texts: How do I add a property Keyframe such as Diffuse Intensity to all selected objects

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If I select all objects in a scene and add a location keyframe, all objects will get a location keyframe. How do I do the same thing with a property such as Diffuse Intensity. If I am animating 100 cubes for example and want to add a Diffuse Intensity Keyframe I can't seem to do it to all selected objects simultaneously. I understand I could probably do it by adding all 100 Diffuse Intensity properties to a Keying Set but is there another way other than scripting it? I tried ctrl L > "Copy Animation Data" and this doesn't seem to work.
Thanks


texts: How do implement material without a texture image?

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I am trying to implement the material on the object, such as the picture below, without the texture image. I've looked for a function called "Bump Node" to implement the material, but I'm not yet proficient in this, so it's hard to solve the problem. Is there a way to implement a material without a texture image only in a geometry configuration? Or, there is other ways for solve this problem?

*I'm going to make translucent material. So I don't think it's right to use texture images.

+(no texture image appears on my object.)


texts:
I'm trying to create a herringbone pattern that will wrap around a cylinder. I'm assuming that there's a way to do this using the brick texture node but I can't work out how to alternate and/or manipulate the rotation of bricks within the pattern itself?

Edit: The pattern is not the same as that than in the answer that I'm being told this is a duplicate of - that's not even close to the pattern I'm looking for. I'm looking for a herringbone pattern as in the example below, not just simple zig zags. Any actual help greatly appreciated!


texts: Where can I find the viewer node for the shader editor?

texts: I am searching for this "viewer" node in shader editor...


texts: Repeated subdivides are not in single direction

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I am following this YouTube video tutorial.  I believe the tutorial uses version 2.67 and I am using version 2.79.

In the tutorial, only two opposing edges of a plane are selected, and afterwards, when it does three successive subdivides, the plane is subdivided in only one direction (between the opposing edges), like so:

But when I do the same, I get unwanted additional cross divides in the perpendicular direction, like so:

How can I get subdivides in only one direction between the original two edges?


texts: Need to re-render every time I change something in the compositor because of full sample

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Not long ago I have discovered the full sample feature on Blender.
The feature is great and helps a lot. The problem is that whenever I render a frame with Full sample, the image is anti-aliased, but if I change something in the compositor, the image becomes aliased and remain jagged unless I render the entire frame. It is slowing me down because sometimes it takes several hours for a frame to render. Is it just like that, is there any way to avoid re rendering?
Thank you!


texts: How to Blend Animations - Always Fails for Me

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Extra Information: https://youtu.be/fhvEo-Ct_FU See description for transcript of information.
I have a series of idle poses as animation files. Each of these are static, or just arm or head motoin. Thay are supposed to be used alongside an "Idle Noise" animation. However, none of the blend modes seem to support this.

You can see here the subtle motion the noise track gives. The mess of bones isn't supposed be an issue, since the change in motion from this start position is all I need, but I can't get any blend mode to take just this motion and apply it over the 'realistic, full-body' pose it's to work with.
I need a way of taking the first frame of the new animation as the 'zero' and have any additional animation from that zero to be added to the underlying pose. Isn't the 'Add' mode supposed to do something like that?
This is the pose without the Noise track enabled.


texts: Why does refraction + volume scatter cause a much darker result?

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I've noticed that glass objects tend to turn really dark when adding volume scattering.

It seems the volume scatter shader gives a much different result when a refraction shader is used in the surface, even if the aforementioned refraction shader is theoretically doing nothing.

Here's a test, rendered with 1000 samples:

On the left is a refraction shader with the color and IOR set to 1, essentially just an un-optimized transparent shader.
Naturally, it looks like nothing is there (though some extra noise can be observed if you look closely at the ground where it should be)
On the right is a volume shader setup with a true transparent shader. Looks fine.
In the middle, the volume setup from the right is used with the "transparent-refraction" from the right.

As you can see, the middle looks much different from the right, despite the refraction shader making no change to anything in the left.

Exact setup for the middle Suzanne:

What's going on here?


texts:
I have a 32-frame walk animation and have converted it to action. With the first and 250 last frames I set the keyframe as a walk cycle. When I hit play it just walks 32 frames and then slides the rest of the frames.

I have set the repeat option (8 repeat). It walks, but not as a normal continuous walk cycle. Where am I going wrong or what else do I have to do to make it a complete walk?

Pose Mode


texts: Why is Ambient Occlusion creating this extra light? (Eevee) (Includes pic)

texts: Does anyone know why turning AO on is creating this extra light, as well as a sort of bloom effect? This is in Eevee. Thanks.


texts: How to animate random turbulence on a mesh surface?

texts:
I'm trying to create a 3d object that behaves similarly to what you see in the background of this website ( not interactively, and only on one mesh ).
The idea is to take a sphere, maybe cut away a few parts so it looks like a piece of broken egg-shell, - or even just a flat plane, and then perturb the vertices randomly over time.

I started looking at a displacement modifier with some noise/cloud textures, but found that it would only distort the verts directly along their normals. Also, noise/cloud textures appear to be kind of hard to animate. I've started looking at forces and physics, maybe a cloth simulation? But here's where my Blender-specific experience falls short.

I've done a fair amount of work like this in max and maya, so I can probably find my way if pointed in the right direction. I'm just fairly new to blender.

Note: I did find this very promising answer, but I'm thinking this will still only move the verts directly along their normals.

Thanks!

PS I only plan to render the wireframe, so texturing isn't likely an important factor.


texts: Ambient Occlusion node in EEVEE not working

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So I am using Blender 2.8, and I cannot seem to get the Ambient Occlusion node to work in EEVEE. I realize it is in beta, so it could just be a bug in 2.8, but I have seen other people use ambient occlusion in eevee (like here), so that leads me to believe it is not an issue with 2.8.

Below is a model with an ambient occlusion shader attached in Cycles, and it works as expected:

However, when I use the same setup in EEVEE, it doesn't work, and the ambient occlusion node outputs the same color across the entire model, making it show up as completely flat:

Is there something I am doing wrong with the ambient occlusion node to cause this to happen?

Thanks in advance.


texts: How do I export a model with multiple objects to a friends computer (over the internet) to import into UE4?

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I created a model and textured it using nodes. I'd like to export it to any file format (that UE4 can import) in order to send it to a friend to use in Unreal Engine 4. I am aware that none of the non .blend files support the node-texturing. Is there a solution to this? there are multiple different objects with different textures/materials part of the same model. I heard about baking but none of the tutorials about it are clear especially with multiple objects with multiple textures/nodes/materials.
I saw the other forum thread about it but it did not work.
any help is appreciated, thanks


texts:
Hope everyone is safe.
I have created this small test animation. A clean raptor and a HDRi in the scene that's it.
https://www.dropbox.com/s/c8dvulisy02nfs9/0001-0060.mp4?dl=1
As you can see i have those strange sparkles, artifacts on the skin and eyes. I thought it was the denoiser but when i test without i have the same issue.
I use cycle , 128 samples render + motion blur. I go to png first then mp4. But already when i play the PNG i have the issue.
I have this issue in all my animations!
Thanks for your help!
Cheers


texts: Does it seem like I'm using more memory than necessary?

texts:
I'm super new to Blender, and I've been trying to model this Bose speaker to get started:

So far, I've made the base, extruded it, and then used proportional editing with scaling to make it wider in the middle.  However this is taking extremely long... when I just move my mouse, my entire computer (including mouse cursor) freezes for 5-10 seconds while I'm in scaling mode.  And as you can see in this screenshot, my memory usage is at 217M, which seems awfully high:

So my question is: Does it look like I'm going about this in some horribly inefficient way?  I'm doing this on my Macbook Pro, so I know I won't be getting as much performance as I would with better hardware, but it doesn't seem like it should be this prohibitively slow.


texts: How to render what I see in the texture view

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I apologize for what I'm sure is an incredibly stupid question. I've just picked up Blender this weekend, wanting to map a 2d texture onto a plane and manipulate it with sculpt mode. I got it roughly where I want it, but when I go to render, the render view displays with a blown out, nearly entirely white image. What I see in texture view is what I'd like to export, however, so if anyone knows how to do that, or how to fix what's happening in the render view I'd appreciate it.

Thanks!


texts: How to get a vector type from a FloatVectorProperty?

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How do I get the mathutils.Vector from the FloatVectorProperty in a python script? Sometimes it works other times I get a type mismatch:
import bpy
import mathutils

prop_vector = bpy.props.FloatVectorProperty(default=(1,2,3))
print(prop_vector)

util_vector = mathutils.Vector([1,2,3])
print(util_vector)

prop_vector + util_vector

This gives me this output:

Q: How do I get a vector type from that property?


texts: Is it possible to animate the "Angle offset" property of the Glare node? I am making a photon torpedo that has a glare applied to it, which should rotate when the torpedo is on the way.


texts: Child of constraint not working for two handed object holding

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I'm trying to get both hands on the sword handle the first arm works but the second arm only the rotation of movement will be applied here is what i did :
1- made a bone for the sword handle.
2- made the sword handle bone to be child of the right hand.
3- made the left hand to be child of sword handle.
how ever it's not working the same is with copy transform.
i tried to add IK to the hands and targeted them to the sword handle it works but i can't move or rotate the hands any more and it looks ugly because i can't pose it properly.
so what is your solution?
Here is the file:


texts: Why is my rigid body object floating as if there is no gravity?

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I have two issues on my current file that I cant seem to solve (see link below)?

1) why is the hat being thrown appearing like it is floating and not affected by gravity towards the end of the animation, even though I have applied rigid body active to it?

2) How can I make the hat spin around with the robot body at the start of the animation, even though it is already parented to robot hand with "Cild Of".

Any help here is appreciated.

Here is the Blend file link: https://www.dropbox.com/s/vaxriy8lfo1palg/robotHat2-animated_ridgid%20body-copy%20float%20hat.blend?dl=0


texts: Baking a material with a diffuse color and an image texture

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I want to bake an object material for importing it in a game engine.

a cuboid with a half cut arrow in one face.
I created the material in Cycles Render like this

But whenever I bake it I always get some fail result like

This is my .blend file.

Can somebody help me make a perfectly baked image for this material?
Thanks to the community in advance.


texts:
I've been following this tutorial, and at about 22:45 he uses the grab brush to create the neck of our character.

At this point, using the grab brush brings Blender to an absolute crawl: it takes a second or two for the screen to redraw. Per the tutorial, I've been using dynamic topology; if I turn off dyntopo, speed returns to normal.

I understand that for a large enough mesh, dynamic topology will eventually slow down, but I thought this was at the millions of vertices point; my model only has 48K verts.

This is on a reasonably powerful computer (Xeon E5-2687W, dual 1080Ti video cards). It's running Linux (Ubuntu 18.04), and GPU acceleration for rendering works. This problem persists with Ubuntu's Blender packages, as well as the Thomas Schiex 2.79 and 2.80 packages.

How can I resolve this issue and get decent performance with dyntopo enabled?

I've made the file available here.

Update: I've been experimenting some more, and it seems that this is only a problem for the grab brush: the other brushes can all do dynamic topology without slowing down.

Update 2: actually, looking more closely, enabling dynamic topology for the grab brush doesn't seem to actually create any new topology. This screenshot shows the mesh after using the grab brush (with dyntopo enabled) to pull out the neck on my model:

Is the grab brush not supposed to create any new topology when dyntopo is enabled? Reading the manual, this might be what's going on. If that's the case, it seems like I can just disable dyntopo for the grab brush? How can I then create new topology on the parts of the mesh that I have moved with the grab brush?


texts: Merging objects into one while retaining positional animation data as a vertex animation

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I am looking to create a vertex animation suitable for use in the source engine. My animation is composed of an 8x8 grid of squares breaking apart in the center.
The problem arises when I attempt to export it: Source assumes that the origins of each object should always be at 0,0,0, so all the squares are moved to the center. I want to merge all of the squares so that their origins are always at 0,0,0 instead of at their centers but so that they still animate correctly.
link to blend file
image of scenario

Is it possible to do this in blender? Is there a workaround if not? Are there alternative methods?
Here is a gif of the intended result

Thanks in advance.


texts: Why does changing animation layer make my model very small?

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I am selecting a certain animation layer, and my model becomes really small.
As it is hard to describe, I have uploaded a video here.
Does anybody see what might be going wrong here?
What could I check?

Thank you.


texts: How do I Import/Export models with more primitives than triangles?

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I'm writing a game engine using pyassimp, which .blend support isn't very good on...

I'd like to know what supported model format I could export to that supports primitives such as quad-strips and polygons.

I know Collada supports all of this, but unfortunately, libraries like pycollada (used by blender) are triangles-only.

Also, I wouldn't mind writing an exporter if anyone knows of a library.
(I've been searching google for months so this is just a shot in the dark)


texts: How to get a live preview for material library?

texts: I'm a completely noob to blender, I was looking for materials in material library and found out I have to select a material and click on "preview material" to see what it's appearance is like. Is there any option to get an instant preview of the material instead of clicking on both names and preview option? I've seen some guys having materials with previews at the bottom portion of their blender window on some youtube videos! (ps I was using Keyshot, that's why I found its very disturbing to do 2 clicks and waiting for preview of each material just to find out how does it look like.)


texts: Need some modeling/workflow tips on Kettlebell/grenade look

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I'm trying to model this with a physical surface(as opposed to just texturing/bump mapping etc) like this

Thanks! I appreciate the help


texts: displaying edit and object mode together

texts: I think It'd be very useful to show the edit mode in one viewport and the object mode in another viewport, but this is not available as a feature, Is there are any workaround to achieve this?


texts: I am having problems with how an object appears to be shaded?

texts: Why does this happen? What am I doing wrong. It looks horrible


texts: How to set the origin point of each bone differently?

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I've been changing stuff while i was rigging, after i finished adding stuff i noticed that the single bone wasn't rotating like it was doing before, now every bone have one common origin point and if i try to change it for every single bone it changes for every other bone.

As you can see in the picture the arm bone have the origin in the main bone.
How do i fix this?


texts: Cryptomatte from Blender to Fusion Studio 16

texts: I am new to Blender and I am trying to export individual multi layer exr files into Fusion Studio 16 for the purpose of utilizing cryptomatte editing. I enabled the cryptomatte in the render pass properties for object, material, and asset. I then setup up a compositor node as seen in the image attached. I am using the Reactor plugin's cryptomatte. I know others have been able to do this. I just do not know what it is that they did that I am not doing. If anyone could help me out with this I would greatly appreciate it. I also attached a screen shot of my Fusion Studio node build. It is what you would imagine. There is no cryptomatte file embedded anywhere in the openexr. On top of all of that, I cannot find anything on Cryptomatte for animation in Blender. I only see people using through the compositor which renders single images. I prefer single images, but it would be nice to be able to compile them and cryptomatte in Fusion through the compiled finish.


texts: Using edge loops for sharp edges without distorting the mesh?

texts:
I've been trying to make a pirate ship a few days now, but when I was trying to sharpen out the edges of the ship's cabin, I ran into a problem. The edge loops I'm trying to sharpen out the cabin's edges with, are distorting the body of the ship that should not have any creases. The body and the cabin should be in one piece and the transition from the blocky cabin to the round surface of the ship should be smooth. On the picture the problems are circled.

I have watched CGmasters viedo,  where he explaines how to avoid pinching from additional detailes by shrinkwrapping detailed mesh (with pinching) to the same object that is not detailed (base mesh).

https://www.youtube.com/watch?v=3rlMzsBWtPY

I'm trying to create the base mesh that I later shrinkwrap an even more detailed one onto. The problem is that I may or may not be so noob, that I don't even know how to create the base mesh without pinching. I HAVE tried controlling the shrinkwrap modifier using vertex groups to only transform the part of the model that doesn't need to stay sharp and edgy, but that didn't work well because of a seam that appeared.

I hope everyone gets my point :)

I'll also try to upload the blender file for everyone to play around.

Additional picture showing my topology


texts: How can I see the actual numerical output RGB values of the cycles 'Blackbody' node? (preferably through api)

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More generally, using the Blackbody node as an example, how can I access the current numerical values of inputs, parameters/settings and outputs of cycles nodes, through the api or by other means?

In this particular case I want to compare the conversion values calculated by the Blackbody node with other color temperature -> RGB algorithms. But I'm interested in the more general situation. If this is not possible, shouldn't it be, and will it be in the future?


texts: Logarithmic curve with spiralling cross-section

texts:
I'm trying to make a logarithmic curve with a rotating cross-section.

I have created a curve object following the instructions at
How to create this kind of spiral tube?, giving me the curve shown below, which has an elliptical cross-section that increases in size along the length of the curve.

However, as well as the size of the ellipse increasing along the curve, I would like it to twist, giving a 'corkscrewing' final result that will superficially resemble fusilli pasta.

It seems like this should be a simple thing to do, but I can't see a way to do it.  Can anybody help?


texts: What is the workflow to sculpt construction lines using the Curve Stroke Method?

texts: I was watching this tutorial and around the 5:50 mark he starts cutting (sculpting) construction lines using the Curve Stroke Method. The problem is that I can't reproduce the effect and the Blender manual seems to leave out the Curve Stroke Method. Can someone shed some light on how to use this technique?


texts: I need help to smooth a part with a bevel

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It's my first time using Blender and I'm not that good, however I'm doing pretty well. I make FNAF meshes and I made a bevel on this part, and when I try to smooth the surface it makes these weird markings you see in the image

I try my hardest to try to fix this and nothing is working. Now you may ask why  I want to smooth this part, and that is I am exporting this Blender project, and in the the program I'm gonna import it in, there is a limit of polygons, so I obviously need to smooth this one part.


texts: Possible Python Automation With This Particular Material

texts: I just had a quick question.  I am starting to get a bit more adequate with Blender in terms of getting to photorealism.  In the picture below is a model that I got online and I am wanting to edit the material for the keys to make them look more photoreal.  My question, is if there is a way of automating the material so that after I have one photoreal material on one key it will do it for the rest of the keys?  I know that I can make one material, assign that for all of the keys, and go in and change the images for each one but I feel like there is a way to automate this with python.  Any thoughts?


texts: Problem with imported SVG - cannot convert curves to mesh properly

texts:
I imported an SVG caption from CorelDRAW and all letters are fine and get converted nicely to mesh, except the first one - "S". When I convert it to mesh it disappears. Also, it's the only spline that didn't get automatically filled. I think that the source file is fine but maybe there's some issue with "S" letter.
What can I do to fill my "S" and convert it to mesh like other letters? Is that spline not closed?
Here's the SVG...
https://drive.google.com/file/d/1ZUxZ9E8AJ6v85qh_iY70hMDUmeW5JvdT/view?usp=sharing
...and BLEND with imported caption:
https://drive.google.com/file/d/1krVFd9QTmQGibOeA7eRGVqJhFmjsXP45/view?usp=sharing
Sorry, I don't know how to post attachments here.


texts:
I follow a tutorial to re-build an effect used in Ghost in the Shell. I did every step and it works fine in the viewport but once I switch to cycles, the image just went spiky and crazy:

Here is the file without baking to keep it light for you to check. It bakes quickly, looks good in viewport but is spiky in the rendered image. Please have a look:

Q: How can get the viewport result when rendering the image?


texts: only firsts few iteration appears in the rendered image

texts: I made a rope by iterating screwed circles. In render mode everything is fine but in the rendered image most of iterations dissapears. How to fix it?


texts:
I'm trying to apply IK to leg bones. Leg bones are rotating correctly. After applying IK constrain to lower leg bone connected to copied foot bone, it starts acting weirdly. Moving that copied foot up rotates knee to the side for some reason. I expect the knee to be aim forward while I move leg up.

What am I doing wrong? Or am I expecting something that I shouldn't expect?

Blend file: https://drive.google.com/file/d/0B9zDr_Z5hiZAM3hvYnI4SjZpZUU/view?usp=sharing

Thanks for any help!


texts: Smart UV Project Island Margins do nothing

texts:
I'm unwrapping the whole scene using Smart UV Project and I want all UV islands to be slightly separated, but no matter what Island Margin value I choose, all island are tightly packed to each other. I'm observing this behavior in Edit Mode with Draw Other Objects option on.

What's wrong here?


texts:
Hello, I've been trying create a normal map of muscle anatomy for an asset I bought. I had copied my lower poly (5000) man asset, subdivided to (1 000 000) and sculpted on the Muscle anatomy. However when it comes to bake, the normal map created only covers part of the characters body.
both models are UV unwrapped (I unwrapped lower poly one and copied it for the higher poly).
I am using cycles but no amount of tweaking the ray distance or using a cage allows the whole map to be made (unless I'm missing something)

Sculpt

Low poly topography and UV

How the high(red) and low poly overlap

Any help would be greatly appreciated, I've been stuck on this for hours and followed all the tutorials I can find to no avail.


texts:
I am working on creating a scene with animals..three in the scene.  I have them walking across the room...I first set it up with different poses every 5 frames... rendered the animation at 24fps... when playing the animation video, it appears they are running across the floor..   I set it up again with every 10 frames, changed the poses...(changing the position of their legs and/or head..)  rendered it at 15fps.. they still appear to hurry across the room...
    How can I make the animation look as if they are walking across the room a little slower.. little smoother flow...

I am learning this animation and modeling of animals...

thank you
Barbara


texts:
I am using latest version of Blender (2.75a) and I'm having a problem with animation.

I have one animation in the Dope Sheet and it's working as it should, but I am unable to make another one on the same model. I did save it in the Action Editor, but when I return to Dope Sheet and delete all of keyframes, then insert new ones, the first animation doesn't work. I also tried with Blender (2.71) and it didn't worked, but I did the same thing with another model a few months back in 2.71 and it worked just fine

If anyone knows how to fix it I would be really grateful.

SOLVED:

I removed ALL empties and IK's I had in my mesh and I enabled Auto-IK and Auto Keyframing

I made an Action1 in Action Editor and went back to Dope Sheet where I placed my keyframes for the first action.When I was done with that I went to Action Editor and created Action2 and again went back to Dope Sheet where I placed keyframes for second animation

Everything works as it should and no problems whatsoever


texts: How do I get rigid body activation to propagate through a set of rigid bodies?

texts:
I have around 3K LEGO bricks tied together and I made them all rigid bodies (active RB). Is there a way to control the way they "activate" and start the simulation?

For example, if those bricks are hit by another object they all start to move at the same time and I don't want this. I would like to see the simulation propagate from the collision point to all the rest of the model.


texts:
My question is simple: Should I use bevel on everything to make it look more realistic?
On what circumstances should bevel be used?

I have been experiencing artifact problems when I bake normals from beveled high mesh to low mesh.

I guess bevel affects normal map baking. Does it?
Thanks for answers.


texts:
I am switching into the new blender 2.82 with the new layout and I cannot find out where the smooth option is please help me find the smooth option in the new blender layout.
if this is a duplicate question sorry.


texts:
I've followed quite a few tutorials on how to bake - been over advanced options etc. So I'm pretty familiar.

One issue I'm running into is that the baked image texture is blurry compared to the original image texture.

The original image texture is 6144 x 4756.

I scaled the original image texture in the mapping node to 3.0.

I created a new image in UV editor using the same dimensions.

The result is blurry / not as sharp.

Could this be due to scaling the original image texture?

EDIT:

Things I've tried:

Applying transformations before unwrapping
Creating a higher resolution image in UV editor
Increasing render samples
Changing from Branched Path Tracing to Path Tracing
Unwrapping with correct aspect ratio
Scaling UV's to fit UV editor frame
Plugging the original texture directly into Diffuse node before baking
Flat shading the objects
.png instead of .jpg
Saving baked image with highest quality
Praying

Sharp (Original Texture):

Blurry (After Baking)

Node Setup:

Render / Bake Settings:


texts: Offset the bone in edit mode so animation isn't offset as well in pose mode?

texts:
I extracted a character's armature along with it's mesh model from a game's asset files, and when I import said character into Blender, some of the bone's location and rotation are messed up, they are rotated and located in the wrong place. I want to fix these bones, and normally I would just go into Edit Mode and change the bones location and rotation manually, but here it's different. I have also extracted the animations for the character from the game's asset files, and also applied the animation to the armature. I tried correcting the the bones in Edit Mode, but that completely messes up the animation, as expected as changing bones in Edit Mode also changes their pose in Pose Mode. I was thinking of a way to solve this, maybe theres a way to move bones in Edit Mode, then copy the transformation just done in Edit Mode, and put that into a bone constraint maybe? I'm not sure though. I don't want to offset just one bone either, I'll be moving multiple bones into particular locations and rotations, to correct the bone positions.
Here are a few pictures to help visualize the problem.

^^ This is the armature put into pose mode with no Edits so far. It is on frame zero of the animation (The animation begins on frame zero). As you can see by the selected bone on the screenshot, the bone foot_l is not aligned the way I want it to be, it is not pointing down directly to the ball of the foot.

^^ This is the armature in Edit Mode. In the next image, I will make the required edits to the bones. Notice the part I want to move, the tip of the foot_l bone

^^ This is the armature after I move the bone I want to move. Notice the orange selection on the tip of the foot_l bone (Don't kind the extra bone underneath it, the bones overlap over each other a lot in this Blend file).

^^ And this is the armature after I moved the bone I wanted to move. If you compare the last image here with the first image, you will notice a slight difference in the two poses. Here is a comparison image to help you see it better: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=7ccf7d5c-8dc3-11eb-83c8-ebb5d6f907df
As you can see, the two armature poses are different, and I want the last picture to be the same as the first picture. Perhaps a bone constraint, or a constraint in Object Mode would do it perhaps? I'm newish to Blender, so I wouldn't know everything, but I do know a bit.
I would very much appreciate any help with this whatsoever, thanks.
Edit 1: Here's the Blend file if anyone would find this useful (Had to use Mediafire, as the file is around 50MB): https://www.mediafire.com/file/4mb2qsbeky3bof2/sigma_control_file_version2_animation.blend/file


texts: What causes the wrong value read-out in a Pie menu value slider?

texts:
Below you can see that the Normal size value is 737cm while it is actually only 37cm.

Here is the code - any idea if this is a bug or a mistake I did?

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

    mesh = context.active_object.data
    scene = context.scene

    pie = layout.menu_pie()
    pie.prop(scene.tool_settings, "normal_size", text="Size")


texts: Viewport render gives the desired result but the actual render shows a black screen

texts:
The blender file
The viewport render is correct but the actual rendered image is a black screen.
This happened to me before and i even posted a question regarding that and the problem was a hidden object. But this time I made sure there was no hidden object in my project but it still doesn't work.
I tried the to unhide all the objects and nothing came out which could disrupt the camera view.
Your help is much appreciated. Thank you


texts: Add a texture (with normal map) to a part of a "complex" object

texts:
I would like to set a texture (with a normal map) only on the floor of my model. I created a material and assigned it to the selected faces :

Here are my material nodes :

The result :

You can see my texture on the bottom of the picture but I would like to have my texture everywhere on the floor. Does someone have an idea ?

Here you can download the texture I use : White Marble Square Tiles


texts: I've created the animations, and everything is working except when I press Shift+W to sprint. My character plays the animation, after I release keys and play something else like walk it also works, but after that it stops working, and none of the animations will play besides the Idle animation.


texts: All i want to do is scale an image vertically

texts:
I want to scale a background image vertically so it matches my object height, (it's a 2d side view).

I have the length correct but was hoping for something easy like corner boxes like in Photoshop so I can stretch the image vertically.

I don't want to move it around / offset it but want to stretch it down but the top stays in the same position.

Using blender 2.79.


texts: Radius is different even though mean radius is the same on beveled curve

texts: The scale and mean radius on this beveled curve are all set to 1 yet the radius on that one vertex is is smaller than every other radius. How do I fix this and make them the same radius?


texts:
So i'm trying to build this sci-fi looking scene and trying to scan one of my model but it won't give a decent result I tried using sun lamp reducing its size and blocking it with plane having a narrow slit.
Here's the link of something similar


texts: When i connect my mesh to rig and rotate the rig in pose mode some weird things happen

texts: When i rotate rigs connected to my mesh some weird things happen, it looks like the mesh sticks to the character mesh Edges and becomes weirdly circular in between


texts: How to access and edit Mapping Node via python?

texts:
I need to access Mapping Node via python to edit Location\Rotation\Scale

mat = bpy.data.materials['MaterialName']
mat_nodes = mat.node_tree.nodes
map = mat_nodes['Mapping']

map.inputs[0]
print(map.inputs[0])
**<bpy_struct, NodeSocketVector("Vector")>**

But there are no other inputs, and I have noidea what [0] input does

PS I know that my node named Cracks_Mapping

Found an answer here :
Access Mapping node with python


texts:
I made a quick blend and rendered it, saved up, and opened it back up later and everything's black? In LookDev and rendered view. I must of accidentally pressed something. I've looked through everything I can think of and have no idea what's gone wrong?
It's all my meshes/materials, I've tried answers mentioned in other questions as well.
Any advice will help thanks

EDIT: For more information i've uploaded the file to dropbox, if you want to have a look at all the settings, but it happened after i rendered and re-opened the project so the settings weren't adjusted

project

Also here is what it did look like before from the render: picture


texts:
I have a finished model where the UV maps overlap - lots of wood that isn't detailed to be particular to the model.

I'd like to re-map the texture so that specific details can be added. I'd like to rebuild the UV map into non-overlapping islands, without losing the current texture application, and preferably without manually pulling apart the islands.

Is this possible?


texts:
I have for my Blender 2.8 addon 2 keyboard shortcuts that I add to the AddonPreferences:

In the init file I use this code to draw them:

class FC_AddonPreferences(AddonPreferences):
    bl_idname = __name__

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

        col = layout.column()
        kc = bpy.context.window_manager.keyconfigs.addon
        for km, kmi in addon_keymaps:
            km = km.active()
            kmi.show_expanded = False
            col.context_pointer_set("keymap", km)
            rna_keymap_ui.draw_kmi([], kc, km, kmi, col, 0)

And here is how I add them

addon_keymaps = []

def register():
   # add keymap entry
   kcfg = bpy.context.window_manager.keyconfigs.addon
   if kcfg:
       km = kcfg.keymaps.new(name='3D View', space_type='VIEW_3D')

       kmi = km.keymap_items.new("object.fc_immediate_mode_op", 'P', 'PRESS', shift=True, ctrl=True)

       kmi_mnu = km.keymap_items.new("wm.call_menu", "Q", "PRESS", shift=True)
       kmi_mnu.properties.name = FC_Main_Menu.bl_idname
       kmi_mnu.active = True

       addon_keymaps.append((km, kmi))
       addon_keymaps.append((km, kmi_mnu))

This works, but when I save the settings and reopen Blender the changes that the user made are gone and reset to default.

What am I missing? Thx!


texts: "With Automatic Weights" not showing under "Set Parent To" tab

texts: I was following a tutorial by Grant Abbitt here https://www.youtube.com/watch?v=IAiTYaiZmY0&t=36s and at time stamp 5:50 "With Automatic Weights" under the Set Parent To" tab isn't showing up for me. The only thing I did different was I extruded all the bones instead of using the copy paste method as I wanted the head (last bone) to be a bit longer. Also i'm not sure if the bones are parenting to the mesh because the yellow outline disappears on my mesh when I click on the bones to parent the two as seen at time stamp 5:38. Does anyone know what i'm doing wrong? I'm a noob but excited to learn all I can and this problem has brought m to a stand still.


texts: How can I round this inward-pointing corner?

texts: Hey guys, I'm new to Blender. I would like to round the inward-facing corner where the highlighted vertex is (to achieve a smooth "slope") but I am not sure how to achieve this. I've tried bevelling different selections, adding loop cuts and removing the "screen" on the console, all with no luck. Thank you very much in advance :)


texts: Metallic, reflective material not displaying reflections of the World HDRi on EEVEE, how do I fix it?

texts:
I have enabled screen-space reflections both on render and material options, I have baked indirect lighting, enabled shadows. Then I upgraded the video driver (Intel HD 4400) and yet, this little problem seems to persist: The environment texture doesn't appear on the reflection, only the direct light.
File of the scene in question
The preview of the material, however, seems to be working fine.


texts: Objects mesh set to smooth but some edges show sharp after using Bevel tool

texts:
Please help me solve that. See images below.

As you see after I use Bevel tool, red circled edges are sharp. EdgeSplit modifier angle is 45 degrees, mesh set to smooth, no duplicate vertices.

Please help! Tried many ways but no luck. :-(

This is what I am trying to model.


texts: sculpting horizontal crease on a cube shape

texts:
I am new to sculpting, and I am having problem with creating a "brick" pattern on one of my objects.
When I try to add vertical creases to create an effect of bricks being next to each other it works only vertically. When I try to draw it horizontally it creates vertical lines one under the other...tried using "Dynotopo" and subdividing the object but it didn't help.
Any advice ?
Google drive with the files


texts: why does the weight painting acts like this?

texts:
The short gif of the issue I'm having

when I switch to a different bone to weight paint, the previous bone that i just subtract the weight, it re-appear again?


texts: Hello guys i am unwrapping my face mesh but in UV image editor only shows one side of the mesh! how can i fix? can someone help me?


texts:
I have a model which has 3 UV maps which I need to export to another 3d program(modo) but am unsure how to go about it. I need to export as a .obj file but do not think this can handle multiple uv's. Is there a way to merge these maps into 1 map? Please be gentle as I am a beginner with blender and still feeling my way.

TIA

Cheers
Damo


texts:
As a BSE user, I have to open many files from other users. The problem is that they're stored in the recent files list and my personal works are just disapearing.

I would like to choose a recent-files.txt when Blender starts, why not on splash screen, and be able to set one of them as default (when opening a file from explorer). Is it possible ?


texts: How to make unique hairstyles with particle hairs/are there any other methods?

texts:
I was interested in princess peach's hair and wanted to know if I could make it with particles. However, styling it has been more than a hassle.

This is her hair. It swoops around here and there and the front especially was hard to attempt, even separating the hair into different particle systems didn't make the process easier.

I was wondering on ways people style particle hair for characters that have unique hairstyles. I'm not sure if i'm correct on this one, but there was this sculpt which had hair which was first a sculpt, then a particle  hair that looked exactly like it! https://www.artstation.com/artwork/EO5lN  https://www.artstation.com/artwork/9VP9q

is it possible that they used a type of curve method to change the sculpt curves into particles, and is it possible to do it in blender? Are there any other methods I could use? Thank you, everyone!

*edit, I mean the stringy stringy type hair that particles have, the realistic type I think? Sorry for not specifying earlier. The type of hair in the second artstation link I mentioned.


texts: How to stretch or compress a spiral cylinder

texts:
I have a cylinder-like spiral object as a .STL file (figure). We want to animate compressing and stretching this cylinder (figure). How can this be done?

Edited:


texts: Darken a shadow on a shadow catcher without changing the light on the object casting it? (Blender Cycles 2.81)

texts:
I am making a very short video in which a miniature dalek model (https://www.blendswap.com/blend/6326) goes around my table, and I made a shadow catcher plane, and I wanted to make the shadow brighter without making the object brighter. Strangely enough, in the render viewport, the image looks just as I want it.

(This is the image when in the render viewport)

(however this is the image when properly rendered)
As far as I can tell, this scene has two light sources, a HDRI environment texture and a "window" that I modeled approximately to the shape of our window, that I just added an emission texture, to simulate the light of the real window.
I would be hugely grateful if anyone can help with this.
Thanks.
And sorry about the rubbish formating. I am new and not very familiar with this yet.


texts: Can't Find Color Mapping for Fluid Simulation in 2.9

texts: I can't find the color mapping option for fluid sim in 2.9 where is it? I go to viewport display in my setting but can't seem to find it. Thanks in advance


texts: Are bpy_extras.object_utils.object_data_add created mesh objects relative to the global origin or cursor location?

texts:
I trying to dynamically create meshes using the python API and it seems that coordinates are relative to the cursor location instead of the global zero point?
Is this correct? And if so, is there a way to make blender do it relative to (0, 0, 0)
Code:
_mesh1 = bpy.data.meshes.new(name='testing_mesh1')

vertices1 = [Vector((a, b, c)) ...]
edges1 = [(0, 1) ...]

_mesh1.from_pydata(vertices1, edges1, [])

bpy_extras.object_utils.object_data_add(context, _mesh1)


texts: I cant make an stencil using texture painting

texts:
I am trying to use a stencil using an Alpha Mask so I can place a typography (png image) to a 3d model. I tried  it a few days ago an it was all fine however i made a new mesh and now its seems that I cant make it work.

I made two basic bsdf materials, along with a texture with 0 alpha level, the texture attached to the secondary material. The texture (material base color) is also connected with the fac of the Mix shader. The Brush is set as "Mix". I also checked to flip normals in case I have been painting on the inside of the model.

I dont know what else to try. When I click the left buttom of the mouse the color of the model gets a little darker, thats all.


texts: Is it possible to display and image inside the add-on about?

texts:
Text works but a gif sometimes can be more inspiring and explain things visually better.

Any idea if it is possible to display a gif /image inside the shortcuts area?


texts: Why do I get an indent between two objects after adding a Subsurf modifier?

texts:
This is my first post. I hope you can help.

I have an object with an extruded face, that is slightly smaller than the width/height of the main object. When adding the subsurface modifier, at the join I am getting a indent between the two objects.

I have tried extra loop cuts, cut it either distorts the extruded parts shape, or creates a strange hard line.


texts: Is there a way to Inset in the opposite direction (not Outset)?

texts:
Is there an operation similar to inset that creates faces in the opposite direction? That is, instead of creating faces inwards, they create faces outwards?
A normal inset operation:

What I would like:


texts:
How to add an other camera and make it active
How can toggle between the two cameras?


texts:
When I open Blender through terminal it has no error messages, however when I open settings I am greeted by this message.

I am using an AMD Radeon R9 390X graphics card with the amdgpu driver. I know that my GPU is supported.

Is there anything that I can do?


texts: Is there a way I can apply to a plane the pattern of a corrugated sheet?

texts:
In this case, I'm doing a corrugated sheet, but it could be anything else.
I found this add-on called Jarch vis, which works the way I wish I could do this. For example, you can use it to make a terracotta roof out of planes and config other parameters.
What it's good about this is that makes the workflow really faster, because every terracotta tile will always be equal and this add-on will cut out what doesn't fit on the plane. And the same I want to happen with a corrugated sheet, the curvature will be the same, adaptable, besides being in whatever plane, position, rotation, or form (if it's a triangle, it´ll be adapted to this).


texts: How to have Denoiser ignore certain objects?

texts:
I have a scene with some objects that have image textures. Denoising the entire scene makes the image textures on certain objects to look less sharp.

How do I get Blender to denoise an entire scene excluding certain objects?

I know there's probably a way with Render Layers and the Compositor but I don't know for sure.


texts: I don't get why this really basic unwrap doesnt work. Can anyone help?


texts: How to set up custom bone objects like in the Blender free rigs "Rain" and "Vincent" or Rigify, but from scratch? (How the bones are grouped)

texts:
So I'm trying to learn how to rig characters and I know how to set up custom bones. But rigs I have downloaded and tried to understand always have circles around the hips, back, arms, legs etc, but there's always less circles than there are bones. So is each circle a group of bones? Also when I create a custom bone myself, the rotation is off. Anyway to fix that? I'm just trying to understand how professional rigs like that are constructed and what bones are grouped under each circle controller. Thank you everyone in advance for the help! And sorry if this is a dumb question!
Edit:

For example, this guy has 3 rings around his torso, but I know there are more bones than that. What are they controlling, and how to I see what bones they are controlling?
Thanks again


texts: Strength of bump depends of object scale?

texts:
Look at the Blend file:

On frame 2 we have an cube with bump texture:

On Frame 1 we have same object, same material and same lightning (one sun). The only difference that this cube scaled 500 times:

As you noted the bump map on scaled object affects so small, that faсes looks flat.

Same result on different bump methods. First, Using displacement (not real geometry, experimental features turned off):

Second, with bump node:

Is it possible to get rid of this problem?


texts:
When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.

1.) All my layers are turned On
2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).

And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol.
Thanks so much!


texts: Get syncronised skeleton and RGB-frame via API

texts:
Let me describe the problem I encountered. For my task, we need to get a skeleton for each frame against the background of the RGB video.

However, synchronizing the 3D skeleton and the background image, for this skeleton for each frame, is a rather difficult task. I mean - using the results of the program (sceleton like FBX and RGB video from the camera)
Namely, to issue for each frame of the RGB an image and an animation frame of the skeleton(3D), sync with each other. Attached picture for example.

Perhaps there is a suitable plugin or technique for my task. For now, I position these two data sources manually. When transferred to Blender, I get a 3D shape. Then I adjust the image in the background so that the projection of the 3D figure and the figure on the RGB image of the background coincide.
Perhaps I am explaining a little confusedly, sorry. Thank for any advance!


texts: How to isolate or separate mesh from duplicate?

texts: I duplicated a mesh and I want to make it a different object than the original, how do you do that?


texts:
I made myself a procedural brushed metal texture. I use it to render CAD designed parts in blender. On most of the parts the texture looks great. But sometimes there are strange artefacts in the lightnig, as if the faces are not planar.
I've tried to retopoligize the mesh a bit, but somewhere, there are always this artefacts. The strange thing is, I symmetrized the mesh, and the mirrored faces look just fine.
Has someone a clue, what this could be?


texts: Area light rectangle can be seen in window reflection - cycles

texts:
I have little problem. My light source (area light) can be seen in window reflection
Is there any fix for it. I want to keep light, reflections and everything but without that ugly thing in window


texts:
I'm trying to make flexible straps that can be woven around objects and (if possible) also freely dangle in the air slightly when being animated.

I was thinking of using Cloth Simulator but I'm not sure it also allows you to wrap them around things?


texts: how important is it to keep faces to 4 vertices for rendering?

texts: i was watching a video by blender guru and i saw that he was trying fairly hard on keeping all the faces on the mesh he was working on to 4 vertices. think he mentioned that its so that each edge will have a direction or something similar. other than that will it really affect the image quality or show any artefacts in the final render?


texts:
Blender has recently started crashing if I open any other software (I like to have the Blender online manual open and a text file to refer to preferred workflows) and try to return to Blender. Or it just crashes. I have plenty of RAM and try not to do stupid re keeping too many programs open. Other resource-intensive software, such as Marvelous Designer and PhotoShop are working fine.

Things I've tried:
Win10 updates
Re-downloading and re-installing Blender
Re-downloading and re-installing my NVidia graphics card driver
Disabling (or trying to disable) Win10 updates to the NVidia graphics card driver
Uninstalling the Intel HD Graphics card driver - I'm only plugged into the NVidia card

Suggestions? This is making me nuts and costing me work.


texts: Mirroring to start Symmetry - object doesnt flip

texts:
I'll keep it simple, unlike Max or other programs, Blender isn't flipping the object mirrored. Say for instance I have a 3d shape like this symbol "<" and I mirror it in Max over the center X axis, the result would be this pair of shapes " <    > "

So far in Blender all I can get is this " <    < " which is the same shape, just on the opposite coords of the axis. This is useless for setting up symmetry. How can I properly mirror an object without having to flip it manually?


texts: "Circular reference in texture stack" when baking texture, except target texture not in tree

texts:
I am trying to modify a model's UV map in order to fit it whole inside a single texture, but I keep getting the "Circular reference in texture stack" error. After trying every single thing I found on the Internet (including this StackExchange answer), I can't seem to get rid of the error, even though I had been able to do it before after fooling around with the model for a bit.

The steps I follow are:

Import the model
Scale it down
Delete the new file cube
OPTIONAL: the model I am importing has 4 materials, without any associated textures. I can add new textures to each material and open the appropriate Image files, but whether I do or not, it does not change the result.
Open a panel with UV edition view
Select the model
Press Tab to open Edit mode. All UV vertices are selected.
Using the UV view panel, I create a new Image, titled "bake"
I go to the Render tab of my model, then select "Texture" in the Bake section, then press Bake.
A few vertices manage to render inside the Image named "bake", but then the "Circular reference in texture stack" error pops up.

Things I have tried:

Unchecking every Texture inside every material.
Placing the target Image inside a Texture inside a Material inside the model, alongside the other four. Then, tried unchecking all non-target Textures, then unchecking the Target texture, then unchecking all Textures.
Deleting some Materials, and leaving only one.
Deleting ALL Materials. This is the only option that does not trigger the error, but it's obviously not what I want.

It's my first time attempting to use Blender for something serious, so I am probably doing something wrong, but I am overwhelmed and can't really understand what's going on despite the docs.

Does anybody know what might be preventing the baking process on something that doesn't even have any Textures associated?


texts:
I have to make very large number of cylinder. So I need some fast way to make the object. I found one solution to sphere and modify for cylinder but unable to set the depth of the cylinder.

import bpy
import numpy as np
import math
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
bpy.ops.object.select_all(action='DESELECT')

bpy.ops.mesh.primitive_cylinder_add(radius = 0.02)
cylinder =bpy.context.object

def cylinder_user(x1, y1, z1, x2, y2, z2):
    dx = x2 - x1
    dy = y2 - y1
    dz = z2 - z1
    dist = math.sqrt(dx**2 + dy**2 + dz**2)
    phi = math.atan2(dy, dx)
    theta = math.acos(dz/dist)
    return [dx,dy,dz,dist,phi,theta]

f=open('input.data')
xyz=np.zeros((11,3),dtype=np.float)
for line in f:
    l=line.split()
    xyz[int(l[0]),:]=[float(l[3]),float(l[4]),float(l[5])]

a=[10]
size=a+a
csize=np.cumsum(size)

start=0
for i in range(1):
   for j in range(start+1,csize[i]+1):
       if j>(start+1):
          ob1=cylinder.copy()
          value=cylinder_user(xyz[j-1][0], xyz[j-1][1], xyz[j-1][2], xyz[j][0], xyz[j][1], xyz[j][2])  # [dx,dy,dz,depth,phi,theta]
          ob1.location=(value[0]/2 + xyz[j-1][0], value[1]/2 + xyz[j-1][1], value[2]/2 + xyz[j-1][2])
          #ob1.depth=value[3]
          ob1.rotation_euler[1] = value[5]
          ob1.rotation_euler[2] = value[4]
          bpy.context.scene.objects.link(ob1)

       bpy.context.scene.update()
   start=csize[i]

I am unable to set the depth. The error is saying AttributeError: 'Object' object has no attribute 'depth'. my input.data look like this.

 1 1 1 0.272431 0.881136 1.12464
 2 1 1 -0.12394 -0.000412278 1.20626
 3 1 1 0.0688532 -0.508813 0.402982
 4 1 1 0.137647 -0.977714 -0.443362
 5 1 1 0.594422 -0.229495 -0.858603
 6 1 1 1.40139 0.285219 -1.016
 7 1 1 1.65654 0.778843 -0.220937
 8 1 1 0.906638 1.29492 -0.555914
 9 1 1 0.613766 0.376717 -0.665624
 10 1 1 -0.212395 0.861266 -0.512098


texts: Fluid Simulation, Render view does not look right

texts:
I am working on the Fluid Simulation. I followed an tutorial and created a water simulation.
When I switched to a render view, the colors do not change. According to online tutorials, the view should be change to b/w or mono clome. Would someone can help me how to solve this issue?


texts: how to make the background distorted behind an object

texts:
so I'm creating a black hole in Blender 2.8 and am trying to distort the stars (around the blue circle in the screenshot) in the background behind the black hole. Unfortunately, I am having trouble applying this effect in the node editor. Does anyone know how to make this distortion effect like the one on this picture (blackhole pic)???

I have attached a link to the file here along with a couple of screenshots of my project down below.


texts:
The smoke emits for one frame and then all the smoke freezes. My scene consists of just a domain, a gun barrel which also has smoke collision and smoke flow inside the barrel.

Here's the .blend:

Any ideas to why this is happening? Is it a bug?

Thanks


texts:
When i import a BVH file classicaly (through import on blender) it works fine, i get that:

But when i use MakeWalk "Load and Retarget" with the same BVH file, this is what i get:

I've tried with different rigs (from MH imports, or Rigify) and with different files... Always get the same weird stuff...  But i get no error message on the console, all the bones fit fine... It must be something about settings that i've missed, since no one on the net seems to have the same problem.


texts:
Is there a way to make blender only use lowercase letters when saving a file?
And if not, is there a way around it? For instance executing a script to change the file name to lowercase before actually saving the file in a directory?

For some context, I work with multiple blender artist, and even tho we have a naming convention it does happen that some of us slip back in their old habits of capitalizing names, which creates some problems with GIT that I would like to prevent.

PS. this is specifically about the name that's used to save the .blend file

Update: I believe I found a way to change the file name but only after it's saved, so now I'm looking for a way to pause blender to change the name.

    def execute(self, context):

        bpy.ops.wm.save_as_mainfile('INVOKE_DEFAULT')

        outname = bpy.path.basename(bpy.data.filepath)
        outpath = os.path.dirname(bpy.path.abspath(bpy.data.filepath))
        filename = bpy.path.basename(bpy.context.blend_data.filepath)

        filename = filename.lower()
        print(filename)
        if not bpy.app.handlers.save_post:
            print("not finished")
            return {'PASS_THROUGH'}
            if bpy.ops.file.execute():
                print("yes")

        else:
            print("finished")
        print('done')

#       wait = bpy.app.handlers.save_post
        print(filename)
        print("test111")
        bpy.ops.wm.save_mainfile(filepath=os.path.join(outpath, outname),
        check_existing=True)

        print(filename)
        self.SaveAsRotationFix()

        return {'FINISHED'}

This is what I'm currently working with, (probably not a very efficient way of doing this.)
My thought process is to be able to save the file with capitalization and after the file is created, run another save action to change the name to a lower case version.
This fixes the issue I have when saving without a pre-existing file.

Edit:
TLDR: if I save a file as Cube.blend I want it to change it to cube.blend


texts:
I'm working on texturing a model and noticed the textures looked off. I applied the UV checker as a texture and noticed that there was definitely something wrong with some triangles (but not whole quads).

In this screenshot I've selected an offending area. As you can see, half the quad is "smeared."

What could be causing this? The uv map was generated using UV unwrap after marking the seams.


texts:
I'm having a problem with the relative offset the array modifier creates for the added objects.

When I add the modifier, the relative offset is set to 1.0 in one direction and 0.0 in the other two. To me, this means that the object is being duplicated in only one direction. However, the new object appears to the upper right of the original, as if it had been moved by equal amounts in x- and y-direction. There is no displacement in z-direction.

When I enter a value into the upper box of the relative offset (x I assume?) and enter the same but negative value in the second box (y?), the object appears moved in x-direction only.

In another blender file I received from a friend the Array modifier on a very similar object behaves normally, moving the copies in only one direction.
Does anybody have an idea how to fix this problem?


texts: Animation Curves not responding to Easing Type

texts:
I am trying to tweak camera movement, and while I could drag the handles, is there a way to automate this process? Anything similar to other programs, e.g. After Effects (fn+F9)?
For me, when I click any of the Easing Types, nothing happens, so I'm guessing I'm doing something wrong.


texts: Blender 2.8 My soil shader looks too glossy

texts:
I'm trying to do a soil material using the following textures:

https://texturehaven.com/tex/?t=coral_ground_02

I applied a 'displaced' modifier and built the shader nodes but my surface looks too bright and glossy

The material in the site looks more rough and appears to have the rocks on the model, but in mine looks like mud. I watched several tutorials and tried to change several values on my node set and I can't get it right.

Here is my node set. Could anyone help me to take off this glossy aspect?


texts: Control mesh with curve modifier using vertices instead of curve knots?

texts:
I have a manually created rope mesh that has a Bezier curve modifier. Currently, I can control it by selecting the Bezier knots in Edit mode and dragging them.

However, I want to be able to manipulate the rope from an arbitrary starting configuration to a goal configuration, by reassigning the rope mesh vertex coordinates in the starting configuration to their coordinates in the goal configuration. This entails moving the mesh vertices of the rope rather than the Bezier knot coordinates, and having the Bezier curve reinterpolate to fit the new rope. How can I accomplish this?

I can access the vertices of the rope like so:
verts = list(bpy.data.objects['Rope'].data.vertices)

but changing any vertex coordinate like verts[i].co.z += k in the Blender Scripting shell does not visually change the rope.

Or, is there another modifier that would allow me to deform the rope (without warping it) by using the mesh vertices directly, instead of the curve modifier?

Thanks!


texts:
So, I have been looking through a lot of videos about Texture Painting. But mostly, they are in Cycles Render, I use Blender Render. However i did find tutorials about Texture Painting in Blender Render. But whenever they use it they say "Blender automatically adds a texture itself" and goes into Texture Paint mode with being able to draw. But when I literally do everything they said. Unwrap it, Add a new texture and go into Texture Paint mode. I did it all. But when i do go into Texture Paint, it says "Missing Data" and "Missing Texture Slot". And the cube i was supposed to Paint is also white.
I might be missing something really obvious. But i cant seem to understand what it is.
Some help would be appreciated.
Like really, I feel desperate once again.

(If you need more info I can spend hours typing it to you in the chat. I have no life, so i'm almost always online.)
(I use Blender v2.79)


texts: How to add the same animation node tree to multiple meshes (meshes need to have different image textures)

texts:
In short, I have a plane, with an image texture on it, which will act as a flower.

My question is, since I need 21 different flowers, can I duplicate that first plane (flower), on which I already have set up a node tree, so that the duplicated one shares the same node tree but has different image (texture)? That would mean also for the next 20 planes (textures)?

Or do I need to keep adding plane by plane, applying textures on each one of them, and for each have 21 node trees (that are basically the same).

Just for the records, if it means anything for this process, I intend to group those flowers in one group, which would act as particle emitter, so that I end up with an animation of falling flowers (i would set one big plane as emmiter of particles, which i would ofcourse link them to the group, which would made the particles to be the actual flowers, that would fall randomly...)

Please, anyone knows if I can duplicate that way, and how? It would simply save me a lot of time.

Thanks a lot!


texts: Is it possible to produce a model for this shadow-play character?

texts:
From all the tutorial videos I have seen so far, we will need at least a front view and a side view to properly model a character. For example, like shown in this tutorial (please fast forward to 12:43ish):

https://www.youtube.com/watch?v=0QT1GNMevfc

What I want to achieve is:

Model a character that is from a traditional Chinese shadow-play. A character like this one shown below:

Technically, those models are almost two-dimensional. If I model those shadow-play characters in 2D, it will not be possible to have this kind of turning effect (please refer to the following video, please freeze it at exactly 0:33).

https://www.youtube.com/watch?v=GcYdgudn83M

I am thinking:

is it possible to model those shadow-play characters as if they are made of thick papers, e.g. almost 2D but there is a bit thickness in them. Then this turning effect can be achieved.

Please feel free to suggest otherwise.


texts:
As a new entrant to this group and Blender, I am facing many problems. The interface is very well understandable and seems easy, but while actually working on it some error occur:

When I add Door in any of the layouts it comes in three asymmetrical parts, which is very difficult to add/boolean in the layout.
When I want to move or resize the object only the outer layer/boundaries of the selected object is moved until I click right and select shade flat.


texts: Black artifacts in some rendered images of a text

texts:
I'm a complete newbie and was wondering if I had set up something wrong.

I used the 20th Century fox blend and successfully rendered 600 jpg images. Looking good, except that about 30% images have a corrupt T in "Century".

I've spent several hours going through about 200 frames trying to smooth the error out with Gimp. Just wondering what cause the fault and if there is any way to correct it a bit quicker..


texts:
No matter how much light is pointed at the projector screen behind the chair, the object comes out black in the render. It has the same material as everything else. Also why does the door look the way it does with those dark shadows?
Blender File

FYI to the moderators, I tried using blend exchange and it wouldn't work.


texts: Imported model have Bones that are straight lines

texts: I imported a Collada file of an Eevee but it's has all of the armature but the bones are just dotted lines unlike the bones that i created can you help me. It's making it hard to animate. i tried changing the preference to sticks and others in the armature setting but it does not do anything.


texts: illustrating transparent tunnel while embodying solid front

texts:
I'm trying to create a scene which consists of one huge block which is seen from really close such that no edges are visible. The inner life of the block should consist of various tunnels carved into the block whith connections to the outside (like a futuristic town). The block should be transparent to some point such that its inner life is visible, however it should be still obvious that there is a wall.

For the block I used a glossy shader mixed with a diffuse one, then again mixed with a transparent shader. I added a plane as illumination from the side to get a reflection and an illumination gradient to highlight the wall but I'm not really happy with the result so far.

How do I make it clear that everything rests in a box with an obvious wall while still being able to show channels inside the material?


texts: Why does a bump/normal map change the look of a plane to which they're applied to, even if the plane only has 1 normal?

texts:
From my understanding, a normal map makes the existing normals on a mesh to change the direction they point in, to fake the illusion of grooves/depth/scratches,etc. So the more polygons you have = more normals = the better the effect from the normal map
A bump map from my understanding takes the normals on a mesh and scale them, unlike normal maps which can only change the direction the normals point in
Yet I noted that when I did the below to create a procedural bump map,

A bumpy effect is created. How is this possible? There is only one normal on this plane so how do I get a bumpy effect all throughout the plane? (I also noted that after removing the bump map node from Principled BSDF, the normal of the plane flipped directions
And when I tried the below to create a procedural normal map,

Sure, no longer is there a bump effect, but a pattern-like color effect is present somehow
My question is, how is that in both these cases, bump and normal maps, maps that only affect the scale/direction of your normal, create a drastic bumpy effect/pattern-color effect on a mesh with only one single normal?


texts:
Here's the problem: Whenever I try to import or export anything(.stl and .obj), I get the following error:

  Traceback (most recent call last):
  File
  "C:\Users\owlteagames\Downloads\blender-2.78-windows64\2.78\scripts\addons\io_mesh_stl__init__.py",
  line 203, in execute
      from . import stl_utils
  File "C:\Users\owlteagames\Downloads\blender-2.78-windows64\2.78\scripts\addons\io_mesh_stl\stl_utils.py",
  line 31, in
      import contextlib
  File "C:\Users\owlteagames\Downloads\blender-2.78-windows64\2.78\python\lib\contextlib.py",
  line 4, in
      from collections import deque
  File "C:\Users\owlteagames\Downloads\blender-2.78-windows64\2.78\python\lib\collections__init__.py",
  line 10, in
      from operator import itemgetter as _itemgetter, eq as _eq
  File "C:\Users\owlteagames\AppData\Roaming\Blender
  Foundation\Blender\2.78\scripts\addons\operator.py", line 5, in

      from .hmd import HMD
  SystemError: Parent module '' not loaded, cannot perform relative import

I don't really know what any of this means, but I've noticed...that the problem seems to be centered around a bunch of different Python scripts.

I have been researching this for three days without any luck. My boss is about to fire me for "Claiming I Know How To Use Blender When I Obviously Don't." I've uninstalled and reinstalled Blender, and no help. I'm afraid that if I roll back to an earlier Blender version, that all my files opened in the new Blender will be incompatible!

I even tried going into the preferences under files paths, to see if the lack of connections to everything was the culprit- the boxes next to FONT, TEXTURES, RENDER OUTPUTS, etc were all empty except for the TEMP path. I hooked up what I could- fonts, scripts, but the same error appears- completely unaffected by my path connections effort.

Many Thanks to the person able to help, and thank you for reading this even if you can't help! Let's save my job! Haaa...


texts: Why are the deformation bones offsets from the Meta-rig after generating?

texts: Why are the deformation bones offsets from the Meta-rig after generating ?After I generated the rigify I found thet the deformation bones and controls are not in the same place where i placed the Mete-rig bones, for example; the arm bone chain is lower in level from the original arm.


texts: How to animate folding a paper plane in blender 2.8

texts:
I have made a paper plane by folding a flat mesh plain with a mirror modifier.
I would like to animate the folding from start to finish.
Is there a quick simple way to do this?


texts: Camera tracking reference scene to match different shots in a common space

texts:
Is there a way to create a 'reference' scene for use in solving other shots?

So method would be:

Set scene with 8 markers (e.g. orange table tennis balls)
Take master wide shot with slow track (then solve in Blender to create a master/reference project)
Without moving any of the markers, shoot each shot for scene (different angles, different crops possibly not including all markers)
Within Blender relate markers in each shot to markers in master project

My camera records focal length in meta data so I can use this in the solve.

I've done this before 'by eye' on locked off shots, but it's time consuming. I want to do a new project with moving camera and can't help thinking this would be a really simple process for a computer :-)


texts: Viewport, Render Image and Render Animation all give different results

texts:
New to blender here. I was working on a simple fire simulation with cycles and I got what I needed in the viewport, but anytime I click render image or animation I get different results for some reason.\
Here is the viewport display of the first frame (this is what I want):

Here is what I get when I hit render image of this frame:

And here is the first image produced when I hit render animation:

I'm not sure why I get different results for each outcome but I would be happy to share the file if anybody would be able to help.


texts: How to select loops with 'emulate 3 button mouse' and 'LMB select' enabled?

texts: Is there a way to select loops with Emulate 3 Button Mouse and Left click select enabled?


texts: Node editor is very slow when editing video

texts: I am using Blender to produce a 30 min. web cast weekly. Each episode includes multiple videos and still images that I composite primarily with the alpha-over node. I also use green screen, so there are a couple of keying nodes at play. This thirty min. web casts takes two full days to render. I have a top of the line AMD 8 core processor running with 8GB of ram and an 8gb video card. Can anyone suggest hardware upgrades or setting tweaks that may speed things up a bit?


texts: Cloth simulation dosn't work (problem with properties)

texts:
A newbie.
I applied "All transforms" for a shirt, coat, body (neck), choose them as collision objects, but a scarf around (with also "all transforms") a neck doesn't simulate right.
I need any ideas for what cause that mistake in the simulation.
Thanks in advance
problem:


texts:
Well, I have to do a mesh in millimeters, and amplify the view to begin, and set a vertex in the center (Y=0 X=0), and as you can see, set the top view, and create a square of 10cm but the mesh does not fit the grid. See the first image please.

But when I fit the selected vertex to the grid, result in this:

On the job will be a mess if I leave that 10.1367cm, because y need exact precision, and I set Scene >>> Units >>> Meters and Unit Scale to 0.1 and 0.01 and 1... nothing!

The scale to 1, 0.1, 0.01... nothing!!!
And what I need is a grid with exact measurement in millimeters.


texts: Cannot Save Blend File Says, "Cannot open file filename.blend@ for writing: Too many open files"

texts:
Today I saw something in Blender I've never seen before. It says, "Cannot open file filename.blend@ for writing: Too many open files".

Which I'm confused on. It's the only Blender project open. I pressed the close button on the window and it didn't close. I spent 2 hours trying to find a solution online and couldn't find anything.

Does anyone know why this is and how to resolve it?

If anyone can help it'll be greatly appreciated.


texts: Video with unusual frame rate will skip or repeat a frame

texts: In Blender, I overlaid a video onto the camera using background image to help make an animation (my objective is to copy the video). Unfortunately it has a very unusual frame rate. I have matched the animation's frame rate with the video's but sometimes the video would skip a frame and repeat a frame. Does anyone know how to fix this?


texts: What method is the best to make stitches like the leather foot stool example? I am using UV texture for my chair.  Thank you for your reply.


texts:
I was working a little bit with fire simulation today.

I used a particle system on some text that I converted into a mesh. I'm very satisfied with the smoke, but the fire looks kind of "chunky" with a chunk of fire for each particle.  I'm using a particle system with 200,000 particles over 85 frames.

I hate to infringe on anybody else's copyright (this picture is from this link) but this guy got a very nice "non chunky" fire effect.

What parameters can I change so that I can achieve this effect?  (I'm using Cycles.)


texts: Get raw sound data in Blender using python

texts:
I would like to use Blender to construct a mesh based on a sound file. I've seen the bake sound to graph function, and I tried to look in the source code how it works internally. This function is great, if we want to change some parameters based on the sound data, but it was not meant to be used for mesh creation. I thought, I must somehow get the raw data (integer value from the sample), then use python to create the mesh (I've already created meshes based on frequency and dampening factors).

I couldn't find the implementation of the bake sound function, only an user interface reference to this function. I think it calls some kind of C++ code (and I really don't want to mix my script with low level code).

I saw a post with blender game engine, which presented the usage of the aud API. This API can load any kind of format (even the sound channel from videos), but I couldn't figure it out how to get the sound data between some given frequencies, like in the bake sound function.

Can someone suggest an easy way to load the raw sound data between a given frequency range.


texts: Questions about driver scripted expression

texts:
At the moment driver scripted expression is giving me a hard time and hopefully someone can help to figure out how does it work.

Here are the questions.

How can this expression be written in the text editor (python) instead of the small textarea?
How can another if-else statement (var if (var<4.461+var_neg) else (4.461+var_neg)) be added to the first one?

Thanks in advance


texts: How to refer to an image by it's label name (Python)

texts:
I want to create a function that will link from a node that has already been created and connect it to one I have just made. In my case, I want to have a Texture Coordinate and whenever I run this function, it will connect the TexCoord's UV output to a new image texture's Vector input.

I can label the node using

<!-- language: lang-py -->
#Convenience variables
nt = mat.node_tree
nodes = nt.nodes

texCoord = nodes.new("ShaderNodeTexCoord").label = "Master Vector"

It successfully labels the node, but I'm not sure how to use that information in order to call it later on.

Also at this point, when I label it this way it stops playing nice with the rest of my code.

Full code:

import bpy
mat_name = bpy.context.active_object.active_material.name
image_path = "E:\\PBRTest Folder\\example_AO.png"

mat = (bpy.data.materials.get(mat_name) or
       bpy.data.materials.new(mat_name))

mat.use_nodes = True
nt = mat.node_tree
nodes = nt.nodes
links = nt.links

# clear all other nodes
while(nodes): nodes.remove(nodes[0])

output  = nodes.new("ShaderNodeOutputMaterial")
diffuse = nodes.new("ShaderNodeBsdfDiffuse")
texture = nodes.new("ShaderNodeTexImage")
texCoord = nodes.new("ShaderNodeTexCoord").label = "Master Vector"
mapping = nodes.new("ShaderNodeMapping")

texture.image = bpy.data.images.load(image_path)

links.new( output.inputs['Surface'], diffuse.outputs['BSDF'])
links.new(diffuse.inputs['Color'],   texture.outputs['Color'])
links.new(texture.inputs['Vector'], mapping.outputs['Vector'])
links.new(mapping.inputs['Vector'], texCoord.outputs['UV'])
#links.new(texture.inputs['Vector'],    uvmap.outputs['UV'])
# distribute nodes along the x axis
for index, node in enumerate((texCoord, mapping, texture, diffuse, output)):
    if node == mapping:
        node.location.x = 200.0 * index
    else:
        node.location.x = 300.0 * index


texts:
I've been trying forever to find solutions to this problem.
When I render, my scene gets grainy under the influence of light and after searching the internet I can't find a proper solution:

I want to know how to get rid of the grainy-ness on the diffuse object under the light, and also the two random white pixels. I'm using Cycles, my sampling is at 4000 and my light bounces are set the limited global illumination.

P.S. Can anyone tell me how my GTX 1070 took 5 minutes to render this (and/or how I can render more efficiently)?


texts: Blender 2.79b (and RC 2.80) require opengl32.dll be present before Blender will open (Windows 10)

texts:
Blender 2.79b and 2.80 does not load unless I place the opengl32.dll file in the Blender directory. I've gone through all of the drivers I know to update but still no luck. Even placing the opengl32.dll file in the directory does not allow me to load previous .blend files.

Windows 10 Home
V 10.0.18362
i7-8750H CPU @ 2.20GHz, 2208 Mhz, 6 Core(s), 12 Logical Processor(s)
NVIDIA GeForce GTX 1050 Ti

Update on 7/19.
Went to Nvidia website (thank you) and downloaded the latest driver. Ran the blender_debug_gpu cmd from 2.80 with exactly the same result. The results:

Switching to fully guarded memory allocator.
Blender 2.80 (sub 74)
Build: Thu 07/11/2019 09:59 AM Windows
argv[0] = blender
argv[1] = --debug
argv[2] = --python-expr
argv[3] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\xxxxx\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
read file
  Version 280 sub 39 date unknown hash unknown
Error   : Unrecognized Exception
Address : 0x00007FFC3FC7A839
Module  : C:\WINDOWS\System32\KERNELBASE.dll

This is a new computer so I'm almost to the point of returning it if I can get this figured out. Thanks for everyone's help.


texts:
Whenever I apply the follow path constraint to an object and a path, the object totally changes location to a way far away location.

How can I make it so the object doesn’t move it’s location at all when I apply the constraint.

I tried making the path origin in the same spot is the object origin but that still doesn’t work.

Any suggestions?


texts: Has anyone tried installing blender on a Raspberry Pi 3 or do you know which version of blender will be supported on Pi3? If I get just the 3d view running for modeling, that'll be great.


texts:
I'm a beginner 3d modeler and animator that wish to take my animations more seriously this year. I wish to attempt at making a simple walk cycle that's following a path. But when I do path constraints my model is somewhere that I can't even find. I tried shift s on one of the vertices on the path and my armature model, didn't work. I used the follow path option, also didn't work. I'm not sure if it's the location that's the problem or I mess up on something, but anyone have any ideas what it is?
I looked up this issue, but they didn't help much either and that most of the solutions are mostly old.
Sorry, if I'm asking too much, I'm just really confused.
I'm not sure how to add a second image, but here what it looks like when I do path constraints.


texts: How to deform object with different angles in each axis?

texts: I use the simple deform on modifier and wanted to deform each axis with a different angle, but when I changed the angle, it's applied to each axis with the same value. How do I apply different angles in the simple deform to each axis and get the form that I wanted to?


texts: How do i get rid of the white border around my lines?

texts:
I am making a 2d animation and these white borders appear around my lineart. (I'm using the 2d version of blender) does it have something to do with my brush?(I used the ink pen brush for this)
(also, this doesn't just appear in the program, if I render the animation the white border is still visible)
EDIT: I made a new project to see if it still occurred there. I used different brushes and such, but the white borders were still around it. I did find out something new, though.  The borders don't appear between different channels. If have one object and make a new one, then when i draw something on the new object the borders become visible.


texts: How to create amazing looking low poly stone wall?

texts:
I am trying to create a dungeon in Blender and I want to add some low poly stone walls to it.

Something like this:


texts: random holes and islands of UV unwrap with seams. how to fix?

texts:
I have a model that was made using photogrammetry software. So an algorithm created the mesh. The model is like a cube in that it has a top, bottom, and four sides.

I import  the .obj into Blender and want to unwrap the mesh for a texture.

I have marked seams. everything is ok....except:

When I unwrap the mesh the subsequent uv map has random holes in the middle of mesh on various sides. The faces in the holes are still in the uv map, but are grouped into several islands of their own off to the side.

The following image shows the mesh close up( left ) and the uv map ( right ). the orange selected faces demonstrate how they are being placed into random islands off to the side of where they should be.

Followed by a close up of the uv map and the hole where the selected faces should be.

How do i get these faces to connect where they should in the uv map? thus filling the holes.

and any idea what causes this?

Thank you.

** overall view of the front and back of the model:


texts: Problem painting through model in overlapping uv area

texts:
I'm trying to texture paint this model but there is a problem at the hand guard area at the front of the gun. I want to paint through the model to get both sides while in right view. I turned off occlude in the options to do this but then I get the problem. There are overlapping uv's in this area from the barrel inside the hand guard. I hid the inside barrel's uv's/mesh in edit mode to paint but when I go into texture paint they are visible again.

Blend file


texts: I can't create a soft move of mesh with armatures because when i paint with low strength (0.001) it's like it's (1,000). Can you tell me what I'm doing wrong. (sorry but english is no my native language and I can't explain better)


texts: Texture showing up white even though I have a texture in the UV Image editor

texts:
So the texture was showing up normally until I selected all of the faces that I texture painted on and then went into Texture Paint mode.

https://gyazo.com/86cc203ccd86363c52c6552e30369f24

Now It's showing up white even though I had textured it.

Also, please specify where any tabs and crap are located, cause I don't know that stuff quite yet.
I did not render anything. It doesn't show up in the views and probably not in the render either. This isn't a duplicate.


texts: NLA action modifiers, character walking on curve

texts:
In the old MancandyFAQ, Bassam shows an action curve modifier for making MC walk on a curve up hill and all. I'm trying to achieve a similar thing in 2.71 but not sure how to go about it. Walk cycle and stepped root bone NLA strips are fine, just wanting to fit vertical movement to terrain in a controlled way.

Anyone know how best to do this in the NLA/action editor in 2.71?


texts: Why is the camera going inside my mesh, when the camera is not inside?

texts: I found an answer to a problem, and I thought it would be good to post.  I was having a problem where when I hit ctrl-alt-0, Instead of going to the view of the camera, it would go inside a mesh itself.  I did not have any hidden cameras either.


texts: How do I get anisotropy to work in 2.72?

texts:
I must be doing something wrong here, but for some reason in blender 2.72/2.72b the anisotropy shader is acting no different from a glossy shader.

Here is a comparison:

As you can see, there is no difference.  I have tried all distributions and tangents and adjusting the rotation to no avail.

Here are my nodes:

I have not used any anisotropy since 2.72 came out and just opened up a simple scene I have not worked on for a while and noticed that none of the anisotropy is working as before.
Here is the scene I noticed it on:

The second render is the one I want.

Is anisotropy done differently in 2.72, or is this a bug?  I am inclined to think this is not a bug since somebody should have reported it by now, and one of the new things in 2.72 is the new Ashikhmin-Shirley distribution.


texts: How do i duplicate previous key frame to another frame using python

texts:
so far i have done this

import bpy
scn = bpy.context.scene
obj = bpy.context.active_object

animData = obj.animation_data
action = animData.action
fcurves = action.fcurves
current_frame = scn.frame_current

#bpy.ops.action.copy()
k1 = bpy.context.scene.frame_current
bpy.ops.screen.keyframe_jump()
k2 = bpy.context.scene.frame_current
bpy.ops.screen.keyframe_jump(next = False)

k3 = bpy.context.scene.frame_current

k4 = bpy.context.scene.frame_set(k2-1)
k5 = bpy.context.scene.frame_current

for fcurve in action.fcurves :
    for p in fcurve.keyframe_points :

        if p.co.x == k3:
            p.co.x =k5

but this only move previous key frame to the k5 value .. i want to have duplicate of previous key frame


texts:
Have weird effect within the Fresnel material, actually want to produce acrylic. Please help!!

After increasing sample and denoising strength


texts: I am trying to use the Texture Paint feature in Blender, but for some reason, the Clouds texture has black too, I'm following blender guru's tutorial, but cant get only white clouds. How do I fix this?


texts: How to bend a specific part of an object or differently achieve a bend/round surface

texts:
this is actually my first post on the Blender StackExchange so I hope I ask my question properly^^.

I am rather new to Blender and currently trying to model a Desert Eagle. It's going good so far, just started it 2 hours ago but now I ran into a problem. I am trying to make the red marked piece of the gun but I have actually no Idea how to properly get this bend surface. I thought about using a Deform Modifier, but as the whole green marked part is one object it would bend the whole object, which I obviously don't want. Sculpting isnt really an option for me as I want to keep it as low poly as possible additionally I have no clue how sculpting works, actually never used it. Is there any option to get it close to the picture? I doesn't have to be perfectly round but I cannot manage to even get close to a rounded surface.

Thanks to all of you in advance :)


texts: Weight paint subtraction yields strange results

texts:
While weight painting armatures on the face of a character, I shift back and forth from bone to bone. I am having two strange problems with one more strange than the other.

The first problem is that if I had, for example, painted the entire head of the character for the head bone and then shifted to a lip bone and painted it then shifted back to the head bone, the part of the lip I painted would be unpainted.

The other problem I'm having is stranger. When I select face bones, random portions of the face have been painted by what I presume to be auto weighting. When I use subtraction to deselect those areas everything works, however, if I do more subtraction for other bones and then go back to a previous one, there is more random weight painting linked to it in a place I never painted before so I can never paint any bones without them being effected by this unintentional "ghost painting."


texts: Cycles Render bake over texture with transparency

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I'm somewhat new to Blender so please keep that in mind when providing any answers as I'll probably even need directions to where I could find various settings or menu items. I'm using Cycles Render and I have a really simple scene setup. I have a plane, a cube, a light and a camera. The plane is using a PNG texture that has some transparency to it on the sides. You can see a screenshot of everything bellow:

What I'm trying to achieve is to bake the shadow the cube is creating on my plane into the plane's texture. The way that I've tried it is the following: I first make sure I have my Image Texture selected inside the node editor and then I press the Bake button. The result can be seen bellow:

As you can see the shadow from the cube does appear properly however the transparency the texture used to have on the sides is replaced with a darker gray. How can I avoid this? I would like to keep the areas with the transparency my original texture had and simply just add the shadow on top of it WITHOUT loosing the transparency.

Thanks so much in advance!


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I'm working on a room with lots of stuff. This project worries me as I look at the outliner's growth. I know in term of management blender's outliner is already pretty amazing but can you suggest any better way to reduce confusion?

for example when I make an indoor plant with a lot of leaves I'm gonna have leaf1, leaf2, leaf3 ...etc How do I get all the leaf into 1 one folder?

thanks a lot


texts: What's the difference between Normals and Face orientation?

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I'm following this really good tutorial, about Texture Painting, from CG Boost (https://www.youtube.com/watch?v=lmbAs9jE1vI).
At some point the the paint doesn't work because of flipped faces I realised that the paint doesnt work on some faces.
On a comment of this video on youtube, someone stated that recalculate the normals. If you did so the paint actually worked. But it brought a question:

On this image

I see that the red faces shows that the mesh is turned inside out, but this blue line show that the normals are facing out.
Whats is the diference between face orientation an normals, and how can I make then to point to the same side ?


texts: What setting should I use to keep the same quality of video file?

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I've used Blender to edit video, but can't find necessary settings for audio/video: my file becomes much bigger or smaller than it should. All what I did is removed about 5 seconds of audio. After render I feel difference in sound, its tone becomes more deep, and probably less in quality.
Original was: 262.8 MB. After rendering it became: 285.5 MB.
I tried to use H.264 video format, lossless output, FLAC audio format, in that case I get file with size of 1.4 GB.
I wanna know how to keep the same quality or at least what settings would be maximally close to original quality.
Properties of the original file:

  Duration: 00:02:43.50, start: 0.000000, bitrate: 12859 kb/s
    Stream #0.0(eng): Video: mjpeg, yuvj420p, 848x480, 12794 kb/s, 30 fps, 30 tbr, 30 tbn
    Metadata:
      creation_time   : 2014-05-16 18:00:29
    Stream #0.1(eng): Audio: pcm_u8, 8000 Hz, 1 channels, u8, 64 kb/s

Here's my rendering settings:


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I am very new to learning Blender so please bare with me on this one! I've read similar questions and tried the suggestions without success!

I have two actions I want to merge together using the NLA editor. When the second action starts, it jumps locations. I did not make these actions, I am just trying to put them together.

.blend file on Google drive here: https://drive.google.com/open?id=1X-3MGEjLqLDbv0jgOK1G5n3nY1bRRED4

Thank you for any advice you can offer!!


texts: I have better than optimal hardware but Blender keeps crashing

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I am trying to get started using blender and follow a simple tutorial to get used to creating abstract renders for design work.

While running blender even performing the simplest of tasks my computer starts to chug and then eventually crash when trying to add modifications to an object.

Every other program I have run perfectly fine and from what I understand I have more than suitable hardware, so I'm just really confused at this point.

My Hardware

CPU: AMD Ryzen 5 3600 6-Core Processor
GPU: Nvidia Geforce RTX 2060 Super (8GB dedicated + 16GB Shared)
RAM: 32GB (28 available)


texts: What's the best way to create good typology like the above example has? Is it achieved through retopology or can you be accurate while modeling and sculpting?


texts: In layman's term, what exactly is the difference of vertex paint and UV mapping?

texts: I was watching tutorials on youtube on how to texture and I don't know which one to follow. At first, I thought vertex paint seems easier but the other looks like it's more flexible. I'm going to use the model in a game so I think I need to know the advantages and disadvantages the the two.


texts: How to implement a custom ray tracing algorithm in Blender?

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I want to implement a custom raytracing algorithm in Blender using nodes or preferably via python scripting.

Can someone please point me to the right direction? A tutorial will be nice.

Edit: Mainly, I want to have a rendering pipeline like BlenSor but through without relying on the native backend code. OSL does not seem to be the solution for me because I want to simulate the real optics behind it.