texts: I've been wanting to animate a monster short and I've used BlenderGIS is get my city, but when I import the monster the scale blender is giving the model doesn't match the scale of the reference building. Monster being 108 meters tall and the building being 207, but the monster visually is only a fraction of the buildings size. Is this a bug or am I just too concerned with the numbers.


texts: The object seems correctly mirrored everywhere except the faces are in the mid section. Blender doesn't even seem to to mirror the complete object. The outlined part is the selected driver side of a car. the left hand part is it's mirror image and it doesn't have all the parts that the selected part has. Is something wrong with my copy of blender?


texts: Animation Nodes - Waveform Monitor - Picture into Grayscale into X-Distortion

texts:
I want to transform a picture with a given amount of pixels into a luminance signal (grayscale). The pixels are supposed to keep their Y-Position from the original input, but change the x-position based on their value between white an black. (So basically a waveform monitor). The final output should be in one color (green/black), but with the mentioned distortion.
Therefore I want to use the animation note add-on, but at the moment I don't know how to do it.


texts: Sniper bolt warping when rotated in pose mode

texts:
I'm trying to rig a bolt action sniper. I made sure the bone root was in the dead center of the bolt's selected vertices. However when I go to rotate the bolt's bone in pose mode, the bolt warps and basically looks like its being scaled down. How do you properly set up a bone on a sniper bolt? So it can be realistically rotated bolt-action style?

Blender file just int case


texts:
Blender 2.79

windows 8.1 x64

I have made an earth with a few textures.  Then I place a slightly larger sphere around the earth, and put clouds on it.
When I turn on the alpha channel of this larger cloud sphere, there are very bad artifacts in the 3d view.
1) the spot where the specular highlight should appear on the earth is completely erased
2) The area around the clouds is very blocky and bad, sometimes punching holes in the earth behind mesh under it.

I am attaching the .blend.

What is going on here?


texts: material preview displays objects in black although it has texture

texts:
I'm following Lynda's tutorial and I've encountered something that I don't know how to fix.
some of my objects appear in black while I'm in material preview on the layout panel but has no problem on texture painting layout or render view.
im sure its something simple but i have no clow what to do


texts: How to get static particles centered on vertices?

texts:
I am trying to get particles to render at the center of vertices in blender 2.81.
So far, I am trying to use the hair particles with the source emitting from vertices. It seems to work but I noticed quite a big gap between the supposed vertice and some particles as shown in the image.

I was wondering if there is a setting that I missed or if there is another way to achieve this.


texts: Colorful Hypnotic Swirl in Animation Nodes

texts: How could one create such a hypnotic swirl in animation-nodes?


texts: cloth animation not working after adding loop cuts on the edges

texts:
so, I am making a scene, where I have a piece of paper, with a cloth animation on it.  (see image below)

I have a subdivision surface on the paper, but I want to have sharp corners.  My problem is, is that every time I add a loop cut to the mesh to get rid of the sharp corners, the cloth animation suddenly stops working.

working.  Does anyone know why this is happening.  And better yet, how to fix it?  thanks :)


texts: How to export material with multiple PBR textures as one complete texture with specular and roughness maps?

texts:
I have a landscape I created which uses multiple PBR Textures. And I'm talking multiple sets. Like multiple PBR Grass sets, multiple PBR Rock sets, they're all faded in and out of each other with noise textures and color ramps, there are individual bump maps and it is all a gigantic set of textures and BSDF nodes added all together. Will this add-on help me get that final result of all the textures added together with the noise and the bumps and the roughness values? Let me know please, thank you so so much!
A note I made to myself: This will help when generating large scale environments like mountains, which I can do in Blender easily but do not want to go through re-scaling the geometry in UE4 since it also involves noise textures in Blender to dictate where certain PBR Textures go to.


texts:
Would appreciate your help.
Suddenly, my viewport shading does not render any lights, material, textures, etc... only grey objects. Here are the screenshots. I have no idea of what this might be. I am also very new to the software so maybe I have done something stupid.


texts: Shading lines on corners of extruded faces on cylinder

texts: I am a beginner in Blender and 3D modelling in general. I have 'pushed' inside a few faces of a subdivided cylinder mesh, which has a bevel modifer active in the stack, but I get diagonal shading lines on corners of the cut as shown in the screenshot. Any help would be greatly appreciated! :)


texts: Boolean difference not making any diiference (Python scripting)

texts:
I'm using Blender 2.76 on a Win 7 x64 machine.

I should warn you I'm new to Blender & its Python API although I have used Python extensively before I'm no expert.

I run the following script after start up (ie the default cube is already in the 3D work space).

import bpy

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.object.modifier_add(type = 'BOOLEAN')
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object
cube1.modifiers[0].object = cube2
cube1.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube1.modifiers[0].name)

My aim is to create a square hole through cube1 but so far I end up with no change to anything.

I tried swapping cube1 for cube2 & this cut cube2 with cube1.

import bpy

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object
bpy.ops.object.modifier_add(type = 'BOOLEAN')
cube2.modifiers[0].object = cube1
cube2.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube2.modifiers[0].name)

So what am I missing here?

EDIT:

I tried to flip the normals of cube2 (see code below) as per the comment below but this appears to have had no effect.

import bpy, bmesh

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.object.modifier_add(type = 'BOOLEAN')
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object

b_cube2 = bmesh.new()
b_cube2.from_mesh(cube2.data)

bpy.ops.object.mode_set(mode='EDIT')
for v in b_cube2.verts:
    v.select = True
bpy.ops.mesh.flip_normals()
bpy.ops.object.mode_set(mode='OBJECT')

b_cube2.to_mesh(cube2.data)
cube1.modifiers[0].object = cube2
cube1.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube1.modifiers[0].name)


texts: Can a Blender script stay in memory and listen to a socket?

texts:
I am considering writing a python script which, once run by the Blender internal interpreter, would stay in memory, listening to a socket and reacting to messages.

As an example I would use this to preview the currently edited object in an external engine, without having to export it to the filesystem then loading it in the engine.

How can I design a plugin to have such a behavior?

Note that this question :

Only targets the "staying in memory / listening to a socket" part with respect to Blender inner workings, not the scene crawling/exporting, messaging details etc.
Does not make reference to the "blender --background" mode of operation. To the contrary I would like this to work in the usual, UI-driven interface.

I am also aware of the Blender Command Port patch, but it does not seem like it has ever been merged (and I would like this to work with a "vanilla" Blender).


texts: Camera Solve Focal Length Automatically Set To 24

texts: Im wondering why when I go to solve the camera in a tracked scene it defaults to being set to having a focal length of 24. If I have the focal length above or below 24 before doing the solve it sets it back to 24, but I would like it to stay at the focal length I have set before the camera solve.


texts: If a blend is saved with missing linked libraries, is that data now permanently lost?

texts:
Lets say I have an asset named "John.blend" that I link into my animation "Shot_005.blend".

I animate my awesome character, John, over several days and am eventually happy with it.

Unknown to me, someone renames "John.blend" to "John_FINAL_v1_USETHISONE.blend".

A while later, I open up my "Shot_005.blend" file (without noticing the warnings about the missing library, "John.blend", or the empty space in the scene) and make some tweaks to the render settings. I then save the file and close Blender.

The next time I open Shot_005.blend, I notice that John has mysteriously vanished, leaving behind only a ghostly Empty object in his place.

I then realize that the John file was renamed, and attempt to solve my problem by renaming the file back to "John.blend", however upon reloading the shot file, John is still gone (because the library data block no longer exists)

Is there any way I can recover my awesome animation that I spent several days on?


texts:
can somebody please give me some advise? I need to set the stylized fur to render with outlines and contures (Freestyle function).
This is what my model looks like:

This is how the fur should look best from all angles:

This is the model rendered from angles where the entire contour of the hand is not visible. I need advice on how to set in Blender so that the contour is drawn there as well, but at the same time so that the contours from the fur are not visible from the wrong direction (see the last picture)


texts: How can I write (draw) notes or just drawings, with a 2d stroke but on the 3d viewport.


texts: Geometry Nodes: Rotate positions about a point?

texts:
I've wanted a Simple Transform modifier for ages.. using an Axis/Origin object, by vertex weight. I'm thinking Geometry Nodes will make it possible to construct our own.
I would like to have been able to answer this question with Geometry Nodes.
Is there a reasonable way to rotate or scale mesh vertices / points about an arbitrary origin, without effectively composing your own transform matrix? Point Rotate gives each point an orientation about itself, but I'm looking to rotate their positions. Vector Rotate doesn't distribute across another vector attribute.
Unless I'm missing something, someone else has done it, or there are plans, I'll start rolling-my-own node groups.


texts:
getting this error when trying to install filmic color management:

I looked inside my color management folder and saw there was filmic files all over:
enter image description here

Any way it is downloaded but maybe not displaying or something?
I followed this tutorial precisely: https://www.youtube.com/watch?v=4nYGJI0r2-0


texts: how to put a tracked model behind a person

texts: I have a video and a person walks in front of where I want to put the tracked model and I didn't know if you could cut him out so the model will go behind him like in AE or if that wasn't possible in blender.


texts: Why does this happen every time I unwrap my textures?

texts:
I've had blender for less than a week, so some of my issues are quite easy to fix, or are just plain obvious. I have been trying to texture a lighthouse model I've made, but every time I do so, the textures become extremely weird. From what I've picked up, you have to have a material for each partition you want to texture. I did that, then began to map my brick texture on the base of the lighthouse. All was looking good in texture view, but when I hit render, this happened:

Keep in mind I was not texturing the cylindrical piece below. I only have 1 material each for the 6 partitions, but somehow this is happening. Thank you for any help, and sorry for any unclear explanation.


texts: Why am I only seeing vertices in edit mode?

texts:
I'm trying to messily get rid of parts of my rough sculpt, but when I enter edit mode, I only see the object's vertices.
Here's what it looks like in object mode:

And here's what it looks like in edit mode:

What's causing this? Thanks in advance!


texts: Grease pencil and rig problem with lattice

texts:
I try to rig a leg drawn with Grease Pencil.
A lattice deform the grease pencil. The lattice itself is deformed by the armature (with vertex groups).
Here is the problem:

if I place the IK pole bone on the right on the X axis, no problem (image 1):
But if I place the IK pole bone on the left, the grease pencil is enlarged on the X axis (image 2). So the leg thickness is changing and that's what I would like to avoid.

I really don’t understand why. Does anyone have an idea?
Thank you in advance for your clarification

Here is the file (Blender 2.91) :
https://www.dropbox.com/s/iqn6sau42bd091w/BendyBone02.blend?dl=0


texts: i want to turn an open edge loop into a single vertex, how do i do this

texts: . i know this may have been asked before but isimply can't find it.


texts:
I am trying to invoke a custom operator from a blender addon, e.g. this one. However, when I call it from the command line I am getting the following error message:
>>> bpy.ops.node.liexport('INVOKE_DEFAULT')
Error: Traceback (most recent call last):
  File "/ttsesm/blender/blender-2.83.2-linux64/2.83/scripts/addons/vi-suite06/vi_operators.py", line 607, in invoke
    node = context.node
AttributeError: 'Context' object has no attribute 'node'

location: /ttsesm/blender/blender-2.83.2-linux64/2.83/scripts/modules/bpy/ops.py:199

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/ttsesm/blender/blender-2.83.2-linux64/2.83/scripts/modules/bpy/ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Traceback (most recent call last):
  File "/ttsesm/blender/blender-2.83.2-linux64/2.83/scripts/addons/vi-suite06/vi_operators.py", line 607, in invoke
    node = context.node
AttributeError: 'Context' object has no attribute 'node'

from my understanding the explanation is related to what @batFINGER is describing here. But then my question would be how to invoke the operator from the script.
The operator is related with the Export button that you can see in the node below:

and which node I created with the following commands:
ng = bpy.data.node_groups.new('NodeTree', 'ViN')
context_node = ng.nodes.new(type="No_Li_Con")


texts: How to control the particular value of the different mapping nodes

texts:
So I want to control the rotation of y axis of both the mapping nodes using a single value/node in such a manner that for every increase in 1 degree in the first mapping node ( the above node) the second mapping node(the below one)shall increase by 90 degree.
Is it possible by using nodes/drivers??


texts: Connetcting Vertices While Retopologizing

texts: When I first learned how to retopologize a model, I wanted to connect two vertices to finish one of my faces.  However, I could not find any obvious tools to connect to vertices, and the book I was using did not mention connecting vertices.  How do I connect these vertices?


texts:
I was just rendering a person and it's got these weird spots.

This is what I see in Blender:

My render settings:

enter image description here


texts:
I try to learn Blender to use on home workstation instead of 3Ds Max.
Can't find solution for obvious in 3D max snapping task - select multiple vertex / edges / faces than point some vertex or midpoint etc. then click on it, drag and move selected elements. Then snap them all to something not by center or some  "closest" but by pointed before vertex or some other.

For example how it works in 3DMax

Is there a possibility to snap like this?
I searched a lot but find just tons of trivial tutors about obvious things like grid snapping etc.
This basic functionality, without which I can't imagine modeling and I can't find it in Blender.
Certainly here it can be done in different way but I do not know how. Maybe I need some Add-Ons to install?

Help please.


texts: I am making a model with a hierarchy of different parts, with their origins connected to another piece in the model. I am trying to animate with this model, and a piece is expanding upward as it rotates around the origin. How do I prevent this?


texts:
I'm in version 2.90.1 and my gizmo (manipulator) is missing. Does anyone know how to get it back? I checked and the check box is checked. Restarting didn't resolve anything.
Does anybody have a clue how to get it back?


texts: Why does the "skin" modifier not accurately produce 90°corners?

texts:
My current design is comprised of a single path of vertices, defined by vertical and horizontal edges linked by 90° corners. Applying the skin modifier to this path of vertices creates perfect rectangular segments, but the corners display concave artifacts.

Any suggestions?


texts: How can I use an array modifier to create individually manipulatable objects?

texts:
I often use an array modifier (or two) to quickly create a grid of identical or symmetric objects, which can be really useful when modeling all sorts of man-made objects. Once I've made the grid, though, is there any way for me to make it so that each of the objects are individually manipulatable?

Simply applying the modifier does not seem to be the full answer, since it still only allows me to select the grid-of-objects as a whole in object mode. Is there any way to separate them so I work with them each individually?


texts: How does one hide selected faces in 3d View while in UV editor?

texts: Is it possible to make blender hide all the selected faces on the 3D model when you are in the UV edit mode? Or perhaps create a script that does? It's hard to see what you select in the UV editor and not having the "keep mesh in sync" option activated. What I can do so far is to hide the faces by unchecking the option in the 3D view toolbar but you still get the edges highlighted which makes the seams hard to see. What I is for the model to appear as it would look in edit mode with solid shading and nothing selected, that is with standard black edges and seams visible. How can this be achieved?


texts: Solidify weird behaviour - Not following face normals

texts:
I noticed that solidify doesn't follow the face normal and produce a weird result. You can see from the right ortho view that the vertices are not aligned with the original one. Any Idea? I already applied the transformations and recalculated the normals...
To me it looks like the modifier only projects the vertices using x/y/z directions without accounting for the normals.

Video showing the issue

I added a couple of pictures to show the desired result achieved with the skew tool.


texts:
Can anyone please tell me what all these numbers are, or better yet how to get rid of them? They appear when I "select" anything: https://gyazo.com/99a42904702e4ed92f8295cad67e3e18
I cannot seem to get rid of them, no matter what I click.  I suspect I turned them on with an unknown keyboard combination.  I just want to know how to get rid of them!  I cannot build with numbers obscuring the mesh!


texts:
I have a gradient on a cube with a color ramp. In the picture below you can see the color ramp is repeated just once. I would like to find a way how to repeat it 5 or 10 times. I could do this on the color ramp it self of course, but I prefer to it with a node setup.

After repeating the gradient, it should look something like this, a multiple loop of a color ramp.


texts:
Aloha!

I'm trying to make a sprite animation (like this one, a blood splash from metal slug) in 2.79.

I can get easily the animation with Animall, it's just 10 frames.
The point is i need many of this, and i wanna use the particle system to achieve it, with its randomness.

When I go further it just shows the last frame. I can loop it, but every particle will show the same sprite.

Is there a way to achieve my goal? I wanna make every particle starts on its respective frame 0.

Thanks in advance!


texts: how bake three different materials belonging to an object into one single textured one

texts:
I have a texturing Question. I wish to make a textured bread sliced in 9 parts. I textured the whole bread with projection painting, and after that I sliced it in nine parts. In the holes created, I made a surface on every side of the slices which were textured creating a new UVMap and new material. Now I want to bake the three textures (the crust and the two sides) of every slice into one (the fourth), to export it to an external program, but every time, some parts remains white. However, the method works with the ends of the bread, where there is only a single section. I attach a blend file example with a slice and one end, sou you can see it. I use Blender 2.79, 64 bit in Windows, and I work with Blender Internal Renderer.  Thank you.

blend file


texts:
I've got a scene that I've motion tracked and it seems to be working well. Then I used "Setup tracking scene" to create a cube layer, then a floor layer that would only exist to act as a shadow catcher.

When I render this in Blender Render, such as Blender Guru does in his tutorial video, it looks fine.

However, because of what I would like to do with this scene in the future, I would rather use cycles instead of blender render. However, I don't think the nodes are set up right or something because when I render it in Cycles, the floor layer still appears.

I would like the floor layer to only act as a shadow catcher AND (this is hard to describe) a layer where anything behind it would not be rendered. So like if I had a cube that stuck through the floor layer, only the part that is in front of it would be shown.
I should also note that I have no experience with nodes, so that's probably the problem.


texts: Blender Saves game as .blend when exporting as runtime,

texts:
I made a simple game when I was bored, blender just saves it as a .blend file when I try to save it as a standalone game. I have the add-on and everything, but it just saves it as a .blend file. I saw one website that said I should copy certain files from the blender directory but I can't find that either. Does anyone know where I can find that directory, or does it work differently for linux, and if so, how do I save it as a standalone game?

I'm running Blender 2.78c with Ubuntu 16.04.

EDIT:
I saw this post Linux, Save As Game Engine Runtime not working and one of the answers says that I should check if the player path was filled in, and it is. I got curious and searched for the file, and couldn't find it. Could this be why the blender saves it as a .blend file?


texts:
I'm trying to jitter an object's location during an animation, and be able to control the strength of the hitter. I tried keyframing the strength of a noise f-curve modifier, which doesn't work:

Failed to resolve path to property, try manually specifying this using a Keying Set instead

Is there a good way to jitter the location of an object, and change the strength of the jitter throughout the animation?


texts: I can't use the 3d manipulator - whenever I attempt to drag the handles Blender simply repositions the 3D cursor.


texts: Blender crashes repeatedly when leaving edit mode

texts:
Blender seems to be crashing a lot for me, but I've discovered it only ever crashes when leaving edit mode, and, when it does, there's no warning, no error message, no "This program has stopped working" - it just dead closes out, as if I hit the close button.

Is this normal? Is it crashing? Or is this some dumb shortcut or something I'm not catching?

If it is crashing, and if I had to guess, it seems like it's crashing while trying to stow undo states, because it tends to crash when I do a lot in edit mode, and then leave (which made it really frustrating before I knew when it was crashing - now I just always save before leaving edit mode - no more problems).

(p.s., someone plz create a 'crash'/'bug'/'issue'/something tag - I would with enough rep.)

EDIT:

I'm using Blender 2.78 x64 on Windows 10 x64, 4GB RAM
Blender's details line has the following:
Vertices: 31,346 | Faces: 20,460 | Triangles: 41,064 | Memory Used: 46.20MB

I didn't know if this was something I was missing, or something common. If this is just a legitimate bug, I understand this probably isn't the place to post.


texts:
How do I bend an 'I' shaped plane mesh to an 'L' shape with specific angle (say 80 degrees). Using deform seems to make a 'C' shape. Is there no simple way than creating bezier curves and such?

My mesh is 2D plane for now. I will add some depth to it eventually. Is it better to bend it before or after extrude?
Thanks.


texts:
I would like to create cameras looking at origin uniformly distributed in a sphere. I got most of it right...but the cameras are looking away from the origin. I know I can get it right by a certain combination of rotations, but I want to be sure that what I am doing is 100% correct. Can someone familiar with this help me point out what's the right way to do it?
By changing the lookat slightly in the "wrong" way I can get what is expected result. However, what I would like to do is apply the coordinate transform matrix to the camera matrix after the "right" lookat is computed(right lookat==x-right,y-down,z-forward,i.e. the cv convention).
There is an additional problem with the code that looks right. The camera scale is negated for some reason. I thought scale is not affected by transform matrix. Having negative scale causes some other problem when I am converting the camera back to cv work.
looks wrong but should be correct?

looks right but wrong.

code to create cameras
import bpy
import bmesh
import random
import math
import numpy as np

from mathutils import Matrix

def sphere_golden_spiral(num_pts=1000):
    from numpy import pi, cos, sin, arccos, arange
    indices = arange(0, num_pts, dtype=float) + 0.5
    phi = arccos(1 - 2*indices/num_pts)
    theta = pi * (1 + 5**0.5) * indices
    x, y, z = cos(theta) * sin(phi), sin(theta) * sin(phi), cos(phi)
    points = np.stack((x,y,z),axis=-1)
    return points

def norm(v):
    return v/np.linalg.norm(v)

def lookat(eye,at=np.array([0.,0,0]),up=np.array([0.,1,0])):
    z = norm(eye-at)
    x = norm(np.cross(z,up))
    y = np.cross(x,z)
    z = -z
    view_mat = np.zeros((4, 4))
    t =np.array([0.,0,0])
    t[0] = -np.dot(x,eye)
    t[1] = -np.dot(y,eye)
    t[2] = -np.dot(z,eye)
    view_mat[0,:3]=x
    view_mat[1,:3]=y
    view_mat[2,:3]=z
    view_mat[:3,3]=t
    view_mat[3,3]=1
    return np.linalg.inv(view_mat)

def rotx(a):
    from math import cos,sin
    return np.array([[1,0,0,0],
                     [0,cos(a),-sin(a),0],
                     [0,sin(a),cos(a),0],
                     [0,0,0,1]])

def roty(a):
    from math import cos,sin
    return np.array([[cos(a),0,sin(a),0],
                     [0,1,0,0],
                     [-sin(a),0,cos(a),0],
                     [0,0,0,1]])

def rotz(a):
    from math import cos,sin
    return np.array([[cos(a),-sin(a),0],
                     [sin(a),cos(a),0,0],
                     [0,0,1,0],
                     [0,0,0,1]])

def cams_sphere(points):
    points = np.array(sphere_golden_spiral(points))
    group = bpy.data.groups.new('Trg_sphere')
    context = bpy.context
    for i in range(len(points)):
        p = points[i]
        bpy.ops.object.camera_add()
        cam = context.object
        cam.name='Traj_sphere_%i'%i
        transform = lookat(p*10)
        #print(rotx(math.radians(-90)))
        #transform = np.matmul(transform,roty(math.radians(-180)))
        cam.matrix_world = Matrix(transform)
        group.objects.link(cam)

cams_sphere(100)


texts: Convert old AnimationNodes to Current - a flying away movement - what is the "Objects from Group" replacement

texts:
How to convert this animation to current 2.8x animation nodes ?
A simple flying with slight rotation, controlled by the empty locaion....

I can't find a kind of "Objects from Collection" node


texts: I would like to know why the material stays in the edges of the object. I first converted the text from the blender to the curve and then converted it to an object, I took the UV map in several ways to try to soften these breaks but still this problem continues, could anyone tell me how I can do this?


texts: Im trying too create a basic 3d floorplan in blender (First time using it) however, I cant seem to figure out how to "Intrude" A wall after ive extruded it. In my example, The wall is too long and i wish to cut it down a bit. The photos attached will explain what is happening. there must be an easy way. online people tell me to inset the face yet that creates a hole or the same as extrusion. Any tips would be appreciated :)


texts: Is there a way to record blender steps and create a python file?

texts:
Firstly sorry if this question looks silly. But, I am using cloud rendering. So, for every time I make small changes in blend file I have to re-upload the file. I am not familiar with blender's python API. I know the basic python but don't know How it works with blender. So, If there is a way that will allow me to record steps of changes I make in blend file and create a python file which will be uploaded to cloud server and that python file will change my blend file on cloud server as well.
If not, I humbly request to guide me what should I do to avoid upload huge blend file every time I make some small changes locally.


texts: Add different materials to different parts of a mesh?

texts:
How do you add more than one material to a mesh?

I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.

I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.


texts:
I recently rendered a project i was working on and found that the main object was missing in the final render. I checked older versions of the file and it was all the same. What could it be?

the render is on the right.

this is the most recent state. There are some pyramids on top. I wondered if it has something to do with textures i added, but i removed them and nothing changed.

this is an older version, before i tinkered with textures...


texts: Smooth displacement on a plane with lowpoly holes

texts:
I have a plane with some lowpoly holes modeled in it. With the help of adaptive subdivision I want a clean displacement pattern on it. But no matter how I triangulate the model it will always show some edges. The triangulate modifier only makes it worse. Cutting quads inside the model is not an option here.
How can I achive a smooth displacement on a lowpoly plane?


texts: How to quickly select loops by skipping line by line

texts:
I want to jump loop one by one as the GIF shows and select the loop.
But this is repetitive and boring.
Do you know how to do this type of work quickly in Blender?


texts:
just a heads up im relatively new to Blender and in this case Sculptris. I wanted to make a simple first Model and i exported it from Sculptris and imported the wavefront(.obj) file into Blender and it came out like this:

As you can see, I added two models. These are basically the same but I followed the recommendation of another post about the same issue I found and reduced the Models Poly Count and tried to import that, I also tried to import the .obj File while "Keeping the Vert Order" but none of that worked.
Here is the referenced stackexchange post : .OBJ Import Error

So I wanted to ask you if anyone has a solution to this Problem and could help me out?

I want it to look like this, is there any way to have it displayed correctly in Blender?


texts: Need help modeling a circle inset on a slanted surface

texts: I'm trying to model this little section of this scope, mainly the slanted hole that the bolt sits into. I've tried to boolean it and that just makes a mess of everything. Is a boolean the best option and I'm just not doing it right or is there a cleaner way of modeling this?


texts: How to make a dynamically expanding menu in Blender?

texts:
Say we want to navigate a tree structure without knowing all the data ahead of time, is it possible to do this in Blender?

For example, a menu which dynamically loaded a directory hierarchy from the filesystem (without having to scan the filesystem and generate a menu type for every directory ahead of time first).


texts: I am trying to figure out why the render view is showing the image with stretched pixels. Saving the image and viewing it the pixels are normal, it's just a problem in Blender render view. In render view setting fractional zoom to 1:1 or numpad 1  does not fix it. I am on blender 2.93 alpha. Bug?


texts: Animated mesh has incorrect transforms when exported to Unity

texts:
I am exporting a model to Unity 3d. Some parts of the model appear rotated 180/90 degrees. I have tried CtrlA and resetting the location/scale/rotation but to no effect.

I am directly using the .blend file in the Unity Asset window; without using any export file (dae, fbx etc).

Just to mention that the models transforms are ok when in scene view in unity; until I press the play button that is...

In blender (first image) and in Unity:

You can download the model here to check for any problems.


texts: UV texture grid sizes for Mobile characters

texts: Is 512x512 a too small for a character in unity? what size texture would be good for a main character in unity? i know that the texture can go up to really high like 8000 but what a reasonable decently detailed that wont make the game sluggish or take up to many resources. 1024? 2048? whats the goldilocks number? thanks!


texts: Control factor mixing vectors (Animation nodes)

texts:
I want to add some random location to a circualar array in animation nodes.
The goal is to keep the cubes in the circle.
But I don't know how to control the factor like when using a mix shader in material nodes.

When using 'project', the cubes are placed in within the outer circle. But then there then I also need to clamp somehow to prevent the cubus going inside each other in the middle.

I believe both these options can be solved using the right node? Like a 'map range' node but that one won't connect.

The end result should look something like this:


texts: Can I rotate objects the with 3 orbits around it like in Unity or SketchUp?

texts: I have a really hard time percieving depth on screen so after I move or rotate an objects it ends up anywhere but in the place I wanted. The problem with moving the object is easily solved by holing the axis and moving the object along it, but I can't find anything like this for rotating. Is there a setting or an addon I can use to have 3 orbits around the object so I can rotate them instead of directly rotating the object? I tried rotating objects while holding x/y/z, but that didn't help much.


texts: Why does my action not play after another action?

texts:
Below is my Logic editor of this problem. I have my armature always playing a walk action, then when it collides with a property called "Player," it is supposed to play a die animation. (It is an enemy :) I have set priorities, but right now when "Player" collides with it, my armature just plain stops. Any ideas? Thanks!

P.S. Tell me if I need to add more screenshots. :D

If there is any other way to accomplish the animations correctly, I would love that as well.


texts:
I am trying to render smoke in cycles, but the relevant blender manual page is designed for Bender Internal. I have everything set up except for the material.

I imagine you would set up the material nodes something like this:

But the problem is that there is no Voxel Data texture node, ans I am not sure what kind of shader should be used.

Is smoke in Cycles simply not supported yet? Or do I need to go about this a different way?

Reference: Smoke material in blender internal


texts: Linked Object (proxy) does not play actions in Blender Game Engine

texts:
I have two identical characters, with a test Idle action set, in blender game engine. Both plays in viewport, but when I run the game only the appended one plays it action.

This is halting my development since I would preferable use external .blend files containing characters etcetera so I can keep on developing/animating on a specific character.

Check out this video to better understand.

http://instagram.com/p/k7XjakI79x/


texts: My Rigges are moving other parts of the model

texts:
I created this model. I have rigged the entire model and I have individually parented the model to the individual rigges.

For some reason if I rotate one of the rigges, it moves a different leg. Why is that?

Before moving the rig

After moving the rig

Does anyone know how to fix this?


texts:
All strokes made with Grease Pencil (Blender 2.83) have jagged edges. Both in the view port and in the render (Cycles and Eevee).
I've increased smooth, iterations, subdivision steps etc for the grease pencil, and I've tried various settings of anti-aliasing threshold in the render settings (0 - 2.000) without any luck

The only option I've found is to add a Blur effect, but that's not the same effect as anti-aliasing.

At my wits end. Any pointers?

Setup

Blender: 2.83
OS: Win10
Pen: Wacom Intuos Pro (small)
GPU: Nvidia RTX 2080 ti
Laptop: Acer Predator Triton 500


texts:
I'm a 2d animator by default but was asked to create a 3d animation in Blender, with only bare basics at my disposal the request seems rather daunting. I need to recreate the effect of paint burning, like here - https://youtu.be/tsgPh4tBz9U?t=45 It's the 'bubbling up' effect and change of colours of the whole thing later on that scares me.
To me this is black magic, but my first line of thinking is to copy the outer layer of the pipe and make this into a particle system that fades up circular particles with growing size over time, as with the colours I know I can change the colours in shading tab over time.
My question is - is this right/ the best way to approach this, if not, can you recommend any tutorial that can open my eyes a little bit?
I realize how time consuming it would be to explain this to me so I'm not asking for definite answers but at least some form of direction where to start would be greatly appreciated. If you know of an effect that can help or if you have seen a tutorial somewhere that covers similar problem I'd be really grateful.


texts: How can I make my 2d character and background non transparent

texts: Hello I am working on an animaiton and when my character walks I can see the back ground through him. It appears to be very transparent. Most animations the character and back ground are seperate and you do not see anything moving through the character unless intended to do so. Can anyone help me with this? Thank you.


texts: How to emit particles according to object movement?

texts:
I'm animating an underwater robot. I'd like him to emit particles (bubbles) as soon as he moves (X and Y direction).
Is there a possibility to convert the coordinate-changerate to particle emission? Or a ideas for a work-around?

I already tried the Vertex Weight Proximity Modifier, but the particle emission work only staticly with it. The screenshots show an example of the weight paint according to the distance to the empty. In the beginning, the particles fit the weight paint. But as the empty moves on to the other side, the particles just ignore the change of weight paint.
What do to?

Best reguards,
OldPowel


texts: Opened my project today and the panels were in different places. Very uncomfortable to use. How do I move them back to the default location?


texts: How do I get rid of a random semi-circle on floor that shows up after scene is rendered??

texts: There is an annoying shadow that is showing up in the middle of the floor after I render the scene! I have no idea where it is coming from. I am new at this, and just trying to change the materials on the floor. See image (bottom render) att


texts:
(first off I know that I'm using the old Blender, I will switch soon. Functionalities will probably be the same though). I have this object that I rotated 20 degrees in object mode:

However, I would like to edit it with zero rotation, like this:

How can I do that? Can I perhaps align the camera with its rotation? Any help would be nice :)


texts: Export .obj with normalized UV coordinates

texts: I want export .obj files from Blender. I export them with normals and UV Coordinates. I then import them into an OpenGl application. In UV Editor i am able to display the coordinates of the cursor normalized. My Problem is that i need to export them normalized cause OpenGL needs them that way. Is there any possibility to do this or do i have to write and application which converts them manually?


texts: How to make the circumference of a Path/Bezier Curve Low Poly?

texts:
I am working on a game asset and I wanted to create some wires, I'm relatively new to blender but I want to know how to make a low poly wire. The circumference is too round as it has too many vertices. I could not find a solution anywhere else.

It would be really helpful if one of y'all could give me a solution.


texts: Python access to Skin Modifier data - again

texts:
I am trying to access skin modifier vertices data. An older solution does not work in my Blender 2.75 / 2.76:

print('has skin=', bool(context.active_object.modifiers['Skin']))
data = context.active_object.data
print(data)
vert = data.skin_vertices
print('skin_vertices=', vert)
v0d = data.skin_vertices[0]
print('skin_vertices[0]=', v0d)
v0d_data = v0d.data
print('skin_vertices_data=', v0d_data)
print('--------loop--------')
for v in v0d_data:
    print('skin_vertex=', v)

That returns:

has skin= True
bpy_struct, Mesh("Skin")
skin_vertices= bpy_collection[1], Mesh.skin_vertices
skin_vertices[0]= bpy_struct, MeshSkinVertexLayer("")
skin_vertices_data= bpy_collection[4], MeshSkinVertexLayer.data
--------loop--------

According to python api skin_vertices return MeshSkinVertexLayer not MeshSkinVertex, what we see in print data.

Bmesh also has a some skin data BMesh.verts.layers.skin, but it doesn't return any useful data.

Is there any way to access skin data?


texts: Get Image Position in Image Editor for drawing lines with bgl

texts:
I am trying to draw some guide-lines on top of my image in my image-view using bgl.

But when I draw the coordinates of my shape/line is relative to the screen/view when I actually want what I draw to always be on top of my image in the image-view.

Is there any way to extract the image position to transform my shape to always be on my image or is there any other way to do this?


texts: Link - Object Data on many objects without changing their individual location and rotation?

texts:
Linking separated objects data is making them copying the location and rotation of the reference.
I need that they share the same mesh and UVs but not that they loose the already setted up location and rotation that they have on the scene.


texts: How to achieve a similar effect (rocks)?

texts:
I'm trying to figure out how to acheve the effect of the rocks (in the back).

I've started by taking a plane, subdividing, and then moving vertices s


texts:
When I paint a texture, I can see the results when I press p.

But when I include the scene in my game using logic.getBlendFileList, I just see the 1st texture :

Looks like something is not properly packed... When I try to uncheck "automatically pack" and "pack all files" again, I get a "some images modified, changes will be lost, continue?" and sure enough, if I continue, the rock and sand brushes/textures are lost.

How can I make sure the new painted material gets packed? Alternatively, is there a way to make a new image out of the 3, to UV map on to the mesh once everything is painted, ensuring its consistency (at the cost of terrain editability) ?


texts:
I've heard a lot about Blender and want to evaluate it as a 3D CAD software for dental treatment planning. Example use cases are:

Given a 3D scanned (.STL) dental arch model, how easy is to separate each tooth
After step #1 (lets' call it teeth segmenting), when an individual tooth is translated, rotated, (not scaled) arbitrarily, how easy is to fill the 'holes' that are left behind. (Actually the gap between tooth and the gum)
Is it possible to generate a 3D matrix (or any other transformation representation) of the teeth's new position/orientation ?
Can 3D data exported from Blender be integrated in any type of web app (to be shown as animation of 'before' and 'after'?

The objective is to use Blender in virtual treatment planning as used by large clear aligner companies (they use proprietary software but I guess all that can be done in modern 3D softwares)


texts: Is there a way to paint text onto a texture in Blender?

texts:
Recently I have been painting textures in Blender, and I am very satisfied with the results as far as standard painting goes, however I have not been able to find any way to easily add text to a texture.

Is this possible, and if not, what other workarounds are there?


texts:
I'm a beginner in blender scripting, in How to place any object on the 'floor' of a scene?, @MACHIN3 wrote this simple but smart code. Can you explain me the meaning of every line?

import bpy
context = bpy.context

for obj in context.selected_objects:
    mx = obj.matrix_world
    minz = min((mx @ v.co)[2] for v in obj.data.vertices)
    mx.translation.z -= minz

In the same question the topic of how can integrate this code in Blender as a button is very interesting, can you help me with this? Actually I'm working with tutorials, Manuals, etc. but I'm afraid my knowledge is not enough.


texts: Vertex count appears incorrect after removing doubles

texts:
I've only just started studying the Blender Python API. I'm writing a script (see below) to automate something I've done by hand : joining two adjacent cubes and cleaning up the resulting mesh.

After joining and removing doubles, I expect to have 12 vertices instead of 16 in the resulting object. In the Info header, this seems to be the case, but when I print to the windows terminal I still see 16. Also I do see the output from remove_double(), here's a screenshot :

So what's wrong here ? What is the right way to access an object's mesh, and count its vertices ?

Joao

import bpy

# Create two adjacent cubes and join them
bpy.ops.mesh.primitive_cube_add(location=(1,0,0))
ob = bpy.context.object
bpy.ops.mesh.primitive_cube_add(location=(3,0,0))
ob.select = True
bpy.ops.object.join()

# Expect 16 vertices, 24 edges, 12 faces
result = bpy.context.object
print(str(len(result.data.vertices)))

# Go to edit mode, remove double vertices
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.remove_doubles()

# Expect 12 vertices, 20 edges, 11 faces
result = bpy.context.object
print(str(len(result.data.vertices)))


texts:
I have a group of objects named MyGroup. I can add a group instance with  Shift+A -> Group Instance -> MyGroup, but I can't figure out how to do it from python scripting.

I'd like to add an instance of MyGroup, calling it by it's name from a script on python.

Something like the bpy.ops.mesh.primitive_plane_add() operation, but instead of adding a plane, i want to add a group instance.

Is there any way I can do this? all I could find about groups was this http://www.blender.org/api/blender_python_api_2_74_release/bpy.ops.group.html but it does not speak about adding group instances.


texts: How can I set a custom projection matrix for rendering?

texts: How can I set a camera projection matrix? I want to render a perspective like the old SimCity 1989:


texts:
I created an icosphere with a subdivision level of 1. Then I added an EdgeSplit, a Solidify and a Bevel Modifier to the object. In the end I subdivided the whole icosphere. I am doing it this way because I want 20 areas which are then divided into smaller pieces and not 80 small pieces like it would happen when I would choose a subdivision level of 2.
Now it looks like this:

Now I want to split every of the 20 faces into 4 pieces. I am doing this by selecting the three middle vertexes and then use split.
Now it looks like this:

When I now try to do the same thing for the adjusting areas it does not work anymore. Maybe one vertex is already in use from the other area and therefore I can not use it anymore.
Is there any way to get the same result for every area?


texts: so im making this skull/brain thingy. i make the skull and imported the brain. and as you can see are the faces on the brain much darker. i fixed the normals and imported it to unity where i could se all the faces but the brain was still "wierd". i cant seem to figure out a way to make the brain and skull look the same look. notice the shadow on the brain in unity looks kinda metalic


texts:
It looks like that since Blender 2.80 all property functions in module bpy.props has an extra argument tags.
Documentations says

Enumerator of tags that are defined by parent class.

I don't understand which values this attribute expects and how this argument should impact on a property.
I was trying to find something in release notes of 2.8 version and didn't find any hints on this matter.


texts: How to make ripped leather material for car seat?

texts:
Working on a nature scene, have  a car and since it has been exposed to nature for so long I want to make the car seats ripped a bit. Rather than looking perfectly good.

To clarify it, I am trying to achieve an old rusted car look so the even thought the car may seem a better as it is somewhat looks good , the seat does seem to be way too clean. I am not sure how to achieve something like this


texts: I'm trying to rig specifically just a character face (Floating head situation, no need for body rig.) I tried the newer rigify that generates a face bone structure, but when I generate the rig, the bones don't deform and if I try to pair with automatic weight, the mesh doesn't move at all. What are some of the reasons rigify won't work?


texts:
I have an issue with my SubD model which seems to be creating a crease on a random edge. I checked double vertex but it's not that. And there is no Crease applied on this corned as you can see. Do you know how to get rid of this creased edge?
I am using Blender 2.83.5


texts:
I have a really weird problem I couldn’t find any answers for online. I made a simple procedural animation on a character rig. I then added some wiggle-bones (addon) to make the hair sway automatically. I then noticed when trying to change the animation that all the key frames where gone, nothing in dope-sheet or graph editor. I can even ad new animation on top of this invisible animation layer! I can’t change this accidental animation layer by resetting the transformations or even appending the rig to a new project. It’s like its burnt in somehow.
One part of the wiggle-bone thing is to bake the wiggle animation, maybe that’s part of the problem somehow? But still there are no key frames for the character animation, only the wiggle bones.
I also don’t have the animation layer addon and never have.
Any help with this would be appreciated :)


texts: Bone shapes can generate issues in exporting process?

texts:
I would like to know if bone shapes can generate several problems for exporting model, I am finishin my rigging process, I have the bones in my 3D model , but before to animate it and export it at the future I must create bone shapes to get better view in the viewport to animate my 3D character, If I will finish my model animation and decided to export it as "fbx" file , bones shapes can be export it? I prefer to not ! however there are several options for export "mesh,armature, light,empties,etc" I prefer to not export bone shapes, how can avoid that?

pd : shapes bones just change the shapes right? do not affect the bone, just the shape?


texts: How to make voronoi move like living ants?

texts:
In Twitter link below, I saw this work by Joe Gatling a few days ago. His voronoi moves like live bugs. How do you create that in Blender?

Moving ants with voronoi.

Edit. I'm back. I've just awhile ago asked a below question elsewhere in Stackoverflow. I was looking for scripts. In seconds, someone suggested wobbling the points with UV coordinates: u = time and v = sin; and using x, y of points with a sin wave. Now how do you do that?

Stackoverflow: How to make voronoi move like live ants?


texts: Can not import cython .pyx after installation cython

texts:
I am using Blender 2.83 in Windows. I installed cython on 2.83\python\bin. And also installed Vc.redist.x64. When I import a pyx file in Animation Nodes by below:
import nodes.mesh.c_utils

It shows the 'import error:building module nodes.mesh.c_utils failed':

[distutils.errors.CompileError:command c:\...\\cl.exe failed with exit status 2 \n]


texts: Blender 2.79c - Child Bones don't Follow Parent Bone When The Parent Uses Any Constraint

texts:
Everytime I did parenting, everything works as it should be.
But if I applied a constraint to the parent, for example, copy location/ copy rotation constraint, the child(ren) stop moving with the parent.
Why?
How to solve this.


texts: I noticed that sometimes ctrl-L selects all and sometimes A works instead.  What is the difference between the two?


texts: Using Blender 2.8 texture nodes with Unity

texts: Does anybody know the best way to get a procedurally generated texture (made by using the node system in EEVEE) to work inside of Unity? I have an object that I made and textured in Blender but cannot get the textures to show in Unity. I have exported the file as both an .fbx and .glTF and Unity shows the texture for neither.


texts: How to create an exact non uniform bevel

texts:
Relatively new to Blender, using version 2.69 to model a cone shaped grip of a door handle to be 3d printed later. Took a photo and measurements for reference. Scale: 1 blend unit = 1 mm.

The shape was pretty easy to model with a cone with straight extrude region on the top and bottom. Used a cylinder to cut the hole with a boolean difference.

All done in a few minutes...
Only needed to do the bevel on the bottom to be finished. Hours later not done yet, because the bevel must be a non uniform bevel and mesh | edges | bevel only seem to do uniform bevels. Taking the above right ortho view, it should simplified have an offset of 0.4 on the z axis but an offset of 0.275 on the y axis.

I would like to set a different offset per local axis of an edge bevel. So in one axis 0.275 and the other 0.4.

I read that some people have this as a bug due to the fact that they scaled in object mode and did a bevel later. I would like it as a feature without the scaling in object mode.

Any ideas how to do this?

  I currently did a workaround by making a profile of the grip in svg.
  Imported it, converted it to mesh and spin it.
  Still knowing how to do an non uniform bevel would be appreciated.


texts: blender 2.8 fluid fill stops at inflow object height

texts:
I create a box domain, small sphere inflow and text letter converted to mesh as an obstacle.
I want to fill the letter with water.
After baking (tried several resolutions 75-220), the fluid flows and fills only up to the inflow source and the water won't get "pushed up" over this line.

In previous blender versions i would play around with the real world meter size param (which i don't see anymore in 2.8) and sometimes this would help but i really didn't understand what i was doing.

Any tips ?
(i want the letters to fill from the bottom up)


texts:
I was going to add skin textures and others to my available materials
in Blender but cant find a file in the Blender files where these are kept.


texts: How to make camera copy the current 3d view?

texts:
Sometimes I find the perfect view by moving the scene with middle mouse button in 3d View. Is there any good way to create a camera based on the actual viewport position, size and rotation?

Ctrl+Alt+0 works, but is not even close enough to be a good solution in my case.


texts: Why does the baked normal map have yellow and brown patches?

texts: I baked a normal map from high poly mesh to low poly mesh it wasn't from multires. the parts which turned their colors to opposite were in armpits, between legs, and on the end of hands and feet


texts: Calling variable functions based on name

texts:
I would like to be able to iterate through a loop and call two sets of functions based on ..something - something that I can iterate through, such as a string list. Here is an example of my situation:

def Check(name):
    return not_important

def DrawA():
    draw_a_stuff
def DrawB():
    draw_b_stuff
def DrawC():
    draw_c_stuff

list = [ "A","B","C" ]
for type in list:
    if Check(type):
        continue

    func = get_function_in_this_module( "Draw" + type )
    func() # call drawing function

What would be the simplest way to do something like this? It will be used to draw UI sections of a panel based on which sections are visible/available.


texts: How to bake a diffuse and normal map in low poly from object with textures with transparency?

texts: I bake in Blender 2.91 (Cycles) a diffuse map and a normal map from several (or from one) high poly objects to one low poly object. Select the high-poly objects, then the low-poly object, click Bake with the Selected to Active option. Highpole objects have textures with transparency. In the viewport (3D Viewport) in the "Material Preview" and "Render Preview" modes, everything is displayed correctly, other high-poly objects are displayed through transparent places. But when baking in these transparent areas, the diffuse texture produces black areas and the normal texture produces smooth areas. How to overcome this?


texts: What does the "Height" map mean in Blender?

texts:
i've been purchasing some textures of Textures.com. The thing is that some of these have a displacement and some others have something called "Height". At first i thought it was the same thing but after watching closely, they don't seem to be the same (or maybe i'm bad at observation).

The thing is that i need to know what does this map mean.
It's the same as a "displacement" map?

If not, where should i connect it in the node editor?

EDIT:

You can see the differences here:
https://www.textures.com/download/substance0043/127911?q=seamless&filter=3d_materials

The thing is that in a displacement map, a valour means sinking and the other lifting, but in the second texture group you can see that a black valour(which is sinking), is in a place where in the colour image is not sinking but lifting instead (a lifting flagstone).

You can see the same happening here in this texture pack:
https://www.textures.com/download/substance0045/127923?q=seamless&filter=3d_materials

While in this other, instead, the height map looks more like a displacement map:
https://www.textures.com/download/3dscans0027/126894?q=seamless&filter=3d_materials

Now you see what i mean?

The thing is that these texture (mostly or entirely, i guess), are made for Zbrush

I hope this clear the things up :)


texts: How can I get the full path of the selected file from the file explorer?

texts:
I have tried in several ways and the only one that worked for me was through a modal that extends from ImportHelper, however I would like to do everything from the main panel:

import bpy
from bpy.props import StringProperty

class MainPanel(bpy.types.Panel):
    bl_idname = "Test"
    bl_label = "Test File"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'View'

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

        layout.prop(scene, 'file_')

def showPath(self, context):
    print("filepath: ", bpy.context.scene.file_)# return only //x_bot.json
    print("self.filepath", self.filepath)# return error

def register():
    bpy.utils.register_class(MainPanel)
    bpy.types.Scene.file_ = bpy.props.StringProperty(
        name= "File",
        subtype='FILE_PATH',
        update=showPath
    )

def unregister():
    bpy.utils.unregister_class(MainPanel)

if __name__ == "__main__":
    register()


texts:
I hope this question is relevant to this forum...I've had a lot of incredible help from people on this site and it's always been appreciated.  I actually just have a general question: is Blender ever used by large game companies or is it sort of like how GIMP is never mentioned for graphic design jobs but Photoshop is always a must?

I'm thinking about getting into 3d modelling professionally and I love Blender.  So I guess I'm wondering if it is necessary to have to learn more commercial, expensive programs as well?

Thanks!


texts: I downloaded a blender intro template for my youtube channel and tried to change the text to my name but I right clicking and pressing tab but I still cant select the text. I need help I am using v2.75.


texts: How to install Sun Path addon (Blender 2.8x)?

texts:
Tutorial for version 2.63 that works with a sunpath package:
https://www.youtube.com/watch?v=lsovmL9hv80
Sunpath version that works with 2.71 here: https://www.ods-engineering.com/tools/ods-studio/download/#4
Python package for performing high-precision astronomy computations here:
https://pypi.org/project/pyephem/

Q: How to install the Sun Path addon in newer versions of Blender?


texts:
My physics simulation won't properly simulate. I've tried changing collisions, checking if anything is touching, making sure its all big. If you know any fix I'll be happy to hear it

Edit: I kinda got annoyed and quit without saving, but i do know that for the barrels i was using the cylinder collision option, then for the pallets i was using the box option, and for the rack i was using the convex hul one. Ive tried different ones though and they all ended up going like this


texts: I downloaded new Blender 2.82 today and while working on one computer, I started rendering on another. All the time the same settings, no overwriting!!! and I usually have from frame 1 to frame 1 and hit render animation. I was so happy with the result few minutes before render was done. I came back to see final render image and I saw new rendering is running, overwriting… OMG!!! What is going on? never happened before, maybe one or two times, but I had overwriting on. NOT THIS TIME! Is it possible to find te render done? I tried, but I cannot see it.


texts: Texture problem, color is off in some places?

texts:
I dont understand why the textures are different here? Its the same texture and no matter what I try the spots are much brighter. Im relatively new to blender so am I missing something?

http://imgur.com/SDLv9Mq

EDIT:Sigh I just cant get this screenshot function to work on this site. So the link is a screenshot. Sorry for the inconvenience.


texts: When rendering in Cycles these will pop up every so often on this rig. In Eevee it looks fine. I went through the vertex groups to make sure there's no doubling up or anything like that. Has anyone encountered something like this when animating their rigs?


texts: Blender 2.8: Script error: 'RenderSettings' object has no attribute 'alpha_mode'

texts:
I'm running the AssetSketcher v2.03 addon on Blender 2.82.
Currently, it gives me an error when generating a preview image from a selected object:

I checked in API Documentation and it seems there is alha_mode attribute in version 2.8 -hence the error -
Any idea what I can change to make this work again?

Thank you in advance,


texts:
I am a complete blender beginner. I have a 3d model and try to make a relief out of it, by putting it on a flat rectangle, so that it is suited for 3d printing (only the z-height should vary, so 2.5d not 3d). As the data is noisy, I need to cut some data away. I tried to do this with vertex dissolve. However, then I end up with the following situation:

Black and green is the contour of my object and in gray you see the rectangle I put my object on. However, I would like that the object goes straight down to the rectangle, meaning the faces of the red line instead of the green line.
Another possibility is to simply erase the vertices. However, then the border of my object looks like this

and I would like to have the border set to the same height. However, I don't even know how to select the border


texts: Need some good organic modeling/topology tutorials for character creation

texts: As the title says, where can I find some really good tutorials about organic modeling? I know how to use Blender and model stuff, but I want to get into character modeling now and I have trouble creating good topology for face/hands/etc. Thanks in advance.


texts: How to Keymap a Custom Operator with Properties

texts:
I have a custom python file where I setup my keymaps like this:
kmi = km.keymap_items.new('mesh.select_linked_pick', 'LEFTMOUSE', 'DOUBLE_CLICK').properties.deselect = False

How come I can do that for Blender's default operators but NOT for my custom operators. Whenever I try it always throws an error saying whatever property I'm setting doesn't exist. For example:
kmi = km.keymap_items.new('armored.zero_vertex', 'X', 'PRESS', alt=True).properties.axis = 'X'

The operator itself does work and the custom property does affect the code correctly depending on its value (when run from blender's console bpy.ops.armored.zero_vertex(axis='X')), it just doesn't work from the Keymap file.
Note that this keymap works if I place it in the operator's own registration function, which leads me to assume that Blender's operators get registered way before and that's why their properties are already available while the properties for my operators are not.
Both my Operator and my Keymap file are inside the startup/scripts folder, their name and order in that folder seems to be irrelevant.


texts: Normal map bake problem with weird artifacts

texts:
I was following this tutorial on how to bake a normal map https://www.youtube.com/watch?v=0LuEqvO9QsE
and the result is this

I even tried using the cage method and the result is pretty much the same. What's going on


texts: The subpane for any modifier does not appear in my version of Blender

texts:
I am new and novice at Blender (version 2.79 under Mac OS 10.11.6 El Capitan).
I am just trying to intersect a cube and a cylinder. I get them to overlap, select the cylinder then I hit the spacebar to get to Add modifier. I select Boolean and ...nothing happens.
No subpanel with information or asking to click on the cube. Nowhere to decide what boolean operation to perform.

I lost half a day looking on line for tutorials, but got nowhere. I suspect this is a bug.
Can anyone help me ?
Thank you
Alain


texts: Where is the option 'Display>Only Render" in the latest 2.8 builds?

texts: Blender 2.79 has the 'Display>Only Render' checkbox in the Properties panel. I am not able to find any such option in the latest Blender 2.8 builds for Eevee. Can someone tell where is it?


texts: Automatic Node Distribution and Alignment

texts:
The Unreal Engine has the ability to align and distribute nodes:

Does Blender's node editor have such a feature hidden somewhere?


texts: How can I "checker deselect" vertices of a uv sphere correctly?

texts:
I'd like to select every second vertex of an UV sphere using "checker deselect"

I tried it like that:

select all vertices with "A"
Chose "checker deselect" from menu

But the result looks like that:

Only the area within the 3 meridians in the middle look like how I expected.
For the the rest of the sphere whole latitudes are selected, what I don't wanted !?

Some ideas ?


texts: trying to add an image to the face of an object

texts:
I'm  modeling an indoor football field which is like a hockey arena.

I can not figure out how to get the image applied to the surface of the cube which I've positioned as the field.

I've created the field in Fireworks to the dimensions of the cube and I am unable to get it to render on the object face.

I've looked at over a half dozen tutorials and I'm still unable to get it work...

Can someone please simply explain the steps for me...

Thanks
Trey


texts:
I downloaded a texture from https://cc0textures.com/view?tex=Marble03 which includes a mask.jpg file.

How do I integrate that new file into a node map? Here is my current node map.


texts:
In Node Editor, I have selected Compositing, Use Nodes, and Backdrop. In the tutorial I'm using, the object image shows up on the Render Layers Node, but it doesn't on mine and I can't get the backdrop. Can someone tell me what I might have done wrong? This is v2.76, Blender Render.

Edit: Here is the tutorial, Simple Energy Effect. Node work begins at 9:25.
https://www.youtube.com/watch?v=bnrsoSagIU8

As soon as he clicks 'Use Nodes', the left box has the image that will be on the backdrop when he clicks that button. My Node box has no image in it.


texts: Is it possible to cut any shape on a nurbs surface? I tried to use boolean modifier in the image below but it appears an error...


texts: How can I make a surface look wet in cycles?

texts:
I am trying to recreate a wet road with lights reflecting off of it.
I started by making the object glossy but this did not give a very realistic look

I think I need to increase the specularity of the reflection to make it look more real but I can't find this option anywhere in cycles. Also what other techniques can I use to make a surface look wet in blender? I can link directly due to licening but this is what I am trying to recreate.


texts: Update animated texture on plane when NOT selected?

texts:
I'm modeling a complex organic model guided by an animated texture as a reference.
This sequence updates fine as long as I only keep the textured plane selected.
Unfortunately it freezes updating when NOT selected (on editing another mesh) and I'm scrolling through the timeline to check if everything is fine.
Is it possible in Blender to make the sequence on the unselected reference image plane update constantly?
I'm modeling in standard 3D-view in Blender 2.77a
TIA!


texts:
I'm trying to use the boolean modifier to "etch" the logo into a block, but it is giving the error "Cannot execute boolean operation".

The file can be found here http://www.pasteall.org/blend/43089

I would greatly appreciate any assistance as I'm practically brand new to blender.

Thank you in advance!


texts: How do I create a new texture image from another one?

texts:
my goal here is to include a .obj of a large mesh in UE4.
The initial problem is that my texture image resolution is 16384 ² and UE4 only goes up to 8192 ².
The obvious way to go under a texture of 16384 ² for me is to cut the original mesh into smaller meshes (also the advice I got).
So I did cut my mesh in 4, tried to import one part into UE4 and it told me the texture image was still 16384 ².
I did some research and found that even if I divide the mesh, it will keep the original texture image. I then saw that cycles allows to bake a new texture from the original, but the output was still in a 16384 ² resolution, it just blacked out the unused pixels.
My question is then : how can I divide my mesh and get a smaller texture image?


texts: Armature awkwardly twisting mesh no matter how many different things I try

texts:
I was able to get each individual area of vertices set correctly to each bone but had to do that manually because automatic weights wouldnt work. Once I finally got it done manually I had the issue of other bones having weights and the movement was lagged and I figured that out. But now its like no matter what I do I cannot get this posing to smooth out. The mesh is 1.5 meters tall. Any ideas? Here are the pictures of what I'm talking about. IT's an arm on a short stubby guy. That's the shoulder.

Full size links:
https://ibb.co/DK0Dkkm
https://ibb.co/PmFRRX5


texts: How can i export a cylinder from blender to unity3d to be like a unity3d cylinder?

texts:
In unity3d i make GameObject > 3D Object > Cylinder
And this Cylinder have the components: Cylinder (Mesh Filter), Capsule Collider, Mesh Renderer. I can add the last 2 components to my exported Cylinder from blender but i can't add the Cylinder (Mesh Filter) component. What is Cylinder (Mesh Filter) ? It's just a Mesh Filter component ?

Now i have some problems. I created some Cylinders in blender. All of them i did using Knife Project. And the last step was to click on Delete > Faces. If i'm not clicking on Delete and make delete faces it will not cut the hole.

The first problem is in the first cylinder i created in blender i cut a simple circle hole and it's working fine exported it to unity3d. But the next cylinders i exported for some reason when i'm looking at them from the front they are hollow i see the other side outside but if i'm moving around from the back it's not hollow. Not sure why.

In this screenshot the cylinders i exported and that are in unity3d. The one that is fine is on the left. The others on the right hollow like the hole cut was to the other side but if i will look from behind it's not open in the back:

And back

In general my main goal is to create a cylinder in blender with a hole but big enough like in the first screenshot the right cylinders so i can walk in with my character. But the cylinders should be like those in unity3d but with a hold so i can walk in.


texts:
I want to use blender for concepting video game UI. I'm looking for a way to have UI elements camera or screen space oriented.
For example there are multiple loot chests in the scene and I want to create UI elements above to display what's inside. Is there a way to have UI elements somehow in camera space instead in the 3d space of that scene? Or is making simple planes with textures and scaling them by eye the only approach?
thank you for your time


texts: after clicking on add paint slot, Blender still reports missing texture slots

texts:
I am trying to texture paint my object in Blender 2.74 blender-render mode. However, I have noticed that when using a node material, I loose the ability to add new paint slots in material mode. In addition, I keep receiving the message "missing texture slots". Also, clicking on add new paint slot does not resolve the issue, but in other cases this usually solves the problem. After clicking on add new paint slot, Blender does add the new texture in the textures property window, and I can even click on any of those textures in the texture properties window, but it does not activate the texture brush tool and keeps on throwing this error.
Now this only happens when I activate a material slot and click on use node in the node editor. In conclusion, I am thinking that it is not possible to texture paint on a node material. Is this so, or is there a way to fix this problem?


texts:
In this picture, I modelled a very (bad) gravestone. What I want is described below. Would really appreciate it if you could explain it simply. I'm new to blender. Also, is there an addon for it?

I want weeds only around the stone slab not inside it (which happens if I use vertex groups

This is the best reference image I could find that resembles what I want. Notice how the grass clumps around the roadsign.


texts: API command for general Edit Mode toggling (TAB press)?

texts:
I tried imitating Blender's TAB press (Edit Mode Toggle) by using object.mode_set(mode='EDIT'), but this doesn't work for grease pencil objects which require object.mode_set(mode='EDIT_GPENCIL') instead.
I checked the keymap editor but the Enum property there doesn't even match the documentation:

Am I being silly or what is going on here?
TLDR
What API command can I use to match the default behavior of TAB press (not have to worry about object types like mesh vs grease_pencil)?
EDIT: Thanks batfinger and Marcus for helping out!


texts: Using blender as a video editor, what's the best way to add a box around part of the video?

texts: What's the best way of how would I should go about adding something as simple as this?


texts: Boundary not working with inset faces command

texts: I'm working on Blender Guru's anvil tutorial.  At this point he insets a face and uses the boarder option to achieve the desired result.  I'm using v2.9 which no longer supports the B shortcut, but I can enable it in the new sub-menu for the command.  Nevertheless, nothing happens and the boarder piece remains, so I can't perform the extrude on a single entity; it comes out as two spikes.  What am I doing wrong?


texts: How to animate an image (with motion blur) above a video (via bpy/python script)

texts:
Assuming I have a movie clip in a sequence and a smaller image loaded (as below), how can the image be animated horizontally or vertically across the video?

mc = bpy.data.movieclips.load( movieFilePath )
img = bpy.data.images.load( imagePath )
...
se = bpy.context.scene.sequence_editor_create()
se.sequences.new_clip( "the_clip", mc, 0, 0 )


texts: Animated displacement of rigid body does not collide with other rigid bodies

texts:
I am playing with rigid bodies in 2.79 and I'm having the following problem.

I have subdivided a plane a few times, then added subsurface and displace modifiers. I animated
the displacement with a cloud texture and an animated null.
A rigid body physic was also added to the plane (with 'passive', 'animated', 'mesh', and 'deforming' selected).

This creates an animated pseudo ocean surface.

I then add a few icospheres in the scene, on top of the plane. They are simply active rigid bodies.

When I do the Free Bake of the Rigid Bodies, the Icospheres instead of interacting with the animated
and displaced plane, they simply rest on the original flat plane.

Am I doing something wrong or displaced animated objects cannot be rigid bodies in Blender?

Many thanks for any comment and advice.


texts: Is there a way to know when color picker is closed in the scripting API

texts:
I need to update mesh vertex colors when color has been selected from color wheel. I don't want to do this all the time when color item is updated, because that would be too slow.

Is there a way to know when color wheel is closed? I also looked into timer-based solutions but unfortunately context seemed to be wrong and I could not use them. Also I cannot do this within draw function for the same reason.


texts: Why is my donut not smooth and sculpting it causes distortion?

texts:
Im completely new to blender and ive been following this tutorial: https://www.youtube.com/watch?v=6OTX3ZdYvEA&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=0s

I started noticing around part 4, that my icing looks edgy and jagged especially when zooming in. At part 5 it got even worse when i started sculpting and those lines appeared.

Have i missed something or is it related to blender settings or gpu/cpu?


texts: How can I recreate geometry using a photograph?

texts: I am trying to change the floor covering using a picture. How can I define the floor?


texts: Im trying to add scales to a turtles face using particles. is it possible to wrap each individual scale to the head?

texts: Technically I could make the scales into their own objects and wrap them individually but that would require me adding the shrink wrap modifier 113 times to each scale. Is it possible to do them all at once?


texts: Whatever I draw in 2d animation, it will turn on the guides and draw a circle

texts:
This is blender v2.91.2 for mac. I'm a beginner and stuck in this for two days. I want to draw something and fill something and suddenly I cant draw.
It just draw different circles. I  turn off the guides, but it doesn't work. Whatever I draw, the guides will turn on and all I can do is draw a circle.


texts: Difference Boolean causes problem with smooth shading

texts:
I've only recently started using blender and have been using the difference Boolean quite a bit. Most of the time there are no problems, however when trying to create a hole in a phone model I'm working on the result in smooth shading is a massive dark shape across the object. This does not appear when using flat shading.

Like I said, I'm new to blender so any help would be appreciated! I've looked through forums and videos but have found no answer.

Thanks.


texts: Is there a way to turn off startup welcome screen?

texts: I dont really need it and its kind of a nuisance.


texts: I've been using BI to render objects as meshes using freestyle edges. I'm now trying to learn to use Cycles. Is it possible to render freestyle edges in Cycles? If so, how?


texts: Replace objects with a group of objects using Python

texts:
I know how to add an object from another layer into main scene, but how can I do it for a group of objects:
Here's my blend file
https://www.dropbox.com/s/41o9arxmbohsva7/temp.blend?dl=0

What I am trying to do is that as soon as the cubes collide (controls are UP/DOWN/LEFT/RIGHT), I want the original cube to be removed(which already works) and replaced with the group of objects from layer 2 (brokenCube).
The brokenCube is created using cell fracture.

To sum it up, I need to replace Object cube with group brokenCube on collision with player object

EDIT: Here's the new blend where I was trying to implement the idea. It's slightly complicated, but the building should break when the dragon hits it. (Which it will, just don't press any keyboard buttons)

The endObject() seems to be working, but the added object's does not show up at the correct location and defaults to the player_location. (instead of using the collision calling object)

https://www.dropbox.com/s/2guepbfyq6h4tsm/dragon.blend?dl=0


texts: Teeth always broken when I rig every character with auto-rig pro

texts: Someone here uses Auto-Rig pro ? Sometime I use it,sometime I use Rigify. The problem is that as soon as I rig every humanoid mesh with Auto-Rig pro I have a situation like that you can see below. I don’t know if I rig the character in a wrong way,but the teeth are always broken and I should spend sometime to fix them with the manual weight painting. Instead,this does not happen when I use rigify. I mean,I know how to weight paint a character manually,the problem is that it takes time. I would like that auto rig pro behaves like rigify : the armature should deform correctly the mesh as soon as I bind it to it. Someone of you has a similar problem ? thanks.


texts:
I have flipped normal of object, but unlucky, it didn't work in render. Is there way to fix it?

This what I want:

But I got this in render:


texts: How can I export STL->OBJ without the coordinate system getting messed up?

texts:
We use a 3rd-party tool which generates STL files with a specific medical coordinate system (either RAS/LPS for those interested).

Our software can only load the 3D meshes in OBJ format but whenever we load an STL into Blender and export as OBJ, it appears upside down and back to front.
Worse, our other software emits metadata for annotations in the same coordinate system (as JSON/XML), and these are now garbage as they're not in the same coordinate system as the resultant OBJ.

Given we have explicitly defined coordinate systems we need to use, how can we get Blender to play nice? I have done a little googling and it seems Blender enforces its own axes which cannot be reconfigured but why does this mean it changes our X->Y, or whatever is happening?

Perhaps we can find a standard transform to apply to every model to counteract this but we would want that baked into the vertex positions not stored as a transform in the OBJ file (if OBJ even supports that?)

Thanks for any help.


texts: Why do weird edge lines appear connecting vertices that are not corrected the same way in Blender show up after render?

texts:
I am extremely new to blender, and have a very basic idea how to use the tools to create models for games I would like to make. I am in the middle of making a simple pizza slice, and all went well during the creation, but when I exported to a .FBX file, the resulting model had weird glitch-looking lines where the "mushrooms" on the pizza slice are. I hope that someone out there more knowledgeable than me can explain the issue to me so I know for the future, as I have only watched two tutorials to learn the complete basics. Thank you!
Here are the images while in blender:

Here are the images in Microsoft's 3d viewer (it's kind of hard to see as I texture the models when I get into the game engine):

P.S. I only screenshotted one of the mushrooms on the slice, but both are having the same issue that I tried to describe.


texts: How can i Mirror more than one objects at the same time?

texts: I want to mirror a lot of objects at the same time. How can i do that? I am tryed group objects but i don't know how i can mirror group. I am sharing a photo about this problem:


texts:
So for the longest time I've been trying some methods to create these friggin things but cant seem to find a solution that actually works.

So basically, I've constructed this tower out of a cylinder mesh with the extrudes and whatnot.  The closest I've been able to get is by using the Boolean method with those shapes.  It's looks ok without the SubSurf modifier visibility on but like I keep hearing, the Subsurf and Boolean modifiers do not go well together, which created the mess on the right.  I want to go with the subsurf because it looks too blocky without it, even with smooth shading turned on.

Anybody have any other ideas on how to approach this?  Because I'm at a loss here...


texts:
I've been trying to design a dynamic sculpture which I can only define with exactitude through mathematical equations. Now, the equations yield only lines, like you can see in the animation below:

I want to use these blue lines as extrusion paths in blender. How can I do this?


texts:
First question on this forum...
I need to take a generated cube map then use it as a base texture onto a sphere in a material. It must have been done a gazillion times in blender but I just can't find the information of how to do it.
I want to use a cube map this way to texture a planet and get rid of the worst distortions around the poles as compared to using a single texture.
So what I want to do is:

Load a cube map texture
Use xyz coordinates as a texture lookup in this cube map to get the base color.

Anyone knows how to do it?
EDIT:
I realized I was a bit unclear above.
Cube mapping is an established tech in computer graphics but requires the "engine" to support it.
https://en.wikipedia.org/wiki/Cube_mapping
If I only project a cube on the sphere I will have blending artifacts between the 12 seams of the textures which will especially bee noticeable when rotating the object.
Cube Mapping removes these artifacts by assuming the 6 faces are the same texture and kind of samples across the different faces to do i.e. trilinear mipmapping or whatever algorithm one have selected for zooming in.
The downside to this is that you need to use 3d-coordinates (u,v,w) instead of 2d (u,v).
The sign and to the absolute value largest axis decides which face you will pick a sample from and the other two coordinates will denote the uv locally on that face. This has been in hardware for very many years (at least since the beginning of 2000 or so).
I can't find any places where you can upload a "real" cube map texture and use it in a material in blender.
Is this possible?


texts: Convert from Blender rotations to Right Handed Y-Up rotations (Maya, Houdini, ...)

texts:
Question:

My question is, how can I convert a Blender Z-Up RH rotation to Y-Up RH (Maya, Houdini, etc.) rotation?

(I believe Blender uses a Right-Handed Z-Up orientation... correct me if wrong)

Details:

Position seems pretty basic. I am simply getting the position column of the world matrix like so:

posX = lightObj.matrix_world[0][3]
posY = lightObj.matrix_world[2][3]
posZ = lightObj.matrix_world[1][3]

(swizzling Z and Y)

Rotations on the other hand seem to need more than a simple swizzle. I have figured out how to get the Blender world space rotation in XYZ by doing this:

lightObj.matrix_world.to_euler('XYZ')

Now if only I knew what to do with it... I have searched for conversion formulas online and come up with several incomplete/incorrect implementations.


texts: Is it possible to resize faces/edges/vertices to a specific size?

texts:
I have some previous experience from both Hexagon and 3DS Max. And you can easily resize a face, edge or a group of vertices to a precise number in both platforms. For example, you can create a 2x2x2 m box, then select one single side (face) and set the size to 2.189 m. For example.
Blender does have a size pane. But only for entire objects. I can set the width of an entire object to 2.189. But not a single face. Or an edge. In order to do the operation above in Blender I'd have to bring out a calculator and figure out the ratio of 2.000 to 2.189 and punch in that number in the resize tool. I can't for the life of me understand why there's no built in size panel for stuff like this.
What also bugs me is that for the very same reason you cannot easily read the size of an element, such as a face or an edge. Sure, there is a distance tool. But a lot of time I'd like to know the size in X, Y and Z. Not the actual distance from one end of an edge to the other.
Is there some plugin or setting in Blender for this? I basically want to be able to select a face or an edge, and see the size in all three directions. And also be able to change the size by punching in numbers. Resizing the width of an edge from, let's say 3.448 to 3.207 shouldn't require a calculator.


texts: Why data can not replaced with types.BlendData

texts:
I'm reading the Blender API, when I came to this line:
data = types.BlendData

I realized bpy.data is a short hand of bpy.types.BlendData, so I tried to change my code from
mesh = bpy.data.meshes.new('mm')

to this one
mesh = bpy.types.BlendData.meshes.new('mm')

and I got this error
AttributeError: type object 'BlendData' has no attribute 'meshes'

Can you tell me where I was going wrong?


texts: How may I get a single stripe of color to flow along an object?

texts:
I'm toying around and trying to get a single red stripe to flow along the length of a cylinder. I'm trying to copy ideas from this tutorial, but I can't quite get it right. I made a gradient with three colors (white, red, and white) and I've got the bands of color being produced alright, but they're a bit skewed and don't line up perfectly with the geometry.
My aim is to incorporate this into some sort of abstract looping animation.
Think of an LED strip, and having just a single LED light up and go down the chain. I want to achieve that similar look using a cylindrical object, and a stripe of color. If I could get it to work with a bent cylinder (like one along a curve) that would be great too.
Any ideas?
Here's what I've got so far:


texts: add a model generated by GPU python module to Scene Collection

texts: I tried to run a few of the examples provided for the python API GPU Shader Module (https://docs.blender.org/api/current/gpu.html). I noticed that the objects are added to the Viewport but i do not see them listed in the Scene Collection list and I can not 'Select' them for further editing. I am looking for some clues on to how that could be done. I will appreciate any help.


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I'm using the curve modifier to animate objects along a path. I know that there are other modifiers that do this but I am specifically using the curve modifier because I want the geometry to morph as it moves along.

I'm struggling to find a way to loop these animations along a bezier curve that is looping (cyclic flag enabled in the bezier panel). What I noticed is that the animation speeds up at the beginning and slows down at the end. Also, there is no obvious way to match up the beginning and the end of the loop. Is the distance the object has to move along one axis related to the length of the curve?

I've attached a gif of the behavior I'm seeing.

Thanks in advance for any tips or other paths to take.


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I am following a tutorial and I am trying to make clothes for my character. The tutorial is saying to use sewing to make the clothes. It was kind of working but you could see gaps in the seams. Does anyone know how to fix this? Also, after it sews together is jiggles around and when it is being sewed, it goes through the mesh. If anyone can help me with this it would be much appreciated.

I tried to grow the geometry in order to stop it from going through the mesh and to give it more geometry for the seams to look better and I also changed the max sewing force to 5 in order to make it stop going through the mesh and that worked, but now it slides off the mesh. I tried to turn up the friction all the way to 1 in the collision but it still kept sliding off. Does anyone know how to fix that?
I then turned up the max sewing force to 20 to see if that would then stop the sliding, but when I did that, it still slid off. I kept turning it up and up but once I reached 50, it was still sliding off and it was also going through the mesh.
I actually tried it again and it was starting to go through the mesh at a max sewing force of 20. I then changed it to 17 and it stopped going through the mesh but still did slide off

I then continued with the tutorial and made the shirt. The high max sewing force made the shirt go through the mesh so I turned it down again. Now it has a weird jiggly movement again. It still slides off too.

I turned the max sewing force down to five in order to get rid of it going through the mesh and then I moved the shirt up but it still makes the jiggly motion and goes through the mesh.

At the end of the animation, the shirt finally comes to a rest, but the pants still slide down.
After adding a subdivision subsurface and a solidify modifier, I think I found out what the problem is but don't know how to fix it. It seems like the cloth, instead of sewing together, is pulsating. I tried to disable self collisions but it was still pulsating. Here is what it looks like with the subdivision subsurface and the solidify modifier.

If anyone can figure out how to stop the cloth from pulsating, that would be great. Other than that I think that the only other problem I have is how to keep the pants from falling off. Help is appreciated.
I managed to keep the pants on by scaling them smaller than the shirt, but it is still shaking. Does anyone know how to keep it from shaking?

Another interesting thing is, each time I make a change, it sews together just fine, but then once I play the animation a second time, it does the weird shaking thing.


texts: How to create an Empty of type Image and assign a picture with Python?

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How can an Image-Empty be done with Python?

And how to set an image file on it? Object.data is None for empties, and there is no .image property on the object level either.


texts: How to do i disable a row.operator in my custom panel by detecting if there is a specific modifier type and name is present or not?

texts: How do I detect a modifier specific modifier name and type and use this to create and if/else statement to disable a row.operator(Button) in my custom panel ?


texts: I figured out I could get cloth to sew itself without gravity issues by animating gravity. So, after several minutes I end up without between fifty and a hundred frames of cloth simulation that result in a clothed character. Now, the problem is I want to animate the character doing multiple things while wearing the same set of clothes. Is there a way to bake the simulation up to a certain point, then drop the whole thing into a scene for further animation? I'm sure I could script something, but I'm just wondering if it can be done by default. I don't want to apply the cloth simulation, because then I'd end up with a non-planar base mesh.


texts: Why cant i see the verices on this mesh?

texts: So as you can probably see i have been following this tutorial on how to make a donut in blender since i am new to the program. It all worked fine until i suddenly could'nt use the weight brush on the top half of the donut (the icing), which i found out was caused by the fact that only the edges were editable, since it would only let me use the brush there. Really hoping someone can help.


texts: How could I create this collar with the rigged effect? Is it something as simple as extruding faces on the jacket? Or is it more complicated with nodes?


texts: open and set up multiple blender files using python

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I'm not a programmer, but I often use python to replace repetitive task on Blender. So one day, I made a mistake from the beginning. I end up fixing multiple files one by one. I need find to a way so I can automatically,

open blender file from list,
change the setting and
save it,
then open the next blender file again until the shots list is over.

every time I open a file using script, the script is gone then stop the process. I tried to google to find proper way to do it, and found this https://docs.blender.org/api/current/bpy.app.handlers.html. but I don't really know how to use it. can anyone help me give a sample or a resource material to make that kind of script. Thank you.


texts: Loop cut incomplete, skipping faces from a simple shape

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I'm having some problems with cutting a mesh. This is how the cut looks on Edit mode:

and this is how it looks on Object mode and how the model stays on Pose mode too:

any idea of why is this happening?

I've checked all faces existing, and also used the knife tool, but the result is the same. In some cases it even just ignores the whole loop.


texts: How to prevent two meshes with soft-body enabled, from clipping into each other in a soft-body sim even when collision is turned on for both meshes?

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What I aim to do : Have 2 meshes with soft-body collide with each other.
What is actually happening : Both the meshes fall down like normal. One of the meshes clips or "phases" through the other  bigger mesh. Both land on the surface and collide with that however.
In a previous test file that included around 5 or so meshes, the big mesh collides with the the 4 meshes just fine, but this specific mesh clips into the shield and ramps up bake times heavily
As you can see in this video, the Text mesh clips and goes straight through the shield. Both meshes collide with the ground. I need to get both meshes to collide with each other. Retopologizing the shield is not an option as the materials have to be matched up exactly with the topology. I have removed the materials from the linked file for privacy concerns

I have attached the link to the file that is seen in the video, here.