texts: What's the best way to sculpt or texture without a drawing pad?

texts:
I need to make custom sculpted or textured things, and I notice the restrictions of using just a mouse versus having a drawing pad or display tablet.

The workflow is very jotted, unnatural feeling, and just slower when sculpting or texturing with just a mouse.

For those who don't have a drawing pad, but are doing modeling tasks that would encourage one, what are some tips to make the work more efficient?


texts: FCurve Noise modifier: set "Offset" value using Python

texts:
First of all: excuse me for my terrible english.
Is there any way to set "Offset" value of "Noise" modifier in Graph Editor using Python?


texts: how do I bake bone rotations driven by a bone constraint?

texts:
I am just working on a webGL project. Therefore I animated a train in Blender using a bone constraint to make the train follow a bezier curve. I also want to make the bones I created for the wheels to rotate dependent on
the "follow Path" offset_factor.

This works pretty well so far, but in order to make this work in webGL i want to bake my animations.

So, if I bake the animation the train follows the path perfectly, but the driven bone rotation for the wheels is missing. Propapbly, because the constraint "Follow Path" isn't present anymore.

My question is: Is there a way to bake driven properties to animations? And how do I do that?

Thanks in advance!


texts: Can we use both drivers and physics properties at the same time

texts:
Today I tried to make an animation of coin that rotates on the z axis placed perpendicular to the plane,
When I applied rigid body constraint (active) to coin and rigid body constraint (passive) to the plane then changed the collision shape to mesh, it made a natural move of collision. But when I applied driver in z rotation so that it continuous rotates then nothing happened but when I checked the animated option then it just operates as driver command.
I don't know whether it is a valid or a correct method to do this, just tried to experiment.
I'm eager to know why this doesn't work and I'm not much experienced with animating stuff just a hobbyist, I'll like to learn more about this if someone explains.


texts: How do I remove the shadow of an emitting geometry?

texts: How do I remove the shadow cast by the rectangle using the cycles renderer?


texts: Blender General Best Practices (to affect a game's performance as little as possible)

texts:
I've started modeling a few weeks ago by doing some anvils/random objects/humanoids and animations. It seems that for some of them I used too many unnecessary vertices (and perhaps modifiers) after instantiating loads of them on my Unity project.

I was reading this page where they share some basic tips to reduce a model's rendering cost but maybe you guys have some other useful links that you could share and/or general tips. For example, I know that we should start with a model with as few vertices as possible and from there model it and apply modifiers on top of it, but how "costly" are these modifiers?

Sorry if this question has been posted already but I couldn't find an answer that address my current problems. If there is, please leave it in here, if you don't mind!

Thank you so much!


texts: How do I adjust animation easing in Blender?

texts: Whenever I animate something I dislike the result because blender automatically gives your animations very stretched out and noticable easing, Is there a way to adjust this easing? Im looking for options such as: Changing easing from easing on both ends to only easing in or only easing out,changing the easing intensity and lenght and the ability to remove it altogether.


texts: Middle Mouse Button not working in blender

texts: I have a Three button mouse. But still I cannot use the middle mouse button to rotate and pan the view in the navigation port. I also cannot set the start and end points of the output in the timeline using middle mouse button.


texts:
In Maya, there is a tutorial showing emitting smokes from a sword mesh, and then he generates a flipbook of it. What's the name of this and How do I do it in Blender?

The tutorial doesn't show it from scratch, just showed this but didn't explain anything about it.


texts:
To give context to what I'm trying to do: I'm creating 2D image renders out of my 3D models using a camera, and I'm trying to modularize components of my meshes so I can mix and match them as images together outside of blender.
For example: A body with clothing on top of it, you can keep the same body image but replace the clothing image from different renders for different clothing.
So going by that context, if I have a mesh, is it possible for me to make it hide things behind it while also hiding the specific mesh? (in the example above this would be the body) Here's some images for context:

These are 2 different meshes, you can see the mesh in front should hide anything behind it.
So once we apply the hide/mask it should render the following:

I don't really know if its possible to do this, but I can imagine I potentially need to use materials?


texts: Rendering particles only inside an object?

texts:
So Im trying to render a ship inside a bottle with ocean and foam.

The particles in this project are supposed to be foam on the ocean. To only render the fluid inside the bottle I used an boolean modifier. I tried to do the same for the particles but I guess as there are 440k particles it takes way to much resources and blender crashes trying to calculate it. So my question is: is there another way to render particles only inside a particular object? I couldnt really find an answer anywhere online or in the documentation of blender.


texts: How to select two individual points without selecting other edges?

texts:
I am a newbie in Blender, sorry for any possible noob question.

Was watching a youtube tutorial about making hands.
Everything was functioning well, until the point where he selected two vertices and merged them together.

In the video, he selected two vertices and then alt-m to merge them together, without the edges and other vertices in between being selected and merged together.
However, when I tried to do the same, the points in between is automatically selected and then also merged together, created an unwanted result (eg. If I tried to select two vertices in a v-shaped plane, the other vertice will also be selected).

Is there a setting or a hotkey where I can prevent this from happening? Thank you.

Video for reference: Blender Character Modeling 5 of 10


texts:
I'm trying to register multiple classes at the same time like this:
I got it working like this

def register():
    bpy.utils.register_class(VIEW3D_PIE_SPECIALS)
    bpy.utils.register_class(SMART_BOOLEAN_ADD)
    bpy.utils.register_class(SMART_BOOLEAN_SUBTRACT)
    bpy.utils.register_class(SMART_BOOLEAN_SLICE)

But I want it to automatically register all classes in my file

Here is my attempt which isn't working yet:

classes = ('VIEW3D_PIE_SPECIALS','SMART_BOOLEAN_ADD','SMART_BOOLEAN_SUBTRACT','SMART_BOOLEAN_SLICE')

def register():
    for cls in classes:
        return 'bpy.utils.register_class('+(cls)+')'

def unregister():
    for cls in classes:
        return 'bpy.utils.unregister_class('+(cls)+')'


texts: Grease pencil color while actively drawing

texts:
In Blender 2.78a, you can change the color of the grease pencil, but the drawn lines remain black while you are drawing, and only become the desired color once the mouse is released.

gp_layer.tint_color = Vector([0,1,0])
gp_layer.tint_factor = 1.0

This is different from the behavior in previous versions, eg 2.77a, when the markings were drawn in the desired color.  (I am drawing on top of noisy greyscale images, so it's difficult to draw accurately when the markings are black.)

How can the color of the grease pencil be changed to also affect the color while actively drawing?

UPDATE with Python solution (thanks to Timaroberts tip below):

for gp in bpy.data.grease_pencil:

  for plt in gp.palettes:  # color of stroke while drawing
    plt.colors[0].color = Vector([0,1,0])

  for lyr in gp.layers:    # color of curve once drawing is completed
    lyr.tint_color = Vector([0,1,0])
    lyr.tint_factor = 1.0


texts: Blender 2.8+ - Baking textures on headless machine (batch baking)?

texts:
I'm a noob when it comes to scripting so I came across this solution: Baking textures on headless machine (batch baking) But unfortunately, I can't make it work for 2.8+:
bake_all.py
import bpy
import os

scene = bpy.context.scene
for obj in scene.objects:
    obj.select = False

for obj in scene.objects:
    if obj.type != 'MESH':
        continue

    scene.objects.active = obj
    obj.select = True

    bpy.ops.object.bake(type='COMBINED')
    obj.select = False

# save all baked images
for image in bpy.data.images:
    if image.is_dirty:
        # foo.png -> foo_bake.png
        filepath, filepath_ext = os.path.splitext(image.filepath_raw)
        image.filepath_raw = filepath + "_bake" + filepath_ext
        image.save()

Q: How to execute the script in latest versions?

Updated the code based on the comments and it still doesn't work:
import bpy
import os

scene = bpy.context.scene
scene.render.engine = 'CYCLES'

for obj in scene.objects:
    obj.select_set(False)

for obj in scene.objects:
    if obj.type != 'MESH':
        continue

    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)

    bpy.ops.object.bake(type='COMBINED')
    obj.select_set(False)

# save all baked images
for image in bpy.data.images:
    if image.is_dirty:
        # foo.png -> foo_bake.png
        filepath, filepath_ext = os.path.splitext(image.filepath_raw)
        image.filepath_raw = filepath + "_bake" + filepath_ext
        image.save()

bpy.ops.image.save

This is not working on my remote PC, it works fine on my local PC but not on my remote farm. What am I doing wrong?
this is not doing anything
# save all baked images
for image in bpy.data.images:
    if image.is_dirty:
        # foo.png -> foo_bake.png
        filepath, filepath_ext = os.path.splitext(image.filepath_raw)
        image.filepath_raw = filepath + "_bake" + filepath_ext
        image.save()

in terminal it says

Info: Baking map saved to internal image, save it externally or pack
it

only the bake file is created that is not usable... do I need to add the filepath?
I tried to add save file and download blender file to open it locally but no baked textures within...


texts: I'm trying to render an image using cycles and my rendered image has these background artifacts that look like lines. These lines match up with the extent of the picture. I made both images (the one for color and the one for height) have transparent backgrounds in Photoshop before bringing them into blender. How do I get rid of these lines? I should note that if I remove the plane from under the two canyon images, their original extents are visible after rendering.


texts: How to paint texture onto UVMap in Texture Paint Mod

texts:
I want to paint moss and rust (etc) onto various objects in my scene. See below. The mesh is too spread out on the UV Map therefore Photoshopping directly is not possible. Since you are able to paint color onto the object I was wondering if there is a way to directly apply a texture onto an existing UV-Map in the same manner as seen in the screenshot below.

The only other alternative I see would be to Export the UV result (left picture below) into photoshop and use the orange color as an Alpha filter for an additional texture such as Moss. It would be painfully complicated and slow and there would be visible seams around edges that are Split by the UV unwrap.


texts: Blender 2.8 volume over transparent background not showing in rendered image

texts:
I made this planet with a volumetric shader for the atmosphere

Left you see the atmosphere rendered in viewport mode
Right you see it just rendered out but now the volumetrics are missing

Any guesses?


texts: How can I make springs stretch and squeeze, depending on the cube movements?

texts: I have a lot of springs, connected in between cubes. These cubes are next to each other. How can I make the springs stretch and squeeze with stiffness, depending on the cube movements? With constraints or with physics?


texts:
I wish to divide up a plane in the ratio 1:2:2 .. Can that be done?

Loop cuts seem to divide the plane equally and simply slide in the same proportion


texts: How can i create borders to an entire circuit/track?

texts:
i'm making a highway based on a reference, and right now is working as a plane, but i need to make 'borders' for it, how can i make them? if i select all the edges, i can extrude them, but they still appear as planes, after that, how can i give them volume? or is there any other way to do it?

This is the highway i'm making, is a solid mesh, based on curves, but is still a plane (as you can see on the image of the right)

And this is what i want to achieve, those 'borders/blocks' around the edges of the highway itself.

Thanks in regards.


texts: Copy relative positions of empties to bone rotations in a smaller armature

texts:
I have an armature and a set of empties that line up with each endpoint of a bone by their relative positions, but not by their literal locations or overall scale.

The empties are animated in the way I would like the armature bones to move.

How can I map the relative positions of these empties to the bones' rotations? I'm using Blender 2.79.

(I do NOT want to just match the literal locations of the empties to each other by scaling them down or scaling up the bones, as pictured below.)

UPDATE! Thank you to batFINGER for letting me know about the Track To object constraint. Now I can do this:

(Yes, I did start with the tutorial from Remington Graphics on using a Kinect for motion tracking. He did not mention in his video how to assign the Motion Tracking data to an armature that isn't what he set up in his free .blend file, which is what I set out to do here. While he uses Stretch To constraints, I use Track To and Copy Rotation.)


texts: apply ocean modifier to existing face/plane

texts:
I have a plane with a specific shape (made by many vertices).
This shape represents the sea.

If I add an Ocean modifier but that generates a new plane.
I thought by adding a boolean modifier on that ocean square, this works and has now the shape of my plane, but the waves are gone.

(I did not apply the modifer of the ocean because I want to animate it over time).

how to do this?

On the image you can see the ocean (via modifier) and my plane which represents the sea.


texts: Render only changing part in the animation

texts:
Is it possible to speed up rendering animations by telling Blender, where the changes occur?
Example: I have a chess board, and first, let's say, 40 frames is for one pawn moving, and the camera still. Therefore it's not needed, that the whole scene renders for every frame. All the frames are similar, they differ only in the proximity of the moving pawn. Is it possible to tell Blender: "render only this area of the image for every frame, and leave all the other things still, so render them only once". I'm sure it would greatly speed up the whole process.
Thanks in advance for the answer


texts:
I've got an object like a cup (of 2mm thickness) an a hole on its flat bottom. I need to move that hole left or right on the same surface. the dimensions of the hole should stay the same.
Thanks


texts: Is there any tool for fast exporting to unreal engine 4?

texts: In Zbrush you can with one click: generate normals, UVs, make mesh low poly,bake texture and save all of these to files. So only thing is left to import those files to engine. Is there some plugin for same function in blender? It lacks of some preferences,but its ideal for indie developer. Is it possible in blender?


texts: How do I split an object into 2 parts when editing on another person's file?

texts: So I was looking for free tree assets to add to my game and was trying to split the leaves from the trunk. The model is all in one object so I can't just delete it. Any ideas?


texts: I can't get nodes to work, wondering if it's a glitch or I'm doing something wrong

texts: I can get nodes in Blender to display the image/movie clip I'm trying to display in the backdrop and it plays when I press the play button, but there's no sound and it doesn't display in the preview. I tried putting multiple types of viewers at the end of the sequence of nodes and even tried putting only one movie clip into the node editor, and attaching it to the view node. Still didn't make a difference. Does anybody know if this is just a glitch or is there something I'm doing wrong? (My blender version is 2.8.1, if that helps) After about a day of trying to work it out, I am still having the same issue, and even after re-adding in the "Render Layers" and "Composite" nodes, the render doesn't show the composite, it only shows the video-editing preview. (Edit: I solved it, I just forgot to attach the final image to composite as opposed to having render layers attached to composite.)


texts: Boolean intersect behaves sometimes unpredictably

texts:
I'm having some weird and mostly unreproducable error concerning the boolean-intersect modifier. In rare cases, it does not cut objA along the edge of objB but rather along the contour. See the following pictures for clearification:

The modifier on the heel behaves as expected when intersecting the plane, but the one on the forefoot sometimes yields these strange results.

Does someone have an idea why that behaviour occurs? Thanks!


texts:
The ROKOKO free plug-in is installed, but there is a problem when logging in to the account and password.
Load Handler:
Warning - Text missing for: tips_info
Warning - Text missing for: disable_outline
Warning - Text missing for: set_background
Warning - Text missing for: tips_info
Warning - Text missing for: disable_outline
Warning - Text missing for: set_background
LIB EXISTS? True C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\resources\libs\rokoko-id.dll
Traceback (most recent call last):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\operators\login.py", line 17, in execute
if login.login(context.scene.rsl_login_email, password):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 94, in login
load()
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 39, in load
lib = ctypes.CDLL(lib_file)
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\ctypes_init_.py", line 364, in init
self._handle = _dlopen(self._name, mode)
OSError: [WinError 126] 鎵句笉鍒版寚瀹氱殑妯″潡銆
location: :-1
location: :-1
閿欒: Traceback (most recent call last):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\operators\login.py", line 17, in execute
if login.login(context.scene.rsl_login_email, password):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 94, in login
load()
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 39, in load
lib = ctypes.CDLL(lib_file)
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\ctypes_init_.py", line 364, in init
self._handle = _dlopen(self._name, mode)
OSError: [WinError 126] 鎵句笉鍒版寚瀹氱殑妯″潡銆?
location: :-1


texts:
I'm sure there is a way to view the normals, but I can't find it anywhere. Can you please tell me where to find this option?
Thanks!


texts:
I'm using a driver with scripted expression to create chaotically swinging pendulum.

One empty is used as a pivot point, the second as a pendulum controller, and some mesh linked to second empty as a child.

The second empty has a constraint to keep it a constant distance from the first empty, then I did some movement in the horizontal plane by F-curves to simulate swinging. Then I wrote PyDrivers to make the second empty automatically rotate to keep the local Z axis directed to first empty.

Using TrackTo is good in some cases, but not this one. When the pendulum swings near the vertical axis it automatically rotates about 180 degrees around the local Z axis. So it is hard to clean up this animation by manual compensation. It is somehow connected with gimbal problems.

I wrote two drivers for X and Y rotation (like atan(X/dist)), I changed the axis order to ZYX to allow the pendulum to rotate around local Z axis correctly.

After that I worked on a remote host with Blender 2.69 through the command-line to render the animation.

Every piece of animation has the same problem: the first frame driver is not working. I tested a lot of sequences and every time only first frame was not calculated by driver.

Well I have workaround to render first frames manually but this is a solution, because I have to render a heavy pile of animation. But I'm not sure enough that it is a bug.

Demonstration scene is here: http://www.pasteall.org/blend/25644


texts: Is there any good way to snap to intersection?

texts:
I'm doing a lot of cleanup work after a bad boolean action, and in this scenario, some vertices are offset somehow and what I want to do is to reconnect them to the edge they are supposed to be attached to.

In the image above you can see the problem, the selected vertex is supposed to be attached to the edge I'm trying to snap to. The edge in question however is not perpendicular to the axis of the vertex I wish to snap, thus there is no telling when the vertex is accurately at the intersection of the z axis of the vertex and the edge, effectively making snap in this circumstance useless.

I think there were someone working on a GSoC with the goal on making more useful snapping, much more like wings or sketchup I believe. But since that isn't done yet, what are the workarounds to accomplish this?

Thanks in advance,
/Klesus


texts: How to access projected 3d tracks of the camera solver?

texts:
For further reconstruction of a shot, I'd like to access the 3d location of the projected tracks by the camera solver constraint in the 3d View for all frames via python.

While searching through the Datablocks I've only found a read only bundle attribute per track: bpy.data.movieclips["clip_name"].tracking.tracks["track_name"].bundle, but unfortunately the given coordinates are totally off:

Is there any way to access the properties of the 3d tracks at the moment?


texts: How to set Frame Range automatically to video length

texts: How can I set a End Frame of blender movie clip editor to match the end time of the video (without trying to search the End Frame of video)? Currently when I'm importing the video, the End Frame is set to 250 instead of ~600 which my video is currently having.


texts:
In short my question is how can I remove/delete an panel/class/operator which:
a. I don't know the full name
b. and I don't know where it is stored in Blender system.
In other words, how I can undo a script that I run several times... when I only have the script?
Below you could find the script.
the original code from github
more on mocap operation could be found in this tutorial OpenCV facial mocap:
if relevant, some additional details on what I did:
I tested a mocap script. Thus, I had to run also the below mentioned script. Which displays a panel on the UI and also a small button on the tool menu.
Currently it doesn't function. I don't know why. So I decided to uninstall then reinstall the scripts later. Reboot.
I run it before from different files. I unregistered and deleted the scripts from all of them, but the operator exists somewhere in the system.
cannot figure out how to remove the panels+actions created by the script.
I tried the following which didn't work.
OpenCvClass = bpy.types.WorkSpaceTool.bl_rna_get_subclass_py('ui_plus.opencv')

bpy.utils.unregister_class(OpenCvClass)

Sorry, I struggle to paste the code properly, this question though relates to the forum's Meta:
   import bpy

   class OBJECT_MT_OpenCVPanel(bpy.types.WorkSpaceTool):
        """Creates a Panel in the Object properties window"""
        bl_label = "OpenCV Animation"
        bl_space_type = 'VIEW_3D'
        bl_context_mode='OBJECT'
        bl_idname = "ui_plus.opencv"
        bl_options = {'REGISTER'}
        bl_icon = "ops.generic.select_circle"

        def draw_settings(context, layout, tool):

            row = layout.row()
            op = row.operator("wm.opencv_operator", text="Capture", icon="OUTLINER_OB_CAMERA")

    def register():
        bpy.utils.register_tool(OBJECT_MT_OpenCVPanel, separator=True, group=True)

    def unregister():
         bpy.utils.unregister_tool(OBJECT_MT_OpenCVPanel)

    if __name__ == "__main__":
        register()


texts: How to transform conical curves to spherical curves

texts: Is there any way to convert this conical shaped curves to shperical shape?


texts: Adding given number of objects to an area using Python

texts: I have an area (the large cylinder) where I want to be able to quickly add a varying amount of small cylinders to. Is there a way in Python I can do this by giving the dimensions of the cylinder and then the number of them across the space?


texts: Blender for Mac 2.9.1 can't find edge vertex face select buttons

texts:
I'm brand new to Blender(Mac). Every link I follow to find the three selection type buttons says they're located just to the right of the Object/Edit mode button, but not on my interface:

Can anyone help, please?
TIA
Edit:
Seems like a number of things will make the buttons appear: Quitting, restarting Blender: Changing workspaces, then changing back. Annoying, but seems to work...


texts: How are RGB values changed on an existing object?

texts: I have an object with some color from an existing .blend file.  Where can the color be changed for this object?


texts: Bake animation with modifiers, including "real" location of vertices

texts:
I have created an animation with the displacement modifier (for a fish based on https://youtu.be/58lc8sLpJzY). Now I want to bake the animation to keyframes. Additionally, I need the locations of some vertices for further processing in animation nodes later.

The solution with exporting as mdd and then re-importing shape keys doesn`t work for me. After importing, the scale and direction of movement changes and shape keys are keyframed, so it is hard to correct.
Object - animation - bake to... doesn`t work. The positions of the vertices are not updating.
Applying the modifier doesn`t work. Then the fish remains frozen in the first "shape" and just moves straight.

Is there a better way to bake the animation after modifiers, including location of vertices?


texts: How to set Node's group color via Python?

texts:
Could you tell me how to Node's group color via Python?
Something like this:

class AddButton(bpy.types.Operator):
bl_idname = "add.button"
bl_label = "Add PBR Group"

def execute(self, context):
    mat = bpy.data.materials.new('zheight')
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
   # print("execute")
   # print(self.filepath) # /home/addajr/Grafika/3D/textury/metal.jpg
    obj = bpy.context.object
    # change on cycles
    bpy.context.scene.render.engine = 'CYCLES'
    #Add a material slot
    bpy.ops.object.material_slot_add()
    #Assign a material to the last slot
    obj.material_slots[obj.material_slots.__len__() - 1].material = MakeMaterial_1()

    ############ color ############
    C = bpy.context
    D = bpy.data

    compTree = C.scene.node_tree                   # Compositing node tree
    matTree  = D.materials[ mat.name ].node_tree # 'MyMaterial' material node tree

    t = matTree # For this example we'll use the compositing node tree

    ##########   add custom nodes ########
    nodes = mat.node_tree.nodes
    group = bpy.data.node_groups.new(type="ShaderNodeTree", name="PBR")
    print( group.name )

    .
    .
    .
    .
    tree = bpy.context.object.active_material.node_tree
    group_node = tree.nodes.new("ShaderNodeGroup")
    group_node.node_tree = group

    # Turn on custom color
    t.nodes[ group.name ].use_custom_color = True
    t.nodes[ group.name ].color = ( 1, 0.711485, 0.137081 )

    glossinessFactorInput = bpy.data.node_groups[ group.name ].inputs['Glossiness Factor']

    glossinessFactorInput.min_value     = -5.0
    glossinessFactorInput.max_value     = 5.0
    glossinessFactorInput.default_value = 1.5
    return {"FINISHED"}


texts: Add weight to all vertex groups on an object?

texts:
I have a mesh attached to an armature with many bones. I have generated weights off the bones automatically. In some areas, the amount of weight each bone got is uneven, causing distortion between bones. In these areas, the weight of the groups does not reach 1 for those bones. I could solve these problems if I could add to all groups to bring them up to weight 1.

How can I add a set amount to the weight of every vertex in a vertex group (such as +.03), and do this automatically for every vertex group on an object? I have far too many bones to do it by hand.


texts: Unable to open blender due to SDL2 pop up

texts:
I recently installed Blender 2.79b into my laptop (Windows 10 x64 Version 10.0.15063). I began getting the following pop up message right after trying to open the program.

Has anyone gotten this pop up?

Any way to fix this?


texts: Is there a way to adjust the color of a texture paint I have painted onto the model?

texts: I have just finished texture painting my model on a base model texture. I now want to do a few alternative colours but I don't want to have to hand texture paint each new coloured model as the textures won't be consistent across each model, is their a way to change the colours of an already painted texture? or a way to bake the paints onto a different coloured model?


texts: Why is the array modifier scaling my object?

texts: I'm trying to practice using the array modifier by creating a ring and having a series of gems that wrap around the surface. I created an empty in the centre of the ring that would serve as a pivot point, but when I clicked object offset (which I assume is the correct thing to do?) it created copies that became progressively more massive. What have I done incorrectly?


texts: Removing black-ish tint in beveled area of clear glass

texts: I can not seem to gt rid of the really annoying BLACK that always seems to show up in Blender Cycles when rendering glass. I've even used a transparent shader to NO avail.


texts: Material colors are showing only after render in Blender 2.8

texts:
I'm new to blender and started to create something using tutorials. I created an object and added some colors to it then render the object and everything worked fine then I saved it.

But when I opened the saved blender file again it is not showing any of colors but when I render it shows the same object as I saves with colors.

Not sure if something changed in the settings.

The rendered Image:


texts: Why does exporting FBX to Unity mess up my UVs

texts:
would love some help with this as Im probably missing something simple so here's the issue...

I save a UV map (from UV master) on the low res in Zbrush and polly paint my high res and create a normal and diffuse map from it. I then hit GoZ and all goes across to blender perfectly
In blender I can view my textures by pressing alt z and they look fine, and also when I render. I then put in a meta rig, rig it, weight paint, animations etc.
Now when I export FBX to unity the model comes across fine with anims etc. But when I drag my textures (normal and diffuse) onto the FBX mesh (which should have exported with the UVs) its like the UVs are completely different or massively messed up, we are not talking a few stray seem artifacts, but rather a complete picasso, with large sections of black on the model where the bg of the diffuse is being used. Hence I am assuming my UV has issues (or blender has created a new default one in the export?. I thought that the Zbrush UVs had come across fine as the texture is displayed properly in blender, but perhapse they are not assigned as UVs in blender? I have no idea about UVs in blender.

This happens with multiple meshes (static objects and rigged characters).

Also just going from Zbrush (with an x normals bake) to unity with no blender involvement works fine on the mesh (it just isn't rigged :( ).

Thanks so much for any help.


texts: I'm hoping someone can help here - When I try to mirror the saucer, the window cutouts around the rim, are not applied to the mirror. However, two further window cut outs (Not visible here)  in the top of the saucer do appear correctly in the mirrored image.


texts: What are some 3rd party rendering engines available for Blender? I am using the internal blender render and I keep hearing in tutorials (blenderguru) that it is better to use an external render engine...


texts:
I am making a multiplayer game with blender, well intending on doing so.
Can anyone set me out the tutorials I'm going to need for this project intended on. I want it done by direct IP for you to join friends (so you host your own server).

I don't need tutorials on how to build functions or whatever, just need help to understand how to make the game multiplayer and the rest I should be able to do on my own.
I'd prefer no python coding, but that is imply impossible :P
Thank you for whoever can help! :D


texts:
I try to fill up my mesh with particles(molecular addon) falling from top. What I would need is an one-way collision to "trap" the objects inside the mesh and form the shape if something like this is possible? Or does anybody know another way to fill a shape from bottom to top by falling objects?
Thanks!


texts: Reducing vert/triangle/whatever else count before exporting into Unity?

texts:
Question is basically in the title, what should I do to remove everything what basically can't be seen and etc without reducing quality of the outside of the mesh - what will be seen?

Do I have to be smart and make mesh "optimized" on my own right from the start or can I reduce those counts in some ways in case I didn't think about it at all(especially when I don't even know what in meshes causes lag)?


texts: How do I change the direction of my fire?

texts: I'm trying to make a fireball that's about to land on an island, but I can't seem to be able to change the direction of the fireball. I'm using a sphere, and I'm using version 2.79. Can you help me out?


texts: I made a scene of two wine glasses on a flat surface, with an overhead light source. For some reason, when I'm viewing the objects as solids, there are strange shading artifacts that appear on all the objects. The planes do not always show the issue; you can see on the perspective on the left, the overhead plane looks normal, but in the perspective on the right it's entirely black (side note, it's an emission plane). These shadows do not appear in other object viewing modes (wire frame, materials). I'm running Blender 2.71 on a MacBook Pro with OSX Mavericks. This is my home computer, and at my work computer, which runs Windows XP, I don't have this issue ever. I'm very new to Blender, so it may be a simple fix, but I don't understand the program enough to understand what's happening and where to look to make the fix. Any suggestions would be greatly appreciated!


texts: Move another mesh along a surface when animating

texts: I am trying to make an animated lock tumbler and the key pins should move along the contour of the key.  My goal is to move the pins up when the key passes underneath them by using some sort of snap to surface setting and constraining the motion of the pin to only the Z-axis.  I'd also like to set a minimum for the Z-axis so once they get to a certain minimum height they won't drop any lower (to simulate the pins resting at the bottom of the cylinder.  I have been doing a lot of searching for snap to surface and motion along a path but I'm not sure that I can use that during an animation.  Does anyone have advice on how to approach this?  I'm attaching an image of the key with the pins snapped to the part of the key I'd like it to track.


texts:
My workflow is heavily connected with Maya and Maya has default uv name map1.
Often I have problem with renaming uvs after importing from maya.
How to set default blender uv map name to map1?


texts: The constraint_orientation setting does not work in script

texts:
The function I wrote below:

def dc(period,mvtype,axis,mval,boolx,booly,boolz):

    v3d = [x for x in bpy.context.screen.areas if x.type == 'VIEW_3D']
    v3d[0].spaces[0].transform_orientation = 'axes-'+ bpy.context.active_object.name
    ob = bpy.context.active_object

    mtx = bpy.context.scene.objects['axes-'+bpy.context.active_object.name].matrix_world
    if axis == 'x':
        vec = mathutils.Vector((mtx[0][0], mtx[1][0], mtx[2][0]))
    elif axis == 'y':
        vec = mathutils.Vector((mtx[0][1], mtx[1][1], mtx[2][1]))
    elif axis == 'z':
        vec = mathutils.Vector((mtx[0][2], mtx[1][2], mtx[2][2]))
    else:
         return

    inv = ob.matrix_world.copy()
    inv.invert()
    # align to custom axis
    mv = vec * inv * mval
    ob.select=True

    bpy.ops.transform.translate(value=mv,constraint_axis=(boolx, booly, boolz),constraint_orientation='axes-1')

    bpy.ops.object.select_all(action='DESELECT')
    ob.select=True
    bpy.context.scene.objects.active = ob
    return

# call the function by
dc(0,8,'y',1,  False, True, False)

But in the info panel:
bpy.ops.transform.translate(value=(XXXXX, XXXXX, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

The constraint_orientation is "global" rather than "axes-1" as i set.
Any reason of that ?


texts: Way for my texture to emit light/glow on the Eevee engine

texts: So, im working right now on a scene which ends with this red Ruby, im tryning to find a way for it to glow but keeping all its details, already went with the alpha map trick but doesnt get the finish version i want, its there a step im missing or there's another form??


texts:
I'm about to help a client do an animation explaining an invention cleaning oil spill or other floating debris from the surface of the ocean.

Any ideas would much appreciated as to how this could be approached. My thoughts so far is to maybe use dynamic paint to somehow make the oil spill. Maybe use a fluid sim as the brush. Since I've not been able to use the ocean modifier as a canvas maybe I should shrink wrap a subdivided plane onto the ocean and use that as the canvas and bake out an image sequence. Maybe this can be reversed and used as a factor between my ocean shader and oil shader.

What I'm aiming for is the oil spill to be removed almost like it had been sucked away by a vacuum cleaner.

Am I missing something obvious?

An added bonus would be if the solution could be used with Eevee.


texts: 3D Printing Thickness and Thin Faces Problem

texts:
I am new to 3D printing and the printer in mind requires the mesh to have a minimum 2mm thickness.

I started off by creating the shape with just a plane and extruding it out by 2.5mm. However the Print3D tool still says I have many "thin faces" (as shown by the selected faces in the reference image). I've tried recalculating the normal but the issue still persists. I've also checked that the mesh's scale in object mode is 1 so it probably shouldn't be an unit problem.

Am I doing something fundamentally wrong regarding how "thickness" works when preparing for 3D printing?


texts: Attach STL to object with gravity for best fit

texts:
Hi I am an orthodontist (I straighten teeth with braces). I have an stl file of a brace and I want to attach it to an stl file of tooth. I want the simulate gravity of the brace along it's z axis so as to achieve a best fit. I am wondering if somebody could help me. Perhaps there is a better way also.

I will donate to anybody that can help me or a charity of their choice. Thank You.


texts: My weight paint doesn't seem to be workinkg, this was in 2.83 i'm sure i clicked a dumb thing, i just can't find it.. pls help. As you can see it seems to be de-saturated.


texts: Way too many vertices when switching to edit mode

texts:
i am trying to create a rock by sculpting an ico sphere, but even after small amounts of sculpting, when i switch to edit mode it creates around 100,000 vertices. does anyone know how to reduce the vertices without losing the shape? i dont mind starting again on the rock by the way.
here is a screenshot (the rock is around the size of the starting cube)


texts:
In Blender's hook modifier, it looks like the falloff, which should behave like proportional edit in edit mode isn't working. None of the tutorials I have found online show how to make proportional edit work.
This is a vanilla blender problem. There is nothing distinct about this scene or edit mode that prevents it from working.
The steps of using the hook modifier are:
In object mode add a hook modifier to object.
Assign vertex groups you want to effect in the modifier
Create an empty and assign as the object to the hook modifier.
No change to the falloff or strength changes anything in Blender
This is version 2.91


texts:
I have a csv file and an object, which i would like to animate using the data from the file. The file consists of x- y- and z data and time data.

how can i with python code access the objects location and set it to the given coordinates at the given time.

Do i need to iterate throuh all the frames? can it even be done with a csv file?


texts: How can I create a fuzzy fur like this? (see image)

texts:
Im trying to replicate this fur on this character (domo) to a model I made but I couldn't figure out how to do it with particle system or with images.I couldn't find useful tutorials on youtube so I came here.
Thank you in advance for the help

Heres my results


texts: An error prevented me from creating the final rig with rigify + pichipoi addon

texts:
I'm trying to use the rigify + pitchipoi in combination with the makewalk addon because I want to make the retargeting of a BVH file. So I cutted the bones of the METARIG armature that are responsible for the movements of the breasts (because otherwise it did not work) and then I loaded a BVH file with the makewalk addon and it has been accepted. Problem arose when I tried to create the final rig because there was an error that stopped my ambitions of glory...

Here you can find the blender file before pressing on "generate rig".


texts: Rendering from at batch file fails on Windows

texts:
It's my first time trying to use a batch file so I can render lots of files over night but cant get it to work. Looked up several tutorials and none seem to work. Could you tell me what I'm doing wrong please?

Also, the file location is on the One-Drive cloud folder, should this make a difference?

cd "C:\Program Files\Blender Foundation\Blender\blender.exe"
blender -b "C:\Users\Andy\Documents\Buildings\Malvern\Sienna\Pavilion\8x8\layout_A" -a

Thanks for any help.


texts: Audio bake to f-curves fails with very high numbers

texts:
I am working on an audio visualization generated by a script. I am programmatically creating a grid of hexagons that will each have a different range of frequencies baked to it. My question doesn't involve the hexagons, so I removed that part of my script. My method involves baking the sound to a custom property on each object so you can access the value through a driver on different properties (Location, Scale, Color, etc).

I can run the script safely creating only 2 objects. The custom properties and drivers are created, and the cubes react accordingly. But if I set my number_of_cubes variable to more than 2, the values generated from bpy.ops.graph.sound_bake() get really weird.

On the first 5 frames of my animation using only 3 objects, here are the values

And here is the graph editor for those frames. (Notice the vertical scale)

So I can safely assume that the baking is generating values too high for Blender to handle (-1.#IND being not a number). Because of the crazy baked values, the drivers fail and Blender crashes if you try to play the animation or change the frame. So in the script I commented out the lines

#add_driver_prop(obj, 'location', 2, '["audio_data"]', "data * " + str(multiplier))
#add_driver_prop(obj, 'scale', 2, '["audio_data"]', "data * " + str(multiplier))

so the drivers are not added. So why can't Blender handle baking to fcurves more than twice in the script? I watched the CGCookie tutorial on audio baking a few years ago, and referenced it again recently, but I can't see any difference in their methods that would make mine faulty.

I have already ruled out:

Hardware. I tried this at home and at school on different machines
Drivers. I disabled them and the fcurves are still going crazy. But at least Blender doesn't crash anymore.
Weird values for the low and high frequencies. If you divide by 3 (number of cubes), the low and high frequencies become 0.0 and 33333.33333333333336 for the first cube. Dividing by 4 creates nice even numbers, but the problem persists.

Here is my script. Make sure the .blend file is saved and the audio path is relative to the .blend, or it won't work.

Here is the audio I am using. I have tried it with other songs, but it doesn't work with those either.

I have also attempted to enter the high frequency manually (I left the low at 0.0). Here are the values that did not work:

33333.3, 30000.0, 40000.0,

These values did work:

45000.0, 100.0, 300.0, 12345.0


texts: Lights and Emission lights following the camera/view angle

texts:
Hope you can help with this weird issue. I'm pretty new to blender so please go easy on me.
So as you can see in the attached images, the main spot light, only works when the camera/view is facing it. You can also see the lights/reflections on the model changing when the camera/view is moved.
This happens in both Eevee and Cycles
I am using a HDRI map so i'm not sure if this is causing light issues.
Any help on understanding why this is happening would be great, i just need normal light emission and not something following the camera/view.

Peter


texts: I for insert frame is disabled or changed

texts:
while opening the insert frame menu i accidentally pressed a button that made blender ask me to select a key which i left or right clicked to and now i can't use i to insert keyframes on my armature.
the "I" Key still works on everything else besides the objects i did this to.
any way to reverse this?


texts: Get agent to move using commands stored in separate file?

texts:
I have a script that allows a cube to be moved using WASD. I'd like to avoid having to use actual keyboard input for that and thought about creating a separate file with commands like "Wkey" and such. I'd then have a function read through the file and have the agent respond to the commands in the file accordingly.
Is this possible/if so, how would I go about doing it? (New to blender/still relatively new to python honestly)

Script below:

import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    keyboard = bge.logic.keyboard

    wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]
    sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
    aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]
    dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]

    if wKey:
        own.applyMovement([0,0.2,0],True)

    if sKey:
        own.applyMovement([0,-0.2,0],True)

    if aKey:
        own.applyMovement([-0.2,0,0],True)

    if dKey:
        own.applyMovement([0.2,0,0],True)

main()


texts: How to move multiple meshes to the world origin at the same time?

texts:
I have about 50 meshes in my blender scene and I want all of them moved to the world origin. I can do this for each single mesh by going into the world and editing the transform. (See picture)

However, this does not work when having multiple objects selected.

Also, I have not found another way to do it that would work with multiple objects.

So my question is, how do you get all the meshes to the world origin without doing it for each one manually?


texts:
Is it possible to easily create a rounded wireframe mesh in blender?

The Skin modifier works well, but it's too heavy for even medium meshes; it takes several minuets with the default Suzanne.

You can create a wireframe object with CtrlF> wireframe, but each "edge" has only three faces.

I know the trick with subsurf and loopcuts, but manually adding loopcuts will be tedious for anything larger than a cube.

Update:
The Crease option works okay, but it creates these pointed corners:

Is there a way to avoid this so it looks more rounded?

For comparison here are the Loopcut and Skin techniques:


texts: In camera tracking how do i figure out the settings for the cannon 6d

texts:
In camera tracking how do i figure out the settings for a cannon 6d. I know the sensor width it 35.8 but I'm unsure about what to use for the other settings. Especially pixel width and optical center.

Thanks


texts: Why does my model's eyes have artifacts?

texts: the scene is lit up using three spots placed 120º apart


texts: Viewport shading hotkey? Wireframe toggle?

texts:
There doesn't seem to be a way to assign a hotkey to toggle between wireframe and shaded mode.
I was able to assign a key to the viewport shading context menu, but that requires me to press a key and then click an option, e.g. Wireframe or Shaded. This at least allows me to hide the cluttered viewport Header, but it doesn't save me any mouse miles or clicks.
I was able to assign a key to enable Wireframe Overlay, but that's not what I'm asking about. I want to switch between Wireframe display and Shaded display with a single keystroke... like in every other 3D program I've ever used.


texts:
I download a seamless grass texture to blender, and put the texture on a plane/the ground. Then in the image editor i made the texture smaller so it looked like realistic grass, but then i want to draw a road on the grass, so i downloaded a gravel texture, but when i try to draw on the plane, it just copies what i drew to multiple places. So what i want to do is that i want to be able to draw a texture on a plane without it drawing on the texture that is on the plane, but just drawes on the plane. Im sorry for my english if it was hard to understand, but i hope you can help me. This happends when i try to draw on a plane.
https://postimg.org/image/it3z93swj/


texts: How to rig a character where every element is separated?

texts: I made a character where every element is separated as their own objects. (clothes, hair, eyes, tongue teeth, hands...) Should I join them to be one big mesh or keep them separated? How do I rig this and make weight paintings? I think automatic weights do not work probably. I have experiences that with autoweights I get for example jacket buttons behave in a weird way. Also, my knowledge of riggin is something in  these lines "Parent your object to bones with automatic weights and fix with weight paint". After that when I am able to pose my charcter with a very basic ways, I am thinking that the rig is "good enough".


texts:
[![enter image description here][1]][1]

I was trying to make my finger move at once when I move the lower finger bone(the first one out of three) but things are not working as the tutorials so I'm asking what is wrong with my settings?

The picture above are the settings of my two finger bones that has a copy rotation restriction for each. And I made them they're able to rotate in the X axis only. Is there anything wrong with this?

Or is there an another way of making my finger move at once?


texts: Subdivision surface smoothing only some edges

texts: I am applying the Subdivision Surface modifier on the model of a queen chess piece. Does anyone know why some of the crown's horns are modified like in the second picture? The topology seems to be exactly the same for each individual horn. My desired outcome is for all the horns to remain pointy.


texts:
I want to create it like one solid pipe. How to fix that?

I think that problem is in segment's which are not connected.

If I want to press F - Cannot make segments.


texts: Looking for help exporting from Blender to Google Earth

texts:
I've been trying to export models from Blender to Google Earth and I'm having some trouble.  I've tried using this script but it's written for an older version of Blender:

http://ynniv.com/blog/2006/03/blending-kml.html

I've also tried exporting the model as a Collada (.dae) file and using Add-->Model in Google Earth, but that doesn't seem to work for models with a large number of verts.

Ideally, I'd like to export from Blender directly to a KML/KMZ file without a lot of extra work or conversion.  It would also be nice to be able to tie the origin point in Blender to a lat/long/elevation as the script above does as well as select certain objects for export (since I don't need the camera, lamp, or empties to show up in Google Earth).

Has anyone been able to successfully do this?


texts: Is it possible to nagivate Blender viewport like with WASD in a video game?

texts:
In video games, flying in the level is typically like this:

W - move forward;
S - move backward;
A,D - move right/left without turning;
Space - jump/ascend;

If I try this in Blender, it does not work (and in general makes some mysterious hard-to-undo changes when I press unknown keys).

Is there any easy mode for navigating the scene using video-game-like controls?
Is there even mode video-gamish mode with gravity (towards the center of the closest big object) and clipping (not allowing point of view to become too close to some surfase)?


texts: Added material - now it's covering several parts of my model, how do I stop that happening?

texts:
Applied texture to one object, added nodes, came out nice, however the photo/texture from that object is also on several other parts of my model, and I don't know how I have achieved that.

Perhaps I have the model linked, but being new, I am not sure of the differences yet between linked, joined, or parents and children etc. What have I done wrong and how do I fix it?

I have tried to unlink the model (if that's the problem that's causing the texture to appear over other parts not wanted), by going to object relations, make single user. However, that doesn't seem to have worked.   TIA


texts:
I am learning modeling on Blender and I have some difficulties with the subsurf modifier.

Here is my mesh with the modifier display off :

And here it is with the display on :

Some edges are twisted and I don't understand why.
I tried to :

removes doubles
recalc normals
delete the vertices and make a new one (makes it even worst)

Could someone, please, explain me why it is happening and how can I correct it?

Thank you,


texts: Why is soft body modifier always on top of modifier stack?

texts: It doesn't matter when I add soft body modifier, it is always the first modifier, and can't be moved down. Why is this?


texts: Extrude and Bevel problems with SVG Curves

texts:
Alright, so I'm working on a background using a 2D logo I've created for myself in Illustrator. Ive decided that for starters, I want to turn the logo into a 3D object, with each path beveled on the sides. I can import/ extrude the .svg no problem, but when I reach the beveling part, I come across two problems; the curves corners get stretched out of proportion increase the bevel to where I want it to be, and the bevel itself has artifacts in those same areas. Here are screenshots before and after beveling:

Is there a way to make the bevel dig into the model itself, rather than add more volume to the curve? Also, is there any other way to clean up the corner artifacts aside from manually?


texts: I just installed 2.92 and it has inverted my trackpad movement in the viewport. Edit>Preferences>Navigation>Orbit & Pan There used to be a setting for 'Natural Trackpad Movement' it isn't there anymore. Not sure what version this was changed but I'm pretty sure I was running 2.91 yesterday when I updated. Does anyone know how to invert trackpad navigation in 2.92?


texts: Blender not rendering water in F12 render?

texts:
I created some sort a object and can't render the water flowing over it.

Viewport render:

Final render:

It's not render restriction because I've already tried pressing W and removing it.


texts: Sketchup to Blender - Material not visible

texts: So I have created a 3d model in sketchup and I have added material and texture to it..Now when I export it as .obj and open it in Blender, I can see the model but it is "naked"..I dont see any of my materials applied to it but I can still see the materials in the Materials tab..How to apply the materials on my model?


texts: Why is my object look so weird in rendered mode?

texts:
I have a table with a simple UV added as a material.
Here is my table in material view:

Below is my table in Rendered:

Any idea what I can do to fix?


texts: How do I turn off this line in weight painting?

texts: I was editing the weights and I guess I accidentally pressed a hotkey or something. Now whenever I try and remove some weight, the brush changes to this weird delayed brush that removes weights after I passed over it and I have to keep going back and forth with it instead of just wiggling my mouse over an area like I always do. What did I press so I can avoid it and how do I go back to the normal brush?


texts: How do you move a face without creating another faces?

texts:
enter link description here

In shown image and video

Number 1 is the problem I don't understand.

Number 2 is the final result I wanted.(mirror modifier in it.)

Number 3 is to test and compare with Number 1

Whenever I try to scale the Number 1 up to Z, it also creates unwanted side faces around it(this happens a lot and always confuses me). But Number 3 scales up properly without creating ones.(Newest objects tend to not create those)

What is the difference between Number 1 and 3? What am I doing wrong?


texts:
I downloaded a material from http://matrep.parastudios.de/index.php. By my understandings you just need to download the .blend file, open your project, go to append and find in the .blend file the material. But when I open the file, it's empty.

Maybe anyone had this problem and can help me out? Maybe I'm missing something.


texts:
So I already created a rig and everything for my Optimus Prime model but I'm not sure how to attach parts to this thing. I'm guessing I can't just parent every part, because I wanna make a transformation later on and parts need to move, rotate, etc... to other parts of his body and stick to that part from that point.
The blue and red parts basically need to rotate in place (the wheels), or unattach from the part they're moving with, move to another part in some cool way, and then attach it there. Honestly I have no idea how to start with this parenting/constraints? so some help would be awesome!


texts: freestyle did work before rigging, but after animating in pose mode it stopped working.i have also applied transforms


texts: How to tighten up mesh before subsurface mod added

texts: I'm modelling this detail and when I add the subsurface mod, it does odd things.  I cant make any loop cuts on it for some reason so have to use the knife tool.  Would I have to add alot of cuts to be able to get a clean looking mesh... any help on where to make cuts without creating ngons?


texts: Do I need to save the file so that I could edit my video sequence again?

texts: I've already rendered it and got the output video but I need to edit it again. Can't find the file to edit the video.


texts: Clean keyframes not removing useless keyframes

texts:
So I have been fiddling around with blender, and cannot figure out why the clean keyframes action is not acting as I expected. I have a light that is blinking, and there are some extra key frames in it. Once I press the clear keyframes button, it cleans up some, but not all of the useless keyframes. Why is this, and can I fix it?
Before Cleanup:

After cleanup and setting to linear interpolation.

This is what I would have expected it to look like:

So to reiterate the question: Why is it not cleaning up as I expected, and is there a way I can fix it?


texts:
Interactive Creation

You can position and scale primitives as you create them using your mouse, without having to use transformation tools.
This options in Maya.
Is it possible to make such an option for a blender?


texts: how to create a 3d mosaic out of a 2d image

texts:
i have a  mosaic image and i want to turn it into a plan object that is going to have a 3D bumps.the result is going to be printed with a 3d printer .the idea is to extract the parts of the image so i can feel them with my hands
i still didn't try any method and i don't know where to start.


texts: What settings will preserve quality when I output an edited .mp4 for Youtube upload?

texts:
EDIT START
While the links below suggest solutions in line with what I'm looking for, testing the solutions (H.264, Lossless Output, etc) results in near-identical results to my problem examples. While I continue to experiment with this, the information provided as answers have failed to have any impact on the issue at hand.  Is this unavoidable? Is Blender, then, unsuited to editing such footage? Should I use a different program that doesn't need to re-render the footage? Or should I make my initial recordings with far less compression?
EDIT END

Original file, captured from I Am Alive with Open Broadcasting Software.

Edited file, output from Blender... (note the heavy artifacting and colour compression in the well of the desk, just above and to the left of the girl's knee - now a uniform green rather than gradients of brown)

...with the following settings (informed by this page):

Does anybody know of a way I can edit a video in the Blender VSE without losing so much information and gaining so many distracting artifacts?

(Also - I know this is unlikely, but... is there any way to edit (eg. snip a bit off at the start and end) a video without having to re-render the whole thing? Takes so darn long...!)

All the best,

--Rev


texts:
So I've made a pretty fancy hand, that I want to attach to an armature. The thing is, I've tried everything, but the mesh doesn't want to follow the armature. I've removed the double verticles (I had 8) and watched lots of tutorials, but I just can't fix it, at least it looks like. I'm not new at Blender. I'm working on models for a game, but I never tried to use a single armature. I'm new on the forum, but I'll try to add the .blend file, and if you have time, and you feel helping me, you could try to make the mesh follow the armature, because I'm st*pid for it right now, but I'm trying. Yet I'm not planning to do any animations for it, just want to move the fingers the correct way.

PS: If we finish the game and you keep helping us, you may get displayed on the credits. If you want to help us contact me on Skype, and I send you the file: szabo.jozsef501

Here is the link for the model: http://www.mediafire.com/download/dwh3bvw5rir4d5w/HandV2.blend


texts:
I am trying to create a road in blender, but when I put the fbx in Unity and drag the material into the model the material stretches and stays like this :

Is there any way to fix this so it would look like this?
This one i just copied and pasted the planes over and over.


texts:
Here's a beginners question.
I have always been creative but I was never able to draw or put something on paper. However I can perfectly imagine my idea in 3D.
Now I have found Blender and I hope I can finally do something about my ideas.
So here's my question. Can I use blender to create new art, animations,... without being able how to draw?
Thank you!


texts:
New Blender user--
Can you mark edges for a single object to different linesets in order to assign different colors (in line style)?
Many thanks

I'm adding this drawing-- solid geometric object with selected edges marked for freestyle render-- but in different colors, thickness etc.
(Sorry i didn't do this originally, and just saw response after Thanksgiving travel.)


texts: Any way to hide an object while keeping its form?

texts:
I wanted to rotate within a room but rotating causes me to see the outside walls
So i wanted to hide the walls but still get the way the light is shaped by the holes in the wall (Light placed outside)
to cast onto the interior while i am working in Eevee
So far the moment I hide the geo, the light shape the holes in wall makes, will be gone too


texts:
Does anyone know an idea to accomplish this from the picture?

(source: emancipath by Zeitguised)


texts:
I wanted a wave texture to convert to normal but it has a problem.
This is what I want:

And it gives me this:


texts: Is there a way to handle 2 different frame rates in the VSE? 99% of my footage is 24p, 1% is in 25p. My editing is in 24p, audio from the 25p footage is out of sync. If the VSE can't handle it, do you know of another open source software who could do this? Many thanks.


texts: How to make soft-body sphere stay inside concave object?

texts:
So, I have a soft body sphere inside a 'maze', (this is just the beginning of it) like this...

The sphere has soft body settings of:

The maze had settings of:

However, as soon as I played the animation, the sphere squished and jumped out the back part of the maze... What I wanted it to do was roll down the ledge.

NOTE: This may be a duplicate, but I've looked up around the place and nobody has had the same problem as me (that I've seen).


texts: Fluid simulation can only last 100 seconds?

texts:
If so, this cap is a rather significant hindrance.

Example: If I have a project 2 minutes & 11 seconds long, that's a 131-second sequence. If I can only have 100 seconds of fluid simulation time, and it's forced to span the length of 100 seconds to 131 seconds, then it's evidently not going to flow in normal/real time. I can increase the speed, but there's no real easy calculable formula between speed and length to attain that real-time appearance; you'd just have to evaluated it by what looks right.

Is there a better solution that I'm not seeing here? If so, how can I accomplish normal fluid speeds beyond the 100 second time barrier?


texts: How to do a rotation animation loop with easing?

texts:
What I have right now is an NLA track that has it's repeat set to 7 to loop an animation. This animation rotates an object from 0 to 360 degrees. (See here: https://blender.stackexchange.com/a/493/20394)

I turned off easing by turning linear extrapolation on.
I just noted the above details for clarity so you know what I have now. (I am more than willing to try a different method when suggested)

What the problem is now is that the animation stops immediatly when the repeat is over, and also starts immediatly at constant speed. What's the best way to both loop a rotation animation AND ease the animation in and out? Thanks!


texts: Show addon tab panel in just the Compositor, not in Shader Editor

texts:
How can I only place the panel in the compositor NOT the shader editor as doing bl_space_type = 'NODE_EDITOR' doesn't specify a specific node editor and places it in both?
Relevant code portion:
class ExamplePanel(bpy.types.Panel):
    """Creates a Panel in the Node Compositing window"""
    bl_label = "MyTab"
    bl_idname = "OBJECT_PT_my_tab_pnl"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'UI'
    bl_context = "View"
    bl_category = "My Panel"


texts: Whenever I try to do a quad, I get "Invalid Selection Order"! What is that and how do I fix it?

texts:
OK, so I am having this problem with quads. I was attempting to create an eyeball and cornea (Anyone else tried that tutorial? It's so confusing.) and one of the steps is to turn 16 segments into 8 quads. It's really easy to do. The first few times I did it, it worked fine. But when I got to another part it let me do three quads then it said "invalid selection order". I did it again. Same message. Sometimes it will just not let me do it period. If the pictures will pull up below, the you should see what I am working with and the message. Please give me an answer on how to let it let me do quads again! Thank you everyone! Have a blessed day!
   here is the link to the tutorial: https://cloud.blender.org/p/blenderella/56040ecf044a2a00a515ada7  I am at 16:30 - 17:25. THanks again!


texts: How can I change the color of a material using Python script?

texts:
I'm modeling LED signs with different frequencies and duty cycles to animate flickering LEDs. It is impractical to manually set the color of LEDs at all the keyframes for each single LED, since I have more than 20 LEDs and they all have different frequencies & duty cycles. I think it will be so much easier to use Python script. Here is the description of the problem.

Use the pictures above as an example. I created an object and emission shader "material 1" manually. "Material 1" only applies to the circle in the middle of this object (as shown in (a)).

I want the color of material 1 to be red from frame 1 to frame 10. From frame 11 to 30, the color will be black(as shown in (b)). From frame 31 to 40, the color turns to red again, then black from frame 41 to 60. As you can see from the first picture, the same pattern happens over and over again and continues to the last frame.

I was wondering if I could use Python script to simulate this instead of manually set keyframes for all the LEDs. Thank you all in advance for your responses.


texts: How would I add dots to the texture on a 3d object?

texts:
I am pretty new to blender and I've been trying for a little while to get dots on a 3d surface.

On the picture below you can probably better see what I am after. On the top is the image I am trying to recreate, and I am wondering how I can get that dot pattern onto my model. My model does have a bool and subdivision modifier, and I feel like that is making it a bit harder. I have tried following this (Procedural polka dot pattern with cycles), but I cannot get it to work on my model. I've also tried texturing, but I don't know how that works too well and the dots just get stretched out.

Does anyone have any suggestions?


texts: tesselate a model with vastly different sizes of triangles in a way trigangles have roughly the same size?

texts: I have an issue that is the opposite of dynamic topology. In order to remap the details onto a lowpoly model, I need to remesh the model so that has roughly the same triangle size across the model. Is there a script that can analyze the mesh and tessellate it at places were the triangles are to large to a kind of normalized triangle size? Perferably with keeping an existing UV map ....


texts: Object turns dark when using normal map in Cycles

texts:
I have been using Blender for a while, however up until recently I have only used Blender Render. I started to get interested in Cycles, and somehow it worked fine like Blender Render, up until i noticed a problem when I used a normal map. It took me some time, but i was able to narrow the problem down. Though now i hit a wall and don't know what to do now.

Here is an example:

This scene has no light source other than the background set at white and strength at 1. If i add a light source it doesn't change the problem at all.
The blue cube is just for an example of a normal Diffuse with nothing whatsoever special about it. No normals in none of the images.
The gray objects have an Anisotropic(same problem with glossy material) material on it.
Nodes can be seen here:

Top left are the gray objects with normals, the jacket with the ball behind it.

The other three do have a Normals setting on it. And here comes the problem.

As you can see, if you view it from behind(top right) it looks fine, the details of the Normals appear as they should, everything is dandy.
Bottom left you can see some dark shadows appearing.
And bottom right is completely black.
And the crazy part is, this happens when there is a lightsource as well(i have tried variations with no "background" light source as well)! I could add a lightsource with the strength of 10000 right in front of it, it would still appear pitch black in the bottom right perspective

I've already tried inverting the faces, checking to see if the vertices are correct(thus the ball in the back), with different normal textures etc. same effects happens all the time.


texts: Need an effective simply way to enable Freestyle Line Edge detection

texts:
I have been working on an animation that involves some motion
of a number of mesh mode planes that have freestyle line edges on them.

There is a Freestyle Line Edge render detection issue, that I am aware of.
I am using the Blender Renderer.

I have had to use Visibility, QI Detection 0,0 in order to attain
the effect that I need. This means that I cannot use the
"always detect by default" modes.

My video absolutely must move through a relative acute angle
between the camera and the Marked Freestyle Line edges
of relevence.

I have read it suggested that there is a boolean variable solution.
I don't understand how to apply this, if it exists.
Certainly if I have lots, or too many, applicable planes
with their Freestyle Line Edges.

Aside from just "avoiding those acute angles",
or using an "always detect" mode for them, is there a way
to have those Freestyle Line Edges detected again?

I have posted the model file at

https://blenderartists.org/forum/showthread.php?448163-Freestyle-Line-Edge-and-Animation-problem&p=3299731#post3299731

as well as

https://blenderartists.org/forum/showthread.php?448209-Freestyle-Line-Edge-and-Animation-problem&p=3300012#post3300012


texts: Texturing. How to fix texture stretching?

texts:
I try to add bricks texture and looks so over stretched. I even tried with Brick texture node & had the same problem so I used image texture. How can i adjust this? Here is the screen shot

Adding mapping ..Still the same :(


texts: Why the multires displacement smear brush and erase displacement brush not working?

texts:
The aforementioned brushes do nothing no matter how hard I click and drag. They don't seem to work anytime.
Has it something to do with the multiresolution modifier ?
I tried to subdivide an object as much as I can but still they don't seem to work. Normals were facing the right way and mesh was very high poly but still the same error happens everytime.


texts: copy some vertices UV location and transfer it to another UV Map

texts:
So i got my hands on these models rip from a video game created from the unreal engine but when converting the files it created 4 UV Maps for the same object each  map was made for a different texture and now trying to assign the different Material to the object is creating but i don't want to remap one uv map if it's already in a different one
here are the different uv maps with the texture it post to be on

http://imgur.com/a/e6Er4 here are the pics

ok now this is the face in each uv map all of the vertex that are not being used are put at x:0 y:0


texts: Get height value at specific x and y coordinate via script

texts:
It may be simple but I don't get it to work. I have ground objects and several other objects that should stand on the ground. These other objects are automatically positioned. The x,y coordinates are fixed here, but the z coordinate has to be adapted so that the objects really stand on the ground.
What is the best option here? Use object.ray_cast or search for nearest vertices in the area of x,y?


texts:
Alright, so i have a slightly strange system configuration. I'm running Zorin OS 12, which is roughly equivalent to Ubuntu 16.04. I am also running Mesa, but i use AMD's OpenCL. It works just fine with various miners i tested.

Now i want blender to actually render on the GPU. Blender detects it when i use the split kernel, but for some reason, whatever i do, it always falls back to the cpu.

Here's the script i use:

import bpy, _cycles
bpy.ops.wm.open_mainfile(filepath="/home/xxx/xxx.blend")

for scene in bpy.data.scenes:
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.data.scenes["Scene"].cycles.device='GPU'
    bpy.context.scene.cycles.device = 'GPU'

bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = "OPENCL"
bpy.context.user_preferences.addons['cycles'].preferences.devices[0].use = True

bpy.ops.render.render(True)
img_path = "/home/xxx/Bilder/test_1.png"
rendered_image = bpy.data.images["Render Result"]
rendered_image.save_render(filepath=img_path)

I am really at a loss here, but i think this could work. I mean even if the GPU for some reason does not work, it should not just fall back to the CPU, but give me some sort of error, right?

uname -r

4.15.1-041501-generic

clinfo

 Platform Name                                   AMD Accelerated Parallel Processing
 Platform Vendor                                 Advanced Micro Devices, Inc.
 Platform Version                                OpenCL 2.1 AMD-APP (2527.3)
 Platform Profile                                FULL_PROFILE
 Platform Extensions                             cl_khr_icd cl_amd_event_callback cl_amd_offline_devices
 Platform Host timer resolution                  <printPlatformInfo:5: get CL_PLATFORM_HOST_TIMER_RESOLUTION : error -30>
 Platform Extensions function suffix             AMD

EDIT

For reasons unknown to me, installing Radeon RenderPro for Blender has fixed the problem!

https://pro.radeon.com/en/software/prorender/blender/


texts: automate keyframes group to non-linear position

texts: Can't find any information about very useful feature for animation and specially motion graphics, I will very appreciate any help (before i'm starting asking my friends to write a plugin...):


texts:
I have done much texturing so bare with me... Im making a car and wanted to texture the brake lights with an image like this (pic 1).  I don't want to  project the image, I want to use this as an image texture but with the same colour... how would I go about doing this?

Ive started with a glass material and image texture over that (pic 2) which works fine but its B&W.

Pic 3 has the color but no glass look to it

And pic 4 just has the glass over it.  I was looking for a the texture of pic 1 and with picture 2 colour.


texts: I'm attempting to mirror the orange cube to the other side, the rotation opposite, remaining the same dimensions. Any help?


texts: Can't see the object in rendered image after motion tracking

texts: I was watching camera tracking tutorials in youtube (Blender 2.8 Camera tracking tutorial (part 1)) and did exactly as shown in the video, but after motion tracking in the composite tab I can't see the suzanne object in the rendered view , after pressing the f12 I can only see the suzanne object but not the background, even though I can see everything in the "set up tracking scene in 3d view".


texts: Export OBJ with materials crashes Blender on import

texts:
I am having an issue with exporting obj files containing materials. I have created default materials in cycles with no changes other than diffuse color for each mesh in my scene, and I export to obj with materials. It is a basic scene, just a few different meshes with a single default material applied to each.

When I try to reimport the files into blender it freezes and can not import it. I am able to export the obj without the materials selection and everything works however in this case I need  separate material for each object created in Blender to be exported.

Anyone have an idea of what to look at to get the export to work properly?

Thanks


texts:
I'm trying to model the Szilassi polyhedron. (Actually I'm trying to do something else but this is probably the simplest case I could find.)

The problem here is that we have to have multiple vertices within the planes of the faces, that should line up with other planes. A while ago I asked whether it is possible to slide a vertex within a face but did not find a satisfactory solution.

So how else would you go about modelling such a polyhedron?

The exact dimensions are not important at all, but the points that are within one plane should remain coplanar in the model.


texts:
I have lost the ability to make loop cuts. When I press CTRL+R, nothing happens. I am not aware of any changes I'd made. It stopped working on BOTH my Macs, both running Sierra 10.12.5.

I tried loading factory reset, using the default blender keyboard layout. When i type "loop" in the search box, it returns nothing. I've tried the new 2.79 RC, same issue.

Please help.


texts: How to prevent alpha blend from erasing itself?

texts: If I set alpha to alpha blend, then the model erases itself wherever there is alpha. Is there any way to prevent this? (Also, this is not for a render, so I'd prefer to avoid doing separating things into different objects etc)


texts: How to scale an extrusion from a rectangular plane equally along all four sides?

texts: I'm trying to create a very basic shape in the image of a beveled mirror. To do this, I create a plane, extrude from the plane, and then scale the extrusion. However, the beveled edge is deeper on the shorter sides than the longer sides. Dividing the plane into two faces doesn't seem to help. Any ideas on how to create an evenly-sized beveled edge?


texts: Kind of "soft link" of objects between scenes?

texts:
I want to reuse the object of one scene in another. So far, I found two possibilities, both with side effects I do not want:

Copy and paste from one scene to another. However, if I'll edit / correct the mesh in the first scene, I do not see the changes in the second scene.
Linking from one scene to another. This reflects the mesh changes, but also rotational changes. If I rotate the object in the second scene to lay it on the floor for presentational purposes, it also rotates in the first scene, where I actually want it to just stand around for modelling it.

Is there some kind of soft link which reflect mesh changes, but not rotational / position / scale ones?


texts: Is there a low level alternative for bpy.ops.object.origin_set()

texts:
When i want to move the Origin of an object by script, then i can do this as follows:

my_location   = [0,0,0]
active        = scene.objects.active
cursor        = scene.cursor_location.copy()

scene.objects.active  = obj
scene.cursor_location = my_location

bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

scene.cursor_location = cursor
scene.objects.active = active

Is there an efficient alternative which works without need to backup/restore the active object and the current cursor location ? If not, is it missing or is there a reason ?


texts:
why i cannot make hole on the mesh?. I have check both mesh rotation scale, Face pointing outside. No double verts seen.

I want to make a cylinder hole but it creates a square hole. Any suggestion or help whats going wrong with my mesh. Thanks


texts:
The vertices and the bones seem to be working with a different coordinate system. In the image, the bone and vertex at roughly the same height are mis-scaled by a factor of 40. When I export it into my own format, the matrix transformations have the same misaligned value.

When I select the model, it says it's at 25% scale, which only increases the difference between the two quantities.

How do I find the conversation rate between the two or force them to line up?


texts: How to stop smoke simulation from rising?

texts: I have a smoke simulation. How do I get it to not float up?


texts: How to render a portion of the image through command line with background image

texts:
My question is related to this question, in fact I use a compositing node to add a background image to the scene and it stays centered in each rendered image, what I don't want.

This is the py code I'm using;

scene.render.use_border = True
scene.render.use_crop_to_border = True
scene.render.border_max_x = .5
scene.render.border_min_x = 0
scene.render.border_min_y = 0
scene.render.border_max_y = 1
scene.render.tile_x = 32
scene.render.tile_y = 32

Maybe I can add a similar code for the background image but I don't know enough blender python api.


texts: How to create a strong halo light effect?

texts: How to achieve the strong light effect (you may see in some games and 3d renders), where the light is so strong it's penetrating the objects?


texts: Can I highlight Collection(Parent) and object inside(child) if I click in object on viewport?

texts:
Can I change this triangle highlight color or highlight entire COLLECTION line and the object selected inside
This selection is very hard to see.
If we have multiples collections and selected an object in viewport is very difficult to find these objects inside collections.
The image shows a small triangle with a light grey highlighting an object selected in viewport.
Regards Fernando.


texts: Both my fire emitter and my domain became 'wireframe', can't see them in render view

texts:
I was trying to make some fire, and Blender is bugging a lot when I use fluids.
The print is an example of 1 of the things that happen. Both my emitter and my domain became 'wireframe' only, even after removing the fluid simulation. The fluids weren't working at all and when they do I can't render in Eevee or Cycles. I can only see in solid view and not in render view.
Can anyone help?


texts: Is it possible to snap to grid when doing an inset?

texts:
When insetting a new face is it possible to have it snap to grid?

I've got everything else (moving, rotation, scale) snapping to grid.

Thanks!


texts:
How can I enable adaptive subdivision in Blender 2.8? I have a noise texture plugged into the displacement output for a material, with the displacement method set to Displacement Only. There is no "adaptive" option for my subdivision surface modifier, however, when I increase the subdivision levels manually, the mesh is displaced in the rendered view.

I am rendering with cycles with the 2.8 beta version downloaded today.


texts: How to cast shadow onto image planes with alpha?

texts:
The cube doesn't cast shadow on the leaves but it does on the plane/floor. And the leaves don't cast shadow onto themselves, unlike the one on the top right.

Any ideas?


texts: How modify sphere mesh in an animation with shape keys

texts:
I would like to start from a sphere/ellipse, move its vertices in order to obtain an irregular body.
The problem is that I want to create an animation of the vertices movement.
The starting model and final one are shown in the following figure


texts: Blender Sapling Add-on Leaves not Showing up

texts:
I am using the blender sapling add-on to try create a realistic tree. I checked the 'show leaves' box and made the leaf shape rectangular.

It looks like this.

Then with the box checked.

Will it work even though nothing shows up and if not, what can I do to make the leaves appear?


texts: Why faces created with Bsurfaces are not visible?

texts: The first Greasse pencil stroke works fine but after I add second stroke I cant see the faces.Why is this happening?


texts: Can I generate Blender scene from Python script?

texts:
I was wondering whether there is a method of running Blender Python commands (like building some mesh and then rendering it) from the level of Python script, not from Blender itself.
I need this for my "experimental" project in which algorithm will be generating models, rendering them and then comparing with pictures of real objects and it will be much more convenient to run it from Python script level, not from Blender.
And if this is possible can I get some tutorials on this subject?


texts: Lighting looks strange and planes are disappearing

texts:
I'm trying to make a dolphin model for 3d printing. While making the dolphin, I realized that in object mode the tailfin's lighting looks strange:

As you can see, the lighting of the fins is split, with one side being noticeably darker. To make the tailfin I first used the knife tool on a (squished) cube to make one half of the fin. Then I reflected it to make the other side and joined them in order to connect their edges with faces. When I was done, I realized the strange lighting on the tail. I first thought that I connected some faces incorrectly, but I checked and nothing seemed wrong to me.

Another strange thing I experienced was that when I tried to slice the model on the AstroPrint slicer, some of the planes on the tailfin were missing:

What's also strange is that the pieces that were missing were the pieces part of the tailfin where the lighting was abnormal. The only part that was shown is the bottom part of the fin.

I made the dolphin's body by shaping a cylinder. I made the fins by using the knife tool on a cube and connected them with the join operation. I edited them together and joined their edges with faces.

Does anyone know why this happens and how to fix this?


texts: How to extrude faces inward and outward sphere together

texts:
I need Your help with extrusion. Can't figure out how to extrude something like window frames on a spheric surface and make them solid, while window surfaces must remain flat.
When I extrude faces along normals, then it solidifies my window surface as shown in the screenshot 2 below.
Basically, I want to extrude windows frames simultaneously inward sphere and outward sphere.
How can I achieve that?
Thank You!


texts: I'm trying to make papermodels out of my Blender projects. Google's only remotely useful result was the program Papakura, which I cannot get because I have Linux. I'm not able to run it with WINE. I want to be able to print my unwraped mesh (UV map) in a way so I can make a paper model. Is Blender capable doing this?


texts:
I'm trying to modify the color of an object depending to the time. I set keyframe with the colors and I see the RGB curves in the timeline :

Is it possible to have HSV curves instead of RGB curves to deal more easily with hue, saturation and value?


texts: Fire Adaptive Domain rendering like a solid cube

texts:
When I render I see a solid cube which is Adaptive domain. But it shouldn't show up. I feel like I missed something. It is my first time simulating fire.

Candle with a solid domain blocking the fire

The material seems to be plugged in to the volume already :/

Node setup


texts:
I know this question sounds stupid vbut I'm new to Blender. I tried a lot of methods but the mesh keep glitching. Any help is appreciated!:P
I've recently been trying to make clothes for my character in Blender. Although everything looks perfect in Blender , the clothes deform pretty badly when I export to fbx format.
Blender file download: https://drive.google.com/file/d/1Ksj1F6PLjsdKGyWvRTUmKXRTKPvc5WDL/view?usp=sharing
fbx file download: https://drive.google.com/file/d/1Y1q9egngTI516Xh567-NpZAyd8-fjatx/view?usp=sharing
In Blender:

In Fbx format:


texts: How to transfer Textures From blender to maya

texts: I have a character that it's highly textured in blender 2.9. I'm gonna have to export this character to Maya for animation. How can I export the textures and materials? Do I have to bake them? Do I have to use UDIMs?


texts: So I'm a newbie in Blender, and when I rendered the model, there were some annoying black pixels. Can you help me?


texts: Python 2.8 creating Diffuse BSDF in a shader node, when I want it in a surface node

texts:
In Blender/Python 2.8, I can't get my code to create the surface node I want (it creates a shader node along with a surface node that I don't want).  The objective is to assign an image texture to an object as seen in three related posts (1, 2 and 3):

The manual process produces the desired result by setting up the node as follows:

In Python I am attempting to do the same (code below), but the results aren't working out.  First I'll show the output, then the code:

Here's the objectionable output:

And here's the node tree as created by my code; when I make the manual adjustments I note in the picture I get the final result that I want:

My flawed code is below.  Before you criticize the obvious problem (that I am creating shaders), I have tried other approaches (replacing "Shader" with "Surface" and various other words) without success.  I am also baffled as to why the "Principled BSDF" node appears out of nowhere.

Here's my code.  Your suggestions would be highly appreciated.  Thanks in advance!

matP_name='CCmat'
matP = bpy.data.materials.get(matP_name)
if matP is None:
    matP = bpy.data.materials.new(matP_name)
matP.use_nodes=True
nodes = matP.node_tree.nodes
nodeID='ShaderNodeBsdfDiffuse'
diffuse_BSDF = matP.node_tree.nodes.new(nodeID)
path=TextureFolder+TextureFilenamePost
imgTex = bpy.data.images.load(path)
node_texture = nodes.new(type='ShaderNodeTexImage')
node_texture.image = imgTex
node_texture.location = 0,200
links = matP.node_tree.links
link = links.new(node_texture.outputs[0], nodes.get('Diffuse BSDF').inputs[0])
obj=bpy.data.objects['CubeCopy1']
obj.active_material=matP


texts: Why Emission Shader looks different from Solid View Flat Texture?

texts:
in Blender 2.81, Emission Shader looks just same to Solid View - Flat - Texture

(Left is Solid View, Right is Material Preview with Emission Shader. Earing is PBR)
However, Emission shader looks slightly different in other versions.

(Left is Solid View, Right is Material Preview with Emission Shader.)
like this picture, Emission shader looks like a little bleached. Color is slightly different with original texture.
All Nodes are Same in Both Versions, and Render settings are not changed from default at all.
If you created blender file in Blender 2.81 once, you're able to open it in other versions and still looks fine in Material Preview.
Why is this happening? How can I fix this?


texts:
Still getting my feet wet with the glTF exporter in Blender 2.8 (May 8th build). I could use some help better understanding this error below.

  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/__init__.py", line 426, in execute
    return gltf2_blender_export.save(context, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_export.py", line 40, in save
    json, buffer = __export(export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_export.py", line 54, in __export
    __gather_gltf(exporter, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_export.py", line 69, in __gather_gltf
    scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather.py", line 34, in gather_gltf2
    scenes.append(__gather_scene(blender_scene, export_settings))
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_cache.py", line 51, in wrapper_cached
    result = func(*args)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather.py", line 52, in __gather_scene
    node = gltf2_blender_gather_nodes.gather_node(blender_object, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_cache.py", line 51, in wrapper_cached
    result = func(*args)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py", line 44, in gather_node
    mesh=__gather_mesh(blender_object, export_settings),
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_nodes.py", line 246, in __gather_mesh
    result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh, vertex_groups, modifiers, skip_filter, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_cache.py", line 51, in wrapper_cached
    result = func(*args)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_mesh.py", line 38, in gather_mesh
    primitives=__gather_primitives(blender_mesh, vertex_groups, modifiers, export_settings),
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_mesh.py", line 89, in __gather_primitives
    return gltf2_blender_gather_primitives.gather_primitives(blender_mesh, vertex_groups, modifiers, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_cache.py", line 51, in wrapper_cached
    result = func(*args)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_primitives.py", line 47, in gather_primitives
    None, blender_mesh, vertex_groups, modifiers, export_settings)
  File "/Applications/Blender 2.8/blender.app/Contents/Resources/2.80/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_extract.py", line 618, in extract_primitives
    uv = blender_mesh.uv_layers[tex_coord_index].data[loop_index].uv
IndexError: bpy_prop_collection[index]: index 2 out of range, size 0

location: <unknown location>:-1 ````


texts: Move tool creates new faceless geometry in edit mode. Blender 2.8

texts: (building 1st character model) For some reason when i select the bottom of the neck via edge select, and hit G to move/grab, it create copy's of attached vertices and moves those instead of just moving what i selected.


texts: My ongoing issue with 2.79b and makehuman,The MHX2 format (MakeHuman eXchange 2)

texts:
The MHX2 format (MakeHuman eXchange 2) My issue is the double instance
error in my copy of Blender(even though I have removed and reloaded numerous
times) I cant install the MHX2 plugin, not sure if it is a Win 10 problem
or Blender but have pretty much given up on using makehuman as I am unable
to use my fbx imports from makehuman as they will not bind to the rig and I am assuming it has to do with the way I am importing the makehuman models  to Blender.I have the makehuman tab in my tool tabs just not the plugins that make it work properly.anyone know how to fix this? I need to remove the double instance error but have no clue how to do that.