Automatic mapping of walk animations based on object velocity

texts:
I'm looking for a way to automate walk cycles, so they can be reused in any scene on top of the normal armature action. NLA strips make this possible to a basic level: You can have a separate action looped over the object's armature action. However, this simply repeats the extra action at a fixed speed.

What I'm aiming for is having the walk action automatically adjusted based on the armature object's speed. You specify the velocity at which the armature action should play at normal speed, as well as how much to offset as velocity distances from that value. If the object is moving slower or faster than that, the action also loops slower or faster, making sure the feet never slide on the ground.

Additionally, speed ranges in which to activate the action would be excellent. Such could be used to have no effect when the character is standing, a walk animation as the character is walking slowly, but if the character starts moving too fast the walk animation is replaced by a run animation. Walk and run actions would each have different velocities at which they start blending in and replacing each other. If directional, different armature actions can be automated based on the character moving forward, backward, or strafing.

A further step is being able to also assign actions to acceleration / deceleration ranges. Such can be used to automate the character bending forward if it comes to a sudden stop while running.

Overall, this would allow moving a character anywhere anytime, without having to adjust the walk cycles. You simply key the object's position (or use a path) and the actions representing movement automatically loop when and how they should. Such would take a ton of work off the animator's shoulders.

I asked in other places and got no good news, so I thought to try here as well. If it's not possible yet, I hope a developer sees this and considers adding the feature or creating an addon. Thank you.


texts:
I have a planet texture that I would like to map onto a UV sphere. The texture is a circular texture (I have attached it below).

Currently, I've been using a node setup that works for mapping matcaps onto spheres. However, it just causes the texture to be pixelated on the mesh, even when I apply a subsurf modifier.

Any help will be greatly appreciated!


texts: How can I modify multiple properties of an Operator in a Panel?

texts:
I have an operator that has properties like below

class WM_OT_SceneOpen(bpy.types.Operator):
    bl_idname = "wm.sceneopen"
    bl_label = "Scene Open"

    f_path=StringProperty(default="")
    mybool=BoolProperty(default=True)

    def execute(self,context):
        #some stuff

Now I call this in a panel like this and works

layout.operator("wm.sceneopen").f_path=str(file)

However I also want to be able to pass/modify the mybool property as well during the panel execution but I cant find a way to do that.

This must be possible. But how?

Thanks


texts: how to attach a camera to a single particle

texts:
Question:
How do I get a camera to follow/move with a single particle?
My example:
I have created a large particle system and I would like to have the camera sit behind and follow a single particle as it floats around. If i could also have the camera be animatible (moving back and forth left and right as a secondary key framed animation that would be great).
research:
this question seems to have been asked before on here, but not answered. Also i found this https://blenderartists.org/t/particle-as-object-for-camera-track-to-constraint/640226
seems like a good idea but i don't know scripting and was not able to get it to work.


texts: How to know an edge length only in Top Orthographic?

texts:
I want to know an edge length ONLY in Top Orthographic (like 2D), and, if it's possible I want to know how to change this length. Help me.

I don't want to know the length like this:


texts: Blender Cloth, Single object with two meshes, wanting to keep them joined for first few frames of cloth physics

texts:
Hello fellow Blenderer's

I am working on a small project where I have a character eating and when the food moves away from mouth I want to form a string of dribble that stretches then separates in half and fall.

as seen in my simple animation here. I am wanting the two middle points to stay joined for longer. Glued if you will!

the Object is a tube which is separated in the middle. I use KeyShapes to make the tube go from thick to skinny in the middle during the animation.

Not sure on how to accomplish gluing them together for longer.


texts: Cannot keyframe visibility in outliner "Groups" view

texts:
I need to animate visibility for a large number of objects which are separated into groups. Typically to toggle visibility one clicks the eye and camera icons in the outliner and presses "I" over them. Unfortunately, this does not work for the "Groups" view in the outliner.

Does anyone know why this is, and how I can go about quickly keying the objects organized into groups?


texts: UV mapping and exporting to Unreal Engine 4 problem

texts:
First off: this is my first blender project, and I have just about zero knowledge of UV mapping. When I select all vertices of the character, and then use smart uv map, then try to use the exported .fbx file in Unreal Engine, the UV's overlap. I'm not sure how to use seams, or if my model is simply horribly broken. Any tutorial/video suggestions would be greatly appreciated.
enter image description here


texts: I'm new to blender and am following a tutorial on youtube about making a nebula in a cube. I have done a lot of work and it's looking really good with my textures and such, so I save the project and go back in another time. Now when I open blender I can't see all my work show up on the cube anymore. I can still see all the texture files and such but the cube and background are just back to default. Is there something I am doing wrong? Is there something I have to press when I go back to blender to make it all show up again. I've started over 3 times now and the same thing keeps happening when I open my save.


texts: Does blender have a layout system for architectural modeling?

texts:
I just started a modern house project and I want to start with a layout of the house. Is there any feature in Blender that basically lets you draw your layout?

(Sorry if this question is a no brainer, I am new to architect in Blender)

Thanks in advance


texts:
I have 2 balls (softbody) falling one after the other. The Softbody1 goes first. When the second Softbody2 reaches the initial position of Softbody1 it collides with it, but Softbody1 is already gone, there is no visible geometry there!

Basically the second softbody interact with the orginal position of the first softbody?

Any idea?


texts: When moving objects to a collection, not all selected objects are moved. Why?

texts:
I am working on a fairly large scene that has a lot of mesh data, active booleans, and mirrors. I am trying to clean up the file so it's more easy to manage. What I have been doing is moving major parts to their own collections.
Anyway, when I select the objects to move and then press M > Move to Collection, not all of the selected objects are moved. There are always a few left behind. If I select the objects that are remaining and again select "Move to Collection", some of them move, but yet again a few are left behind.
If I repeat this process over and over, eventually everything gets moved properly, but it bothers me that there is no explanation to this behavior.
Here is a video of what I am talking about:
https://streamable.com/yvm9eu
Any help would be very much appreciated.


texts: Why is texture paint showing a different UV map

texts:
For some reason my UV map is different between UV editing and texture painting. I'm gonna try unwrapping again to see if that fixes it, but maybe there's some checkbox somewhere I'm missing.
Pictured here is what I see in texture paint mode.

And this is what I see in the UV editing panel.


texts: Getting edges of the camera's view on the scene XY plane

texts:
I need to place objects randomly into a scene so that they are consistently within the camera's view.
I have a script which randomly places a perspective camera pointed at [0,0,0] at a variable distance. What I would like to do is to place a flat object onto the xy plane, centered at [x,y,0] , with x, y placed so that the object's center is guaranteed to be within view of the camera.
But it's not enough to place the object at the center of the view, there needs to be some variability. So I want to convert from camera coordinates (2d, ie [0,0] for camera top left and [1,1] for camera bottom right) to 3-d coordinates [x,y,0]; if I place an object randomly within the camera view, it will be placed randomly in world-space so that it is visible.
Attached image shows what I mean:
I'm aware of bpy_extras.object_utils.world_to_camera_view(), I effectively need the opposite of that command parameterized by 2 out of 3 world coordinates...


texts: Where did the stuff in properties panel go?


texts: Is there a way to remove just the Location section of the keyframes of an object?  I have gotten into the habit of setting LocRotScale when setting them and want to change only location. without going keyframe by keyframe because of the strange offset flight of the object.


texts: Stop animation render after current frame

texts:
For long running animation renders, is there a way to stop the render once the current frame is finished? I leave my machine rendering over night, and when I return the next day, I want to stop the render to free up resources. However, I don't want to stop the render immediately and lose any progress on the current frame, and I also don't want to monitor the render and cancel it manually once the current frame finishes.

Is there a way to do this automatically, be it via the main interface, an addon, or another method?


texts:
After creating an image using:

bpy.data.images.new(name="NewImage2", width=512, height=512)

How would I set that image to the active image within the UV/Image Editor in Python?


texts:
I have a scene which contains a creek. This creek continues to the very bottom of the scene and has a depth of approximately 25 default cubes. I have my fluid domain that surrounds the inflow object, outflow object and also my creek.

The problem is when I hit the 'Bake' button (final frame - 65). The fluid simulation progress bar which appears above the scene gets stuck at 0 percent progress all the time. After a while it goes invisible again.

When I came up with this error I opened another project and created a default cube as domain and inflow and it worked! After that I returned to my creek project and did the same things and it didn't work.

I did some research on the web and a lot of people says that "you should play with the variables of domain" but there has to be a solid solution for this.
This is my scene.


texts: Position all selected vertices to the same place

texts:
Can I position all selected vertices to the same place?

I basically want to set all of their x positions to 0.


texts: What is wrong with this weight painting?

texts:
Before I did anything, the top part of the boot was green and looked to have a hole. Now I have manged to make it look better but it doesn't quite deform right.

I tried using rigify but I had no success so I made my own rig which also hasn't really helped.

Perhaps if I add a knee help bone could that fix the issue?

png


texts: Copy animation data from one armature to another with Python

texts:
I've been trying to write a script to copy animation data from an armature to another one, unfortunatly without success so far.
My situation is that i have :

A mesh with it's armature that doesn't contain any animation, loaded from an fbx file
An animation with the same skeleton definition as the fbx file, loaded from a bvh file

Script attempt
From what i understood, as the two objects doesn't share the same rest pose, i need to :

Add COPY_TRANSFORMS constraints to the source armature for each of it's bones
Loop over each target armature bone and copy rotation data from it's corresponding source bone

Here's what i tried :
def copy_anim_data(source_obj, target_obj):
    for bone in source_obj.pose.bones:
        ct = target_obj.constraints.new('COPY_TRANSFORMS')
        ct.influence = 1
        ct.name = bone.name
        ct.target = source_obj
        ct.subtarget = bone.name

    for i in range(0, 10):
        scene.frame_set(i)
        for bone in target_obj.pose.bones:
            source_bone = source_obj.pose.bones.get(bone.name)
            if source_bone is not None:
                bone.rotation_quaternion = source_bone.matrix_basis.to_quaternion()
                bone.keyframe_insert(data_path='rotation_quaternion')

Which seems to copy the rotation data properly, but the target animation looks distorted : it seems like the constraints doesn't have any effects.

Any help will be greatly appreciated
Thanks


texts: Emission material changing global lighting?

texts:
I have a animation to do where a Emission material turns on and off quickly, but in my demo here https://pasteall.org/blend/b615db2696c749bd9c1bb5e97e6274db it seems to be changing the global lighting (ie the floor is changing to a gray and that will be really distracting in a quick animation). Am I doing something wrong?

Thanks in advance