texts: Make bone roll match a face/vertex normal?

texts:
I am working on a script that generates bones down an edge or face loop. I have figured out how to create a bone and move its head and tail into position at the top and bottom of a face, or onto a specific vertex. The problem now is how to roll the bone so that it is flat on the face normal (or if on an edge loop, so that it based on the vertex normals.)

Is there some existing way to do this, or any existing addons/scripts that handle this problem? Or do I have to somehow derive the bone’s angle?


texts: How do I snap a vertex along a local axis?

texts:
If I'm trying to move a vertex along any axis other than global X Y or Z, it doesn't snap to another line or face (at least not in a useful way). For example, this is what I want:

But trying to snap to a vertex results in this:

And snapping to an edge results in this:

The problem is that when I'm moving a vertex along a local axis, the snapping also uses the local axis. I'd like to move it along a local axis but use a global axis for the snapping.

EDIT: To explain my use case a bit; I do a lot of modeling for mechanical parts, and this situation comes up frequently. I have found 2 ways to accomplish this, but they are both fairly cumbersome.

One is to use a shrinkwrap modifier, but that requires creating a vertex group, setting up the modifier, and in some cases creating a new object to use for the target since the the object I'm wanting to snap to doesn't necessarily lie on the path I'm moving the vertex.

The other is to extrude the vertex beyond the point I want to snap it to and then use a boolean operation to clip the mesh. This one is a fairly bad solution though since a boolean operation requires the mesh to be manifold, and it often does unpredictable things.

The shrinkwrap method is the least painful method I've found, but I'd really like a way to do this simply and quickly, just like snapping a vertex in any other scenario.


texts:
I'm trying to follow blender guru's tutorials as best I can in blender 2.8, but I've run into a problem while trying to make the coffee cup. I'm trying to use the extrude tool but instead of extruding the edge it acts like the move tool with proportional edit enabled, circle and all. I've attatched images to attempt to show what I mean:

Here is the original mug

1

Here is after restarting blender and simply hitting E on the face I want to extrude, note that not shown here proportional edit is off but the ring for it appeared anyways.

And finally, here I scrolled until the ring was the size of the cursor. Note that here the face still isn't being extruded, as the set of faces that connect the ring of the mug are no longer flat, and are instead simply linking the two faces.

Thanks for any help!


texts: Unwrapping a model "loosely" with each face separate?

texts:
I have a... weird mesh. It doesn't look that weird, but it makes the automatic unwrapping in Blender do weird things. It stretches and distorts the texture; it does all kinds of things.

This mesh, however, contains not many faces. Pretty much, each of them are rectangular, with maybe a dozen or so triangles.

That's why, I'd like to unwrap it in a way so every face is separate.

The left side shows how unwrapping works now, the right side is how I'd like it to work. Forgive me the Paint picture, but I didn't deem it necessary to launch something more powerful for just a rough sketch.

Do I just manually mark every edge as a seam, or is it a hidden, existing function somewhere?


texts: Can't select vertices + Loop cut doesn't work

texts:
Yesterday I installed Blender 2.75 on my Lenovo X230 with Intel graphics HD 4000.

Since the beginning I have been unable to select vertices in edit mode by clicking. Also the loop cut doesn't work at all (Ctrl+R, there is no purple outline and nothing happens after clicking).

I've got a friend who has some tens of hours spent in blender and he is also unable to do that on my pc. On his, however, it works like charm...

I also had some trouble with glitches in the gui, but it got solved by setting window draw method to triple buffering - indicating that intel HD drivers might be an issue.

I read about updating my drivers and that's what I did but was only able to update Intel hd graphics to version 9.18.10.3359 from 15.11.2013. Then, even if trying to update manually, my Windows 7 professional says it's up to date.

Any idea how to solve this?


texts: Blender has no object joining modifier. I think it would be useful to somehowe achievce it. Can anyone suggest a method for properly doing it? I would like to retain the objects transform, like when simply joining objects, but of course with all the previous modifiers and the two original editable meshes kept non-destructively.


texts: Started using blender a week ago, so im kinda new. And i have no idea how to do this properly. I've got 2 cubes, one which is going to be an house, and another cube that i want to make the porch. So i would like to attach that to the main building. I've got no idea how to do it, and found nothing around the net about it. Any help?


texts:
Hello fellow internet people,

I am currently trying to recreate the minecraft assets in blender, but I am encountering a problem as some of the textures files come as grayscale and have a colormap with the color data. Since I don't know how to setup the nodes, I am hoping someone could help me figure it out.

I have included the two png images in this post. Since the first one is 16x16, the interpolation has to be set to closest.

(sry for the terrible image formating)


texts:
I have a map splitted to 256 chunks, now I need to center origin to every object, but I need to center only X and Z origin, not Y.
Or another way, can I change Y origin to 0 for all objects?


texts: Blender 2.8 (Python) - how to put mesh into edit mode

texts:
For this line of code:

bm = bmesh.from_edit_mesh(mesh)

I am encountering the error 'ValueError: The mesh must be in editmode'

I am not certain how to fix this problem.  For context, I am adapting the code solution at the bottom of this post, which was for an earlier version of Blender.  My full code is here:

scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']
mesh = obj.data
mat_world = obj.matrix_world
cs, ce = cam.data.clip_start, cam.data.clip_end
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(mesh)
for v in bm.verts:
    co_ndc = world_to_camera_view(scene, cam, mat_world * v.co)
    #check wether point is inside frustum
    if (0.0 < co_ndc.x < 1.0 and 0.0 < co_ndc.y < 1.0 and cs < co_ndc.z <  ce):
        v.select = True
    else:
        v.select = False

bmesh.update_edit_mesh(mesh, False, False)


texts: How can I 'stamp' a fingerprint onto an object's geometry for 3D printing

texts:
I need to make a pendant (jewelry) with a fingerprint pressed into it — this will then be 3D printed (see image attached for an example of what I'm looking for).

Am I correct in thinking that a displacement modifier is the way to go? I have the image of the fingerprint which I was then going to use as the displacement modifier on the object. I have tested this out and it works to a certain extent but I was just wondering if there was a better method for doing this?

Many thanks in advance for any help or advice on this.


texts: Can a quaternion be used to convert between coordinate systems?

texts:
I'm trying to convert hierachical rotation matrices (from a Kinect) to manipulate a mesh in the game engine.

I was trying to change the Quaternion values like:

  qt.w = qr.w
  qt.x = qr.x
  qt.y = -qr.z
  qt.z = qr.y

Should this work mathematicaly?

My models joints jump randomly around (this with having only a few matrices changed from idendity to have a chance while debugging):


texts: Sculpt Mode Blender 2.81 Object not visible

texts: When I switch to sculpt work-space, no object is being shown, the screen is blank, only two circles are visible, I hope they are the radius and strength circles. But the object is not visible. Any help is appreciated.


texts: Adjust amount of gaussian blur with bumpmap?

texts: Is it possible to somehow adjust the amount of gaussian blur with a bumpmap? For example: To set white to zero blur and black to x blur and have the blur increase along some curve between the two? I have an application where the cameras DOF can't achieve the effect I am after.


texts: I'm sculpting this dragon and, so far am pretty happy with how it's turning out. However, I am not sure how I should go about modeling his fur. The target platform is the unreal engine 4 but for now I am just trying to get a nice model before retopology.


texts: How can I make object movement correlate to animation being performed?

texts:
Let's say that we have a character with a walking animation, such as this one:

What would be the best way to physically move the character forward in a way that matched the animation being performed?

One could possibly just eyeball it, however I believe there must be a more efficient solution - perhaps some sort of collision logic to say "if foot moves when touching a collision object, move character in opposite direction"?

Presuming there is a more efficient solution, how would I extrapolate that solution to more complicated movements - for example, a character rolling around on the ground, or a character performing a cartwheel?


texts: Why an object looks darker after Applying Scale and how to fix it?

texts:
I was trying to create a symmetric wall by doing:

Shift + D to duplicate the wall on the right side and move it to the left.

Change the Scale of Y of the duplicated object to -1.

Ctrl + A to apply scale.

And the color of the object changed.

How can I change it back?


texts:
i want to use blender models in three.js. To import blender models to 3.js we have to use blender exporter addon   so i follow a tutorial and do every step correctly .i have included folder inside addon directory.but when i restart blender i can't see a three.js addon . i'm using blender 2.72 version .

as you can see there is no addon as 3.js


texts: How can I fix these "distortions" in the faces around the hole?


texts: Why doesn't Blender render from video editor according to settings?

texts:
In Blender 2.79, rendering a video seems funky. I've set up the render details in default view as described below, to render a video to a certain location. I have the Compositing and Sequencing checkboxes selected. However, when I render, it just renders the non-video-edited scene.

When I go into the video editor, and use the main menu to Render > Animation, it ignores all the settings, and instead renders a bunch of stills to the default Blender location (C:\TMP).

How to render video?

Thank you! :)

Render details:

Frame Range shows differently between Default and Video Editing views. Should they be the same?

Post Processing:
Compositing YES
Sequencer YES

Output: My destination folder on D:\
The stills get rendered to C:\TMP\ instead.

Encoding: MPEG-4 container, H.264 video codec, AAC audio codec.

Want anything else?


texts: Why does displacement modifier produce a different (and unwanted) result when applied to a selected plane in a 3d object?

texts: I am trying to model 3d blocks of terrain by adding topography to the upper face of a block diagram.


texts: I would like to know how to simulate water being absorbed by a rectangular filter paper aligned vertically where the source of water is above it.


texts: AN: scale a grid in world axis without scaling objects

texts:
I did a grid of spheres with distribute matrix and add it a rotation.
Next I want to scale the grid in the Z axis of the world (not the height of the grid).
But I don't want to scale de spheres with it.
I show you that what I tried and faild.

As you see the spheres are egg shaped and I want they stay round.


texts: Artifacts after applying subdivison surface modifier

texts:
I get strange artifacts after applying subdivison surface modifier. There are no double vertices. The problem is only in this place. The rest is nice. How can I fix it?
Without subdivision:

With subdivision:

Wire view with crease values:

And with subdivision:


texts:
I am right now at a Re-topo in Blender 2.8 and somehow the overlay of the faces are not as the same place as shown. (see image)

The Object has a Shrinkwrap Modifier and in the view port "Display in front" is checked.
The snapping tool is activated as well as show overlay.

I am not sure if this is a bug or a feature... Anyway it is confusing to work with :(

If I can turn it off somehow I would appreciate any help.

Regards


texts:
I made a chainmail in blender. Rings were made as a hair particles. I want to export result in Unity, but if I convert particles to mesh, chainmail file drastically increases its weight.
Which workflow is correct for my case?

Now I have some ideas:

Somehow bake particles to mesh.
Export ring pattern and mesh separetely and simulate particles in Unity (dont know is it possible).
Make chainmail in a different way(still dont know how).


texts: Is it possible to motion track footage from an iPhone SE?

texts:
I cannot find sensor width or focal length for the camera in the iPhone SE. Is it possible to motion track footage from this device? And if so, what do I fill these specifications with?

Extra:
In my research I found the following.
If  it helps, the iPhone SE and 6s use the Sony RGBW IMX315 12MP BSI sensor.
The sensor size is 1/3″ (4.80 x 3.60 mm). I'm unsure which is the width, but one of these two numbers has to be it. That leaves me with the last detail, the focal length.

Thanks in advance for any help.


texts: How do I adjust limbs.simple_tentacle to finger?

texts:
My question derives from the given link here..

PitchiPoy Rigify missing finger controls

I am trying to change from "simple tentacle" to "finger" have no "rigify type" option available, and just writing finger into the "rigify_type" down on the right doesnt change it..

thats what I would like to have.. -->

How do I do this?
Thanks for the help :)


texts:
I've recently downloaded this character model from a website that looks like this:
But when I opened the model in Blender, it came out like this:. I also have the texture files with me.
So how do I add the textures to the model?(BTW, I don't know anything about Blender).


texts:
I'm trying to offset the mirrored geometry procedurally.
For example, here I have some beams with two simple deforms and a mirror modifier:

But I wish to have the beams interlace and look like this:

Which I got by applying all the modifiers and manually moving one side along the x axis a bit.
I want to find a solution that doesn't involve having to apply all the modifiers, for example being able to offset the mirrored side of the geometry, is this possible?
Blend file for anyone interested:


texts:
I have made an animation using shape keys and the "Bake Sound to F-Curves" option and now when I try to keyframe the shape key I get this error:
F-Curve with path 'key_blocks["E"].value[0]' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers

What does it mean and how do I fix it?


texts: How to do a sprite animation in blender like undertale with good alpha channel

texts: I tried to do a sprite animation but it messed up and the alpha channel doesn't work yes I used images as planes.


texts:
I'm trying to create a keva plank animation. The first section works fine but when I duplicate it to make the tower higher, and copy rigid body settings, the second half is still fixed - see animation below.

Please could someone suggest what I might have done wrong?

Thanks.
Andrew.


texts: Is there any XOR option for Boolean Modifier?

texts:
Let say we got two object, I want to get the sum of the difference for calculating error between two meshes. As the sum of red and blue area following image showed:

Somehow the Boolean Modifier doesn't contain this option. I know it can be work by two ways:

Use Difference bool on each object with a duplicated one, and Union them.

Union both object first and subtract the intersect part.

But both of the method need a duplicated copy of mesh for reference, the second one even encounter the Overlapping issue.
Is there any easier way to get the XOR behavior in boolean modifier or similar function.


texts: When mirroring the mirrored side of the object gets inverted (just like a normal mirror). I need the mirrored object to be exactly the same as the other one. Much more like a live duplicate so when I edit the first object the same thing gets applied to the duplicate. How would I do this? If there is no way using the UI then there sure must be a way to do this in a script, right?


texts: Deform Text Objects in Blender to fit into other object

texts:
I would like to take a 3D Text Object in Blender and Deform it.
Such as that it fits into e.g. the outlines of Curve or Object.
I tried with the deform modifiers cast and curve. But I could not deform it so the 3D Text is(and fits to) within the boundaries of another object (Curve or Object).

Thank you for your help.

Update:

Here a pictures what I want to achieve in 3D, but in 2D.


texts: I don't understand how attach two UV maps pieces. Because,as you can see on the right side of the attached picture below,the mesh is not broken,but on the left side you can see that the Uv map is broken into two different pieces and I don't know how to join them. Really I don't understand the reason of this behaviour because I marked as seams all the edges in the front of the mesh. Thanks.


texts: Blender 2.8 - Bone "Custom Object" is not displaying when it's an empty object

texts:
I build a model in Blender 2.79 with an armature and IK rigging.  The model has specific "touch bones" that you manipulate to pose it, and these each have a "Custom Object" set so you can manipulate them.  E.g., the touch bone for the head appears as a circle around the head (screenshot below.) A few of the touch bones use empty "Empties" as their Custom Objects, such as an axis or a sphere.

This all looks and works fine when I open the model in Blender 2.79.  I can see and manipulate all of the touch bones.  However, when I open it in Blender 2.8, none of the touch bones using empty objects appear in the view.  Is this a change in the code, a bug or oversight, or is there some setting I can change to rectify this?

For example, in the pictures below you can see in 1.79 (top picture) that there is an axis in the center of the figure, and spheres projecting from the elbows and ankles, but in 1.8 these things are not visible in the same model.


texts:
I have developed a 3D scanner, this is a relatively fast scan of a big space.

https://www.youtube.com/watch?v=FHAK1L_AQig

The scanner works great. it Provides text files in X; Y; Z format

The only program I have succeeded to import this is Meshlab. Now trying to import to Blender via Meshlab in .ply format. Something gets imported but it appears as a sphere, I just can not find a way to get this right, any help would be appreciated.

Here are the files https://drive.google.com/drive/folders/0B7y_Hbr29sx8WFppMjhZUm5ZR1k
.TXT directly from scanner and .PLY converted with Meshlab. both open ok on Meshlab, but not on Blender, see the Image.


texts:
I have a model that I created in Blender. I then created a bow and arrow and then parented it to the hand bone of the model so that it moves with the hand. When I use the .blend file in Unity, however,the bow and arrow shifts to some other position away from where it is supposed to be. I'm not entirely sure how Unity and Blender's co-ordinate systems differ so it might be that but I haven't really had this problem with other models before. Any help would be appreciated.

Edit: Ok, so I've figured out what the problem is but I have no idea how to fix it (apologies for my poor modelling practices in advance because i'm fairly new to this)

This is my model in pose position:

This is my model in rest position:

I connected the bow to the skeleton by clicking on the bow rig > shift clicking on the hand bone > CNTRL+P > to bone. This works fine as the bow now moves with the skeleton and I can do whatever I need in the NLA editor.

Now, the issue is, when I use the .blend file in Unity, the bow is in the rest position of my model even though the skeleton is in pose position and performing the actions (so the bow is floating on the side).

I've tried connecting it differently. If I connect the bow instead of the bow rig to the model, then it is in the correct position in unity but then the bow rig detaches and so the bow animations don't play.

I've also thought the problem would be solved if I make the the current pose position my rest position but when I do that, the mesh reverts to the old rest position and moves very weirdly with the skeleton

I would really, really appreciated any help with this as it's been hindering my progress for the past few days.


texts:
I have been trying to figure out the reason for 2 days and have lost all hope.

The problem is that Cycles Render doesn't upgrade. If I make any changes in the 3D view everywhere else the changes are visible and apparent but when I try to render or animate (press buttons Render or Animate info file) under "Camera" tab, then only previous versions will be rendered.

Blender file can be located here: https://uploadfiles.io/53lbh

What I've checked so far:

I've toggled Local/Global view - no effect.
All viewpoints are activated in render mode (everywhere camera icon is switched on)
All objects have layers attached to them under RenderLayer

There was no difference with either rendering in Cycles Render or Blender Render

Here is an example of the difference of both views before and after "Render" of the same frame.

Is there anywhere an option that keeps only the first rendering
result in cache and takes the information from there (that I could
possibly need to uncheck).

HELP!


texts:
Blender is not displaying faces with a dot as usual in Edit Mode, Face Select mode.

This is Mavericks OSX, Blender 2.72b


texts: Render fails at tesselation with out of memory error

texts:
Blender (Cycles) won't render the .blend file linked below with the new OpenSubdiv/Adaptive subsurface turned on.

In render preview, all is fine, I see "tesselating" pop by, it is done in no time at all. If I hit F12, Cycles goes into lockdown while it is tesselating. After about a minute, it comes up again with "out of memory error", with peak memory usage at about 0.05Mb. If I turn off the new feature, there's no problem (except I have to use the old subdiv modifier).

Would anyone know if there is a fix for this (yet), other than turning off Experimental features? (And yes, I know, it says "Experimental" :))

TIA,

Rob.

Blend file available here: https://www.dropbox.com/s/7tb31dm85hmw4rg/Hex%20Planet-tesselationerror.blend?dl=0


texts: Blender exporting without color(white model)

texts: I am getting no color(white model) on exporting from blender. I tried every export option still got no semitransparent colored model. I need model like the first image but( Bottom image is of testing glb file.) Please help me if you have the solution. Thanks a lot.


texts: How do I assert that a modifier has been applied via python?

texts:
my script includes a step where I add a boolean modifier to my object and apply it. However, after script completion, the modifier obviously has not been applied, but parts of the script that are coming afterwards have still been executed.
How do I make sure that the modifier is applied before going on with the next steps of the script?
I am using blender 2.83.


texts: Alternative to Option or Command for Emulate 3 Button Mouse?

texts:
As far as I can tell you you can either use Option or Command (OSKey) to emulate a 3rd mouse button. Both of these options, however, nuke important functions. Any work around for this?
I saw that some people are re-assigning the lost shortcuts, but I'm new to blender and I'm unsure how many I would have to re-assign nor what to re-assign them as. I would much prefer making my own custom shortcut modifier to use instead of option ( like shift+control or control+option). If there a way to do this? If not is there a list of common shortcuts that are not used by Blender already?
Blender 2.90.1
Thanks for your help!


texts:
Still very new to Blender. Enjoying it a lot so far.
But now I've hit a wall...
I am trying to have a surface emit one particle per vertex. Then I instance an object across those particles. Now I would like to run a force field with a narrow max distance though the particle grid and bush the particles in reach away. But the particles should return to the vertex position if they're outside of the influence of the force field.
In Maya I would emit particles from a surface, set the initial state and turn off particle creation, run a force field through and make them go back with a goal weight. At least off the top of my head. Unfortunately don't have Maya around anymore.
I would dearly appreciate any pointer to how this could be done in Blender. Maybe geometry nodes is the answer? But so far my attempts in that direction have been unsucesfull as well.
Thanks!


texts: Is there any way to model these shapes while keeping the topology clean and not create shading issues?

texts: First one is the wing and body of an aircraft intersecting at a very small angle. Second is a cockpit separated from incompatible mesh topology. The third one is piercing multiple holes through an n gon. I have yet to find decent solutions to any of them.


texts: How do I keep objects hidden/shown when switching between animated actions?

texts:
I've a character who wields a two-handed sword. I've animated 2 walk cycles, one with weapon sheathed and another with the weapon drawn. I'm going with the approach of using two individual meshes for the sword in both positions, thinking I can hide the one that isn't in use and leave the other shown. However I'm having difficulties when switching between my actions in the action editor. Once I've keyframed the invisibility of the sheathed sword in my weapon-drawn walk cycle, it stays invisible in the weapon-sheathed walk cycle and I don't seem able to switch the visibility on and off without affecting the other walk cycle also. Is there something I'm missing or is this not possible at all?

I'm a novice, recently started making assets for games and am learning as I go. I've been stumped with this one for a couple of days now with no luck troubleshooting.

In fact, As I'm writing this, I've somehow bunged this up further. I can't keyframe either of the sword visibilities without hiding the character armature and both swords at once now.

Is there an easy way to do this??

Also wondering how to use the IK/FK arm setup to the same effect. Any help would be great.


texts: Is there a node like MixShader but for the displacement slot?

texts: So I want to apply two different materials and their displacements to an object but I was only able to keyframe the shaders using the mixshader node. Is there a similar node which can be used to keyframe two displacements? Any help would be appreciated!


texts: How do I solve the problem of black surface forming on an object with 0 alpha transparency adjusted in cycle mode?

texts:
In order to give the effect of disappearing the product through video, i made the alpha 0 in the cycle mode to give transparency.

When I proceed the rendering, it's not completely transparent also black surfaces are occured, and I've tried this and that, but I'm asking because it doesn't work.
I'd like to ask if there is any way to get rid of this black surfaces and set it to a completely transparent state.
The current setting is as follows.


texts: Dynamically change size of image overlay in video editor

texts: I am trying to add a logo (over a video) that grows during the video at a steady rate. I am able to position and overlay the video where I need it with the Transform tool but I can't find a method to animate the change in the tools that are available. I wonder if anyone knows a way to reach this goal. Thanks in advance.


texts: How to define a colorband in Blender 2.74 using python script

texts: I need to define a colorband using python script, but I don't know how to do this in Blender 2.74. In 2.49 version has a command colorbandDiffuse but in 2.74 version I can't find out.


texts: Only render what's visible from camera's view when creating multi-layer EXR?

texts:
I've rendered a character in Blender and created a multi-layer EXR, which I want to edit and color in Photoshop. I separately rendered different body parts like arms, shoulder armor, the head etc.

Sadly, Blender rendered all of these things COMPLETELY, so now the whole thing is jumbled in Photoshop since they're just 2D images now.

Question:

Is it possible to tell Blender to ONLY render the part of the objects that are visible from the camera's point of view and leave out the ones that are hidden behind other objects?

This would be a great help. :) Someone got an idea? As of now, it looks like this. Pretty messy since nothing fits together anymore.


texts: how to make viewport display diffuse maps in full color? (2.8)

texts:
I am  painting textures onto 3d meshes so I need to see the color exactly as it is, but in texture paint mode my colors are 100% bright (white is 100%), but in viewport colors get as if it was in lower light (white is like 80%ish grey).

How to make viewport display diffuse maps in full color (like displayed in textures) ?

flat shading is on, still no result.


texts: How do I add separate transparent images on an object?

texts:
I'm a beginner on blender and I'm still trying my best to understand nodes, UV editing and basically everything texture related. I am trying to make a story dice which means I am trying to add transparent images to each side of the dice. I know how to do the shrink-wrap method but am trying to learn the proper way of adding materials to an object. I have a feeling it will probably be quite an obvious process but I have been trying at this for hours and am getting sort of desperate..

From the images you can see my attempts at trying to use mix nodes so I can have my transparent images show through the base color, but I cant seem to get more than 1 different image type per face, they either are all the same image or simply don't show. I hope this makes sense and I GREATLY appreciate any help that comes my way! (also why do i have so many materials, how do i delete them!?)


texts: select specific axis to drag bone before SHIFT+S to snap to cursor

texts:
I have a bone that needs to be snapped to a cursor selection, but with a constraint. I  understand how to select the tip of a bone and then SHIFT+S and then select Selected to Cursor to move the bone tip to the cursor.
My question is, I would like to press X before snapping so I can force the bone to move only along the X-Axis as the degree of freedom. In other words, use the "X" component of the 3D cursor while using the Y-Z components of the root of the bone. How do you do this? Does this make sense?
I see there are some links on the subject, but I don't know what they are talking about to follow along.
Snap to cursor on only one axis
Selected to cursor on one axis
Is there a way to rotate a plane in a way that its normal will face 3d cursor?
Manipulating 3D Cursor + Axis Constraint
Precisely move the 3D cursor


texts: Python: How can I change custom property for multiple objects at once?

texts:
I have defined a custom EnumProperty for objects. I want to be able to change the property for all selected objects simultaneously. I tried this:

def set_collider(self, context):
    selected_objs = context.selected_objects
    collider = context.active_object.ECollider
    for obj in selected_objs:
        if obj != context.active_object:
            obj.ECollider = collider

bpy.types.Object.ECollider = EnumProperty(
    items=[('NC', 'None', ''), ('BC', 'Box Collider', ''), ('SC', 'Sphere Collider', '' ), ('CC', 'Capsule Collider', '')], name="Collider", update=set_collider
)

but for some reason blender crashes every time I select multiple objects and change the ECollider property through the UI panel.
 Of course I can always right click on the property and select Copy to Selected but it would be more convenient if I could change the property for all selected objects at once.


texts: How do I batch render multiple scenes with animation settings?

texts: I realize there's a script on this site, although I'm not sure if it's the best solution. I have a blender file with 80+ scenes. Each scene has a bottle product with three angles. I have an animation set to 3 fps, where the bottle rotates each second. I press "Animation" to render out all three angles as a PNG. I have the target output folder and file name set up for each scene. Basically, is there a way to press "Animation" in each scene in a batch processing manner? Thank you!


texts:
Why my panorama is wrong?

This is the cube with the camera inside.
Under the camera (and above too) 360 panorama is "shrunk":

This is the camera settings:

And this is the render result:

The scene looks like:

Blender file:

P.S. I used FSPViewer (FSoft) for view panorama render result.


texts: So I am new to blender and I am trying to make a animation based in mars. In the end I want to have a huge sand storm to roll through the scene. However I can't find how to do this online so I'm asking here!Also My computers not the best so are there any ways to optimize it? Thank in advance!


texts:
I am trying to move these bones out from a center point (the center platform). I'd like to animate them moving out from the center platform (center platform doesn't move. All of the squares are separate objects and the bones are connected to their respective platform. I also parented all of the bones to the center one.
I'm currently stuck trying to figure out how to move all of them out in pose mode. I tried searching and found a couple things to try involving the pivot point, but they don't seem to work. I just end up scaling up the platforms instead of actually moving them away from the center point.
Any help is greatly appreciated! Thanks bros


texts:
Brand new to blender and have what i think is a very basic question...
I have a basic cylinder and i done the loop cut and slide to create more horizontal vertices on there so i have some squarish faces to work with, but after doing that, i can only create a small bevel. I guess the bevel feature is only acting on the adjacent faces to the edge, which are now small. How is it possible to create a larger bevel?
In the end what i want to create is a cylinder with enough vertices so i can scult ( i tried this with an "untouched" cylinder, and the brush result was very distorted). Maybe im not doing this the correct way? Should i be using a remesh rather than manual cuts?
Thanks!
Bevel modifier

Bevel tool


texts: One Click is Detected as Multiple Clicks

texts:
TLDR:
I don't know how to fix it so that 1 click = 1 click.

Brief background:
I'm making a "lock-picking game" with six pins (objects A-F) that must line up to "unlock". They start at different positions and some control other pins.

THE PROBLEM:
When I'm running my game in BGE and click once on an object, the game detects multiple clicks and therefore performs the resulting action (moving forward one unit and adding 1 to their counter) multiple times. Since it adds however many clicks it detects to the "counter" integer property attached to it, I can see that the number of clicks it detects each time is random.
***I don't know how to fix it so that 1 click = 1 click. Please help.

I feel like there should be an easy solution but I'm having trouble finding it. I don't see anything in user preferences or the System Preferences app (I have a MacBook Air). I know that it's probably registering a number of clicks depending on how long I hold the button down in a click for, but I don't want that.

Also, I'd rather use logic blocks because I'm not too familiar with Python, but if that's what it takes and you have clear instructions and copyable code, I'll take it.

Thank you so much, I appreciate any help I can get!


texts: iPad as a pen display with Duet or Sidecar very laggy

texts:
I connected my iPad Pro to my macBook to use it as a pen display for Grease Pencil (I also tried scultping, same issue). This solution has a noticable latency in general and is as of right now no substitution for a 'real' pen display. But it works and gets the intended strokes onto the canvas. So it does at least in Photoshop. In Blender I couldn't make it work. It's very laggy and the biggest issue is that it doesn't recognize all the 'points' made by the pen. So if I make fast long strokes across the screen, it either draws nothing or only a short straight line with only a start and end (wich btw are also not accurate). It looks like a very simplified version of my intended stroke.
Now I also tried the app Duet on my PC with a AMD Vega 56. It feels like it's a bit better, but still not a working solution. And still it works fine in Photoshop but is not acceptable in Blender. Small short strokes are always boiled down to very reduced length lines with few points.
Appreciate any help :) Thanks


texts: Perspective Flatten Geometry by Shrinkwrap

texts:
I have a 3D scene I need to flatten towards the cammera in order for the geometry to still appear 3D when viewed in a 2D game from the front. I've done this in Maya with the shrinkwrap method and the "toward the world center" option but so far I've found no way to do this with Blenders shrinkwrap options or any other method in Blender. Is there a way to do this or with a pluggin?

In this example I used a torus and sphere to illustrate what I want but often I need more complex geometry that will not work with by the parallell projection methods Blender uses as it it then like the sphere would overlap the torus incorrectly from the origos point of perspective in flattened form.


texts: Enabling GPU rendering in a background script in 2.79

texts:
The structure for setting GPU rendering changed in 2.77 and after a bit of digging I came up with the following code that sets the GPU with the new structure:

bpy.context.scene.cycles.device = 'GPU'
prefs = bpy.context.user_preferences.addons['cycles'].preferences
print(prefs.compute_device_type)

for d in prefs.devices:
    print(d.name)
#2.76-
#bpy.context.user_preferences.system.compute_device_type = 'CUDA'
#bpy.context.user_preferences.system.compute_device = 'CUDA_1'
#2.77+
bpy.context.user_preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.user_preferences.addons['cycles'].preferences.compute_device = 'CUDA_1'
#bpy.context.user_preferences.system.compute_device = 'CUDA_MULTI_2' # Uncomment for 2 GPUs

It is picking up the GPU cards and it looks like it is setting the compute device correctly but when I look at HTOP the CPUS are being used. Is there anything I am doing incorrectly here or do I need to add additional commands?


texts: How to export procedural material from blender to c4d

texts:
I was wondering what's the best way for me to export my procedural material (mainly texture) with or without the mesh from blender to cinema 4d.

I have baked the normals. Is there another way such as exporting into certain file type?

Thank you


texts: Why is my texture showing up fine in rendered view but not rendering correctly?

texts:
Here is how it appears in "rendered view":

Here it is when rendered:


texts: Rigify rig not generating. Getting python error whenever I press the button

texts:
As the title says, I'm getting an error whenever I try to generate a rig in rigify. I removed the facial bones as I want to use a different method with facial animation and kept everything else that was in the rigging tutorial I was watching. When I finally positioned all the bones as he did in the video, I tried to click generate but all I got was a python error that read:

Here's what the metarig looks like in case I messed anything up:

And from the side as well:

I noticed that there was an extra bone in the foot of the metarig in the tutorial but mine doesn't have that bone to begin with so I just assumed it was because it was a 4 year old video.

Anyway, I appreciate any help I can get and await any respones!


texts:
Brand new to Blender, working through some tutorials and I'm currently doing some keyframe animation.  When I go to use the Arrow Keys to jump to frames, my left and right (-1/+1) keys are working correctly.  So is my down arrow key (-10).  However, anytime I try to jump ahead +10 frames with the up arrow key I get a message "No more keyframes to jump to in this direction".

This is happening even when I'm on the first frame, does anyone know how I can get my +10 frame jump key to work or what I'm doing wrong?


texts: Make another object invisible from Boolean for OBJ ewport

texts: I am beginner and I am trying to understand how blender works. My basic idea was to make hole inside object using Boolean Modifier. I put cube, apply boolean, then I put sphere as boolean object. So nothing happens, but when I clicked on EYE icon of sphere I got perfect result. Now I try to export this as .obj (which is my goal) and sphere is visible inside windows 3D object viewer. My goal is to only have cube with hole inside. What am I doing wrong?


texts: Textures on models randomly disappeared in cycles render

texts: I need help. I was working on my first real animation which involved lightsabers. I wasn’t sure if the character models I was using would work in cycles render, so I tested it out and they worked fine while also a great lightsaber effect. I worked on it and am almost done. But when I start blender to continue all of a sudden the textures don’t appear. When I click textured they still look solid. When I go rendered they are pink. I tried to see what they looked like in blender render and they have no textures at all there! The textures straight disappeared. Can someone please help me.


texts: I'm using Blender to create custom TF2 taunts. Basically it is just an animation. I imported the animation and I wanted to change something. I selected pose editing, then copied and pasted the pose, and after about 8 frames changed the animation. The thing is, that I got the change only on one frame. How can I fix that?


texts: skin become dark after render in cyle render

texts: I just used a blender. I need to ask why the skin turns black after switching from the material display to the rendering display, even though all the light is already bright, here SS. Thanks


texts: Blender 2.8 How do I set object/collection active and apply my script for each of collection's objects in via python?

texts:
I have a collection of leaves in my scene which calls Lines:

Here's a little snippet that creates another leaf from leaf and randomize it:

bpy.ops.object.duplicate()
rotateX = round(uniform(-20,20), 2)
rotateY = round(uniform(10,50), 2)
scaleX = round(uniform(0.3,1), 2)
scaleY = round(uniform(0.3,1), 2)
scaleZ = round(uniform(0.3,1), 2)
bpy.context.object.scale = ( scaleX, scaleY, scaleZ )
bpy.context.active_object.rotation_euler = (radians(rotateX),radians(rotateY),radians(-90))

And here's a brief look of what my script does

From:

To:

My goal is to apply my script to other leaf objects, so I can easily  generate a little procedural garden with random leaves.

I'm pretty new to blender, and I don't know of it's possibilities, and how powerful it is.
If you could suggest a better option or way to solve my problem I'd be grateful!
May be it's even better to use particle system, and if so, how do I randomize the scale and leaf shape if it was generated by particle system?

I want to achieve something similar to this: https://imgur.com/a/uGRNtyF

^ here I manually select and make objects active to apply my script on them on by one, but I want a script that does it


texts:
i'm new to blender.
I'm a bit confused on the concept of multiple uv mapping.

My workflow:
I made an object, a plane, and I wanted to assigned different materials and UV maps for the cockpit and the body.

I made the seam
Assigned each materials to its corresponding part (the cockpit and body)
Unwrapped the cockpit
Create new uv map
Unwrapped the body

but as I select all, the uv map on the "body" still consist of the body itself and the cockpit

Then when I added texture and using the body and the texture overlapped.

What i want is different uv map and different image texture for each part.
Please help I've been stucked with this problem for 3 days..

Update
I've tried to separate the object, made its own uv maps for the body and the cockpit, and I joined them again. But then each uv map only show the texture assigned to it and not both applied/showed in object mode/texture paint

and when I exported it to obj file and open it on papercraft program, the texture shown is the uv map that set as active for rendering


texts:
I am not that good with blender and I noticed whenever I create a cube and enable smooth shading, I get some very weird results.

As you can see, some very weird results appear. The lighting of the cube is light in some areas, and darker in other areas. Why is this occurring and can it be fixed?


texts:
Background: I'm trying to automate as much as I can for a small business, I have. I use blender to create product marketing material, because there are so many variations, it's cost prohibitive to photograph them for real.

I make books with images on them, but each image can be on many cover types. I have it set up so that I key framed the render restrict function so that I can render an animation where all cover types cycle through with the image.

But I have to manually change the naming scheme so its more legible because I'm dealing with hundreds of files. Luckily I only have to change only about 5 or 6 images at a time, but I plan on expanding.

So, Is there a way to automatically change output file suffix per frame image based on the timeline marker label?

For Example, instead of just cover, it would output Cover_WinterWhite for frame 1 and Cover_GodlyGold for Frame 3

I have searched for a while and came up empty handed. The manual only references padded numbers and being able to change them with the wanted number of # symbols, but no mention of any functionality for adding any generated string.

If not possible, any chance you've heard of an add on that can do this?

Edit 1: @Ratt commented a link that is a very close answer to my question. I will try to add to the script to fit my need exactly and post the answer here. If you post an answer here for it before me, I'll will select it as the answer.

Just to clarify, the difference between the linked answer and my question, is that I need the marker label to be concatenated to a base string. Otherwise, I have to change the marker labels manually anyway, which defeats the purpose.


texts:
I'm designing my models for shoe soles (3d printing) using blender. I'm a real beginner and so I just used the basic extrude, bevel and proportional editing to reach my goals. But now I would like to design a toe-cap. Right now the model looks like this:

But I would like someting more like this:

But I can't get the mash to "bulge" over the toes. Proportional editing will always also pull the lower layers in... Any ideas are highly appreciated.


texts: How to execute custom Python code on startup?

texts:
I understand you can put custom Python scripts in scripts/startup/ and they will be executed upon starting Blender.

However, I need to store my script outside of the Blender installation. With other software, such as Maya and Nuke, I can define an environment variable which will make those apps look for a script in a custom location and execute it during startup. Does Blender have anything like that?

EDIT: I can't open up the Blender UI and change options that way... as I'm talking about a deploy of Blender on many machines in a company. Therefore it has to be something which happens during the startup of Blender.


texts:
Ok so first of I am new to blender but have the very basics figured out. I have a yoga mat that I am trying to have follow a bone structure but when bending the object it breaks apart - I would like to have the pieces remain together. - Object is parented to the armature using "parent with automatic weights." The object is one single piece with the armature bones perfectly positioned where I want the mat to fold.
*Note I don't want the mat to "roll up" rather the sections "fold" with the bones as that is the design of the mat.

enter image description here


texts: Why does my Neon Text light look like stick with underglow after the render?

texts:
After I render my simple animation, it looked like this. What could be the problem?[![This is a picture of my rendered animation][1]][1]
[1]: https://i.stack.imgur.com/khJ58.jpg![This a rendered image](https://i.stack.imgur.com/g0XqM.jpg)This is the viewport image


texts: How to use an animated spiral as mask to reveal other objects?

texts:
I'm trying to use a complex shape as a mask to reveal what's within it. I tried using the Build modifier, but for this complex shape its not working, its just starting from from random vertices.
So I made my curve and animated it and works fine as it animates from starting point to the end point.
I tried using it as smart Boolean but its not working, the spheres just disappear. Is there a way I can use this curve as a mask since the animation works well for what I need?
https://streamable.com/4xz1xn


texts:
I've a fluid simulation in which the emission object, an icosphere, is moving upwards quite fast. The problem is that the fluid that is emited form balls instead of a continuous flow. I tried to change the velocity of the fluid, but that just make the balls goes faster...

Any ideas?
Thanks!


texts:
I think I've asked this question once before, but I am not sure if anyone out there has an answer.

My question is, is there away that I could draw a Nurbs Curve right along a surface?
As in the Nurbs Curb would fallow a certain shape.

For example, I am trying to re-create a a wire harness / Brake lines for a car, I have a reference scan of it, but I only have the A surface, the other side wasn't captured by the scanned.

I have tried using the poly tool, but it's too complicated and takes a lot of time.

I appreciate any answers you could share with me
Thank you :)


texts: Lens settings missing from camera settings

texts:
The lens settings such as these, specifically the Clip start and end buttons,:

Are completely missing from my panel. This is what I see:

Does anyone know why this is happening?
EDIT
I have found where they are located but upon changing them nothing happens to the preview.
https://imgur.com/a/e3CNy92


texts: I am trying to make a character And i plan on using multires to make it smooth however when i try to do so, it dissolves the character like it has been cut and turns his/her face into something butt like


texts: Is it possible to make a single-faced cylinder in Blender?

texts:
In unreal engine 4 they give us some basic static mesh to work with and well the cylinder has only one face so that when i apply a material to it it renders well. Now here is my problem.

I am trying to make a prison door with metal bars in it. When i make a cylinder in blender it renders with so many faces. When i bring to ue4 I cant apply any materials to it because it really doesn't come out good. Any thoughts on how to fix that would so much appreciated!

thank you.


texts:
I'm trying to optimize the rig of a cartoon creature, and this rig has really large amount of bones (more than 400) to have all the abilities according to the plot. I have IK/FK chains, Stretch To chains and all of its combinations. Tons of constraints, and all this staff really freezes viewport and render. And I know that many constraints can be substituted for drivers. So, the question is what consumes more computing resources: drivers or constraints? Or may be this just doesn't matter?
I am really stuck with this, I cannot just delete sone bones, I need to make them work faster with any approach. Probably you can tell me what are the haviest things (constraints, drivers etc) in rig for CPU
Thanks!


texts: Stacking two textures with alpha on top of each other [2.81, Eevee]

texts:
So I've been trying to stack two textures with alpha on top of each other and while  I can remove the Alpha on each with enabling alpha blend the problem is the textures bleed into them.

From what I gather it has to do with the FAC value the alpha is plugged in or set manually, which might be expected from a mix note...

While I followed
How to stack/layer two textures with alpha over each other with Material nodes? down to a t (other than the texture mapping), I tried other methods and end up still with a mix of the two textures than them being properly stacked. Maybe someone can help.


texts: How to rotate viewport camera without moving it in Blender 2.90?

texts:
I'm working on an in-door scene in Blender 2.90 with rooms and hallways. In the 3D viewport, the viewport camera by default rotates around a focused object (select an object and press numpad . to focus). However, when I do that, the viewport camera keeps clipping behind walls when I rotate it, forcing me to constantly select different focus objects.
Is there some sort of hotkey or action I can use to rotate the viewport camera in place (i.e. rotating without actually changing its X/Y/Z coordinates)?
I know about the walk-through and fly-through modes, but I find them rather clunky to use.
To reiterate: I'm not talking about some camera object in the scene, I'm talking about the viewport camera itself.


texts:
I'm new to Blender and so I followed a tutorial on how to animate a map. It's really a great tutorial especially for beginners. However, the tutorial does not include what to do after all the elements of the animation are complete. I can playback the animation in the material viewport shading, but when I do playback in rendered viewport shading it's very blurry.

So what do I do next to create a "movie" of this animation? I imagine the full animation has to be rendered first. I hit the animation button under the render section and it looked like Blender rendered every frame of the animation, but I don't know what to do next. I don't know what happened to all of those rendered frames. Can someone please help?

Thank you for reading.


texts: Why does the material show black in preview?

texts:
I created a scene and imported an fbx object, but the material shows as black. I  expected the materials not to be imported correctly, so I tried to add again the right png diffuse texture, but for some reason it still shows as black even in the material preview, which I don't think is normal.

Here are the relevant files:

.blend file

fbx and textures


texts:
I try to place a prisma in the scene, where the vertex ID 1 is moveable on a surface(plane) and also the vertex IDs 2 & 0 are moveable on the bezier.

I tried the "shrinkwrap"-constraint for the surfacecontact and also the "clamp to"-constraint for the beziercontact, but these constraints unfortunately just work with the origin of the prisma and not with specific vertices.

Is there a possibility to edit these constraints to the specific vertices and not the origin of the prisma?


texts:
I am very good at modelling but now I need T-pose male, female, animals and vehicles blueprint. Please suggest me websites to get a front and a side view of real-world objects. What I need right now is the front, side and top view of T-posed female.
I know it is not a blender question but I wanted to ask this to a community familiar with 3D. I am not sure of the tags I have used.


texts:
I don't know much about Blender at all, but I am using it lately to work on head morphs for Poser.
I mostly work in the sculpting area but I am finding some difficulties changing the values of the brushes easily.
With Poser and Photoshop there is a dial that lets me control things, like size of the brush. But in Blender I seem to only be able to type in the value manually. This can be a pain because I don't have a desk for my tablet so I have to put it on my keyboard, which means I have to keep moving my tablet.
Is there something I'm missing here? Or can you only change the brush values by manually typing them in?


texts: I want to ask if there is a way to keep the same values, but avoid this light dot as shown in my picture below. I am using principal BSFD and using point light. I also tried to smooth by simplify and decrease light bouncing, but it didn't work.


texts: FBX Importer AssertionError (unknown location -1) when importing .fbx from wow model viewer

texts:
Using version 2.75 I am unable to import .fbx files from WoW model viewer into blender.

Attempting to do so throws an AssertionError.

Assertion Error

location: <unknown location>:-1

Does anyone know what is going on here and what I can do to fix it?


texts: Converting Particles to Mesh not working (Blender 2.8)

texts:
I added some grass particles on a plane and want to turn it into a mesh.

When I press the convert button in the Add Modifier menu, nothing happens. Does anyone have an idea how to fix this?

I am working in Blender 2.8 for now.


texts: Set initial position and rotation of a bone (python)

texts:
I'm making a script for import models from a game.
This game has inital position and rotation for each bone. If I load the model without rotating bones, it looks like this:

and if I load rotations it should be like this

Unfortunately, when I load the rotations, they change the model completely

The model should be in something like 'A' pose, like this:

This is the script:

    bpy.ops.object.mode_set(mode='EDIT')
    for h in range(boneCount):
        name      = f[h * 3 + 1][:-1]
        parent    = int(f[h * 3 + 2])
        coords    = f[h * 3 + 3][:-1].split(" ")

        bone      = skl.data.edit_bones.new(name)
        bone.head = mathutils.Vector([float(coords[0]), float(coords[1]), float(coords[2])])
        bone.tail = mathutils.Vector([float(coords[0]), float(coords[1])+0.01, float(coords[2])])

    bpy.ops.object.mode_set(mode='POSE')
    for h in range(boneCount):
        name      = f[h * 3 + 1][:-1]
        parent    = int(f[h * 3 + 2])
        coords    = f[h * 3 + 3][:-1].split(" ")

        rot       = mathutils.Quaternion([float(coords[6]), float(coords[3]), float(coords[4]), float(coords[5])])
        bone      = skl.data.edit_bones.get(name)
        bpy.context.object.pose.bones[h].rotation_quaternion = rot

    bpy.ops.object.mode_set(mode='EDIT')
    for h in range(boneCount):
        name      = f[h * 3 + 1][:-1]
        parent    = int(f[h * 3 + 2])
        coords    = f[h * 3 + 3][:-1].split(" ")
        bone      = skl.data.edit_bones.get(name)
        if parent != -1:
           bone.parent = skl.data.edit_bones[parent]

Rotations are quaternions.
Any ideas on how I can implement it?
Thanks


texts: How to efficiently merge geometry and get rid of internal shapes, etc?

texts:
I have this object:

Think of what i'm doing as using prefab sections that are arranged to form  shapes. I know how to snap and rotate. I'd like to be able to do a simple 2d Union of coplanar polygons, can anyone show me how. Is there an add-on perhaps?


texts: I keep getting this Traceback (most recent call last) that shows up often, but as of yet has not hindered anything on Blender 2.83.5

texts: The blue scribble is just covering my computer username. I have not found a pattern for this error to show up and I have not seen it really affect anything. This seems to only happening to a specific file.


texts: Combine multiple videos on panels that move around?

texts:
I'm making a music video with multiple panels, where each panel displays the video of a different instrument (bass, guitar, voice, etc.) playing the song. I need to animate the panels so they move about, and will also include stills for the background.

The videos have an alpha channel (they were taken in front of a green screen, which I'm keying out). The background should show through where the videos are transparent.

All the videos need to be perfectly synchronized with each other and the sound track.

What's the best approach to achieve this? From what I've read so far, I imagine it'd be to animate the panels and the background (as a 2d animation) and add the videos as textures on the panels. Is that right?

Also, is Blender the best FOSS tool for the job? (I'm using only FOSS.)

Many thanks in advance!!


texts: Can I modify the brush of grease pencil on 2D Animation Context in order to give it a wooden style stroke?

texts:
I want to achieve a wood material texture, can somebody help me to implement it, just like the brushes can do on Texture Paint but within the 2D context animation interface on Blender 2.82
Thanks in advance for your contribution guys,


texts:
I have a glossy object in a scene. I want to have this glossy object render as if it were inside a pure white environment, and not reflect the actual scene around it. However, I still want it in the scene so that other objects will reflect it.

Is this possible? I am guessing it can be done if I render the object on its own layer within a pure white sphere or something similar. Is it possible without creating a separate layer/scene? Can I do it within the material?


texts: NI Mate Blender Add-On for Motion Capture -> No Hip (Empty) created

texts:
This is my first post here so pardon any mistakes i make.
I have Delicode NI Mate running with Blender via it's add-on for Motion Capture. I have a Kinect One (v2) used to preview the motion capture data in Blender.
Ni Mate has an option to create empties and gives a list of target names in the software intereface. The problem is, while a pelvis is listed as a bone/empty, it is not created in the blender file. Has anyone found a solution to this? I have tried to change all sorts of skeleton settings to no avail. Some of the basic bones are working with no issues.
The reason why this is important to me is that the location of the hip is the parent for any rigify or other auto-rigging add-ons and the lack of a hip point warps the rig pretty badly.
Anyone with experience with this, please help me out.
Cheers!


texts: What is this noisy shadow overlay that stays with the camera?

texts:
I created a scene in which the camera goes towards a cylinder with a rock texture on the inside. But from whatever angle I play it, there is this weird noise, but unlike regular noise, it stays the exact same and follows the camera.

It is like there is a picture on the camera that has an Overlay like blending mode and just shows between the camera and the texture. Does anybody have an Idea where this texture may be coming from? Here is sample of it on youtube.


texts: How to compute the centroid of a mesh with triangular faces without using Blender's built-in functions?

texts: I do not want to use Blender's built-in functions for computing centroids as explained here as it seems that they do not give me the kind of centroid I expect to get. I want to compute a new centroid for my meshes given the following description. First, I want to compute the centers of faces (triangle) of a mesh centroid of a mesh. Then I need to compute the faces area. The new centroid is the average of the mesh faces' centers, weighted by their area. How can I do this using Blender's Python API?


texts:
I have a mesh which is a collection of meshes with distinct geometry. It is the object on the left of the picture.

When I UV unwrap it, blender places the distinct meshes on a "grid" and "projects" those surfaces on the texture. The problem is that the meshe's parts are not in the correct position relative to eachother.

On the right object of the first picture, there is no partition on the mesh and the UV unwraps properly. How can I achieve the UV results of the object to the right for the object to the left?


texts: how to duplicate and scale loop mesh with even offset

texts: How do I use the Array modifier for internal loops having constant offset at boundaries. in this figure every duplicated curve is not at equal distance from the previous one.


texts: Is there a way to array an object along a few faces?

texts: Of course, objects can be arrayed along a curve, but I was wondering if there was a way to array them along a series of faces. I'm gonna be adding details to my Titanic model, and I'm wanting to array objects along the hull and walls, but most of them are curved (at least slightly) so a straight array just won't do.


texts: How can I render light being reflected on a surface but keep the surface invisible?

texts:
I have an object which is catching and reflecting light from an emitter.

I want to keep the light but remove the object.

In the attached image I want to keep the main circular object in the middle but remove the background object - however I want to keep the light that is being reflected on it.

I have created render layers to seperate the items and render them individually but I can't figure out how to do this.

Any ideas please?

Thanks


texts: Why are there holes in a mesh when I am rendering with my GPU in Cycles?

texts:
I have a big peoblem. It started to happen few weeks ago, which makes me think that it is because of the update to Windows 10. (Also I had trouble with Photoshop.)

The problem is, I can render all OK with my CPU. It's an i5 7400. But when I try to render with my GPU I have really annoying holes in my mesh.

Here is an example:

I rendered this with my GPU, wich is a Sapphire R9 280 dual x.
You can see the HDRI behind the table.

And this is what I got from my CPU:

In the past I had the same result with these two options, but this started to happen few weeks ago.

Here is another example. I didn't even have a complex material here, it's just a diffuse shader:

And there are more situations when everything looks horrible. I am really worried because if I want to make a nice and heavy render, I must do it with the CPU, but it would take a lot longer time...

Please, if somone knows what to do, tell me how to fix this issue.


texts: Normal map baking gradients instead of "flatness"

texts:
The normal map I'm baking shows gradients for "flat" edges, which seems wrong, and when I import to Substance Painter, it confirms they're wrong (3rd screenshot).

I have low and high poly models.
I have smooth shading on both models.
I have a cage model that is slightly larger than the low poly model.

The really weird part is, the render looks right in the viewport for some strange reason (the low poly model looks like the high poly model, as if the normal map is working, even though that seems impossible looking at the baked map).  When I export the .fbx and normal map and import to Substance Painter, the normals look really wrong.

EDIT: Baking parameters

https://blend-exchange.giantcowfilms.com/b/1404/


texts: What would be the most efficient way to make a spiral curve for objects shaped as in the photo?


texts:
How to Create graph like this using animation nodes?

It should be X,Y values animateable


texts: I have a racing game.I want it to be advanced racing game (in materials,model,logic bricks,AI).So, the question is,How to make a metallic material like this


texts: Inverse Kinematics constraint with pole target

texts:
Salutations,

I am currently trying to make a rig for a project involving 2D planes to create some kind of equivalent of DragonBones in Blender (I'm working on Linux and DragonBones isn't available there plus I thought this'd be a good way to learn rigging).
I am using inverse kinematics and managed to use the "Inverse Kinematics" tab to have my bones only rotate around the x-axis. It worked quite well but on certain angles, the bones would bend the wrong way. I decided to add a pole target to fix this and it kinda does but apparently using a pole target nullifies the effect of the "Inverse Kinematics" tab and now I have my bones rotating in ways that I don't want them to.

Does anyone know how I could have both a pole target (or any way that wouldn't make the bones suddenly bend the other way) AND restrict the rotation around the x-axis ?


texts: How can I decimate a mesh to remove unnecessary triangles?

texts: I have the following mesh. As you can see there are quite a bit of triangles that are unnecessary, and can be reduced. However, if I use the decimate modifier, other triangles are also decimated and morphs the shape.


texts:
How Do I Make The Camera Focus On A Rotating Cube On A Path In A Loop Animation ?

With Camera Constraints, The Camera Fails To Focus On the cube & Gets Lost As It Moves Along The Path. With Camera Parented to the cube, I Can make the camera focus on the cube but I can't rotate the cube (When I rotate the cube, the background rotates but not the cube!

The Basic Idea is to have an animation where the cube rotates & moves along a path while the environment in the background changes through out the Loop Animation.

I hope the question is not too large!
Thank you!

Blend File : https://drive.google.com/file/d/1KNZ9XNxvlqjS3VRpWC1GGCEz0kr6M6FI/view?usp=sharing


texts: How to restrict vertex weights to no more than N number of Bones?

texts:
I have a program that can animated a mesh using OpenGL but problematically it can only work and not crash when each vertex weight is affected as per the title to a maximum of four bones. The tutorial code I acquired used a simple model from some Morrowind inspired game where all it did was turn its head; in blender supposedly I can select each vertex individually and remove weights associated from unimportant bones but this seems tedious.

Is there a way to do this conveniently?


texts:
This script produces error: object_update<> takes 0 positional arguments but 1 was given

import bpy

def object_update():
    object = bpy.data.objects['Cube']
    bpy.ops.object.explode_refresh(modifier="Explode")

bpy.app.handlers.render_pre.append(object_update)

Script is a kind of working, but how to remove this error?


texts: difference between Linesets and Linestyle?

texts:
I wondering what is difference between Linesets and Linstyle.
in first, I think Linestyle is nested from Linesets, but it seems not.
I understand LineStyle is to change style or form of Freestyle Line
LineSets for ?


texts: 1060 GTX Ubuntu 20.10 nvidia-driver-460 No Compatible GPUs found for path tracing

texts: I'm running Ubuntu 20.10 with nvidia-driver-460 installed and a GTX 1060 yet Blender 2.8 says "No compatible GPUs found for path tracing" What else do I need to do?


texts: I have an animation of a needle going from left to right. So as the needle Animates in a semi circle, the Mask follows the animation of the needle revealing the background image. The problem I'm having is, the mask is awkwardly animating, stalling, & having parts of it delayed, the transition is not correct or smooth. I have a file to share which could make it easier to understand if someone can have a look at it.


texts: Why I can't see my textures on Game Engine?

texts:
I've put many textures to my objects with UV editing, but on the Game Engine I can't see them.

I watched video about how to do it and I added a material for every object, I also added the same textures with the materials, but nothing happens.

This is my project on Game Engine.How to make the textures to be seen?

Can you help me, please?


texts: How do I make all these faces lay flat ? without changing the scale?

texts:
I might just be overlooking a really obvious way to do this, but here's my issue. I want to make all of the triangles shown here completely flat. I know I could just scale them along the z axis but they need to be the exact size they are now.

This is the project I'm working on:

This is the top view of my project. They all look fine from here, but when you look at the side view:

You can see they're all at different angles. So is there a way that I can make them all completely flat without changing the scale?


texts: heat weighting: failed to find solution for one or more bones

texts:
Here is the link to my Blend file.

Picture:

It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.


texts: Convert Grease Pencil textured strokes to SVG file in 2.8

texts:
Is there a way to export Pencil Grease strokes to SVG format in Blender 2.8?

I need to be able to do it without converting the Grease Pencil object into a curve since converting it  does not allow to keep the stroke texture.

If this is not possible, is there at least a method to render the Grease Pencil on a transparent background?


texts:
I have 4 computers running  blender where 2 of them are slaves, one is a master, and one is the client. I am using the Network Render Add-on.
After about 50% of the render is complete, I get the following error:

The slaves are idle, but the job just shows as queued:

I'm getting this error with both Cycles and Blender Render. But in Cycles, the render doesn't even start.
Does anyone know what is going on?


texts: How to make a way to interact with a 3D model in different ways? (Make it rotate and light up)

texts:
My goal is to make a program where I can interact with a model based on a Concept Modelling Language - rotate it, to view it from every angle and make certain parts of it light up when I click on it.

If any of you could provide me with a list of what I need to learn in as much detail as possible, I would be immensely grateful!

I already know how to model and texture, but that's about it.


texts: why when I rotate a point in a curve all the points is rotating?

texts:
I am making something with a curve and everything is good but suddenly when I rotate a point all the points rotate with it. How can I make them rotate separately?
here is before rotation

and here is after rotation


texts: How to motion track/set tracking points for cable/rope

texts:
How to motion track Cable/Rope in blender, I've managed to do the track for the object which has certain degree of contrast, but the cable/rope has the same features along a curved line in 3D space, if I put tracking points on the rope/wire, then the tracking points will slide back and forth along the curve because they have the same feature along the surface which I do not know how to effectively tracking the cable/rope, my goal is to track the entire calbe/rope and animate the electricity along the cable path, so my issue will be summarized as below:

1.How to track cable/rope path without the tracking points sliding, the cable/rope is static.
2.Is it a better way to wrap some circle strip every centimeter accorss the cable/rope to have the tracing points fixed on the path if there is no other workaround? Or Mocha has cable/rope tracking capability?
3.Extra issues with regard to the camera solve, if I intially put 12 tracking points from the first frame, and 10 tracking point finally managed to survise the entire frame, which I will have is the 2 died tracking point has a very high error value, and is marked as red(disabled), but the error will be added up to the whole solve error, which I thought as long as it is disabled like from frame 20, then it shouldn't contribute to the whole camera solve error from then on cause it's disabled from frame 20, but now, it seams like even the tracking points are disabled they still take effect on the solve, I want to know how to use this two points only when it is unabled, and completely discard it after disabled.


texts: I wanted to make a Grill, for a model, and made it from a Honeycomb Mesh which was in an Add-ons (Add Mesh: Extra Objects). Placing the Honeycomb mesh was no problem, but i wanted to make it rounded, but the Modifier "Simple Deform" doesnt bend it on the X Axes.


texts:
When it comes to recreating the shading of metals like chromium with such extreme reflection curves it's obviously inaccurate using one averaged reflectance curve. Also eye-balling the values appears impossible so it becomes relevant creating individual curves as accurate as possible.

Source: http://refractiveindex.info

Looks like feeding in a RGB Curves node is the way to go. However I can't figure out how accurate this mechanism is. What approximation model cycles is using? Schlick's approximation? Is there anything else to consider like shifting the incidence angle?

Q: How to build an accurate fresnel curve based on the data of refractiveindex.info?


texts: Is there a way to switch the control and cmd keys while working with blender? The short-cuts bacome kind of inconvenient, because I am used to work on windows


texts: Option to export directx (.x) is missing (Windows 10) (Blender 2.69)

texts:
i have a problem with my Blender on Windows 10 and hope you can help me.
So i use Blender for Building Objects like houses etc. . The objects have to be exported in directx (.x) format.
With my old Computer (Windows 7) it wasnt a Problem and worked without any Problems.
Now with my new Computer (Windows 10) and with the same Blender Version (2.69) the Button "Export directx (.x) " Is missing.
Do you have a solution for that?


texts: I'm trying to make the label on this beer bottle non-transparent, but no matter what I try, light goes through it. As you can see from my node tree, it's just a decal applied with a diffuse shader. What am I missing? I need it to be totally opaque.


texts:
Hi
I am trying to edit this clip. It starts off ok. As you can see, the top left of the first picture got WHITE fps reading (around 30) and the speed of the movement is fine. But within seconds it changes (second picture). fps goes down to about 15 (number changes to RED) and the movie slows down for the rest of the clip.
The clip was taken with a mobile phone.
Can you please help me out.
Thanks


texts: Is it possible to use different compositor settings for different layers?

texts:
I'm trying to render a second layer and every time I change something in the compositor, it makes the same changes for all layers.  Is it possible to have certain settings in the compositor for one layer and different ones for another layer?

Essentially, I am trying to get one object to have a certain colour and effect with the compositor, and the background object to have different settings in the compositor.

In this picture I have the node setup for scene 2, which is the same setup as scene 1.  If I change anything in scene 1, the exact same nodes will show in scene 2.  I want different nodes in the compositor for different scenes.

Thanks


texts: unwrap with thickness with complicated objects

texts:
Is there a way to unwrap a object but not only the surface but also add a thickness that matches when folding together
for simple forms it would be no problem but with angled surfaces its not so easy

I am pretty new and i tried two different ways:

with extruding the edges inwards , solidifiy them ,then boolean diff but it is very messy and not laid flat
with uv maps from a outer and inner surface but I dont know if that is possible somehow

unfold like this:

with a complex object like this:

Your ideas are appreciated.


texts: Strange data while importing DEM and Contour files into blender via Blender GIS - addon

texts: I have been trying to import Digital elevation models as TIFFs, contour lines as shapefiles, and a few other things. but whenever i set the elevation based on attribute or import 'As DEM' i get long thin vertical data, seemingly projecting the whole dataset in the z plane like a tall thin rectangle. Has anyone had this occur, and if so how did you fix it? I am using all my data in WGS84.


texts: How to interrupt a rendering which is not displayed in the UI to interact with?

texts:
I created a script that renders and saves the selected objects. The script is quite large and I don't think it is necessary to post it completely.

def myRenderFunction(self,context):
    for o in context.selected_objects:
        ###some coordinates for camera position
        ###some functions to hide
        myPath = "C\:blah blah" + os.sep + o.name
        data_blocks = {o}
        bpy.data.libraries.write(myPath+".blend", data_blocks)
        bpy.ops.render.render(write_still=True)
        context.scene.render.filepath = myPath

My issue is that I can't find a way to stop it once executed because Blender's Interface is completely frozen while rendering the images.

Q: How can I allow the user to stop the rendering process at any given time?


texts: I am making a minecraft animation, and I made the water animated. It worked, but when I set the viewport shading to rendered, the water was not transparent, even though I applied a transparent BSDF to it. How do I make it transparent? Thanks.


texts: I downloaded a model and found that there were way more vertex groups than bones in the armature. Is there a way to delete all vertex groups that are not assigned to a bone?


texts:
I got those strange shadow artifacts when rendering with Eevee.
Does anyone knows what might cause it ?

Thanks


texts: Get pose from bones that get motion from parent objects

texts:
I have various rigs with bones following physics items using the Child Of constraint with Set inverse (although this issue isn't really specific to that constraint, but to any issue where bones follow objects in any sort of way.) What I want to do is run my simulation, which puts my rig into a certain pose, then save this position as a pose that I can later restore without running physics.

However, I cannot do this, as bones that inherit rotation or location from parent objects do not show any rot or loc changes, so there is nothing to save. But there must be some way to get the current positions and convert them to a pose?


texts: How can I unapply a subdivision surface modifier?

texts: I accidentally applied a subdivision surface modifier, but I don't want that. I tried to undo it, but that is not working. Is there any other way to do this?


texts:
I have a script that makes 2 circles extrude them then bridge loop them and finally solidify.

After solidify is done I noticed that the inner vertices are overlapping instead of merged. (See screenshot.)

I tried Automerge editing but does not work.

I tried bmesh.ops.remove_doubles but I am getting this error:

TypeError: verts: expected (BMVert), not 'list'

The variable that holds all the vertices (multiple variables) looks like this:

[<BMVert(0x0000022F5872FC20), index=96>,
 <BMVert(0x0000022F5872FC58), index=97>,
 <BMVert(0x0000022F5872FC90), index=98>,
 <BMVert(0x0000022F5872FCC8), index=99>,
 <BMVert(0x0000022F5872FD00), index=100>,
 <BMVert(0x0000022F5872FD38), index=101>,]

The vertices that needs to be merged are coming from 2 different variables.

I tried to convert the list to an array but this did not work either.

If I take a look at the API https://docs.blender.org/api/master/bmesh.ops.html?highlight=bmesh%20ops%20bridge_loops#bmesh.ops.remove_doubles
it says:

  bmesh.ops.remove_doubles(bm, verts, dist)

  Remove Doubles.

  Finds groups of vertices closer then dist and merges them together, using the weld verts bmop.

  Parameters:

  bm (bmesh.types.BMesh) – The bmesh to operate on.
  verts (list of (bmesh.types.BMVert)) – input verts
  dist (float) – minimum distance

So I give remove_doubles a list but it errors out on me. How can I solve this?

In the screenshot you see 1 circle (blue) that is how the vertices are now and the square is how I want it:

This is the remove doubles as how I tried it:

bmesh.ops.remove_doubles(bm,
                         verts=[myarray, myarray1],
                         dist=d)

Selecting the edge loops and then merge by distance gives the correct result
So if that is possible that would be great


texts: Can I use Nvidia Cuda cores and NVLINK for EEVEE?

texts: This question mainly pertains to Nvidias development within Blender. I currently have a 2080 and I know that Cycles ustilizes CUDA cores for rendering. However I plan on purchasing 2 3090's whenever they pop into the market and NVLINK'ing them for development reasons. My question is can CUDA cores and NVLINK be utilized for EEVEE's rendering AND viewport?


texts: Why is there no outline in 3d View when I select an object?

texts: If I select an object, the outline does not show up in 3d View. I mean there is no highlight around the object so that you can recognize what's actually selected. How can i fixed it?


texts: Render Layer Z in orthogonal and perspective projection

texts:
In my current Project, I use a Render Layer node and it's z output to obtain a depth image of the scene. My question now is, the distance obtained from this output, does give me the distance from the nearest object point to the camera plane. This is quite clear when using orthogonal projections where all rays run in parallel but what is this z-value when using perspective projection like in real cameras? Does blender already calculate the distance to the camera plane like shown in this image?

Or is it the distance along the ray?

Another question concerning this topic: Does anybody know an alternative way to obtain depth data in blender, different than using the render layer? (Unfortunately, This method does not work in background mode)


texts: Copying detail from one side of an object to another?

texts:
If I had a cube like object with 6 main faces:

and I added some detail to one side:

How can I copy what's on that one face to the 5 other faces? I know I can mirror to have a copy on the opposite side, but what about the other 4 faces?

While taking screenshots for the question, I managed to figure out how to make it work for uniform/regular shapes. I'm still interested anyone who has an answer for how to do this when the faces are not in regular locations.


texts:
In Cycles, I imported a car, which a bunch of parts (in .obj format) I assembled together.

For some reason, when I apply a shader to one part, it does the same to  a bunch of other objects, like the ones with the same color or property.

Could be because in this editor where I put the vehicle together, all the object's names are the same or something?


texts: Align internal parts of several meshes to the exact same "height", for 3d printing

texts:
My plan is to 3d print a giant scaled up version of the bones of a hand, complete with ligaments, tendons, and magnetic attachments.
Lets say I've embedded "holes" for magnets inside of the meshes I would like to print, and lets say I've finished positioning them where they should be in the bones, etc.. etc..  like so:

Now, when I go to 3d print it, I'm hopefully going to print several bones at the same time, and when the printer gets to a certain height where I can access the holes to put magnets in, it will pause and wait for me to put in the magnets.  Because of that, ideally all of the holes are at the exact same height (from the build tray, so the same z height in blender I guess), so I only have to pause once.  Is there a way I can select all of the "holes" from several of the bones and snap them all to some imaginary z plane?  This would rotate each bone in a different way so that the "holes" all ended up at the same plane.  Does that make sense?
Not perfect because I did it manually and eyeballed it, but this is kinda what I have in mind:


texts: Is there a way to ignore subdivided areas in a particle system?

texts:
I subdivided a part of my model to sculpt there.
I control the hair density with a texture painted texture.
The texture is just black and white.
Is there a way to make the density of the particle system uniform ?
In my understanding it shouldn`t have more hair in subdivided areas.
It should just put no hair on black and hair on white uniformly.


texts:
Whenever I do Grass tutorials, or try to make grass in Blender, I always have a problem with the Grass Orientation.
The Grass particles are always rotated sideways. I try to change the Rotation Orientation Axis, but it never works very well. Usually global Y or X works ok, but the problem with using those, is that it doesn't let the grass particles be rotated on the Z axis. So I can't really rotate them around, to make them look more realistic. Please See Photo below.
Thanks!


texts: Car Suspension - Getting Contact Depth and Speed From rayCast()

texts:
So I am making a vehicle physics wrapper for my game(aswell as one other game). I am doing kinda well with it, now I've gotten to suspension. And here I use simple method: I apply impulse downwards from each wheel equalient to it's load - that's the gravity. And I also apply impulse upwards from suspension.
I have found this link:
http://vehiclephysics.com/advanced/how-suspensions-work/
Where it's said that:

Fsuspension = Kspring * x + Fdamper * Vcontact

As you can notice already that springrate and damper force are constants. However, other 2 values are variables. I want to find out how to obtain contact depth(x) and contact speed(Vcontact) from a ray that I cast from wheel joint position downwards(in -Z axis relative to car). I already obtain the distance how far the ray reach, but I need to find out the compression using this distance. And also I need a way to determine the speed of contact.

Thanks already now! :D


texts: Keep vertex order when exporting and re-importing a mesh

texts:
I'm having a problem with exporting my mesh and keeping the vertex order when re-importing that exported mesh. I have looked around but was unable to find a good answer.
I'm helping a friend with his project which he is developing in python. He wants me to export a model in .stl format together with joint positions and vertex weights, so he can do his own animation in his code.
Mesh is exported via Blender interface and the vertex weights are exported to JSON via a python script. In JSON I have key-value pairs, where keys are bone names and values are arrays of vertex weights from vertex 0 to last vertex.
Exporting all of the above is no problem, however I have noticed that when I re-import the exported model, the vertex with index 0 is no longer the same vertex. I'm affraid that when he uses the list of exported weights to assign those weights to verdex, he will assign wrong values due to the mixed order.
I understand that .fbx saves animated model, which would solve the above problem, but he is having issues working with that format.
How can I guarantee that the vertex order stays the same?
I thought the issue was with .stl format, because it saves faces and then the order is lost, but I'm having the same problem with .obj. If I open it with notepad++ I can see that .obj has a list of vertices.
Why is the vertex order lost?
When is the vertex order lost? Is this an issue of exporting or importing?
I tried using "keep vertex order" with .obj file, but so far, no luck...
Besides switching to .fbx format, what could I do to keep the vertex order?


texts: Control of movement of 3D Avatar in Blender with python

texts: I am a beginner in Blender, but I need to control the movements of a 3d avatar in blender using python. The idea is to detect the movements of a person through a camera and play them in real time in the avatar through a graphic interface. For now I created the avatars and generated motion using blender but I need to control using python, an example of what I need implement is located at the following link https://www.youtube.com/watch?v=Lbz-l3HlmKM


texts: How to fix face orientation when using screw modifier

texts:
I'm trying to model a camera lens using vertexes and screw modifier like spline modelling.

But face orientation is fully red and that becomes a problem when I try to use a boolean. Recalculating normals won't work because there are no normals to recalculate.

So are there any ways of solving this without applying screw modifier and then recalculating normals? Thank you in advance.


texts: Why does my cylinder turns into a plane in cloth animation

texts:
I made a long cylinder directly from 'shift+A' as a cotton rope, then divided it into 10 parts and applied 'cloth' modifier. But it turns into plane later in the animation. I have no idea about what's wrong with my modeling.

I also tried to make a plane and then use 'solidify' to give the thickness. But it also turns out to be a plane.

Here is the animation of that cylinder.

How to prevent the cylinder from being a plane? I want to make a falling rope.

Thanks.


texts:
I know WASD navigation is possible in walk/fly mode, but you cannot edit from within that mode. Do you think a scripting addon could accomplish this functionality (I could write one)? Does one exist already? My problem is "fine navigation", as, for example, going easily into a "house" and editing the interior.

EDIT: I think the question is almost irrelevant, as WASD would interfere with many shortcuts in both EDIT and OBJECT mode. I will leave this question, if someone comes up with a similar problem and needs clarification. A solution is possible by editing the 3D view's view matrix or view quaternion. Some pointers are here, but the problem of intercepting keys/mouse remains unsolved.


texts: Why doesn't my effector work like I want it to with the new Mantaflow (Blender 2.82)?

texts: I want the plane highlighted in the picture to work as kind of a surface for the water simulation to run through, but when I go ahead and simulate it, it just goes through the object like if it was not there. Please help.


texts: I have a problem with Blender stop responding right after I activate default hair particle system, is there a way to fix this?

texts: Every time I try to create Blender default particle hair system, Blender stops responding even tough it hasn't used all my RAM or CPU. I don't know how to deal with this. my Blender versions are 2.82 and 2.91 both version yield the same results. -Lenovo IdeaPad S145 CORE i5 8RAM- PC Specs


texts: How do I turn off left-mouse delete? (Blender 2.79)

texts: Every time I click with the LMB, it deletes the object I was working on. A tab pops up that says "delete - left mouse button" but then just deletes the object. This happens even when I'm just trying to use the LMB to move an object or turn it. Does anyone know how to fix this or change this?


texts: How to make a bone follow location of two bones at same time?

texts:
How can I make a bone follow the location of two other bones to always be between both of them?
I have 3 bones (2 feet and 1 torso), how can I make the torso bone always be between the 2 feet bones?


texts: Hair only appearing on one side of mirrored image in Blender, previous responses to other questions have not helped

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I am trying to make a pair of ears that are identical so I am using the mirror image to create this. However when I do so the hair only appears on one side.
I have tried to move the mirror image above the particle settings and it just does weird things like moving my hair that is currently in the correct spot to weird locations and making them no longer be neat and organized.
I have even checked off the Use Modifier Stack for the particle settings and it then just removes part of the hair it just input for the second ear. I am at a serious loss and am not sure what to do at this point. Anyone have any ideas?
I really wanted to have this done this weekend....but now idk if I'm going to make that come true. I am newer to Blender, but have tried searching all over the place for answers to no avail.


texts: Finding the closest point on a line defined by two points

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I'm doing some simulation work using Blender/Python and I'm stuck on a geometry problem. What I want to do is:

Define a line in 3D space based on two points. One of the points will always be the origin.
Be able to find the coordinates of the closest point on that line to a given point B.

I've found plenty of information on how to do this in 2 dimensions, but none using 3, at least not that are in python and don't use a bunch of vector math libraries that I'm not familiar with.

I've tried working it out for 3 dimensions based on the 2D examples and I keep getting bogged down in the math.

Anyone have an example of how to do this?


texts: How to move the camera while in camera view?

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I want to know how to move the camera along my view, so I can render the point where I want.
I have seen many people moving the camera along their view and they are in modelling tab.
I don't know whether there's an option to move.


texts: How to get custom menu items show up in the search bar?

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I have successfully created a sub menu which extends the Shift+A menu in the shader editor but I would like to have the options show up as results in the search bar. Is this even possible, and if so how can it be done?

import bpy
from bpy.types import Menu, Operator

def draw_menu(self, context):
    layout = self.layout
    layout.separator()
    layout.menu("sub_menu")

class SubMenu(bpy.types.Menu):
    bl_label = 'Math'
    bl_idname = 'sub_menu'

    def draw(self, context):
        layout = self.layout
        layout.operator("divide.node", text="Divide")
        layout.operator("multiply.node", text="Multiply")
        layout.operator("add.node", text="Add")
        layout.operator("subtract.node", text="Subtract")

class DivideNode(Operator):
    bl_idname = "divide.node"
    bl_label = "DivideNode"

    def execute(self, context):
        bpy.ops.node.add_node(type="ShaderNodeMath", use_transform=True)
        bpy.data.materials["Material"].node_tree.nodes["Math"].operation = 'DIVIDE'

        return {'FINISHED'}

class AddNode(Operator):
    bl_idname = "add.node"
    bl_label = "AddNode"

    def execute(self, context):
        bpy.ops.node.add_node(type="ShaderNodeMath", use_transform=True)
        bpy.data.materials["Material"].node_tree.nodes["Math"].operation = 'ADD'

        return {'FINISHED'}

class SubtractNode(Operator):
    bl_idname = "subtract.node"
    bl_label = "SubtractNode"

    def execute(self, context):
        bpy.ops.node.add_node(type="ShaderNodeMath", use_transform=True)
        bpy.data.materials["Material"].node_tree.nodes["Math"].operation = 'SUBTRACT'

        return {'FINISHED'}

class MultiplyNode(Operator):
    bl_idname = "multiply.node"
    bl_label = "MultiplyNode"

    def execute(self, context):
        bpy.ops.node.add_node(type="ShaderNodeMath", use_transform=True)
        bpy.data.materials["Material"].node_tree.nodes["Math"].operation = 'MULTIPLY'

        return {'FINISHED'}

def register():
    bpy.types.NODE_MT_add.append(draw_menu)
    bpy.utils.register_class(MultiplyNode)
    bpy.utils.register_class(SubMenu)
    bpy.utils.register_class(DivideNode)
    bpy.utils.register_class(SubtractNode)
    bpy.utils.register_class(AddNode)

def unregister():
    bpy.types.NODE_MT_add.remove(draw_menu)
    bpy.utils.unregister_class(MultiplyNode)
    bpy.utils.unregister_class(SubMenu)
    bpy.utils.unregister_class(DivideNode)
    bpy.utils.unregister_class(SubtractNode)
    bpy.utils.unregister_class(AddNode)

if __name__ == "__main__":
    register()