texts: Blender crashes when I change number of vertices in the scene

texts:
When I add a cylinder or change the number of vertices in the scene, blender crashes/closes instantly
Video describing my issue:
link
How do I fix this ?


texts: A glitch in 2.71, My low poly model randomly flattened

texts: So I was working on a low poly model, A Guy Fawkes mask as an easter egg for a game.  The game will use Unity, but that is besides the point. I had finished this model, so on a different layer I had made Newton's Flaming Laser Sword, or Adler's razor as another easter egg. I had added a basic particle system to it and wanted to render it out so I had saved that file and opened a new one.  I appended the sword and flame particle system in and rendered it out.  When I deleted out that file I returned to my easter eggs file and found my model squashed onto the x and y axis.  All the z values are the same and I really do not want to have to re-do it.  It is on 2.71, I have yet to update it and sadly  am working on a Mac.  Thanks for any help.


texts: Workflow to re-topologise CAD converted model meshes to quad topology

texts:
I am receiving DWF CAD files from our design team to convert into renderable models for our website.
I use the PolyTrans|CAD+DCC Translation System to convert these into files that Blender can accept. Namely .FBX or .OBJ. Despite my best efforts the Okino converter pretty much always outputs the same type of mesh, which is a mixture of quads, tris, and some other interpretation of the CAD model. It looks like this:

I have been looking around for retopologising tools to do this automatically and so far these are the main issues I have run into:

Blender Remesh Modifier: It does create an evenly spaced quad mesh but it requires millions of verticies to recreate the piece accurately with hard edges represented correctly. It also struggles with the CAD created rounded edges, so Remeshing and then feeding into another retopo tool seems excessive.
Instant-Meshes Tool: Great tool, doesn't work well when you need to create an output mesh that has (roughly) equally spaced quads when the initial mesh has fewer verticies than the final one. It just gets confused by the flow of the mesh as it tries to follow the output one from the CAD converter.

I am aware there is the Exoside Quad Remesher tool which is paid, but I haven't tried it yet as I imagine its algorithm would end up having the same issues as the Instant-Remesher Tool. Has anyone used it with this type of topology that could comment?
Does anyone know of a more efficient/established workflow to convert the types of meshes shown above into quad topology that is somewhat automated?
NOTE: A completely even quad topology is not necessary, dynamic topology to save on model size is the most welcome outcome.


texts: My object isn't showing up when I import it

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Whenever I import something, it doesn't show up. I have tried it with different objects but it still won't work.

As you can see in the picture, it looks like something is selected but you can't see it.


texts:
Say I have a Mix Shader in a node setup.

Say I have a Wave Texture connected to the 'fac' input on this said Mix Shader.

I'm assuming that this functionality isn't built into Blender, so how can I use Python to select the faces that are a certain shader from the Mix Shader?

Thanks in advance.


texts:
I am importing a mesh into blender to modify some parts before I use it with babylonjs.
What I am trying to achieve is to move all of the triangles from the selected (shown in the image below) to a seperate sub-mesh for each of the triangle.

The reason i want to do this is because using babylonjs I need to visualise a color change where if color is selected for a square, all of the others around it will have the same color base that fades out more the further the square is.


texts: How can I make a glossy finish and an anodized finish (rough but shiny finish)?

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I am creating a few different Apple products, but having issues getting that MacBook Pro rough anodized aluminum finish look and the high-gloss iPhone type of finish.

Here is an example of the anodized finish I'm wanting to create for the MacBook Pro:

Here is the high-gloss finish I'd like to have for my iPhone:

I tried taking a picture of a MacBook Pro and layering that image on top of my model, but that doesn't quite work. Does anyone have suggestions on how to create these two type of textures?


texts:
Can i build my entire model within the same scene, then export each piece individually so that they're modular in UE4?

Or do i have to build each piece within its own scene and export separately.

For example

i made 10x1x10 wall and then duplicated it and used the same dimensions with a door cutout in the second piece and then selected the first mesh to export into UE.

But when i went into UE4 both pieces were there meaning Blender exported everything in the scene.

So how do i just export the pieces i want one by one after building the entire model?.


texts: Extruding along vertex normals gives weird result

texts:
I know I'm probably making some silly mistake after hours of consecutive work.

I have a cylinder representing a gun barrel, and at one point I want to add a 'ring' around the barrel, as shown below.

At the point shown, I added an edge loop, beveled it with hopes of extruding it along the normals, however I'm getting weird behavior.

The faces refuse to extrude outward, and will only go sideways like the second image. Here's my interface too, which I scanned for mismatched settings but can find none.

Can you see what's wrong? I checked for duplicate geometry, found 0 double vertices and I tried doing it with a new primitive cylinder, and it works like a wonder. Thank you!


texts: I have a video in the video clip editor,and I want to save the current frame as a photo om my computer,is there is any fast way to save an image directly from the video clip editor?


texts: How to export PNG image sequence as GIF with transparency?

texts:
I’m trying to export an animated logo for my website.

I have the PNG image sequence with alpha channel ready to go. I can’t find a way to export or turn my image sequence into a GIF sequence (with transparency).

John


texts: Problem with setting text in a logo remake

texts:
I'm testing out a remake of the Paramount logo from 2002 to 2012, and I put the Paramount script text under the Camera so it wouldn't be much of a hassle to keep in place. Unfortunately, when I set another keyframe back from the setting position according to the logo footage, it moves off when I go a frame back or forth.

What could be the issue behind this? I've tried checking in the Dope Sheet, Graph, and NLA Editors, but nothing turned out as proof to me.


texts: I have been trying to draw on a new layer with drawing tablet without much luck

texts: I have an huion inspiroy 610pro v2 tablet and have been trying to draw on a new layer without much luck. I have been able to draw strokes with a mouse yet they will not place down. On the tablet end, no strokes will show up or be saved. I have tried to turn on/off various input settings and still have no luck.


texts: Okay, so then how am I supposed to sync a soundclip?

texts:
Blender doesn't let me view wave forms or frequencies. I have a small audio clip I want sync perfectly with an animation within a program where I have specific instruments and sound effects coming in at very specific times.

As far as I can tell, blender is playing at 30fps because that is what I set it to in the Render properties menu. What I noticed however is that the visual animation playback in the 3D port was severely delayed and out of sync with the audio clip that I 100% bet-my-life-on-it perfectly calculated the equivalent frame rates for when converting from seconds in the audio clip.

Then I noticed I had subdivision surface on, so I turned those off and the animation was then more in sync.

However, when I looked at the frame rate counter in the top-left corner, it kept fluctuating around 30fps, so I won't actually know for sure if it is being properly synced. How do I actually make sure an audio clip is properly synced? Blender is not remotely intuitive in any capacity, I have no idea how video sequences in blender work, I just followed instructions to very basically open the sound clip in the video sequence editor (how is that not synonymous with movie clip editor?), then I hit the play button and hoped that the animation would play at the same time as the clip and luckily it did.

Then, as I mentioned there are other instruments in the audio clip. Blender doesn't seem to have a way to view the waveform so I don't know how to see sound and frequency spikes in it, and instead of manually calculating the nearest frame of thousands of drum beats, is there some other way I can, as precisely as possible, know "when" a certain drum beat is playing so that I can modify the animation accordingly to sync with that beat?

You might think that at regular intervals that one could efficiently calculate exactly when each beat is, but "bars" in music does not convert easily to seconds and then to frames, they are always off by some decimal number which means I have to arbitrarily decide how to round off each time, and since I'm not going to get that perfectly without manually listening to it, it would be better to simply listen to the audio clip in real time and try and sync it in the first place.

The problem with listening to it in real time? Well, that is the first problem I mentioned where blender keeps fluctuating around 30 fps instead of just being at 30 fps, so even if I hear when a particular drum beat is playing, I won't actually know if that is the right frame.


texts: Is there a way to delete objects without confirmation?

texts:
I'm a beginner in Blender. I started using it and found that in order to delete something I gotta confirm the action.

Can it be disabled?


texts:
I wanted to bevel a corner of a rounded mesh but it glitches out.
This is the starter mesh:
and this is the beveled mesh:
I want to bevel the mesh a lot more but if I do this it looks like this:
With subdivision surface it looks like this:
I checked for duplicate vertices with "Merge by Distance" in edit mode but this didn't help me.
Here is my blend file


texts:
so my character has a base clothes layer, and a vest layer on top of it. When the vest layer is active, a large part of the base layer is hidden, and so I want to remove the base layer vertices that are hidden to reduce vertices/overdraw in my game.

Right now to do this, I am simply duplicating the base layer mesh, and manually removing vertices that are occluded by the vest layer in the duplicate. But then I have two separate meshes that I need to maintain when it comes to weight painting, etc.

Is there a way I can duplicate a mesh and remove certain vertices non-destructively? So that I can export the mesh for one version containing all of the vertices, and another version with a group of vertices removed? I was thinking of solving this via script, but I wanted to know first if this is possible via modifier or something built-in.


texts: Should Every Different Textured Piece Be It's Own Object

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Just looking for best practice here. Let's say I'm building a house. The roof, windows, door and shutters are all different textures. Should this all be one object or multiple objects (and if so, should they all be parented to the same object?)?

I would assume they should be different objects so I can apply different textures. Is this the correct assumption?

Thanks!


texts:
I have two objects that are in different collections or layers idk (point is they dont merge with each other must access layout mode to work on either.

see title:
"I have two separate objects that I'd like to use either to refer & align with, except when I enter wireframe this hides the shape I wish to refer to"


texts:
I’ve been watching “Blender Guru” make a donut and following. I first made my texture paint fine, but when I did the displacement something went wrong. I don’t remember why, it just turned black.
I went to redo my texture paint and now it’s just black. No matter what I do, my paint won’t show and it is only black.
Also, this might help more. I did change the blend in texture painting and I could paint on it. But it was the cloud texture. I tried to change it, but now I can’t paint anything on it.


texts:
I have tracked a footage and added Suzanne to it .
motion model: perspective
n Suzanne has moved in perspective.moving from depth of view to forward.
my footage has became somthing like fish eye.but the footage is not.how should I solve the problem?


texts: change pivot-center in image. Video Editiing

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Using the Video Editing I'm try to animate a picture rotating it. Looks it's only possible with pivot centered. A Youtuber tutorial show someone rotating imagen from the corner... I can't find how change the pivot possition to animate jpgs in Video Editing...  5:15  https://www.youtube.com/watch?v=x_dy4yMSJSw&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&index=12

Thanks, very much. JR.


texts: How do I displace/distort a texture map with another texture map?

texts:
I want to use a vector map in the node graph to displace/distort a 2d texture map, where X and Y values denote 2d direction and Z denotes strength.
i.e. Suppose I have two noise texture maps from two texture nodes.  I'd like the first to displace/distort the second to "push" or "smear" the resultant texture information.
To visualize, imagine you're using a Noise node and using the distortion attribute.  Now imagine I want to do that to a another texture node based on some other node. Like this:


texts: Mirror Modifier mirrors object incorrectly

texts:
I have encountered a problem. When I add the mirror modifier to my object, it does not mirror correctly as the mirror object is distorted (the sleeves of the shirt have been swapped) and therefore it does not fit correctly.

You can see the mirror object on the right has randomly swap the sleeves of the shirt, and so when putting them back together, it just gonna look wrong. Is there any way to solve this problem??

I'm super new to Blender so it may just be a dumb question. Thank you guys in advance!


texts:
I have .stl data files that I'm trying to import into Blender. Large, over 100MB. I'm having trouble importing them, and I'm wondering if the size might be the reason. They all return the following error lines upon attempting import:

Traceback (most recent call last):
  File "C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\io_mesh_stl\__init__.py", line 86, in execute
    paths = [os.path.join(self.directory, name.name) for name in self.files]
  File "C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\io_mesh_stl\__init__.py", line 86, in <listcomp>
    paths = [os.path.join(self.directory, name.name) for name in self.files]
  File "C:\...\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\modules\bpy_types.py", line 626, in __getattribute__
    return getattr(properties, attr)
UnicodeDecodeError: 'utf8' codec can't decode byte 0xee in position 27: invalid continuation byte

location:<unknown location>:-1


texts: Latch/lid opening maneuver (videos in comments)

texts:
A brilliant fellow gave me a VERY thorough answer on how to animate my latch/lid opening
( https://imgur.com/qG054j9 ) although it's too complex for a rookie like me to set up myself.
"The main control rotates marker bones with floor constraints that control their potential positions, and then the deforming bones track those markers. You can rotate the control about any pivot to get different interpolation. To adjust the angles/behavior, transform the floor bones (the bones that are the targets of the floor constraints) to eye in pose mode and then use ctrl-a apply selected as rest pose for those bones."
Despite getting a great answer to my question, I'm still stuck. I'm in over my head and don't know how to implement all these steps.  Any ELI5 would be greatly appreciated.
\


texts: Cloth simualtion (pinning) multiple times on the same model

texts: I'm working up a concept for an interior scene, and not wanting to miss any details, I want to model the window coverings as well. For what I have in mind, I'm pretty sure will need to use cloth sim with pinning, but the pinning application is the problem. With as many places as the object will need to be pinned during the sim, I don't know how to go about setting it up. I've attached a basic reference for an idea of what I'm going for. This will be rendered in cycles when all is said and done also.


texts: I messed up along the way and I do not want to have to start over any way to fix this mistake without deleting the cylinder?


texts: I have a large scene with a hierarchy of nested Empties. I need to select and delete all the objects under Empties with a specific name

texts:
I'm new to blender. I'm struggling with what seems like it should be a very simple task. I have a large scene(a level imported from a game) that has a lot(hundreds) of nested emptys, and geometry under them.

My goal is to "clean up" the scene, to delete all the unnecessary objects. Specifically, I want to find all the objects which have "WRAP" as a part of their name, select them, and delete them. I also need to learn  how to select all the children of the parent empty(recursively, so that if it has other empties under it, and objects under them, it all would get selected), so I could delete a whole "branch" of the tree.

For some reason it's really hard.

I have tried Shift+G > Select children. It works if I select an empty with objects under it, but doesn't work if I'm trying to select an empty that has empties under it and objects under them.
I tried Space > "Select Pattern" > *WRAP*. It doesn't seem to work, blender  gives me no feedback, just doesn't do anything. Maybe I'm using it wrong?
I tried searching for "WRAP" in the outliner. It seems to filter all the objects I need correctly, but I can't figure out how to select them all to delete them. Besides, these are still the parent empties, I'd need to learn to delete their child objects.
I tried Right Click > Select Hierarchy on a parent empty in the outliner. Just doesn't do anything.

Also all the names of the empties are grayed out for some reason(in the outliner). Sorry for the newbie question, but can you help me figure out what's up with that, and how do I make them as a normal part of the scene?

Can you guys please help me out?

(Link to download the scene)


texts: User defined initial velocity for smoke simulation

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my aim is to create a plugin for Blender which allows defining a specific initial velocity field on a grid for a smoke simulation.
I'm rel. new to Blender and I didn't find anything on the internet related to it. I would really appreciate a little help/advise from somebody :)

The idea is of the tool is:
Presets:
- Modell an object (closed surface. f.i. a bunny) which will represent the smoke
- Paint on it some weights/colors --> this represent the velocity of the smoke in direction of the facet normals. (this can be represented as a vortex sheet on the surface of the object)
- Create a grid around the object with the painted vortex sheet

To do (scripting):
1) from the painted vortex sheet on the object recreate the entire initial velocity field on the grid

2) give this computed initial velocity field to blender's fluid solver, which will advect the particles i.o. to visualise the smoke

QUESTIONS:
1] Where can I find documentation on how to implement point 2) ? or could somebody give me a hint how to solve this?
2] Will python be enough for the tool? or do I need to code in c++ ?
4] Is there any function in Blender which can tell me if a voxel (of the grid) is inside or outside of the modelled surface (the bunny)?

Thanks!

Pablo


texts: When I add a Collection Instance, I instead get an empty attached to nothing

texts:
This is very simple. I have a cylinder mesh sitting by itself in its own collection. Then I hit SHIFT-A, go down to Collection Instance and select the collection. However, I don't get a collection at my origin point. I instead get an Empty attached to nothing.
I would sure love to know why this is happening. Instancing is so finicky.


texts: Where can I find the diameter of my object?

texts: I imported a file of a globe into Blender and would like to 3d print it on a friends printer.  I would like it to resize it so that I can send him the file, and the globe will be 2.5 inches in diameter when printed.  O can't find out where that info is though.


texts: Is it possible to save animation as frame by frame to edit?

texts:
I'm pretty sure this is not a duplicate question been look for this for a month now.

I'm planning to make animations with blender and heard of the grease pencil thing but I need to make 3d animations and edit them.

As in a basic frame rate even with 15fps a 10-20 minute animation would be 9000-18000 frames and to edit every single one would to save each and every frame individually. Is there a way to use the grease pencil with 3d animation or is there a way to actually save 18000 frames?

Somehow I managed a while ago to download a 4 hour video.(around 1.6gb)
Would that be the same as frame by frame or has it been compressed?


texts: Hi I'm planning to use blender for some vfx stuff and I'd like to use distortion grid to generate lens distortion profile, is it possible unside blender or maybe use pftrack to do that? Actually pftrack seems to be working for me but i think that distortion models are not the same, so help me figure out this question, please.


texts: Particles not going down - Z Axis problem offset

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I am trying to solve a particle direction problem, don´t know what I did but its not going down, I saved it and the next day this happened:
it's not going down in the Z axis, it was looking like the first image:

Is there something I did wrong?


texts:
I think that this animation is possible in blender with a rig, yes?

Rig or is there another way?


texts: Blender 2.8 + Substance painter workflow

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P/S Just started learning all the 3d stuff.

I want to create a human head in Blender 2.80 and texture it in Substance Painter.

Are all the steps below correct or is there any easier way to do it? Just want to know how whole process looks step by step. Thanks for answer.

Sculpting Head
Retopologize Head
UV unwrap retopo
Export retopo head (low poly) and original sculpted (high poly) meshes (FBX)
Import retopo head (low poly) to substance painter
Bake mesh maps (with high definition mesh selected (original sculpted head))
Texturing head
Apply exported textures in Blender
Render Head (Cycles)


texts: Emulate Numpad: Negating a number value while hovering mouse cursor over value box?

texts: Usually without the emulate numpad feature on, pressing the minus key while hovering over a numeric value would multiply the value by -1. However, with the emulate numpad on, that negation doesn't seem to work anymore. Is there a way to set that negation shortcut to another key somehow?


texts: How do I format an integer text object using just logic bricks

texts:
In the BGE is there a way, using just logic bricks and not Python, to format an integer text object so that it stays right justified within a field.

Let's make this a simple two digit number between 0 and 99.  When the number changes from 9 to 10, I want the 1 to shift one digit to the left and the 0 to remain in the units position.  There are two ways I found to do this, neither very elegant.

One way is to use ( with a single ALWAYS SENSOR ) a two frame animation defining the two positions ( a tens position and a units position ) with two EXPRESSION CONTROLLERS, one for the integer less than 10 and the other for the integer ten or greater.  Each controller is attached to an ACTION ACTUATOR that selects the appropriate position frame.  The other way I found was to use constraints in a logic brick setup similar to the position animation just described.

Is there a more elegant way or some feature I'm missing in the logic bricks?


texts: Carrying UI Settings from Windows to Linux

texts: I'm trying out Linux (Kubuntu 20.04), moving from Windows 7, just to see how I feel about it. I installed Blender 2.83 and I'm having trouble opening up the start up file I have saved away with the settings I like. I can open it up, but the settings that I had are not taking effect at all. There are some special tweaks in there too, as I was indoctrinated into the 3D world through 3DS Max, and my Blender UI setup reflects that. Am I going to have to just go through and make changes all over again? Thanks.


texts: Popup during an import as a result of an exception

texts:
Is there an example of a popup window been spawned as part of another process?

In my case I want to write an importer that will invoke a popup if an image path can not be found and allow the user to browse to another path, this path can then be used to search for the image at a different location.  When the file first cannot be found, the main addon raises an exception, I want this exception to cause the popup.

I don't know addons well, but the popup itself is not a menu option just something that is a result of another menu option not been able to complete.


texts: So I modeled a log cabin in blender (it's all one object). I added a woodplank material and after upwrapping I had to scale up the UV vertexes in the UV editor so that it looked right. Now I'm trying to figure out the best way to bake this into an image so I can import it into Unity. It's possible I don't have this workflow correct. When baking do the UV vertexes have to be within the bounds of the image it's baking too? How can I make this work? I'm a bit lost.


texts: Why is my viewport performance (a lot) slower when using solid mode compared to rendered (eevee or cycles)?

texts:
When I use solid mode for my viewport Blender suddenly becomes very slow and laggy. I can still move the camera around or change stuff, but only with a lot of delay. When I switch rendered mode the lag disappears. This is the case for Eevee and Cycles, the former being quicker of course.
The lag also disappears if I use wireframe mode or solid mode + X-ray.

I am using a particle system with 5463 objects, so there are a lot of objects in the scene. But why is the solid mode slower than the rendered mode?

My hardware:
AMD Ryzen 7 3800X
32 GB RAM
GeForce RTX 2060 Super

Can anyone help me? Should I provide any further information?

Thank you!


texts: The first image is my blender work space but i want it to look like the second image.


texts:
I got Boundary Artifacts while using Cryptomatte.
I wrote a question on the same topic, and I read a comment that low resolutions could be an issue, and added a resolution perspective to write more specific questions here.

Rendering was done at 2560x1440 and layered the image using an Alpha Over node that takes the Matte output of the Cryptomatte node as a factor.

Even when working at high resolutions, the 1px Boundary Artifacts are still noticeable, and the more distant the object from the camera, the more vulnerable it appears.

How to use Cryptomatte correctly?
I've attached images and blend file to help you understand.

ⅰ) comparison of the original and processed images

ⅱ) Compositor node tree

ⅲ) processed image with 2560x1440 resolution (Click for larger screen please.)

ⅳ) blend file
Open the file and render it in F12 and you will immediately see the artifact. You can check the raw and processed images by turning on/off the Switch node in the raw/fx frame.

Additional example.
I watched the introduction to Cryptomatte from Blender Developer.
And I saw connecting the Matte output of Cryptomatte to the factor of the Color FX Node instead of the Alpha Node.
I mocked this and created a new node tree.

However, Cryptomatte also seems to have limitations.
You tried to change the red petals to blue, but Cryptomatte doesn't mask the petals completely, so you can see the red color remaining on the border of the leaves.
(Please click on the image to see the edges of the blue petals at larger size.)
I tried a technique to adjust the mask area using the Dilate / Erode or Bilateral Blur and Colorramp nodes, but there were limitations.

After testing up to this point, I think there's an appropriate range for changing colors with Cryptomatte.
If excessive color changes are required, re-rendering the 3D data seems to be the correct way to do it.


texts:
Good Day!

Situation:
I have multiple objects with the same amount of vertices and a similar though deformed topology (all objects originate from the same one). I need to do two things to all my objects: Use them as shape key for each other and copy their weights by topology.
Unfortunately, the vertex indices differ, thus the result of both actions is messed up.

Question:
Is there a way to manipulate the vertex indices so they match in all objects?

Failed Attempts:
I tried an addon called "copy vert IDs". The IDs did undergo some changes but weren't matching.
I also used the Data Transfer modifier, copied vertex Data but it didn't seem to have any effect on the indices.

Thank you!


texts: Pipe joint addon: changing individual cylinder's geometry (radius, length)

texts:
I am new to blender and I'm basically trying to produce a network of bifurcating pipes with different geometry profiles using Y-pipe joints.

When I change the geometry it only seems to be capable of changing the whole Y-joint. I need to define/modify the cylinders' geometry (radius and length) for each individual cylinders. Is there a good way of doing this? Also, is there a clever way of joining each Y-pipe joints to create the pipe network? My approach so far was to manually make each pipes to match and then remove doubles, but sometimes it's hard to put them all together and the edges/circles overlap.

Any advice would be greatly appreciated.

p.s. I'm using blender 2.75 on mac


texts:
I got this script, which adds a slider in a tab for rotating Z axis.

i also want to rotate X and Y, so the user can adjust all of them.

how i can add these two axis to this code:

Thank you very much for you help :)

import bpy
from bpy.props import FloatProperty
from mathutils import Vector, Matrix, Quaternion, Euler
from math import degrees, radians

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.prop(obj, "rotate")

def get_rotation(self):
    return self.rotation_euler.to_matrix().to_euler('ZYX').z

def set_rotation(self, value):
    rot = self.rotation_euler.to_matrix().to_euler('ZYX')
    rot.z = value
    self.rotation_euler = rot.to_matrix().to_euler(self.rotation_mode)

def register():
    bpy.types.Object.rotate = FloatProperty(name="Rotation",
            description="Rotate object.",
            get=get_rotation,
            set=set_rotation,
            unit='ROTATION')

    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    del bpy.types.Object.rotate
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()


texts: How can I rotate an object smoothly using sin or cos?

texts:
I have an object in the center that "points" to objects around it. I wish to be able to click left or right buttons on the keyboard and have the object rotate (visibly, slowly, and smoothly) exactly 36 degrees using python.

How can I do this? I've seen stuff with sine or cosine and elapsed time but nothing that I can understand well enough to adapt to my needs.

I had this working using Action Actuators and since I want to be able to rotate clockwise and counterclockwise to point to 10 different objects, there were 21 different actuators. I would like to learn to do this with python instead.

Thank you,
Zach


texts: Blender VSE keeps freezing every time I try to click on anything

texts:
I am using Blender 3.0.0 alpha, b/c of Cycles X to render faster, b/c I'm on a time crunch. I've been using the Blender VSE to do my video editing for a school project, but now, I don't know if that was a bad decision or not. I've been looking everywhere for solutions to speed it up, but I don't know what to do. I saw a video from MikeyCal with a solution to combat the problem, but I think it might be too late, as I have too many elements in my video and I don't know if this solution still works for Blender. What he did was to set the video proxy to 50%.
https://www.youtube.com/watch?v=KZl1xS9Lmvw&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&index=10
Here is the video to see what his solution was.
I have a lot of video and sound elements in my edit (blend file) and every time I try clicking on anything, it just freezes and Blender struggles to do anything. Should I just restart and use a different video editor like Davinci Resolve or not?
edit: I also looked at task manager and found that only 31% of RAM was being used and CPU was being used at 41%, then GPU usage was less 5%. I also tried using blender 2.9.2 (stable) but i've encountered the same problem. :/


texts: How to get rid of weird outlines on texture-painted areas?

texts:
I don't get these lines when painting directly on the texture uv image - only when I paint directly onto the mesh.

Anyone experienced this before / solutions? Thanks


texts: Can I access a mesh's local vertex positions in Cycles Nodes?

texts:
I'm looking to use a mesh's local vertex data (absolute distance from 0 or origin) for the FAC on a color ramp thus allowing me to grade the color based on distance from the Origin. Is there a way to get this data from a node in cycles?

This is to make a coal with an Emissive Color ramp that will have a Dark black\red for the tips of the coal and a brighter warmer orange/red for the bits closer to the heat.


texts: How to create uniform/equal radius bevel

texts:
I have a cube and I want to apply Bevel. When I apply bevel it comes like this:

But actually I want uniform bevel like below: where radius is equal for all width, height and depth.

Please tell me how to do that


texts:
I wanted to use the Mist Pass for the first time today. I have a scene [1 BE = 1 MM] which is pretty large, and I won't change the scale of single objects for the individual shaders are specified to that scale.

However, if I activate the checkbox in the camera tab to show the range (distance) of the Mist Pass, the little X-marker doesn't even exit the camera itself, thus the Mist Pass is a completely white image when rendering.

How and where can I set the distance of the Mist Pass? I didn't find any setting to change it, actually.

Thanks beforehand for your answers!


texts:
first of all, i have absolutely no clue what i am doing here. A whole day of tutorials and try and error.
I want to make the cubes move randomly on the z-axis in a fixed range (loc=0,0,2) and write keyframes every 5 frames.
The Problem: How can i tell the operator to calculate always from the same location?
e.g.: The Cube is at location (0,0,0), the operator starts by (0,0,0) the keyframe is inserted with a location of (0,0,x). The operator starts again, but unfortunately by (0,0,x) and not by (0,0,0).

Best Regards,
Rollo
import bpy
from random import randint

frame_number=0

for obj in bpy.data.collections['Cubes'].all_objects:
    obj.select_set(True)

for i in range(0,50):
    x = randint(0,1000)
    bpy.context.scene.frame_set(frame_number)
    bpy.ops.object.randomize_transform(random_seed=x, loc=(0, 0, 2))
    bpy.ops.anim.keyframe_insert_menu(type='Location')
    frame_number +=5


texts:
How can I control the volume density values at different locations in a mesh with volume shaders?

I know that noise textures can be plugged in to the density factor slot of a volume shader (producing a sponge-like effect as in the example below) for instance, but what other ways are there to control the density pattern inside a mesh? Are there ways to achieve more controlled/less random patterns?


texts: Use batch generated preview images for template_icon_view

texts:
I want to build some sort of library(like Pro Lighting for excample) for the products of a customer. Since the products only have product numbers, I would like to include the batch generated preview images.
Is there a possibility to access those images via Python? Particularly with template_icon_view?


texts: Extra Sparkles / Missing Light Reflections

texts:
Its been about 1 week of non stop tutorial watching and I'm so close to finishing my project, but I need some help before I reach the finish line. I have 2 questions and I have a feeling that they're linked so here it goes. I added a youtube link. In the video there's 2 video clips sequences. In the first one, in blender, when I look at the side of the red cone (bowl) in render mode, you can see a nice black kind of shading that isnt centered which makes it look "more real", same with the side of the blue piece with the spikes. As the camera pans up in blender render mode, theres a black shading which I feel looks cool as it makes it "realer"as the camera goes up. However, once I render it, both of them are gone. The bottom and the top piece with the spikes looks reflective and nice, but not the outer piece or cone. Why does it appear in my render mode but not the final render?

And in the second clip, as the camera pans into the center of the spikes, you see all this extra glossy "stationary" noise on the surface that doesn't really move with the rotation of the object along with excessive sparkling gloss on the inner outer wall near the spikes. Any help in making this look smoother or more reflectively real would greatly be appreciated as I learn this program better. Thanks guys

https://youtu.be/mXfKCoDAOeg


texts:
So I have tried multiple solutions around this page and nothing so far has worked. I am at the end of a blocked off tunnel with nowhere to go. I beseech help.

https://www.dropbox.com/s/8kg70lk9asmg39n/The%20Fallen.zip?dl=0

I am using Riggify and Automatic Weighting.
I have tried to remove double vertices and get rid of overlapping faces with no luck. The bones for the armature are positioned correctly to the best of my knowledge and I made sure to reset their axes so the movement would be correct.

The only thing that I havn't tried is doing it manually, mainly due to how complex it seems.

I simply want to get it rigged for animation. I just need simple movement of the body and limbs.


texts:
Is there any way to have relative size instead of absolute in Gauss strip?

Final output is 4K, while I am working with 30% preview. It is very annoying to switch between render sizes just for tweaking correct amount of blur.


texts: eevee volumetric light visible through objects

texts:
I have a problem, or rather found a limitation in eevee that when an object is too close to a light, volumetrics will show in front of the object, like here

I would really appreciate if anyone could tell me where is a setting (because there must be one!) to control in what minimal distance do volumetrics clip through other objects.

That said the object in the screenshot is solidified - there is room for the spotlight like so:

in material settings everything is set to opaque and I have tried everything that came obvious to me like checking normals.


texts: Animation Nodes 2.0 Reload (F8) Not Working

texts:
I've downloaded the Windows prebuilt AN 2.0 and installed on Blender 2.78C. AN loads fine on startup and seems to work, but I am doing additional development and when I reload with F8, the following AN error is generated.

Animation Nodes can't be reloaded.
Exception in module register(): 'E:\00visualNotes\workspace\visualNotes\addons\animation_nodes\__init__.py'
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\addon_utils.py", line 349, in enable
    mod.register()
  File "E:\00visualNotes\workspace\visualNotes\addons\animation_nodes__init__.py", line 176, in register
    bpy.utils.register_module(name)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\utils__init__.py", line 618, in register_module
    raise Exception("register_module(%r): defines no classes" % module)
Exception: register_module('animation_nodes'): defines no classes

Any help with this would be greatly appreciated.


texts: How do you change the starting rotation on imported OBJ file?

texts:
When I import my obj file into Blender the rotation of the actual object is not correct (like when you look in Transform > Rotation; the X value is at 90 degrees while the others are at zero)
Do you know how to change this starting value so that my object is straight?
This has become an issue since the measurements in Transform > Dimensions are not correct since blender measures the object upon initial import and now after I rotate the object to it's proper orientations.


texts:
In sketchup you can move an object based on two points. This makes it very easy to align a vertex in one object to vertex in another object. Here is an example:

I want to know how to do this in Blender. It seems that Translate can't align vertexs


texts: Are Displacement maps used to create normal maps?

texts:
I know displacement maps actually change geometry.  However, I find them quite useless for my mesh because in order for it to work, you need a high poly count.  I apply displacement maps before I run create normal map.
Am I using them wrong?  What's the point if it only works on your high poly?  If you're talking about VERY basic stuff like floor tiles, I guess they're useful...  On more complex models like landscaping, it it pointless?  You can't export the high poly anyway without creating a normal map.


texts:
I made a smoke sim on hanging pot in Sponza scene. Now, I want to make instances of this sim.
I also tried saving Final openvdb baking but when I import it, it give error like failed to load: density_0000.vdb not found.


texts:
Blender stores the session contents in a binary file format. But actually, much of that data is not really "binary" (like a e.g. a sound file), but structured data, similar to program code.

Are there any tools (either built-in or external), allowing to find out the precise difference between two blender files? And if so, when working with these tools, are spurious diffs an issue? (e.g. rounding errors in numbers, reordering of entries in collections).

Background information: I'm trying to build up a controlled work environment and workflow, as I know it from software development.


texts:
I've rendered an animation into images in the hope of then combining them together as a image sequence and then into a video file. However after doing this in the Video Sequence Editor and then rendering it again, the final video is terribly pixelated (see below) and there is a weird swirly bit along the base of it. The original rendered images were not blurred or pixelated at all. Any ideas?

M.H


texts: How to bend a sinusoid into a circle in Sverchok?

texts:
What's the best way in Sverchok to create a circular sinusoid, like I drew here with the grease pencil?

I can imagine one one:

1) displace the circle vertices along their normal; or
2) generate a sin curve and wrap it around an origin point

Or maybe there is a third way? Is one of these methods preferable, or more generically useful, from a Sverchok perspective? What would the node setup be?


texts:
when I copy a pose (ctrl + c) and then flip it with this shortcut(shift+ctrl+c) the I see some weird result don't know why.

then this happens after I've pasted it

You can check the blend file if you want. I've uploaded it in my google drive.


texts: How can I reuse a class between a few addons

texts: I have the following situation. I have a class (let's call it GeometryCalculator) with many functions which I would like to reuse between a few addons. How can I do it in a way that the GeometryCalculator is a part of each addon. If a user has 5 addons installed and then he uninstalls any of them the rest of addons can still use this common class. Should all addons have a copy of the GeometryCalculator class in their folder? Any ideas how to do it are welcome. Are there any guidelines how this should be tackled? Thanks in advance.


texts:
I'm talking about the camera rotation via the look actuator, the frame rate FPS is good but when
moving the mouse to look the rotation is bad like when FPS is low the movement of the camera is good but rotation is bad, I don't know why.


texts: How can I move many vertices with few dots?

texts:
I was looking some blender guides on internet and I've found this
So I was wondering how can I do the same thing ? By that I mean manipulate this object that has so many vertices and faces with these few selected dots ?


texts: My face texture won't work, the body is fine

texts: So i have the head as a separate piece right, but still the same model and no matter what i do, i can't get a texture on the face. A little help please, i have no clue what the problem is.


texts: Proper way of attaching bones to the model

texts:
Newbie here. This is my first time on 3D modeling, rigging, and Blender. I followed an old tutorial on how to make a simple mech and make it move. Because of it being old and lots of things already changed on v2.7, I resolved on following other tutorials.

So this is what's happening - the whole mech/mesh is just only one entity, I joined multiple parts of it using the shortcut CtrlJ before I added armature. Then used CtrlP > Armature Deform with Automatic Weights.

On Pose Mode, few bones works properly, but most are not. Based on the image I attached below, some parts were left out or others are getting stuck/stretched.


texts:
I am trying to achieve a curve on my mesh. Mainly I am trying to make a dog bowl. I can't seem to understand how to do the curve for the bowl for both the inside and the odd lip thing on the outside ends.

It should be noted that I am a newbie to Blender, I have taken the fundamentals course here: CG Cookie Mesh Fundamentals but didn't see anything on curving a mesh. Unless its a mixture of extruding, subdividing etc that I am missing.

My current attempts have been using insets and transforming downward. But this gives a cone shape instead. Any pointers?

This is my template of what I am trying to replicate in blender.


texts: Something wrong with my animation but I don't know what it is

texts:
I am new to Blender and I am using it with Unity, so I made a simple animation but I have problems when I import it to Unity.

One of the two objects does not move and i dont know why. In Blender, the animation works fine but I must have done something wrong, otherwise it would look good in Unity.

Unity shows 4 clips with different animations data and I dont know why. I am using FBX format.

I attach the file in case someone has time to give it a look, since I'm stuck in my project and do not know what to do.

Blender file


texts:
I'm new to Blender, coming from an arch vis background. Is there a way to draw a series of walls using some sort of spline / path tool, with a degree of accuracy, and then extrude to create walls?

All the tutorials I've watched simply show people rescaling planes and the like - I haven't come across a way to accurately input wall edges?

Thanks,

Derek


texts:
I am trying to add a simple 2G timing belt to a pair of pulleys.  I am using a bezier curve with some modifiers to replicate a belt tooth long it.  Things seem to be going ok, but for some reason, there is a twist at the top of the curve and I cannot figure it out.  Specifically, the teeth are pointing out at the top and pointing inward (the correct way) along the rest of the curve.  Additionally, at the transitions to the top, there is a violent twist?  A picture is worth a 1,000 words right:

Can somebody help me out here so that all of the teeth are pointing to the inside along the entire path?

Blender 2.90.0 (2.90.0 2020-07-30) on MacOS 10.15.5


texts: Simulated hair isn't affected by force fields?

texts:
I have uploaded a blend file with a "Wind Blowing Hair Test" and it is my hope that perhaps someone can offer some assistance. I utilized a UV Sphere and applied a particle system along with a pair of "Force Fields - Wind" and the hair falls to the bottom of the sphere leaving the top bald while the wind force retains little movement. Any ideas would be great!

Hairtest.blend
http://www.pasteall.org/blend/29535


texts: program lagging terribly despite using 1% of CPU and only 134m of ram, any assistance would be great

texts:
just installed blender onto my laptop, was working just fine on my ancient crippled pc yet now the whole program lags to an unusable degree, it takes five seconds to even open the file menu and the 3d navigation window is nearly unusable.

has anyone else had a similar issue and found a solution?


texts: Not enough reflections on a metal object

texts:
So I am modelling this blade from a series. I applied the Principled BSDF shader, but no matter how much I play with it, I can't see enaugh reflections. Does anyone know how to solve this?

The Blend file: http://pasteall.org/blend/index.php?id=48147


texts: Can you track a Texture to a bone in a way that will work in Unity?

texts: I'm trying to move just a Texture along my mesh, using a bone (or any method that Unity will be compatible with). Every tutorial I look at involves modifiers, which Unity doesn't play well with to my understanding. Any ideas here?


texts: Why is blender not displaying texture controls

texts: It will display texture controls for the objects named gatehouse base L and gatehouse base R only


texts: How to manage multiple f-curve modifiers

texts:
I have more than 30 bones animated and each of them needs the "cycles" f-curve-modifier to continue animating up until frame 100.

Is there any way to change all these modifiers simultaneously, or do I need to go trough each modifier separately in order to change their end frames?


texts: Where is "view selected" inside Blender 2.80?

texts: Do you know inside which menu "view selected" is located in Blender 2.80?


texts:
Looking at the image above, I would like to replicate this setup but with spotlights rather than cones. Basically I need an "array" of lamps, but lamps do not support modifiers. So by looking a bit online, I found that the only way to do an "array" of lamps was to use dupliverts. Now dupliverts would work well if I needed them all to point in the same direction, but they point away from one another. Usually with a mesh, I would set up my tracking axes correctly and then rotate my child object and apply its rotation, to get the result you see on the picture. However with spotlights, even if you CAN rotate it, you cannot APPLY its rotation (error message "Objects have no data to transform").

How can I achieve this setup?


texts: Coming from MODO - why is X mirror not selecting the other side of this disconnected geo?

texts:
My first post, i'm totally new to blender, SLOWLY leaving modo.

First question.

I selected the faces on the left side and nothing selects on the right side. i'm GUESSING it's because the mesh is broken up? In modo it does not work this way. Please tell me i can still select stuff with symmetry even though the mesh is several meshes? I'm totally stuck. really appreciate any info on this.

Cheers


texts: Weight Painting Won't Get Rid of Weird Protrusions

texts:
I tried adding weight, removing weight and removing doubles. The mesh popping out won't go away.
Any ideas?

Blend File:


texts:
I'm relatively new to blender - I'm using version 2.79. I have been trying to render an animation using GPU with a Hilbert Spiral of 512x512. I keep getting an "Open CL error: CL_INVALID_ARG_SIZE" error message. I'm using an AMD Raedeon Pro WX 7100 card.

Are there some settings I missed (all I did was switch CPU to my card in User preferences and GPU in the render panel) or is it possible my card isn't supported by blender?

Thanks


texts:
I'm new to Blender and I was painting the texture of my model but I accidentally clicked on F mask brush and now I can't paint anymore. I do not know how to remove this I tried to restart Blender but it doesn't work.

Also when I start a new file it said that "Missing Data" something about texture slots.

edit: I have this brush selected.

edit2: the first three are of the brush I want to paint, the other three are of the F Mask brush


texts: How to export a 2D stabilized movie clip?

texts:
So, in the default view, I switched the 3D main view to "Movie Clip Editor".

I then added a video clip, made a bit of 2D image stabilization on it.
I'm happy with what I have now, and I'd like to save it to an output file.

In the properties, I've set start frame to 1, end frame to the ending frame of the video clip. In Post Processing, both Compositing and Sequencer is ticked. Output is set to h.264, etc.

Now, When I click "Animation" in the Render menu, It renders an empty, gray image, that is as long as I selected, but is not the video clip I've been editing.

So, how do I do that?

Also: Suppose I want to use that finished (stabilized) clip in the sequence editor, how do I put that clip into the sequence editor? The only way I can add clips like that, seems to be just adding the original source movie, but I want the clip I've been working on. How do I do that?


texts: Need Advice for Facial Mocap + Rigging Workflow

texts:
I have completed a realistic character I created from scratch and it's fully rigged except for the face. I've been researching facial animation for a month now and I think I know how I'm going to do it, but I need some advice because it's going to be a crazy workflow.
I'm planning on using a website called Polywink so that they can fully rig my characters face for me which will include all necessary shape keys for clean facial expressions.
The completed file they give to me will be a Maya file and I don't have Maya, but I have a couple of solutions for this. I'm thinking I can download the free trial version of Maya, open this completed file with all the facial shape keys in it, and export this as an FBX, OBJ and any other format I can think of that will be compatible with Blender. If the free trial version of Maya doesn't allow me to export as an FBX, I know I can buy a one month version for $200. Now Blender will be able to open this file. Once I open this file in Blender, I will need to transfer all the shape keys from the version of my character that has them to another version of my character (with hair) that does not have them (The reason for this is that my character's head hair is particle hair that only Blender recognizes.
When I send Polywink my characters' head, it will need to be a version of him that will not include any hair. So I will need to transfer the shape keys from the head with shape keys and without hair to the version of my character that has no head shape keys but it has hair. I hope this makes sense).
According to this post from 2013, it looks like this should be fairly easy in Blender to transfer the shape keys. I'm thinking that I will need to adjust the shape keys around the eyes when my character blinks possibly? I would like to create a very short film with my character talking and sharing his story. I also plan to create a few other male characters using the same head topology so that I can reuse these blend shapes on some other characters I create later.
For the motion capture, I'm planning on using my video camera with motion tracking dots on my face, transfer this to Blender, and retarget this to my characters' face with the "Reface" Blender addon. Does this sound like a realistic workflow? Also, without using the Iphone X with depth information, will the facial animation actually look good if I do it with my Panasonic DMC G6 Cam recorder? I know this is a lot lol but hoping to get some advice for all this. Thanks in advance


texts: Donut tutorial : Unexpected lighting behavior

texts:
I am following the Blender Guru donut tutorial and I've ran into an issue. My camera view is diagonal and I have to put two brick walls into the scene. One of them is lighted correctly, but the second one, no matter how I add it, seems to be lighted the wrong way.

What am I doing wrong? The .zip with the project (.blend file and textures)


texts: Blender is applying only part of texture onto plane ? -- No Shading -- Bug?

texts:
turning to you with a really strange issue - Blender only applies part of my texture onto a plane! I have an image texture that ranges from RGB black [0,0,0] to green [0,1,0] and red [1,0,0]. When I apply this texture onto a plane, without any shading, i.e., just the image texture node into material output, Blender only puts a part (roughly 80%) of the texture onto the plane (namely the part until green [0, 0.8, 0] and red [0.8, 0, 0]).
This can be verified in UV Editor mode, when using the color picker tool and picking from the image texture and the texture plane, respectively: the image texture will give you [1.0, 1.0, 0.0] in the upper right corner, whereas the textured plane will return [0.8, 0.8, 0.0].
My problem is that I need the entire texture on the plane. I already tried experimenting with plane size, etc., but didn't have any success. Does anybody know what's going on here? This seems really strange. I attached the blend file and the texture!
Attached blend file:


texts:
I am trying to impose an image on a video, I made the mask and the alpha over with the video, image and mask, but it shows up like this:

Also, How can I get a mask to display multiple images, like a slideshow?


texts: Make materials uneditable & inapplicable

texts:
I'm going to publish a model, wich contains certain materials. The problem is that I wouldn't like people to use the materials for their own use once I publish my file. Is there any way I could make materials uneditable, and inapplicable for other mesh that isn't the one that alredy has it?

Thanks!


texts:
In order to demonstrate my problem, I created a simple scene with a cube and I used Vertex Paint to color one corner.

When I export to COLLADA, I make sure that "Include Material Textures" is checked.

The vertex colors are not saved properly.  I've verified this by importing the COLLADA file back into a new Blender file and also by importing it into MeshLab, Sketchup, Photoshop and 3DS Max, none of which showed colors.

I know the Stanford PLY format also supports vertex colors (and it worked well for this same cube), but the actual scene I'm dealing with has thousands of little complex objects and PLY can only export one object at a time.  I could write a script to export each object, but I'd rather get into one file.

(using Blender 2.69, Linux 64-bit, any more info needed?)


texts: 2.82a - Can't import multiple videos to sequence editor

texts:
maybe a dumb question, but has anyone else had issues importing multiple video clips to the sequence editor in 2.8? With the older versions, you could select all clips in a directory using the A-key and they would import all clips in series. Beginning with 2.8, I get an error when using this same process. It seems like Blender is trying to load the directory instead of all the files in it maybe?

Any thoughts? Maybe with the implementation of the new file browser, there's a setting i'm missing?
Thanks everyone!


texts: Blender - How to merge vertex color entries

texts:
Using Blender 2.79, I'm making a model for a game, but I merged 3 meshes together, and it only shows one vertex color layer, while having 3.
See image: https://imgur.com/a/krdDk7H
How can I merge these 3 layers into one layer? (I'd also like to know how to do the same with UV layers)


texts: Change Object's Location on local Z-Axis using Slider

texts:
I have a problem with moving the object on its local z axis.

import bpy, mathutils
from bpy.types import Panel, Operator
from bpy.props import FloatProperty
from mathutils import Matrix, Vector

#get, set methods of the floatproperty
def get_locationZ(self):
    return self['locationZ']

def set_locationZ(self, value):
    obj = bpy.context.object
    loc = Matrix.Translation((0.0, 0.0, value))
    obj.matrix_basis *= loc
    self['locationZ'] = value

class ToolPanel(Panel):
    bl_space_type='VIEW_3D'
    bl_region_type='TOOLS'
    bl_label='Cylinder'
    bl_context='objectmode'
    bl_category='Cylinder'

#floatproperty
bpy.types.Object.myFloat = FloatProperty(
name = "locationZ",
description = "Set the location on local z axis",
min = -100,
max = 100,
get = get_locationZ,
set = set_locationZ)

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

    row = layout.row()
    row.template_ID(context.scene.objects, "active")

    split=layout.split()
    col=split.column(align=True)

    if obj is not None:
        col.prop(obj, 'myFloat')

#Register
def register():
    bpy.utils.register_class(ToolPanel)
#Unregister
def unregister():
    bpy.utils.unregister_class(ToolPanel)

if __name__== '__main__':
    register()

The problem is:
If I increase the value of the slider, the cylinder moves in positive direction on the local Z axis.

But when I start to reduce the value, the cylinder moves in positive direction until the value reaches zero.

And then it turns and moves in negative directon.
I want to move it to negavite direction immediately I start to reduce the value of the slider.

Thank you in advance!


texts: Blender 2.8 -> Export to Unreal - normals messed up

texts:
As I export an FBX, the final result appear segmented in normal space
I optimized my UV's to save some spaces so I split some parts
but the splits appear in unreal in normal space
there is a clear seam appearing since I optimized my textures

I tried tweaking different parameters when exporting FBX from blender, but this remains

tried merging the faces in case they were split but they form one single object
any help appreciated


texts: How to attach the Character to a moving base

texts:
I'm trying to create an elevator, I use Character's physics, Character goes up normally with the elevator, but when descending it goes down slower than the elevator, I already used a script to increase gravity, and Character got heavier than the elevator, however, when he steps in the elevator during the descent, the character bounces. I tried to parent them, but I couldn't get Character to respect the collision of the elevator walls.
And I realized that it is also a problem for me to create a platform that moves, because the Character keeps falling due to the speed.
Thank you for your time, God bless you!


texts: How do you use your system's Python with Blender?

texts: As the title sais; I'd like to use my system's Python with Blender, instead of the internal one, but after searching for ~30 minutes I still couldn't find a way how, or at least not in words I understood.


texts: Blender Crashes When Automatic Weight Painting My Dinosaur Rig

texts:
I've created a photo-real dinosaur in Blender and rigged it.
Now, every time I try to create automatic weight painting with dinosaur rig, Blender crashes!
We're using Blender 2.91, the PC is iBuyPower (Intel Core i7-9700K CPU @3.60GHz/32GB RAM/64-bit). The dinosaur is a high-poly, sculpted mesh model (26MM Active Points in ZBRush, exported to Blender).
All other softwares are closed. The only thing I have open is Blender.
What might be causing Blender to crash?


texts:
i try to lod obj but it didnt loaden en für
i tryied to lod obj files using dolo sj's obj loded with 8x extension but it didnt laoaded its corubt

obj files seems to be very corrub and stretched


texts: How do I stop Flip-Fluids generating smoke/fog effect over the water?

texts:
I just recently got started with Flip-Fluids in blender and it was working fine for a bit, but then I found that there was a fog generated over the liquid.
I am trying to generate a fog inside the liquid to be used as a shading and make it not clear. I don't know what setting I changed to get this.
The fog moves with the water stretches to cover the water completely in all directions.
How do I stop this from happening?


texts: Create a square block extrusion in sculpt?

texts:
Newbie here. I am new to Blender, I am wondering is it possible(in sculpting mode), to model a square indent into the object.

Say I have a cylinder or a cube, and I want to extrude a small square region on  one of its surface(you can imagine this to be a building). It has a square window, and the window is slightly out of the building's wall plane. I hope to repeat this effect for every surface, and each surface will have three by three windows. I don't need the window to have perfectly sharp corners. It could be slightly rounded. Thanks for the guidance.


texts: How to undo/redo using my mx mouse's thumb button

texts: How can I have the undo/redo function using my MX Mouse thumb buttons, similar as I'm  using them in Firefox (forward/backward)


texts: How do I simplify the polygons of a 3D scanned model?

texts: So I'm totally new at Blender. I have a drone-scanned image of a city that I need to simplify. I need the poly count really low but still keep the high-res imagery. What I would like and need is to turn the mesh into a single poly like I highlighted in the image. I'm pretty sure I know the answer to this but is there a simple way to do that?


texts:
I made a circular window along a curved surface with Subdivision Surface modifier applied.[![enter image description here][1]][1]

The bottom edge seems fine, however the top edge is crimped and somewhat distorted, the top edge also forms a lip which projects away from the mesh and is visible when in front view;

and here is the underlying geometry, which as far as I can tell is all quads

How do I retopologise to fix this, if that is at all possible? How do I avoid this problem in the future?

Update: The topology shown here has been modified  in that I deleted the quad faces around the circle. However I still don't know how to connect the circle to the outer edge loop smoothly.
.blend:


texts:
So I looked around for a while how to make a menu appear a bit like this-

or this-

I haven't found anything
Any help would be great!


texts: Render uses only one texture for all objects in render (Cycles)

texts:
I'm a real newbie with Blender, so I don't know if some methods I used may be incorrect.
So, for this scene made in the Cycles render engine, I UV mapped the ground mesh to its own texture, then UV mapped all other objects (rocks, trees) to another, single texture.

All looks correct in Rendered preview view, but when I hit F12 to render, all objects seem to be using the ground texture.
I can only assume it's to do with this weird UV mapping technique? How would I go about getting around it?

Render preview (3D Viewport):

F12 Rendered scene:

As you can see, parts of all objects have grass covering them and patches of brown dirt.

Scene Download (includes textures)


texts:
I have an issue with the cameras. It usually worked fine just to now. I added a camera to have another point of view. I must had touch something unwanted because I can't change to any other camera.

I can switch camera in Scene menu, but it does not seem to do anything, the first camera keeps the focus.

I did try to create a new project and play around with cameras and all went fine.

Can you guys have encountered that issue too? how do I fix it?


texts:
Is there a way to take a mesh, cut it with seams or sharp edges and flatten it, so that the faces stay the same shape and size?

Making paper models is one aspect, where you could use that technique.

No, I'm afraid SZ0Return is not going to do it properly.

And misusing the UV-unwrap is only a last option.

Note, while it's an option to revert to Blender 2.49 which had a script to do this, I'd like a solution that I can use inside the current workspace.


texts: Animating a bomb that explodes at a certain keyframe after cell fracture

texts: Okay, so I'm trying to create a bomb using cell fracture.  I've got it fractured and set as an active object in physics.  I've set the animation to have it flying through the air which is all good.  I've grouped each "cell" together but when I animate the "Dynamic" button on the active "cell," it does not insert the keyframe for each of the others in the group; not even after clicking the "Copy from selected" button in the physics tool shelf.  What am I doing wrong?


texts: I know you can make keyframes interpolation linear, constant, or Bezier, but this affects all of them.  How can I do this to just a few without dragging the handles?


texts: Future Updates - Handling High-Poly Sculpts Better?

texts:
(NOTE: I'm not sure if this is the place to ask; I couldn't seem to find an official Blender email address to contact regarding upcoming Blender updates.)

I recall reading that ZBrush has a method of rendering so many polygons on screen, so that models as high as 20 million triangles or higher don't slow down performance. However Blender starts to slow down when you're sculpting a model around 500,000 triangles, which is very frustrating to say the least.

Does anybody know if any future versions of Blender and/or planned updates will feature better high polygon count management, much like ZBrush?


texts: How to animate a cube pivoting more than once without affecting it's original position

texts:
Hi I'm in desperate need of help, I'm creating an animation for a Magic Cube.

http://www.youtube.com/watch?v=BcQ0xYWhX0k

This video shows what I need to create

So far I have been able to move the pivot of a cube one way and then again another by using an armature and an empty, however because these are now linked up I cannot figure out how to move the cube another turn

http://i33.photobucket.com/albums/d8...19at162154.png

here demonstrates the point i'm at, I have place empty cubes to show where I need the actual cubes to be, however if I attempt to link them the original position has changed. Is there anyway I can animate these cubes rotating with the one above them?

I'm new to Blender and have had to learn after using 3Ds max for a while I'm struggling a lot would really appreciate the help please! Also I hope this makes sense...


texts: How do I convert my linked group objects to be local objects?

texts:
I linked a bunch of objects into my scene, via groups and populated it. I now need to make all the linked groups into actual objects, but I can't find a workable solution. What is the workflow to convert linked groups into actual mesh objects with no further connection to the original linked object?

What is the workflow to convert all the objects in a scene at one time when I have hundreds of objects that need to be converted?


texts: How to keep a bone in-between other bones?

texts:
In my rig I would like to keep a bone in-between two other bones, so it is always in-between the two bones when rigging.

In the screenshot, the bone should always be between Bone 1 and Bone 2 when they are posed.
Is this possible? I tried looking through the different bone constraint, but can't figure out to use one or more of them to accomplish this result.


texts:
I learned about the slide operation on edges. I use it to select a border edge loop, press gg and then hold alt to slide and increase the size of the border faces. Now I'd like to use this while extruding, rather than moving the edges. I want to keep the original edges and faces, but get a new row of faces along the selected border edge loop. The new border edge loop would be the result of sliding as usual, only the old loop is still there.

Note I don't want to slide the border edge loop to be in the new position and then have to recreate a new loop at the old position.

For example the following shape, viewed head-on orthographically.

Say I want to extrude the selected edges by sliding them. Extruding and immediately scaling is no good: (e, escape, s)

Instead I want to extrude along the lines also used for sliding: (gg, hold alt)

However I want to keep the old edges too. I want to add a new row of faces, the same as when extruding, but the shape of those faces is determined the same way as when sliding.

I hope I make myself clear. I think this question is asking the exact same, however they did not get a correct answer.

Cheers!


texts: how can i get rid of this black line going through the scene. (the one going through the main character}

texts:
Image (Not embedded because it contains nudity)
See that black line? I want to get rid of that. It's coming from the background layer. I've tried an erode node on the background layer but that doesn't work. I tried adding a ColorRamp to get out the dark spots, but when I add a node to the shadow layer it just seems to add a big white spot to the screen.


texts: Has the Control Key + Rotation snapping increment been changed or dropped?

texts: Many sources describe holding the Control key down while rotating to control rotation by 5 degrees increments. I cannot get this keyboard shortcut to work in Blender v2.75. The increment button on the snapping menu does work, but the keyboard shortcut does not seem to work for me.


texts: Speed of baking fluid simulation slows down drastically

texts:
When baking a fluid simulation the process slows down.

The simulation has object of type inflow and object of type control.

The speed of baking will go down from rate 1 frame/min to 0.06 frame/min within 50 frames.

Is this typical behaviour?

Time is a resource and if this is typically true then it helps to plan time allocation.  If there are methods to increase the rate then that is useful.


texts: How can you change the curve resolution of hair particles?

texts:
How can I change the curve resolution of hair particles?  It seems that by default, hair consists of 4 segments.  Which is fine most of the time, but for long hair this does not work at all, as in this picture.

The segments spinner at the very top of the particle settings does not accomplish this, contrary to what one would think from the name and tooltip: "Number of Hair Segments".


texts: How can an accurate height map be created in Blender?

texts:
We have been working to create a height map output with the shader editor. We have a plane that has been sculpted into a terrain.

We have applied a material with the following node setup to get the correct white to black shading according to height:

The middle color stop in the color ramp has its color set to HSV and the H is 0, S is 0, and V is 0.5.

The shading this applies to the object is then recorded by a camera directly above it, with all rotation axes set to 0. Under the camera tab, its lens type is set to orthographic and the scale was set up so it would frame the object correctly.

However, when I import the height map this makes into Godot and set it up, there is a crease where the grayscale has changed color way too quickly, and the high points of the map are squished down.

What else needs to be adjusted here in order for this to work?


texts: how to add a mesh in blender using script?

texts:
I need to add a mesh using script. I am not asking about adding the primitive objects using the script.

Example: Add a single face with 4 vertices or any simple objects using script.


texts: Bevel modifier doesn't change anything, even though in the tutorial it changes a lot

texts:
I am following this tutorial from Ukramedia: Tutorial
He is adding a bevel modifier and it instantly looks better, when I do this however nothing seems to change. Here is how it looks without the bevel in the tutorial:

Here is how it looks with bevel in the tutorial:

However, in my project it always looks like the first picture. When using the bevel modifier blender says the verts are doubled in the bottom right, but it doesn't look like the second picture.
Project file: Here


texts: Checkered material ends up stretching despite seemingly proper UV unwrapping

texts:
My simple cylinder gets stretched tilted checkers on the sides when I unwrap -

This is how my unwrap looks like -

I have applied all transformations as well.

Attaching the .blend as well.
Many thanks!


texts: Running Script and rendering from command line with external script

texts:
I'm trying to run a script like so from the command line

    blender -b oop-blender-demo.blend -P model.py

followed by

    blender -b oop-blender-demo.blend -a

to render the file.

I've noticed that the second command renders the file oop-blender-demo thats within my blender gui, which has a different script in it than the one i'm trying to run with model.py. It's almost like nothing is saving. I get no errors running the first command so I would think that's the final script that would be used to render the file

While posting this question I looked at this post

Does running a python script via Blender command line not actually do anything?

but when I try to input my blend file as the filepath it says "cannot write to this file". I can't find any information on this error. Is there a way to save this script/link it to the .blend file?

Or alternatively if you understand how to use the method bpy.ops.wm.save_as_mainfile(filepath=???) described in the question I linked, what should I put in the filepath, parameter?


texts:
I'd like to remesh multiple merged objects into one mesh for sculpting. I've tried to do this with Blender's built-in remesh function, but it didn't work as I wanted. After the remesh, the shape had changed a lot, this visible the best around the short parts of the mesh. On the image, the left one is the original (converted from a curve) and the right one is the remeshed version.
Is there any way to preserve the mesh boundary and keep the shape after remesh? Or if it isn't possible what else can I do?


texts:
I've used this tutorial to do a toon shader:
https://www.youtube.com/watch?v=sJTEJKQ0lYw
I have this in my shading tab:

The shading appears just fine in the Material Preview (although mind that for some reason it doesn't move with the light...).

But once I render it (Eevee), only the highlight appears.

Is there perhaps some kind of step I did wrong?
EDIT:
If I add lightsources with a negative value, they'll throw a shadow even in rendered mode. However I don't understand why it doesnt work with a regular light source.
EDIT 2.0:
Nevermind, with the negative lighting added it works in the Render Preview, but once actually rendered the shadows are gone again.


texts:
Is there an accurate way to subdivide a Curve without using a lot of math?
I would like to subdivide the spline and then make it noisy.
import bpy
from mathutils import Euler, Matrix, Quaternion, Vector
import random

 # Make collection
if 'NOISE_CURVE' not in bpy.context.collection.children:

    print('hät ä keini, odr.')
    col = bpy.data.collections.new('NOISE_CURVE')
    bpy.context.collection.children.link(col)

def CoordPoints_random(First_Point, coords):

    # Last Point
    X_last_point = random.uniform(-8.000, 8.000)
    Y_last_point = random.uniform(-8.000, 8.000)
    Z_last_point = random.uniform(-8.000, -20.0)

    # Start-Point
    coords.append(First_Point)

    # random points for subdivision
    Vector_count = random.randint(5, 30)

    # Try to subdivide the start and end-point Coordinates  <----------The Question is here
    X_subdiv = (First_Point[0] + X_last_point) / Vector_count
    Y_subdiv = (First_Point[1] + Y_last_point) / Vector_count
    Z_subdiv = (First_Point[2] + Z_last_point) / Vector_count

    # X,Y,Z erschaffen
    X = X_subdiv
    Y = Y_subdiv
    Z = Z_subdiv

    # Random Points between Start- and End-Point
    for VecPoint in range(Vector_count):
        random.seed()

        # Make noise
        X += X_subdiv + random.uniform(0.500, -0.500)
        Y += Y_subdiv + random.uniform(0.500, -0.500)
        Z += Z_subdiv + random.uniform(0.500, -0.500)

        coords.append((X,Y,Z))
    coords.append((X_last_point, Y_last_point,Z_last_point))

    ### Test
    print("First_Point ", First_Point)
    print("Last_Point ", X_last_point, Y_last_point, Z_last_point)
    for i in coords:
        print(i)
    return coords

def create_lightning_Curve():

    ### Create a curve-container
    lightning_curve = bpy.data.curves.new('lightning','CURVE')
    # make some settings to the container
    lightning_curve.dimensions = '3D'
    lightning_curve.resolution_u = 1
    lightning_curve.use_fill_caps = True
    lightning_curve.fill_mode = 'FULL'
    lightning_curve.bevel_depth = 0.1
    lightning_curve.bevel_resolution = 0

    ### create splines (or multiple curves (= splines) in the curve-container)
    coords = [] ##### Point coordinates
    First_Point = bpy.context.scene.cursor.location #3D-Cursor als Start-Punkt
    CoordPoints_random(First_Point, coords) # Make Coordinates

    Bezline = lightning_curve.splines.new('BEZIER') #Create a spline (with one Point already)
    Bezline.bezier_points.add(len(coords)-1) # add Points without Coordinates (-1 to not close the curve)
    for number, coord in enumerate(coords): # give the Points the Coordinates
        x,y,z = coord
        Bezline.bezier_points[number].co = (x, y, z)

    #Create object
    obj = bpy.data.objects.new('NoiseCurve', lightning_curve)
    # Link object
    bpy.context.collection.children['NOISE_CURVE'].objects.link(obj)
    return obj

create_lightning_Curve()


texts:
I have tried recalculating the normals, added an Edge split modifier and tried the Subsurf Modifier too, but none of them seem to remove the dark artifacts around the edges.

Increasing the transmission and glossy bounces also have no effect.
Please suggest what I can do to remove them.


texts: How to render casted shadow on surface only

texts:
How can i render a character + the shadow it cast on a surface but not the surface itself?

I would use it to

Render my background only once (if nothing moves in background) so i would be saving a lot of time
Better effects with transparency gif


texts: Material that recieves shadows but no shading

texts:
I'm trying quite desperately to help my wife create a shader (in either cycles or eevee) that has a flat color texture but catches the shadows from another object. So picture two image planes one hovering over the over, both with a flat texture, but the lower plane 'catching' the shadow cast by the one above it. It seems programmatically simple but has now eluded me for days. Is this at all possible? I've looked into...
1.. making the lower plane a shadow catcher, but that means it shows only the shadow and no surface texture.
2.. creating two 'lower' planes with one as a transparent catcher overlay.
3.. casting shadows via ray visibility onto an emission shader.
4.. math node multiplying an emission shadow by a diffuse shader designed to recieve the shadow.
5.. using the light path node shadow ray to display a mix of diffuse and emission shaders driven by the same image texture.
EDIT: Added picture. Here I'm just using flat colors not textures but the principle should be the same. I want the red plane to stay flatly shaded, and I want the green plane to also be flat shaded (unlike shown), except that it includes the shadow cast down onto it by the red plane. Viewed from an orthographic camera looking directly down the z-axis it would like the red plane has a 'drop shadow'.

EDIT: Thanks to everyone who helped! For future reference if anyone has this problem the accepted solution is an easy and effective answer to this problem and works in both renderers. I'll note the sun does help but you can easily get away with any light type depending on the strength and radius you use. Softer shadows can be achieved by messing with the interpolation of the color ramp. Casting onto an an unshaded image texture is as simple as plugging the color output from the image texture directly into the MixRGB node.


texts: F Clone brush and a lot of other brushes aren't included in Blender 2.77a?

texts:
I went to use the F clone brush for the first time after viewing this tutorial on texturing. However, Blender (v2.77a) only has one brush,called TexDraw.

I was wondering:

How can I get all the brushes that should be included, or
how can I create a F clone brush that works.

Any help would be much appreciated.

Okay I started a new blender project and went immediately into texture paint. Again,all the brushes aren't there !. Does anyone know of any settings that could be responsible for this?

I attached two screenshots to show you :

here you can see that the author of the tutorial is using blender 2.72 and he can use a lot of brushes :

Instead,I can use only the TexDraw brush on blender 2.77a :


texts:
I completed my mesh and finished weight paints in Blender 2.8 but I just updated to 2.9 . I'm still getting used to the new interface and can't seem to figure out why the weight paint is unresponsive.
I just deleted a knee bone and need to add the vertex group that was previously assigned to that knee bone to the leg bone instead. I selected the bone I wanted and then the mesh itself, then went into weight paint mode. I made sure that 'Draw' was selected but nothing happened. Switching to 'Blur' and 'Smear' didn't help and I haven't found any way to adjust my tool weight, although I'm sure there has to be a way to do that. Please help!


texts:
The mesh on the arms of my reptile are quite complex and I'm wondering what would be good way to make some appendages on this piece. I'd tried sculpting and proportional editing but was not able to make anything that resembles a claw. The mesh was generated using metaballs.

Any tips or info on this procedure?


texts: normal map problem for mirrored dupli groups in cycles

texts:
A building front is created by placing group instances as dupli groups.

The group is a wall element with an asymmetric window which is placed in the scene
alternately mirrored and not mirrored.

When texturing the elements with a normal map texture
I noticed a different result for the mirrored group instances.

I guess the problem is caused by the mirrored mesh normals of the mirrored group instances
because without normal maps the result is the same for both orientations.

Is there a solution to solve this texture problem without dropping the dupli groups?
I use the dupli groups as a fast way to generate design alternatives.


texts: Saving Depth. Normals and Material index?

texts:
After rendering in a script, I am trying to save the Depth, Normals and Material Index along with the colored image.

I found I can save selected layers by saving an OPEN_EXR_MULTILAYER file, like this:

    bpy.context.scene.render.image_settings.file_format = 'OPEN_EXR_MULTILAYER'
bpy.context.scene.render.image_settings.exr_codec = 'ZIP'
bpy.context.scene.render.image_settings.color_depth = '32'
bpy.context.scene.render.image_settings.color_mode = 'RGB'
bpy.context.scene.render.image_settings.use_zbuffer = True

#All layers that we want in the EXR files
bpy.context.view_layer.cycles.denoising_store_passes = False
layer=bpy.context.scene.view_layers["View Layer"]
layer.use_pass_ambient_occlusion=False
layer.use_pass_combined=False
layer.use_pass_diffuse_color=True
layer.use_pass_diffuse_direct=True
layer.use_pass_diffuse_indirect=True
layer.use_pass_emit=False
layer.use_pass_environment=False
layer.use_pass_glossy_color=False
layer.use_pass_glossy_direct=False
layer.use_pass_glossy_indirect=False
layer.use_pass_material_index=True
layer.use_pass_mist=False
layer.use_pass_normal=True
layer.use_pass_object_index=True
layer.use_pass_shadow=False
layer.use_pass_subsurface_color=False
layer.use_pass_subsurface_direct=False
layer.use_pass_subsurface_indirect=False
layer.use_pass_transmission_color=False
layer.use_pass_transmission_direct=False
layer.use_pass_transmission_indirect=False
layer.use_pass_uv=False
layer.use_pass_vector=False
layer.use_pass_z=True
layer.use_sky=False
layer.use_solid=False
layer.use_strand=False
layer.use_zmask=True
layer.use_ztransp=True

bpy.ops.render.render(write_still=True)

The problem is, the layers I turn off is used internally to render the image properly. If I turn them off, the image is rendered wrong. Probably end up black or with the wrong shading.

So, why not just enable all the layers? Well, turns out the files become huge. Typically 1GB or more in compressed form, for 4096x2048 renders. And we will render thousands of images. So, I really want to remove that uneccessary weight.

Is there a way to do this? Or, another way to save only the selected layers?


texts:
Is it possible to have a class method work as same as with a function, where you can put in different parameter for one instance function? Like in my case, where I need to have 8 selection options, each with different naming conventions. This works fine with a function, but I need to execute the operation with a pie menu, so I believe an operator is the only way to go?
I was hoping to have one operator for each option, but have a different variable for each in the pie menu command?

lst = ["YO!", "WAZZAP!?", "HOW'YOU'DOIN!?"]

class Print1(bpy.types.Operator):
    bl_idname = "object.print1"
    bl_label = "Print 1"

    def execute(self, context):
        self.printz()
        return{"FINISHED"}

    @classmethod
    def printz(cls, text=lst[0]):

        print(text, "What is going on in the kitchen?")

class Print2(bpy.types.Operator):
    bl_idname = "object.print2"
    bl_label = "Print 2"

    def execute(self, context):
        Print1.printz(lst[1])
        return{"FINISHED"}

In this case, I have one "master" operator that feeds others, but I think there must be a simpler way than have a copy of 7 operators in code, that do almost the same thing? Can it be done as same as with basic functions?


texts:
How can I move the grid origin to the origin of an object?
Instead of relocating all objects in order to have the origin of one particular object positioned at the origin of the grid?
I'd like to snap to a grid within a local object.


texts:
I'm trying to recreate the PS3 xmb wave in BGE and have hit some snags.
So first I made a subdivided plane. Then made an empty object and attached a displacement "cloud" map to its movements for the subdivided plane. Then on the graph editor I made a generator modifier with "+0.001" on the X axis. Then did the same for all the other orientations. Made a wave modifier on the X also. After tweaking the texturing on the wave the result is quite nice. Plays beautifully in the timeline, just doesn't play when the game engine is initiated.

I've set up an "Always" logic brick to the empty objects animation, witch is in turn connected to the displacement map of the wave. The modifiers don't work when the game starts, because it seems to just freeze the wave in place whenever I start it with P. I attached a cube to the empty object to make sure the animation was working and it was. So I'm assuming it has to do with the Modifiers. The intended result is more of a live "random" wave.

Is there anyway to get the wave/displace modifier's to function during the game?


texts: How to set the global position of a bone in an action (e.g. animation)?

texts:
I am trying to create a walk animation. As I want to use it in a game later on, I started with moving the root bone forward. For the first half of the animation, I want to keep the controller bone in place, then in the second half move it forward. So the inverse kinematics I applied would move the leg, but leave the foot in place.
However, as I copied the starting keyframe of the foot and pasted it into the middle of the action, it didn't affect the foot at all - because the root bone moves and affects all childs, so the foot controller as well.

As you see here, the bone shin.R.Control has actually exactly the same keyframe at the start as in the middle. But it doesn't affect the actual position at all.
I did my own research, but I found only questions & solutions about python scripts.


texts: How do I make various objects point at/follow a path?

texts:
I'm trying to create a city street on a slope. I haven't found any methods that allow for several different objects to follow the same path, so maybe a path isn't the right method (still quite new to blender).

Essentially, I just want to be able to control the height and z-rotation of several objects at once. Here's a manually-arranged example:

Thanks very much!


texts: Not able to use Boolean modifier on concentric cylinder and torus (normals seem ok)

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I'm using Boolean Modifier quite well so far, but this time I can't get it work properly. I guess it's sometihng I'm missing but I checked other answers for bolean modifiers and none of them seem to apply to my case. I have a concentric cylinder and a torus (I specify that they are concentric because if they are not concentric the modifier seems to work properly) I need to subtract the torus from the cylinder to create the housing for an O-Ring. The result are just more faces and vertexes added to the cylinder but the housing is not created. I checked normals and non-manifold but all seem to be ok. Anyone able to explain me what am I doing wrong? Sorry if duplicate, not able to find a proper answer.

Here an image that may explain the problem:

* My mistake: not "Binary mod" but "Boolean mod"

I hope it's clear what I wanted... instead of the same outer surface of the cylinder with more vertexes that you can see in the last picture I wanted a torus housing: a negative of the torus.

Here you can get my blend file


texts: How do I make a hole in an object created by me? Please help, youtube tutorials didn't help at all. Hope the image help.


texts: including decals in weight painting for rigged models

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I have created details on a character models clothing using the method described

here

which basically copies the underlying mesh and projects the detail onto it. this works well because i can have a high resolution detail (such as a logo on a shirt) without having to make the whole shirt match that resolution. this technique works fine for still models but as soon as i try to rig the model using auto weight painting it runs into problems. it seems that the decals, despite being exact replicas of the mesh underneath them, are not included in the weight painting and so react unpredictably(i have tried joining and boolean union on  the mesh) . is there any way to get past this without having to bake on these textures which would result in the need for a very large resolution texture?
many thanks.


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I've looked all over the internet and I can't find any info on this, so I'm hoping I can get something here from you guys/gals.

I've been trying to do a good, functional, realistic facial rig, but I simply can't replicate what these people have done in these examples:

https://www.youtube.com/watch?v=oSmgQfi6A0g

https://www.youtube.com/watch?v=S8xwec1Pj9k

Can someone please tell me on how I can manage to do something like that? I've tried doing it many times, but my characters facial expressions always end up looking super creepy for some reason. I just don't know what all of those bones are suppose to do or where to place them.

Can anyone explain it to me, or maybe you know of a guide/tutorial that does so?

I have compeletly run out of options here.

Here is my blend file: https://mega.nz/#!8BEFUKgQ!HJMxw4lTjZnVbbVguhnQnKhIOFazViRPuPz4X-kCUBo


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Blender 2.83.2
Collections replaced Layers. Yet, Layers are still there (presumably for backwards compatibility).
It seems Layers and Collections are related, e.g. Collection 1 = Layer 1, etc.
Problem 1: Whenever one press a number key by accident, all objects in Collections are unchecked (hidden).
Only objects in Layer  is displayed.
Problem 2: Blender does not remember what items in Collections were checked before.
To display required items again, one must manually open each Collection and recheck items as needed. A tedious task, especially if Collections are nested.
Problem 3: Collections are far superior to Layers. But there seems to be no way to disable the Layers system to prevent the issues above.
Problem 4: Layer buttons does not seem to be defined in the Keymap, as if they are hard coded. If they can be shown in the Keymap, one should at least be able to prevent accidental number key presses by disabling the Layer shortcut keys.
If anyone knows of a way to disable the old Layers system, or how to disable the keyboard shortcut keys for Layers, I would love to hear about it!

Update: I installed Blender 2.83.3 when it was released. Sadly, the Layers panel was still there.
I had a number of add-ons installed which i did not need anymore, and disabled them all. To my surprise, the Layers panel disappeared in the process.
Trying to determine which one was causing the Layers panel to appear, I re-enabled all the add-ons. It did not re-appear. I'm stumped.
Anyway, I think all the major issues I raised in this thread has been resolved.


texts: Rigidbody constraint removal removes the object

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I recently started playing with Physics.  I had two objects which I tried to add constraints to without doing research online.  Having done the later I realised I needed to use an empty and add the objects to this and it works.
The challenge is that the objects still have the Rigidbody constrains checked.  If I try to uncheck this it deletes the object.   Feels like this is not right though I thought I would ask here before I report as a bug as my newbie level means I could be doing something stupid.


texts: Animation of several objects depend on main object

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I would like to animate a clothed human model. The human geometry is rigged, but I dont know how to add additional objects to the human rig.

I want the t-shirts and pants movement to follow the human's poses.


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I am particularly interested in making a short animationin blender which consists of a detailed view of a finger nail, finger tissue, nail brush, layer of nail polisher, etc. the image shows exactly what I am aiming to create.
I would be very grateful if you could direct me in finding a source of skills and material or perhaps share the steps you would take in approach this particular scenario. I am also willing to pay for explanation and guidance.


texts: How to stop a simulation that is lagging?

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Basic Situation: I let a simulation run, but maybe I put some settings too high. Every frame takes forever though it's still going. Every 15 frames or so it updates, but inbetween that it lags and I can't click anything.

How do I cancel the simulation/calculation without closing Blender and losing the progress it has made?

Thanks.