texts:
I am trying to model a katana: I got everything to a point where I am satisfied with it except small details on hilt, I just want those white parts to be little extruded but unsure on how to do it.

I've tried boolean modifier and knife tool but both breaks the mesh.


texts: How to merge two or more groups to one using Python API?

texts:
Having a large amount of objects in several groups, not being instantiated, I would like to merge them all to a single group. What is the most efficient way to do it using Python API?

EDIT

A minimal example would be:

Create a scene with two cubes, add them to Group1, save the file as file1.blend.
Create a new file with another two cubes, add them to Group2, save the file as file2.blend.
Start a new file and load groups from both using

with bpy.data.libraries.load('file1.blend', link=False) as (data_src, data_dst):
    data_dst.groups = data_src.groups
with bpy.data.libraries.load('file2.blend', link=False) as (data_src, data_dst):
    data_dst.groups = data_src.groups

What is the most efficient way using Python API to merge Group1 and Group2 to a single group?


texts: Do you know any free add on that can bake the current frame only?

texts:
Moving from IK to FK without hassle is difficult.
Because the location is changing.
I can use the bake feature to get the current visual locrot.
But is there like an add on that just by a click of a button, the selected bone get backed without loosing any constraint.


texts: Zooming in to a selection of vertices with the period key does not work as expected

texts:
I am following through the exercises in BlenderBasics_4thEdition2011.pdf and have gotten to the section on texturing.  The book goes through the creation of a Lighthouse and now I am texturing it.  I want to have a closeup view of the roof of the lighthouse after partitioning it as the lesson describes on page 54.

In order to get a close up view I selected the roof and want to center the screen on the vertices of it so I pressed the Numpad . key.  When I do that the view zooms so that the roof is off the screen.

What am I am doing wrong?

I tried Ray's answer and was able to move the origin but pressing the Numpad . key still did not work.  The centering was still on the bottom of the lighthouse, as if the origin was still there.


texts: I am interested to give the Flamenco software a try. The software and documentation can be downloaded here. After reading the Readme I really don't understand how to install this software on my Mac and Windows machines. As this software facilitates a blender render farm I thought I can ask here if anyone can help me to install that software.


texts: How to change the order of a custom function added in the dropdown menu in the header region in 2.81 with python

texts:
The duplicate post doesn't address the items in the dropdown. Only the bpy.types. The dropdown isn't part of that.

I'm have added a custom function to the face dropdown in the header region when in Edit mode. by appending to bpy.types.VIEW3D_MT_edit_mesh_faces

How do I change the order of my function in the dropdown list?

Here is a similar question but is addressing a different part of the UI.

what it looks like now:

what I want to see happen (doctored image):

The script so far:

bl_info = {
    "name": "Custom Algo",
    "blender": (2, 80, 0),
    "category": "Face",
}

import bpy

class CustomAlgo(bpy.types.Operator):
    """Custom Algo"""
    bl_idname = "face.Custom_algo"
    bl_label = "Custom Algo"

    def execute(self, context):
        print("Pretend that you have done something sticky with that face")
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(CustomAlgo.bl_idname)

def register():
    bpy.utils.register_class(CustomAlgo)
    bpy.types.VIEW3D_MT_edit_mesh_faces.append(menu_func)

def unregister():
    bpy.utils.unregister_class(CustomAlgo)
    bpy.types.VIEW3D_MT_edit_mesh_faces.remove(menu_func)

if __name__ == "__main__":
    register()


texts: Adding Borders to a Video (Letterbox Effect)

texts:
This is my first post, so please forgive me if I make any mistakes regarding tags.

I've been attempting to add a letterbox border to a video in order to give it a more "cinematic" look, but I've been running into issues where borders only appear on one side of the video.

Example of what I'm trying to achieve:

Example of what I'm getting:

It may be a little difficult to see, but the borders only appear on the left and bottom of the video. I achieved this after following instructions from a video which recommends using the offset command. In the video, the instructor had an option to add this effect to both sides, yet I'm failing to see that option here.

I checked a few more tutorial videos and noticed that their version of Blender seems quite different than my own, with some of their available commands being different than my own.

Regardless, I feel like I'm very close to figuring this out, but I need some assistance. I think that what I need to do is "center" the video so that it appears in the middle of these borders I'm trying to make, but I just can't seem to figure it out.

Any advice would be greatly appreciated!


texts:
A follow up onto:
Blender text not being properly applied onto cylindrical object
(Engrave, Boolean Modifier)
The to be projected text has been recreated with a higher extrusion value and a bevel > 0 (extrusion seems to play no role in the depth of the projected text).

It looks like the topology for the surface where the text should be applied to must be reworked (needs more vertexes (I think)). Can blender add subsurf modifiers locally (without selecting the vertexes and creating a separate object)?


texts: Exporting all shader node with object to import into another scene

texts: I have a loverly loaf of bread, textures, shaded the lot but it's to be part of a much bigger scene. When I export it as any of the files types on offer in the drop down, 3ds. .abc etc., the shader nodes don't come with it and I'm left looking at something like a plastic lump. Do I have to redo all the shading/textures/normal maps etc., in the scene to which I have imported the object or is there a way to bring everything across? Also tried the append function and had no joy.


texts:
I recently started working with the Grease Pencil and can't seem to figure out how to tweak and edit the keyframes of Grease Pencil. I want to be able to move them around on the timeline, but I'm not sure where to do this.

Normal action-based animations have the action editor where I can move the keyframes around. The grease pencil doesn't appear to have anything like this. Additionally, when you delete all of the strokes on keyframes, the markers don't disappear on the timeline. This is going to get messy fast if I can't fix this.

I'd rather not have to delete entire layers just to remove markers on one frame of the timeline.

To be concise:

How do I remove these?

Thank you!


texts: My problem is that I have created a bipedal model that has multiple meshes (gloves, shirt, socks, etc) and I have heard that I should select all the meshes and join them together with CRTL+J. I have done that and then I rigged with automatic weights, but not everything is affected by the bones. Some parts don't move with the rig. What should I do to fix this issue?


texts: script mathematical mesh with xyz function surface, each coordinate parametric with u,v

texts:
Circa 2015, in the python script window we could enter:
bpy.ops.mesh.primitive_xyz_function_surface(x="...", y="....", z=….",\
range_u_max=1, range_v_max=1)  # with u,v each ranging from 0 to 1

This fundamental and no-nonsense capability seems removed from Blender 2.8
Do we still have this capability, and if so, under what API name?


texts: Why do I have no 'Shader' category when trying to add nodes?

texts:
I am a complete beginner. So, I might be dumb - sorry!
I made a 3D model. Now, I want to work on its surface - which lead me to materials and shaders. So, I added a material and then opened the Node Editor. I pressed Shift+A to add a shader and I got the following:

There is no Shader in the list. So, could you please tell me how to get it?
The Blender version I am using is 2.79b


texts: Trying to texure a formula 1 car,but i am a noob in cycles engine

texts:
i have made a model of a formula 1 car, and now its time to put textures on it.

i want to make the entire body a single color,and then add the decals on top of it as a second "layer" of textures.

i watched a tutorial about basic cycles rendering,and from what i understand you can add multiple textures on a single material, connect them to a mix node, and after un wrapping they will both show as long as the "decal" has an alpha channel.

So i did all that, added a red base colour,and tried putting a "decal",but when i unwrap the decal is applied on all faces,not where i want to put it.

I tried creating 2 UV maps as suggested in a tutorial but it doesnt seem to work.

Could someone give me a step by step guide on how to do this,on a multifaced object (not on a single plane), and keep both the bottom and the top texture on the object?

Any help is much appreciated!

This is a pic of my model.


texts: When apply the mirror modifier when rigging a character

texts:
I'm trying to make a character, rigged it, and now i'm adding shape-keys.

question: When is generally the appropriate time to apply the mirror modifier when making a character?

Thanks!


texts: All .smd meshes I import into blender have missing triangles

texts: I can no longer rig or weight paint models because it is so hard to see the bones and things with the pieces missing. I have reinstalled Blender, and all models I have used have are like this. I have gone through like 10 models trying to find one that works, but none of them do.


texts: How can I prevent my posed rigs from defaulting back to the static stance? Also undo questions

texts:
I created a humanoid rig, skinned it and got all the project files open in the same instance. Started moving things around and then posing my model...

Issue number one... Using Ctrl+Z or even "Undo" in the "Edit" menu cause all objects to return to the original locations and removes all bone adjustments with the posed armature. I just want to step backward one adjustment, not revert the whole scene back to "just loaded objects in."

How is this accomplished?

Went through this several times across a multitude of hours - decided to abandon hope with undo and started using "Edit>Undo History" and selecting through, which works about 90% of the time. Began saving alternate saves for each change (save a copy) with a numeric rename.

I was finally able to get my model posed and ready for render/weld. I wanted to adjust the position of a scene object and slightly resize it. Clicked on "Edit Mode" and BAM! Everything reverted back to original position. Tried loading in from my most recent save - all objects were in original static positions at 0,0. I then completely closed everything without saving, deleted my entire scene, ran CCleaner to clear cache, relaunched Blender 2.8, and chose to load my most recent save (93)... Same issue. Loaded the save before that one (92), and before that one, all the way down to 89 -- all duplicates of one another... Exactly the same, everything back to project step 1, all undo history options were "original" in all modes (object, pose, edit, etc).

How do I keep the current status and adjustment of my scene as the point that I am working at, instead of everything reverting back to default position whenever I make one mistake or need to save and return later?

Is there any way to prevent Blender 2.8 from reverting the entire scene back to "original" positions for your rigs, meshes, objects, etc., within the scene?


texts: Can Armatures w/ passive rigid body mesh notice resistance from active rigid body objects?

texts:
This is about the laws of physics, the Rigid Body System, and Armatures or ‘Passive’ animated rigid body objects interacting with ‘Active’ rigid body objects...

I use Blender to illustrate the process of track creation (think foot print), and find it well suited to my needs.  Both Armatures with mesh ‘feet’, and animated rigid body ‘feet’ are employed to interact with active rigid body ‘sand’ objects.

To see samples go to my website, ‘bctracker.com’

(correct site has ‘Stacking Sand’ on banner image. Please forgive the computer-limited simplicity). There are many clips, all made with Blender.  A good example is the second clip down on the “Track Features" page, "Test 124

The problem: animated rigid body objects, and armatures seem to be unable to notice resistance to movement from other rigid body objects they contact.

My question: in the real world when a body walks on sand, the foot lands, sinks into the sand until the sand compacts to its own limit, then the foot will sink no more and the laws of physics say the sand starts pushing back.

At this point the body keeps pushing against the sand but the forces are moving the body, not the sand.

When I try to animate this process it seems there’s no way to simulate the real interactions.  I mean that if I animate the foot to rotate down into the sand it will rotate exactly as far as I’ve animated it, irrespective of the resistance of the sand, when it should stop once the sand compacts.

One problem from this is that footprints are not as accurate as they can be, because sand movement isn’t allowed to stop after it compacts like it would in the real world.  The foot just keeps right on moving it.

Tried the Molecular Particle System add on, which can help, but it does not resolve the problem that animated rigid body objects, and armatures can’t really notice resistance to movement from other rigid body objects they contact.

So is there any work around for this problem?

Would this be something to submit as a feature request to the developers?
Thanks!


texts: How to display a number as output value in node-editor?

texts:
I would like to input a numeric value and output also a numeric value after it has gone through some nodes realizing a mathematical function.

I know how to realize the mathematical function with multiply and adding nodes (here: f(x)=x^2 + 5x ) but I do not know how to continue from the ADD-node on to display the output as a number.


texts: Calling Blender from Python, local machine vs Server; Unable to find pixel format

texts:
I have a python script that calls blender, my blender file, a python program performed in Blender, and 2 variables passed into the python script in blender.

The command looks like this.

subprocess.call(blender + ' ' + blenderFile + ' -P ' + ballSpinScript + ' -- ' + time + ' ' + efficiency)

I have confirmed that the variables all contain the correct paths. The discrepancy is occurring when I run on my local machine vs running on a server. On my machine it runs great. However, I have copied all the files over to a given server and it still runs but it takes much longer and outputs a warning that I am unsure of how to fix.

The warning is "Warning! Unable to find a pixel format that supports WGL_SWAP_COPY_ARB. Substituting one that uses WGL_SWAP_EXCHANGE_ARB.

I am not 100% sure if this is the issue (reason for the increased time to process), but it the only difference I am finding when the process is run.


texts: Boolean difference modifier misbehaves with fluid sim

texts:
I have a scene where I am using a fluid simulation to splash water into an invisible diamond shape. I'm using a boolean modifier to remove (subtract) the jagged edges from the outside of the water. However, the modifier only works on some frames. On others, it causes most of the water to be completely flattened into a diamond shape, effectively deleting the surface of the water where it should not be touched by the modifier.

Basically, this is what I'm starting with:

I'm using a boolean modifier to subtract this from the water mesh:

This is the intended result (on a previous frame where it works):

And this is what I get instead on some frames:

Here is the .blend file, for reference:

I have made sure that the normals of the mesh I am subtracting are correct. I have also tried applying the fluidsim modifier on the frame I want, removing doubles and making normals consistent with ctrl+N, but the result is the same.

What is causing the boolean difference modifier to behave like this? Is there anything I can do in my project to fix it?


texts:
I am attempting to rig a character for animation,

first, the parenting function doesn't work instead of making the mesh the parent, it makes the rig the parent. I have to go into the properties window  and manually select object.

Next,when that is resolved and want to test to see if the mesh and rig move, the bones ARE NOT attached, and in some instances i can't select individual bones.

I have tried different models, all with the same result.

I would love to use Blender to animate (also, the animall plugin doesn't work either) to animate a short series, but I can't even get the characters rigged.


texts:
I wished to extrude edges of a plane to create opened box. I have created a plane, switched to edit mode, switched to edge select, then started shift selecting edges. I can select 1, 2 or 3 edges normally, but once I select 4th edge, entire face is selected automatically.

Consequently, I can't exctrude edges, entire face is extruded.
Why and how to overcome?
https://youtu.be/fEuzIabBYLo


texts: i run into some problems with the shading in the tail of the airplane. but i did not know what cause the problem. can any help?


texts:
I have a blend file with really nice hard surface topology.

However, it's too detailleds. It's like a subdivision modifier was applied. I'm not sure if that is true.

I'm looking for an automatic way to reduce the dense topology while still keeping the "architecture" of the original topology (which I think is pretty good) intact. By "architecture" I mean that the geometry was started using primitives and not something like a 3D scan.

The goal is a low poly game model of around 2.000 triangles.

Here is what I imagine an automatic tool should do.
I would like to remove like every 3 of 4 vertices.

How could this be done?

Here is the blend file.

Edit: I have tried to apply the suggestion of Checker Deselect, but I think the geometry doesn't allow applying it the way it was suggested to me:

How could I select the "correct" geometry to apply the Checker Deselect?

Thank you very much.


texts: The particles that are emitted from my object are all over the place

texts:
So I'm trying to have grass grow from a rock. I have a collection with two different patches of grass that I am using to cover my rock. Although, when I created my particle system, the patches of grass are being emitted in some really bizarre ways.

Sometimes they are protruding from the side, the bottom, or even near the top (making the bottom part stick partially out). If you look inside the model, this can easily be seem. The majority of my grass patches are awkwardly protruding out of the rock from the side.

I'm having trouble solving this problem and was wondering if anyone knows how to make it so that the patched of grass protrude from the bottom???

Here is a link in case anyone wants to take a peek at my file, and down below are a few screen shots.


texts: (Blender Newbie) How would I Smooth This Rigid Mesh?

texts: I have a mesh that I made in a game and imported to blender. Its only one mesh already unioned but problem is that i dont know how to smooth out the rigid lines as im quite new to blender(Started Today lol). If anyone knows how to please let me know. Thanks


texts: How do you set the start/end handles of a curve?

texts:
I have a curve that isn't a closed loop.

Is it possible to change the start/end handles so the gap is in a different place?


texts: Can I get back film emulation looks into 2.80?

texts:
Just really hoping there is a way to do it, but is it possible to get back film looks for 2.80?

or people who would argue that you can still do it with composite nodes, yes, I understand you can, but that also means I need to know what exactly I want to achieve, I can't ever test a bunch of moods, then tweak it (which was my workflow so far), it's like adding 3 days more work just to see which one I like the most.....  i thought blender was supposed to be the fast option.....

I'm prepared to try to do some python, but I'm at a level where I can only botch things together....

Thanks


texts: 2.8 box selection does not select everything, tiny objects not selected?

texts:
I have a lot of problems with box selection on objects,
there are always not all objects selected !!

I don't have any fancy collections or wrong settings in the outliner,
also when I zoom in - I can select them - whats wrong !?


texts: How to install/enable Level Editor in 2.78

texts:
I'm looking for this Level Editor addon but the Google Gods aren't turning up any links/docs.

What's the name of this addon? Does it ship with (even as disabled) 2.78 or do I have to download something (plugin?) to activate it inside of Blender?


texts: How to make a somewhat stiff pneumatic tube?

texts: I tried using softbody physics on a path, but, the path then behaves like a string rather than a stiff tube. I want the  pneumatic tube to behave something like the tubes in this: https://www.youtube.com/watch?v=klLI5skuwj4


texts: I'm looking to make some custom gui elements. Has anyone had success using pyside to use Qt to communicate with Blender?


texts: How do I fix this discoloration in my model?

texts:
How can I fix this model discoloration?
Hello,

I was wondering what is causing the discoloration on this model?  It should be a smooth surface.

Here's another screenshot in edit mode:

How can I fix this?

Thank you!


texts: Grass High Polly to low poly for Unreal Engine?

texts:
i have question aboud create grass.
Now i have high poly model like this :

How Can I do this in blender :


texts:
I'm looking for a way to let particles enter into a tube from the top and when they reach the bottom they should slow down, be pushed radially outwards and then upwards. See a very crude cross section below.

With a regular force I can get them pushed outwards but is there a way to have sort of a tube shaped force that is stronger the farther you get from the center radially?


texts: Timeline keyframe not showing when changing to different transform rotation representation

texts:
I created an animation, and created key frames when the rotation mode was set to Quaternion. Now I want to display the transform in easy to understand XYZ euler. The problem is, the rotation box does not indicate the keyframe exists in this mode, because the values are not in yellow.

Do I need to re-enter the key-frames again?
I would think I shouldn't have to since the XYZ is just a different representation of the Quaternion.


texts: How to extrude X and Y axis on a traced object (flatten)

texts:
Newbie to blender here. I'm trying to take a curve or traced object and essentially make it wider all the way around. I'd also like to do the same, later but make the same object thinner all around. I'm trying to make a cookie cutter for my daughter and I want to make the object below porportionally wider, then drop a copy of it (only thinner) on top and join the objects together, this will be the "stamp" or cutting edge. Am I thinking about this correctly?

I'd like to make the copy of this object much thinner and drop it on the top.

Thanks in advance!!!

which vertex are you referring to?


texts: Rigging Car wheel, local axis and child of

texts:
I have been following this tutorial on how to rig a car wheel:
Blender How to make a Tire Roll - Tutorial Constraints
I don't follow exactly the tutorial as I am using the local axis, so that I can drive my car in a straight line in all directions.
The problem I am having is that when I try to Parent the "WheelRig" to "MainController", the wheel stops spinning. So I used the constraint "Child of", and the wheel spins almost as expected.
The problem I am having is that if you rotate the "MainController" say 130 degrees in the Z-axis, and move the "MainController" in the local x-axis, the wheel spins backwards.
If I unparent "WheelRig" from "MainController" and rotate the "WheelRig" as above it works.
So what can I fix this? Why isn't the wheel spinning if I just use "Set Parent to ..."?
I have uploaded the .blend-file to my Dropbox, so you can download and have a look. (Just close the login to dropbox if you don't have and account and you can download the file)
Wheel_Rig_v01.blend


texts: How to do "filter select" in an existing selection?

texts:
just want to discuss the better way to filter certain object(s) (either by types or by names, etc) based on a rough selection. For example, I got a crowded downtown scene, there are meshes, lamps, cameras, speakers along the street, and I want to select all the lamps and cameras for further editing. Is there a better way to filter them after a rough selection?

PS: Some solutions are not ideal for the certain case:

1> Cannot use "Hide". This works with simple one, however, some things have been hidden before, and I don't want to show them back together after this.)

2> Cannot filter by moving to a single/empty scene, This works with simple projects, but all objects within the rough selection came from multiple scenes, it would be not easy to bring them back to their individual scenes after this.

3> Cannot use "Local View", since I'm already in it.


texts: Combining facial mocap with hand animated bones

texts: Hi i want to start with facial mocap for my blender characters and i saw there are ways to do this with openCV for example. I want to know, once i got the facial tracking into the character is it posibble to animate the rest of the bones to match the expression? i mean, for instance, if a character is angry it will not be still standing telling so but instead it will be making movements with the head and the arms. these two features can be combined straightforward or i will be having some troubles to do so?


texts:
so very odd things, I have seen this in other places, but nothing has fixed it as of yet.
In any mode that isn't Rendered, it works 100% fine:

However, it does seem to be completely blacked out in Rendered view and when I render it:

I have tried a lot of different solutions, but to no real avail. Thank you for reading


texts:
I was wondering

There was this image on Blender.org, but how to make it?

Greace pencil is sure but rendering and other I don't know

Kind regards :)


texts:
I have the following setup:

On the scene I'm able to select GPU Compute as device:

But the issues start when I start the rendering, it seems to be building a new kernel and having this as the last text on screen:

And after that Blender is crashing.
Object does not need to be hard, basic starting box is just enough.
Blender version is 2.83.4 on Windows 10.
"Compiling render kernels"


texts: Is it possible to get a rigid body to bounce off cloth?

texts: I am doing something very basic: trying to simulate a rigid body (a sphere) falling onto a large cloth. Right now in my simulation, the object falls, the cloth deforms, and then the object just comes to rest on the cloth. It would look more realistic if the sphere were to bounce a little bit (and maybe roll around) before coming completely to rest. I have tried changing the physics properties of the cloth and the rigid body, with no success. I know rigid bodies can bounce off of each other: is there any way to get them to bounce off of a cloth before coming to a stop?


texts:
I'm trying to find a way to render my image in Look Dev mode with a transparent background if this is possible.
I have tried to emulate the dev mode in view port shading, I added a HDRI image, lights, but cannot get a better result than the look Dev mode.
Thank you.


texts: Image applied as a UV texture is deformed

texts:
I am trying to apply an image with a horizon line of a city on a plane.

The face I'm trying to apply it to is like a trapezoid shape.

But when I preview the render in rendered view, the horizon line seems skewed (bottom right preview):

If I change the size of the two vertices on the left in UV image viewer, I get a rendered preview that makes me feel like the plane isn't really plane, and that Blender is adding an invisible edge to deal with this:

I've found this question here "How to flatten a face to avoid distortion (make an ngon planar)", but none of the solutions on this question helped solve it.

Blend:

Note: this model is inspired from the works of Patrick Hughes.


texts: Why does the satin fabric appear so metallic to me while it is a dielectric material

texts:
It started with making a skin shader. I am still convinced that we see a rough colored gloss in skin a little bit. Which is in contrast to the theory that a material is either dielectric or a metal.

I even got more convinced when making a shader for fabric, there are some fabrics that appear quite metallic to me like Satin, some sports-wear, new carpets, and some more.  It feels like I can tell now how much of the rough colored gloss is present in a material like grass 5%, sand 10%, bricks 10%, satin 70%, skin 5%, some plastics 10% etc.

But this is in contrast with that theory that a material is either dielectric or a metal. Any idea what I think I'm seeing then ?

Maybe a theory is that for example in Satin, the light bounces in the grooves of the fabric, and this causes the reflections that reach my eye to now have some color influenced by the color of the fabric.

So I tried to simulate that in Blender:  A diffuse with a PBR reflection node (Cynicat Pro), and gave it Bump with a distorted wave texture with a very high scale (1000). The color of the gloss from the reflection node didn't change toward the color of the diffuse shader which was pink.

Then I tried to make the gloss more rough and that didn't work either. I tried that setup with 16 gloss bounces but that didn't have any effect.

So I am a bit confused, I hope some one is able to clarify what I believe I'm seeing. I made a thread on BA as well


texts: Is this an animation workspace bug in 2.8?

texts: When in Animation Workspace and I get out of Camera view everything disappears. This isn't happening in other files, but I can't find anything I've added that would make it do this. I've removed most everything but the lights and it still does this in this file. It's not clipping. It's not Show in Viewports checked off. This only happens in the Animation Workspace. All other workspaces including Layout are working fine.


texts: in blender 2.8 how to make 3d view unlike setting from other windows?

texts:
in blender 2.8 how make new window witch created by [duplicated area in to new windows] unlinked setting from other windows and work space
like [viewport unlink] feature in blender 2.7

viewport unlink] feature in blender 2.7

[viewport unlink] feature in blender 2.7


texts: I want to make a model that looks like the first picture (i just put a plane and i circle and extruded). The way i want to do it is like the second picture, this i made from a subdivided plane, where i used the loop tool on the corner face to create a circle and then extruded everything...but with the subdivide modifier, i can not get sharp edges where i want them..i tried as you can see in my picture to use the crease tool to select edges i want sharp, but i can not use it on all edges i want sharp, cause that deforms the cylinder shape..any advices?


texts: How do I divide equally copies by the distance between two objects

texts: Sorry for my bad English, I'm very new to Blender, how do i divide equally copies by the distance between two objects like the Multiply and Divide features in Google SketchUp to copy objects over large spaces, please take a look in the photo showing my problem


texts: I'm trying to export a ring that has some transparent parts, but when i open the file that i exported, my transmission map is not there anymore, so the ruby becomes opaque. (No matter the format .fbx , .gltf ...)


texts: Selected face texture and UV editor often disagree!

texts:
I have a load of 3d models which I've imported into Blender.
I'm now going through a process of replacing old textures, and it's an absolute pain to say the least.

A new texture often means manipulating the UV map. When I load a new texture for a material, when I select a corresponding face in the 3D view, the old, no longer relevant texture automatically appears in the UV window.
So I have to then select all the newly changed faces, and assign the diffuse image in the uv editor to see what I want to see!

A task made considerably more annoying when the blender file has over 2000 images, and for some reason once the image select popup is invoked, Blender goes from 60fps to <5fps until it's restarted.

The default behaviour of the UV editor seems utterly bizarre. When I select a face, it should load the first texture of the assigned material, with a quick access option to select different textures (normals, spec, etc.)

I've been struggling with this for days, any help would be appreciated.


texts: So, I'm trying to make a model for a Minecraft mod. When I try to move the legs, they both move at the same time. It has something to do with the mirror. How do I fix this? I tried looking it up, but all the times I've tried none seem to work.


texts:
Is there any trick to increase performance in background-only tiles in cycles. As you can see in the pictures, an empty render takes more than one minute. When you render motion graphics animations, there are a lot of these empty tiles in every frame, so it would decrease reder times quite a bit.

Thanks.


texts: Blender 2.80 Objects have sound attached to them?

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I want to create a simple grease pencil animation, but don't want to have to add sound later on, but would prefer for example an object to have sound attached, like a cloud rain and thunder. The sound should them be picked up by the camera, in stereo, depending on where the object is in relation to the camera, being louder or softer, left or right. So if the camera gets closer to the object, it the sound gets louder.
I know that there was a functionality in the Blender Game Engine, which is no more as of 2.80. This is possible at all anymore?


texts: How Can I Instance an Animated Cycles Gradient Material?

texts:
I am attempting to create lightning storm from a particle system that instances an object. For the material, I the base object has an animated color gradient, animated using the mapping node.

I have successfully instanced the base object on to the particles using the Animation Nodes addon. Now I want to offset the texture animation based on the birth time of the particles. At first I thought I could use the "Cycles Material Output" node, but I can't seem to do anything to the vector mapping node in the material with it.


texts: My character deforms when I rotate the rig

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So I rigged my character, everything was fine until I tried it out in pose mode. As you can see below I'm a beginner so I couldn't figure it out why is this happening.

I need the leg move just as smoothly as a human's leg would.
I also tried to weigh paint but I dont know how.
I searched the internet but I couldn't find anything. Can you help me?


texts: Hide subdivision dots/normals in edit mode?

texts:
Somehow I managed to activate a display where I see a lot of dots (normals?) when I'm in edit mode and the object is subdivided.

The image to the left is without the subsurf, and the right is with it on, but I still want to "Display modifier in viewport".

This only happens in Face select mode, but I don't remember it looking like this...?

It doesn't happen when I create a new object, so it seems to be an object setting. I think I have pressed a shortcut but mistake somehow...


texts: Vroid to blender to unity - Some of mash hair color was dark in unity

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The mesh have a black and white part
I want all of that in white
How to fix it?

No problem in material view but...

The lighting/idk fail in unity

Help and thx plz


texts: Color management affetcs video sequencer

texts: I try to match my scene to a reference video (which I have loaded into the Video sequence editor) by changing settings in the Color management tab such as contrast, exposure or gamma. However, this also affects the clip in the Sequencer. How can I prevent this or use another color management for the video sequencer?


texts: Want to run two scripts when I change to edit mode

texts:
Im not good at python script, but I want to run two actitons when I change to edit mode. or I want to know register any Hoykey for run this scripts?

import bpy
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')

This is to switch to Face Selection mode at the same time as you change to the edit mode (as in Maya). I don't know how to do this.


texts: I need to animate a rotor, so rather than keyframing the Z rotation it would be easier to animate its rotation speed. I saw examples with a driver where a spin value is multiplied by the current frame, but it can't be animated because the rotor just rewinds if the spin is animated back to zero. Is there a way to animate the speed, use physics or make a simple PID setup in a driver?


texts:
I have a celeron j3455 CPU with HD Graphics 500 and Linux Mint 20 OS.
I have tried to install intel-oplencl-icd to get GPU rendering.
To my surprise blender 2.9 won't even start (I have to kill the process).
2.8 starts but it freezes when I open preferencens/system.
In the end, is there a way to have GPU rendering with such a CPU ?
Thanks


texts: Strange behavior when going to Edit Mode

texts:
I have a blend file. I got it from here. A strange thing happens when you go to Edit Mode on "body" part. Well, the object called "body". Anyway, when you do that the half of the object is clipped, you go back to Object Mode, the clipped part goes back. I figured out that applying the existing subsurf modifier fixes this weird behavior.  And another thing. The origin point is cyan instead of orange.

Any thoughts on why this happens and what's with the origin point color?
Here's the file itself. (if you don't have an acc on blendswap)
Edited:

Thanks to Gonzou, his answer solves the mystery of the disappearing mesh.
The cyan dot mystery still remains. I looked through theme colors and didn't find any entry that controls that cyan dot. The "Active Object" entry only controls the outline color on that object. However, on a newly created object an origin dot color is orange (as it expected) and that "Active Object" entry controls an outline and dot colors.


texts: Problem about text (letter not complete)

texts:
I have a problem with the letter "s" and the number "5" (the same form) with this font on Blender :/

It is not complete and don't appeared on my render.

[Pardon my English]

Thanks


texts:
Is this normal?

and also this.

I'm about to create sci-fi helmet thing. I've been watched some tutorial about subdivision surface and beveling and this happen when I add both of that modifier, so am I did it wrong or is this normally happen?

Any help would be much appreciated, thank you.


texts: Rendering in color mode 'BW' is darker than mean pixel values

texts:
I want to render greyscale images. I do this with a large script, so I would like to do this in Blender directly and not as postprocessing with another tool.

When I set bpy.context.scene.render.image_settings.color_mode = 'BW',
I get greyscale images, but the image is a bit darker. How does Blender compute the greyscale pixel values? It seems not to be the mean over all three channels which I checked.

Indeed, the behavior is somewhat strange: When I save the render in the UI via save as Image it seems to use the maximum value of the color channels. However, when I save the render using bpy.bpy.ops.render.render(write_still=True) the image is different. I am not sure but looking at several pixel values it is always 2 above the minimum, which makes the image darker when one channel has small values.

Can anyone tell me how to correctly export images in greyscale via the python interface?


texts: Technical animation, folding sheet while moving it along a vertical path

texts:
I have this idea to make quiet a difficult (technical) animation, where I have some sort of sheet that moves vertically along a path and gets folded along the way.

1: Sheet goes down
2: Gets pushed between the 2 circles (fold 1)
3: Goes down on the other side
4: Gets pushed between other 2 circles (fold 2)

I've tried a lot of things already, but can't figure out how to do it.

Any ideas/suggestions?


texts:
When I open an object in Texture Paint mode and set the view to Solid the colors show up as inverted in the 3D view. The colors show correctly in Render or Material view. This is something new as I was Texture Painting this file yesterday and was able to see the right colors with the view set to Solid.

And if that wasn't bad enough now a new complication has crept up.  When I switch to Texture Paint the color portion of the UV Map is switching to that of another object. The outlines however stay the same, just resized to fit over the other UV map. In the 3D view this is only visible with Solid View set.

PACKED BLEND FILE

Any help sorting this out will be appreciated.


texts: Object showing throught other object in viewport

texts:
My object is overlapping the other object in the viewport.
The smaller model in the 'back' is showing through the larger model. They both have mirror and subdiv modifiers on them.

Front view

Side view to show that the model is behind the larger one.


texts: Workspace - Filter Add-ons Question (2.80 and 2.81)

texts:
If I enable the new workspace filter add-ons feature, some add-ons that I have enabled in Blender preferences window do not show up in the filter panel. For example, I have the import AutoCAD DXF add-on enabled in the Blender preferences window but it doesn't show up in the workspace filter add-ons panel.

The result is that it isn't available in the file import formats list. Does this feature have to be supported in each add-on or am I missing something? Are there any workarounds other than creating another workspace just for importing various file types? Thanks.


texts:
I am trying to add cuts to a shape to give it a bent shape. The object is the back pane of a foldable chair.

But when I try to select the shape (L) and add cuts (ctrl + R), the cuts I add do not appear on the shape... but cut numbers show up in the text bar on the bottom.

Maybe there are other ways to do this, but I have a beginner level, and tried many different ways to do this already.

Among the other ways I tried to do this; I tried starting from a flat cube then added cuts but adjusting the top left and top right curves to the existing frame made the shape of the grid too skewed to later on give it a curved round shape.
I also tried selecting the excess angles on top with the C selection shape and removing them but it looked way too messy.
I also tried flattening two cylinders and I was planning on merging them together but that didn't work either.

The current shape I have, I got it by creating a thin torus, removing 3/4ths of it all around, and the inside faces, then I duplicated it and rotated it on the other side then joined the opposite vertices.


texts: "extra shading pie menu items" option not showing in custom keymap

texts:
In Blender 2.80 in Properties > Keymap if you use the standard Blender preset you get Preferences windows with option to check "extra shading pie menu items" option under Tilde Action. This option extends the shading pie menu

But when you use a custom Keymap the preference window is unavailable.

Is there a way to turn this option on other way?

I tried using python line that I got from the Info window but I only get en error

>>> bpy.data.window_managers["WinMan"].(null) = True
  File "<blender_console>", line 1
    bpy.data.window_managers["WinMan"].(null) = True
                                       ^
SyntaxError: invalid syntax


texts: How can I control a rig with gamepad or vr controller

texts: I was watching a behind the scenes documentary on the first Jurassic Park movie. I noticed a controller called the "dinosaur input device" it was a physical rig that the animator's could use to move the characters on the computer. That sounds like a good idea for one animator to create animations quickly. Can something similar be accomplished in Blender with a gamepad or VR controller? And how?


texts: Creating a flowing effect with Cycles noise

texts:
I've got a Cycles noise node and would like to give it a flowing effect.

This is kind of what I mean:

I achieved this by sliding the noise distortion back and forth. The problem is that the result looks like it's moving forward, then rewinding; I'd like something that appears to continuously flow.

I can imagine that some clever texture coordinate mapping could do this. Or maybe something else?


texts: How do we use vido clip workspace and vfx workspace

texts:
After I edit a video in the blender video edit section, how do I use it in the vfx section without rendering it
I want to work video edit section  and vfx section together


texts:
I'm trying to cut a door out of plane, but I need the edges to be rounded. So sort of an inverted bevel. I'm a complete noob can't find the right way to do this. In the pic, the circle would be roughly the radius I need, but the interior of that rectangle would be removed.

Reference image: RV doorway


texts: Hide Light From One Material But Not From Another Material On a Single Object

texts:
I have a single object that has a logo that should be glossy and reflect light. The other material on the object is a matte finish, but still has slight glossiness to it. I would like to show off the glossy logo by having a light reflected in only the gloss material, but not show in the matte material on the same object. You can see in the reference image below that the matte material still reflects the light used to show off the gloss material:

I'm fairly new to Blender and using v2.8, but I've searched around quite a bit for this and can only find answers that suggest using light groups or compositing, but I'm trying to accomplish this using Cycles and everything I've seen is a very old post from 2017 or older saying Cycles can't do this. Surely this is not still the case as this is very easy to achieve in Cinema 4D?


texts: Python Scripting: (relative) Locations and Rotations of Objects under Empty

texts:
The title says it all..

I'm looking for an easy way to get a list of the relative locations and rotation (Euler) and Mesh names of all Objects (meshes) under each Empty in my project.. But I'm not good with Python, let alone with loops inside Python.

Anyone willing to help?


texts: Why is shape with shrinkwrap modifier flat?

texts:
I have a sphere and stretched. I have made a curve and i want that curve to be shrinkwrap on it. I add the shrinkwrap modifier on to it but it lost the original shape. Its flat on the surface.

How can i get the original shape without going flat on the surface. Any suggestion or help


texts:
I am working as a designer at a woodworking company. I am making interior designs with Blender.
I just imagine that I could use a script to print the necessary materials for the job.

The method is simple.
I created a cube where X is the grain dimension Y is the 90 degree of grain and Z is the thickness (1.8mm in most scenarios). So my key numbers is the X and Y dimensions.

I used this cube to create carcasses (various types can be achieved with a few changes) and grouped these objects. Also I created a custom property for all panel which creates the whole carcasse (sides, top, bottom, shelf etc) called "Élfólia" (Edgebanding) where I use letters to indicate which side we need to edge-band:

'A' letter is always the x dimension 'B' is always the y dimension and also big 'A' means a different type of edge-banding (called ABS) than small 'a' (called PVC). This is true for letters 'B' as well.
This is the base.
I found a script which based on the selection (which is perfectly fine for my groups) and go through all objects then saves its X and Y dimension to a file. I want to extend this output with edge-banding and area measurements in m2.

Here is the script which I use now:

# import the necessary modules we need
# in our case, blender's python API and python's os module
import bpy, os

# get the current selection
selection = bpy.context.selected_objects

# initialize a blank result variable
result = ""

for sel in selection:
# adatok lekérdez

    dims = sel.dimensions
    # write the selected object's name and dimensions to a string
    result += "%.01f x %.01f - %s\n" % (dims.x*100, dims.y*100, sel.name)

# get path to render output (usually /tmp\)
tempFolder = os.path.abspath (bpy.context.scene.render.filepath)
# make a filename
filename = os.path.join (tempFolder, "Dimensions.txt")
# open a file to write to
file = open(filename, "w")
# write the data to file
file.write(result)
# close the file
file.close()

I want to extend this script with 3 things:

1st:
In the 'for' cycle
if (there is a custom property called "Élfólia") then
write "Élfólia" content to the end of actual line
else
simply jump in a new line

2nd.
Simple math
Make an area summary from all panels. (SumArea += sel.xdimension*sel.ydimension)
and write this to the end of the file

3rd. The trickiest
I should check if there is "Élfólia" and if there is then:
check for capital "A" and if there is then SumABS += number of "A"*x dimension
check for capital "B" and if there is then SumABS += number of "B"*y dimension
check for "a" letter and if there is then SumPVC += number of "a"*x dimension
check for "b" letter and if there is then SumPVC += number of "b"*y dimension
And of course I want to write the summary to the file.

A few examples of Custom Property(Élfólia)'s content: [AAB] or [Abb] or [ab] or [a]...and so on..you get the point.

I can write code for years now but I don't know python. It would be great if you guys could help me out. Its just 5 minutes of coding if you know the right syntax but it would be a great help for our entire company :) Thanks a lot!


texts: How to model a burger package with beveled edges?

texts:
I am trying to model a burger box. I used a plane and extrude it for each side. After this was done, I fold the edges to fold the box. As you can see in the image below, it doesn't came perfect out of the box. I think the problem is that the angles of the beveled edges are not the same.
I start all over again, but thought maybe there are some good tips how to achieve a correct burger box. Especially for the angled corners as they should be aligned correctly to each side.


texts:
PROBLEM SOLVED...THANKS PGMATH FOR THE HELP.

I'm brand new to using Blender, and I'm trying to teach myself some basics to use in conjunction with 3D printing.  To do that I'm trying to 3D print a plate with a logo on it.  However, I'm having an issue with one single letter in the logo showing up as "negative" space after slicing the model in the 3D print software (Repetier-Host).

I'm lost on why this is happening or where in the process I'm messing up?  The only thing I notice that is strange is that the shadowing for the letter in Blender looks a little different from the surrounding parts (and its more noticeable when input into the print software). In Blender and Repetier-Host that specific letter still looks extruded, even though the shadowing is strange (less shadowing, i guess), and its not until the model gets sliced does it become "negative".

And it's not like each letter in the logo was uploaded separately.  The entire logo was a single PNG file originally and converted to a SVG file through Inkscape. So why this specific letter is behaving differently is very confusing?

And FYI...when making the file Blender file I appended the logo (previously extruded) with a plate part to create the file full part.

Anybody have any thoughts or experiences with something like this?

Thanks.


texts: How to melt an object then reverse the melt into another object

texts: Hi I am trying to have a text that says "Hi" then melts into liquid, then that liquid reverse melts into text that says "my name is" then melts again. Does anyone have any idea how i can do this?


texts:
I've been exploring game development for a while now. I have created a small prototype but the models that I downloaded from the internet were too heavy for its small computational power. I have discovered how I could avoid the use of shaders by baking textures and shadows in blender. But I'm still not proficient in optimizing downloaded models for the internet. Basically many models on the internet contain too much detail on the surface but if I will just use textures, I don't require so much detail.

Can someone help me in to understand how I should convert downloaded models, remove extra detail and make it optimized for my use.
My goal is to not have so much detail, I want to show models only from a distance and from only one view. What other optimizations can I employ in this case? Reasoning suggests that we are just using one view I should be able to somehow remove other useless details? How should I do that.
This problem seems very common for android/iPhone developers, which makes me believe that there should be an automated solution to do this and create some low poly, low detail, baked textured models. Is there??

I don't have much experience in this field so I'm using my intuition to guess what could be done. Please point me in the right direction so that I can learn the topic better.


texts: animall animations dont work with logic in BGE

texts:
I am trying to create a game in which an object defoms: a tube is blown up. To create the animation I use the Animall add-on because it allows to set keyframes on the position of edges en vertices in edit mode. When I run the animation with the forward button or move the time line, it is perfect.

However, when I define an action brick to run that animation, it does not work!
Changing position or rotation is no problem with the logic but deformation doesnt seem to work! Of course I also tried with a super simple deformation, moving only one edge or vertex. Same problem.
Is this a known problem or am I doing something wrong?


texts: Blender Internal UV Map/projection clone brush not working [newbie]

texts:
hope I can get some help here. Ive been spending days trying to work out this problem so now I'm reaching out. (Searched all over these forums and youtube tutorials but nothings working) Can anybody take a look at my blender file please?

I made a swan, and I made the feathers in blender internal system, so I need to uv project in the same system because when I switch to cycles, it doesn't render the feathers properly. So I've tried following these tutorials to be able to clone/texture paint the beak but its not happening for me. I just want the beak, so I haven't been bothered about making sure the rest of the body is projected properly.
https://www.youtube.com/watch?v=p4ngVoGIj1Q&t=1012s (v old tutorial)  /   https://www.youtube.com/watch?v=ckO80nEJTrk.
Im using blender 2.79 Let me know if you need anymore info. Please see screenshots.

How do I get the clone / texture paint brush to work??
Blender file: http://pasteall.org/blend/index.php?id=51379

TIA!

r.com/liuX7.jpg


texts: Generate a random square texture from color input

texts:
I have defined a color palette using the ColorRamp node, and I would like to generate a random texture with those colors. What is the best way of doing this?
I'm new to blender, so please explain like I'm five years old.
Here's what I have:

Here's what I want:


texts: My image texture displays correctly in material preview but not in 3D viewport

texts:
I have applied such image textures before without any problem but with the eyes of this character I simply cannot get the image texture to appear in the 3D viewport in either Eevee or Cycles. I feel sure I have done something daft or not done something simple but I have gone over everything several times and searched online yet cannot find what I am doing wrong.
I have attached an image showing my setup.
All help appreciated.


texts:
When doing animations most of the vast power of Blender is wasted due to being counter-productive. For example, if you want to move some vertices and accidentally type F instead of G you may not get any visual indication of the problem you have created because it could be entirely internal to the mesh. If you press Y at the appropriate time it will lock a transformation onto the Y axis, but if you accidentally press Y at the wrong time it will invisibly break your mesh.

The question is: if you know for a fact that the edges, vertices, and faces of a mesh are all exactly connected in the right way, what is the best practice to prevent those things from accidentally changing? To be clear, I don't want to disable these operators in such a way that it is troublesome to enable them. I just want to disable them while I'm animating. A way to quickly turn mesh editing on and off would be ideal. I also don't want to completely disable editing of any particular object, because that would prevent me from animating the vertices of the object and creating shape keys. I just want the appropriate operators to be available at the appropriate times based on my current task.

Unless there is some feature of Blender that I am missing, I suspect that the solution will be along the lines of this answer: Prevent (accidental) deletion of object. There we register a class with the bl_idname of an existing operator to replace that operator with a safer version. In my case I would want to somehow preserve the original operators so we can call them when it is safe rather than attempting to replicate their behavior. Ideally we would have it so that we just create a list of operator names and a for-loop can handle registration and overriding of each listed operator.


texts:
I'd like to be able to define a Render Region and recall it, if possible. Is there a way to do this? As it is now, a drawn Render Region is only temporary, and only one can be drawn at a time.
You can see the drawn render region below, and as I work on the project, I render the animated faders again and again. I'd love it if I could get the render region consistent from time to time instead of having to redraw it.


texts: New to blender trying to figure out how to make a text have a cylindrical side shape

texts: Hello I am trying to add a cylindrical side shape to a 3d text. I am trying to remove all of the parts outside of the cylinder as shown in this picture.


texts: how to bisect_plane with use_fill = True in Blender 2.79 using python?

texts:
I need to cut mesh in 2 pieces using filling cutted edge. But there is no parameter use_fill in bisect_plane in blender 2.79. I have a function that make cut:

def cut_figure(obj, plane_co, plane_no):
   bm = bmesh.from_edit_mesh(obj)
   geom = bm.verts[:] + bm.edges[:] + bm.faces[:]
   ret = bmesh.ops.bisect_plane(bm, geom=geom, plane_co=plane_co, plane_no=plane_no)
   #next line will call TypeError: bisect_plane: keyword "use_fill" is invalid for this operator
   ret = bmesh.ops.bisect_plane(bm, geom=geom, plane_co=plane_co, plane_no=plane_no, use_fill = True)
   bmesh.ops.split_edges(bm, edges=[e for e in ret['geom_cut'] if isinstance(e, bmesh.types.BMEdge)])

I've found bpy.ops.mesh.bisect method but it is not so usefull.


texts: Camera pose estimation by matching edges

texts:
I've a camera at known location and rotation from where an image of a model is rendered (Top left of the figure). The camera is randomly translated and rotated to a very close unknown location and rotation (bottom left of the figure) and another image is rendered again. My task is to find the final camera location and rotation without using the values of location and rotation from the blender directly, but by matching the two images.

Scene information (vertices, edgelist) can be used for the 1st image, however, scene information for the 2nd image cannot be used and only the rendered image should be input.

I don't want to bias any of your thoughts, but, as a beginning though, I tried to match the lines derived by the freestyle rendering (top right and bottom right) and then matching them. However, the process of line matching and pose estimation is comprehensive and implementation in Python gets too complex. Hence, I'm asking if there's a straight forward way to do that in Blender.


texts:
I have a bus model consisting of a body mesh an some sub meshes. I have assigned the sub meshes to my "body" - bone so that it moves with my body-bone in pose mode:

But I want the body mesh to be assigned to the body bone, too. I have tried to select it in edit mode, and then "assign" to body group, but that doesn't change anything:

What am I doing wrong?


texts: I'm creating a camera lens, and I have problems with creating a glass material. As you know, this kind of glass has colored reflections caused by special anti reflective coating (actually, glasses have this effect too). What nodes setup I need to achieve this result?


texts: Cloth simulation for game engine doesn't get animated despite Shape Keys have been created

texts:
I’ve been exploring and fighting this problem for a few weeks with no result and I’m really out of ideas.

I have to create a character (to import to Xcode). It is a standing in place ghost with its 'cloth' just waving in a loop (I used wind force). The only element I need to export is a waving cloth. I have prepared the simulation, baked it, exported as .mdd, imported the .mdd to obtain Shape Keys, removed irrelevant elements (incl. cloth modifier) and… I am not able to turn it into animation…

At first I presumed it’s an export problem (I posted Exporting cloth simulation to Collada results in static cloth instead of a waving one ), but then I realized that it’s not - the object is static and there is no animation.

I have proper Shape Keys but no idea how to push them run as animation. I have tried different methods to link Shape Keys to actions - still I’m not sure whether it is the core problem. I have added armature then run a script to create drivers between Shape Keys and Armature (as in https://blenderartists.org/forum/showthread.php?325838-How-to-convert-a-cloth-simulation-animation-to-keyframes and here https://blenderartists.org/forum/archive/index.php/t-261576.html and How to convert cloth simulation into mesh animation? ). I manually added an action to the Cloth, but I don’t know whether it was needed. I don’t even know if there has been established any relation between Shape Keys and any action. I have applied Object transform (scale, rotation..) - no result… This How to export a scene with Shape Keys Animation? also doesn't work for me...
This one Create ghost character from a certain point in cloth simulation is also not a solution - at the end there is again cloth modified added. I see there are few threads that might be related to mine but they remain unsolved.

Here the pain blend can be downloaded https://files.fm/u/sm2gkvv5

I export Collada and .blend to Unity for testing - there is an animation (I see frames running) but the cloth is static - not deforming.

I guess the solution must be very simple (I am a newbie) or there is a bug… Maybe anyone can help and tell me what is missing? There must be a way to export characters with animated cloth to game engines!…

I’m using Blender 2.79.


texts: Switch a light on/off with animation nodes

texts:
I would like to switch on a point light (increase the emission strength from 0 to 100). Then turn it off again after a number of frames.
I would like to realize this with animation nodes.
Is that possible?


texts: Why could this graphical glitch happen in Blender?

texts:
I am using Blender for about 3 hours today, and I used it while live streaming.

Note that my CPU usage is mostly at 100% because I have a low-end PC.

And after that time I have encountered this:

And this is what I get from my live stream footage:

I know my processor is overheating, but I don't know how this happens.

How is this happening? Is my processor slowly breaking? Is the data in my RAM corrupted? Or is it a completely different thing?
Please let me know so I can avoid this in the future.

Thanks in advance.


texts: How can I add thickness to a curve? I already tried with the extrude and depth options in the curve settings, but it doesn't work properly.


texts:
Please help me.... I am trying to export a smoke simulation as a mesh (I mean the smoke 3D volume) for 3D printing it! I cant find how to do that anywhere, does anyone know?

Thanks a lot! Sorry if it is unclear. It is hard to explain.
Emiliano


texts: If "bpy" in locals(): evals to True on first run

texts:
I've put together this multi-module script, which lives in a make_Shaders folder, which is also the name of the module that makes the shaders: make_Shaders.py. I'm using this code in the __init__.py to load (import) the modules:

# 'borrowed' from Antonioya - elegant solution!
path = sys.path
flag = False
for item in path:
    if "make_Shaders" in item:
        flag = True
if flag is False:
    sys.path.append(os.path.join(os.path.dirname(__file__), '..', 'make_Shaders'))
    print("make_Shaders folder added to pythonpath")

if "bpy" in locals():
    import imp

    imp.reload(figure_Defs)
    imp.reload(make_Shaders)
    print("make_Shaders: Reloaded multifiles")
else:
    import figure_Defs
    import make_Shaders

    print("make_Shaders: Imported multifiles")

When I zip and install this in a brand-new .blend (just opened Blender), I get the following error when I try to tick the 'Activate' tickmark:

addon_utils.disable: make_Shaders not disabled.
Modules Installed from   '/home/robyn/Documents/Blender/Projects/AllScripts/make_Shaders.zip' into '/home/robyn/.config/blender/2.76/scripts/addons' (make_Shaders)
addon_utils.disable: code_autocomplete not disabled.
make_Shaders folder added to pythonpath
Traceback (most recent call last):
  File "/home/robyn/blender276/2.76/scripts/modules/addon_utils.py", line 324, in enable
    mod = __import__(module_name)
  File "/home/robyn/.config/blender/2.76/scripts/addons/make_Shaders/__init__.py", line 61, in <module>
    imp.reload(figure_Defs)
NameError: name 'figure_Defs' is not defined

addon_utils.disable: make_Shaders not disabled.

Line 61 is the last statement in this segment:

if "bpy" in locals():
    import imp

    imp.reload(figure_Defs)

It seems "bpy" is in locals() straight away, when first starting Blender, which this says wouldn't happen:

This code works as follows.

If __init__.py() is run for the first time, i.e. on starting Blender with the addon enabled in your default.blend, "bpy" in locals() is False. The other files in the package are imported, and Imported multifiles is printed in the terminal.
Thank you for considering my little dilemma.

Edited to Add

I double-checked case and spelling of the modules: both correct.


texts: Focal Length Using Cropped Sensor Cameras

texts:
When matching real-world camera shots/footage, I need to know whether the Focal Length in Blender represents the focal length set on the lens or the "true" focal length, taking into account a cropped sensor, e.g. Nikon DX.

For example, using my 50mm lens on my DX sensor bodies, the effective or "real" focal length of the images is actually 75mm because of the 1.5x factor.

Thanks.


texts: Blender 2.81 - How can an Active mesh interact with a Passive mesh without the Active mesh bouncing away from the Passive mesh?

texts:
For example, I modelled this picture frame. A bolt is used to hang the picture no problem. But when I apply the "Active" physics to the frame and the "Passive" physics to the bolt, the frame just bounces away from the bolt, as shown in the picture below.

Is there some sort of way where the Passive bolt can go inside the Active frame without the frame being ejected from the bolt? (As shown in the picture below, with no physics applied)


texts:
I'm trying to make mirror effect on the x axis, and using the Mirror Modifier,
where I have set the pivot point in the middle of the car but it doesn't make mirror effect.

I have tried to change the orientation global, local etc - I have tried to make it with or without clipping in mirror. I have also tried with or without bisect on, using the mesh mirror interactive mirror global and local. Nothing seems to work.

My mesh is a car made from 2 intersected meshes, vertices drawn mesh from the top, and one from the side, both intersected. This is why there is no edges on one of the axis.

Can that bee part of the problem?

What have I done wrong, and how can I made mirror effect possible? I have seen a couple of tutorials (working in Blender 2.81) but haven't found a solution


texts: replace empties with 2 bones armature in script

texts:
The following is a script that adds empties to vertices.  Each empty is parented to a vertex.  Since I know nothing of scripting would it be easy to replace the empties with a 2 boned armature that I created?  It needs to be duplicated each time instead of being added.

import bpy
import bmesh

context = bpy.context
scene = context.scene
obj = context.edit_object
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)
empties = []
# selected verts
for v in [v for v in bm.verts if v.select]:
    empty = bpy.data.objects.new("Empty", None)
    empty.parent = obj
    empty.parent_type = 'VERTEX'
    empty.parent_vertices = [v.index] * 3
    scene.objects.link(empty)
    empty.matrix_parent_inverse.identity()
    empties.append((v.index, empty))


texts: how to search in a list of 2d points for a specific 2d point

texts:
I'm trying to develop an addon which takes all of the individual UV vertices of two meshes.

Then it compares the target UV to the source one.

If two UV vertices match, then I want to find the vertex's 3d source position.
I'm trying to find a more efficient way to look for each target UV vertex through source UVs.
Right now, for each target UV vertex, I'm looping through every UV vertex of source UVs until I find the same one.

I wanted to see if there is any better way to do it or not.
Thanks in advance.


texts: New to 3d Modelling; Missing Faces/Normals When Uploading

texts:
I am very new to 3d modelling, just having finished my first model. I had the intention of uploading it onto shapeways for printing, as I have other 3d models. However I have run into a couple of problems. This is a pic of my model with backface culling on.

This is my fourth attempt to put it on shapeways, and I have been having problems so I double checked. I uploaded it to netfabb and I was suprised to see this!

Why are giant panels of the model missing? They clearly have faces and normals in blender, so what could it be? NetFabb is detecting not only that I have faces and normals incorrectly oriented but also it is just deleting or not detecting whole faces! I have tried reloading my normals and reorienting them a number of times in blender, and every time it simply flips them backwards and generally messes the model up. The model looks perfect in blender, and any attempt to change it just messes it up further. Repairing it in netfabb is no help, as it doesnt even detect the areas it says are incorrectly oriented, instead reorienting properly oriented normals the wrong way and even deleting detail like engines! Aargh!

Sorry for the long rant and I will upload the picture of the shapeways upload attempt when it comes online. Also, would posting my model help?


texts: How to display an image in my custom node

texts: I have a custom node and I want it to be able to display an image. I know that the node has a parameter show_preview and if you enable it, no image appears.


texts: Bevel not beveling in some cases - message is nothing selected

texts:
I use blender 2.8, this is my first project.
Problem is that I can not bevel in some cases.

I'm in edit mode, I select an edge and press CTRL+B and when I try to move the mouse to bevel I receive the message "Nothing selected" like in the image.
The blender file is here.


texts: The array modifier worked fine for me when I was creating a tire for my model. However when I used it again on this small cylinder, I expect the modifier will rotate the cylinder around the cursor and duplicate them, but it created strange figures as shown in the screenshot after I set it to object offset. Any help is appreciated :)


texts: How to add multiple keyframe animations on the same property

texts:
I am new to blender, and I want to create a cabinet. Now I add an animation called open-door that rotate around the z-axis 0deg to 172deg.
I want add another animation called door-close, but don't know how to add it.

I using key I to add keyframe, but rotation z already have a keyframe, I press I again, the previous keyframe will be overwritten.

Hope i can make it clear. Very very thank you!


texts:
I want to add some new mesh object to my posed avatar.

But by default weight paint is against rest pose. So when paint in current pose, the new mesh would "fly" away.

Is it possible to treat as if the current pose is the rest pose, without actually setting the pose as rest pose?


texts: How to export model's mesh with adjacency information

texts: I am working on raytraced engine, for faster ray queries I need my exported models contain information on their triangle's adjacency. How can I export my models along with triangle(face) adjacency information? i.e. triangle 5 is neighbour of triangles 2, 6 and 8.


texts: This is probably an easy fix but I can't figure it out. I'm trying to render the audio with my video along with my video and when I play the video on the media player, I can't hear ANY audio. I've been looking at youtube videos but none of the videos have the same version of Blender as I do. Can Blender render both the audio and video at the same time?


texts:
i’m having a really bad time trying to follow one of Blender Guru’s tutorials. in his fire and smoke cycles tutorial (https://www.youtube.com/watch?v=u-zK7Bu8cAI) his smoke particles appear realistically in front of the fire when played in the viewport. Mine however always has the fire rendered completely in front of the smoke, no smoke can be seen in front of the flames, this is especially apparent when viewed from the top down.

Does anybody know what could be causing this? He is using blender 2.73 whereas I am using 2.79, could something have changed there?

Here is his fire

and here is mine


texts: How do I make Cycles bake only to the texture which I specify?

texts: Every time I use the bake function, it bakes to the texture that I've selected, but also completely erases some of my other image files. This is extremely annoying because I have to re-open each of my images. How do I stop it from doing that?


texts: Why does my Mesh disapear when using Softbody physics?

texts:
So I have been working on a character in Cycles using Softbody physics and everytime I press ALT+A to check it out the mesh disappears and only the Bones stay playing the animation.

Why? I used Softbody physics in the past in older versions of Blender and I never had this. Is there something new in the latest version I need to toggle? Why does my mesh keep disappearing?


texts: OBJ format: can you export faces with indexes relative to the last "o Something" (object)?

texts:
When I export a model with multiple objects, the face indexes of the second object, for example, won't start with 1, because they are "global", which means you have to keep track of every (v, vn, vt) occurrency. I want blender to export .obj and have faces indexes starting at 1 each time, even if it's necessary to duplicate some vertex. Is it possible?
PS.: I know I could export them separately, but that's not practical.


texts:
When i Press Shift+Z to render preview. I can see the full view of scene in real time. I want to set the same view in the camera so i press Ctrl+0 but when i press in camera view (0) im away or not the same result i need. Any setting or option i can have the same view which is seen in the render view. Any suggestion or help how it works.

https://imgur.com/a/OSV911W

Preview view

camera view

With a default cube i added a camera and change to ortho and press ctrl+alt+0 but when i see in camera view the cube i cut. I want to have same result which i see in the solid view or render preview. Thanks


texts:
I am new to blender and I'm trying to put a veil around the shoulders and chest region of a model. I have tried using the shrink wrap modifier but no luck. Any ideas on how to model the veil?

Here's an example of what I want to achieve


texts: How to deform armature by sizing without deforming parents after setting parents with automatic weight?

texts:
I have a specific question. I would like to size bigger or smaller my armatures without having the plane in between following the sizing process (getting too big or too small). Planes are linked to the armatures by setting parents with automatic weight. I would like planes to stay in between armatures during the process but without any deformations.
If I apply the armature modifier (CTRL + A) the plane will not follow anymore during the sizing of the armature and if I lock the scale of the planes (in "N" table) it does not work as soon as I modify the size of the armature.

If I size by x2 the first armature, planes will deformed getting bigger too (even with "preserved volume" of the armature modifier on, which seems to only preserved volume for rotations)

I would like to obtain this kind of result : an armature getting bigger (or smaller) with the plane following the head of the armature and staying in its original form.

Thank you all!


texts: Show addon in Tool Shelf - simple newbie question

texts:
How do I show an addon tab in my toolshelf? I downloaded a .blend file but it does not show the AddOSC addon tab in my toolshelf. I want to show it. I know that the author of this .blend file was using AddOSC.

You can see that my default startup Blender shows the tab properly.

I have tried turning the addon off, closing and reopening the downloaded .blend file and re-enabling the addon.

I have tried googling for 2 hours on Blenderartists and Youtube but I cannot see how to turn tool shelf tabs on and off for installed addons.

Thanks very much for any help or links to something that explains how to do this simple task.

[Edit:] Using 2.79 on Windows


texts: How to write to the vertex colors for each frame like animation

texts:
How to write to the vertex colors for each frame
ie. Is there a way to assign color to a loop index for each frame and that data should be available to the dependency graph.
Is this possible with bpy? baking physics button does this job I gues, maybe C code. any help in this direction ?


texts: Materials from Openmaterial repository don't load

texts:
Good morning, I was searching some free material I needed, and found the openmaterial repository (http://matrep.parastudios.de/).

The site seems a legitimate repository so I've tried to dowlonad some files, and to append the materials in the usual way, but every single time the append doesn't work: Blender keeps "Listing dirs" endlessly and when I click the "Append from Library" I get a message of error like this one:

'/home/myname/Downloads/blender-2.79b-linux-glibc219-x86_64/DownloadedMaterials/www.matrep.parastudios.de/black-white_floor.blend/': nothing indicated

Now, if it was only for the single "black-white_floor" file, I would move on, but it happened for every single material of the 11 I downloaded.

They all have some reasonable dimension (from around 250kB up to 1.9MB) so they seem to be downloaded correctly.

And this happens both with Blender 2.76 and with the more recent Blender 2.79

So I wonder if anyone knows the reason of this. Thanks.

Edit: I found the same problem in this question, so it appears to be something very old. Can't find materials in .blend file
The crazy thing is that the site is acutally referred as repository from http://www.blender-materials.org/ which is the first site popping up when I do researches for free material.

So, I guess that if the problem exists since august 2017, there isn't a solution.


texts: How to approach Texturing Landscape Terrains

texts:
I know this is vague but to make it specific ,
I want to know how to approach Photorealistic Landscapes in blender. Specifically the ones like on the new Open Movie Spring, if you know how they pulled it off, please give me pointers or directions. Thank you.
My goal: "From Spring Open Movie"

Behind the scene of the terrain, the modeling is fairly simple and I can easily make that in Blender or Houdini "From Spring Open Movie"


texts: Accuracy of bone influence (rigging/weighting)

texts:
I'd like to find a process or a tool so that I can :

Place bones to define their influence precisely so that an automatic weighting will be ok
Report their influences to another bone, as i dont have the choice of the final armature

For instance, is it possible to define children (and deform) bones and report their weights to their parent after the weighting is done ?


texts:
I know this question may not be directly related to Blender, but maybe it does! Please correct if I am wrong!

I can build and step debugging on Blender 2.78 prior to Xcode 8.1, but something get broken since Xcode 8.1, my situation is as follows:

build and run blender build from Xcode, following the directions in : https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac
set break point on run_cpu(), and read_node()
run blender build, select cycles render and select render mode
it should stop at both breakpoints prior to Xcode 8.1,
while not stop at read_node() since 8.1

My environment is MacOS Sierra.
For completness, the checkout commit is cf8f6d1 from blender git.


texts:
I'm Creating some nodes through python script. The problem is that all the nodes are overlapping each over. I just wanna programatically re position those nodes. How to do this?

 imgtx1 = nodes.new('ShaderNodeTexImage')
 imgtx2 = nodes.new('ShaderNodeTexImage')

Just consider these 2 nodes as of now. Thanks in advance!


texts: How can I force input to be interpreted as millimetres instead of metres?

texts:
In Sketchup for example you can chose default unit. If you chose cm, you type in 17 and the line will be 17cm. Or you can choose to type in 1.7 and the line will be 1.7cm. Or you can change to metres and type in 3 and the line will be 3 metres. Or you can type in .3 and the line will be .3m.

When you're trying to type in precise measurements in Blender, such as 16.4mm X 12.5mm X 8mm, I have to either type the size in metres, or specify a different unit at the end of the number.

How do I tell Blender to assume that "7" means "7 millimetres," without having to put "0.00" in front of it?

Or is the only way to make everything in metres and treat them like millimetres  and then downscale everything by 1000 to make the measurements true to the plan?


texts: Ik Stretch: Finding the Proportional Value

texts:
I have a tedious problem with IK stretch, and haven't found any hint when googling it.
In a 2 bones IK chain with stretch, how to find the exact stretch value for each bone so that they are scaled with the same factor?

Let's say we want to stretch these two bones, same length in rest position. The third one at the top is the target.
Setting the stretch value to 0.5 for each gives a correct scale of x2 when moving up the target bone to multiply the chain length by 2 (picture 1 and 2, click on the pic to expand it and see the unit grid better)

But, when dividing the first bone length by two in edit mode, the stretch is no more proportional (picture 3).
The first bone should reach the red line to double its length, whereas it's a little higher.
It's still possible to manually lower and find by iterations the stretch value of this bone to get the right scale, but i'd like to find the exact formula to write it in a python script.

Blend File

Thanks for any help!


texts: How do you scale about local axis, x in this case?

texts: I would like to scale these down width wise, but even with Transformation Orientation set to Local and Pivot Center for Rotation and Scaling set to Individual Origins, scaling on x or Y turns them all according to the World Axis.


texts: Why cant I see the loop cut line on one side of the mirrored shape

texts:
I'm new, so this may sound stupid.

When I make a loop cut, I can see where it is on the original side, but not the mirrored side. Is there some option or setting I need to change in order to fix that?


texts: How do I turn on brush diameter display in texture paint mode?

texts:
I'm not sure if this is new to 2.7 or not, but I can't seem to figure out how to make my cursor display as the width of the paint brush when I'm in texture paint mode.  I can muddle through all right- I mean, it technically works- but since the cursor is alwyas a pointer arrow, figuring out exactly what's going to be painted and where is kind of a crapshoot until I press the mouse button.

I know from tutorials that isn't how it ought to be, but can't for the life of me figure out what preference or setting might be flipped.  (NB: I'm brand new to Blender with this release, so following tutorials and trying to discern the weird bits that are me-fucking-up versus what's simply different in the new release is rough...)

Any advice would be very much appreciated!


texts: Is it possible to remove standard Menu Drawers from bpy.types.TOPBAR_MT_editor_menus.remove?

texts:
I want to know how to remove standard menu drawers from the  bpy.types.TOPBAR_MT_editor_menus.remove(drawer_function).
I want to remove File|Edit|Render|Window|Help and replace the entire menu stack.
I know how to remove custom menu drawers.
Just cant seem to find a reference to the existing ones.


texts: How to get a gradient on an angle in cycles nodes?

texts:
I used some of the suggestions to create a mesh with 2 materials transitioning using a gradient. I can't seem to figure out how to make the transition on an angle rather than horizontal or vertical. Here's the shader setup and the model.

I want the transition from red to gold (in the center section) to start in the upper left and extend to the lower-right above the blue, as indicated by the white arrow.


texts: Reconstruct 3D model from multiple 2D images

texts: is there a way to convert multiple 2D image into a 3D model. In other words, does Blender provide a generic tool like SFM reconstruct a 3D model out of images of the object from multiple viewpoints ? Thanks in advance.


texts: Texture doesn't have the texture but only the texture color

texts: I made a landscape in blender but if i use my texture it isn't using the texture but the texture color. Please Help me]1


texts:
I would like to 3D print this image, which I computed in numpy as an array.

My hope is to put this into Blender and export as an STL file to give to my friend at MakerBot.

This is a 2D image but my plan is to thicken the image slightly to have a 3rd dimension.

How do I draw this array in Blender ?


texts:
I am able to create a prop_search in my panel, but I'm unable to add the eye-dropper the select my object in the scene directly.

layout.prop_search(self, "source", context.scene, "objects", text="")


texts:
this is my first day with blender. Wow steep learning curve.

I keep losing my palettes. I'm down to two on screen and they haven't got little triangles in the corner so I can't drag to make more.

I don't seem to have collapse menus ticked. All I have on the Rhs is a a thing with transform which seems to be part of the 3d view window which is open. I can collapse and restore it with + but Previously I had palettes with a object tree and all sorts.

If I reload the app all is restored but as soon as I load the file I'm working on they go again. I suppose I could make a new doc and import but I'd like to know what I'm doing wrong.

Opening user preferences gave me a window with triangles and I was able to rebuild the UI in that but if I ever close the original window the app shuts down. Confused... Is there any way to make the new window 'primary' or to stop the UI being loaded with the file?

Thanks

Update: Hurray!!! I finally figured this out.

it happens if you go into the file open dialog and then instead of pressing OPEN or CANCEL, you use the window chooser to go back to 3D view. it leaves you with no drag handles.

The way to get out of it is to use the window chooser to go back into the
file open dialog and OPEN or CANCEL.


texts: How do i remove objects within another object's collection?

texts:
I have no idea how to phrase this properly, so I hope a gif will be able to show. This is a more a matter of scene collection organization rather than modelling, but its driving me nuts.

As shown, i'm trying to remove the objects within the "connector" object collection into the "Scene" collection but it just goes back into the connector object again.
My questions are:

Why is the "connector" object a collection in the first place?
Why are the 4 objects highlighted stuck within the "connector" object collection? (I'm not sure what i did to get them stuck there)
How do i go about removing these 4 objects from the "connector" collection into another collection, like the other objects?


texts:
I'm having a problem with Blender after a recent GPU crash. While rendering a moderately intense scene in Cycles, my computer locked up and I had to do a hard shut-down. Ever since, Blender's LookDev mode has only shown me a grey screen. I can 'see' the edges of my plane, but no other details, no textures or materials. Lighting does not work at all for me in this mode. Eevee also does the same thing in either LookDev or Render modes, with even more broken results sometimes in the form of reflective artifacts.
I have tried importing my scene into a new file. I updated to a newer version of Blender, and I also re-installed my graphics drivers. None of these gave any improvements. I am at a loss and a bit of a wall, as I am having a hard time working on my file without LookDev mode. Any and all help is appriciated.
Scene shown in Solid View mode with random colors.

Scene shown in LookDev mode, grey screen with some edges barely visible.


texts: Why does Blender think the bottom of my object is the Front?

texts:
I can't make heads or tails out of what blender thinks is front/back left/right.  Top and bottom used to be no brainers along the z axis but now that's all screwy too.

I did View/Align View/Align View to Active/Front and it is showing me the underside of my object.

Every time I try another view it just gets worse, zooming me virtual miles from my work so I have to hunt around to find it.


texts: I'm embarrassed to ask this about scaling faces

texts:
I'm not a smart guy. I haven't been able to google the answer or figure this out on my own.

I placed a cylinder down and scaled it by millimeters to 12.9 mm on x and y, but I also need to change the top end face size to 12.7 mm. I can't figure out how. Unlike the object properties, in edit mode the only property that seems to be available is something called Median. According to google, median just displaces the location of the centerpoint of selected stuff.

All I wanna do is scale a single face of this cylinder by exact millimeters, but so far this software doesn't seem to be capable of that. pressing S and typing anything in just gives wild results.

UPDATE - I gave up on it. I realized that blender isn't as powerful as I had hoped and just did a bunch of extremely time consuming boolean stuff to make 2 cylinder faces into 1 object to get the desired result.
Apparently the folks on the development team have been neglecting the smaller, more important features in favor of professional features that I'll probably never use in my life. No judgement here. It's their software, they can do whatever they want with it.


texts: Object Parenting Line Appearing in Render

texts: I'm rendering an animation and what appears to be the relationship line between the rig and its origin point (or maybe between the rig and the object its parented to) appear in the actual render. They follow the object (in this case the rat), around as it moves. I have no idea how this came about or how to fix it. I'm using EEVEE and I've checked all render settings so I don't know why it's showing up. The end of the relationship line just ends at an orange dot. There are no empties in this scene. Even when I am in rendered view, the line doesn't show up in the viewport - it only appears in the final render.


texts: Animate objects created from a grid-mesh / plane

texts:
My Goal is to animate how a plane can be used to create certain objects using the bend / other modifiers

Plane to Cylinder

Cylinder to Torus (note: had to rotate the Empty for this to work)

Torus to Hyperboloid to a Sphere (How can I do this in Blender)
Not sure how to use the bend / other modifiers to do this.
Here's an animation of what I'm trying to do.
https://imgur.com/dQejc2N

I've attached the blend file below


texts: Assigning my rigged model to a Mixamo skelton

texts: I was curious to know if there is a way to go about asiging a character I've made to an existing mixamo skeleton. My own model is in fact rigged, but I wasn't sure if I could temporarily assign him to the skeleton for a walking animation.


texts: Weight Painting - Objects Getting Left Behind

texts:
Primary

I have a single mesh named legs. Armature modifier with automatics weights is used. Part of the glove has correct weights.  The band of the glove does not have correct weights. What action should I take?

Weights of the glove. The appropriate group is selected.

Secondary

Can't seem to figure this one out. I have objects that are joined to others, such as the straps on the arms or the bottom of gloves, and with the default Automatic Weight Paints, they don't get painted and just stay in place. No matter how little or much I paint them, they move, but out of sync. I've tried messing with the Vertex Groups as well - adding the objects to their own group - but can't that to work properly either. Any suggestions?

Thanks

This is the issue I'm referring to... The strap at the bottom of the glove just won't move with the arm/hand. And yet the one in green does with Weight Paints.


texts: Blender 2.8 sculpt mode shows triangulated faces

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As the title says, when I switch to sculpt mode in Blender 2.8, the mesh I'm working on displays the faces as if they were triangulated. I'm sure I'm just missing a checkbox that's buried somewhere, but I can't seem to find it. Does anyone know what overlay or setting is causing this?

Update: To clarify, the mesh is not being triangulated, it is just displaying triangles when in sculpt mode.


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I'm trying to make treads around a tire by applying an Array Modifier and using the Object Offset, but when I select object offset the tire tread it creates is squished in the X axis.

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I've just created an environment to be used in a 360 degree video in Blender 2.8 and was planning on rendering with cycles and using the help of a render farm. I was in contact with one render farm but have since found out that they wont render anything on 2.8 as its still in the beta stage of development. Does anyone know of any render farms that will render stuff from blender 2.8 or alternatively know how to transfer my environment from 2.8 to 2.79?
Cheers!!!


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That's basically it,is there a way to configure blender to go straight to edit mode when I choose a selection mode(eg; 1-for vertex,2-for edges or 3-for polygons)?

It may seem silly but I think it's bureaucratic since these shortcurts alone have no real utility.

I appreciate any help :)


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I'm looking to create an animation wherein a large number of 6-sided Dice almost all roll with the 1 side facing up.  I'm attempting to do so with Rigid Body Physics.

My first attempt was to move the Origin of each die closer to the 6 Face, thus moving it's center of mass... Unfortunately, this causes a very unnatural looking rolling animation (it seems to actually roll around a fictional die that is centered on the Origin, causing it to roll through space or clip into things at times).

I'm wondering if there's another approach that would allow me to more heavily weight a specific part of an object so that it's more likely to come to a rest with that side facing downward?

Note that I'm looking to simply simulate very unlucky dice, not to actually simulate the way that weighted dice would actually roll - I'd like the roll to appear natural, but just end on a 1 more often than not.


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I have downloaded a blend file from the internet. In that, on a smooth surface, a house image is reflected. but no house is in the environment. How to do this?
See this image:

Click to enlarge


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I am currently making a hinge armature and there are a few meshes that is attached to the target bone (via object constraints). It looks like this:

However, when I rotate the selected bone on the X-Axis to move the hinge up and down, the tracks lag behind the rest of the other objects:

I have tried to weight paint all of them equally but it still prevails the same issue. The track has is parented to the curve and no object is parented to the armature (except the circular and box empties). Does anyone have a solution?


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I have a UIList in which I list materials to which I have attached an additional EnumProperty.

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I guess something like

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I've just tried mixing glass with a diffuse using a radial gradient, but it didn't pull off the effect very well.
I want something like this but with a single mesh, is that possible?