texts: Organic yet accurate modeling with the golden spiral

texts:
Foreword

First off, let me say that I am profoundly amazed at the orderliness in nature. If you haven't heard about the Fibonacci sequence (0, 1, 1, 2, 3, 5, 8, 13, ...), you should check it out.

This mathematical concept of the Fibonacci numbers can be shaped into a set of squares, where the lengths of the sides of the squares follow the Fibonacci sequence:

This is sometimes called a golden ratio. It can be formed into a (golden) spiral. (a.k.a. logarithmic spiral):

Application

I am looking for ways on how to utilize this concept in Blender. Primarily in organic modeling. The golden spiral is found all throughout nature. From flower seed heads, sea shells, and ram horns to hurricanes and spiral galaxies. See for yourself. My question is: how can I model based off of one or multiple golden spirals? Specifically, I'm interested in modeling a sunflower head like the one in the following image. I'm mostly interested in the point of origin of the individual seeds (not worried about the shape). Does Blender have any features related to this?


texts: Its there a way to connect some bones when the are in different armatures?

texts:
I have a model which has some parts like the hair and the body separate, and I even have some different bones that are connected to each object separately. Now I need a way to connect them while the are still are rig to their current object, so the character's moves are more fluid.

Can anybody tell me what to do? Do I need a constraint?

If need Picture to see my problem then ask for them?


texts: Two textures in the same object (not using assign)

texts: I have an ball as an object and i would like to use a plastic like texture (the red one in the picture) and also to add a logo as a image texture. But when i combine the two of them, it's render just one or another. I try to use two different UV maps, or with a mix node, but nothing is working. Here is the image with the image texture applied.


texts: Sometimes, right in the middle of a project, when I'm trying to zoom in on an object, the zoom just halts at a certain point as if I'm reached some kind of limit, even though I earlier was able to go much closer. What is the deal with this and how can I solve it?


texts:
A world position pass is a pass used for composting other elements into the scene after the initial render. In a world position pass the R, G, B values correspond to the X, Y, Z axis (or X, Z, Y). A world position pass could look something like this. (Image form another 3d app)

Is there a way to render out corresponding world space coordinates of each pixel?


texts: How to access to Scipy.special functions within the script window

texts:
I would like to access the special functions in Scipy in the scripting window. I have looked at this and this and @polosson's answer in the first one suggests three possible ways to install a module in order to use it.

EDIT: My question is - HOW to install scipy.special into either the Blender Python path (which I should be able to find) or how to instal into a separate folder (which I would point to with the menu indicated in the third option of that answer).

Could someone take a moment to help me find a step-by-step way for me to start using scipy.special in the script window?  Thank You!

fyi I'm using Blender 2.70a on OSX 10.8.  Currently I run Python 2.7.6 using IDLE elsewhere in the computer, using this method (indicative of my current installation experience  == clicking and dragging).


texts:
I've been trying to manipulate a standard cube into a shape with heavily rounded corners, which would look like the red on the right when viewed from above

I've tried doing this with a cube and also with the cylinder but having no joy. Also tried bevelling but it doesn't add enough of a curve

Any suggestions?


texts: How to create a soft body simulation like this...?

texts:
I'm making the switch from Cinema 4D to Blender and I've got some problems with the soft-body simulation. I want to create an image like this:

How do I achieve this look? Let's say I have a cube and inside the cube I want to scale some spheres, that will collide with each other.

I made a test, but when I add keyframes for scaling a sphere with a soft body component, it does not work anymore.


texts: How to constrain scaling and connection points

texts:
I have a blend file with a window frame with sashes and glass.  I want to group this and instance it, then scale the instances to use in many places with different size window openings.

I designed the parts so that the thickness of the wood can scale lengthwise, but not in width. This means that for vertical pieces, Z would scale, but nothing else.  For horizontal, X but nothing else.  For the glass panes, X and Z can scale.

The trouble is that when scaled up the vertical pieces will scale in Z proportionally.  But since the horizontal pieces are locked in Z, a gap forms where they sit on top of the vertical pieces.

This has the effect of all the pieces keeping their constraints, but the group looking like an exploded view instead of a window frame of a different size with the same dimensions on the lumber and glass thickness?

How can I make it so scaling acts as desired?


texts: Possible to get the current "item" of the undo_history?

texts:
Is it possible to get the current "item" of the operator:

bpy.ops.ed.undo_history(item=x)

I'd like to store this information to use it later but need to get back before of course.


texts:
I have a UIList with a "name" string property, it has an update function, but I need access to the name before and after the update, but as you run name_update() the name has obviously already changed:

name : StringProperty(
        name = "test",
        default = "",
        update = name_update
    )

~~~

def name_update(self, context):
    old_name = # need old name
    new_name = self.name
    print(old_name)
    print(new_name)

    return None


texts: How to rotate/translate a part of body without afecting the rest of it?

texts:
Hello Blender wizards,

I've been following a really old tutorial (2009): https://www.youtube.com/watch?v=sUifORl-faI and I've come to a problem.

When I try to rotate just the extrusion, the rest of the body rotates as well (7:36 to 7:41).
A similar problem occurs when I try to translate just a single vertex, and all other vertices move together (9:05 to 9:10).

Thanks!


texts:
I came across some weird driver behavior and hope someone can explain this to me.

I was trying to create a wheel that rotates automatically on the floor when it is moved along. (Just like real world wheels do.)

To achieve this, I wanted to use a driver. (Use position to calculate rotation -> rotate the wheel)
However, I got different results for the same frame while scrubbing on the timeline:

Note that I'm always on frame 44 and the xLocation is also equal. But the driver result varies and the wheel's rotation vary.

I found the difference to be dependent on whether I scrub using the mouse or the keyboard, and also from which direction I reach the frame.
(44 is arbitrary - it's the same for any other frame)

This is the Driver:

(not the solution, yet ;) )

Pressing "update dependencies" seems to fix it, but it is very impractical in this situation, because I'm trying to see if the wheel slips on the floor, and I need to jump quickly back and forth between frames and can't press the button each time.

Thinking this has sth. to do with the Dependency Graph, I tried to open this file in 2.8 and got the same result. Also in 2.79b and 2.79.5.

I would expect to get consistent values on the same frame. Any ideas why this happens? Thanks!!


texts:
Just trying to make a simple intro animation, pretty much text only. I've never used Blender as anything but a video editor so I'm learning as I go.

My goal is to change cameras in different scenes. So the first scene has it's text and animation, and then the next scene with its own stuff.
But I can't get the cameras to change during the animation. I've read about using Markers and binding each camera to a Marker. But it still won't change.

I feel I may have misunderstood what the scenes are for after reading the "Data System" section of the manual, as well as the "Linked Libraries".
If I did misunderstand something I'm not sure what the next step is to finish this small project.

Thanks!


texts: I recently saw that the cloth brush is now open for people to use, but I don't know how to get it?


texts: How to make elements of mini cooper (door, hood, fender, bumpers, side panel) and their transitions smooth?

texts:
I'm making a mini cooper at the moment, and the modeling goes pretty ok. I model the mini cooper by using front, back, side and over view and match the mesh to these images and make elements of the car individually. But realistically these elements (door, hood, fender, bumpers, side panel) are aerodynamic and align each other. So how can I make the elements smooth (without modifying the general shape) and align them to make it look realistic, since right after modeling these elements and the transitions of the elements are not very smooth.

What I try to do after the modeling:
Join adjacent elements, set 3d cursor in the gap between the elements, select vertices that are next to each other with respect to the gap (so transition of the elements), and scale to 0 on the axis that is normal to the gap. But I think there is a more efficient method. So how can I make the elements smooth (without modifying the general shape) and align them to make it look realistic, since right after modeling these elements and the transitions of the elements are not very smooth. :)

Without material cannot be seen directly:

But with Glossy shader it can be seen the fender and door are not aligned nicely:

And the side panel at back is not smooth:

The images with Glossy shader can be reproduced with this blend file (by using the camera's in the scene)
http://www.pasteall.org/blend/37591


texts: Add bezier curve to vertices along a plane?

texts:
Newbie to Blender here.

I'm wondering how to get some knife-cut edges to follow a more precise path along the black doorway section of an "image-to-plane" piece I have here.

Is it possible to add a bezier curve to an edge in edit mode? If not, what workarounds would you recommend I try to trace around this door?
Thank you!


texts: Can’t move hierarchy to collection or parent in outliner

texts:
I have this one chain hierarchy in my outliner and it doesn’t move to the collection when I parent it to an object in that collection. Even if I try to move it manually it just stays there outside the specific collection in the Scene Collection.

Here I have a collection FISHING BOAT and an empty that serves as a parent for all the parts. When I try to parent the chainlink hierarchy to the empty or move it to the FISHINGBOAT collection, it just stays outside.
What is happening here?
Thank you very much in advance for any ideas or insights!


texts: how can I make sketch strockes along the outline like this? and make 3D models more like 2D sketch?

texts:
if you see the picture above, (more: http://webtoon.daum.net/webtoon/viewer/28268) there is decent outlines which makes 3D models like real 2D sketch. (it has pen pressure opacity, little bit sticking out from models, etc)
I heared that this comics has been made with C4d, but I'd like to make similar effect on blender.
the point is, how can I make 3D models into 2D looking output. so if you let me know any method to make 3D more like 2D(not only about the outline), I would appreciate you. thanks!


texts: Is there a way to save render so you can manipulate it in compositor even after turning off and back on the program. Yes I know I can use image node but it doesn't have cryptomattes.


texts: Compute the normal of a 2D spline using animation nodes

texts:
In this question I asked how to deform an object with an spline using animation nodes. The technique explained there the deformation considers all 3 dimensions tilting the output object, but what if I want to deform this object locking the tilt as if it was done with a 2D spline but still deform in a 3d space?, exactly as it is done here.

EDIT

Using @Omar Ahmad answer I managed to get the results I needed. but I'm still a little bit confused. The following image shows the resulting graph:

I'm not quite sure if the new computed normal is correctly linked as in order to get the desired results I was forced to increment its Z value up to 1000.


texts:
I want to bridge the two following loops:

a figure $8$ (i.e. two polygons with a common edge)
a rectangle

After joining the two objects and applying the tool Bridge edge loops, I only get one circle bridged.
Does it mean that that tool cannot be applied here? How do I join then the two loops?

Here's the result:


texts: How would I be able to create a grill of sorts found on the front of some computer cases such as this one


texts: Animation with Physics (Cloth | Collision)

texts:
Problem

How can I make the fabric stop exactly where the tube thickens and prevent it from continuing its free fall to infinity and beyond

Example

I want the fabric to stop exactly when it reaches this area

Result of the animation with physics

what should be

Second Try


texts: How to split meshes created with the array modifier? It didn't split them in Edit mode with P -> By Loose Parts.


texts: my rig wont render properly but when I view it in texture or material I can see the skin just fine. Can someone help me?


texts: Weird yellow shapes in the viewport after launch

texts:
Since a few days, when I launch blender, I see this yellow weird shapes in the viewport. After a few minutes, they simply disappear. I have tried to reinstall blender with different versions, but the problem persists. The graphics card drivers are updated. My CPU and GPU specs are the same than a year ago, but I've never encountered this problem before...

Has anyone ever had the same problem?


texts: How to copy weights of selected vertices to different vertex group

texts:
The title should be self-explanatory - I need to select some vertices and copy&paste their weights to different vertex group (within the same object).
Other vertices weights must stay untouched.
I guess I need some fancy addon for this simple task?


texts: How do I make a drill rotate using shape keys?

texts: I'm making a few drills and wanting to make them rotate at the same time, I am wondering how to do this using shape keys, because it's not going to be animated yet. I'm going to use the cycles modifier for making it loop.


texts: Blender How can I extrude a cylinder outward

texts:
I am trying to make a bullet casing. Here is an image of what I am trying to make.

If you have a look at the shell, not the bullet, you will see that it is a cone and it has an angle that goes outwards. The cylinder is extruded outwards. How can I make my cylinder extrude outwards with an angle, not just a flat outward extrusion? Thanks.


texts: Unable to select CUDA or OptiX with new 3090, "No compatible GPUs found" message

texts:
As I mention in the title, Blender just doesn't seem to recognise new 3090.
I just upgraded from a Vega 64, installed 3090 card (Gigabyte Vision OC), installed latest drivers (tried both game and studio) and... nothing.
I can only choose CPU rendering.
OpenCL is obviously now disabled, yet I get the  "No compatible GPUs found" for CUDA and Optix as well!
Any suggestions welcome!
Cheers
Adam.


texts: UV unwrapping and efficient island packing?

texts:
I have been trying to unwrap my model after following some online tutorials on this topic, in the tutorial, the instructor said that all sharp edges should be selected and then marked as seams for whatever hard surface models you are making, is what the instructor recommend right? Because right now there are tonnes of small islands as shown in the photo (mainly placed near the boundary after I unwrap the model w/ all sharp edges marked as seams)

On the other hand, what is the 'correct' workflow in packing islands to make the UV map user friendly? Should I place islands that are of the same object together in the UV map to make it more intuitive for users(for example all selected mesh of my model in photo packed together in certain area of the UV map)? Or no one cares about the positioning of these small islands actually (I plan on texturing the whole model later)?


texts: Does mesa driver works with EEVEE on Linux?

texts: I know that Cycles uses GPU for rendering and you need to have amdgpu-pro proprietary drivers installed and I can see my GPU (RX580) in options for OpenCL settings. However, AMD driver has some nasty issues with other software I use, so I wonder is default Mesa driver enough for EEVEE to be able to use my GPU (RX580)?


texts:
I have a deform rig I'm not allowed to edit. I need to set up IK's on the legs but the bones aren't connected or orientated properly.
I can make a secondary rig over the that has normal connections and all the connections I need but I can't break the parenting to allow proper constraints. Please help. I'm pulling my hair out.


texts: Subtract tool in Weight Paint doesnt work on some specific points

texts: When I try to subtract these particual vertexs it doesn't work . It happens for all other arms as well.


texts: Cycles Integrating glass into live footage

texts: I'm trying to integrate transparent objects rendered with cycles into live footage. The problem is that when compositing, even with alpha, the original grey sky is rendered through the glass instead of the footage. I'm wondering what the proper workflow is for cycles-live integration, and what principle I'm misunderstanding in this failed attempt. Here's an example of trying to use the image (soon to be movie) as an environment map:


texts: The edges connecting my vertices are loopy rather that straight. Is it possible do straighten them + if so how can this be done?

texts: I am unable to change the loopy form of the edges and as a result cannot get sharp curves. Also, I believe the problem may have arose after creasing the edges, but am not 100% sure.


texts:
I'm trying to change the new Preset Menu UI to display the selected Preset name in the Properties Header like it appeared in the previous versions (2.79-).  I know how to do it successfully, but I have to change the original Blender UI startup script, which I know we should not do. I only need to change 3 variable assignments in a Class method.  If I change the original script, I will have to make the same changes every time I download a new version.  How do I implement the changes so they are not overridden by new versions?

Here is the script that needs changing - its in /scripts/startup/bl_ui/utils.py

My changes are in the draw_panel_header method.

def draw_panel_header(cls, layout):
layout.emboss = 'NORMAL'
layout.popover(
    panel=cls.__name__,
    icon='NONE',
    text=cls.bl_label,
)

from bpy.types import Menu
# Panel mix-in class (don't register).
class PresetPanel:
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'HEADER'
    bl_label = "Presets"
    path_menu = Menu.path_menu

    @classmethod
    def draw_panel_header(cls, layout):
        layout.emboss = 'NONE'
        layout.popover(
            panel=cls.__name__,
            icon='PRESET',
            text="",
        )

    @classmethod
    def draw_menu(cls, layout, text=None):
        if text is None:
            text = cls.bl_label

        layout.popover(
            panel=cls.__name__,
            icon='PRESET',
            text=text,
        )

    def draw(self, context):
        layout = self.layout
        layout.emboss = 'PULLDOWN_MENU'
        layout.operator_context = 'EXEC_DEFAULT'

        Menu.draw_preset(self, context)


texts: When I use any command in object mode like, G or R, I cannot move the selected object, only this orange dot is moved. Not sure how I got here, but how can I get translation commands back to affecting the objects?


texts: Deformation Motion Blur and Vector Pass not working in Cycles

texts:
I'm experiencing an odd behavior with deformation blur in Cycles with an specific model of an elephant even in a new scene.

When rendering with Motion Blur enabled I've got this render with only blur in its hair strands:

Here you have a render without Motion Blur for comparison:

The weird thing here is that if I add a new object and deform it with an armature, I do have the motion blur. But that's not all: if I render without MB, the geometry is missing from the Vector Pass!!! Only the strands are visible:

I've checked if I have a full Vector Pass in the Internal engine and I do:

The object have Motion Blur and Deformation enabled... I would like to share the file but I cannot as it is a Turbosquid model although I can share any screenshot. But normals are right, it doesn't work without the modifiers either or if I erase everything an apply an armature from the ground...

Do I missing something?


texts: How can i fix the lighting to make the ''glint'' looks like a perfect circle?

texts:
I was rendering a 3D eye where i have a 'glint' on the upper-left side of the object, and it looks like a white circle (just like in the image) the problem is that i animated the camera into the black part of the texture, and when it reach some point the texture looks weird the geometry 'shows too much' and the light doesn't look right...i know the model isn't totally a perfect sphere but maybe there's a way to only fix that light.
Is that possible?


texts: Sometimes zooming with the mousewheel becomes very slow

texts:
I don't know what causes it, but sometimes zooming with the mouse wheel in the 3D View becomes very very slow. When I create a new 3D View it's back at normal speed, restarting Blender doesn't help though.

What could cause this and how can I solve it?


texts:
I have to work with .dng files and it looks like you can do it in Blender, somehow.

As stated in this question, it seems that you can import them but I don't know how; how do I do this?


texts:
I have the problem, that all my object look very unrealistic, even with shaders on them.
I broke the problem down to copying a template object to my Blender file. In the original, it looks very realistic, but after copying to my project, it also looks like crap.
I guess, that this has to do something with my world or render settings.
Can someone help me fixing this problem?


texts: Trouble Setting Up Rig for Mech Character

texts:
First time poster and as the title says, I'm trying to rig this mech character(which was made up of different meshes then combined into one mesh)for a client who want to use it for pose reference rig. Nothing high end. Now watching a few tutorials, I have set up a rigify human meta-rig(did the Ctrl+A with the scaling) and got the generated rig with the controls. The problem is no matter what, I can't get this character to rig right.
I have tried the following:

Turned on the Auto Run Python Scripts

Applied all of my modifiers, Recalculate Normals and deleted doubles

Ctrl+P to unparent the mesh in object mode before adding it to the rig

Tried parenting with first Automatic Weights which gave me the "bone heat weighting failed" error and then tried With Empty Groups which some reason, makes my mech mesh disappears in the menu when I parent it to rig and can't click on the mech and make vertex groups to connect to the bones. I even tried parenting the mech and rig with Bone and Bone Relative and still nothing.

I'm at the point that I'm getting really frustrated with this as I tried a few troubleshoots on here and nothing worked. I use Blender 2.79b as my laptop can not support Blender 2.8+


texts:
I cannot find any useful tutorials somehow. My model has awful UVs and I want to know how to fix them. What is the workflow to fix this type of thing or a useful tutorial for it. I do not know much about UV unwrapping but I have marked seams and done a smart project. The normal UV project was terrible. The smart one was okay but had so many UV seams it was impossible to use.

These are for one of the answer discussions:


texts:
I know how to dynamically set the value of a text property in game using logic  bricks, a log prop, a string and all that jaz, but how can I restrict when typing will edit it?

Like if I had a first person shooter, I wouldn't want the string to say something like:

  wwwwwwwwasdaaaaaaaaaaaaawwwwwwwwwwwwwwwwwwwwwwww

every time I moved around. How can I make it so it only types one character after I press a button?

EDIT: just to clear up any misunderstandings, this will ultimately be used for the game hangman. Each letter will be it's own text object, that way I can check for letter matches easily. But this also means that if the guys who types the word to begin with, all the letters will change to it at the same time. say he was trying to type "GHOST" the second he hit "G" the word would look like "GGGGG". now obviously,this makes hangman winnable in one turn, but that's not really why it's bad. It's bad because you're no longer guessing a word, only a letter. And that's not how the game goes. So to solve this, I need to make a system that will only make the letter that is active (or has the property "Active" set to TRUE) be the one that gets typed in.

So I can have a system, starts with one empty that controls all of the text objects. All it has is a property called "numbers" that increases one when you hit anything but leftArrow, and decreases when you hit leftArrow. now, my six (6) text objects, each representing a single letter, will always-and-copyProperty from "Numbers".

For the first letter, if the value is one, you are active

For the second letter, if the value is two, you are active...

ect.ect.

only when a object is active will typing change it's value.


texts: I have appended an old house building to a scene that was made using blender engine, but now in a cycles scene. I have attempted to add a brick texture to the house but it won't show. I am new to cycles and ideally would like to use the roof texture imbedded in the file but am happy with just adding the brick texture for now. Any help would be appreciated. If it is possible to add the roof texture, I don't know how to add multiple images to separate parts of an object in cycles.


texts: animate audio spectrum onto a sphere using animation nodes?

texts:
So, I'm trying to make an audio visualizer by applying a frequency spectrum onto a sphere.
(1st attempt at a visualizer using displace noise maps and audio baked to f-curves https://www.dropbox.com/s/b1dpi0hqu8icffz/visualizer%20v1_clip.mp4)

so, I'm using Animation nodes 2.1 and Blender 2.79b

I've been able to replicate this fantastic tutorial: https://www.youtube.com/watch?v=8PkdH_GXpQE, but translating the method onto a sphere is proving difficult.

can't seem to figure out how to get the data to work with a sphere. trying to get a ring of vertices and have them scale outwards?

Can anyone offer any guidance or assistance?
thanks


texts:
the voronoi texture node with the cells setting can make some really interesting textures, but the edges where the cells are joined to eachother are so unnaturally sharp, it just doesn't look good, is there any way i could potentially "soften" these edges? for example, replace the edges with a fade. or just distort the edges using a noise  texture somehow? i have tried a few different things, but nothing has yielded the result i wanted.

If you have any ideas as to how to achieve a "softening" effect on the edges, please advice.

and thanks in advance.

Edit: those 2 methods i described are ways i think could potentially work, but i'm interested in any way that could soften or distort the edges of the voronoi cells.


texts: How would I create this material in Blender?

texts:
I was wondering how I would go about creating this clean, black painted metal material in Blender.

Could it be just a simple material and it's a lot of lighting it?


texts:
While rendering this pipe model I get this dark shading. Why is this happening? Is there a particular reason for it?

how can i get rid of it??


texts: Video sequence editor as 3d view background

texts: I want to render 3D objects and grease pencil animation over an image sequence i have in the Video sequence editor, Is there a way to make the video sequence editor become the background video for the 3D view?


texts: Cycles imported whiskey glass not transparant

texts: I've just imported a whiskey glass from a file on Blendswap. When rendering it it just works fine, and looks like glass. When I import it to another scene, it's black untransparant glass? It's been a while since I've been "Blender-ing" so my Cycles experience isn't enough to know where the problem lies... Anyone with a lot of Cycles experience wanna take a look at it?


texts: Transparent plane working on EEVEE but not cycles

texts:
I'm kind of new to Blender.
I'm trying to make a Reed and the flower ar the top is an Image plane. I've added  a transparent plane & it works fine on EEVEE render & won't work on Cycles (not 100% transparent). I've added the EEVEE Render, Cycles render & the Tree node to the page so that you can see the difference


texts: How to Add Gradient Texture to My Node Setup?

texts:
I'm trying to add a linear gradient texture to this node setup for my characters' shoes. I want to make the top part of the shoes dark black and I want it to fade to a lighter black where the leather texture material meets the bottom rubber material. I've already tried it by watching tutorials and can't figure it out.

I have two textures/materials on the shoes: A leather texture for the top part and a rubber texture for the bottom. I want to do this gradient on the bottom material (rubber part) to fade up into the leather texture (Top part). The bottom part in the second picture is the material I want to fade. Any help would be greatly appreciated.


texts: How do I enable collisions so that objects will not move through each other?

texts: I would like to create or activate collisions. When I say collisions mean that if I have two solids, let's say two cubes and I move one to the other, I will not be able to go through it.


texts: can't execute the blender python through subprocess

texts:
My blender is at the path of '/home/abc/Destkop/blender/blender-2.78'. When command line is at the path '/home/abc/Destkop/blender/blender-2.78', executing './blender -b /home/abc/Destkop/blender/car.model' through command line is working.

I am trying to execute blender in python through subprocess, but the code doesn't work with an error "/usr/bin/python: can't open file ./blender -b /home/abc/Destkop/blender/car.model", but the path is all right

here is my code

import os
import sys
import subprocess

if __name__="__main__":
    os.chdir("/home/abc/Destkop/blender/blender-2.78")
    subprocess.Popen([sys.executable],"./blender -b /home/abc/Destkop/blender/car.model ")


texts: Screen layout with python scripting possible

texts:
Is it possible to make layout changes in the interface of blender?

What I want to do:
My aim is to code an operator which removes all unnessesary areas or regions like the 'HEADER' of some areas or the 'INFO' area.

I have taken a look into

# areas[0] is 'PROPERTIES'
# regions[0] is 'HEADER'
bpy.data.screens['Scripting'].areas[0].regions[0].heigth = 0

but it ends with

AttributeError: bpy_struct: attribute "height" from "Region" is read-only

Is there a way to get my values into these variables?


texts: Restricting cycles modifier on F-curve - Blender 2.90

texts: I have created a scene of a corridor. I added a camera with noise and travels on the "Y" axis. The scene has 1000 frames. I have set keypoints on frames 1 and 80 for the movement. I have added a "cycles" modifier in order to have the movement on the "Y" axis repeat itself. I want the movement to stop at frame 475 so I have set the restrict frame range to end at 475. The movement on the "Y" axis doesn't stop at frame 475. I have searched this website, and can only find answers that are a few years old and mention what I have done. What settings am I missing to have the cycles stop st frame 475? Included is an image of my settings. Thanks


texts: How to make freestyle lines stay the same size?

texts:
Is it possible to make freestyle lines stay the same width relative to the distance from the camera?

The way free style lines behave by default, they stay the same width in pixels, but vary relative to the size of rendered objects.

How can I make freestyle lines appear small when rendered on objects far away (as the object appears small) and large on objects close to the camera? (as nearby objects appear large)


texts: How to simulate rolls that transport a metal sheet upwards in Blender Game Engine?

texts:
I am trying to get a metal sheet to move upwards using two pairs of rolls
please see Blender File for an example.
However, I cannot succeed to actually grip the sheet with the two rolls.

The sheet is configured as a soft body and the rolls are rigid bodies.

When I leave a little bit of room between the sheet and rolls, the sheet just falls down because of gravity.

When I move the rolls closer together, so they touch the sheet, then things get unstable and the sheet flies out of the viewport.

Is it possible to get the physics parameters right for this or is this not the right way to go at all and should I try something different?


texts: Cycles not Showing Shadows Correctly - Works in Eevee

texts:
This is a follow up to this post:
Cycles Textures not showing with shading - Works in Eevee
This is a similar problem. For some reason the translucent shader is not working properly in cycles:

Note, from left to right, it is Eevee, Cycles with the same light settings, and then Cycles with the point light turned down to 1W and no environment.
I have mixed translucency with the BSDF principled shader a more diffuse effect from the particles but it is acting a bit like a weak emitter. Also, you can see that the lens of the eye piece is emitting as well. There is no translucency set for that - it is just a simple image texture and principle BSDF shader. It ought to be completely in shadow.
For absolute sure, I am missing a simple setting somewhere. The Eevee version is what I ought to be seeing, but a little bit more realistically in cycles. What am I missing?
PS...I don't know if it is related, but Cycles is also ignoring the background when rendering. It is displaying a white background. (Blender 2.91.2)
Edit - I created a new blend file and appended the collection. I could not get the background to work properly in the original blend file. Once imported into the new blend file everything worked as expected. If any one knows if there might be seetting - I leave them to answer, otherwise the solution is to reconstruct the blend file.
Edit 2 - I have subsequently worked in the new file and attempted do use the same process. I added simple shaders to a low poly object, and in cycles it is not displaying the lighting correctly. The hat that I brought across IS displaying correctly. Again in Eevee, the new object (a boot) is displaying correctly. I cannot figure this out.


texts: A fluid artifacts, strange long splashes. What am I doing wrong?

texts:
I've checked all the normals, meshes, tried to redraw all, scale down the fluids, tried clean blender installation, another computer with a fresh 2.76 blender. The results are similar. So I guess something wrong with the scene itself. I've spent 20 hours on this and still don't understand what's wrong. Please, any ideas?

The higher fluid resolution the more "splashes".
The blend file: fluid-cans.blend


texts:
I created a simple animation with shape keys. However exporting this animation not working properly. After I export it in gltf2 or fbx format, the shape keys are reset to 0 in exported file. What causes that? Probably this is a bug, but I wonder if there is a working workaround.

This is the animation I created:

This is the shape key value after exporting then importing:

Update: Using emackey's advice I switch my shapekeys to "relative". But also I had to change each shapekey's "relative to"'s to one previous shape key. Even though shapekeys and keyframes exported correctly, this time their relative to's exported wrong. All of the shapekey's "relative to"s set as basis.


texts: Is there a way to render single frame using network rendering in Cycles?

texts: I'm working on architectural visualisations, and I can't imagine more useful feature. How render farms for rent do that?


texts:
I'm trying to replicate a picture in order to replace smoke with animated smoke.

It seems simple enough: make the chimey, make a texture from the image and add the smoke and sky. But I can't help but think that there's a simpler way. I don't really manage to match the colors and smoke direction.


texts: Fake User for all animations on selected object

texts:
First of all, I'm not too familiar with python.
What I'd like to happen, is that for the selected object/objects, it should get their animations and set their use_fake_user = True (due to bone retargeting, but every save they are gone, having to reimport the animations).
So far, all I've got is:
# Selected objects in viewport into array objects
selName = []
    for i in bpy.context.selected_objects:
        selName.append(i.name)

Due to animations and materials having different names, calling them through the object names won't fly (tried bpy.data.actions).
How do I solve this issue? Or is there a more effective way?
Edit: It seems there's no real "connection" between animation data and objects. So it's either manual or all of them. I'd wager something along the lines of:
from itertools import chain

for i in chain(bpy.data.actions):
    i.use_fake_user = true


texts: When i use a image texture with transparent background it makes the image dissapear and the transparent part stays

texts:
So when i go in cycles render and set up the nodes for making the transparent part dissapear, but when i connect the alpha to the mix shader (Factor) with the transparent shader it makes the actual image transparent and the transparent part stays black.
The image i use: http://www.textures.com/download/leaves0118/27464?q=Leaves
i used image 2.

Any suggestions???
Can figure it out, seen tutorials on how to and make is exact the same and still no luck

Blender 2.78


texts: im looking at that picture of a sci fi terminal and im wondering about how to make that kind of white-metall-look? Is that maybe handpainted?


texts:
I'm trying to replace the content of a box in a video, I have used the tracking system to match the movement of the video box with the interior of the one rendered in Blender, but I am running trough what seems a simple thing but I can't manage to get done.

I want the outside faces of the box to be invisible while hiding the inside of the box where the front wall of the box hides it, and the inside of the box to be rendered where visible. To do that I thought it would be as simple as making the face normals point to the inside of the box and giving a color only to the faces where normals are pointing to. But I can't manage to get that, am I going the wrong road? How can I achieve my goal?


texts: Making a star tetrahedron in python script

texts:
I'm a noob in blender scripting. I ended up here after trying to make a suitable star tetrahedron for 3d printing (will split it in 3 separate parts) by just modeling it or sculpt it. I failed and couldn't find help anywhere.
The idea is to make this smooth model without the hooks and corner bulges.

Found some old code for just one tetrahedron but it has rough cylinders and no corners.

import bpy
from math import sqrt
from mathutils import Vector

def cylinder(a, b, radius=1.0):
    depth = (a-b).length
    location = a.lerp(b, 0.5)
    rotation = Vector((0, 0, 1)).rotation_difference(a-b).to_euler()

    bpy.ops.mesh.primitive_cylinder_add(
        depth=depth,
        location=location,
        rotation=rotation,
        radius=radius)

def tetrahedron_frame(radius=0.1, scale=1.0):
    s = sqrt(2)/3*scale
    t = -1/3*scale
    u = sqrt(6)/3*scale

    v = [(0, 0, scale), (2*s, 0, t), (-s, u, t), (-s, -u, t)]

    cylinder(Vector(v[0]), Vector(v[1]), radius=radius)
    cylinder(Vector(v[0]), Vector(v[2]), radius=radius)
    cylinder(Vector(v[0]), Vector(v[3]), radius=radius)
    cylinder(Vector(v[1]), Vector(v[2]), radius=radius)
    cylinder(Vector(v[2]), Vector(v[3]), radius=radius)
    cylinder(Vector(v[3]), Vector(v[1]), radius=radius)

tetrahedron_frame()

Any ideas on how to make this happen?


texts: Viewport performance changes when in camera?

texts:
I am working on a fairly simple scene (80k verts) that is mostly made up of simple objects with some subsurf. Normally, my viewport performance is just fine. However, when I hit numpad 0 to view the scene through the active camera (not rendering) my performance takes a massive hit and begins to lag. Disabling subsurf and solidify on objects helps, but does not solve the problem. (This drops the scene to 53k verts.)

This performance hit is strange as I have not seen it before, even in earlier versions of the same project file, and I normally have no problem handling much more complex scenes (GTX Titan GPU.)

What could be making it change merely by being in the active camera? The amount of the model visible is the same in both cases. The viewport and actual camera have the same lenses and clipping distances.

Update: I did some further testing. I created a second camera , and it does not have the performance drop when I use it. The first still does. They have the exact same default settings. I even tried changing the first camera to the second's data, and the second to the first, and still the performance hit only takes place in the first camera, regardless of camera data. So it's something to do with the object, not the camera settings. But I can't find any differences. I also tried duplicating the first camera both with ctrl+D and alt+D, and neither of the duplicates have the problem.


texts: Particle system doesn't render but shows in 3D view

texts:
Not sure where I am going wrong. The render setting is turned on for the particle system, but it still doesn't work when I render the animation. I'm sure it's something straight forward, but I can't find out which setting isn't correct. Where would be the next place to look? It's just a simple piece of text with a particle system. Thanks!

https://www.dropbox.com/s/yx4hiqssrlcrj9j/myFanArt.blend?dl=0


texts: How do I make it so that my mesh has the same curve as another mesh?

texts:
Sorry if the title is misleading. I really dont know how to ask this properly so I'll add a lot of pictures to try to explain.

I'm trying to recreate Excalibur, and I'm stuck at this for a while. I'll call the blade mesh 1. I'll call the crest (flat mesh) mesh 2. I want mesh 2 to "bend", or let's say "wrap" around the mesh 1. So, it will be the same thickness and its gonna bend around the blade. Here's some pics, and I'll also leave the .blend file if I still couldnt explain well :/

I know this is a question board, but if you download the blend file, I would be very happy if you give me some feedback.

Photos:

In picture 3, the top one is the flat mesh, and below that one is the "curve" that I want it to bend around.


texts: No "Sun Position" Addon in my Blender 2.8 on MAC

texts:
In my Blender 2.8 on my Mac is the "SunPosition" addon missing. When I go to Preferences-Addons I am not able to choose and tick it on. On my PC it works fine and Iam able to use it.

I researched the Internet now for some time but seems that I cannot find an answer to that.


texts: Angle of bones required during animation play

texts:
I have made a dog rigging example by following some tutorial on youtube. I want to know is there any way i can get angles of any bone live at each frame. I need to export these angles in a file.
Please help.

I did the rigging, now I am trying to get bone angle on runtime during animation. I did this.

import bpy
from math import degrees
from bpy import context

arm = context.object

print(arm.pose.bones["Bone.002"].rotation_axis_angle[1])

but this is only printing the angle which was set initially.
Can somebody help pls?


texts: I tried smoothing it out, but it still there. How do i get rid of it.


texts: Up in the Screens menu my UV Editing has disappeared. How can I get it back?


texts:
I am creating a script that creates node in the node editor. I need to accept some properties from the user after creating the node. So I wrote a draw method.
But looks like operator.draw is not being called when the context is the node editor. I have put a print statement inside draw(self, context) to verify this. If I change the space type to 'VIEW_3D', the draw method is called.
Is the operator draw method only available in 3d view?
Edited with example:
In example below the message "inside op draw" is called on click of panel in 3d view not in node view:
import bpy

bl_info = {
    'name': 'test node editor op',
    'category': 'Object',
    'blender': (2, 80, 0),
}

class my_op(bpy.types.Operator):
    bl_idname = 'object.test_op'
    bl_label = 'test node op'
    bl_options = {'REGISTER', 'UNDO'}

    x : bpy.props.FloatProperty(name='X')
    y : bpy.props.FloatProperty(name='Y')

    def execute(self, context):
        if(context.area.type == 'VIEW_3D'):
            bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
            bpy.context.object.location.x=self.x
            bpy.context.object.location.y=self.y
        else:
            if(bpy.context.active_object!=None):
                if(bpy.context.active_object.active_material == None):
                    m=bpy.data.materials.new('my material')
                    bpy.context.active_object.data.materials.append(m)
                bpy.context.active_object.active_material.use_nodes = True
                n = bpy.context.active_object.active_material.node_tree.nodes.new('ShaderNodeValue')
                n.location = (self.x, self.y)

        return {'FINISHED'}

    def draw(self, context):
        print('inside op draw')
        col = self.layout.column()
        col.prop(self, 'x')
        col.prop(self, 'y')

class simple_3dview_panel(bpy.types.Panel):
    bl_label = 'simple 3d'
    bl_idname = 'simple_3d_panel'

    bl_space_type = 'VIEW_3D'

    bl_region_type = 'UI'
    bl_category = 'My View 3D Panel'

    def draw(self, context):
        col = self.layout.column()
        col.operator('object.test_op')

class simple_node_panel(bpy.types.Panel):
    bl_label = 'simple node'
    bl_idname = 'simple_node_panel'

    bl_space_type = 'NODE_EDITOR'

    bl_region_type = 'UI'
    bl_category = 'My Node Panel'

    def draw(self, context):
        col = self.layout.column()
        col.operator('object.test_op')

def register():
    bpy.utils.register_class(my_op)
    bpy.utils.register_class(simple_node_panel)
    bpy.utils.register_class(simple_3dview_panel)

def unregister():
    bpy.utils.unregister_class(simple_node_panel)
    bpy.utils.unregister_class(simple_3dview_panel)
    bpy.utils.unregister_class(my_op)

if(__name__ == '__main__'):
    register()
```


texts: Screw Modifier Darker Shading on Half of Object

texts:
I'm trying to create a spherical object using a screw modifier on a mesh created using a mirror modifier.

The first screenshot shows my mesh created by applying a mirror modifier over the x axis.

The second screenshot shows the screw modifier applied.

The problem is the split in how the upper and lower halves are shaded (darker on top). Is there a way to fix this?


texts: Set 3D cursor button randomly set to LMB in Edit Mode

texts:
Blender 2.8 randomly sets the LMB to set the 3D cursor in Edit Mode despite the keymap settings stating that is it LMB. The LMB is selecting in Object Mode but not in Edit Mode.

It does this in only one project. Other projects still use the LMB for selecting in Edit Mode.

I've tried to reset the factory setting via File -> Default -> Load Factory Settings. I've tried Preferences -> Load Factory Preferences. I've restarted Blender. Like it was suggested in this question.

But nothing works. It's like I accidentally pressed a button combination to set it like this. Does anybody know what I can do the make selecting in Edit Mode the LMB again?


texts: Export Paper Model addon installation problems in 2.8 Beta

texts:
I have tried to manually install the Export Paper Model addon to my copy of Blender 2.8 Beta, and it won't appear in the Add Ons section of my Preferences menu. Has anybody had a similar problem?

Here is a link to the addon.


texts: As you can see, certain faces are not being textured, despite the map covering them. On the UV view there are vertexes which are unselected, but selecting them manually makes no difference - they are unselected as a result of an unmapping, and I suspect the issue is linked to those vertexes, although deleting them and remaking them only makes the problem worse. Please note, the textures are not invisible, but white, so I know the normals are all fine (I checked them anyway, and they are all the correct way round). There are no doubles either. I'm genuinely stumped by this. Any help would be greatly appreciated. Thankyou.


texts: Array of planes with different static textures

texts:
I'm designing and rendering a deck of cards. Right now, I have a fan that looks like this:
[removed]

So my main goal is to do the same thing, but have it show the individual faces of the cards. I have tried using the "Generated" option under the texture mapping options on a single image with all the textures side by side. I tweaked the offset and size to make it fit perfectly, but it only works if the X offset of the array is equal to 1:
[removed]

If you change it, it looks like this: [removed]

So to summarize, I want to have each card have a separate texture that does not change depending on position/offset/rotation/etc, while still maintaining the functionality of the Array modifier. How can I do this?

(By the way, I am using the internal renderer)


texts:
I want to distort this video shown in image (Image as plane) to create circular waves when the finger touches the mirror (picture 1). just like the one in picture 2.

So I used the wave modifier and also Dinamic paint.
In theory the waves are there in the viewport but when rendered the image looks totally flat.
How can I achieve the wavy look at the final render?


texts: Texture of an object unexpectedly stretched

texts:
I assigned a texture to one face of an object. During the rendering it is stretched in one direction. What caused this error and how do I fix it?

Below is an image of a render on left and a material preview on right.


texts: adding a new subpanel to an existing panel

texts:
Blender's modes have their own panels:

Basically in this case, I'd like to add a subpanel, with some properties, to the already existing Stroke panel in the texture paint mode. How do I do this?


texts:
tell me pls best way to make this holes
on grey path  it's like insert then looptools
On yellow path i want to try shrinkWrap and array mod along that curves

OR tell me please how to make this faces with the same size then apply insert and looptools


texts: Rendering many overlapping parallel lights

texts:
In my situation, I want to render many narrow spotlight all overlapping in mist.

You can see in this image how all the spotlights overlap. The rendering I'm trying to produce is a simulation, and therefore I want to keep the geometry mostly as it is.

I've tried a few approaches:

Use spotlights into a volume

The issue here is that the minimum angle of a spotlight in Blender is 1 degree, which is still too large for me! (My spotlight should be 0.5 degrees)

Blender Render / Volume emit cylinders + Scattering volume

The main issue with this approach is that in areas of very strong overlap, some bits are even darker than background. I.e. where there's lots of light crossing over, the result is shown as dark.

Perhaps the 'emit' object are also casting a shadow.

Cycles Render / Volume emit cylinders

Get a better result (the areas of most overlapping aren't the darkest). But still getting some black parts.

For Blender Cycles, I also tried disabling Ray Visibility settings on each beam object for

Transmission
Volume Scatter
Shadow

but the result is largely the same


texts:
I have linked maybe 20 objects into one blender file, but now I want to change it to appended objects. I want to use this blender file in Unity, and it seems the objects get broken if I include linked objects.

Is there a way to change linked objects into appended objects, or any way to separate them from the original file, or to import Unity in any better way?


texts:
I dont need this vertices and/or edge.
What is the best way to get rid of them?


texts: Need help with clothing my character mesh

texts: I'm not entirely sure how specific I can be, but i need help with adding cloths to my character. Every tutorial I've seen so far are all tight fit clothing so it just looks like everyone is wearing under armor. I want to learn how to make it a bit more baggy, especially the pants. Is there anyone who can help me?


texts: How would you use a large plane, and be able to cut sections out if you needed?

texts: I may be mistaken, but I cant find anything on this, as I want to cut sections to create game levels that are continuous from a large plane.  It is being used as the environment, and I think 15km square will be too much to render when trees, buildings, and play is on it.  I want to keep the large plane, but set up so I can edit, and play on only sections of it, I think using the clipping will do it, but I am unsure of how to set it for just cutting sections at a time, while keeping the whole environment in tact.


texts: Texture seams in Cycles, but not in Substance or Redshift

texts:
I'm pretty new to Cycles and Blender as a whole, and am having issues with seams coming through when rendering with Cycles.
I made the texture in Substance Painter and the seams didn't show up there. They also didn't show up when I tried them in Redshift. Thanks for any help you can give me on this!


texts: Material reflection goes weird and black from certain angle

texts:
I dont want the material of the floor to turn black and weird at certain angles- does anyone know how to fix this and just have the material how shown below
Also having issues whenever I look through the camera- for some reason the world settings etc change as soon as I look through the camera? The angle looks different and the stars are not visible like before.


texts: How can i add unlimited undo on blender?

texts: In Maya i used to have undo limit to infinite here it is restricted to 256 steps. Is there a way to increase that?


texts: cloth draped on a mirrored mesh: how to do it properly?

texts:
I had an interesting experience draping cloth over a mesh.  The mesh was a biped, x axis mirrored.  The mesh was given the Collision attribute, however... the cloth draped correctly over the "master" side of the mirrored mesh, but fell right through the other (mirrored) side.  In the end I had to Apply the Mirror modifier to get the cloth to drape properly, but this seemed to mess up the rigify armature and handles for the biped, so I was rather discouraged.  Is there a Right Way to create a biped with rigify and put clothing on it without losing the pose capability?  really weird and bad things happened when I tried to pose it after Applying the Mirror mod :-)

I'm getting the hang of (primitive) clothing but am a long ways yet from being able to clothe an animated biped, even in a simple cloak.


texts: Bmesh: running bmesh ops after deleting geometry often results in an error

texts:
I've uploaded a blend file that demonstrates the problem, please have a look and test it for yourself:

https://drive.google.com/open?id=0B9DFPZBPKp6AdERZTmJWeGE0RFE

If you delete geometry from a bmesh, but immediately then run another some more bmesh operations with reference to your resultant geometry, you will often encounter this error:

ValueError: geom: found the same (BMVert/BMEdge/BMFace) used multiple times

The only way I've found to fix this is to run the following after a deletion:

bmesh.update_edit_mesh(mesh, True)
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bm = bmesh.from_edit_mesh(mesh)

But that seems a bit hacky. Is there not a more appropriate way of dealing with this problem?

edit: in the example blend file uncomment 'bmesh.update_edit_mesh(mesh, True)' to stop the entire application from crashing.


texts: I have a cityscape 3d model that is in .obj format. When I import it into Blender, it does not import the .jpg texture files. Is there any way that I can import the textures manually? Any help would be appreciated.


texts:
I'm a very beginner in Blender. I'm trying to connect two vertices laying on the same plane (these edges were a part of a face that I deleted earlier):

But when I select them and press J it shows the Could not connect vertices error. How to solve it? What I'm doing wrong?


texts: Copy weights from one bone and invert it?

texts: So I have this one human model which seems to be made by making half of the body and then duplicating it and flipping it to give it the other half, I'm wondering if it would be possible for me to let's say, rig the left leg, could I somehow copy the weight from that and invert them to the right leg? Same for hands, etc?


texts: How to get rid of the mirroring effect in edit mode after applying the mirror modifier in Blender 2.8

texts: I can't figure out how to get rid of the mirroring effect of the mirror modifier even after I have applied it. I am working in Blender 2.8 but still can't figure out how to get rid of this mirroring effect. As you can see in the picture below I don't have the mirror modifier on the mesh anymore since I have applied it but yet the mesh is still mirorring. If anyone has an answer please let me know.o


texts: Set same position for multiple similar UV faces in UV Editor?

texts: I'm learning the basics of UV mapping in Blender, and I can't find any way to snap all my UV faces to one position. I tried to use Shift+S > Snap selected to cursor, but it ends up snapping every vertex to one point. I'm using Blender 2.82.


texts: Why my fur texture only looks right on eevee render?

texts:
I was ready to render this image but deleted some part from the hat that now the EEVEE looks right, but when I change to Cycles the fur part looks black.
Does anyone know what I can do this solve this?


texts:
I have two operators which is subclass of Operator
first draw dialog window and has button which call the second operator with layout.operator('test.second', text='test')
second operator use another my functions and i need print info to 'INFO' panel
i create new operator:
class TEST_OT_logger(bpy.types.Operator):
    bl_idname = "test.logger"
    bl_label = 'test'
    bl_options = {"REGISTER"}

    def execute(self, context):
        self.report({'INFO'}, 'Printing report to Info window.')
        return {'FINISHED'}

i call it like that bpy.ops.test.logger('INVOKE_DEFAULT')
but it does not effect. I launched blender with --debug flag
and i see that bpy.ops.test.logger('INVOKE_DEFAULT') working, but INFO panel steel empty
Help me fix it or give info how i can change stdout to this INFO panel
My target: Create custom handler for logging module and print info to INFO panel


texts: When exporting a .obj or .fbx how do you keep the color/texture?

texts:
I've been looking up tutorials and sites for days now to help me figure this question out, but nothing has been working for me. I am fairly new to Blender, so this is a new experience for me! I know that UV Mapping may have something to do with it, not quite sure.

Here is a simple tree I made on the right. I followed this tutorial: https://www.youtube.com/watch?v=kqjOiBvrVtg

However, every time I try to export it and import it into ROBLOX Studio, I get the picture on the left:

What would the best solution be? I also would like to know how to do it if I did add textures and not just plain colors (unless they follow the same procedure).

Sorry for the nooby question, thanks again:)


texts:
When I add an image to my object in blender 2.9 it looks fine in material view port, but it's all weird and filled with lines in rendered.
I'm new to blender, and it's like the 5th time I open it.
I can't stress enough how little I know about this program.
Please help...


texts: I keep creating Multiple child objects when I connect a single object to the parent object

texts: For example when I try to connect a cube (child) to the body mesh (parent) I end up getting multiple cubes in the shape of the mesh. How do I stop creating multiple child objects?


texts: Is it Possible to have Two Alternating Pistons in Blender Physics?

texts:
I am trying to do a two-slider animation using Blender Rigid Body physics.
I want each slider to go on opposite direction at any time.
I tried using Force fields but to no avail. Almost every video on youtube about Blender Physics is about Demolition.
This model is for the ailevon (aileron+elevator) mechanism for a jet aircraft I am designing.

Currently, with the current settings, the ailevon (the Green cube on your left), is only going up, that is, in one direction. I want it to swing up AND down.
I first tried using only one slider. But it didn't work. So, I thought using two sliders would. That too is not working.
Am I missing anything.
Any idea is welcomed!


texts: Game animation from other video file into blender animation (adding to the existing video file)

texts:
I made tablet model in Blender. I also made animation where object is moving but I want to add some game animation (from other video file) on tablet display but I don't know how. If you have any link with tutorial where it is shown please send me it.

I want obtain such an effect video


texts: Automatic weights apply weight to bones with 'deform' unchecked

texts:
Having an issue here, I have several IK target bones to control my armature that I do not want to influence the deformation of the mesh directly. I went ahead and double checked that all of these bones have 'deform' unchecked. Then, I parented my mesh to the armature selecting 'automatic weight' and weight is being applied to these IK target bones, additionally vertex groups are being created in the mesh corresponding to these bones. It appears that unchecking 'deform' is doing nothing whatsoever.

I understand that I could just go an delete the vertex groups for these IK target bones. This doesnt solve my problem though, because these IK tartget bones are in a sense, 'stealing weight' from the bones near them, bones which I want 'automatic weights' function to give more influence to.

Additional details: The bones aren't technically IK bones, they are the ones controlling the hooks for a curve defining my spline IK for this model's tail (the ones aligned vertically along tail). They should have no function other than moving the hooks (no affect on mesh). Rather, the tail bones involved in the actual spline IK (the bones beneath them, running horizontal) should have full affect when applying weight to the tail. Instead most of the weight is being given to the bones controlling the hooks.

Anyone have any thoughts? Thanks.


texts: Blender does not recognize this graphics adapter. I guess that means it is not compatible yet. Any recommendations on how to get this GPU to show up?


texts: BoxCutter and industry standard settings conflict

texts: When using industry standard keys, alt+lmb rotates the view. This same keyboard combo completes the operation of a boxcutter Boolean operation. Basically, you are able to start and manipulate the projected shape as long as, and until you desire to rotate the view to get another vantage point on your model. This is a problem in that the tool is completely useless with this limitation. Any help would be appreciated.


texts: Node editor help: Using textures as shadows

texts:
I like NPR renders that use painted on textures like in this project by Gregory Khodyrev (preview below)

The only issue is that the shadows are normally painted on as well so they aren't very animation friendly. I was thinking what if you could have two layers one lit layer and one shadow layer. Place the shadow layer onto the material and use some type of variable like a normal vector or a sky texture as a movable mask using the lit layer which can simulate sunlight hitting it. Or alternatively use a shadeless material, set up a variable that detects weather or not a normal is being hit by a ray of light, and if it is it will project the lit texture onto that normal.

However, I don't know enough about about the node editor to know if either of these methods is even possible.


texts:
I'm trying to figure out how to create a pocket using bmesh (Python Console). The regular workflow to create the example below could be as follows —

Add a Cube in Object Mode, tab into Edit Mode and select an arbitrary Face. Then, use the following steps —

Extrude the selected Face
Scale the selected Face
Extrude the selected Face again
Translate the selected Face

The question is how to create the same result using bmesh? To get started in the Python Console,

import mathutils
import bmesh

me = bpy.context.edit_object.data
bm = bmesh.from_edit_mesh(me)

Let's just extrude an arbitrary Face and continue from there

f = bm.faces[2]
d = bmesh.ops.extrude_discrete_faces(bm, faces=[f])
f = d['faces'][0]

Now f refers to the extruded Face. The next step is to scale the extruded Face. To keep things simple, let's assume the normal of the selected Face is parallel to the x-axis. The following code only works as intended if the cube is centered around the origin

bmesh.ops.scale(bm, vec=mathutils.Vector((1,.5,.5)), verts=f.verts)

because bmesh.ops.scale() seems to use the global (world) coordinates. Is it possibible to use local coordinates instead?

Another option might be to use bmesh.ops.inset_individual(), though unfortunately it does not create the 4 trapezoid Faces.

The last two steps are straightforward, just another bmesh.ops.extrude_discrete_faces() followed by bmesh.ops.translate().


texts: Blender API : pass collection as parameter of python operator

texts:
I am trying to pass a collection as parameter of an operator, but I have following issue :

  AttributeError: bpy_struct: attribute "collection" from
  OBJECT_OT_example_op" is read-only

Here is my example code :

import bpy

class Item(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty(name="Name")

class ExamplePanel(bpy.types.Panel):
    bl_label = "ExamplePanel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Example"

    @classmethod
    def poll(self, context):
        return True

    def draw(self, context):
        layout = self.layout
        layout.operator("object.example_op", text="Test").collection = bpy.context.scene.collection

class ExampleOperator(bpy.types.Operator):
    bl_idname = "object.example_op"
    bl_label = "Example Operator"
    bl_options = {'REGISTER'}

    collection = bpy.props.CollectionProperty(type=Item)

    @classmethod
    def poll(self, context):
        return True

    def execute(self, context):
        for item in self.collection:
            print(item.name)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(Item)
    bpy.types.Scene.collection = bpy.props.CollectionProperty(type=Item)

    it = bpy.context.scene.collection.add()
    it.name = "item1"
    it = bpy.context.scene.collection.add()
    it.name = "item2"

    bpy.utils.register_class(ExampleOperator)
    bpy.utils.register_class(ExamplePanel)

if __name__ == "__main__":
    register()

Any suggestions ?
Tried with PointerProperty, but don't know exactly how to use it, and got same error.

Thanks :)


texts: When animating with the grease pencil, is it possible to create automatic inbetweens for the different shapes? You would for example create a keyframe at frame 1 and another keyframe at frame 10 and have Blender do the middle part. Or is it only possible to do frame-by-frame animations with the grease pencil?


texts: Should I use bones or shape keys to control the movements of a cat models ear?

texts:
I'm not sure if this is where you ask questions like this, but I'm trying to rig a cat and am wondering if it would be better to use shape keys to control its ear movements or bones? Any thoughts?

Also, if this isn't where I ask questions like this, please let me know where to go. Thanks.


texts: Texturing an object with array and curve modifiers

texts:
guys!I'm currently working on this model of the Great Wall of China and it will be used on a 2D mobile game map, so it's not necessary to be too detailed. So I made a segment of the map and put there some seams.Then used the array and curve modifiers to spread it across the whole map,but my problem is that it's too obvious the textures are repeating.

Do I have to enable to modifiers and then proceed with the textures and the node setup.

Is it possible to make it shift hue or saturation randomly between some values for better realism.I'm also planning to use different textures on the walls and I'm wondering how to make a good blend between the different textures?

Here's a screenshot of my render preview with just diffuse textures.


texts: Creating two equidistant edges (two "centered" edge loops)

texts:
It's easier to explain what I'm trying to do with pictures.

I have this structure:

And I want to achieve this:

such that those two new edges are equidistant from the first, and the distance is set precisely (using the keyboard).

I've been doing this using two Edge Loop (Ctrl-R), but I need to do the math by hand, since it always counts the cut distance from the left. Is there a easier way?


texts: Tried other solutions but Boolean Modifier Difference not working

texts:
Still learning... Have use this operation several times.

Followed advice in other threads.... Flipped Normals, No doubles, trying to use screw to remove screw shape in cylinder.

Modifier:
Selected Cylinder, Operation - Difference, Object - Screw, Apply

Rtemoved screw and still have complete cylinder...


texts: I am getting strange shadows when using hair cards and cycles

texts: I am getting strange shadows when adding view my hair cards in Cycles. I think it occurs when the hair cards are overlapping but im not sure. Anyone knows if there is a fix?


texts: How to center rendered object in Blender script

texts:
I currently have a small Blender script that renders depth map images of OBJ files at different orthographic views. However, one thing I haven't been able to figure out so far is how to center the object in my rendered image. Right now, the object appears slightly shifted in one direction or another depending on the view, as you can see below (might be difficult with the Stack Overflow white background, but if you save it as a separate image you'll be able to see it's shifted to the right):

My question is, how can I modify my code such that I can make sure each of the rendered images are centered horizontally and vertically in output images?
This is my current code: https://pastebin.com/0Kd8JfqY
import bpy
import mathutils
import math
import os
import glob
import numpy as np

# Model directory
model_dir = '/home/yuerno/Downloads/test/'

# Specify OBJ files
model_files = glob.glob(os.path.join(model_dir, "*.obj"))

# Rendered image directory
rendered_dir = '/home/yuerno/Downloads/rendered_images/'

# Set up camera
cam_data = bpy.data.cameras.new('camera')
cam = bpy.data.objects.new('camera', cam_data)
cam_data.type = "ORTHO"
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam

cam.location = mathutils.Vector((0, 5, 0))
cam.rotation_euler = mathutils.Euler((math.radians(90), math.radians(0), math.radians(180)))

# Set up depth map rendering configuration
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

for n in tree.nodes:
    tree.nodes.remove(n)

render_layer_node = tree.nodes.new('CompositorNodeRLayers')
map_value_node = tree.nodes.new(type="CompositorNodeMapValue")
file_output_node = tree.nodes.new('CompositorNodeOutputFile')

g_depth_clip_start = 0.5
g_depth_clip_end = 4
g_depth_color_mode = 'BW'
g_depth_color_depth = '8'
g_depth_file_format = 'PNG'

map_value_node.offset[0] = -g_depth_clip_start
map_value_node.size[0] = 1 / (g_depth_clip_end - g_depth_clip_start)
map_value_node.use_min = True
map_value_node.use_max = True
map_value_node.min[0] = 0.0
map_value_node.max[0] = 1.0

file_output_node.format.color_mode = g_depth_color_mode
file_output_node.format.color_depth = g_depth_color_depth
file_output_node.format.file_format = g_depth_file_format
file_output_node.base_path = rendered_dir

links.new(render_layer_node.outputs[2], map_value_node.inputs[0])
links.new(map_value_node.outputs[0], file_output_node.inputs[0])

# Set up image output resolution
bpy.data.scenes["Scene"].render.resolution_x = 512
bpy.data.scenes["Scene"].render.resolution_y = 512

# Process model files
for f in model_files:
    print(f)

    bpy.ops.import_scene.obj(filepath=f)
    print("Imported")

    imported = bpy.context.selected_objects[0]
    print("Selected")

    maxDimension = 7.5
    scaleFactor = maxDimension / max(imported.dimensions)
    imported.scale = (scaleFactor, scaleFactor, scaleFactor)
    print("Rescaled")

    imported.rotation_mode = 'XYZ'
    print("Set Rotmode")

    num_views = 8
    views = np.array([0, np.pi/4.0, np.pi/2.0, 3*np.pi/4.0, np.pi, 5*np.pi/4.0, 3*np.pi/2.0, 7*np.pi/4.0])
    phi_views = np.array([0, 0, 0, 0, 0, 0, 0, 0])
    print("Views created")

    sel_views = np.random.randint(0, num_views, num_views)
    sel_views = range(num_views)
    print("Views selected")
    print()

    # Render each view
    for i in range(num_views):
        imported.rotation_euler[2] = views[sel_views[i]]
        print ("Set view")
#        imported.rotation_euler[1] = np.pi/2.0 - phi_views[sel_views[i]]
#        print ("Set phi view")
        filename = f.split("/")[-1]
        print (filename)

        file_output_node = bpy.context.scene.node_tree.nodes[2]
        file_output_node.file_slots[0].path = filename+".v"+str(i)+".png"

        bpy.ops.render.render(write_still=True)

    bpy.ops.object.delete()

Thanks in advance for any assistance!


texts: Can you extend an edge to make a loopcut?

texts:
I would like to take these beveled edges and wrap them around the mesh as loopcuts (to remedy the large ngon created by bevelling).

Seeing that anytime you bevel something it creates a large ngon, there must be a way to do this to fix the topology. Otherwise, I can’t add any modifiers to smooth the edges (Bevel/Subsurf) because it looks awful.

John


texts: How to batch import Wavefront OBJ files?

texts:
Is it possible to batch import Wavefront .obj to blender? I'm working on 2.69.
If I select multiple .obj files, only one gets imported. Also if I hit A on file selection window to select all files (.obj and .mtl) I get an error, nothing gets imported. I have to import several hundreds of .obj into the blender file, is this possible?


texts:
I would like to use linear color ramp in blender.
But in the middle of it is not 50% grey, but strange value 0.735357. This is incorrect. Why?


texts:
How to create custom alphas on GIMP that we can use in Texture Painting amd Sculpting on Blender?

Today I tried a lot, but couldn't achieve expected result. Moreover my GIMP and photo editing knowledge is very less. So I want a detailed step-by-step tutorial regarding this.

Please help.


texts: Best Way To Add Text Falling From The Sky In Order?

texts:
Ok So I have multiple pieces of text in the sky and they are falling down on a rigid body plane (the floor) and it's set to passive not active.  The problem is I don't want ALL of the text to hit the floor at the same time.

The 3D text is set as rigid too and it's set as active (so it falls).  The way I've gotten text to hit the floor at different times is by simply varying the heights of the text falling (text closer to the passive rigid plane will hit first).

I don't like this though.  I wish there was some way using keyframes etc. that I could change from passive to active so I could control exactly when the 3D text would start falling.

Is there any way to do that?  Thanks guys


texts: How are these meshes being moved up while their origins are NOT moving?

texts:
I watched a tutorial and at one point, the person moved their objects up the Z axis, but the origins did NOT move!

I watched the screencast keys, but I still can't figure out how it was done.

Any ideas?


texts: Smoke doesn't appear when rendering animation

texts:
I just started Blender, and I'n new to 3d modeling softwares. I followed an awesome tutorial about smoke simulation tutorial ( https://www.youtube.com/watch?v=VmRqlsuSvsw&t=631s ).  I followed the tutorial until the end, I worked in Cycles Render and everything seems to work alright. But after I hit the render animation button it wil do 250 frames only with the object itself, and the smoke doesn't show at all. I don't know exactly what and why is happening and where did I do wrong. If you guys could help me out with some answers or where to look or what to pay attention it would be awesome.
I will leave one of the frames rendered and the file.
Thank you.

https://www.dropbox.com/s/2m7jj61hlb80xie/SmokeSimulation.blend?dl=0


texts:
I want to make a cube look like made out of glass. I know how to give it transparency but I don't know how to make it reflect light like glass in real life do
(Blender version 2.9)


texts: Particle system not rendering in freestyle

texts:
I'm relatively new to blender so I'm sorry if the answer is obvious.

I've been trying to make a simple, non-photorealistic nature scene inside of Blender.

I would like to add a hand-drawn style outline around my grass. It works when I only select one group of grass, but when I make that into a particle system, it doesn't show up.

(I'm using Blender 2.8 and Eevee with freestyle rendering)


texts: I have added an ies light. I want to duplicate the lamp with the ies light. When i select the lamp and the light and Press Shift + D to duplicate the mesh duplicate but there is no light. And i cant control the duplicate light also. Any suggestion or help.


texts:
A am making a scientific animation of cell development in a plant stem, as though you could watch time-lapse through a microscope. The cells "grow" as Python data structures, and their progress gets drawn frame by frame into Blender. Now, I want to smooth the action by animating between frames, but since each frame is individually drawn, Blender does not know which cells are the "same" between frames. Is there a way to tell Blender that two objects in different frames are the "same"?
I'm fairly familiar with the API and can see how to add keyframes on objects, down to individual points. The cells do various things: enlarge, change shape, undergo mitosis, get pushed aside by underlying growth, and mature into wood. A brute-force idea is to animate opacity, so one frame fades out as the next fades in; but there must be a better way, with more control. How does Blender normally track that an animated object is the "same" across frames?
plant cell growth animation


texts:
New to fluid simulation, and I'm having trouble setting this up:

I have a text, a letter "O", that I want to fill up with water - going for a spurt of water to come jetting in from the bottom and fill up the whole "O".

I've converted the text into a mesh:

I then duplicated it, and removed the upper part of of the letter so I have just the bottom sliver left:

I then made sure to inset it just above the original so it sits "inside" the "O" letter:

Now I set the the bottom sliver mesh with a fluid emitter set to "inflow" with a positive Z value. I set the letter "O" mesh with a fluid emitter set to "domain" with default values for now. I'm expecting the z axis inflow from the bottom sliver to fill up the domain of the mesh "O" with water, but instead get this result:

What am I doing wrong here? Can anyone explain to me what is happening? Why isn't the letter filling up with water?

Does it have something to do with normals?

Thanks in advance!

EDIT:

So, I've now setup a cube around the letter as a domain, set the letter as the obstacle, and even added a mesh at the top as an outflow, but am now getting this:

I am baffled by this, and don't quite understand why the fluid is "seeping out".


texts: Blender Help says I can download the Blender 2.78 Manual for offline use - how - where?


texts:
I essentially want to make buttons with an image inside, similar to how template_icon_view works, but with the functionality of an operator button.

I haven't found any way to resize icons, or to change the function of a template_icon_view to act as a button instead of opening a preview menu. What can I do to achieve this?


texts: How to insert a keyframe in the VSE via script?

texts:
I have the following code in which I want to add a keyframe at two points at the end:

import bpy
import os, glob

# glob all movie files from
vid_dir = "/Volumes/Temp/Grau_Benjamin/01_avi_sequences_264frames_backw/0_glitched/"
# note this will recursively find movies in folder
exts = bpy.path.extensions_movie
files = [f for ext in exts for f in glob.glob(os.path.join(vid_dir, "*%s" % ext))]
files.sort()

scene = bpy.context.scene
scene.sequence_editor_create()
seq = scene.sequence_editor.sequences
for i, fp in enumerate(files):
    frame_start = (i * 48) + (i * i) + 1# some offset
    name = os.path.basename(fp)
    seq.new_movie(name=name,
                  filepath=fp,
                  channel=32 - i,
                  frame_start=frame_start
                  )
    scene.sequence_editor.sequences_all[name].blend_type = 'CROSS'
    bpy.context.scene.frame_current = frame_start + ((i+1) * 48) + ((i+1) * (i+1)) + 1
    scene.sequence_editor.sequences_all[name].blend_alpha = 100
    # Here I want to set a keyframe for the blend parameter
    bpy.context.scene.frame_current = frame_start + ((i+2) * 48) + ((i+2) * (i+2)) + 1
    scene.sequence_editor.sequences_all[name].blend_alpha = 0
    # Here I want to set a keyframe for the blend parameter

I tried using the automatic keyframe insertion, but this wouldn't work. And I don't see what's happening inside the console, so that I could paste it to my code, when doing it manually.

Thank you very much.

Benni


texts: Following Path Bone Jumps at the end of the path

texts:
When I select the bone, then Path, then ⎈ Ctrl+P Follow Path the bone goes straight to the end of the path.

I tried Clear origin, parent, offset etc etc but no luck.


texts: Volume shader results different on cpu/gpu

texts:
I was trying to do some tutorials and experiments for Volume shader.
In a final render as well as in viewport I am getting totally different results with GPU and CPU. What is strange, when GPU (gtx 970) is used the Volume is very noisy and the quality is much lower (it looks very flat). This is first time i saw such difference in CPU vs GPU result. What is going on?

GPU

CPU

BOTH


texts: black edges scatter around my imported mesh

texts:
I have recently imported my new base mesh for my model from maya. I tried to apply materials but even with the default mat, i could still see through my mesh. this happened with several quads around my model. i went on edit mode in blender and checked the mesh and i saw these unusual black edges in the areas the issue happened. i have no idea how to fix this, i just assume that my mesh has some problems with normal faces. last time i checked my mesh didnt have any overlapping verts or edges. Please help me resolve this problem.

Here's the mesh i just uploaded to blenderexchange:


texts: Mysterious offset when alter armature's edit bones?

texts:
I copy the locations for each bone in my armature (left) by using a Template armature (right) to copy from.

But I see that all parented object get moved after I have applied the changes:

You can see the "Cube" object moves after running the script. I have found no way to overcome this offset.

I have included the .blend file which contains the script and the two armatures ("run script" to test).

Also here is just the script. It tries to copy the edit bones from the template avatar to the final avatar, then it attempts to remove the offsets for all child objects (but slight offsets still persists):

import bpy
from mathutils import Matrix

def get_bone_children(parent, objects):
    children = []
    for ob in objects:
        if ob.parent_bone == parent.name:
            print(bpy.data.objects[ob.name])
            children.append(bpy.data.objects[ob.name])
    return children

armature = bpy.data.objects['Armature'] #The "destination" armature
bones = bpy.data.armatures['Armature.001'].bones #the source "template" bones

for i, bone in enumerate(bones):
    #match the head/tail local positions between the two armatures
    head_pos = bone.head_local
    tail_pos = bone.tail_local

    armature.data.bones[bone.name].head_local = head_pos
    armature.data.bones[bone.name].tail_local = tail_pos #Removed from main loop because makehuman rigs showed overlapping bones, besides the tail is unnecessary for pose

    bpy.ops.object.mode_set(mode='EDIT') #must do this or else the new positions will not be updated
    bpy.ops.object.mode_set(mode='OBJECT')

    pBone = armature.pose.bones.get(bone.name)
    children = get_bone_children(armature.data.bones[bone.name], bpy.data.objects)
    for c in children: #Parent object to a bone and object becomes offsets - https://blender.stackexchange.com/a/139180/32655
        c.matrix_parent_inverse = (armature.matrix_world * Matrix.Translation(pBone.tail - pBone.head) * pBone.matrix).inverted()

bpy.ops.object.mode_set(mode='EDIT') #must do this or else the new positions will not be updated
bpy.ops.object.mode_set(mode='OBJECT')

Could somebody please kindly help me figure out why my child objects are being offset?


texts: Armature bone rotation values not changing when using inverse kinematics

texts:
I'm trying to have drivers activate based on certain bone rotation values. However when the bones are moved as a result of the IK setup their rotation values do not change at all.
Edit:
File
Shoulder_DV_.L should move when the Hand_IK_.L is.


texts: How to utilize material (or object) index behind a refractive material in cycle?

texts:
The material (and object) index works only when the object is uncovered by other objects. But the thing is the object can be visible behind a transparent or semi-transparent objects. In cycles it seems that if I use refractive material like the glass shader the material/object mask no longer appears in the render behind the transparent object.

The mask result is below:

Let's say I want to color correct the blue torus in composition so I need the refracted part of the object as well. Is there a way to obtain the correct mask for the torus?


texts: Mesh not following bone (weight painted)

texts:
Searched many tutorials / forums in order to understand the problem but couldn't find one that solved it.
Long story short:

Mesh parented to the armature with automatic weight.
Weight painting completed after.
Vertex groups all set, only for deform bones (as want to integrate to Unity).
Works perfectly for the character except for 3 fingers.

The problem occurs with fingers: middle, ring, and pinky starting in the middle of the 1st one, as seen on the 1st image.

I checked if there were any differences between the index finger (as the index works perfectly) and the middle finger but couldn't find any.
There is no problem with the parenting / weight / vertex groups and I am out of solutions.
I am up to anything (logical, of course :)) that you can suggest.
Thanks!


texts: Modelling complex, planar faces (from imported DXF)

texts:
How can I make a n-sided ( n > 4 ) irregular polygon in Blender?

Context: I import a SVG or DXF file of a paper template (dielines) into Blender. I'd like to make a 3-D 'folded' rendering of it (paper model). Neither SVG nor DXF gives me faces, so I have to make them myself. I try to manually select the vertices or edges, and then fill them. This works quite nicely, until the shape gets too complex (for example because of wholes in the geometry). In the following screenshot from a current project, you see the problem. I can only create a series of triangular faces,... but that is cumbersome. Cumbersome is a bad thing, isn't it? :) I would like to have one face for each 'aspect'/side of my paper model, not five. Is that possible?

This is question/problem I've been struggling with for quite some time. Fortunately, there are enough work arounds, but I'd like to know what the proper solution would be.

I tried dissolving the edges and 'tri to quads' but that didn't help. Neither did beauty-fill of grid-fill.

// Update:
-After posting, I saw this post, Cutting hole into a face with a line loop? that mentions 'dissolve limited',... that helps quite a bit already. And it seems that flipping normals is also needed, to keep them al facing the way.


texts: Matching group Dimensions in Blender with Python

texts:
I am trying to write a script that re-sizes imported glb models to a fixed dimension (x/y/z = 1, whichever is the longest). The problem is that the models usually consist of many nested objects for which I can not get the absolute dimensions. I built a resizing function in Threejs but unfortunately blender doesn't seem to support giving absolute dimensions of a group of objects.
I am lost here, and would appreciate any hints towards a solution.


texts: How to apply Mix Shader to a mesh via the Weight Paint tool?

texts:
I was just wondering if the Weight Paint tool can be used to guide a Mix Shader through a mesh pretty much like how a ColorRamp does. So say I have BLack on Shader 1 and White on Shader 2, is there a way for the for the colors of the weight paint tool be assigned to the shaders?

I would imagine that this would be very useful in using other textures like transparency, etc.

Bright Red (Weight = 1.000) to be Shader 1 (black)

Dark Blue (Weight = 0.000) to be Shader 2 (white)

Here I have a Plane subdivided via the W key and it has a subsurf modifier applied. Weight Painted the middle four vertices with a weight of 1.000


texts: I'm trying to make an animation of fire, but while it's rendering it just looks like a big gray box where the fire is supposed to be. Is this normal?


texts: How do I create a precise, tight fitting render border around an object?

texts:
I know how to Ctrl+B then drag to manually create border while in camera view (Numpad 0). I also know I should check both 'Border' and 'Crop' in 'Dimensions' panel of the 'Render' context of 'Properties' editor.

However, I want to precisely create a tight fitting border around selected object like you can do in Inkscape when you "Resize page to drawing or selection".


texts: How to control image transparency like photoshop

texts: Im my model in the soup there is curry leaf. And i want to make that leaf transparent like photoshop. As if leaf is dip and floating in the soup. How to control the image. Any suggestion or help. Thanks


texts: How to make cut in cylindrical shape without braking up roundness?

texts: I'm recently start learning blender and i have a trouble with crating cuts in cylinder with subsurf modifier without breaking up roundness. Anyone have a idea how to model this kind of piece(picture 1)?


texts:
So I was following Blender Guru's Tutorial on a chair and when I got to the UV unwrapping part I notices something weird going on with my mesh. There appears to be a 2D oval shape on the outside of the model.

I'm not sure how to fix this.
I think it might have something to do with the subdivision surface modifier.


texts: How to apply Matcap materials for sculpting in Blender 2.71?

texts: I'm following the instructions found in Ben Simonds' "Blender Master Class" and both the Materials and Textures interfaces seem to have changed significantly since the book was written.  I'm supposed to make the material Shadeless, to set the texture's Image or Movie to Normal which is supposed to be under the "Mapping Tab", and in the Display Panel of the 3D View I'm supposed to set the shading option to GLSL.  While all this (mostly) makes sense to me, I just can't find any of these settings anywhere.


texts: Cut mesh with circle pie chart like mesh for animation

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What I want to do is to cut open a mesh like a cake for an animation.

So to do something like this:

to create something like this:

The second image is a render taken from the Cycles Demoreel 2015 ( https://www.youtube.com/watch?v=wDRTjzLNK0g )

EDIT: My question now is: How can I create such a thing.

I have not found any way to have an animated circle that can cut a mesh like a boolean tool. I didn't find any option rotate or midify a cylinder or any other mesh to get the same effect of the second image.


texts:
I'm working on a gold logo with a transparent background to throw on some videos. I'm in Cycles Render and it's taken me a long time just to get the glossy logo to look shiny. My render is all white or shows the world background, not sure why. Could you guys point me in the right direction? Any tips on how I can just have a gold logo without the clouds keeping the background transparent / what's wrong with my render settings? Many thanks in advance.

Here's what my render view looks like:
https://gyazo.com/ee8cb329c6b13f05b4dd7ed893333626

Here's a photo of my actual render:
https://gyazo.com/27ced9312ddb08897976049aea39ec74

Here's a link to my Blender file packed with textures if someone could please take a look:
https://drive.google.com/file/d/1gV01wETy5eX__zMRxH3eayb62O2P6I_2/view?usp=sharing

Rich


texts: Weird modeling issue (possibly bone weighting?)

texts:
So I'm working on a custom avatar for a friend of mine for a game called VRChat. I've put the model into blender, configured all the bones and mesh. Weighted it all accordingly. Here's the issue i'm facing. I have the model right here:

And it looks good. No real big glaring issues. Still a few things I wanna touch up, but nothing too bad right now.

However, when I export it as an FBX and put it in Unity and go to configure the bones, this happens:

A random spike pops out of her wrist. I thought that maybe it wasn't anything to worry about, so I proceeded with putting it into VRChat. Well, that didn't work. The spike is still sticking out of her wrist. Does anyone know how I could go about fixing this?


texts: I made a box (BigBox) and separate it to a two objects (BigBox.001) using shortcut P . But when I trying to animate those two objects separately, both objects are moving together. key frames of both are linked somehow. I cant even select key-frame of one object separately ( both key frames are being selecting automatically )  How can I separate these two objects.


texts: Object parented to a bone moves twice faster than the armature root bone

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I'm rigging a wheel and When I move the root bone of the car armature, the wheel move twice faster than the armature, The rotation is ok, but I can't find the way to make the wheel move ok.

Video showing the issue:
https://drive.google.com/open?id=1Sdm_jfSCRGp0vMJKFW31vClcU1no6Sgy

Please help! Thamkyou!


texts:
I am trying to create the tractor beam effect from Star Trek. I applied an emission shader with a noise texture as the factor and set the scale on the x channel of the texture coordinate to 0. That got me close. I thought if I applied this material to a cylinder then scaled one end of it down I would be done. However I get the following effect.

Can I adjust the coordinates so the rays come together at the top? Is there a better way to get this effect? I want to use it in an animation which is why I used the noise texture. By animating the texture coordinates I can get the rotating beam effect you see in the series.


texts: Everything gets distorted when animating?

texts: When i made a new action called reload , it all looks fine and dandy ... and then i move the green line frame thing and THIS happens ... I swear nothing works ...


texts:
Ok, I downloaded a 3ds model from a videogame and I was asking how to find out the size of a face:

Here the model:

Here the face that I want to find the size:

I barely know how to use the program... sorry :/

Ok, but i have other issue...

This tell me that the face is 120 of tall:

But this box that is way bigger than the other model tell me that is 16 of tall:

So, i know the box is 16 of tall but its imposible that the other thing that is way smaller can be 120, maybe its 0.120 or something, can you explain me that?


texts: How to inset (or fill in) a complicated mesh?

texts:
I have SVG of a tree. I want to make a 3D model of it. Also I want to add a texture on the front face (on the trunk) of this tree, to make it bumpy. But how can I add a 3d texture on it?
I extruded the perimeter, but how to fill in the rest?


texts: Why does my object offset when setting its parent with Python?

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By using

bpy.data.objects['object1'].parent = bpy.data.objects['object2']

to parent one object to another the parented object gets a weird offset.
Why does this happen and how can i fix this?


texts: How to use Keyframes and the Python API programmatically?

texts:
Currently I have a default cube and 400 frames.

Here's what I have working without keyframing

import bpy

current_scene = bpy.context.scene

default_cube = current_scene.objects['default_cube']

def update_scene():
    current_frame_value = current_scene.frame_current

    if current_frame_value < 100:
        default_cube.scale.x = .05
    elif current_frame_value < 200:
         default_cube.scale.x = .08
    elif current_frame_value > 300:
        default_cube.scale.x = .3
     else:
        default_cube.scale = 1

bpy.app.handlers.frame_change_pre.append(update_scene)

print('I work!')

The problem I'm having with the non-keyframe method is there isn't any interpolation between the scaling and I intend do this for thousands of frames. What is a good method to use keyframes programmatically to achieve interpolation?

https://docs.blender.org/manual/en/latest/editors/python_console.html Blender 2.8 doesn't reference anywhere.


texts:
How can I re-order my quick favorites (accessed by pressing the Q key) in Blender 2.83?
I looked at How to change the Quick Favorites key in Blender 2.80 Beta?
But I don't have them bound to any keys?