texts: Why do I get a "Permission Denied" error when importing an obj file?

texts:
I'm extremely new to Blender. I literally just downloaded it, I was trying to import a .obj file however when I try I get the error message you see in the title. Any way to get around this? please help. Thanks.
I have the steam version.


texts: Can't find menu to change to left click select

texts:
I really love new left click, but in new 2.8 beta I can't find a menu for changing it.

The only way I found is to load factory settings on each start of 2.8 beta.

Any idea how to fix it?


texts: Knife tool won't work with specific blend file, works with others

texts:
Running 2.83.0 on OSX.
I have a .blend file with a scene I'm working on. For some reason, I can't use the knife tool on any object in the file. In edit mode, when I hit "K" or select the knife tool from the tool bar, I get the knife cursor but it will not cut anything. If I add a new mesh, it will not work on that mesh either.
However, if I copy one of the objects, start a new .blend file, and past it, the knife tool works fine. It seems there's something about the one .blend file that just prevents the knife from working but I've no idea what it could be. Or, it's a bug?
Of note, the problem .blend file was started several versions back. I'm not sure which version, but it was definitely after 2.80.
Any ideas?


texts: when I press play the head moves, and some parts of the hair as well, but there is this part of hair that freezes, why could it be?


texts:
I have created a material with several math nodes, and I think it would be much easier if I could just write my own function in Python which would take some values and produce the output I want.

Is there a way to do that? I checked the script node, but it looks like it's more to define custom shaders only...


texts: every time I make a fluid simulation it works but when I need a break or I'm done for the day I close blender but when I reopen blender and press play it never works even though everything is the same


texts: Array + Subsurf causes undesired pattern

texts:
In order to model a part of a wire puzzle, I used a cylinder unit, added an array modifier to make it as long as I want, and finally added a curve modifier to give it its shape. To make it look nice, I wanted to add a subsurf modifier, but this resulted in a strange pattern that I do not understand - I expected just a smooth tubular shape as a result.

Can anyone explain where this is coming from, and how to avoid it? (I hope there is a solution that does not involve applying the modifiers.)


texts: Blender Render Smoke, vs viewport how to match?

texts:
Using the quick smoke option in blender I created blue smoke,

When its disturbed is gets these great hue of color green dark blue and purple mixed in. Yet when I render it loses those properties and resolution

http://prnt.sc/e6bhpe . the domain has 256 divisions border collision is open, and density is .001 in the behavior tab. How can I match the  blender render to the viewport?


texts: Using 3rd party modules and APIs in an add-on

texts: I want to use 3rd party addons and APIs such as the YouTube API in blender. Is there any way to install these dependencies with the addon?


texts:
Im very new to blender, so this is probably a very simple question, I guess thats why i haven't really found a solution online for it. Ive been working on other 3d softwares that just doesn't handle certain situations the same!

Basically my question is how to skip using triangles when working on a model. for example the screenshot ill be attaching, i have my base of the mesh finished, and then i wanna extrude a part of the mesh which will create triangles or actually in this case even worse, Ngons.

Basically i used the knife tool to cut out the part of the mesh i wanna extrude, i thought about using loopcuts But that would create just so many more faces, faces i don't really need.


texts: Joining 2 meshes without losing the shape keys in one of them

texts:
I'm trying to optimize a model and I found an issue when joining 2 meshes with shape keys, one of the two meshes loses all the shape keys, they don't get merged:

In this specific case, the model has its teeth separated in two meshes, one for the fangs and one for the rest of the teeth. They both have 30 shape keys for 30 different expressions and all of the shape keys in both of the meshes use the same name (happy, laugh, surprise, etc.), individually all shape keys are working and synchronized, the fangs move along the teeth perfectly when I change their individual 0-1 values until I try to merge the meshes, then the fangs or the teeth stop moving.
How do I merge these two meshes without losing the shape key information in one of them? I tried changing values to 1 and creating a new shape key as if it were already a single mesh, but Edit Mode can't remember the shape of non-selected meshes and I can edit/select only one mesh at once in Edit Mode.
I read about drivers but I couldn't figure out how to use them with shape keys and I don't know if drivers would even be preserved if I were to export the model for use in other applications, that's why I'd rather join the meshes and avoid to make do with drivers. Plugins recommendations welcome.


texts: Want to get volume using 3dprint addon but get Problem From blender Console

texts:
Problem in Console
Error: Traceback (most recent call last):
  File "\Text", line 51, in invoke
  File "\Text", line 51, in <genexpr>
  File "\Text", line 43, in calc_volume
NameError: name 'mesh_helpers' is not defined
location: <unknown location>:-1

import bpy, os
from bpy.types import Panel
from bpy.utils import register_class, unregister_class

import math

import bpy
from bpy.types import Operator
from bpy.props import (
    IntProperty,
    FloatProperty,
)
import bmesh

class View3DPrintPanel:
    bl_category = "3D-Print"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    @classmethod
    def poll(cls, context):
        obj = context.active_object
        return obj is not None and obj.type == 'MESH' and obj.mode in {'OBJECT', 'EDIT'}
class VIEW3D_PT_print3d_transform(View3DPrintPanel, Panel):
    bl_label = "Transform"
    bl_options = {"DEFAULT_CLOSED"}

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

        layout.label(text="Scale ")
        row = layout.row(align=True)
        row.operator("mesh.print3d_scale_to_volume", text="Volume")

class MESH_OT_print3d_scale_to_volume(Operator):
    bl_idname = "mesh.print3d_scale_to_volume"
    bl_label = "Scale to Volume"
    bl_description = "Scale edit-mesh or selected-objects to a set volume"
    bl_options = {'REGISTER', 'UNDO'}

    volume_init: FloatProperty(
        options={'HIDDEN'},
    )
    volume: FloatProperty(
        name="Volume",
        unit='VOLUME',
        min=0.0,
        max=100000.0,
    )

    def execute(self, context):
        scale = math.pow(self.volume, 1 / 3) / math.pow(self.volume_init, 1 / 3)
        scale_fmt = clean_float(f"{scale:.6f}")
        self.report({'INFO'}, f"Scaled by {scale_fmt}")
        _scale(scale, self.report)
        return {'FINISHED'}

    def invoke(self, context, event):
        def calc_volume(obj):
            bm = mesh_helpers.bmesh_copy_from_object(obj, apply_modifiers=True)
            volume = bm.calc_volume(signed=True)
            bm.free()
            return volume

        if context.mode == 'EDIT_MESH':
            volume = calc_volume(context.edit_object)
        else:
            volume = sum(calc_volume(obj) for obj in context.selected_editable_objects if obj.type == 'MESH')

        if volume == 0.0:
            self.report({'WARNING'}, "Object has zero volume")
            return {'CANCELLED'}

        self.volume_init = self.volume = abs(volume)

        wm = context.window_manager
        return wm.invoke_props_dialog(self)

def register():
     register_class(VIEW3D_PT_print3d_transform)

def unregister():
     unregister_class(VIEW3D_PT_print3d_transform)
if __name__ == '__main__':
    register()
```


texts: Drag-drop in Blender 2.90 VSE from digikam

texts:
You can drag-drop files from the Windows File explorer into the VSE timeline. It is also possible from IrfanView Thumbnails program. However, I cannot do this from Digikam's Light Table, which is a convenient environment to inspect lots of videos/photos. The generated file path from Digikam is something like: file:///C:/test_folder/IMG_001.jpeg
Is there a work around?


texts: Blender Python Displaying UI Table with header

texts:
Is it possible to create a Table using a template list that has first row as the description of the attributes the list contains.

I currently have something like this.

It is occupying way to much space and I want to actually put the cell description only on the top centered and have only values in the grid.


texts: Is it possible to select a number of edges and change their orientation with respect to one of them?


texts:
Im working on an 3d archiviz project but ran into some issus.
I tried to render a 3d 360 image to view it on the ocuclus quest.
The bathroom is finished (Blender 2.9) and I set the camera with this settings.
Als soon as I import it into 3D vista and view it on the Quest the scale seems off, especially on the bottom and top.
It doesnt look like the real scale. Here is the blend and some rendered images.
Hope someone could tell me how to fix this.
Thanks in advance


texts: When I add an Input to the Node Editor Group interface how does it know what type of function it is? The Plug icons are all gray not blue, yellow, green.  Screen shot of blender node editor group interface.


texts: I've used the fresnel and glossy shaders but either I get a grey and dull effect or a diffused look when I render. I want to make the label look like plastic wrap so I need some streaks of light reflected off the bottle but the bottom label isn't cooperating. I then tried the top label and that one did just fine even tho I used the same node setup as the one below. Any suggestions would be highly appreciated.


texts: I was watching a video by Blender Guru and noticed that corners in his scene have shadows in the Solid View. However, my corners do not have shadows like he does. Is this an setting I can turn on in Blender? If so, how can I turn it on?


texts:
i've been looking everywhere for this but i can't find anything at all... basically what i'm trying to do is something like

normal:

what i'm trying to do:

is there any way i can achieve this?


texts: Continuously Move Around Spline with Animation Nodes

texts: With the Evaluate Spline mode, as you move the parameter towards 1, the object moves to the end of the spline. How could you make the Suzanne continuously move around the spline, such that once it reaches the end of the spline, it starts to move the beginning, in a looping fashion?


texts: Making sure the faces are flat (for paper model)

texts:
I am willing to use Blender for creating paper models. I am experimenting with this extension by Adam Dominec.

I am struggling to find way how to make sure that all the faces of my model are really flat. If all the faces of a model are triangular then whatever positions the vertices are moved to, all the faces are flat. However, it is easily possible to create a model that has quadrilateral faces that has one or more faces that are not flat. Here's a cube with one vertex moved one unit along X axis:

This clearly has one face non-flat. If I create a paper model from this (also, if I do UV unwrap), this non-flat face is one piece there. If I'd create a paper model, that face would be bent:

I'd like to create models with complex shape faces, not just triangles. Form complex models, say, animal head, that would be hard time to manually keep all the vertices aligned so that all faces are flat. Is there some way how to make sure my model has all faces flat, and fix, if they are not?


texts: So i'm super new to Blender and modelling etc, i'm trying to make an oval race track but want it to be completely smooth. I know how to get the shape of the track and can get the flat oval fine there's no bumps but then when i add the camber/tilt to the oval banking it's just a horrible bumpy mess no matter what resolution I use when converting it from a curve to a mesh. Any help for a newbie? Thanks.


texts:
On After Effect i have my png sequence (Blender Cube) and i'd want to mix on my video.

How can I do that?  I can see either only the video or only the cube.

The cube is png but i see the background black https://drive.google.com/open?id=1e8bOYkshku9GpN6cLOXVxEcgxEcILY2T


texts: why is my object solve not matching my plane track?

texts:
Ok so im tracking a flat piece of paper and everything seems to look great! when i add a plane track to the points it follows the paper perfectly.  but for some reason when i use the object motion solve and set up the tracking scene the points don't follow the paper any more.  can anyone help me or explain what i'm doing wrong please?

Thanks in advance.

here is a screen shot of it.  left side shows the plane track around the paper and fitting it perfectly. on the right side it shows the plane up right and not tilting back like it should.


texts: how to animate camera zooming and FOV keyframes

texts: you know how you can, like, stretch the camera out to change the FOV? how do I make a keyframe of this movement, to sort of zoom in and out?


texts:
I have a sphere with emission material which supposed to be a sun. I have a glossy plane which supposed to fake relatively still water surface.

I try achieve this effect. Long reflection on the water.

 I tried to use actual sun lamp but I didn't get this effect.
I achieve kinda this effect in another scene with ocean modifier and sun lamp but ocean modifier is heave on a system.  I there any way to make this reflection with glossy plane. Maybe some distortion or another glass plane?

P.S. Result with Rich Sedman's shader.

With increased roughness.


texts: How to render depth or surface Normal maps that properly reflect details of 3D shapes while respecting the nature of materials (transparency/glass)?

texts:
I am trying to render depth maps and surface Normal maps of different 3D shapes using Cycles. What I care about the most is how much of the details of the 3D shapes are captured in the depth maps or surface Normals.
To obtain surface Normals I first do

bpy.context.scene.render.layers["RenderLayer"].use_pass_normal = True

or just click on Normal in RenderLayer settings and then render Normals.

I noticed that Blender's internal renderer is able to capture the details quite well as shown below (not for depth maps though). By details I mean the transparent materials such as glass are not affecting the Normals which is what I want.

However, a problem with the internal renderer is that the surface Normals depend on the camera angle which is not what I want. Even if there is a way to get camera view invariant surface Normal maps using Blender's internal rendering, this is still not going to be what I want due to some technical reasons. Here's the results:

Using Blender's internal renderer:

However, when I switch to Cycles I get the following rendering: here, although the surface Normals are invariant to the camera angle.

Although the Cycles materials also have properties such as transparency, the renderings do not capture any of the details that I am interested in. This is also the case when rendering depth maps as shown below.

RGB rendering using Cycles. As can be seen, the details shown here:

Rendering surface Normals using Cycles:

Depth map rendering using Cycles:

And here's the material nodes when using Cycles:

The headlamps are using a transparent material:

As you can see, all the details that I am interested in have not been captured in either the depth map or the surface Normal map when using Cycles. Does anyone know how can I create node trees (or through any other way) to enable Cycles capture detailed depth maps and surface Normals that reflect details of 3D shapes with respect to materials?

I also share the .blend file I used for getting these results:

I also upload the obj file used here with its corresponding .mtl file . Note that if you load the obj file in while Blender Render is activated, the material will only work for the Blender's internal renderer. So you may select Cycles and then import the obj file.

Download the obj file


texts: Texture Paint is missing in the menu - how do I find it?

texts:
I am following a guide on YouTube where I need to use the texture paint. But it is not appearing in my view/ topmenu. Can you please help me to show it in the menu.
This is my view:

But this is how it looks in the guides


texts: Problems rendering hair in cycles render

texts:
I'm currently modeling a Red Panda for animation I am doing and I am having trouble rendering the hair. My model looks like this-

The render looks like this-

These are my nodes:

And here are the particle settings-

What do I do?
I've only been using blender for a few months so most things are new to me because I am only 14 years old. All answers are much appreciated. My intentions for this is to make a continuous flowing fur on the Red Panda in order to produce a seamless effect when animating and rendering the final product. I do not want a spotty fur coat with missing patches. After rendering, the object mode view of the panda is all messed up and the hair is sticking up in all different directions (see below) instead of the way I had it combed. When I press undo (Ctrl+Z) it goes back to the way I had it before.


texts: How to approach modeling this character?

texts:
I'm new to 3D modelling, and am trying to model a solider that is wearing a helmet with gear, vest with gear, etc. I have made most of the head after at least 10-12 hours of modelling using sculpting only and it looks ok zoomed out, but when I zoom in you can see that the gear is not perfectly smooth, things that should be straight lines are not perfect straight lines etc.
I have heard that sculpting can be quicker than poly-modelling for complex shapes but it seems like some of this stuff really needed poly-modelling to be accurate. What's the correct approach to something like this, a masked head wearing a helmet? Is there a good approach to learning enough Blender that you can properly do this?


texts:
(I'm a beginner, please be kind)

I've exported a DAE file with textures from Mixamo and opened in Blender.

I can see the texture applied in Texture Paint mode, but can't figure out how to render or bake the texture on the model.

Based on everything I've found online, the nodes should look like the following:

I've tried putting the Mix Shader between BSDF and Material Output. And tried to switch Base Color with the diffuse node under it. But no results still.

But I just can't get anything to show in Render mode but a black model.

Am I close? Or have I missed the mark completely.


texts: Blender Rendering Image but produce blank in result?

texts:
Please help Y I would get this result in rendering image. For the process it rendering with content but blank at final. Pls check the video for more details.

Y it would happen and how to fix it?
Million thx!

[Blender 2.79]


texts: Python script to texture paint across active viewport

texts:
Can't wrap my head around the python API docs for texture painting, I've got the brush and UV mapping setup, just need to automate the brush painting across the active viewport, it doesn't need to be precise at all. Any code snippet would be of huge help.

For example, this is a crudely applied texture painting that I've done manually.

I want to be able to automate the process, all I really need is for the brush stroke to go through everything in the active viewport. I can automate the switch between front,left,right and back ortho views to cover the whole face.

If that isn't possible, alternatively I could split the head into different vertex groups and just apply the paint per vertex group.


texts: Is it possible to maintain the last image of the baked fluid simulation as a still?

texts:
I made a fluid simulation for fog (frame 1 to 10), and I want the fog to remain as it is at frame 10. I'm animating something else in the file until frame 260, but I want the fog to remain as it as in frame 10 without baking it all the way to 260. The fog still shows in the rest of the frames in the viewport shading, however in the renderings (Cycles) it only shows up until frame 10, then it disappears. How can I "freeze" the fog at frame 10 until the end (260) without baking it all the way?
Thanks!


texts: I'm wondering why my object shrinks a little after I scale it, I mean it does make the shape bigger but not as much as I scale it to be. When I click off of it the object shrinks down a little. Is that supposed to happen?


texts:
In View from Top screen, I want get location 3Dcursor by script, when i click change 3dcursor point.
Can you help me.

thank you so much!


texts: How do I make the render lighting look like the materials preview lighting?

texts:
Before I put in "studio lighting" (I followed this simple studio lighting tutorial, with 1250W area lighting from top, left, right) the metal texture looked quite good, however, once rendered in cycles the color seems to flatten/darken and not stay very "metallic" or textured:

The metal still looks alright in materials preview:

Wondering what can i change in lighting or shading so that the render looks more similar to materials preview, maybe even brighter without blowing out the colors?


texts: vertices rotating with bone even when there is no visible weight painting

texts: While weight painting today I ran into an issue I've never come across before. I was weight painting for the clavicle bone when I started having vertices that would rotate with the bone but had no visible weight painting. I spent over an hour hiding faces and making sure everything had no weight paint value. I also tried unassigning the specific vertices from the vertex groups. Been stuck on this for about 4 hours now. Any help or guidance will be greatly appreciated. Thanks ahead of time.


texts:
I've looked everywhere and can't seem to find an answer to this issue.

All I want to do is generate a UV Map, upload an image onto that UV Map, and then export a .ply file with the vertex colors baked in from the uploaded image.

I'm using 2.76; Blender seems to really want to go the other way. When I 'bake to vertex colors' it doesn't seem to have an option to pull the colors from the UV map.

thanks in advance.


texts: Why can't I transform faces, edges, or vertices without transforming the whole object?

texts:
My problem is that I sometimes lose the ability to independently translate or otherwise transform any parts of a single mesh. If I try, for example, to just translate several faces, edges, or vertices, then the entire mesh will stretch and displace itself in order to follow the translation. Or, alternatively, if I try to translate just one face then the whole mesh will move as if I'm translating in Object Mode.

I'm not really sure I know how to describe this problem properly. I don't even know how to reliably reproduce it. It seems to happen to any given mesh at random, and it doesn't stop happening to that mesh unless I delete and remake it.

I assume that I must be doing something wrong to cause this to happen. Does anyone have any ideas? Thanks.


texts: Grease pencil stroke disappears instantly after I draw

texts: I was using grease pencil just fine, but then after I locked a layer(and selected another) I couldn't draw because my drawing strokes would instantly disappear. I've checked opacity, visibility, frames, and X-ray. I just don't know what to do! If you would like images or a video or the file feel free to ask.


texts: Allow user to select the location of a Custom Panel

texts:
Is it possible to allow the user to select the Location of a custom Panel which I have created using python in Blender.
Generally, I found that the location of a panel is set outside the Function in a class, and therefore I cannot use any decision statements!

I have already created an enum property which can allow to select the different locations. But I don't know how to use it!


texts: UV mapping problem - separated triangles instead of one surface

texts:
I'm new to blender so this is certainty a simple question but i have searched for a solution and can't find any.
I am trying to UV map an imported CAD model which is a simple beam (se picture below). The problem is that what is one single surface gets divided into several separated triangles in the UV mapping. How do I merge the triangles into one surface?


texts: What can cause a texture to disappear on a mesh?

texts:
I am working on a scene with a Lighthouse in it.  I created and textured it after partitioning different sections so that it would be easier to place the textures and then rejoined the mesh.  Everything looked great yesterday but today the lighthouse has lost one texture.  I can partition the mesh again and replace the mesh and then rejoin it but I don't understand what happened.

Can someone explain what might have caused this and how I can avoid it in the future?

The text I'm using refers to Blender 2.5.  It says, "If you notice any strange effects when rendering, try entering Edit Mode, select all vertices and use the "Recalculate" Normals, or "Remove Doubles" options in the Tool Shelf.  As a result of separating the mesh the Normals may have flipped, or you may have created a double mesh."

In Blender 2.72 I cannot find a way to Recalculate Normals or Remove Doubles.


texts:
I have a problem rendering a label.
I shaded planes smooth, but somehow in render I see the edges. What's the possible solution to the problem?


texts:
There are no shadows that indicate the objects are on the top of the glass table.
How can I add shadows?
I'm using Sun and an Area lamp on Cycles.
This is the glass material that I've used from online:


texts:
Any way to zoom into my preview range "10900 - 11450" using shortcuts or functions?

Actually I can zoom into this area on the timeline using the home button but on the sequencer it will only zoom out to the whole work area...

Here you can see how the same button home zooms out on a different way..

What I'm searching for is something like the P button that sets the preview area and then something like an AltGr + p or Ctrl + p to zoom into the area in order to reach a status like this:


texts:
Am making a storm trooper helmet from Ep7 to be 3D printed, and need to add texture (physical not graphical) to part of the model as shown to black section of the reference image below.

And below is model in progress of the same section

My question is, is there a simple way to add the honeycomb type pattern over the outer surface of the model?

Thanks

Edit: @MrZak Shrinkwrap fail:

Edit: Second shringkwrap attempt more successful. Is there a quick way to trim off the excess?

Edit: Think I got it sorted. Thanks @MrZak


texts: Alpha in Render Layer Without Combined Pass?

texts: I have a render layer. I need to be able to access the alpha of this render layer in the compositor. I know I can access the alpha by enabling the Combined pass, but I don't need to have a combined render, I just need shadows and alpha. Is there any way to do this? Or some workaround that lets me get the areas where nothing is in the compositor?


texts:
So basically I'm really new to blender, and I made this

And now I'm trying to make a texture image so that I can use it in Roblox, as I am a roblox modeller.
How do I go about doing this? I'm completely new so please break it down as simple as possible


texts:
I would like to work with greyscale like this photo.

I have a landscape and models. What should I do first?


texts: My UV unwrapped image flips between edit mode and preview mode

texts:
this is a weird one. I have an unwrapped cylinder. I have checked the uv map is correctly oriented. I added the texture coordinates and a mapping node.

When I look at it in edit mode, the image shows correctly.

But, when I go to render or look at rendered mode, the image flips 90 degrees to a horizontal position.

Where did I go wrong?


texts: How to take away the wrinkles on the tentacles?

texts:
so I have just started on blender 3D modelling and have a question regarding it. Now, I'm planning to create a 3D Octopus, and I'm stuck at the tentacle's suckers. After I shade smooth the tentacles, the tentacles appear to have wrinkles, how do I solve that?

I tried Knife tool too.


texts: How to list all scenes, objects, sensors, controllers, actuators, etc

texts:
Can I assign a module to an empty or an object in my scene and when I run it to be able to define all the scenes, all their objects, all their sensors, their controllers and their actuators?

If yes, how? and if not, why?

thanks.


texts: 3d objects that disappear in my scene when rendering using cycles

texts:
I'm creating a small scene, which is my bedroom, and following is the problem i'm facing

This bed that shows in preview mode just disappears in cycle render

Only the feet remain.
These two objects are cubes with these modifiers applied to

the material applied is the Following:
the only change between the two is the color

i use an hdri combined with a directional light pointing to a point in space that i can move,
The camera is rigged with constraints on a location point and a look at point
I'll appreciate any help of any kind, best regards,


texts: How do I fix these mesh deformations I get when exporting from Blender to 3DS Max?

texts:
I have to export from Blender to 3DS Max in .obj format. I cut faces with Knife Tool (K), but when I imported to 3DS Max, I was presented with this problem on the edges.

Is there a solution for this problem?


texts: How to check if the collection is selected in outliner?

texts:
How to python check if the collection is selected or not in the outliner?

Here collections "scene 1", "scene 2" and "scene 3" are selected.


texts: A way to get Rate of Change in translation or rotation into a shader node

texts:
I am doing a space scene with a space ship, and i'm trying to be physically realistic when it comes to how ships move in space.  As such, I only want my thruster effects to fire when the Rate of Change of rotation or translation is changing.  I could animate it all by hand, but I don't want to if I don't have to.

Is there an input node I can get this information with?  Everything i've seen is just plain location data.  Oris there an addon or script I haven't been able to find?  Can this information even be retrieved with a script and i'm up a creek?


texts: How can I lower the edge indicated with red arrow to the edge indicated with the green arrow.


texts: Run additional code after user has executed and finished an operator

texts:
The script https://gist.github.com/zeffii/5671824 creates a polysphere, but allows the user to set how spherical it is and how many subdivisions it has and its radius as parameters.

The problem is the sphere has doubles along all sides as a result of the way the geometry is created. Doubles are no good for sculpting -- and sculpting is the reason for the polysphere.

I would like to know if there is a way to automatically run remove_doubles(threshold=1.0e-5) just once, on the newly created object when the script is finished. (by finished i mean you can no longer adjust parameters)

edit:
I guess my alternative will be to construct the mesh without doubles in the first place, which is going to be a bit of a mind-bender or delete the mesh on each parameter adjustment and remove doubles too on each adjustment.

edit2
I reluctantly went for the delete / create / remove doubles combo, the script does work as desired from the point of view of the user. Script is here


texts: Blender on Google Colab not finding Graphics Card

texts:
Up until few days ago I was able to run Blender(or sheep it) headless on Google Colab with an GPU(K80 or T4). Now running keras/tensorflow does work fine but blender cant detect the GPU at all and Sheepit tells me that

  "cuInit Failed ret: 100"

nvidia-smi results with:

Sat Aug 24 19:48:06 2019
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 430.40       Driver Version: 418.67       CUDA Version: 10.1     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|===============================+======================+======================|
|   0  Tesla K80           Off  | 00000000:00:04.0 Off |                    0 |
| N/A   33C    P8    25W / 149W |      0MiB / 11441MiB |      0%      Default |
+-------------------------------+----------------------+----------------------+

+-----------------------------------------------------------------------------+
| Processes:                                                       GPU Memory |
|  GPU       PID   Type   Process name                             Usage      |
|=============================================================================|
|  No running processes found                                                 |
+-----------------------------------------------------------------------------+

The following script did work fine for few months and detected the GPU properly and setup blender to use the available GPU.
https://gist.github.com/donmahallem/a05100077ec1327268f28f0b2bd8da60

I tried a lot but my nvidia/unix foo is pretty limited. I tried to find out if the CUDA Version changed and tried to downgrade the cuda version to 9.2 but couldn't get it to work again.


texts: Can I only use "Materials" to color the model?

texts:
People usually use uv map to color their models. But I found videos where people only use "Materials" for coloring.
For example: https://youtu.be/jBeRreVLtE4.
On 9:35 they used only "Materials" to paint without uv map.
Or https://youtube.com/playlist?list=PLhEFRhEnz05sfcqDU_stZR2gxoP2cTzj-.
She also used only materials for model.
As I know people use uv map/textures/shader to diversify their models' view and uv map is necessarily used for importing in games.
So can I use only "Materials" to paint my models if

I will use only flat colors (as the videos above)
I don't need to import a model in the game
I want to share model on social media like illustration/image
I want to export model in .fbx file format to share with someone
I want to render model in Blender Cycles (on the second YouTube video she used Blender Render)
I want to rig model and maybe to make animation


texts:
I got this animation:

And I'd like to add another animation +- at frame 300, but it starts at the beginning. How can I do it?


texts:
I am new with Blender. I want to know which skills have to be learned to put a footage of someone talking in front of a camera (with some movement of the camera) in a 3d scene from Blender (any kind of room).
Camera tracking? 3D Integration? Etc.
I checked different tutorial but I didn't grasp exactly what I have learn.
Thank you!


texts: How do I use live motion, and paste a model onto it, like Gollum?

texts: I wanted to try to use this to make a short film without having to do a lot of manual animation. I will restate the question here in more detail. I want to be able to move around a scene in real life, and then put a model over me so that the final footage will be the model instead of me. For example I could say gollum or the movie mars needs moms. I'd also like to know how to do this in cycles.


texts: Can you put Multiple physics simulations in one scene simultaneously?

texts: Trying to add multiple smoke simulations running at the same time in 2.8. but only one will render at a time


texts:
So I downloaded a beautiful anime base from ALexzart on Sketchfab

https://sketchfab.com/3d-models/anime-girl-model-base-free-5a1ef64055c748fd94447adbfa5a88a2

But when I wanted to add bones to it and animate it, it completely messes up the body.
When I move the arms, it moves the head too.
I really don't know what to do now.

This doesn't just happen to this model, it happens to models I made myself too.
Is there a setting I accidentally changed?
I tried to load the default settings, but it keeps on happening.

I also tried to solve it with weight paint, but that messes up the body even more.

Thanks for reading and I hope someone can help me

Here's the file:


texts: How to not have cuts in model when moving rig

texts:
When I try move and/or rotate the rig for the model, some weird cuts appear in the object like this. Is it possible to not have any and avoid this?
Thanks


texts: Why do bone rotations spontaneously start changing the bone roll?

texts: Normally when I try rotating a bone in edit mode, its bone roll doesn't change. Now all of a sudden, when I rotate a bone about its local x axis, it starts spinning about its local y axis and changes its roll. How do I stop this from happening?


texts: Drawing grease pencil with blender python 2.8

texts:
I'm currently writing an addon for blender 2.8 which requires the creation of strokes using the grease pencil.
I've tried the stroke programming described by other forums but it doesn't allow me to make use of the grease pencils' brush options.

stroke =  scene.collection.objects["GPencil"].data.layers["Outline"].active_frame.strokes.new()

Hence I'm trying to use the draw operator of the grease pencil to create a realistic "hand-drawn" effect but the operator isn't doing anything despite producing no errors!

bpy.ops.gpencil.draw(mode='DRAW', stroke = stroke, wait_for_input=False, disable_straight=False, disable_fill=False, guide_last_angle=0.0)

My code:

stroke = [{"name": "defaultStroke",
                "mouse" : (527.0, 330.0),
                "pen_flip" : False,
                "is_start": True,
                "location": (2, 0, 10),
                "pressure": 1.0,
                "time": 1.0,
                "size": 20.0
                }]

    strokeLength = len(processedVertices)

    for i in range (0, strokeLength):
        #converts coordinates from local to global
        point = head.matrix_world @ processedVertices[i]

        stroke.append({ "name": "defaultStroke" + str(i),
                    "mouse" : (527.0, 330.0),
                    "pen_flip" : False,
                    "is_start": False,
                    "location": (point[0], point[1], point[2]),
                    "pressure": 1.0,
                    "time": 1.0,
                    "size": 20.0
                    })

area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'

bpy.ops.gpencil.paintmode_toggle(back=False)

bpy.ops.gpencil.draw(mode='DRAW', stroke = stroke, wait_for_input=False, disable_straight=False, disable_fill=False, guide_last_angle=0.0)

area.type = old_type


texts: Random Streaks in Appearing Only in Final Render

texts:
My rendered animation shows a large streak on some of the frames, and not on others. The streak doesn't show in the viewport, only in the final render. Rendered using cycles.
Here is what the Render should look like. It's relatively normal.

Now earlier in the animation, there is a large streak up. (Image cropped for file size issues)

Here's the mug part of the composite.

Here's the shadow part of the composite. (Can't be seen over black background)

Here are the composite nodes used. They are the default for motion tracking. I haven't changed them.


texts:
I dont know what i can do :(
The opposite sides are always black.
I tried to make a new uv map but nothing happend.
Im new at uv mapping i hope you can help me.
I think i did the uv mapping wrong or something like this.


texts: what are some vacant key combinations for custom shortcuts?

texts: I wanna add a lot of custom shortcuts to things but I don't want to overwrite already existing shortcuts by accident. The list of existing short cuts is so long it's like asking to find what words were not in a book.


texts: Set resolution of curve generated with Animation Nodes

texts:
I'm experimenting with Animation Nodes to create a set of Bezier curves that start near one empty (SPole, left arrow), pass near a second empty (Midpoint, cross at top), and end near a third empty (NPole, right arrow). The first step in my experiment is to create a single Curve object and then extend the Node tree to generate the rest of the set of Curves. Here is a 3D view and the Node tree I've constructed so far:

To be clear, the two reroute nodes in the tree on the right are simply there to make the tree more compact for the screen capture.

Not shown in the Curve settings: the preview resolution of the curve is 12 and the render resolution of the curve is zero. These values seem to be fixed by AN as I cannot change them. When I add a shader and test render this curve, it has a resolution of 12. It is clearly a resolution of 12 in the 3D view shown, too.

How can I increase the resolution of the generated curve? I've looked through practically every Animation Node in version 2.0 and can't find a "Set Curve Resolution" node. Several YouTube videos on generating curves with AN also have low curve resolutions visible in their finished Curve object(s). I also tried to set the Resolution Attribute directly, but I didn't have any success.

Thanks in advance!


texts: parenting object to an object deformed by armature

texts:
I have a cat figure rigged by an armature. Also, I have created some details as separate objects (teeth, eyes) primarily for texturing purposes. Is it possible to parent these details to the cat so that they move when I change the pose of the cat with the armature?

Many thanks

Lukas


texts:
I know it can be done as shown here: https://www.youtube.com/watch?v=-fhI2imoo4U&feature=youtu.be&list=PLsowJ3v5QWhE9db_GcPnSrTXWJrA5poWg&t=50

(can't buy the addon right now as I'm broke)
Does anyone know how that can be achieved in Python? Adding an existing panel inside a popup dialog? Thank you.


texts:
I need blender command-line access though spawn but keep running into an ENOENT error and it is hard to pinpoint what is missing.  The command-line being passed in the sample application works in terminal.
Below are some details about the environment and the sample script I am using.

Environment (OSX El Capitan)

Installed Blender 2.76b with:
brew install Caskroom/cask/blender

Then add alias to bash_profile for terminal access:
alias blender="/Applications/blender/Blender.app/Contents/MacOS/blender"

Test Code
#!/usr/bin/env node
var child_process = require('child_process');
var arguments = [
        '-b',
        'recipe.blend',
        '-o', 'test-#',
        '-f', 0
];
console.log("values: ", arguments);
var child = child_process.spawn('blender', arguments);

child.stdout.on('data', function(data) {
    console.log('data out: ', data.toString());
});
child.stderr.on('data', function(data) {
    console.error('error out: ',data);
});
child.on('close', function(code) {
    console.log('closing code: ' + code);
});

// Raw command-line for terminal. (PASS)
// blender -b recipe.blend -o test-# -f 0


texts:
I am trying to rotate my Camera (not the object but my vision), but it's stuck. I watched a many videos trying to fix it but nothing helped. Does someone have any idea about how to fix it?

I can't rotate my camera 360°. I am only able to zoom-in/zoom-out.

I tried to change my user preference by checking and un-cheking "emulate 3-button mouse". I tried restarting Blender and my pc. I uninstalled and reinstalled but my camera is still stuck in the same position.

https://www.youtube.com/watch?v=InwG2v6YvbQ&feature=youtu.be


texts:
Is it possible to randomize the framerate within one video?

For example, if I have a video shot at 25 fps, is there a way to make this video randomly play between 10 and 40 fps at different times during the video?  The goal would be to produce a 'glitchy' look when the video is viewed.

I only need to know if this is possible; I don't need to know many details.  Thanks in advance for your input.


texts: Baking UVs of a mesh with multiple textures produces one of the textures as the result

texts:
I'm not sure how to really phrase this question as I'm definitely attempting something above my ability.
I am trying to export a model, with multiple textures on it (if that matters), and was directed to baking the textures. I'm following most of the guides perfectly until I actually hit the "Bake" button.
The result intended was for a copy of the textures of the model but instead produced one of the textures that is being used in Blender, with a copy of the UV map over it.
Photo 1 is before being baked, and photo 2 is after being baked.
As you can see at the bottom of the second photo, Blender called back to texture already being used in the model, rather than the expected results.
Something might be glaringly wrong here but guides and wikis seem to be failing at mentioning it.

Photo 1

Photo 2


texts:
I recently picked up Blender to try and port some models to CSGO and I'm trying to use the armature for the reference model and apply it on the new model that I'll be porting. Problem is, when I delete the mesh of the reference and try to apply the armature I cant find a way to do it. I'm pretty sure that my armature is applied to an object already and through all my googleing i cant find out for the fix it.

here is the .blend (I know the bones and the mesh don't line up yet)
https://puu.sh/sP8cs/2c1c154d05.blend


texts: Do I need a subdivision modifier to create a hard-surfaced object

texts:
I'm currently in the process of modelling a handgun, this is one of the reference images that I am using:

Looking at it closely, it looks as if a majority of the edges have a small bevel on them to give a hard surface look to it. I have modelled the basic shapes and details of the weapon, and now I need to make it look like a hard surfaced model. I also have a subdiv surface on the model (currently set to 4, going to make a very high poly version and then bake the details to a normal map for a lower poly model).

My question being, is having the subsurf modifier necessary for a model like this? I intend to go through and add all of the little bevels to the model to represent the same sort of look in the reference image, but I'm just not sure whether the subsurf is even necessary?

I have seen other models without subsurfs, yet they have a hard surface look to them.

For point of reference, this is what I have so far:

To try and summarise/clarify what I'm asking, is it necessary for me to use a subsurf modifier and then go through and bevel edges to create a hard surface look? Or can I achieve the desired look without using bevels and a subsurf modifier?

Also, in the .blend file, if you look at the barrel and the trigger that is the sort of method I was going to use to achieve a hard surface model. Not sure whether it is a very effective and or correct way of doing it.

Thanks.

note I’m not planing on using this for a game, I am baking the detail for a normal map so that when I use it for renders it isn’t super high poly.


texts: This may sounds strange but I want to create a video and show the steps when adding the different effects to te scene. I want to have a high quality picture of the 3D View. Can I make this without taking screenshots?


texts: How to create a custom colour management profile

texts:
I am interested in creating a custom colour management profile. How you can get an image that looks very different depending if you use log or film or false colour, except I want to try and create a toon profile. One that will basically take the millions of colours normally rendered and round them to the nearest colour available of say a couple hundred.
Yes I know this is possible through shaders, but this requires manual tweaking of every material for every scene and every light. For a small project sure, but not for a large project with many scenes. There has to be a way for blender to do this in a "smarter" way.


texts:
Thank you in advance to anyone who assists me with this, I have been stuck on this problem for two days now. I have the same bone armature along with identical hand meshes, one just mirrored. When I automatically weight the objects the left hand works perfectly while the right hand is attached to multiple fingers.
I tried searching for ways to fix this without manually weighing every finger as its very tedious, unfortunately I couldn't find a post with a way to fix this.
Left Hand that is working correctly:
[ https://gyazo.com/4b0aa45edfefcf9a3d083ab616887887 ]
Right Hand, which is copy, pasted and mirrored to the correct direction:
[ https://gyazo.com/ec044e1b62b559bcd2f65a68759bc04a ]
Here are the weights. Once again, an exact copy and paste. Yet automatic weight caught different sections of the hand.
Left Hand

Right Hand


texts: How to exit with keys like "ESC" or "CANC" from for loop?

texts:
I was wondering if there was a simple way to get out of a "for loop" in case it gets too long. I was thinking in a keyboard type input as the interface during this cycle is completely freezed.
Currently I have this cycle inside a function called by an operator.
Example

class MyOperator(bpy.types.Operator):
   """call my function"""
    bl_idname = "call.function"
    bl_label = "My Ops"
    def execute(self,context):

        myfunction(self,context)

        return{'FINISHED'}

def myfunction(self,context)
    for many in context.scene:
        many.###blah blah blah
        ###I would like to use the 'Esc' button to exit this cycle


texts: why is my image texture with texture not displaying properly?

texts:
i am trying to render a one of the mesh primitives, specifically a cube, with an image texture that has texture paint on it.

i succeeded in rendering my cube with the image texture by checking 'face textures' in the found in the 'options' section of the 'materials' tab, but when i added my texture paint over the image Blender rendered a black cube.

why and how could this happen?


texts: Baking materials with alpha-blended textures

texts:
I'm currently trying to bake some low-poly assets for use in realtime applications.

I'm familiar with baking high-polygon meshes into low-polygon versions, but it would be helpful to merge multiple alpha-blended textures into a single baked texture for vegetation assets.

The following test object has subdivided planes, each with the texture of a single leaf. Opaque pixels use Diffuse BSDF and transparent pixels use Transparent BSDF. When rendered using an orthographic camera, the result is correct:

However, when I attempt to bake a diffuse map, the texture is rendered at full opacity:

This prevents me from baking images for AO or tangent normal maps. Is there any way I can fix this?

This behaviour occurs on both Cycles or Blender Internal, and a solution for either would be useful.


texts: Can't see the vertices of joined objects

texts:
I created the body of the character, the hands and feet separately, then i joined them and manually merged the vertices. Everything was perfect.
The hands and feet still are part of the body mesh and follow the armature and rig great, but I went to edit some verts while weight painting and can't see the vertices on the hands and feet.
I can select faces and edges but can't move them. If I hide the rest of the body and un-hide it, the hands and feet show verts again, until i change to any other interface mode. Then they revert back to not visible again.
I have separated the hands and feet and re-joined them and it works, until i change interface modes again.
I don't know exactly what I did nor do I know how to fix it. Materials and textures still apply same as to the rest of the body too.
I think i merged the hands and feet while the body, hands and feet all had mirror modifier on, but I do not have any duplicate meshes. Now after messing with it, I somehow have one vert on the hand that does not seem to be manipulated by the armature/rig. And I can't seem to fix that issue as well, as i think it is associated with my main issue.


texts:
now it is last thing in my first project in blender. I made the model below in images and I thought everything is going well until I rendered it then I saw the quality is bad around the object that I built?
Is there any thing that I must do in render to have better result?
I will attach blender file to take a look.


texts: hi,I am pretty new to the blender and trying to render a scene by using a free vehicle model that I have downloaded,the model seems very detailed and texture ready,however I have noticed lot of grain around edge of the celling window.I have switched between eevee and cycles and crancked sample number to 1000 but unfortunately the grain still remain,does anybody has had similar problems?I'm here for a help,thanks in advance!


texts: How to improve the accuracy for a rigid bodies

texts:
How can I keep the objects from intersecting or passing through one another in rigid body simulations?

I have

checked the normals
applied all transforms for scale, position and rotation
set Origin > origin to geometry
increasing the Steps per second and Solver Iterations in the Rigid Body World settings (I tried with the maxima 1000 and 100)
set collision shape to Mesh and tried 0.4 or 0 as margins and source to final

https://drive.google.com/open?id=1R3VSiNKWK5TWL3tfe1ZYt2A8fLL8QoW1


texts: I am making a pair of pants and I am wondering if sculpting or using cloth stimulation would be better for creating wrinkles.


texts: Blender 2.9 Cycles: Render issue with Alpha Masked Leaves on Trees

texts:
I recently purchased some tree models from Globe Plants specifically for Blender Cycles Render. I'm hoping to get a response from them directly but thought I'd ask if anyone else knew what was happening. Some of the models I've purchased from them look great but the Trees are having alpha issues with the leaves. In most cases, the leaves are transparent and the black alpha portion of the material is visible. It's even worse when back lit. Screen shots of the trees, nodes and display settings are attached. I've tried changing the material settings from Opaque to Alpha Clip but that doesn't seem to be the issue.
enter image description here


texts:
five month old newbie who's having some fun, here. I've been experimenting a bit, and got a problem. I was following this tutorial
from Zacharias Reinhardt on how to create massive background forests via alpha channels.
Seems to me to be the best method there is, if you're aiming for not too much processing.
https://www.youtube.com/watch?v=BtUS8QTsVZA

And then I got stuck in the node editor when removing the black alpha channel part of the png.
I'm 99% certain I did everything exactly like Zacharias showed in the tutorial,
but somehow, I'm getting a somewhat different result? And yes, RGBA was selected during export of the original file.

I've added a screenshot of the section in the tutorial and a screenshot
of what I've got on my screen. Any help would be greatly appreciated! :)


texts: How to save a render image as JPEG with white background instead of default black background at alpha transparent areas?

texts:
My render image has a transparent background and when i save it as PNG RGBA every thing is OK. But when i want to save as JPEG format which doesn't support alpha transparency, save it as black backgroud at transparent areas.
How to save a render image as JPEG with white background instead of default black background at transparent areas?
Just like when i save the render image as PNG RGBA format and open it in GIMP and save as JPEG format which change transparent background to white.
Is anyway in blender without using Nodes?


texts: Is it possible to blend a tiled texture with itself?

texts: I am not sure if this functionality exists, but I seem to remember seeing it somewhere. Basically what I want to do is to be able to set a margin where an image texture will blend (fade) into itself, making a smooth transition. Does this option exist? Is this even a feasible feature?


texts: How to position a vertex by inputting numbers and make other vertices move relative to it

texts:
I have a simple cube with 8 vertices. I would like to move one of the vertices (let's call it the "designated vertex") to a specific position on one of the global axes (by entering a number) and have the other 7 move relative to it without distorting the shape of the cube.

I would prefer it if I could choose which vertices should move relative to the "designated vertex" instead of the whole object (I don't know how to do either).

Thank you.


texts: How to create realistic stainless steel gloss in Blender?

texts:
I'm trying to create a tin can.
I need to know how to create a light gray metal look.
I have tried mixing a Diffuse and Glossy BSDF, but it isn't quite what I am looking for. I need some light falloff to help get that "extra touch", but I don't know how to do that.

Similar to this effect


texts:
I have apply decimate modifiers on a sculpt and trying to retopology, but i have experienced some weird face snapping while i want to move the vertex as shown in the gif, may i know what may be the problem?

Besides, may i know what is the point for applying decimate modifier, or even use some retopology tool like instant meshes before we retopology by ourselves? Because we are going to retopology it anyway so why do we take extra steps to reduce the amount of faces first?

Thank You so much for helping.


texts: LoopTools addon curve option bug? Not working

texts: Hi guys, this is the most frustrating thing I've come across lately. I select a few vertices and hit the curve button in LoopTools feature menu, and nothing happens. Sometimes it magically starts working, but most of the time it doesn't. Does anyone know why this is happening. I'd appreciate if you can try it in your blender and see if it works for you or not.


texts: Import Unity Model and Animations to Blender

texts:
I try to import the ThirdPersonController (Ethan) which comes with the "Standard Assets" with all animations, to blender.

I imported the model "Ethan.fbx" to blender by using the FBX importer, with default options.

The bones are rotated weird, so I changed it to this:

Now I try to import all the animations into blender, so I can view and edit them. I tried to import the animation HumanoidRun.fbx (again with the fbx importer and default settings) but now another Armature was added:

How can I properly import Ethan to blender with all animations?


texts: How to Toggle Selected Objects Visibility with H shortcut as in Maya

texts: I want to be able to toggle the visibility of selected objects with a shortcut (H) the way you can do in Maya and XSI, shown in the GIF. I'm guessing scrippting is needed. I've tried to do it my self but I'm new to Python and Blender and as soon as the objects are hidden they seem to no longer be in a selection state/list. Eg if I manually select the hidden object/s in the Outliner and try to print the selected object to the console, none seem to be selected. Is this possible to do with the current state of Blender 2.8?


texts: What can I do to make this wave texture apply evenly along the segments?

texts:
I am trying to create a necklace in Blender, and I wanted to create a smooth elegant segmented chain instead of the usual links. My plan was to use a bezier circle to make the shape and 'pose' of the chain, and I added a slight bevel to it and a small extrusion before converting the curve to mesh. Next I applied a wave texture with a displacement node and essentially this happened:

The wave texture doesn't apply evenly to each segment of the chain, instead making weird shapes such as the one at the bottom left of the curve (it also happened in a couple other places as well).
I would very much appreciate suggestions on how to fix this problem. Thanks and my apologies if there was something similar on this topic (as I'm sure there might've been, I'm not a Blender pro and I've only joined this website recently, so not much experience).


texts: How do I attach a few cubes via script. Blender 2.79. Pic =>

texts:
How to attach a lot of cubes to the nearest vertices of a certain object using a script?
I want to attach red cubes to the nearest vertices of yellow objects using a script.
Suppose red cubes belong to the group "GroupA". And these cubes need to be attached to the nearest vertices of the yellow object

I need your help.Thanks!


texts: Planes rotating to face the camera, but only along one axis

texts: I'm using planes as labels on a map over which the camera makes a path. The problem is that if I simply have flat labels they don't look good when the camera is low (blue dots in the animation). With the track to constraint I can make the labels follow the camera (red dots in animation).  The problem is that the labels on the sides also rotate along their Z axis which I don't want. I want the text to always be horizontal wrt the camera, like the labels do in Google Earth.


texts: INVOKE_DEFAULT cancels selection while EXEC_DEFAULT doesn't

texts:
I'm writing a script for exporting convex shapes in a proprietary format. I have an option for V-HACD auto-generating and also an option for manual tweaking of V-HACD settings before exporting. The first option works fine (using EXEC_DEFAULT) but the second one doesn't (using INVOKE_DEFAULT). In the second scenario, V-HACD warns me that no mesh is selected even though they should be selected.
Here's the relevant part of the script:

bpy.ops.object.select_all(action="SELECT") # All meshes should be selected
    if manual:
        bpy.ops.object.vhacd("INVOKE_DEFAULT") # This doesn't work
    else:
        bpy.ops.object.vhacd("EXEC_DEFAULT") # This does

The addon in question: https://github.com/andyp123/blender_vhacd


texts: Question from a AutoCAD drafter / aspiring Blender 3D modeler. Is there any draw tools in Blender that are similar to AutoCad?

texts:
As the title says I use AutoCad on a daily basis and a novice Blender user. Mainly 2D drafting is what I work with in AutoCad. I got to thinking about if Blender has any mesh modeling tools that can do stuff like in AutoCad with mesh models.

Offset tool
Is there any type of offset tool in Blender? In AutoCad, the offset tool can copy a line or arc and displace the copy to a specified dimension away from the original making them parallel to each other.

From Base point tools
In AutoCad, tools like copy, mirror, scale, rotate, etc. let you select a base point to work from. For example if you were to scale a circle up in size, AutoCad lets you pick a base point from a snap point or empty space and it will scale from there.

If you know any other tools that are similar that I havn't mentioned and would like to share, it would be very helpful.

Thanks


texts: Can I use FFMPEG straight from blender instead of using the available formats and codecs? Can someone show me an alternative for that?


texts: Model turns grey/black/invisible in certain angles, when I switch my render engine to eevee?

texts: Im new to blender, as this is my first animation. Im not sure what could be the problem, as I have tried many different solutions on the internet, but still can not find one that solves my exact issue. I will add some screenshots of how it looks in blender when in eevee and cycles. I would really appreciate a answer in some simple terminology.


texts:
I would like to increase my shading skills by understanding the light path node a little bit better. I am a little bit confused as to how this node works, mainly in terms of how some node setups have different output sockets being added together, as well as what is being measured for ray length, and depth.
The first thing that is quite hard for my brain to understand is, how it is possible to mix the camera rays and the glossy rays (like in the picture), as well as turn it into color information. How does the light path node convert the camera ray/glossy ray information into color information? This part stumps me, I can't quite visualize what happens here.
The other thing that stumps me is what is being measured for ray length and depth. In the blender manual, the ray length has this definition:

Distance traveled by the light ray from the last bounce or camera.

and the ray depth has this definition:

Number of times the ray has been reflected or transmitted on interaction with a surface.

From these definitions it is measuring 'a ray', my question is which single ray are both of these options measuring (or am I thinking about this in the wrong way)? From my understanding, aren't there thousands and thousands of rays that are bouncing around?


texts: Programming multiple colors with Color Ramp in PythonAPI

texts:
Hi I am struggling to get rid of InfroError caused by ColorRamp. Is there any concise way to represent the colorRamp shown below?

My messy code

The Error Message

import bpy

class Shader2MainPanel(bpy.types.Panel):

bl_label = "2ndShaderLibrary"
bl_idname = "ShaderMainPanel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "ShaderLibraryV2"
def draw(self,context):
    layout = self.layout
    row = layout.row()
    row.operator("shader.ruby_operator")

class RUBY_SHADER(bpy.types.Operator):

bl_label = "RUBY"
bl_idname = "shader.ruby_operator"

def execute(self,context):

    activeObject = bpy.context.active_object

    mat_ruby = bpy.data.materials.new(name="Ruby")

    mat_ruby.use_nodes = True

    activeObject.data.materials.append(mat_ruby)

    #delete the default shader
    mat_ruby.node_tree.nodes.remove(mat_ruby.node_tree.nodes.get('Principled BSDF'))

    # material output
    mat_output = mat_ruby.node_tree.nodes.get("Material Output")

    mat_output.location = (-400,0)

    #mix_shader
    mixSDR = mat_ruby.node_tree.nodes.new("ShaderNodeAddShader")
    #connect mix_shader to material output
    mat_ruby.node_tree.links.new(mixSDR.outputs[0],mat_output.inputs[0])

    #1st glass shader
    glassA= mat_ruby.node_tree.nodes.new('ShaderNodeBsdfGlass')
    glassA.location = (-600,0)
    glassA.inputs[1].default_value=0.141

    #2nd glass shader
    glassB = mat_ruby.node_tree.nodes.new('ShaderNodeBsdfGlass')
    glassB.location = (-600,200)
    glassB.inputs[0].default_value=(0.396755,0.177888,0.201556,1)
    glassB.inputs[1].default_value=0.141

    #add 1st and 2nd glass into mix_shader
    mat_ruby.node_tree.links.new(glassA.outputs[0], mixSDR.inputs[0])
    mat_ruby.node_tree.links.new(glassB.outputs[0], mixSDR.inputs[1])

    #colorRamp
    ramp = mat_ruby.node_tree.nodes.new("ShaderNodeValToRGB")
    ramp.location = (-800,100)
    for r in ramp:

        ramp.color_ramp.elements[0].color = (0.215861,0,0.017642,1)
        ramp.color_ramp.elements[0].position = 0.102
        ramp.color_ramp.elements[1].color = (0.396755,0,0.032,1)
        ramp.color_ramp.elements[1].position = 0.636
        ramp.color_ramp.elements[2].color = (0.701102,0.147,0.016,1)
        ramp.color_ramp.elements[2].position = 0.794
        ramp.color_ramp.elements[3].color = (1.0,0.292,0.0,1)
        ramp.color_ramp.elements[3].position = 0.893
        ramp.color_ramp.elements[4].color = (1.0,1.0,1.0,1)
        ramp.color_ramp.elements[4].position = 1

    mat_ruby.node_tree.links.new(ramp.outputs[0], glassA.inputs[0])

    #Vector Math ('DOT_PRODUCT')
    math = mat_ruby.node_tree.nodes.new('ShaderNodeVectorMath')
    math.location = (-1000,100)
    math.operation = 'DOT_PRODUCT'
    mat_ruby.node_tree.links.new(math.outputs[0], ramp.inputs[0])

    #Geometry
    geo = mat_ruby.node_tree.nodes.new("ShaderNodeGeometry")
    geo.location = (-1200,100)
    mat_ruby.node_tree.links.new(geo.outputs[1], math.inputs[0])
    mat_ruby.node_tree.links.new(geo.outputs[4], math.inputs[1])

    return {'FINISHED'}

def register():
    bpy.utils.register_class(Shader2MainPanel)
    bpy.utils.register_class(RUBY_SHADER)

def unregister():
    bpy.utils.register_class(Shader2MainPanel)
    bpy.utils.register_class(RUBY_SHADER)

if __name__ == "__main__":
    register()


texts: transparent instead of solid grey models?

texts: I'm new to Blender, and I think I accidentally pressed something to turn everything into this transparent point only mode instead of solid grey models. Could someone explain how to change it back? Tysm in advance! Sorry if this question has been answered before, I just can't find it probably because I am describing the problem very badly.


texts:
The image above shows a simple hook modifier setup with the hook object (the empty) moved. At the end of the line there is a small black dot denoting the rest position of the object. How can I get the empty back there?

Note: The options "reset" and "recenter" both don't accomplish what I want. Reset will put the object back into it's original state without moving the hook. Recenter will put the origin of the hook to the 3D cursor, but once again not move it.

Why do I want this? Well, I have an object rigged with hooks that has already been transformed and don't want to change the rig by changing the rest positions of the hooks. It seems like the rest positions are not centered around the hooked vertices so selecting the geometry and placing the hook there is not an option :(


texts: Script that delete duplicated materials (from appending objects) and reassign the correct material

texts:
I need to make a script that delete duplicated materials (from appending objects) and reassign the materials with the same names to the same material slots. Could you help me figuring out how to do it?

Something like that:

bpy.ops.wm.append (autoselect = True)
    #Check if 'bpy.context.active_object.active_material' has a dot on 4th position from the end (since duplicated material are renamed mat.001)
        #if condition true delete the mat
        #reassign mat with same name minus the 4 last characters of the name string on the same material slot


texts: Action Editor : merging multiple animated armatures?

texts:
I've animated my model using armatures, and in the editor view I see that I've created 46 bones. Each bone responsible for another part of the plant. Someone told me to use Action Editor. When I open Action Editor, I see that there's 46 actions in my file!!! instead of say 1, that has all the information.

This is how it should look, taken from a tutorial in youtube called

  Blender 3d Tutorial - Animation, How to Merge Actions to Single Sequence by VscorpianC

All the bones in one Action Editor place:

This is how it looks in my workspace:

How can the bones be merged into one action?? Is it possible? How can this be done?


texts:
Thanks for any help!
I'm trying to learn basic cell fracture.  I animated the default cube to fall onto a slightly extruded plane and at frame 15 (when the cube hits the plane) I applied fracture with annotate (I think this used to be referred to as grease pencil).  The fracture appears to apply itself but I can't see it when I render image.  I'm still fairly new to all of this so I'm hoping I'm missing something very simple.
Thank you!
*update.  Not sure if I'm doing this update properly but I figured out that I have to delete the original plane to see the newly created "layers"(I think you call them).  Only issue I still have is that I don't want the fracture to occur until a certain frame.  I think I have to figure out some physics, like object contstraints.
I was getting very frustrated trying to figure this out and I just found this simple tutorial that went step by step.   https://www.youtube.com/watch?v=ZG_ZMnKzVTQ


texts: How do I attach floating vertices to the mesh?

texts:
I am trying to make a turbine with cuts in the sides. I did this with the knife tool and copied the vertices made with the knife tool to the areas marked on the picture. At the place where I used the knife tool I could remove the faces and create the cut shown on the picture. However, the vertices I copied are just floating in space and are not connected to the mesh. This is why the edges (see 'to here') look like they are attached but they are not. Because of this, I cannot remove the faces as I did with the original cut.

The selected area is only 1 face, I want to select the triangle in the selected area

How do I fix this? Can I attach them to the mesh? Or is there another workflow that works better?


texts: Blender Rendering includes smoke in image render but not in animation render

texts:
Today i open my pc to see my render has failed, there is no smoke in my scene.

I have made the animation and included smoke, the letters are fine but the smoke does not appear in the animation render.
I have rendered the scene with "Render Image" and everything seemed ok? but when i render animation the smoke does not seem to show.

I am sure it has something to do with the render process and i have spent hours researching this to no avail.
You can get the blender file here: https://mega.nz/#!slNTFDKK!ZkCzXKKlv8EtrLOxq1V2glWrp_p0Bbl9-Rk-4UWClTo
Thank you.


texts: Calculate moment of inertia of rigid body

texts:
I have a somewhat complicated shape that I need to know the moment of inertia of and don't want to calculate manually. I can pretty easily model the shape and material in blender, then tell it to use the mesh as the shape, but I can't seem to figure out how to get blender to simply spit out the calculated moment of inertia. Can blender do that, or do I need to use different software?

Thanks.


texts:
I asked related to this question in the past.  How best to render a 3D grid?

Now I wanted to know how to make this picture in the blender.


texts: Objects in entire project can no longer be edited

texts:
When I RMB-click on any object in my project, it no longer gets a yellow profile that indicates that it is selected. However, in the Scene panel on the right, it does appear in yellow. I can also perform transformations (move, rotate, scale) on the "selected" object.
However, when I go into Edit Mode (see picture), the view of the "selected" object doesn't change, whereas normally it should change to either a vertex, edge or face view. The Editing interface does appear, but since there are no vertices, edges or faces to select, it's useless.
Did I inadvertently lock or deactivate a functionality in Blender?


texts: Animation Nodes - Blend distribution of objects on a curve into another curve

texts:
I've been trying to recreate the effect from the Cinema 4D tutorial below:
https://www.youtube.com/watch?v=BPv2HVvQfGo

I'm stuck at 9:55 where he uses the inheritance effector to be able to morph instanced cubes from the first path into the other. Is it possible to do it in Animation Nodes? I've been trying for a few days and I couldn't find a way to do it.

Or maybe there's another way to achieve this effect in Blender? I've tried connecting splines and trimming the bottom one. It works kinda well but the connection is very sharp and I don't know how to smooth only the connection, not the whole shape.

Thank you in advance.


texts: Help. Very bad user perspective on MMB from inside object

texts: I am a Blender novice. I apparently pressed something and my camera view has gone bad. In one photo is the camera view and this is what happens when I try to rotate the view. Instead of rotating like usual it somehow shows me from inside. Help would be much appreciated... Thank you.


texts:
I have a model that has an armature but the bodies of the bones are missing and there are just these points in space where the tails and heads are supposed to be and these dotted lines between them. If I move the points the rig moves but only that point instead of moving the knee and ankle like other skeletons I made.

Is there a way to create or replicate the bodies of the bones so that they interact with each other correctly and not scrunch up the model? Extruding from an existing bone has a body and works how I expect. I also am self-taught so any links to documentation will be very helpful.


texts:
In the OSL spec, there is a an optional parameter in a trace call for a 'traceset'.

I would like to restrict a trace to only hit the same object. The solution I have right now is to get the object name and test the trace object name after it hits like this:

// start OSL code fragment
string thisobjname = "";
getattribute("geom:name",thisobjname);
int hit = trace(P,
           ((_var_42 - 0.5) * 2.0),
           );
string hitobjname = "";
getmessage("trace","geom:name",hitobjname);
if( hit && hitobjname==thisobjname)
           printf("trace hit the same object");
// end OSL code fragment

I tried the following, but it does not work.

// start OSL code fragment
string thisobjname = "";
getattribute("geom:name",thisobjname);
int hit = trace(P,
           ((_var_42 - 0.5) * 2.0),
           "traceset", thisobjname
           );
string hitobjname = "";
getmessage("trace","geom:name",hitobjname);
if( hit)
           printf("trace hit the same object");
// end OSL code fragment

How does the 'traceset' need to be formatted to work? Is there something else wrong?


texts: Accessing Transform Operator History inclusive constraint_axis in Python script

texts:
Please have a look at this:

I am writing a script wich changes selected verts.

Lets say the user is in Box-select-mode (...or whatever tool), selects something, does some constrained transformation (example: Move in Z)

Now my script is changing the vertex selection.
At this point I want to reinvoke the constrained transformation (example: Move in Z).
The goal is, that the user doesn't have to hit G - Z (example) again but, the geometry sticks to the mouse and moves in Z until mouseclick.

What would be an efficient way to achieve this?


texts: Is this real to paint weights to surface from camera view in Walk mode on the go? I know that its possible to paint from camera in static, and even with camera animation, but how to make it real-time generating feature? What kind of script should it be?


texts:
I've downloaded Substance painter a couple days ago. Online i've read that is better to triangulate your model before exporting it to substance painter and this has confused me a lot. What's the point of retopo in quads when dynotopo aready works with tris? And if I'm goingo to animate a subject and so that I'll need a good edge flow won't trianguating break this?
Thanks in advance and sorry for my poor english.


texts: How to relocate a library using Python in 2.80 beta?

texts: I would like to, using only Python, relocate a linked library to another file. This is the equivalent of showing the "Blender file" content in the Outliner, right-clicking on the linked library and choosing "Relocate":


texts: How to make curve apply its bevel radius after all deformations

texts:
I have a wicker basket which is made up of curves. The object has a couple of array modifiers, a simple deform and a cast modifier to achieve its final shape.

It looks fine from afar but upon closer inspection, the curve seems to be flattened. Is there a way to make it fill the bevel only after all modifiers has been processed?

The object on the right had to have its bevel depth reset to 0 before the  modifiers were applied; it was then converted to mesh and then back to a curve again before re-adding the bevel depth. With this method it successfully bevels the curve without any distortion to its profile. This is the desired effect I'm not able to reproduce using a non-destructive workflow.


texts: What unit of measurement does Blender OBJ export?

texts: I'm trying to export my model from the Blender Imperial Unit setup into Rhino 3D Imperial Unit file. There is no option in Blender export to determine the scale. I know I can manually scale the model up in Rhino but I'm likely going to need to import and export back and forth and it would be great if I didn't need to worry about scaling each time.


texts:
I'm new to Blender and am trying to get my head around things and practice what I've learnt. I'm sure I've done something wrong order here, but I'm having an issue:

I modelled a glass with a handle, starting by creating the glass shape from a cylinder. I then extruded the top of the handle out by selecting that face and hitting 'E'. Then, using the spin tool I created the handle loop (spinning down towards where the handle connects near the bottom of the glass). Then I used the Bridge tool to connect the round shape to the bottom of the glass.

For some reason, although the bottom connection between glass and handle looks perfect, the top one looks way too sharp. I can't quite work out what I've done wrong here! Any help would be appreciated.


texts: It's my first time to use blender. I've been looking for youtube tutorials and other use modeling, others are sculpting. I don't know what to use. Modeling seems more precise and more accurate but sculpting seems easier than modeling. I've been modeling an original anime style character for a while now but I'm sure if I'll continue that or switch to sculpting. What should I use and when to use these two? Also, is this that right place to ask these kind of questions?


texts: Bones get enlarged during export/import process

texts: I have a rig in blender that I want to export into a different blender project. For some reason, when I do that, some of the bones get enlarged. All the scales are applied. Why might this be happening?


texts: Motion Blur problems with wheels and Rigacar

texts:
I am currently trying to learn how to use rigacar to create a scene of a car racing through the tunnel. I am having issues when I try to add motion blur to the wheels. With no motion blur, the wheels spin fine as seen below. But as soon as I add motion blur the wheels start to become transparent in some sections. This is not desirable because it makes the car seem to jerk around as you can see in the second video. It also isn't physically correct because the tire occupies the same space frame to frame, just different parts of the tire.

No settings have been changed between the renders besides motion blur. I have done tests without denoising, that isn't the problem. Increasing the sample amounts from 128 to 512 had no effect. The wheels are centered at their origin of rotation. I am using Rigacar car generator. The wheels are instances of a separate collection to speed up viewport rendering. With larger shutter settings (increased from .5 to .8) the effect becomes worse.
Edit: I have attached the blend file for anyone who can take a look at it.
Edit: I have done additional tests.
Removing the mesh lights and replacing them with actual lights does not fix the problem.
Removing all lights does not fix the problem.
Hiding the tunnel and rendering it against a blank background does not fix the problem.
Changing the camera angle does not fix the problem.
The wheels do not wobble in the viewport


texts: Weird line in middle of face while sculpting

texts:
I'm trying to make a human face. but there seems to be a crease like-thing(I'm pretty new to blender)
Like this:

I'm using X mirror while sculpting and I think the problem is because of that.
Is there any way to fix this?


texts: Cycles baking testbuild gives black image (no displacement used)

texts:
I've been using Blender for a few months to make the models for a game (actual game engine is Unity Free). I'm new to Blender and 3D modelling in general, so please be patient with me if I'm doing something stupid or I use the wrong terminology.

Anyways, I got the Blender 2.71 testbuild 2 and I've been using it for baking in my Cycles materials for my game. It's been working pretty good, but for one of my models it isn't working. I go and press "Bake" with bake type set to "Combined" and I wait there for an hour or so and instead of baking the model in full color (like it normally does), the UV's are all black (see "combined bake.png"). Am I doing something wrong here? (I've uploaded my .blend file if anyone wants to see it.)

Also, this is how I normally do cycles baking (this has worked for my other models): First, I go into edit mode and do a Smart UV project. Then I go into one of my materials and open up the node editor. I add a Texture Coordinate node. Then I add an Image Texture node and set the file to whichever file I want to bake to. I then take the UV from the Texture Coordinate and put it into the Vector node in the Image Texture. I repeat the process for each of the object's materials. Then I go to Render>Bake and press Bake with the type set to combined bake. This normally does work for my other models. The only thing different with this one is that there is a crystal thing hovering over the object I'm baking. The crystal has a strong emission shader. Is there anything wrong here?

I'm using 1000 samples if anyone wants to know.

(Note: I tried this on the Blender 2.71 RC1 from http://ftp.nluug.nl/pub/graphics/ble...e/Blender2.71/ that just came out - still no luck.)

rendered.png:

combined bake.png

full file.blend This my blend file that I'm using for this model.


texts: I got a subdivided mesh/face where a road should run along. So we have an outer and an inner edge. What I want to do now is delete all these faces that lie within the outer and inner cut/edge. Of course you can do that with circle select but I wonder if there is a faster and more efficient way?


texts: Child changes position, rotation upon import in Unity

texts:
I am trying to export a model from Blender (2.9) to Unity via FBX.
Location, scale and rotation are applied to all objects in the model, but still the eyes rotation and position change upon importing.
Does anybody have a hint what to look at?


texts: I'm modelling a helmet and one of the pieces needs sharp edges. The problem is that the edge loop continues onto a part of the mesh that needs to stay smooth/curved. I'm unsure of how to edit the mesh to fix this whilst maintaining good topology, so any help on how to fix this is greatly appreciated.


texts: How to add multiple duplicate-linked legs to a single armature?

texts:
I want to make a quadruped insect robot. Each leg will be exactly the same. They will have three regular bones and an Inverse Kinematics bone at the end. I want to connect them to a single body/spine bone using the "Make Parent > Keep Offset" relationship, so that I can just move the spine to make a crouching pose, twist the body, etc.

Here's a proof-of-concept armature:

http://lab.narf.pl/tmp/2017-01-06-blender-legs.gif

As I mentioned, legs will be exactly the same, but I'm sure they will change quite a bit in the process of making the robot. My idea was to model a single leg, create an armature for it and duplicate them with ALT+D ("Duplicate Linked"), so that I can make edits in one place. It works fine (I can pose legs independently) until I try to connect legs to the spine (a separate armature).

I've tried a few things but they don't give the desired effect:

When I join the spine's armature with one leg's armature, all legs get a separate spine.
When I first unlink one leg's armature (by pressing U: "Make Single User > Object & Data"), I can join it with the spine and it works OK, but when I repeat it for the second leg, its mesh gets disconnected from the armature.

How can I achieve the result from the proof-of-concept GIF and reuse a single editable leg object at the same time?

Here's the .blend file I experimented on:

1st layer: Proof-of-concept armature from the GIF.
2nd layer: A leg mesh and armature. This is what I want to modify during development.
3rd layer: A spine and duplicate-linked objects from the second layer. Bottom left leg is unlinked (U) and joined with the spine. Bottom right leg is unlinked but not yet joined.


texts:
I'm still trying to get the fundamentals of the blender game engine down, but for now I have this:

The camera's position is controlled with W A S D, and the camera rotates to where the mouse is, like in Minecraft.

What I want to happen is when the player presses W, the cart moves forward, along with person while maintaining the same distance away. I thought about just copying the W to move forward from the camera to the cart, but that didn't work. Right now you have to actually push the cart and I don't want that. I also want the cart to rotate when the player does using the mouse using the origin of the camera as a pivot point. At first I thought using a game property, but apparently they're only relative to a single object? I've used a 2-D game engine before where you could make a property (called an Attribute) that was relative to the scene, game, or character. I'd appreciate it if it could be done using logic bricks, as I'm still working on Python. I feel like I'm not explaining this right, so just add a comment if you need clarification.


texts:
So here is the issue I am facing. I first model my ... well.. model and I then bring it to sculpting and at around 1milion+ polygons ( or tris and other stuff) I start getting really laggy. I mean my machine is okay, I am a programmer so it's decent but the GPU is mediocre at best, but I am not sure that has that big of an effect in this.
Specs: AMD Ryzen 7 2700 Eight-Core Pro, 16GB Ram, SSD, B450M DS3H-CF GIGABYTE motherboard, Radeon RX560
My process is as follows. I create a low poly model

After that I subdivide it on around 3-4 viewport, I join the stuff that needs to be connected (the meter and the glove) via CTRL + J I believe, and then go into sculpting with Dynamesh enabled on 50 and constant detail. I get to this

Now, this gets laggy even tho it isn't even that high, I want to try and remesh it but remeshing is awful, using 0.1m voxels is horrible and wrecks my sculpt while bringing that down makes the lag even crazier. I'd appreciate any tips on how to make this process smoother and more proper. And if the shitty GPU is at fault, can you still please share the proper workflow regardless if the GPU can handle it or not? (I've seen some videos where they sculpt with ~5million polys easy)
Any additional info I'll provide if needed
Thank you very much!


texts: I suppose something wrong with camera settings


texts:
So, following tutorial by creating Displacement map (through ProjectAll) and then exporting it with the model to Blender (through Multi Map Exporter plugin (UDIM format)
and GoB addon) then applying Displace modifier ,
I ran into some problems.
It works perfectly in Zbrush

But in Blender this thing happens:

Here's my settings:

Please help!! I'm stuck because of this problem and I can't solve it
Thank you in advance!!!!
P.S. the model is standard size (Deformation -> Unify in Zbrush)


texts: Why can't I see motion blur in the viewport cycles?

texts: In Cycles how come I cannot see the motion blur in the 3D viewport when in render shading mode?


texts:
I'm trying to understand how selections and active objects work within a context. I  thought I understood that a selection is part of a context. I read somewhere that you can create a copy of a context (context.copy()) in order to avoid changing the user's actual selections.

Some code I've seen fits this concept, such as..

context['selected_objects'] = list
context['active_object'] = object

But other code I've seen does not, such as..

object.select = False
bpy.ops.object.select_all(action='DESELECT')

Would anyone be able to help me understand what's happening behind the scenes? I can't imagine how object.select = False can be triggering any state changes inside of a context? Perhaps objects have their own selection states, but they can be overridden by a context? Or maybe the things I read were completely wrong?

Thanks!

Edit: It appears that part of my issue is that Blender keeps changing the syntax and setup of how selections work. It looks like they are now part of the view layer. But if I make a copy of the context, Blender reports that it doesn't even have a view layer. Does anyone know how to properly copy the context and select/activate objects with the copy?


texts:
I have been trying to use the intersect tool, but unexplainably it is not evident on my menu.

As can been seen in the screen print, the Intersect tool is nowhere to be found. Another user thought that it might be due to me using an old version of Blender - that was my initial thought, but I have since installed 2.78 and the Intersect tool is still in hiding.

Is it possible that I somehow turned it off or hid it im my User Preferences?

Any ideas? Help.


texts: Images as planes appears always in front

texts:
I am using the images as planes addon and when I add an image it always appears on top no matter how I rotate, I don't know if this is intentional but it didn't use to be like that.
I am using 2.90.1
Here are some images explaining.
Image A and B are centered in 0,0,0 and they are intersectin in the middle and are perpendicular, yet B appears on top always since I added it after A.
I add a screenshot with the bug, and a screenshot of how it should look.
And no, it is not a matter of the visibility in the viewport display, it is not x-ray, "in front" is not selected. So I solve it by deleteing the material and adding it again, which doesn't make sense.
Any clues?
How it looks

How it should look


texts: How to get a proper elastic collision in a rigid body simulation

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I'm trying to make a rigid body based Newton's cradle in Blender 2.80. At the moment my setup looks like this:

The constraints are hinges, rotated so the balls can only move left to right. After some experiments I used the Sphere shape for the collision, mesh or convex hull don't give any kind of elastic collision. I tried several values for friction or bounciness, but none give the proper motion I expect. I also experimented with collision margins, to no avail. Any help would be greatly appreciated. I put the blend file on google drive if someone wants to look at what I'm doing wrong.
I tried looking for a tutorial on youtube, but none of the ones I saw used rigid body, I only found this final animation of what I would like to achieve, which does use it, so it should be doable.


texts: How to automate replacing textures in Blender via Python?

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I tried finding tutorials on how to do this, but can't seem to find one. If you know of one, could you please point me in the right direction please? Or even an add-on.
I am trying to learn how to automate a very repetitive task of swapping textures to create different SKUs of a couch for example. So I need to replace the wood and fabric textures of this model to generate 20+ SKUs that I can then batch render over night. At this current time, I am saving each blend file by hand after swapping each texture out by hand. Which takes up a lot of time, and is very very boring..
I've tried learning it from the blender console window, but every time I try to replace the textures it doesn't record any information for me to try and learn. Only when I save it out as a different SKU name.
Hopefully this all makes sense? I can try explaining further if need be as well!
Thank you!


texts: Fluid domain dimensions are different in Edit mode from Object mode

texts: I am building a beach scene and have a strange thing happening to my domain. Basically the domain dimensions are different when I switch to edit mode. I think I scaled the cube once it was a domain, I'm not sure if that was the cause. Does anyone know why this is happening or how to fix it?


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I have a question about soft shadow option in eevee. Is there a way to bake them in eevee?
What is a problem - when I turn on soft shadow option it instances light depending on it size, and it looks nice but I need atleast 1000 eevee samples to make them look good and soft and well its not an option in Eevee(it will be faster in cycles). So my question is how to manage that to render everything with 32-64 samples which gave me results I want but shadow setup much higher or bake them that I will not waste time and calculating power. Thanks for any help


texts: Linking render visibility to viewport visibility in 2.81?

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While there may be cases when you want to render objects other than the ones you see in the editor, you more often need to prevent such difference and have in the render exactly the objects visible in the editor.

Is it possible to lock (meaning keep them in sync) visibility in render to visibility in viewport, so that you get what you see and don't need to search objects one by one to ensure you'll render all and only the objects currently in the editor?

Said otherwise how to keep in sync any pair of icons, at object level, at collection level, and whatever other levels if I forgot some. In sync meaning when one changes the other changes too, as if there was only one icon. In more conventional GUI, this lock is usually represented by a chain link icon:

Question for Blender 2.8.

By the way I don't understand why the active camera view doesn't show objects with render = visible, and rather show objects with viewport = visible. Camera views are supposed to be the ones which are rendered. So there is no way to preview what will be rendered.