texts:
Blender Version
2.79b (2.79b 2018-03-22, Blender Foundation)

Issue:
As per the screenshot the mirror modifier still appears to be active (see the crease I added) even though it is no longer seen under the "modifiers" section of this object.

I'm quite new to Blender.  Is this a bug or something I am doing?


texts: Sticking plane to uneven surface (like decals and graffiti) - shrinkwrap vs UV project

texts:
I've been trying to attach an image plane of graffiti onto a very bumpy surface, and using a subsurf followed by the shrinkwrap modifier, this has been my best result so far --

It's not bad, but doesn't necessarily feel like graffiti, it seems more like something hovering above the surface. I also don't like how parts of the underlying geometry poke through the image plane. I was wondering if my settings were correct, or if maybe there's another preferred method when you are dealing with a highly displaced surface? Could UV project be used instead of shrinkwrap for a better result?


texts: how do I make to recognize the body of the robot, as blender recognize just the body?

texts: I tried to create a very simple robot. I started with a cube as head and then I extrude the neck and the rest of the body. I used the mirror modifier. But when I put a plane under the robot and I  press P, the robot is falling until the head meets the floor, not until the legs meets it. Floor is a static and the robot is a character.


texts: Removing facets inside another object when they intersect (pictures included)

texts:
I'm looking to remove the faces from inside one object where another object intersects it.

So, what I'm looking to remove would be the plane inside the small box from the big box.  This is just an example, so these objects will be complex.  I can't find a boolean that will do this for me in Blender.  My friend who has Maya says Boolean Union using Normals instead of faces does exactly this, but with Blender's Union it drops the bottom of the small box (and the plane inside the small box).  I would love to be able to do this programmatically as well and without intersecting faces as this will be something that will need to be done a lot in a step of a computational engineering test bed, but I'll try not to get too greedy here.  Please let me know if I am unclear on anything.


texts: Principled BSDF turns black when plugging in a normal map

texts: When using the Principled BSDF shader, plugging in a Tangent Space normal map will cause the material to turn black (yes, I've used the normal map node). Using object space or other alternative spaces changes the color of the material.


texts:
I  am working on a Bridge, and I have already made the model. I would like to know if there is a fast way to paint a bumpmap that makes it look like it's made out of bricks.

And if there is no way to do it and I just wasted a lot of my life, how should I do structures like this in the future?

Thanks in advance.


texts: Wrong shading as a result of "bisect_plane" in bmesh

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I am using a test script, I took it from here How to cut a mesh into smaller pieces with python?.
The problem is that, the sliced meshes at the cut are creating unpleasant shading, I think the problem is in the recalculation of vertex normals.

I did triangulate the mesh then run "bisect_plane", I got the same problem.

Is there anyway that we can make them smooth during/after "bisect_plane", with a script.

I would like to thank @Lemon for his suggestion to use "DataTransfer" modifier How to create a seamless low poly terrain with displace and multiple planes?, from programming/mathematical point of view, this solution is not optimal. It is an approximation, in addition it is a work around and recalculating normals that is supposed to be done already.
I did try the "DataTransfer" modifier, for sure it gives much better result, but the problem of wrong shading at the cut does exist still.

I have made a picture to demonstrate that. Please note with "DataTransfer" I tried all parameters with different values, such as "Mix Factor", "Mix Mode", etc.

I am a programmer and from programming point of view, the moment you make "bisect_plane" you can have the proper normals at the cut. There must be some boolean value in the function prototype "bisect_plane" indicating how the normals should look like at the cut and the normals do not change after leaving edit mode.

I can write code that has nothing to do with blender to make the cut and have the mathematically correct normals, but it would be great to have it within blender to see the result directly.

I think this can be a feature request to blender community.


texts: I've been trying to export a model to the game "transport fever" and I keep getting this error each time I try and export:


texts: I want to pack textures into a blend file. But it's telling me source not found even though the textures can be seen on the object properly and the textures are present in the folder.


texts: Bone on one side distorts the other side of the mesh

texts:
I've been having some problems with deformities whilst posing the limbs on my T. rex model. The problem occurs on the thigh and all of the arm bones.
Not posed
Posed thigh
Whenever I rotate the left thigh bone it causes areas of the mesh on the right side of the model to distort and follow the bone.
Leg angled to side
Rotating left arm joint distorts right
This happens with the arms and clavicle bones. The bones are mirrored and both thigh bones are parented to the pelvis bone in between and slightly to the front.
Any help would be greatly appreciated as this problem has troubled us for weeks.


texts: Cannot rotate a camera on a motion path that is targeted to an empty.

texts:
I am fairly new to Blender and have run into a problem I cannot seem to overcome.

I have a camera on a horizontal, semi-circular motion path and it moves nicely around an object. The camera is targeted to an empty inside the object so as the camera moves around the object it continues to point at the empty (and hence the object).

What I wish to do is to rotate the camera slightly to tilt the view as the camera continues to move along the path. The tilt would be on the axis that does not disrupt the camera pointing to the empty.

The problem is that I cannot rotate the camera. All xyz rotation setting changes have no affect on the camera. Rotating the targeted empty is possible, but does not affect the orientation of the camera.

I suspect targeting to the empty has locked the orientation of the camera and I am not sure how to override this - if even possible?


texts: Modular UV unwrapping and texturing curved areas

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So I'm trying to make these modular road tiles (5pcs) and decided to do a quick build to see how well everything fits and to test out some texturing. The end result is trying to become a bit stylized/cartoony feel.

I've now hit a tiny roadblock as the corner pieces are curved and not straight in the uv's. I can't seem to find a way to unwrap the model for the Light grey areas to be straight and use a single texture image for it.

The straighten uv button (or plugin, can't remember which ones those are) isn't really straightening anything but making the uv islands more crooked and not eliminating the curve completely.

Do I need to just bite the bullet and make separate textures for all curved areas or is there a way to unwrap the islands straight?

Any tips are welcome too. First time trying to do anything modular.

Thanks in advance.

Using blender 2.79b


texts: Can not access game object added in overlay scene

texts:
I have a text object in a scene. That scene is added at the start of the game as an overlay scene. Whenever I try to access the text object, named "HUD.text" (to change the game text) the bge returns:

  Traceback (most recent call last):
    File "path\to\my\script.py", line 71,
  in main
      HUDtext = hud.objects['HUD.text']
  KeyError: "CList[key]: ''HUD.text'' key not in list"

Which if I'm understanding it right means the object 'HUD.text' is not available for the game engine.

I have checked that the overlay scene is being added correctly (it is), and if I print all the objects in that scene 'HUD.text' is in the array.

I add the overlay scene with this line in a script that runs once at game start. bge.logic.addScene('hud', 1)

hud is defined by hud = bge.logic.getSceneList()[-1]

print(hud.name) outputs hud

print(hud.objects) outputs [Plane, HUD.text, Camera.001]

Is there something I have to do to make objects added in a overlay scene available? Or is there some huge delay in the time it takes to add the scene?

Here is an example blend file showing the error.


texts: Grayed out object in the Scene Collection

texts: For some reason, one of my two light objects has become gray and no longer appears in the scene.  It has XYZ coordinates, but when I look for it I don't see it.  How can I "un-gray" it so that it becomes usable again?


texts: Detect with python script if a blend file has packed images

texts:
I'm trying to know if a blend file contains images and if it contains to unpack the images out to the directory.
So just before I'm running this line:
bpy.ops.file.unpack_all(method='USE_ORIGINAL')

to ask if this blend file is with packed images.


texts: When I try to render some scene for some reason I can see arrows around object, how can make them not to show at render?


texts:
I'm working on a knob with some LEDs around it.
When the knob is all the way at 0-position only the top and bottom LEDs are on and when all the way to the right 100% all the LEDs will be on.
(the LEDs are just an image texture with some bump. With one node of a turned-off LED and one node of a LED material that is glowing.)
The way I'm planning on animating this effect is to have a Gradient node controlling the mix fac of a Mix node. My question is how do I get the gradient "butterfly pattern" of the mix fac?

Pic 1, the knob at 0, top and bottom LEDs are on
Pic 2, the knob at 50%
Pic 3, the way the knob looks.


texts: How can I import an addon into a Blender script?

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I want to import an addon into a Blender script

Is this possible, are there any tutorials about it?


texts: Keep the bevel modifier from creating ngons and tris

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How can I keep the bevel modifier from creating ngons and tris? I thought a quad-only mesh would do it, but it doesn't like topological gems, and the edge flow is too important.
Or is it Simply Imposible ?


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I am doing this tutorial. have two particle systems in my scene (for the same object). One particle system is for generating shards of glass and the other one for smoke & fire. I should say that I should do two bakes, one for each particle system. Is that right ?

I think I am a bit confused about the "baking" options.

A) Particle System "Shards of Glass". As I said I have one particle system for generating shards of glass. The particle system uses "shards of glass" objects. In the "particle system" box there is an option to bake. This is to bake the emission of shards of glass ?

B) Smoke and Fire Simulation. A cube is used for the "domain" and a  particle system for the "flow" of smoke and fire. When dealing with smoke and fire in tutorials the baking is done in the domain (but why not in the particle system)? Why is that ? Why is the baking not done in the particle system (the particle system emits the smoke) ?

I guess I have a basic non-understanding about all these baking options.


texts:
How can I fix my problem?

my blend file: https://drive.google.com/file/d/0ByScwSCTIaUGUVBzUTAzejdleDg/edit?usp=sharing


texts: Why does my model behave strangely after binding to the bone structure?

texts:
Made a skeleton, combined all the parts of the character together. And then made a binding.

Then he tried to move his hand and eventually the hand tightens the lower part of the raincoat, hat and eye.

Should there be such a reaction? How to avoid it?

File: here.


texts: Create cut from the wall exactly 0.3m in

texts:
I have a 3d plane as the floor that's an odd shape.
I'm trying to create walls in from the side of exactly 0.3m.
Attempt 1 Use knife tool. This works but don't know how to set in from the edge exactly.
Attempt 2: Duplicate vertices, and just the override tool to set exactly.
Selected two outer vertices and duplicated, pressed x to move the vertices in and manually overrode them to be 0.3m in. This creates a separated edge from the original model. So I can't select a face to extrude.
Can someone point me in the right direction of how to do create a cut in from the edge of specific size? Thanks


texts:
I have a situation where selected keyframes can't be deleted what could cause this?

.blend


texts:
I have been trying to use SheepIt! render farm for a short animation. Unfortunatly, File -> External Data -> Automatically pack into .blend DOES NOT pack linked objects from other .blend files. SheepIt! gives a warning that those libary links are not in the file to process.

Does anyone know how to successfully pack linked objects (not just textures) into a single .blend file?

I know that this question has been asked by Louie:
How to pack all linked data inside the current .blend file.
Unfortunately he did not get a working soluion answer :-/


texts:
I wanted to render at 1 click all setup cameras. So i found the addon Multicamera Render from here

With the camera selected in the render tab with the multicamera render button

I click but there is no respond or no process bar and blender hang. Is this the correct way im using the addon or some other method. Is there any other addon or this will work fine. Multi camera Render at one click


texts:
I'm fairly new to Blender, and I am attempting to follow the guide here. I found an example of a heightmap that I liked, so I have been trying to replicate it. However, I can't seem to get rid of the terracing from the contour lines in my render. Per step six of the guide, I have exported my tiff as a 16 bit unsigned integer. I also attempted to do the map algebra function in QGIS. I'm wondering if this is the step that's giving me trouble. It seems no matter what I do, though, I can't manage to smooth out the terrain. I've tried to increase my adaptive subdivision scale from 1.0 to 3.0, but it makes my render look blurry and not detailed. I also tried raising and lowering the displacement scale to varying degrees, but the contour lines remain.
This is what I am trying to mimic

And here is my image. Notice the "steps" on the hills on the right.

Perhaps it has something to do with my heightmap?


texts: How do you model this Spherical Hollow Object?

texts:
Seen this model on a question post. Which brought me to the question
of how do you create this model, in the quickest most effective way
with what blender tools can offer.


texts: Texture Painting mode: Missing data warning

texts:
I try to do a projection painting and I followed a tutorial, but I get a 'Missing Data' warning in the tool shelf:

How do I solve this? This is what I want to achieve (picture of the tutorial):

Thank you


texts:
How do I enable, for example, additive blending for a material? Do I need to use node? I am trying out to create a light ball.

I searched the internet but only found answers for cycles.

Edit:
The result should be like the first picture in this topic: How to get additive blending in cycles?


texts:
Although I have set the mesh to smooth and it does 'look' smooth, I get this when I bake:

Using BI and 30 samples normalized. I cant figure out what I've missed. Any help would be greatly appreciated!


texts:
I want to make an animation in time to a song so when I hit play on the timeline I need to be able to hear the song so I can finely tune the animations to start and end at the right time.

Is it possible to have sound play on an animation while it is playing in the 3d viewport before it has been rendered.


texts:
I have made this low-poly character mesh, and so far added bones from the torso to the head.

So, my next step is to add the legs. Unfortunately, when I extrude from the torso bone to the top of the legs, the hip/leg bones don't parent to the torso bone. When I move the torso, the legs just stay totally still and they disconnect from the torso.

Even when I parent the bones manually, both in offset and connected mode, the torso simply does not move the leg/hip bones. It does move the others though. This is a re-rig of an old model I made, and I did not have this problem, but i don't remember exactly what I did so I'm not sure if I'm forgetting something. This leads me to believe that there might be a parent limit on bones, but I highly doubt it. Does anyone know a solution to this?


texts: How to apply the multiresolution modifier from sculpt mode?

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I'm kind of new to blender, I've been using it for about two weeks but haven't used sculpt mode much.

Today I decided to sculpt the head of a character, using a multiresolution modifier to help get the geometry I wanted, but I can't apply the multiresolution while in sculpt mode and if I leave sculpt mode my object turns back into a low-poly model.

If I apply the multiresolution in object mode then all of my sculpting is gone for good. How in the world do I keep my sculpting work while in something like edit or object mode?


texts: Warning! Legacy WGL is unable to select between different OpenGL versions

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I was using blender 2.76b on a Windows 7 Ultimate, and nothing really weird showed up when I opened blender and the cmd window appeared, before the blender window appeared.

I updated it to 2.77a, and now in the cmd window, it says:

  Warning! Legacy WGL is unable to select between OpenGL versions.

Is this a big issue that I would want to fix, or would it not matter?

If I should fix it, how should I fix it?

System specs:

 Laptop: Samsung Sens R410
 OS: Windows 7 Ultimate, was Windows Vista Home Premium OEM (according to the sticker on the underside)
 CPU: Intel Pentium Merom T2390 Dual Core 1.87 Ghz
 RAM: Installed 5Gb, but can only use 2.75Gb 667 MHz
 GPU: ATI Radeon X1250 with 256Mb memory with a weird driver that has OpenGL  issues. The 3d cursor moves when I drag the arrow to move an object in the 3d viewport. I think this is because I am using Vista drivers, and there are no drivers for windows 7.


texts: Changing an objects origin just changes its location

texts: Whenever I try to set the origin of this patch of grass to the 3D cursor all that seams to happen is it moves the object location to the 3D cursor. Whats happening here?


texts: Can I copy a video strip from one opened Blender into another?

texts:
I have a project where I have a video, I added to that video some text and I sped it up. I want to re-use that project/video within several other projects.

At the moment I have 2 blenders opened. One with that project, and another one, an empty one where I want to copy it. I tried using the append feature, and appending the scene, but that only appends a cube, not the video.

I could render into a movie, and then reuse the movie, but wouldnt that lower the quality?


texts:
I have set up a scene in the bge where I need to animate the mist. I have an object that loops between 0 and 4999 and I assigned its action current frame number to a property called 'axisT'
Now I want to be able to modulate the result so that at frame zero mist color = [1, 1, 1] and at frame 1250 mist color = [1.0, 0.9, 0.8] and so on at each step until my loop starts back.
What is the correct way to do this ?


texts: UV map / model turned black on saving - how to recover?

texts:
In the middle of touching up a new texture, I pressed save and suddenly my textures all turned black on the model and UV texture - just vanished.

I tried reopening the file in another instance of Blender, I tried to CtrlZ too and it just did this weird patchy thing on my texture.

How do I recover it and what did I do wrong?


texts:
I got the following curve

But in edit mode it is ridiculous messy.

It looks it's really small, but if i hit Ctrl+A (Apply) > Scale nothing will change.

Why does my Curve not apply the scale?


texts:
I am trying to simulate the "rice challenge" that is the latest meme with them kids, see this youtube video for a fun example.
This is my best result so far:
  (Video: https://i.imgur.com/KxlzB84.mp4)
which isn't quite there yet.
Any general advice on how to approach this? A particle system is the obvious solution but I'm struggling to make it work.


texts:
I am a beginner, I tried with basic tutorials, but I can't actually solve this.
If I have this:

How can I get this following shape?

In other words, what I would like to do is to get the same shape as where the hams are hung. Thanks! (sorry for my bad english)


texts: Convert quaternion from Blender to Unity

texts:
I want to convert an euler or quaternion rotation from Blender to an euler or quaternion rotation on Unity.
The goal is not to export an object from Blender to Unity, but only to convert the rotation values needed to make a tool and I need to do this on the Blender side and not Unity.
Since Blender is right hand oriented and Unity is left hand oriented, I started by looking at how to convert from right hand to left hand.
So I came across this article and transposed it into python in Blender (see below): https://butterflyofdream.wordpress.com/2016/07/05/converting-rotation-matrices-of-left-handed-coordinate-system/
The problem is that the rotation I get is not the right one. I don't know if it's because the Y and Z axes are reversed between Blender and Unity (I tried to reverse the values but the result is not good), I also saw that there was apparently a 90 degree offset on the X axis but I don't see if I should apply it before or after the right hand to left hand conversion.
I also tried the solution here but it doesn't work for all rotation source : Convert from Blender rotations to Right Handed Y-Up rotations (Maya, Houdini, ...)
Does anyone have a formula or algorithm for doing this?
Thank you!
import bpy
import bpy_extras
import math
import mathutils
from math import degrees, radians, cos, sin

# LEFT HANDED
def rotLX(a):
    mat = mathutils.Matrix()
    mat[0].xyz = 1,         0,          0
    mat[1].xyz = 0,         cos(a),     sin(a)
    mat[2].xyz = 0,         -sin(a),    cos(a)

    return mat

def rotLY(a):
    mat = mathutils.Matrix()
    mat[0].xyz = cos(a),    0,      -sin(a)
    mat[1].xyz = 0,         1,      0
    mat[2].xyz = sin(a),    0,      cos(a)

    return mat

def rotLZ(a):
    mat = mathutils.Matrix()
    mat[0].xyz = cos(a),    sin(a),     0
    mat[1].xyz = -sin(a),   cos(a),     0
    mat[2].xyz = 0,         0,          1

    return mat

# RIGHT HANDED
def rotRX(a):
    mat = mathutils.Matrix()
    mat[0].xyz = 1,         0,          0
    mat[1].xyz = 0,         cos(a),     -sin(a)
    mat[2].xyz = 0,         sin(a),     cos(a)

    return mat

def rotRY(a):
    mat = mathutils.Matrix()
    mat[0].xyz = cos(a),    0,          sin(a)
    mat[1].xyz = 0,         1,          0
    mat[2].xyz = -sin(a),   0,          cos(a)

    return mat

def rotRZ(a):
    mat = mathutils.Matrix()
    mat[0].xyz = cos(a),    -sin(a),    0
    mat[1].xyz = sin(a),    cos(a),     0
    mat[2].xyz = 0,         0,          1

    return mat

obj = bpy.data.objects['Cylinder']
euler_rotation = obj.rotation_euler

rRx = rotRX(euler_rotation.x)
rRy = rotRY(euler_rotation.y)
rRz = rotRZ(euler_rotation.z)

rR = rRz @ rRy @ rRx
resMatR = rR

euler_resR = resMatR.to_euler()
print("\nResult Right Hand : " + str(degrees(euler_resR.x)) + ", " + str(degrees(euler_resR.y)) + ", " + str(degrees(euler_resR.z)))

rLx = rotLX(euler_rotation.x)
rLy = rotLY(euler_rotation.y)
rLz = rotLZ(euler_rotation.z)

rL = rLz @ rLy @ rLx
resMatL = rL
euler_resL = resMatL.to_euler()
print("\nResult Left Hand : " + str(degrees(euler_resL.x)) + ", " + str(degrees(euler_resL.y)) + ", " + str(degrees(euler_resL.z)))


texts: Scene went black after pressing Ctrl + H

texts: I was just working on my minecraft scene and I accidentally pressed ctrl+h and it went all black, does anyone know how to fix?


texts: How to attach an object to a cloth simulation

texts:
I created a rope and added a cloth simulation to it, it works as it should.
But now I need this rope to attach with another object. Let's say I have a ring and I inserted this rope into the hole of the ring. When starting the animation, the rope goes through the ring.
Questions:

How do I tie a rope to this ring? I used a hook and it didn't work.

How to make the ring move on the rope when cloth simulation, that is, so that the rope affects this ring and it moves together in the rope


texts: Applying armature scale messes up the action

texts:
It's a question derived from this initial question. Scaling the armature messes up the action because it changes the bone locations. How can I apply the scale of the armature, but keep the original action?
Before applying:

After applying:

Here is the original armature with an action.
Edit : So I was finally able to fix the problem with WiSHFul97's method, applying the scale, going into the Graph Editor, typing Location in the filter, I just needed the Pivot Point to be set on 2D Cursor, then scale on the Y axis down to the armature original scale!! thanks WiSHFul97!!


texts:
When should I sculpt the wrinkles,texture?Before or after retopo?And if after, how do I add wrinkles if the mesh is retopologized? And can I texture paint the mesh if it is made by triangles and the retopo isn't done?

Thanks!


texts: What is the best platform/website/youtube channel to learn how to animate a pixar style 3d animated human character (useing mesh not sch


texts: Why the color became bright after rendering?

texts:
Would you tell me how can I fix it?
The first image is screenshot of render preview and the second one is after rendering. As you can see, it became bright after rendering.


texts: How to assign a type annotation to a class? Dynamic Property Group

texts:
Hi I’m running on windows 10 with blender 2.82
I keep getting these annotation type warnings which I understand are common but not breaking for addons that have compatibility, however, when trying to run blender in the background it becomes breaking.
Warning: class WM_OT_import_modal contains a property that should be an annotation!
c:\Users\Willard\Desktop\blender\2.82\scripts\addons\sketchfab_init_.py:1648
assign as a type annotation: WM_OT_import_modal.gltf_path
assign as a type annotation: WM_OT_import_modal.uid
You are using the latest version(1.3.1)
ERROR (wm.operator): c:\b\win64_cmake_vs2017\win64_cmake_vs2017\blender.git\source\blender\windowmanager\intern\wm_event_system.c:1486 wm_operator_invoke: invalid operator call ‘WM_OT_import_modal’

This is where the operator is called-
def import_model(gltf_path, uid):
    bpy.ops.wm.import_modal('INVOKE_DEFAULT', gltf_path=gltf_path, uid=uid)

Below is the class in the addon throwing the error.
class ImportModalOperator(bpy.types.Operator):
    bl_idname = "wm.import_modal"
    bl_label = "Import glTF model into Sketchfab"
    bl_options = {'INTERNAL'}

    gltf_path = StringProperty()
    uid = StringProperty()

    def exectue(self, context):
        print('IMPORT')
        return {'FINISHED'}

    def modal(self, context, event):
        bpy.context.scene.render.engine = Version.ENGINE
        gltf_importer = glTFImporter(self.gltf_path, Log.default())
        success, txt = gltf_importer.read()
        if not success:
            print('Failed to read GLTF')
        try:
            old_objects = [o.name for o in bpy.data.objects] # Get the current objects inorder to find the new node hierarchy
            BlenderGlTF.create(gltf_importer, root_name=Utils.make_model_name(gltf_importer.data))
            set_import_status('')
            Utils.clean_downloaded_model_dir(self.uid)
            Utils.clean_node_hierarchy([o for o in bpy.data.objects if o.name not in old_objects])
            return {'FINISHED'}
        except Exception:
            import traceback
            print(traceback.format_exc())
            set_import_status('')
            return {'FINISHED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        set_import_status('Importing...')
        return {'RUNNING_MODAL'}

It would seem I just need to assign the properties “gltf_path” and “uid” as a type annotation to fix my error, but I can not conceive of how to do this.


texts:
I am using version 2.9. I am trying bevel edges evenly, but they don't look right.
Any suggestion, please? Thanks in advance.

EDIT
I just checked x, y, z scales in transform settings. When I right-click any scale, the menu pops up. Should I choose "Reset All to Default Values" or "Reset Single to Default Value"?


texts:
I have two layers of geometry for the eyes: The top one for the eyelids and the bottom one for pupils. This is what it looks like without the 2nd layer:

And this is what it looks like with both layers:

For some reason, the transparency that's only applied to the 1st layer is showing through the 2nd layer:

How do I fix this?

EDIT: .blend file download


texts: Is it possible to move a logic brick/re-order the logic stack?

texts: I have a fair number of logic bricks on one specific object, but recently had to add a condition to a very early part of the logic stack. This makes the trace cross almost all of the other traces and makes it look extremely cluttered. Is there some way to move it up above some of the logic bricks? Basically I want to be able to change the logic stack order.


texts: Selecting Faces without Selecting the black dot?

texts:
When selecting faces using the drag select, one needs the select marquee to cover the black dot in order for the faces to be selected.
Is there a way to select faces as long as even a tiny part of it is in the selection marquee?? How can this be done?


texts:
When changing to OpenCL blender gives me the following options:

I know that these are names for AMD cards, but which one should I pick. Also I don't think I have that many AMD cards considering I have a laptop...

I am confused any help will be appreciated.


texts: Make particles appeared when colliding with a object

texts: I wanna make a particle simulation where the particles would appeared when colliding with an object. My setup is this : Particles are being emitted from a plane. Wind is pushing the particles toward an object (a space capsule, I am trying to make a capusle reentry sequence) and the particles are colliding with the capsule making a trail (like in an capsule reentry). My problem is I don't want to see the particles between the time they are emitted from the plane and the time they touch the capsule. So, in brief, how to make the particles visible, only, after they collide with an object? Thanks :)


texts:
Blender 2.8-1
Addon Rigify Human (metarig)
win10
I want to animate the Rigify
Human (metarig)without 3dmodel.
but default Human (metarig) cant do lower the pelvis.(If move the roots the whole body will go -Z)
Is there a best way to do it?

Sorry. My question was bad.
I wanted to use Rigify's Human metarig like Biped(3dsmax).
Biped(3dsmax) doesn't require any special setups, manipulations, or bones to be added, and You don't even need a character model. You don't even need a controller.
Animations attached to it can be imported and baked into the model afterwards and can be customized in complex ways.
IK and FK are supported by default.
There are a lot of tutorials on creating rigs and parenting characters in Rigify, but I haven't seen any on how to use them as described above.
If there are any, please let me know.
I'd like to be able to do this kind of move using only the Human metarig in Rigify.
https://www.youtube.com/watch?v=MAM7mF2v7dE ...
This video has a character model. I want to do this in a .blend file.
I installed Rigify because it has a humanoid armature, like biped, and Paste X-flipped Pose was easy and easy to use.
Blender is a fast-launching software and I thought I would be able to add a little bit of animation to it.
But I don't want to wait to import a rig for a character with a design, even if it' s a fast-launching software.
I don't know if the mechanism is the same, but in 3dsmax I can lower the Root when I Set Key my foot.
What is the solution?


texts:
Export png sequences. Composite them together in new Blender file with audio.

Export as FF-MPEG H.264. Colors come out all washed out and yellow in all media players.

Import exported video file back into Blender and it looks fine, it only looks right when imported into Blender.

RIGHT Windows Media Player LEFT Blender (Same exact exported MP4 video)

Video File


texts: I modeled a figure and imported the hands as an obj. Now I wanted to put my hands on my body. The body has many details with different topology strength. When I remesh, the details go missing unless I increase the resolution, which would be counterproductive. Can I just select part of the arm and use remesh there?


texts: Copy animation from object to bone using python

texts: I have multiple animated objects and an armature with an equal amount of bones. I want to transfer the animation from the objects onto specific bones. How can I do this using python?


texts: Please help me apply my logo to this tennis ball! (I am so close, I know its something small and basic i'm missing)

texts:
I unwrapped the ball, and placed the .png file in position in the uv editor.
Then, I added a material, and applied the uv map to the image texture as shown below:

it shows up in the material panel, but not on the ball!

Thanks,


texts:
I am new at Blender, I want to design a mesh of a single twisted yarn, which is the best strategy to design this mesh. Sorry if my question sounds dumb.

I am attaching the picture
![enter image description here

I foud a tutorial in youtube: https://www.youtube.com/watch?v=cP1pY14fVC4&list=LLuORS2hOBqsUJEgE645iWDQ&index=2&t=1026s, however, I dont know how to merge the mesh.

EDIT
Is this mesh true, I am going to use it for physical simulation


texts: Get all the objects intersects or falls inside a specific object

texts:
I have 2400 small cubes stacked to form a brick base. The total dimension is 40x12x5 with each cube size of 1x1x1. There is a large cone, some parts of that directly go through the brick base as shown in the figure.
Is there any very fast way of getting the name of all the objects (cubes) that touches / falls inside the cone?


texts: Why are lamps and mesh lights not illuminating anything?

texts:
There are several techniques to do a 3 point lighting system.

How do you properly light a scene while using mesh planes as emission light sources?

I'm following this tutorial, however despite setting up planes to act a lighting sources, the scene is still very dark.

Actual Blender file here:
https://dl.dropboxusercontent.com/u/460997/clock%20copy.blend


texts: I can't render with GPU no matter what project I'm on

texts:
Firstly, sorry for my english and I'm a very beginner in blender.
I made something in blender, changed to Cycles and tried to render in viewport. Normally, it would take something like 30 seconds to render but it stuck on "Path Tracing Sample : 1/32". It isn't a big project. On other projects it is fast but on the project that I just created, it is very very slow. I decided to use my GPU for faster rendering but when I go in rendered preview it says : "Cancel" When I render, it shows "CUDA error at cuCtxCreate: Launch exceeded timeout". It happens quick, like in seconds it rendering nothing and showing that error on top. I tried render other projects with GPU and it giving same error.
Can someone help me?

Edit : I fixed the extremely slow render time by deleting the carpet on my project :)


texts: How can I use animate/toggle render visibility on objects using one property?

texts:
I have a group of objects all sitting in the same 3D space. I want to be able to assign each object a number and by inputting that number into a field have only that object visible on that frame. Then when I input another number that new object will become visible instead. As an example I have a scene here with a sphere, a cube and Suzanne all in the same 3D space if that helps.
https://drive.google.com/file/d/13C47ICezeAITUnvAVeb1-ozDpQdjKYTz/view?usp=sharing
I'd like to be able to select an object (such as an empty or floating bone in file) while animating a character's rig which will quickly give me access to the property field where I can input which object I want to see and allow me to key it on until I want to switch it to a different one. I'd also like this method to be flexible enough to allow me to add more items later if I need it.
I'm fairly new to this type of workflow so I may have to ask follow-up questions. Thanks so much in advance for your efforts and time in answering this, it's greatly appreciated.


texts: Is there a way to mirror/symmetrize weight paint?

texts: How can I apply one part of the weight paint on the other side of the mesh with symmetrized bones?


texts: Why are these red dots appearing in my viewport?

texts:
I'm following Andrew Price's (Blenderguru's) latest donut tutorial series but I'm a bit confused as to why I'm seeing all of these red dots in my viewport render, when Andrew's version isn't.

We're both using the Cycles render engine using GPU and both have viewport sampling of 32. The light object lightning the scene is white and there are no objects in the scene that could be adding to this reddish colour.

I have a feeling my node settings are incorrect so I've attached a picture of these at the bottom.

Here's the comparison between the two...

My Donut:

Andrew's Donut:

These are the nodes I'm using (which are the same as Andrews):

Any ideas?


texts: How to use a driver to pan and zoom an image

texts:
I am trying to follow this answer: Pan or zoom in the VSE (accepted answer)
After I right click on x offset and select Add driver, the x offset turns purple. I am not sure how to see the graph screen or how to add keyframes as suggested in the answer.
How does one see the graph screen, and add keyframes (So I can animate the x-offset of a photo to get  a pan and zoom effect)? Could someone please provide some more detail?


texts:
I have a Material that someone else created that I import into my file. I would like to have this first import be a "Master" copy and duplicate that one for when I would assign it to an object. I could then modify the copied material without affecting the original Material that was imported. That way if I accidentally change one of the attributes, I can easily "reset" it by copying the unaltered default.
Is there a way to do this?


texts: Eevee - Light inside a bulb lamp not passing through glass

texts:
Using Eevee, I'm trying to simulate a light bulb.
I have a sphere with glass material and inside it, I have a Point light.
But the light is not passing through the glass:

However, if I disable the sphere object, the light is working:

How to make the light inside a bulb lamp pass through glass (using Eevee)?
Here my test project:


texts:
I have a handler scene_update_pre, and I need to run a script when a certain bone is selected. The script is saved as an internal text data block myscript.py.

The problem is that I can't use any derivative of the context override method:

override = {'edit_text': bpy.data.texts['myscript.py']}
bpy.ops.text.run_script(override)

Because it's done in a scene_update_pre handler it will crash Blender, correct?

What other methods are there to run an internal text data block?

bpy.data.texts["myscript.py"]    #.run_script() #?


texts: How to render a smoke simulation separately from the scene it's in to then composite together in post?

texts:
I have a short 120 frame animation that contains a smoke simulation which uses 2 collision objects. It has a large bake file so I want to render just the smoke on my pc while the animation without the smoke is rendering on a render farm, then be able to just composite the smoke back on top of the animation afterwards. What kind of layers or render passes should I set up for the smoke render?
Thanks for any help!


texts:
I know it may sound weird or impossible, but can I somehow combine perspective view with orthogonal?

Example: all body of the character in perspective and head only in ortho.

I know about the sensor size value, auto, vertical, horizontal fitting, but it can't give that result.

Or maybe, at least, I can scale head alone to make an illusion of orthographic view?


texts:
So there's a problem I'm facing every time I work with mirror modifier. When I'm shaping only half of the mesh I have troubles aligning vertices that must have '0' local coordinates.

The issue is when I'm selecting more than 1 vertex and set it coordinates to 0 here.

I get random values for each single vertex. Like this.

And so I have to set each vertex to '0' manually.


texts: Camera animation doesn't rotate along shortest path

texts:
I'm new to Blender, and I'd like to animate my camera rotating around 360 degrees to show off part of a 3d model. I have a setup, and the camera will move, but instead of pivoting all the way around the camera will rotate most of the way, and then spin all the way (more than 180 degrees) back around. Here's an example

And here's the code:

camera.keyframe_insert(data_path="rotation_euler", frame=0.0, index=-1)
camera.rotation_euler.rotate_axis( 'Y', 2 * math.pi / 3 )
camera.keyframe_insert(data_path="rotation_euler", frame=frames/3., index=-1)
camera.rotation_euler.rotate_axis( 'Y', 2 * math.pi / 3 )
camera.keyframe_insert(data_path="rotation_euler", frame=2.*frames/3., index=-1)
camera.rotation_euler.rotate_axis( 'Y', 2 * math.pi / 3 )
camera.keyframe_insert(data_path="rotation_euler", frame=frames, index=-1)

Is there a good solution to this?


texts:
I have made a very simple model and rigged it with automatic weights. However, as you can see in the picture. When I bend the characters arm, it absoulutely changes the arm to this horrible thing.
(In case the image won't load: The characters arm, which is a cube, stretches thinly together at the beginning of it near the torso.)

I have tried sub-dividing the arm, it's completely covered in red in weight paint mode, but it's always imperfect in some way.

Please, is there a solution to this?


texts: The UV is bending in weird ways in the viewport when 3D View is in Rendered mode. How do I fix it?

texts:
The textures start look weird from certain angles.

I'm not sure if it happens in the renders themselves though.

Here are the images.


texts: Object On Characters Back Follows Character but Not In Unity

texts:
I have a backpack object attached to my character model in Blender.  It is parented to the armature, and then the chest bone.  It moves well with the character in Blender completely fine.  But when I export to Unity, it doesn't want to follow anymore along with the animations.
The weird part is that I also have a weapon slot with the exact same settings as the backpack, and it works fine in Blender and in Unity.
I've applied all transforms, and both the backpack and weapon slots origins are at world origin.
Any ideas?


texts: Transparent mesh turns other mesh invisible

texts:
When they do not touch the meshes are fine

When they do touch the white mesh turns invisible

Here are the nodes, I've tried different versions but those versions cause a black outline

In normal view it looks like it is fine but when in render mode this happens.


texts: Why does the armature move when I move the lamp?

texts:
When I move the recently added sun lamp it moves and distorts my model's armature.
I have not selected my model when I added the light so what am I doing wrong?


texts: Best way to bevel corners for rendering imported CAD models?

texts:
I'm trying to rig and render models that I'm exporting from Siemens NX. The models therefor have sharp edges, and in rendering them I would like to round/bevel the edges. I am at the moment attempting to use the bevel modifier, but it typically fails to work at all, and when it does it runs into some pretty bad failure modes. I'm hoping that this is something that someone else has done before. Thanks!

Here is a sample widget exported straight from NX (stl): https://drive.google.com/file/d/0B8j_hMJwdVcBcFBXLWpXTHVZMUU/view?usp=sharing

Bevel with angle limit (80deg, but happens with most angles):

Failure also happens when there is no limit; the edges become notched.


texts: Trying to sculpt using tablet but can only sculpt using when holding control. (mouse sculpting works fine)

texts: Any help? everything else seems to work fine, it even registers my stylus presses as "left click" on other parts of the UI but not for sculpting unless i hold control.


texts: I have an issue while tring to set up a material for blender game engine. You can see the setup on the image, and the BGE doesn't render my purple object that's on the View panel.


texts: Animation: customize bounce interpolation

texts:
I want to animate a plane falling onto the ground.

It’s good to have the bounce interpolation however you are quite limited when you want to customize it, for example adding more smaller bounces to the end etc, just like you are able to in After Effects.

Is there an addon available to adjust that or is there even a solution within Blender which I just haven’t found?


texts: I want to copy Linesets from one file to another. I appended the required scene from the source file to the target file. Then following THIS ANSWER from blenderartists.org, I tried copy-pasting the shared code in the text editor. But an error is reported that I can't comprehend. The "Attribute error" in the system console reads : "Rendersettings" object has no attribute "layers". Also the answer seems to have been posted in 2016. Does it still work in the latest blender versions - 2.9x? Please help!


texts: How can I use clone brush in the UV/Image editor?

texts: I am using a clone brush on a model using CTRL+Left Mouse Button to define origin of the clone brush. Why it doesn't work when I'm doing the same in UV/Image Editor?


texts: Delete hidden connected face "inside" the mesh

texts:
I have recently been working on an addon called Smart fill, it's basicly a tweaked version of Blenders native fill tool. It combines grid fill,bridge edge loops etc - all on the f key. I am trying to solve some problems and this is one of them. I am trying to get the selection to delete a double face thats being created when i use my command. is there anyway to achieve this in Blender?

If you look at the attached picture and the example at the bottom you can see that i have deleted a face so you can see how it looks inside.The face is connected but i cant remove it with remove doubles.


texts: How do I render a "Focus" Z Depth Pass for After Effects?

texts:
Question: Is there any way to render a "Focus" Z Depth Pass from Blender, where I can specify the "Focus on Object" or "Focus Distance" in the Camera settings and automatically generate a Z Depth Pass that makes the object(s) in focus black and everything else gradually more white, instead of generating a standard Z Depth Pass (where everything close to the camera is black and everything further away is brighter)?

Background: I want to render an animation and apply the DoF blur later in After Effects. However, After Effects' Lens Blur-effect requires a pass where the object(s) in focus is completely black and everything brighter than that becomes gradually more blurry. Exporting a standard Z Depth Pass from Blender is a bit tedious since I have to adjust the colors in the pass in After Effects to make the object(s) in focus black and everything else brighter...


texts: Blender 2.92 - No visibility tab in Cycles. Need to make a shadow catcher but the option is not there

texts: I'm trying to make a shadow catcher object in blender, but in the Material properties tab of the Properties panel, there isn't any dropdown for Visibility like there should be. This goes for all objects for some reason. Any ideas on how to make an object into a shadow catcher in Cycles 2.92 without that dropdown? Or is there some way for me to enable that dropdown?


texts: Single Image rendering with blender netrender

texts:
I read this post (Is netrender only useful for multiple frames?) about rendering a single image with netrender.
But how can I combine those images very quickly and easily? Say for example I have 100 single images.  How would I do this?

Thanks


texts: Nothing showing up in rendered view (2.79)

texts:
To preface, I'm fairly new to Blender.
I normally work in 2.8, but my current project requires me to work in 2.79.

That being said, I'm having an issue with the rendered view in Cycles. Earlier in my project, I was able to switch in & out of rendered to view my models. I'm not sure what I messed up, but now nothing is showing up when I enter rendered view. In material view, everything is visible and I can see my models just fine. But when I switch into rendered view, everything disappears including the grid.

Does anyone know how to fix this?


texts: Is there a way to shrink particles to mesh surface?

texts:
I attempted to create a dripping effect like this:

On a curved surface using this technique, however the long particles don't conform to the surface, looking very unrealistic (it looks particularly bad on sharp corners).

Is there another way to get this effect, or a way to use this technique on a curved surface?

In other words, I want to make the particles stick to the surface (while still being able to slide freely) and somehow leave trails behind them.

Image from Blender Guru


texts: I have a problem with addon Spark AR Toolkit in Blender

texts:
I have a problem in Blender 2.9. WhenI click anywhere in the workspace and an error appears.
Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\startup\bl_operators\wm.py", line 1662, in execute owner_id = workspace.owner_ids[self.owner_id] KeyError: 'bpy_prop_collection[key]: key "Spark AR Toolkit" not found'

location: :-1

How fix it?


texts:
I would like to have cloth animation made in Blender and use it in Unity. I thought I will use the cloth modifier, then save the .blender file, import in unity and that's it. Nope. Only the actual frame gets loaded. So I thought I will try different aproach, but my skills in blender are not sufficient and I found no good information on the net so far - so I decided to ask experts :P.

Let's say, I have a plane and I want a flag animation with that. I break it down into like 20x20 pieces, and I make it to have like 20x20 bones as well pointing from pole towards to the end of the flag. I want to have blender to animate the bones like the cloth animator would do. How can I do this with this existing armature?


texts: When I try to add new segments of walls, the only option/possibility I have is them to be straight - aligned one after another. If I want to add a new piece of wall I have to manually grab it and rotate it of 90 degrees in the wanted direction. Isn't it possible to decide by snapping the direction of the following segment of wall?


texts:
I try to get the are_inside function working from:
https://blender.stackexchange.com/a/80781/21443

No matter what I try, I just get new errors.
My scene is as follows:

I don't want to rely on edit mode for selections for the script.

The closest I got is:

import bpy
from mathutils import *
from mathutils.bvhtree import BVHTree
import bmesh

def are_inside(points, bm):
    """
    input:
        points
        - a list of vectors (can also be tuples/lists)
        bm
        - a manifold bmesh with verts and (edge/faces) for which the
          normals are calculated already. (add bm.normal_update() otherwise)
    returns:
        a list
        - a mask lists with True if the point is inside the bmesh, False otherwise
    """

    rpoints = []
    addp = rpoints.append
    bvh = BVHTree.FromBMesh(bm, epsilon=0.0001)

    # return points on polygons
    for point in points:
        fco, normal, _, _ = bvh.find_nearest(point)
        p2 = fco - Vector(point)
        v = p2.dot(normal)
        addp(not v < 0.0)  # addp(v >= 0.0) ?

    return rpoints

def test():
    print("test")

    mesh_points = bpy.data.objects['Grid'].to_mesh()
    bm_points = bmesh.new()
    bm_points.from_mesh(mesh_points)
    points = bm_points.verts

    mesh = bpy.data.objects['Suzanne'].to_mesh()
    bm = bmesh.new()
    bm.from_mesh(mesh)

    inside = are_inside(points, bm)

test()

How can I get this working?


texts: As seen in the image I have 3 collections FG, Chara, Stroke. I need to organise such the the FG is at top, Chara is middle and Stroke is at bottom. I would like to do so without having to move on Y axis.


texts:
I used Blender for a while then I stopped using it a few months back and yesterday when I tried running it, it crashed and gave me this error:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
Error: EXCEPTION_ACCESS_VIOLATION

These is what I tried:
-Uninstalling then installing the newest version
-Uninstalling again then installing an older version
-Deleted every registry file and folder related to Blender
-Reinstalled 50 times
-Restarted my PC 10 times
-Installed Python 10 times (before and after Blender)

Non of this works and there I can't find the explanation why, I searched online but can't find the same case happening to someone else.

EDIT: All drivers are up-to-date!


texts: I am attempting to model the London eye and I have made an edge where there should be two. Is there an easy way to split my edges into faces the whole way round the ring?


texts: Is it possible to bake a hologram in blender?

texts:
What I'm thinking of is having a simple emissive texture for a surface. However, rather than a single emissive texture, it is an emissive texture for each viewing angle.
Similar to how a hologram works, in that a series of images exist and as you view the hologram from different angles the picture changes.
Much like how you can use a 360 image to create a better lighting effect, except there would be one texture for a series of viewing angles.
I understand this would result in a very very large object but I'm thinking of using some mpeg style compression to reduce it so it can be loaded into a shader buffer. I think this concept might be called a lumigraph but I'm not sure about that.


texts:
Downloaded this IK rigged model: http://www.blendswap.com/blends/view/72307

Opened it in Blender, but I'm not able to figure out how to interact with the rig. When I try to select one rig/joint, Blender selects the whole rig/all the joints. How can I select one, and only one rig/joint(for instance, the foot)?

I've used Blender for other stuff for a couple of months. I've also animated in other software, so I'm not new to the theory. I just don't understand Blenders interface for using rigs.


texts: convert a .fbx model to threejs with textures

texts:
I have an insanely detailed .fbx model that I need to optimize and export to threejs. It comes with a lot of texture files which I need too bake into one image to go with the threejs model. Unfortunately I can't upload the model as it is proprietary. I need some direction though, I am completely lost at the moment.

Basically three points i would like an answer to:

-make a single image from a whole gamut of textures.

-convert a .fbx model to threejs, with aforementioned texture.

-optimise it all to run with limited resources.

Thanks in advance


texts: Merging multiple Objects, removing excess inner geometry for 3d printing 2.82

texts:
I tried searching but could only find old non-2.8+ related info

I am trying to merge 30 disks to a supporting geometry, and the intersecting geometry will not let me 3d print properly.
Boolean search removed the carve solver in 2.8

I have tried doing individual Boolean merge but get glitches

Can anyone suggest a ways or add-ons to make this seamless for 3d printing? preferably without doing an operation 30+ times

Thank you in advanced. Cheers


texts:
I'm creating a New Year's Eve firework display and so eventually want a couple of dozen fireworks to go off in quick succession. I've got a single explosion I'm happy with using a particle system on an icosphere, which uses a small icosphere with a coloured emitter material as its particle.

What I'd like to do now is duplicate that across the sky, varying the start frame, position, colour. Do you have any advice on the easiest way to do that other than to keep duplicating the object and particle system and manually changing them?


texts:
I've rigged a character and added the facial rig later, however when I move it the eyes won't follow the rig nor the mesh.
The eye is a mesh and the rig is functional and the rig itself follows the body.
What would be the best way to fix this?


texts:
I need to make a pile of hair-like fibers. My instinct is to create a fiber-shaped particle emitter, let the particles fall onto a surface and then convert them to mesh. Am I on the right track? Thanks for your time.

Reference pictures:


texts: I'm struggle with vector displacement shader. I'm trying to do something like reverse cone but I can't figure out how to add radial direction. I would like to use RGB curves like screw (lathe) modifier but in shader. My actual setup:


texts:
I'm making a planet for my game using an Ico Sphere with a large number of subdivisions.
To be able to load and run it in Unity, I need to split it into more or less equal chunks (max. 65,534 verts).
Doing it by hand is obviously not an option.
Any idea how to do this without scripting?


texts: I have a high poly mesh which i would like to texture. Do I need to retopolize it in order to do this? Can I bake maps (for example specularity)straight from the high poly mesh (around 9 mil tris)? I will be rendering an image with no other background objects, just the mesh.


texts:
I was modifying some of the weight paint for a hand model that I was getting ready for some simple hand animation gestures and when I started doing some of the animations I saw that there was a piece of my mesh missing. How do I fix this? Do I have to start all over? pictures and file below.

File here:

https://drive.google.com/file/d/0B5Q_BpDCNgg6cG9zM2UxeFlwcDQ/view?usp=sharing


texts: Why can't I paint on an existing texture?

texts:
I downloaded a texture model for a tutorial and wanted to fiddle with the texture painting tools. I somehow got it to work, but after I updated blender to an newer version it stopped to work. Tried to reinstall both versions and take the clean file.

link to the blender file
http://www.blendswap.com/blends/view/74021

Help would be much appreciated


texts: Issue with glass materials; these look blackned or are copying the background colour like a mirror

texts:
An image worths more than 1000 words.

The water seems to be reflecting mostly the colour of the background but not too much the lights.

Basically, i'm trying to do this:

But i don't know what's happening. I stopped doing the tutorial because of this, tried a lot of things with the material imput, but nothing has changed.

(I'm doing this tuto, btw)
https://www.blenderguru.com/tutorials/create-a-realistic-fruit-splash

So... what i' doing wrong?

EDIT: Did it again with a mesh in the background (inside a cube). Not solving my problem at all :/

Still looks like some kind of onyx material, but nothing at all like water.


texts: An operator button that gets greyed out?

texts: Anyone knows how to make an operator button that gets greyed out if two or more objects are not selected.


texts:
Why don't I get the normal color pallette in my material?  what happened?  I've never seen this before.
My color palette is seemingly faulty. I am sure it is not, rather I am surely at fault, but I can not fathom what actions I must take to return my colour palette to its original form.
I have tried clicking many icons in the user interface without any success towards solving my problem.


texts:
After testing out Blender's UV functionalities all my edges have a black outline which I can't seem to get rid of.

There is no material/texture and freestyle is toggled off.

Here is a screenshot:

Thanks for your time,

neelcor


texts: Upscaling and sharpening 1080p image sequence to 4k in node editor?

texts:
Hi I need to upscale 1080p .exr image sequence to 4k. I also want to apply a sharpen effect to it like: -filter "unsharp=lx=7:ly=7"
Or whatever blender can offer I guess will do. Using node editor cause there is no sharpen tool in the vse, unless there's an addon that's good for it...? I'd do it all in ffmpeg but it doesn't seem to support .exr image files.

I'm not very good at the node editor. I import them into the node editor as an image sequence, great. First thing I notice is if I change the resolution to 4k the images aren't scaled when in the node editor, how to fix?

The second thing is what nodes should I use to get the desired sharpen effect to clear up the upscale a bit? Should I be using cycles for this or does it not matter? its 30 minutes of footage, so shorter render is better unless the effect in cycles is profound.

I'm not sure if it would make more sense to simply upscale and render in the vse, and then apply the sharpen via ffmpeg, if that would re-encode and look bad or be the best method to do things.


texts:
Where is cell fracture add on in blender 2.8 ?
it is no longer available or have another name?


texts:
Is it possible to add driver to Scene.current_frame so that one scene's current frame can drive other scene's?

If not is there a way to link them continuously?

Thanks.


texts: csv>python>blender>movie ; a little more help to achieve my script

texts:
I'd need a little more help to watch and "finish" my script
the aim is to use a csv file (OK)
as coordinates (Done)
use it to create text (OK)
and make an animation (Done)
I'm lost in rendering/exporting the movie (to .avi or .mpeg, nevermind)
Thank you in advance and excuse my poor english !
import bpy
import csv
from math import pi #useful for text and camera rotation_euler
#create material
material_basic = bpy.data.materials.new(name= "Basic")
material_basic.use_nodes = True
principled_node = material_basic.node_tree.nodes.get('Principled BSDF')
principled_node.inputs[17].default_value = (1,1,1,1)

def event_text(event):
    bpy.ops.object.text_add()
    ob = bpy.context.object
    curve = ob.data
    curve.body = "%s"%event
    bpy.context.active_object.location=(float(x),float(y),float(z))
    bpy.context.active_object.rotation_euler=(pi*90/180,0,0)
    bpy.context.active_object.data.materials.append(material_basic)
#define scene
scn = bpy.context.scene
#create the first camera
cam1 = bpy.data.cameras.new("Camera 1")
cam1.lens = 18
#create the first camera object
cam_obj1 = bpy.data.objects.new("Camera 1", cam1)
cam_obj1.rotation_euler = (pi*90/180, 0, 0)
scn.collection.objects.link(cam_obj1)
scn.camera = bpy.context.object

#extract datas from csv file :
file = '\\Users\essai.csv'
#make the loop
with open( file, 'r' ) as f:
    reader = csv.reader(f, delimiter=',')
    for row in reader:
        x, y, z, event = row[0], row[1], row[2], row[3]
        cam_obj1.location = (float(x),float(y)-3,float(z))
        cam_obj1.keyframe_insert(data_path=("location"), frame=((reader.line_num)-1)*120)
        cam_obj1.keyframe_insert(data_path=("location"), frame=((reader.line_num)-1)*120+120)
        print (reader.line_num)
        #creer les blocs textes
        event_text(event)
        #render
bpy.data.scenes.render.filepath = '\\Users\essai\' + str(n_strip)+'.mkv'
bpy.ops.render.render( animation = True, write_still = True )


texts:
I want to use outset on edges or vertices, as I have made a path with vertices and want to outset it. But it appears inset, with or without the outset option, does not work on edges or vertices. This is what I have, where the black lines are edges on a face:

And this is what I want to turn it into:

I've already tried Offset Edge Slide and Bevel.


texts: Blender adding double forward slash (`//`) to image file paths on Mac

texts:
TL;DR: Blender seems to be prepending spurious // before filepaths when loading images from script.

Steps to reproduce: Save the following minimal script in a filename of your choice (e.g. blender_test.py)

import bpy
D = bpy.data
D.images.load('/Users/path/to/image.jpg')  # A JPG image in a different folder. You'll need to change this.
D.images[0].use_fake_user = True
bpy.ops.wm.save_as_mainfile(filepath="./fromscript.blend")

Execute using:

blender -b -P blender_test.py

Now open fromscript.blend in blender GUI, fire up the Python console and  print the path of the just-loaded image.

print(D.images[0].filepath)

I see the following in my console (part of the path has been redacted). Notice the two forward slashes in the path. When I load the image from the Python Console in the GUI, or using the dislog box, those slashes are not there. These two forward slashes are preventing my downstream commands (e.g. textured material creation) from seeing the loaded images. Why are there additional slashes when blender is executed as a script?

EDIT If I understand correctly, this is asking a different question, about linking images from a different machine using relative paths. My question asks about blender prepending slashes to an absolute path.


texts:
I am trying to make a ghostlike animation. Cloth floating over a simple armature. This all works very well, right until the point I want the ghost to move it's arms. In theory the cloth over him should move with him, in practice it glides of.

How can I stop it from gliding of? So far, I've tried pinning and hooking. But that doesn't work, seems to horribly distort the cloth. Also, I can't start the cloth hooked, as it has to fall down first. I am really at a loss here. The animation included shows what's happening better then I can describe.

https://youtu.be/-x4r8ZSitVM

Blender file added for clarification.
https://www.dropbox.com/s/gtmegd3wjukylkj/Shared.blend?dl=0


texts: How can I create a non-self-intersecting mesh from a line mesh?

texts:
I am currently working on creating a 3D model of a Lorenz system. I want a result fairly similar to the following picture from the Internet, minus the stand:

To accomplish this, I created a C++ program that outputs an OBJ where the lines of the Lorenz system are represented as lines in the OBJ file (via the l command). Then, I was going to apply the skin modifier to this OBJ in Blender to make it solid, as in the picture. When I do this, however, there are two issues. Firstly, the solid lines resemble extruded squares more than the cylinders that I prefer. Secondly, when the Lorentz system wraps back near to its self, there is overlap between the pseudo-extruded-squares. While this overlap is in and of itself not an issue, it creates mesh intersections which are highly problematic for any use of this mesh (ie. rendering, 3D printing):

How can I use Blender to transform the line OBJ file into a model with solid cylindrical lines and correct mesh overlap (similar to a union operator)?


texts: Is there a way to move multiple objects away from each other without also scaling the size of the objects themselves?

texts: I'm working on modeling a lamp that has a section near the bulb where instead of a straight pole connecting the base to the bulb, the pole divides into 8 parts and move apart and then together, while moving up. The problem I ran into is that the divided poles increase in size as I use the scale tool to move them apart, and there appears to be no option that I can find to fix it. All help would be appreciated.


texts: particles referenced from a collection arent being placed on the surface but in volume

texts:
1)applied particle on the plane then referenced my big_rock collection (rotated to global x), which makes the rock seems to be spread out in volume than the surface of the plane as I wanted
what I want to achieve :
place the big_rock collection upright on the plane and rotate it randomly on the z-axis


texts:
I simply want to animate a chain in blender, but cant figure it out. I have imported a 3d-model of a chain, that looks as following.

I have tried different approaches. I thought it was possible to animate it by making an circle/ellipse, and then set all of the objects to follow the path, but i can't make it work. Any ideas or solutions to this problem?

Thanks for helping.


texts:
I made a short scrolling gallery animation. I didn't use motion blur, but when I rendered the animation, I found the video is so blurry while playing.
I tried everything I can to solve the problem, but I am totally new to Blender and what I googled doesn't help much.
Any advise as to what I'm missing or doing wrong? Thanks for your help in advance.
blend file


texts:
Since a few days my Blender fails to import .OBJ files and I don't know whats wrong.
It worked fine 2 days ago and I did not change anything in this time.

I tried everything now and even a reinstallation didn't work.


texts: Driver variables not updating using custom functions

texts:
I'm making an addon (in Blender 2.8 final release), in which I have a custom function on a driver and I want that function to change the value of some properties of different objects (like their location, rotation or scale).
If I do that directly, the value in the property window changes, but not in the viewport!

I also tried making the function control a custom property (I'm using dictionaries, but the problem exist also with normal custom properties) and then creating a driver on those properties that have that custom property as variable, but it works even less.

Here I wrote a simple case of what I mean:

import bpy

def test(self):
    empty = bpy.data.objects["Empty"]
    obj = bpy.data.objects["Cube"]
    value = empty.location[0]

    # 1 - try to change location[1] directly: the value in the Property panel change, but the viewport doesn't update
    obj.location[1] = value

    # 2 - change a custom property, then use a driver on location[0] that points to that custom property,
    #but the driver doesn't update (even using the "Update dependancies" button)
    bpy.data.objects["propHolder"]["item"] = value

    #the method I used in blender 2.79 to update the obj driver (now it seems to have no effect)
    for driv in obj.animation_data.drivers:
            driv.driver.expression += " "
            driv.driver.expression = driv.driver.expression[:-1]

    return 0

bpy.app.driver_namespace["test"] = test

and here you can download a simple .blend file as an example.

I know that a modal timer operator is a solution, but the addon to be responsive should have a refresh rate higher than ~10 Herz (10 times per second), which could make Blender quite slow in big projects

Also, I could create a driver for every affected property, but that would mean that all the drivers have to make all the calculations, which would slow Blender down and create a lot of clutter in the project


texts: I started rendering a new animation after completely rendering one before. How do I retrieve that older render?

texts:
This has happened multiple times, but I would render an image or animation, but would accidentally re-render the image or animation.

How do I go to the UV image editor and find the older render?


texts: How to change the Coordinate Reference System of a model to align with another?

texts:
This is my first question on Stack Exchange :)

I just can't figure out how to align two models based on different Coordinate Reference Systems (CRS).

This is an imported DXF file based on Amersfoort / RD New -- Netherlands - Holland - EPSG:28992

Additionally I import an Openstreetmap model using the blender-OSM addon, I don't know which coordinate system it uses. But it is imported to another location.

I want them in the same place by assigning one model to the other coordinate system (preferably to RD New). The blendfile is attached. Maybe there is some smart mind out there that can help me with that? It would help me a lot!

Thanks in advance :)


texts: Particle Hair Not Assuming Emitter Color

texts: I'm experimenting with hair particles to simulate feathers on a bird. I have painted a texture to designate the color of the individual strands. The texture has a simple node setup with UV texture coordinates, vector mapping, an image texture and diffuse shader. The texture is indicated in the render tab of the particle system. However, the hair particles are not taking on this color. The head and chest should have a green and purple color, but instead the body is a uniform grey. Am I missing something?


texts: How to animate the disappearance of a mesh

texts:
I have this strip on my landscape that I want to make disappear from where the digger currently is, and then following the digger towards the end of the strip, to reveal the trench underneath.

What is a good way to do this? Can I animate an object that removes the ground strip? The camera is static in this scene so I could also imagine using a mask, or doing something in the video sequence editor.

*Cutting out my strip (knife project) messes up the connection with the rest of the landscape (they both have displacement maps). So I think I need to keep both images and animate a mask in the video sequence editor or something.


texts: How to store and then restore selection mode (vert, edge, face) with and without BMesh?

texts:
I want to store selection mode, then switch to other mode, bevel (or other operation), then restore first selection mode.
Thanks!


texts: How to use loopcut_slide operation without any UI?

texts:
So i need to perform some basic loop cut and slide operators on a mesh.
The edge index is known and the slide amount is also fixed.
using override method from How do I override context for bpy.ops.mesh.loopcut? i am able to perform the cut successfully inside blender script editor.
but when run without the UI the the script gives an error.
I would also like to know if there is an alternate non-UI based methods to perform loop cuts with proper UV updates
here's an example version which adds loop cuts and smooth operation. tested on Blender 2.83 script editor
import bpy

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0))
bpy.ops.object.editmode_toggle()

win      = bpy.context.window
scr      = win.screen
areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

override = {'window':win,
            'screen':scr,
            'area'  :areas3d[0],
            'region':region[0],
            'scene' :bpy.context.scene,
            }

bpy.ops.mesh.loopcut_slide(override,
MESH_OT_loopcut={
"number_cuts":5,
"smoothness":1,
"falloff":'INVERSE_SQUARE',
"object_index":0,
"edge_index":4,
"mesh_select_mode_init":(False, True, False)
},
TRANSFORM_OT_edge_slide={
"value":0,
"single_side":False,
"use_even":False,
"flipped":False,
"use_clamp":True,
"mirror":True,
"snap":False,
"snap_target":'CLOSEST',
"snap_point":(0, 0, 0),
"snap_align":False,
"snap_normal":(0, 0, 0),
"correct_uv":False,
"release_confirm":False,
"use_accurate":False})

bpy.ops.object.editmode_toggle()

```


texts: How to improve the contrast and colors without getting clamping?

texts: Is there an alternative node I could use to improve the contrast and colors while being sure it will never clamp the values?


texts:
I had just upgraded from using blender version 2.75 to 2.77 and I immediately found a difference between the two. Here are the differences:

default perspective 2.75

default for 2.77

When I do a custom rotation using the same coordinates, the view becomes different.

2.75

2.77

In 2.77 it's no longer rotating directly along the z-axis.

How can I rotate the viewport on the z-axis in 2.77 as it was on 2.75 (or 2.76?)


texts:
I'd like to render a table with different objects on it, one by one. The table with a book, then with a cup of coffee, and so on...
My current solution is to have all objects visible but out of camera view, and I create keyframes for each object positioned in view on the table. Then I render the whole animation as individual images and it works well, but is very inefficient.
Is it possible to have all of those objects in a collection and animate it so each frame automatically shows a different object, through linking to an empty as placeholder on the table, a modifier or another method (except scripting)?
Follow up question: Can something similar be done to apply different textures to the table?
Any help, even just a nudge in the right direction, will be appreciated.
Michael


texts:
It seems like moving my mesh to 2.8 is making it do some really bizarre stuff. For example, I had a mirror modifier that worked exactly as intended in 2.79 but now when I go into edit mode, modifier still on mind you, I can freely select all vertices on both sides of the mesh. When I delete some vertices thinking that it somehow duplicated the mesh I just see another mesh beneath it in object mode. but when I go back into object mode and move my mirrored mesh to see if there is another one under it, there isn't, and I'm just stumped at whats going on.

Can anyone help?
https://drive.google.com/file/d/1neePPk9PlKjhpp8AIbUOF94m1KHws7hX/view?usp=sharing


texts: best method for modeling a curved, diagonal rope pattern

texts:
wondering what the best way would be to achieve the curved rope pattern seen on the back of this macrame chair: https://i.gyazo.com/48a19b01a2d7430d2f66ed964814e081.png

I've spent hours trying to figure out the best way to achieve a similar result. I've got the base of the chair down as it's a flat shape but the curved back is really throwing me for a loop. I've tried the tissue addon (to tessellate around a similar shape), I've tried a curve modifier, I've tried messing with array, and I even tried manually adjusting each individual rope, but I'm left frustrated and hoping someone might have a better method or suggestion!

here's what I've got so far: https://i.gyazo.com/d61f2366e000a05c30035f71d5bf3e24.png - very basic as I'm hoping to figure out these back ropes before adding additional details. any help is greatly appreciated! TIA.


texts: Animation playback aggressively eats memory, doesn't give it back until program is closed and reopened

texts: Blender is smooth as butter when I first open my file. I can work and move and edit etc with no lag. But after a few paybacks of my animation it will become more and more laggy. Taking a look at the task manager, I notice that during animation playback (a short 3-4 second looped anim) the memory usage will slowly climb higher and higher, resulting in an unworkable environment after a few paybacks and blender does not give that eaten memory back until I save and fully close and reopen the program.


texts:
Why is my object shaped differently in object mode than in edit mode?

Here's the model in object mode. (The undesired shape)

Here's the model in edit mode. (The desired shape)


texts: Any idea how to cut these two objects so that i get a connected tunnel to be able to walk through? I was able to cut the A part but not the B part of the tunnel.


texts:
So I'm working with my model and I decided it should probably have some hair on the side. So I do the whole weight paint thing and added hair in that area, so then I created the hair and combed it down shown here:

Alright, so that's ok. But when I go to Object Mode:

I don't want to have to redo the whole thing but if it must happen it must, any suggestions?


texts:
Normally we use Fresnel (either from the node or layerweight) to mix between Diffuse and Gloss shaders. This works best for normal shaders, but isn't always best for non-realistic shader setups, or multi layer materials. I am working on a shader setup that uses normal shaders mixed with fresnel, but also includes toon shaders with a flat mix fac.

I want to establish a relation between Fresnel IOR and a normal flat mix so that I can derive the flat mix from the IOR. In other words, I want to take the IOR input from my node group, do some math to it, and end up with a flat mix for my toon shaders that will be about equivalent in shininess to the IOR.

I understand that "shininess" isn't a particularly precise descriptor. Is there any particular math, or just general rules of thumb I can use, or do I just need to eyeball this?


texts: How do I add together two a⨯a images to a single 2a⨯a image in the compositor?

texts:
I've tried using the translate node to move each image a/2 px left or right, but it cuts off the image.

To illustrate, here's an image:


texts: Rendered image has black outlines from imported image

texts: Second day of using Blender, I was trying to make a flower but the rendered object has a black base from the image outline. Here is the before and after image.  Any suggestions?


texts:
I am trying to convert hair_key.co_local to world coordinates. As I understand it, every hair particle has a bunch of hair_keys (type:ParticleHairKey) that represent strand segments. The ParticleHairKey type has two coordinate fields:

co - always (0,0,0) on read; writing does nothing
co_local - read produces non-zero vectors; write DOES have some sort of
an effect

So my guess is, co field is not implemented  / supported and I have to work with co_local instead.

according to the docs ParticleHairKey co_local is "Location of the hair key in its local coordinate system, relative to the emitting face". and there is co_object method that returns key location (I assume in object coordinates). No matter what I tried however, the resulting coordinate doesn't seem to map to world coordinates in any meaningful way.

For example, I have a single strand of hair with 3 segments. particle.location here is already interpretable - if I put 3d cursor at that position, it matches particle location in the viewport (see pic).

obj = bpy.data.objects["gen82"]
psMod = (obj.modifiers)[1]
ps = obj.particle_systems["ParticleSettings"]

for m, particle in enumerate(ps.particles):
    print("particle location", particle.location)
    bpy.context.scene.cursor.location = particle.location
    for k in range(0, len(particle.hair_keys)):
            print(f"key {k}", particle.hair_keys[k].co_local)

Moves 3d cursor as expected.

and produces following console output

particle location <Vector (0.0953, -3.7172, -0.6447)>
key 0 <Vector (0.0000, 0.0000, 0.0000)>
key 1 <Vector (-0.0036, 0.0030, 0.1666)>
key 2 <Vector (-0.0073, 0.0060, 0.3332)>
key 3 <Vector (-0.0109, 0.0090, 0.4998)>

As you can see, hair_key.co_local seems to match description from the docs - it gets progressively farther from (0,0,0) as key index increases. But I have real difficulty working with those values. I tried calling co_object and transforming to world coordinates, tried offsetting by particle.location etc. - nothing produced world coordinates. Is there a way of transforming this coordinate to object or world coordinates ?


texts:
Hi I am a beginner at Blender and I tried to make this pig model.
I think it looks ok, but I would like to make it a bit smoother (the head mainly).

Is this possible?

I tried subdividing but that deforms the model a bit too much.

Thanks for the help in advance :)


texts: How do I scale an angled bone on only two axes?

texts: How do i scale on only two axis a bone that is on a diagonal in view 3? Every time i try to scale with ctr alt s i get a longer bone as it were and pressing x/y/z scales the bone in the wrong direction since it is at an angle.


texts:
I'm currently building a simple rig for a mech arm. I try to set up some constraints in my IK chain so the arm would close on itself at the blue line. So far I manage to set up BONE in the Ik chain to not go below the blue line (limit Z -90deg /90deg in the Ik properties). Now I would like BONE 1 to be able to do a 360 rotation until BONE reaches the limit so it can close on itself. The rest of the armature would do the same when BONE 1 is at the limit line
I try to set up a bone constrain - floor limit which would limit the rotation of BONE 1 relative to BONE but it seems that the Ik chain overwrites any constrain I try to set up.  Does anyone have the insight to solve that problem? Thanks a lot for your help! It will be much appreciated .


texts: Python in 2.80: How to get the base color texture from a Material

texts: If I have a bpy.types.Material, how do I get the textureslot assigned to the base color if there is one?


texts:
I'm trying to map a texture to a sphere without UV mapping, and here's my node setup:

I wanted to set the image texture projection to "sphere", as I saw it being used in a tutorial, but as the picture shows, I don't have the option to use sphere projections. I am using Cycles render and have the texture on a UV sphere, not an icosphere.


texts:
Is it possible with Blender 2.8 to go directly to the source file of the linked object, from the destination file, as did the "Edit Linked Library" addon that works in 2.79?
If no, will this addon be updated soon?


texts:
I'm new to blender and I was UV editing of it and after this I wanna go to the 3d viewport and go to texture editor mode can anyone tell me how?'m using version 2.90..
I wanna do this so that the colour on the UV unwrap can also applied on my object.


texts: TextureAtlas flips normals on half of the deep linked duplicates

texts:
I have a strange effect on my model. I modeled the Portal Companion Cube and since there's a lot of similar objects, I created deep linked duplicates of them to make easy adjustments to all of them.

Since I wanted all objects on the same UV Map I use the TextureAtlas add-on to keep the separated objects but edit the UV all at once. But I noticed that half of the objects that I duplicated flipped their normals as soon as I pressed "StartManualUnwrap". Fixing the normals in that mode doesn't help since I assume what the Addon does is create a merged copy of the object, to the change doesn't translate back to the original.

What I don't get is why only half of the objects are inverted whereas the other half is just fine. AFAIK the deep link means the geometry exists only once and all instances link to it, so how can it be different?

I also tried to unlink them all, but the effect remains. The only way to get gid of it is to merge all objects and fix the normals. But that way, I lose the option to bake all objects separately by mesh name in Substance Painter.


texts: Baking Sound to F-Curve with Python on Pre-Existing Objects

texts:
Ok, so I've been loosely following this tutorial:

http://cgcookie.com/blender/2011/06/02/building-an-audio-visualizer-in-python/

However, my model is very different and because I'm not making a simple stretchy rectangle, I modeled the mesh I want to animate, (It's still only being animated by changing the Z scale), beforehand. It's actually a series of identical meshes, but each will represent a different set of frequencies from the sound, very similar to the tutorial above. The meshes are names as follows: "Fence.000", "Fence.001", "Fence.002", ... "Fence.014".

I'd like to point out that I have programming experience in Java, PHP, HTML, and JavaScript, however this is my first time with Python. Here's my script:

import bpy;

count = 15;
lo = 0;
hi = 15000;
step = (hi - lo) / count;

for i in range(0, count):
    name = "Fence.0" + ("0" if (i < 10) else "") + str(i);
    bpy.context.scene.objects.active = bpy.data.objects[name];

    bpy.ops.anim.keyframe_insert_menu(type = "Scaling");
    bpy.context.active_object.animation_data.action.fcurves[0].lock = True;
    bpy.context.active_object.animation_data.action.fcurves[1].lock = True;

    bpy.context.area.type = "GRAPH_EDITOR";
    bpy.ops.graph.sound_bake(filepath="/Users/Andrew/Desktop/Trap.mp3", low=(step*i), high=(step*(i+1)));

    bpy.context.active_object.animation_data.action.fcurves[2].lock = True;

bpy.context.area.type = "TEXT_EDITOR";

What I'm struggling with is getting an object that exists already and setting it up in a way that the line

    bpy.ops.anim.keyframe_insert_menu(type = "Scaling");

can access it. After googling and lots of copy and paste, I've ended up with the above. However, it still complains about an error, and the error message coming out is:

Traceback (most recent call last):
  File "/Users/Andrew/Graphic Design/dancing fence.blend/Text", line 15, in <module>
  File "/Applications/Blender/Blender.app/Contents/MacOS/2.71/scripts/modules/bpy/ops.py", line 188, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: No suitable context info for active keying set

Error: Python script fail, look in the console for now...

I know to anyone experienced the above code probably looks like it was written by a 5 year old, but I would love it if someone could explain to me how blender works with python, (The documentation I've been able to find has all been worse than terrible.), and maybe even explain to me how my own code works. (Eek, that's never a good sign. :( )

Thanks.


texts:
anyone knows how to disable Edit Source function? I am developing my project using the blender, I would like to disable Edit Source option whenever user Right Click on the UI, there is an option the user can choose to see the source code. I would like to disable it, how can I do it. I want to prevent the user from Right click and choose to go to the edit source.

Thanks


texts: Unwrap model into a bunch of quad islands in an even grid

texts:
I have a strange request, I think it will require a bit of background first:

I'm working on a game that uses nearest texture filtering instead of interpolating (like the textures look pixelated instead of blurry when viewed up close). Because of this, I don't have to worry about UV islands bleeding into each other as long as they are aligned on the pixel grid. I'm making the models quads only and all of the quads are fairly uniform in scale, so here's what I'd like to do for the UVs:

Each quad is to be unwrapped as a perfect square whose area is 1/2^n of the UV grid so that each quad contains a small grid of pixels. There should be no space between the islands.

I'll probably make the texture at a resolution where each quad gets a number of pixels equal to the maximum anisotropy filter otherwise the islands/quads will bleed into each other.

I found an addon that lets me unwrap grids of quads into aligned grids but it doesn't work if all the quads are separate (it just stacks them on top of each other). Any ideas?


texts: how to remove the ugly shadow as shows in that photo?

texts: I trying to put smooth shadow on my final render view like you you can see on the right.


texts: Operator report does not produce popup window

texts:
I created a custom operator which is supposed to invoke the popup info message in info panel. However, all it does is printing the message to console. Is there any way to solve this?

 class TECH_OP_REPORT(bpy.types.Operator):
        bl_idname = 'render.report_message'
        bl_label = 'Report'
        bl_description = 'Reports passed message as error or warning'
        bl_options = {'REGISTER'}

        message = bpy.props.StringProperty()
        type = bpy.props.BoolProperty(name="Report type", description="Type of message displayed", default = True)

        def execute(self, context):
            if self.type:
                self.report({'ERROR'}, self.message)
            else:
                self.report({'WARNING'}, self.message)

            return {'FINISHED'}

        def invoke(self, context, event):
            return self.execute(context)


texts: How to assign PointerProperty in Operator through UI?

texts:
I have multiple instances of class LayerSettings(bpy.types.PropertyGroup), which is simply a group of variables.  These are stored at the scene level (they're a predefined number, but many of them).  My operators work with different instances of the settings depending on which part of the UI they select (one button executes the operator with settings A, another does the same operator with settings B, etc.).

I'd like to pass the reference of the property group to these operators in the UI.

class SM_OT_image_calculator(bpy.types.Operator):

    layer: bpy.props.PointerProperty(type=LayerSettings)

    def execute(self, context):
        # use self.layer...

When I call the following in my panel:

layout.operator(SM_OT_image_calculator.bl_idname, text="Calculate Foreground").layer = layer_settings_arg

It gives me an error: attribute "layer" from "SM_OT_video_calculator" is read-only.  I can't find anything in the documentation or in StackExchange on how to assign properties (there's ones for a collection prop, but it has an add function that PointerProps don't).  I know hard-coding is an option for each instance, but that's hard to maintain and debug.

Is there a way to pass a reference of a property group instance to an operator, with the UI?


texts: why is the eye mesh moving after i join the rigs?

texts:
I have created a dragon and have it rigged. the eyes are separate with its own rig and when i try to join the 2 together the eyes move to a different location.[!before joining
[]1


texts: How to add a model on surface of another object?

texts:
I have long shifted to Blender from 3ds Max since about 5 years ago. I am missing one option though, maybe because I haven't researched about it yet and I would like know:

In 3D's Max, you can literally create another primitive on an existing objects surface by making it your grid. Blender's power is 3D Cursor but is it possible get the cursor so precise to a models surface quickly?

I can surely think of few other ways but was wondering if there is an Add-on or a way to speed up the workflow.

Thank you in advance,
Waqas


texts: How do i create a perfect hexagonal dome like the image below?

texts:
How would I create the model of

  The Pacific Theatre's Cinerama
  Dome

  The Cinerama Dome is the only concrete geodesic dome in the world. The
  theatre is made up of 316 individual hexagonal and pentagonal shapes
  in 16 different sizes.

Thanks in advance.


texts: Hovering Over Navigation Widget Creates Runaway Zoom

texts:
I've just started using Blender (2.92) on a MacBook Pro 16". As some others have reported, I too get the runaway zooming when using a scroll wheel, and I've tried two different mice.  But I have another issue, and that is when I hover the cursor over one of the labelled axes of the navigation widget in the upper right corner of the 3D viewport, the selected "stem" turns white, as expected, but even before it can show the tooltip, or I can click on it, the model comes zooming towards the viewport.  It doesn't matter which of the 3 labelled axes I hover over, X, Y and Z all yield an identical result.
Neither of the mice I have tried will let depressing the scroll wheel be recognized as a middle button click in Blender, nor have I successfully been able to map another button as a middle button... I've had to turn on "Emulate 3-button mouse" and use the "option" key in conjunction with the left button.  The scroll wheel itself is useless as well, as it zooms in huge jumps.
If I hover the pointer over one of the three, unlabelled colour dots, I get the tooltip, and nothing happens unless I click, it's only the X, Y and Z labelled axes that cause the problem.  I've tried turning off the 3-button emulation, but I still get the problem.
This is extremely frustrating.  I don't know if both mice are the problem, or if there's a bug.  I don't want to keep buying different mice to see if that helps, and I fear the 3-button emulation might have odd side-effects (for example I've been adding objects to a training model and realized that the timeline scrubber is cycling round and round, and I don't know what triggered it).
In doing general internet searches I've seen quite a few reports of people having trouble with middle mouse buttons in Blender, including on the Logitech MX Master 3 that I initially used, so I'm not sure what the next step is for me. Are there possibly obscure settings in Blender that I could try? Is there a bug in the axis navigation widget?


texts:
I want to change the type of a curve from bezier to poly.
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.object.editmode_toggle ( )
bpy.ops.curve.select_all(action='SELECT')
bpy.ops.curve.spline_type_set (type='POLY')
bpy.ops.curve.radius_set(radius=0.001)
bpy.ops.object.editmode_toggle ()

It does change the radius of the bevel and it changes the type of some splines but not all of them. I think it is because spline_type_set operates on an active spline rather than selected one if there is a difference which it seems there is but I could not find any means to make a spline or all of them active using a script. So what can I do to change the type? Thanks


texts: Constraints for mechanical linkage -- linear to rotational

texts:
I'm trying to model a mechanical linkage using constraints and drivers (not rigging). In particular, I have a shaft (orange) that travels linearly, and it drives a pinion gear (purple) to rotate.
I've looked into using the Transformation object constraint, but it has problems. One is that shaft location value is local even when I use world space for the target. The setup looks like the following:

When the driver disk rotates, it moves the arm, and the arm pushes/pulls the shaft up and down. The pinion-1 disk should rotate as though it were a gear and the shaft were a rack.
I used empties to help control where the arm attaches to the driver and the arm attaches to the shaft. I use Limit Distance and Limit Location to make sure the shaft moves up/down with the arm.
This shows the driver in a different position.

I attached the blend file. In the file, I'm using a driver for the z-rotation of the pinion. It works, but I'd prefer a better solution.


texts:
I'm throwing this question out there if anyone is interested.  I'm trying to build a simple rotorcraft model for a flight simulator.  It has 10 engines and is a called a deca-rotor.  I have a cheesy model built up in .blend format and have been able to export to .3ds.

I am ultimately interested to export to .mdl for the flight simulator?  Can anyone help me make this conversion?  Thanks in advance.

After some research I see there is a mdl importer GitHub repo for bringing models into .blend but I am interested in the export path.  Thanks and hopefully this is not a duplicate issue.


texts: Shadow catcher plane transparency problem in compositing

texts: I'm new to blender and need some help with compositing. I tracked a video footage to camera solve and placed a 3d car in compositing. Shadow catcher plane showing world background on my footage floor under the car instead of showing shadow on floor. Shadow catcher plane is casting shadows but cropping my footage floor where shadow catcher plane is placed.