texts: How to Bend profiled rectangle exactly to 45 degrees?

texts:
I have these profiled rectangle.
I need to Bend it around Z-axis (Face #2 need to go to right) thus angle between faces #1 and #2 be exactly 45 degress.

File:


texts: Mirroring Shape Keys on Assymetric Model

texts:
I am new to blender, and I have an asymmetrical model (made in Vroid). I am trying to edit a specific expression (the lower part of the cheek lifts up to cover part of the eye, as seen in most smiling expressions).
However, when I try to mirror the shape key, it mirrors the entire face, and rotates the entire face when I set the value between 0 and 1.
How can I mirror the shape key on the asymmetric model and keep the face in place?


texts: Interactive mirror (Ctrl + M) doesn't mirror object

texts:
I'm trying to simply mirror an object (maybe for the first time)

So I want to use the mirror command CtrlM for it.

When  use it, blender asks to select the axis I want to use for the mirror operation, then I type X, Y or Z, the axis is selected, I press enter or click anywhere, and nothing happens, the object just sits there the same way.

What could it be the problem? I can't find info about this problem.
Thanks for your help!


texts: duplicating a surface and making it a child node

texts:
I would like to copy a surface from a rounded cube and make it a child node of the rounded cube. This image depicts what I mean.

The black square represents the surface that I want to duplicate and add to the cube as a child node. I'm really new to Blender and I appreciate any help I get.


texts: Physics Disk Cache in Different Blend File

texts:
I have saved cloth and particle simulations to disk, and I would like to save the project with a different name in order to make changes to the scene but retaining these extensive particle and cloth simulations. However, if I save the project as a different version or different name, the project loses its link to the cached files on the disk.
The cache files are saved in the same folder hierarchy as the blend file, and "relative paths" is selected. Library paths was turned on and lite compression turned on. The cache was saved to disk and created a folder with the same name as my blend file.
If I "save as" and rename the file - for example, the original may have been called "Myfile v1" and I now want to make "Myfile v2", the physics disk cache is no longer recognised.
Normally, when saving the cache with the blend file, the cache is saved WITH the file and this is not a problem. The cache for these simulations is very large (about 6 Gb), which is why I saved them to disk, and I want several blend files to use the same simulation.
What is the proper procedure here? Why are the references to the baked physics being lost? How do I relink them?


texts: Attempting to render animation with no visible results

texts:
I'm sorry if this is a painfully obvious question, but I have created an Icosphere whose size varies based on an audio input I have baked in. I'm hoping to be able to render a video of the ball changing sizes with the audio source, and then composite that video onto a different video I have. However, when I attempt to render, I get no visible results. Here's the settings:

And here's what it looks like when I'm rendering it:

And here's the output visual:

Can anyone give me some tips about what I'm doing wrong here? Thanks!


texts: Ungroup a node group while keeping parameters?

texts:
I have created a nodegroup but now I want to ungroup it but when I did I found that all my parameters have gone and I have to put it again,
so is there is any way I can ungroup a nodegroup while keeping the parameters?

some more explination:

what I have here is some node groups in the compositor which have some inputs connected to values which when ungrouping it stay connected but the problem is not in the connected values . the problem is in the value which is not connected to anything like this value

and when I ungroup the the node group this values return to its default value that I set when I made the node group,notice the image below the red one is the sockets connected which is fine and no problem in that but the values which was 155 become 0.5 which is the default value

so what I need now is to have the value that I set before ungrouping to be the same after ungrouping


texts: What are the advantage and disadvantages of Project From View unwrap method?

texts:
I would like to know how is the disadvantage to unwrap with the option Project from view

I think is very useful for sharp angles such 90 degrees or planar geometries , but I think is not useful for shapes such as "ornaments" for example , Medieval houses , where there are ornaments with rough or rounded shapes.

I think I can not export that kind of UV mapping, I like or prefer Mark the Seams and I think I have more control on the UV.

Should I avoid this method for export the UV's to an engine such as Unreal or Unity?

PS : I think project from view is useful for Ccycles or stuff to work only in Blender, not for export, not for very professional, but it is useful just quickly method to avoid seams.


texts: How would one paint a narrow circle around the edge of a circular object in blender

texts: I need to paint a circular border onto an object in Blender 2.83. After playing with the vertex paint, I have not been able to figure this out. This should be simple, but so far have not had much success.


texts: Weird bleak of color to materials in Eevee

texts:
I have this weird colour bleak appearing to some meshes when I am in eevee preview or in render mode, when in cycles is perfectly fine.
Eevee view:

Cycles view:


texts: exported retargeted animation is only 24 keyframes long (scene is set to 34 keyframes and animation is 34 keyframes long)

texts:
So I've been retargeting animations with the Rokoko add-on and things are perfect in my blender scene. The first was 24 keyframes long, exported as 24 keyframes. The second was 251 keyframes, exported as 24, for an hour straight of trying different solutions I finally got it to bake at 251 frames into an animated .FBX file. I assumed the problem was that my source retarget armature (the armature that my constraints are set to) was hidden from the viewport (not disabled just hidden  like so).
Thinking I had solved the issue, I tried to do another animation with 34 keyframes but even with the source armatures visible, it would still export at 24 keyframes. I've tried to bake the animation before exporting (even though the exporting process does it for you), and still no luck.
My export settings for animated FBXs are as so (copied directly from this video):

I included a list of 3 files here, the one called secre_jump_fbx2.blend is the one that only exports 24 of the 34 frames. secre_jump_exported_fbx.blend is the failed result of the exported FBX and secre_idle_fbx_EXAMPLE.blend is the 251 keyframe animation (pre-export) that works (to possibly see why it works). The animation is baked on that one but it didn't seem to make a difference on my jump file.
And here is a glance at my viewport in-case you notice anything wrong off the bat.

I am exporting the animated FBX of metarig.001


texts:
Scene: Default cube with default particle system

Running bpy.data.particles.remove(bpy.data.particles['ParticleSettings']) deletes the cube, however I need to remove only the particle system from the cube, leaving the cube in place. Going the .ops way is too slow on multiple objects.
What would be the best way to:
A) delete a particle system from selected object?
B) delete all particle systems from all selected objects?


texts: 2.79: Only some grass(Hair) particles showing up in render?

texts:
I am making a sword in stone thing and when I got to the grass, everything looked fine. However, when I clicked render, only some of the grass would show up

Any help would be appreciated


texts:
In the Movie Clip Editor I have tracked a video. Now when I go back to the 3D view, I can see that my camera is following the trackings, however, I can't see the video.

How can I display a tracked video in 3D View?

PS:
I'm new to Blender, so please forgive me if this question already has an answer and/or if I'm using the wrong terminology...


texts: Duplicate object suffix (.nnn) to be put elsewhere (prefix maybe?)

texts:
The importer I do uses suffix names for import certain stuff; ie: object named "land-col" is an object with collider and "invisible_wall-colonly" is imported an invisible collider); now, my problem is when I do duplicate object blender rename them in land-col.001 and invisible_wall-colonly.001. and that .nnn broke the import feature.

So, I was wondering if I can force blender to name duplicate objects in a different way... ie; 001.wall-col or something alike?


texts:
I know its the kind of question that being asked a lot.
and its seems the majority is in favor.
of using edge loops when subsurfing a mesh.
because:
-crease creates unrealistic edges.
-edge loops are allowing more control on the shape of the edge.
-crease can create shading issues when object being deformed.
-creases can not be exported
so here is my question:
I'm learning how to do Hard surface modeling.
my model are not suppose to be deformed ( tough they are intended to be exploded later
up until today my favorite workflow in those situations.
is to
-add sub surf modifier,
-use the crease to keep the sharp edges were i want to.
-add bevel modifier below the subsurf modifier
in order to bevel those edges.
can i expect any issues of shading with this method?
and if so what kind of issues should i expect?


texts:
I saw a tutorial on youtube that told something about the sensei format. I was totally unknown to this and wanted to try out what it was. So, I downloaded the addon and installed it, but when I wanted to remove it it won't go. So, I completely uninstalled blender, deleted the whole of the sensei format, even the zip file on my desktop, checked the c drive. And then reinstalled blender from the backup file that I had on my E: and installed it again but When I opened up the file this is the UI:

So getting no way out of it, I just loaded the factory setting and hit CTRL + U, in hope to find that the UI would be the same the next time I open blender, only to be disappointed that the UI is still as above, which was supposed to be like the default like this:

I search through the user preferences to see if the addon was there but it isn't there anymore however blender still remembers it.
How can I revert the changes that I made by my big mistake of installing the sensei format addon?


texts:
I need a help shrink wrapping a mesh.
* The tan part is the one that needs to be shrink warped because it was it has data on the front and the back side.

The puprle mesh only has data on the font side ( this is the reference scan i want the tan part to fallow)

My question is, Is it possible to have the tan part fallow the shape of the purple part and still keep the data on the back of it without being crushed.


texts: Bake a texture from a geometric property of the faces in a mesh?

texts: I'd like to be able to generate a Black and White texture using the distance the distance each face is from a specific point, scaled between zero and one (i.e. the closest face is a value of one, while the farthest face is a value of zero, while all other faces are linearly interpolated). The calculation for each face is easy enough to do using python, but is there a built in method of applying these values to a texture? Like a face-by-face texture bake?


texts:
I'm using Custom Properties (/ID properties) to store a dynamic list of properties I expose in a panel (cf dynamic PropertyGroup / Panel).

I can easily handle all of the property types I'm interested in. All except boolean properties. For some reason, Blender does not support ID properties of type bool.

I would like to emulate bool properties using an integer (for example).

My question is: how can I render a panel with a checkbox that will somehow change the value of that integer?

Thank you,


texts: Distribute nodes of different sizes without overlaps in Node Editor (Python)

texts:
I'm trying to write a function for my script that will distribute the standard 5 nodes along the x axis, without overlapping.

My current setup looks like this:

for index, node in enumerate((texCoord, mapping, texture, diffuse, output)):
node.location.x = 200.0 * index

This works well, and will separate the nodes equally at 200 px apart, which is fine normally but the mapping node is a little over-sized, and it covers my image texture.

Like so:

edit:
I have tried an if statement, that looked like:

for index, node in enumerate((texCoord, mapping, texture, diffuse, output)):
if node == mapping:
    node.location.x = 400.0 * index
else:
    node.location.x = 200.0 * index

but that does this:

I also tried adjusting the values, like so:

for index, node in enumerate((texCoord, mapping, texture, diffuse, output)):
if node == mapping:
    node.location.x = 100.0 * index
else:
    node.location.x = 250.0 * index

But that ends up not moving the texture coordinate enough:

I also tried using a while loop, but that crashes blender.

I feel like there is probably a better way to adjust for this size, but I can't think of anything.


texts: I made a open cylinder and plane, added loop cuts to the cylinder so that it's a grid of faces, set the cylinder as cloth and plane as collision. and the simulation turns into this broken mess.


texts:
So Blender Devs were working on a cool feature of Workbench engine, that is rendering sharp shadows. They are rendered in the way that SketchUp viewport or ArchiCAD and some other CAD-like programs use, which is OpenGL shading (correct me if I'm wrong). Shadows are cast precisely, and they use vector methods to display terminators.
Sneak peek was posted here:
https://www.blendernation.com/2018/05/03/blender-2-8-code-quest-new-shadows-in-the-workbench-engine/#comment-913693
Anybody knows if this feature is available and how to turn on Workbench shadows?


texts:
Is there any option for Python autocomplete to work properly in Blender?
Currently it shows under Tab all the possible options that were entered previously in the code. It doesn't make any sense to use this feature.
Maybe you need to set something up somewhere in the Blender to make it work like in any eclipse VS editor?


texts:
I have a problem that I can't solve on my own. I want to select (or in my case deselect) everything that's inside the UV 0-1 space. I have a specific workflow that I follow and all my objects are placed in a number of UV quadrants. I want to select everything that's inside the first quadrant without selecting anything else.
The bpy.ops.uv.select lets you only select a single vertex located at the given coordinates, so that's the only workaround that I have at the moment, but this could be slow and, considering the following operations, is not really an option.
The other thing I looked at is the bpy.ops.uv.select_box. Unfortunately, this one works with mouse coordinates instead of 0-1 space coordinates which makes it totally useless.
I'm still looking but kind of running out of ideas.
Thank you in advance!


texts:
I'm exporting each frame of my animation as an obj with the animation export option.

Blender automatically outputs all the numerated files however it adds 0s before the numbers.

Example:
run_000001.obj
run_000002.obj
...
run_000522.obj

I cannot find any setting to remove the 0s, I'd like for it to export them:
run_1.obj
run_2.obj
...
run_522.obj


texts: How can I apply textures in Blenders UV Editor

texts:
so I guess I have a really basic question here. I wanted to apply a texture to my mesh trough the UV Editor. I opened a new Image but here comes the first problem already.
I can't move/ scale the image.

I need multiple textures on the same spot (Specular, Diffuse, Normal). Once for the front side and once for the back side.
Do I have to do that in photoshop or is there a way to move images around in the Blender UV Editor? When I am looking for tutorials I only find how they export the UV out and edit it in a seperate software.


texts:
I'm trying to create some low-poly models for my game and I'm trying to learn some Blender basics. I can create a model and export it to Wavefront or Collada and I'm able to import it into my code using Assimp. What I cannot do though, is to export normals and UV coordinates ALONG with some information about the texture used in Blender (diffuse map and posibly specular map for now) so I can use them with my shaders.

I created a simple cube and unwrapped it, I exported the uv layout and in photoshop I added some colors:

Now I don't know what to do. I just need UV coordinates, normals AND textures (a reference in the exported .obj model or .mat file for example) that lets Assimp find material indices nto the mesh with which load the texture file.

I tested my code with some free models on the web and it all works like a charm:


texts:
I am making an animation of orbits. So far, I have made it so a planet follows an elliptical path around the sun (which is at the focus). However, the planet orbits at a constant speed. How should I implement code so that it obeys keplers second law and increases in velocity as it moves around the curve close to the centred mass. Code was modelled from: (blender.stackexchange.com/a/91511/15543)

I am wondering is it possible to constrain an object to a path WHILE also have a force acting on it. Would it be possible to add gravity to this while keeping the orbit on its path.


texts: Break end of cloth mesh into particles in an infinite looping animation

texts:
I'm trying to experiment with both Cloth physics and particles, and I need a little help.

I have a character with a long coat, and I'm trying to get the bottom edge of his coat to kind of... break(?) into little bits, like embers or smoke or something; but at the same time, I don't want to break his entire coat.

Cloth physics work OK on the coat itself - it behaves.

Is this possible? Just to 'break' a little bit of his coat while still allowing it to move like clothing?

Tell me if I'm being too vague, and sorry in advance if I am.


texts: Blender 2.79 Rigging - Dependency cycle help

texts:
I've read all I could find on dependency cycle issues in Blender, tried everything suggested in related posts: enabled new dependency graph, unchecked stretch in IK setting, checked Extra Object Update and Extra Data Update on IK controls and bones. Nothing seem to work, still getting a lag in animation and the following console output:

Default dependency graph:

Dependency cycle detected:
WristMarker depends on Armature through Bone Parent.
indexIKpole.L depends on WristMarker through Parent.
Armature depends on indexIKpole.L through IK.

New dependency graph:

  Dependency cycle detected:
  'OBindexIKgoal.L.TRANSFORM_LOCAL()' depends on 'OBWristMarker.TRANSFORM_FINAL()' through 'Parent'
  'OBWristMarker.TRANSFORM_FINAL()' depends on 'OBWristMarker.OBJECT_UBEREVAL()' through 'Temp Ubereval'
  'OBWristMarker.OBJECT_UBEREVAL()' depends on 'OBWristMarker.TRANSFORM_PARENT()' through 'Temp Ubereval'
  'OBWristMarker.TRANSFORM_PARENT()' depends on 'OBWristMarker.TRANSFORM_LOCAL()' through '[ObLocal -> ObParent]'
  'OBWristMarker.TRANSFORM_LOCAL()' depends on 'OBArmature.wrist.L.BONE_DONE()' through 'Bone Parent'
  'OBArmature.wrist.L.BONE_DONE()' depends on 'OBArmature.wrist.L.BONE_READY()' through 'Ready -> Done'
  'OBArmature.wrist.L.BONE_READY()' depends on 'OBArmature.wrist.L.BONE_POSE_PARENT()' through 'Pose -> Ready'
  'OBArmature.wrist.L.BONE_POSE_PARENT()' depends on 'OBArmature.forearm.L.BONE_DONE()' through '[Parent Bone -> Child
 Bone]'
  'OBArmature.forearm.L.BONE_DONE()' depends on 'OBArmature.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBArmature.POSE_IK_SOLVER()' depends on 'OBArmature.arm.L.BONE_READY()' through 'IK Chain Parent'
  'OBArmature.arm.L.BONE_READY()' depends on 'OBArmature.arm.L.BONE_POSE_PARENT()' through 'Pose -> Ready'
  'OBArmature.arm.L.BONE_POSE_PARENT()' depends on 'OBArmature.arm.L.BONE_LOCAL()' through 'Bone Local - PoseSpace Lin
k'
  'OBArmature.arm.L.BONE_LOCAL()' depends on 'OBArmature.POSE_INIT()' through 'PoseEval Source-Bone Link'
  'OBArmature.POSE_INIT()' depends on 'OBindexIKgoal.L.TRANSFORM_FINAL()' through 'IK'
  'OBindexIKgoal.L.TRANSFORM_FINAL()' depends on 'OBindexIKgoal.L.OBJECT_UBEREVAL()' through 'Temp Ubereval'
  'OBindexIKgoal.L.OBJECT_UBEREVAL()' depends on 'OBindexIKgoal.L.TRANSFORM_PARENT()' through 'Temp Ubereval'
  'OBindexIKgoal.L.TRANSFORM_PARENT()' depends on 'OBindexIKgoal.L.TRANSFORM_LOCAL()' through '[ObLocal -> ObParent]'

Maybe there is something fundamentally wrong with my rig? I haven't rigged in a long time in Blender or any other program for that matter. In the past I did some rigs in Maya and Cinema4D and, as far as I can recall, I used similar parenting technique without issues.

I have an arm rig for this test. I have one IK chain from forearm to shoulder, another one from index finger tip to index finger base. I have an empty called wristmarker parented to wrist bone. I have indexIKgoal and indexIKpole parented to the wristMarker, so that when the whole arm moves, finger position stays relative to the wrist.

Appreciate any help.

blend file:

https://ufile.io/pgafy
http://s000.tinyupload.com/index.php?file_id=44699481485193911373


texts: In solid view and wireframe I can only see my objects within the darkened area, works fine in lookdev, how can I fix this?

texts: The dark frame is extending from a random section in the camera and the issue only started after opening a blend file I was previously working on with no issues.


texts: RTX 2070 Super not recognized by Blender 2.82a (Debian Linux)

texts:
So I'm working out the kinks of a brand new Linux build. Very much a noob, but have been researching and writing notes on Debian/Ubuntu for several months.

I've been carefully going through each software that I know I want to optimize and have been trouble-shooting everything to the best of my novice ability.

My build runs the latest 20.04 release of Pop!_OS, which is built upon Ubuntu 20.04
AMD Ryzen 7 3800x 32GB DDR4 3600mhz Ram
NVIDIA RTX 2070super (Gigabyte brand)
MSI Gaming Edge WIFI mobo

My problem is that Blender doesn't seem to recognize my GPU, even though all forum users I've come across, including on here, say that anything with a Compute value at or higher than 3.0 will be supported, and state no other possibility for an incompatibility. Yet the preferences window doesn't recognize any CUDA cores, and says it will default to the CPU.

  "No compatible GPUs found for path tracing. Cycles will render on the CPU"

As I said, I'm running the latest release of Pop!_OS, my NVIDIA driver is the latest 440 driver release, and Blender is up to date for my package manager.

Could this be a glitch with Blender 2.82a? A glitch between Blender and Linux and my brand of GPU? Are the super variants of RTX cards not treated the same inside Blender as the main-line cards?

These are my only guesses, but I don't know if there's anything I can try.


texts: I've tried to put two effect strips in the video strip, but it's only working the effect strips that stays on top. How can I make the two effects work at the same time?


texts: How to orient an emission based on the emitter

texts:
I am trying to render a house, with bricks as the walls, and tiles as the roof. im using an emitter with a face hexagonal grid. the problem im having is that the brick object keeps its orientation, and i would like it to rotate depending on the object its emitting from.

Note: i placed the bricks in this example to demonstrate what i want, the house currently looks like the first example.

This is what it currently looks like:

what i would like it to look like:


texts: How can i activate the alpha on Blender Render?

texts:
I already activated the transparency, the alpha, what i'm missing? if i see the texture preview it looks like it doesnt have a background, but when i render it it still appears.
Help please!


texts: How to assign different colors to splines viewable in the viewport?

texts:
When importing a .dxf architectural drawing I get all lines drawn in a dark green color. (however they had been assigned unique colors in autocad)

Is there an option to change the appearance of one or more line colors to achieve a better organized scene? (preferably in the viewport without any additional modifiers.)

In the past I've imported several .svg files but they always seem to turn out as a black outline in the viewport.

I wasn't able to find much documentation about this subject.

Machine specs:
Windows 8.1
Blender 2.78a
Renderer: Cycles


texts: Whats the correct way to animate props into a character model?

texts:
I've been struggling to find the right words to ask the question i'm trying to ask but i'll try and explain the best i can.

I'm making a character for a game and in the action editor I have a Walk cycle, a run cycle, and a few other animations. I need to animate the character holding up a sign, whats the correct/best way to do this?

Do i need to animate the sign separately  and put them on top of each other in unity, or combine the meshes and animate them together or some other way that I cant think of?

Any help really appreciated.

Thanks!


texts: I have rendered this animation and this noise happens in the model. Any help? Thank you!


texts: I have 2 cubes, I want them to collide with one “falling” upward and the other downward, i tried to make the mass -1 but it set it to 0.001kg and not -1. How can I make it “fall” upwards


texts: I know how to rig characters for animation, but how to rig for game engines? I mean BGE, Unity, Unreal Engine, Cryengine, Stingray etc. Is rigging for games any different than for animation and how different? Also how to export the rig to OBJ or FBX so that it can be imported in these engines, do these file formats support rigging at all?


texts:
I am trying to create pipes, however, I don't understand how the bezier works so I've only been able to create pipes with some simple extrusion. I would like to know how I would like to know how to create angles and such with a bezier.

Down below I've added what my pipes currently look like and the reference picture.


texts: How to move bones and amature in edit mode altogether?

texts:
I need to move the armature and the bones that's in T pose to the center of the world.
But I can only grab the bones. How to move the mesh also altogether?


texts: Is Radeon HD 6520G card supported by Blender 2.8?

texts: Can I run Blender 2.83 with AMD Radeon HD 6520G with 512 mb graphics system memory?


texts: Snapping doesn't seem to work on multiple objects

texts:
I've been trying to duplicate and move a pillar in a tutorial and can't get the incrementsnapping to work when i select an additional block next to it.
Snapping is fine on the individual pillar and the single block if I move them by themselves but when I try to move them together the snapping seems to be working with another grid and won't let me snap to the rest of it.
I have used the absolute grid snapping box checked and unchecked and it does the same thing
I'm sure its me doing something wrong but can't really make sense of it as it seems to work fine when I move them individually.
I've included some screenshots that hopefully make it easier to understand


texts: Blender plane effect from blender render to cycles render

texts: On blender render it looks like this but when i try to do it in cycles it doesnt look the same(effect from deviantart) its a bunch of planes with an image to make an effect, Please help.


texts:
I'm trying to create a room using the archimesh addon and I'm having difficulty in getting the material to apply to the walls properly.  I want to UV unwrap all the walls separately so they fit the wooden image texture I have applied.  However, as you can see from the image I rendered below, only one wall worked properly.  Also, I was not able to subdivide the other walls (faces).  Does anyone know where I might be going wrong?

Here is a screenshot of the wall I am trying to work on:

Here's a shot of what it looks like when I try to unwrap:

Here's the .blend


texts: So this is either the weight is so small my eyes can't see it or bug. If it is the former is there a way to properly fix it? I even remove the weight in vertex mode by hand and somehow it still likes this


texts: How do I extrude an object into another creating depth?

texts: I am designing a fader and I want to have the groove be deep. I don't know how to extrude the grey long rectangle into the white face. They are two seperate meshes and I need to show some depth for when I render with light (the fader should look like it is actually sliding in a groove).


texts: Stripes, lines when trying to texture paint

texts:
I am new to blender and I was following a blender guru tutorial. When I got to the texture painting there was a problem that when i was trying to paint on the texture itself - the object was painted in weird stripes. If i was trying to paint on the object - my blender just freezes. I wasn't using any texture masks for the brush. How do I fix this? I hope my explanation was clear...

Here is uv unwrap, i don't think it's supposed to be like that


texts:
I want to change a text dynamically using the game engine, that is, the bge module. I want to do it through a text box and I found a question about it. The problem is that in a part of it says to add a text object. I do not know how to do it, because I can not find the option "text object" in the "add" button of the "Logic Editor" bar.
The code I´m using is this:

# import game engine modules
from bge import render, logic
# import stand alone modules
import bgl, blf

# create a new font object, use external ttf file
font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender//Zeyada.ttf')
# store the font indice - to use later
font_id = blf.load(font_path)
chain = 'this is the message'

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()
    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    blf.position(font_id, (width * 0.2), (height * 0.3), 0)
    blf.size(font_id, 50, 72)
    bgl.glColor4f(1.0, 0.0, 0.0, 1.0)
    blf.draw(font_id,chain)

def update(cont):
    own = cont.owner
    chain = own['msg']

# set the font drawing routine to run every frame
scene = logic.getCurrentScene()
scene.post_draw = [write]

I call to this piece of code, drawtext.py.
In the scripting window this is the code I have written:

import drawtext
drawtext.chain = 'Hello Mind Maps!'

But I suspect that drawtext.chain must be linked to a text box from which you can enter text in real time.


texts:
I'm learning to use the game engine and I don't know why a mesh change its shape when I press P key.

This happened when I subdivided the red mesh. I subdivided it because I want the ball collide the red wall but I don't want a rigid wall, I want a soft wall.

Here is the file: http://www.pasteall.org/blend/28811
(The ball moves with left and right arrows)

Thank you!


texts:
I created a glass material using the Principled BSDF node. I have a high resolution hdri set as the world environment texture.
However the reflection in the glass material looks very pixelated.

Does anyone know the reason behind this?


texts: What happened to the new 2.9 feature "Blueprint at the time"?

texts:
Some months ago Blender announced a new feature "Blueprint at the time" which would let us draw faces out of edges in kinda SketchUp-like manner. It also displayed additional blue grid under your cursor to help with incremental snapping.
It was meant to be added to v2.9 but I could no longer hear about it. Perhaps it was withdrawn due to instability?
Does anyone have clue what happened - are they still developing this feature or did they give up? It would be wonderful to have it inside Blender!


texts:
According to:

my undo doesn't work in 2.8, except in edit mode

Global undo should be enabled in order to undo operations done in the editing tab. In my case, I added faces between two edge loops created with Ctrl + R; I deleted one (it had a face with odd number of vertexes) and created one above it. Everything looked ok; faces just needing to be added in between the edges. I select both loops (Alt + click) and hit F; the result was a wavy surface that now I cannot delete by hitting Ctrl + Z. The wavy surface appears only if the face is created from the loops and not from the vertexes individually.


texts: Shader set to Alpha Blend - Possible to override this for output in "Normal" layer

texts:
I might be going about this the wrong way, but here's the issue:

I'm rendering a 3D model to animated sprites, including the normal layer (which I'll use for lighting).
I've set up a shader, which creates a sort of glass ball effect and it looks just fine.
Since the shader uses "Alpha Blend" as the "Blend Mode", absolutely nothing of that object renders to the the "Normal Layer" file output.
Naturally, I still want it to render out the normal, which is based on my model’s geometry. I’ve set up a shader in Unity to read this information in order to light the diffuse sprite.

I feel like I should be able to direct blender to use a different shader for that layer. Am I thinking about this in the wrong way?


texts: Combine and duplicate meshes before exporting them?

texts:
I'm writing an add-on that exports objects to FBX file format.

One of its features will be the ability to merge another object for export. So the user selects object A, clicks the "choose merge object" button, then clicks object B. During export, the objects are combined as per Ctrl+J type operation, exported as a single object, then everything is restored to normal (back to 2 objects).

This is my idea:

Duplicate both objects - remaining steps deal with copies
Set B as selected and A as active
Use bpy.ops.object.join()
Export A (active_object)
Delete A

I have a couple questions regarding this if anyone might know something about it..

X. Is there an alternative to avoid the need to create temporaries and delete them afterward? The objects could be any complexity imaginable, so any way to use the inputs as read-only would be better. Some alternate merger? A+B=C instead of A+=delete(B)?

Edit: I later found out that you can duplicate an object as a link (which doesn't copy mesh data), then use that linked duplicate as an input object for join(). This is very similar to not needing to create temporaries because the mesh data is never duplicated.

Y. In the scenario above using join(), would the temporary copy of B be deleted automatically? Not sure how join() works under the hood. And a little worried about messing around with a deleted object reference in code.

Edit: Yes, all input objects except the active one get deleted by join().

I really appreciate any advice. I'm very new to python and add-on development,  so details are also appreciated.


texts: How to correctly map random texture to an object?

texts:
So I want to map the texture on the left to the object on the right. And because this texture was taken from the Internet and was not designed for this model you can see a lot of artifacts (blue lines). How can I map this texture to an object correctly so that this texture will be seen OK from all sides (except the bottom of the model)?

And if I can't do that then what is the best way to paint this texture yourself? Texture paint or maybe there are better (easier for the newbie) ways to do that?


texts:
I'm wondering if it is possible to copy vertex lighting from one object to another, similar but different from default one. Here is screen showing what I really want to do ( https://i.imgur.com/STm85Gl.png ) - make every selected place the same dark. I can't do it manually with vertex painting and brush tools because any change is very visible, I want to avoid it. So is it possible and if is how can I apply it?

Thank you in advance for response!


texts:
I have a blender project I am working on. I just started, and I made a sphere. If I switch from solid mode to rendered preview mode, I get this:

But, when I press f12 to render, I get this:

Why? Why is this happening? Please help

Here is my blend file:

https://www.dropbox.com/s/s6wato3bfp187rs/blender.blend?dl=1


texts: Blender Weight Painting not painting on certain areas of Model?

texts: I am having trouble with Blenders weight painting system. I have my rig set up, did the whole "paint with automatic weights" but for some reason, when I start painting, my brush is unresponsive and doesn't paint in certain areas. See picture attached. It's very strange


texts:
I'm having trouble with the Boolean difference modifier. It isn't cutting out some pieces of the mesh:

With the difference mesh hidden (note the lack of the rectangular cutouts)

All the normals are in order:

The modifier is not showing any errors or warnings.
Paste all .blend link

In addition to any potential solutions I'm also interested in the description of situations when it happens and an explanation of the cause.


texts: Curving a bevel? How to creature a unique radius on a T-junction?

texts:
first time posting here since trying to figure this out on my own, and googling it has yet to give me a satisfactory answer.

I'm am trying to get more into hard surface modeling, so I thought I give myself a challenge, I probably bit off more then I chew at this moment.

I am trying to create a bevel to fit around this unorthodox t-junction between a cylinder and a cube. I've tried regular beveling but it isn't quite giving me the results I want.

I'm more or less attempting to create a beautiful bevel similar if not exactly like this one in a video showcasing MESHMAchines Offset cut (The plugin I have purchased, it is really a brilliant plugin, still much to learn with its complexity)

So any recommendations on how I should approach this to figure out a solution to this puzzling bevel question?

Regards,


texts: Why is only the hair based particle system appearing in two levels of particles?

texts:
I have a plane with Reed sticks applied on as particles in Layer 1.
These Reed stick Particles consisted of a group of objects with their own particles applied on another layer.  These group of particles systems are in layer 2.

When I render the scene I can only see one Particles "called HAIR in the scene" I can not see " SEEDS and LEAVES" particles, even in the view port. I have double checked that hey are under same group objects. Can you please help me to find out what's going on? Thanks

Does hair get special treatment?

Cycles engine.

You can download the blend file here

Visibilities are on as shown below


texts:
I am trying to use a python script during runtime of bge to vertex color a mesh. The idea is to click the mouse and vertex color a mesh (the color is not uniform so I can't use object color). A simple version of the code is below and can be illustrated on the standard cube. Put in a logic brick for a mouse left button click and call it "click" along with a python controller running to this script.

cont=bge.logic.getCurrentController()
own=cont.owner
mesh=own.meshes[0]
click=cont.sensors["click"]
if click.positive:
    vertex=mesh.getVertex(0,1)
    vertex.color=[1,0,0,1]

This setup will color one vertex red. However when I parent the object to an armature (single bone) the code fails to do anything to the mesh.

If anyone can tell me where I am wrong or what I can do to achieve the end result in another way please let me know.


texts: Is there an application handler (aka callback) for import-post?

texts: In Blender 2.8's Python API I'm looking for a import-post application handler. I thought maybe the load-post app handler would work for both loading and importing, but that is not the case. I can't seem to locate any documented application handler for import-post. Does one exist?


texts:
Is it possible to export a program created with the animation node as a python script?

I would like to convert an animation node into a python script.

I am not familiar with Python script, so I would like to do it automatically if possible, but you can do it manually.


texts:
I downloaded an .obj-file, and imported it into Blender 2.81, and I get some smooth surfaces - all is good, but I would like to see the flat version, so I go to Object Mode, Object, Shade Flatten - all is still fine.

I then find out I have a lot of duplicates, which I remove from Edit Mode, Mesh, Clean Up, By Distance.

If I then try to smooth it again, I get these weird blobs:

I tried editing the Object Data Property for Normals, Auto Smooth, but that makes no difference from 0 to 180 degrees.

When I click on the individual vertices it looks fine by showing the nearby vertices they are connected to.

What have I done wrong?


texts: I'm missing the "RenderLayer" button from 2.79 that shows the actual render preview as it will look in the final renders. Now the renderpreview does not respect the correct "flags", as objects hidden from render (the camera icon toggle) still shows up in the preview. Is this an oversight or can I somehow preview how the actual render will look like without toggling and retoggling all my collections or the objects within them?


texts:
I'm trying to import a model that I have in Unity but for some reason the fbx file doesn't work when I'm importing it in Blender.
I selected the fbx in import


texts: Create Shortcuts for Particle Edit Brushes?

texts: I didn't find a way to set this, even via the right-click menu. Anyone could advise some? Thanks. :)


texts:
I was looking for a way to snap one object ( wooden plank ) in a rounded surface ( sphere ).
actually i'm using a shrinkwrap modifier but the result is not what i want..

I would like that the wooden plank follow the curve of the sphere like the brick follow the curved surface in this picture.

I hope I explained myself.


texts:
I want to use bevel after boolean. I have 2 boolean modifier for my object. If I put bevel after the boolean, the bevel doesnt work.

When I put bevel first, it works but there is some stain in my object.

How to solve this problem? Should I manually bevel each edge or there is a another way?


texts: Rendering a pupil within a glasses lens?

texts:
This is my first post here and I'm still learning about Blender (aren't we all though?) and I had a question about an effect I'd like to do.

I'd like to make it so that a character with solid-color glasses lenses can have their pupil render through the lens, while maintaining its appropriate location in 3D space (ie not textured onto the lens). A way I think this could work would be rendering the pupil over just the lens but I don't know if that's the most practical or achievable way to do this.

For my example I'll use this model of Velma from Scooby-Doo I made for practice:

The glasses, body, and eyes exist as separate objects for clarification (but that can be changed need be)

Instead of making the lens clear or not being able to see the actual eye or face behind the lens from the sides, I'd like to keep the cartoony look of this and would like to use a similar effect in the future. I hope I'm being clear enough with what I'm trying to achieve. Thank you for your help in advance!

EDIT: A rough approximation of the type of effect I'd like:


texts: coloring circle inside a circle differently in one object

texts:
I'm trying to color a 2d object that consists of 3 polygons, one is having the other two inside itself like the picture below.
I'm trying to color those differently like the reference picture on the left.
As you can see from pictures, I selected them all and uv-unwrapped into a image, then i got 3 polygons on uv editor. So i put those into corresponding colors, but things didn't go well as i expected.
If you look at the second picture, the right ear has a little problem like not fully filling the polygon, and if you look at the third picture that shows viewport in layout tab, it's overlapped by the bigger polygon.
Also when i move around the viewport, sometimes the right ear's color change back to its color but blinking rapidly.
If i'm guessing it right those faces are overlapping each other.
One might say why not move the small face a little forward so that they aren't in same y axis position, but i can't, because I should keep these as a 'single' object, and All those vertices and faces should be in same y axis so that rigid body physics can be used.

*Editted
I don't know why, but when i loaded the blender file again it shows without when rendered as image. But When I either look at it in viewport or export it as 3d model, the model has some glimmering things or stripes on eyes or ears. I still need to fix it.


texts:
What:

I am trying to append an object in a .blend file using.

How:

TheObject="SINGLEBATTWIRE"
Thepath="B:/........../SINGLEBATTWIRE.blend/Object/SINGLEBATTWIRE"
Thedirectory="B:/........../SINGLEBATTWIRE.blend/Object/"

bpy.ops.wm.link_append(link=False, filepath=Thepath,
directory=Thedirectory, filename=TheObject)

Problem:

The import works fine, but it is linked and can’t be moved.
This is the result I get.

Current Resolutions:

If I click the button beside the objects name it fixes the problem, but I need to append many objects and this would take forever.
If I go to File-Append and find the object, it works great and I have this result.


texts: What is node tree execution in the animation nodes addon and how should it be used?

texts:
I am new to the animation nodes addon. What exactly is node tree execution?

It seems to be necessary for the updating of the 3D view, which is strange because when using Cycles nodes, everything updates automatically. The tooltip says "Execute all main networks in the tree" - what is a "main network"?

By default "Auto Execution" is checked and set to "Always", which eats up my CPU. When is it not enough to use the tree/frame/property changed options?


texts: Is It Possible to Select Faces (in Edit Mode) Based on the Normals of the Faces Connected to It?

texts:
I understand how weirdly specific this is, but is there no way to select faces based on the normals they're facing AND the adjacent faces' normals?
What I want is a little complicated, but if I were to have a subdivided cube with perfectly flat faces, would I be able to select every face on the X positive normal but make an exception for any face that's connected to a different face with a Z positive normal?

I've tried putting specific selections into different vertex groups, but I'ven't been getting much luck using that work around. Could I not use python to make a custom search and dot in my own parameters?
[EDIT 1]
Alright, thinking a little better this time, I realised that what I was asking was odd because of the examples I used. So, I'm editing this to better clarify, using a model that correlates much better to the issue I'm having.
I suppose there'd be 2 options to what I'm asking: "select adjacent faces of normal based on the faces' normals" or "limit selection of faces based on the connected faces' normals." Though in all fairness, I'd only profit from the 2nd case. Giving examples now.
In the first case, "select adjacent faces of normal based on faces' normals," I've set up an example. In this case, I asked to select all the Z+ normals AND select adjacent faces that have the Y- normal. As you can see, only the faces that are making contact with the Z+ faces are selected.

In the second case, "limit selection of faces based on the connected faces' normals," I've another example. Again, I ask to select all Z+ faces, but this time, avoid any faces that are on the Y- normal.

Is there any way to do this? Not a big deal if there isn't, I just spent the better part of my day trying to do something like the earlier 2nd example with only commands and couldn't.


texts: Keyed Particle System ( Renders static particles associated with each keyed mesh)

texts:
I have a keyed particle system animating from one mesh to another.

In the picture above the the particles between the sphere and cube animate as they should and transition/morph as they should from one mesh to the other, however the particles forming the sphere and cube are static and show across all frames of the animation. Hopefully I am missing something simple here?!

How can I make it so that the 'static' particles associated with each of the keyed meshes are not shown/rendered?


texts: Animation Nodes's vector distance : can't make it work like in the official example

texts:
I was reading this AN documentation page about Vector Distance.

I don't know if it is still up-to-date, but I recreate the same setup and I can't make it work the same way:

it seems that the position of my empty is ignored.

Can anyone help ?

Here's my blend.


texts:
I get a problem with UV mapping in Blender.
I do some render of architecture, and I get some walls of 2.25m height and 10m length.
So I did a picture of 1024px x 3072px to get a good resolution.
But when I unwrap (solid, cube, from view, etc), proportions are not good... (and I reset scale object to 1 before unwrapping).
It seems that if picture is 1024 x 1024px or 2048 x 2048, I don't get this problem.
Does someone can explain me the problem (and any solution?)  :-)

Thanks in advance and best regards!


texts: How to apply fcurve modifiers on top of each other, like object modifiers?

texts:
I have a looping animation made up of a few keyframes and a Cycles fcurve modifier.

I'd like to introduce some random variations so it doesn't look like an exact loop, however the cycles modifier always appears to be applied last; random patterns produce by the noise modifier are repeated as well:

Is there a way to do this without adding a ton of empties and constraints?


texts: Why adding transparent shaders don't result in transparency?

texts:
As far as I know, in Cycles, when you use an Add Shader node, it simply adds shaders. I'm getting different effects of those I get with other software.

For instance, adding nothing to nothing should result into nothing, right?

Not quite so:

It's making it really difficult to recreate the behavior of a standard real-time PMA shader.


texts:
I'm newbie in Blender. For do practice I found technical part drawing.
I need a bevel with 25mm radius. In the bevel menu there are options offset, width, depth and percent. I tried different options but I couldn't it properly.

How can I draw this bevel?
The other question is I changed my units to mm. But in the bevel menu If I entered 25mm the result bevel is big so I entered 0.25mm. Is this a problem with unit conversion?
Edit
Simply I try to this

I just want to do this If it is possible


texts: How to Edit Objects Independently in a Scene?

texts:
I'm new to Blender and decided to practice some of the basic skills I had learned in the video tutorial I am using.

I put a cylinder in the scene and scaled it with the idea of using it as a column. I save it.

I put a torus in the scene with the idea of scaling it and using it as the base for my column.

The torus, however, is linked to the column. I cannot figure out how to edit them separately. I have not made a parent child relationship with them although I plan to do that once I finish editing the base (the torus) and a third piece, a capital.

How can I edit these three pieces separately? I've tried working with the objects in Edit and Object modes.`

Thank you!

Sabi - a noobie


texts: How to make two alembic Mesh Sequence Caches working together

texts: I would like to play two .abc sequences in one scene. However, they seem to be hating each other, so after importing second sequence, the first one stops playing. I've noticed that the object path is the same for both of them, so I think that might be the problem. Is there a way to change it somehow (rename mesh_shape to something that works)? Thanks.


texts: Blender 2.82 program won't load but previous version of blender works great

texts:
Newest version of Blender 2.82 won't start.

A pop up about AMD drivers quitting appears and Blender shows Not Responding at the top. The screen remains gray.

Using Windows 8 64-bit
Blender 2.79 worked fine.

all windows updates have been installed.
Drivers are all up to date.

Anyone else having this issue? Any ideas?


texts: If I have a model, for instance UV unwrapped, how can I from a texture assign a vertex group. White = assign vertex, black = don't assign vertex, values in between = halfway assigned vertex based on color intensity. A grayscale image would probably be used.


texts:
When I'm in pose mode trying to make my character stand in a T-Pose I get his hips or ribs to come out like batman's wingsuit and I don't know why. I am able to rotate my bones, it moves the arm but randomly sticking out.
I don't know if you guys understand but the hips come out or the ribs. I set the weight of all of the character Blue.
Now I don't know if I should make the character's weight all blue, but someone in a video told me to do it and I don't like what I'm seeing.


texts: What is the Python command to check if current view is in orthographic or perspective mode?

texts: What is the python command to check if current view is in orthographic or perspective mode?


texts:
I'm following a physifcs course and I added a hinge on a new empty, but it does not behave like I'd expect it to [and what the course shows].
I expected the whole thing to rotate around the hinge, and instead, the whole thing falls down.
Both boxes have active dynamics on it.
you can see there's a line between empty and objects but it does not work.


texts: Why won't any faces show up in the UV Image Editor?

texts:
When I unwrap the character I designed, I get only a few faces visible in the UV image editor, although all the faces are selected in the 3d viewport in edit mode.

Those faces are probably the one I added to "close" the character's head (for some reason I had a hole that I closed adding faces one by one and then checked to remove doubles). Maybe it's a coincidence.

And there is more: If I use 'circle select' (C + left-click) over "empties" area in the UV image editor (not in island mode), I can see that faces get activated in the 3d viewport (edit mode)! Of course, I have restarted Blender to see if the problem persists and it does.

All this weird behavior happens before I create an image. Once I create a new image or use an existing one as a UV, the meshes in the UV Image editor don't show up at all!

When I do all this process with the monkey figure I have no problem.

Could you have a look to my blend file and tell me what's wrong?

Blender 2.7.4 Mac OS X 10.10.3

My blend file: http://ge.tt/6CiWL8H2/v/0?c


texts: Modeling a car wheel arc: Move vertex to form an arc

texts:
I'm really noob with Blender and 3D modelling in general. I started modelling a *very* low polly car, and I wasn't careful at all about the topology, little by little I started adding some more detail to some parts, and end up trying to fix the topology also. I'm having the impression that maybe this is not so easy as to start with a good topology from the beginning.

I'm currently trying to make the arc of the wheel resemble a semi-circle, right now is aproximated by eye.

--

But till now I'm clueless about how to reorder those vertex so I can make the flow of the mesh start from the arc of the wheels to the rest of the body, this kind of flow:

Some more views of the car if needed:

https://i.stack.imgur.com/ZwPqx.png

https://i.stack.imgur.com/RBIpe.png

https://i.stack.imgur.com/ypFV2.png


texts: using Blender to better understand OBJ features/usage

texts:
i am relatively new to the 3D world.  i understand the theory of 3D modeling, but lack practical 'real world usage' experience...  i need to better understand the OBJ file format as I've used a program to create an OBJ file that requires what i call 'downstream rendering'.  the program ive used is called ViewDog 0.6 (part of gul.sourceforge.org).  this program has a very powerful feature.  you supply it with a grid of regularly spaced x,y sample points having z values.  this program has a routine called 'nubmbas' that uses 'multi level Bspline approximation' and it will 'best fit' a Bspline surface to your point cloud data set.  ive fed this program sample data, and it has both: a) rendered a 3D Bspline surface in its ViewDog gui renderer, and b) has saved the resulting Bspline surface as an OBJ 'cstype bspline' object definition.

the link to the surface as rendered in ViewDog 0.6 is here...

gregaiken.com/webgl/test1/viewdog_nubmbas_iterations7_deg4.JPG

the link to the matching OBJ file that ViewDog 0.6 creates is here...

gregaiken.com/webgl/test1/log150-8000_4N.obj

now being a 'newbie', i assumed that if i opened any valid OBJ file in Blender 2.72a, that i would see this 3D object in the Blender window.  in fact, when i open the above OBJ file, i see NOTHING in Blender.

my questions are:

my OBJ file only contains the definition of the geometry of the Bspline surface using 'v'(ertice) commands and the other Bspline related 'knot' definitons, etc...  there is NO material library reference in the OBJ file.  can anyone tell me definitively what is missing from my OBJ file that causes it to NOT display in Blender?
can anyone please give me the exact steps one would need to do in Blender to select this invisible object (once its been 'File - Imported - OBJ imported' into Blender), and then apply a trivial 'material' to the object to then cause it to be visible in Blender?

if anyone can help me, i would be most grateful.

sincerely,

Greg Aiken


texts: I am new at this. I have a model of an elephant. I control the trunk with spline IK and I want the trunk to follow the offset of the spine but the bones of the trunk are locked to follow the spline, what can I do? Is there maybe a way to make the spline follow the spine bone? I attach some images.


texts: Blender Smoke Domain Cube casts a shadow

texts:
This is what I see when I try to render smoke.

The smoke itself renders okay, but there is a problem that the domain cube itself casts a shadow. How do I solve this?

material of the domain object :


texts: How do I animate a Vertex Paint Brush? Is this a bug?

texts:
I'm trying to animate a vertex weight paint brush (a torus object), but the animation behavior, when I keyframe the scale, is different from the viewport behavior. Here are a couple gifs illustrating the problem:

Viewport:

Keyframed:

Does anyone know how I can "fix" this and obtain the same behavior when I keyframe this scaling animation?


texts: How to select vertices sequentially in a script and see it happen in 3D viewer

texts:
I am trying to make a visual explanation of vertex sequence for a mesh object. I pieced this script together from the internet. It runs, but I don't see anything happen. How can I get the effect to be visible? (vertices become selected one at a time until all selected, then deselected one at a time (in the same order)).

If I can get it to work, then I can illustrate various patterns, not just vertex order.

Also, is this really the best way to update the 3D viewer?

bpy.context.scene.objects.active = bpy.context.scene.objects.active

Here is an illustration. I added the wireframe view for fun. I'll make it easier on the eyes once I can get something to work (this is 34 screen shots)

Script:

import bpy
import bmesh
import time

# START WITH CUBE or low vertex number mesh selected.

ao = bpy.context.active_object
oo = bpy.ops.object

oo.mode_set(mode='EDIT')

me = bmesh.from_edit_mesh(ao.data)
nverts = len(me.verts)
print(nverts)

for i in range(2):
    for iv in range(nverts):
        me.verts.ensure_lookup_table()
        me.verts[iv].select = True     #  light them up one at a time
        #update screen
        bpy.context.scene.objects.active = bpy.context.scene.objects.active
        time.sleep(0.5)

    for iv in range(nverts):
        me.verts.ensure_lookup_table()
        me.verts[iv].select = False     #  turn them off one at a time
        #update screen
        bpy.context.scene.objects.active = bpy.context.scene.objects.active
        time.sleep(0.5)


texts: I'm trying to create a similar effect to this. And I found a nice tutorial with something similar. However, I wasn't able to add a text there. So it looks like the material setup is not using any volumetrics at all? Can you help to decipher this shader?


texts:
There are things that I do not understand. When you use gpu only uses 1 core. Solution or explanation?
Blender 2.78 release 1475052116

Amd fx 8120
ram 16gb 1600
ssd 120 kingstone + hdd sata3 500 gb
gtx 970 sc evga
linux mint 18


texts: How to access Viewport Properties dialog with small viewport (3d view)?

texts: When I have multiple viewports and I want to change Viewport Properties for a single small viewport, I would normally access "Viewport Properties" pull-down in the upper right corner of the viewport. However, with Blender 2.90 those buttons are not visible when viewport is "too narrow". Is it possible to open that dialog some other way?


texts: How to start an animation at a different frame than that of the start of the loop

texts: Is it possible in the Blender Game Engine to start an animation at say frame 1 and end at frame 20, but after the first playback to start looping frames 5-20?


texts: How do I balance render load between Gpu and CPU

texts:
I have a gtx 1080 and ryzen 2700x. The gpu is a little faster when testing render times. I would like to balance render load between the two because the system is rendering mostly on the CPU when I hit F12, 100% CPU and about 20% GPU utilization. I know Cycles utilizes both processing that's why I am asking. I am 2 weeks into Blender coming from C4D so I am a Blender novice with good 3D knowledge.

I am basically testing materials and lighting using a smooth shaded Suzanne. On this scene I have a Sub division modifier divided 2x and quality set to 2.
Solidifier modifier with thickness set to 0.02m.
Glass Bsdf IOR  set to 1.5.
I have an hdri hooked to the colour of the world shader/light

I am using Blender version: 2.80 (sub 72) build date: 27/05/2019, 18:09 and 4.5.0 NVIDIA 388.13 drivers on Windows 10 1903.

Any help is highly appreciated.


texts: Color changes drastically after eevee render

texts:
this might be a beginner question but i can't seem to understand why my colour ends up differently after rendering the image on eevee. Here is the viewport display of my setup:

image 1: Red background
From this view, I hit f12 to render the image from camera using eevee:

image 2: Blue background
As we can see, the viewport shows a Red background while the render shows a Blue background. I'm still quite new to blender and this might be due to a rookie mistake, but it's confusing the hell out of me and i'll appreciate the help :)


texts:
I'm currently trying to follow this tutorial to create a donut. When I try to move a vertex, the vertices around it glitch and go far away from where they should be. A group of vertices in one area seem  to be grabbed out and put in another location. I'm using proportional editing. When I make the proportional editing circle smaller, the issue goes away.
edit: I fixed the issue by turning off snapping


texts:
I'm using blender 2.78.5 (daily builds) to render a scene where an object it's supposed to appear "vibrating".  The idea is to add sampled motion blur, such as when several frames are rendered and composited on the same picture.  I'm not trying to achieve a realistic motion blur effect, but more an artistic effect to illustrate the notion of movement.

The manual for 2.78 says that there is an option for sampled motion blur in the render settings, for the internal render.

https://docs.blender.org/manual/en/dev/render/blender_render/settings/motion_blur.html

Is there any way to do that in Cycles?

Thanks


texts: Cycles and nodes, trying to use Diffuse BSDF as color source for Glossy/Subsurf Scattering BSDFs.. not working

texts:
I am trying to achieve a photo-realistic splash of liquid akin to orange juice and have tried my hand at it, and referred to a quick tutorial (node setup photo, actually) for how to setup the nodes for the material. However, I need to be able to switch the liquid's base color somehow, optimally by just retracing the node connections from some color source (currently trying a Diffuse BSDF) to the "color" input connection on the nodes. So the node setup kind of works if I just set the color in the Glossy and Subsurface Scattering nodes directly. But if I then drag the output connection from that Diffuse node to the input for "color" on the two nodes, it refuses to use those colors and instead uses the colors that had been previously selected in the nodes themselves. Is this a bug with blender 2.78a? Or is there some specific way to do this that I am not aware of?

Edit: adding screencaps

Full setup with the nodes connected: (the left-most nodes would supply the color to the next column of nodes)

These are the colors set in the nodes, which are the ones that end up in the final rendering, not despite connecting the "color source" (diffuse) nodes.


texts: How to calculate illuminated surface area (not whole) of a mesh that has light shining on it?

texts: I want to represent a 3D mesh object which is cylindrical and has pores of different sizes on/in it. One or more lamps are shining on it. What I want to find out is the surface area that is illuminated, as only the surface that is illuminated is useful in my case (photocatalysis). Thank you.


texts:
How to model a wavy chair?
How can I make a wavy chair like this?


texts: Adding texture detail to a lowpoly model for 3D print

texts:
I'm working on constructing 3D printable models from an older game for my brother's birthday. I have the base STL to work with but since this is an older game it's lowpoly and I would like to bring out the "details" from the texture in-game into the printable model. Pretty much I want the printable model to have the appearance of the fur. Any tips or advice on how I may do this would be helpful. I've utilized subdivision surface to make the model smoother and not so lowpoly however it's still very basic. I did some research into displacement mapping and attempted this using a fur texture, however I wasn't able to tweak it to anything usable just a blownup blob no matter what settings I used.
P.s. I am new to 3D modeling but am willing to invest the time to learn techniques required.
Thank you for all your time and help!


texts: With Screencast removed in Blender 2.8, what is a good alternative to capture a timelapse of your work?

texts:
I have been wanting to record timelapses of my work to share with my friends as we learn Blender together.

This video shows that in pre-Blender v2.8 there was the 'Screencast' (Alt+F3) feature that would save images of the entire Blender window at specified intervals. My understanding is that this feature has now been removed.

Looking on YouTube I have noticed a lot of videos with 'Eevee timelapse' (this video for e.g.) in the name, does that mean Eevee can capture the whole workflow timelapse? If so would you be able to explain the process?

I am basically trying to find out what the standard way of recording timelapse videos in Blender 2.8, now that 'Screencast' is out. Or are most people simply screen capping with things like OBS?


texts: Video editing: weird transparency blending with "Alpha Over"

texts:
I'm working on a video in the sequencer, and as part of this I want to overlay a scene containing some text. The text is rendered via node-based shading, and in particular uses a "clouds" texture to define the alpha-value of the final composite.

If I render the scene by itself, or set the relevant scene-strip to render using a mode like "replace", all looks as expected. See here:

However, if I set the scene-strip to render using the "alpha-over" mode, then I get a strange artefact: in places where the scene is completely transparent, I see the colour of whatever was present there (if anything), and using what looks to be additive blending!

Here you can see the same text rendered over a simple blank "colour" strip:

And here over a video-strip; note how the areas that one might expect to be fully-transparent seem to "glow" against the background colour, as though blended additively:

I'm really stuck as to what might be causing this.

It looks almost as though, when presented with an alpha-value of zero, the "alpha-over" blending switches to blending the RGB colour additively with full alpha--but that makes little sense.

It also occurred to me that perhaps I was getting negative alpha-values due to the application of the "clouds" texture, and in particular my handling of it.

But if that were so, I would expect simple high-opacity rendering, not this odd additive-like rendering. And furthermore, the alpha-values go through a "math" node that has the "clamp" check-box ticked, so it should, presumably, only be getting values between 0 and 1.

So I'm stuck. Does anyone here know what might be the problem, and how I might fix it? :/

[edit]
Oh, I forgot to mention: this is using Blender 2.78c, I believe.

[edit 2] Amusingly, the actual additive-blending strip-mode works as expected, with fully-transparent areas being invisible.

[edit 3] I've also discovered that I can get the expected result if I place the background on top of the text-scene and set the former to use the "alpha under" mode. If called for, this might at least provide a workaround.

[edit 4] It seems that if I add a very small amount to the final alpha-value given to the "composite" node in my "compositing" node-system, the problem disappears. It really does look like there's an issue with alpha values of zero, specifically, for some reason. o_0

[edit 5] A stripped-down version of the blend-file: Test Blend-file

In this version, there's just a simple plane being rendered over a colour-strip. Note that, when the scene alone is rendered in the "Default" layout, it has transparency as expected. However, when rendered as part of the video in the "Video Editing" layout, the transparency shows the above-described issue.

Video Editing is set up in the "Video Editing" layout, and compositing in the "Default" layout.


texts:
I really need some help regarding rendering a night scene. When i tick the denoising option. My render become ugly where there is a black dirt on the image. As in the image below.

And if i untick the denoising option. There will be a lot of noise in the scene.

How should i really render this kind of scene. Hope anyone can help me. And sorry for my bad english.


texts: Random color in materials to not change when I copy the objects

texts:
I have 100 balls with random colors. The nodes looks like this

When I copy these 100 balls (no matter if I use Shift + D or Ctrl + C) the color on the new 100 balls is different (that's what you should expect since the material has that randomizer in nodes).

But I need the color to be the same as it is on the original 100 balls.
How can I achieve that?

Maybe I can fixate the material somehow?


texts:
Im trying to work with bendy bones and what I have is a pre build segment of bone the behaves exactly the way I need it to the only issue is while im trying to rig it up to my character it gets all wanky and messes up

Ill grab the bottom control point in edit mode in order to stretch it to the length of the leg and it will look fine while in edit mode but once I go to object mode it shoots off into all kind of directions.

Anyone know whats going on?


texts: Issue Importing Obj Into Blender With Textures

texts:
I'm trying to import a map alongside with models from Jedi Academy (Quake3 based game - idTech3 engine) and I use a program called Noesis to open map in .bsp format. It works and shows textures correctly:

This program has ability to export map into obj/fbx/dae and many more formats. So I've chosen obj format, loaded into Blender and there are no textures shown, only meshes. The strange thing is that I heard that materials are held in .mtl file, but there is no such file in game data nor Noesis didn't generate anything like that.
But here's the weird thing, this program treat's materials as they were textures, this is part of the output obj file:
https://pastebin.com/EHR1JXJn
So you can clearly see there:
usemtl textures/desert/stucco_grime
And this textures/desert/stucco_grime is actually a jpg file!

Indeed blender thinks it's material and not texture:

So I can create manually a material, and load a texture from this jpg file to it and it will work, but there are hundreds of models and I'm looking for some automatic way of doing this

A couple side questions:

Any good tutorial what are UV's that everyone are talking about,
these are essentially coordinates where to apply texture on given
mesh?
There is no such thing as "material" generally? A "material" is
internal thing of game engine that decides how to renders model,
like adding bump-mapping and changing color intensity? If so, why
there are "mtl" files available in .obj format


texts: How can I fast make circular wall in mesh, which I've made using curve and Knife project tool?


texts:
I was trying to make fire on blender and i got a problem with the particles , I know that particles size can be changed from the physics panel throw the size value but it doesnt work , any idea why ? is there other way to change the size ?
Thz , if u need more info tell me.

I think a picture should help

I want those shiny particles to be smaller and orange, how do i do that ?

I tried to change the size from the material, but it doesnt respond , neither to the color , maybe i did it wrong ? Where do i have to create the material ?


texts:
So I started working on a traditional 2d horse gallop. Each horse has 12 frames of 4 layers and i have 6 horses over a 400 frames animation.
However, my file size is 1.6gb ONE POINT SIX GIGABITES!!!!!  I have removed orphan data and cleared unused data, I have also used the compressed function which does not help.
The whole animation has become so slow even to preview. Is there a way to reduce my file size? apart from the methods I have already tried. Never knew grease pencil used so much data.
Really need help. Rendering is taking about 6sec per frame.


texts: hair simulation too slow and cache inaccessible

texts:
I'm using Blender hair particles for simulating grass and there are two issues.

1) Hair simulation is too slow, even when I set the number to 5 just to check how the grass blades move around. (No there are no Force Fields currently).

2) "Cache" is missing when "Hair" mode is used. This is Blender 2.76b

This means I can neither clear the cache nor bake the animation so I can preview it in the 3d view before so I know everything is fine before running the day-long rendering of the scene.


texts: How do I increase the mouse manipulation speed?

texts:
It's an awkward question and I don't know how to word it right.
I'm working on a small object about 10cm across. When I want to inset a circular face, I can't do it to the degree I want because Blender sees that I'm zoomed in all the way and so huge mouse movements only make a tiny inset. And because the maximum inset distance is reached when my mouse cursor is over the center of the circle, the space I have to move the mouse is limited. That means I have to either inset many times before I get to the desired amount or I have to zoom out a huge way back but then I can't see what I'm doing.

So the question is, is there any way to increase the amount of manipulation per distance traveled with the mouse during an inset operation, so I can use circular insets on a small scale?

thank you.


texts: Is it possible to render specific projection, without a camera?

texts:
I would like to render elements for 2D game and was thinking it is possible to render, say, just TOP ORTHO.

But unfortunately, I can't find an option.

If I set additional camera with orthographic mode, then how to set exact range to render? Orthographic scale parameter is not intuitive.

UPDATE

If found a button for this:

Is there any way to call this from menu and control some options?


texts: problem with the roll of camera tracking an object

texts:
I created an camera following a path and tracking an object and I don't understand why this camera is rotating around his z-axis (for example between frame 50 and frame 100 ).
How can I solve this problem?
Thank you.

my file is dowloading here https://ufile.io/86d2b


texts: Changing views in 2.8 jumps out of ortho

texts: I work mostly in ortho mode but after I switch to side, top, left, right or bottom view, and then move around the view changes to perspective. How can I ensure that it always stays in ortho view?


texts:
I would like to render a cut through an object using Freestyle. Is there a neat way to cut away a part of the mesh in the rendering (not for real) without using

The cut tool (manipulating the mesh)
Cutting the mesh with the camera (placing an orthographic camera inside the mesh) but limiting view options
I got the boolean modifier to work with a remesh modifier as well, making things more complicated.

I was looking for something similar to the AltB option in the viewport. Or setting up a material on another object to render the intersection part invisible but leave the rest of the mesh visible.


texts: I'd like to bend the knees when I move the control bone. They are stiff, how can I fix that? It's not seeable in the pictures but there is a pole bone on the right side.


texts: How to export pivot point from Blender to Unreal Engine?

texts:
In blender the position of the pivot point is correct.
But it moves to another direction after importing to Unreal.

Why can it be?

I think this is a question more about Unreal, not Blender, but here community helps much more faster, than Unreal community =)

Edit 2:


texts: So I had my rig and everything all set up and I played around with the animation and it was working fine, then I went to start on an actual proper animation and now it doesn't want to transition. Yes it's set at framerate 0 and yes I'm pressing play and selecting all when adding the keyframes but it also doesn't come up with the drop down menu to select locrotscale when pressing i, it just says that the keyframes have been added and that's it. I've fiddled with it for a while and it still doesn't want to transition


texts: Materials and Textures not Showing Up in GLSL Shading Mode

texts: I understand that in the Blender Game Engine, the GLSL shading mode is generally suggested, because it renders real-time shadows, and it renders per pixel instead of per vertex like in the Multitexture shading mode.  I noticed that when I switch to the GLSL shading mode, materials, and textures don't show up in the internal player, and it appears as if all materials have been set to shadeless.  If I use the Standalone Player button, it displays all the materials and textures properly.  I'm curious if there is a setting that I should have checked, or if it is normal for this to happen.  Also, once I package my game, will it appear as if it's running in the Standalone Player, or the internal player?  Thanks so much for your help.


texts:
I would like to apply a mocap animation onto my armature but I don't know what to import C3D files properly. Almost all of the search results yield a link to this post and my Problem is that I can not find any "C3D Graphics Labs Motion Capture files addon" for 2.81a.

There are 2 or 3 other C3D import addons for Blender I found but they're all 3-6 years old, not maintained anymore and thus won't work with 2.8x. Another addon that is mentioned is "Motion Capture Tools" but I can not find this addon in 2.81a either.

Q: Is there any way to use my C3D data in 2.8x?


texts: Why won't this armature play it's animation in the Game Engine?

texts:
This question has been asked before but all the answers I found have not applied to me. My armature has the logic bricks "keyboard sensor> and > Action" with my animation selected and frames specified. No objects in the scene have any modifiers other than my characters armature modifier. I tried parenting my object to the armature and removing the armature modifier, but that didn't work. Always sensors do not work either. Also, the animations work perfectly when played before the game is started.

Here's my blend https://www.dropbox.com/s/l3bisldlm1prx5l/kirby2k162.blend?dl=0


texts: Objects appear normal in material preview but in rendered mode with cycles they're encased in weird material blobs

texts:
[EDIT: I'm pretty sure this was just a weird glitch. I switched to 'bump' as the node, then back to displacement, and it went away. Really odd but anyway. Maybe this can help someone else]
I'm new to Blender but I've tried everything I can think of, looked for answers online, and found nothing. The objects I'm using as particles look fine in the internal material preview mode, and when I move to the cycles rendered mode the outline still selects and looks fine, but they object is surrounded and encased in a strange blob structure that is uneditable/unselectable. It doesn't appear to be part of the mesh?? It changes shape slightly when I modify the displacement of the noise texture I have applied to it, but won't go away unless I delete the displacement, so I'm pretty sure it's resulting from that node. Also, it's only happening to the two objects I duplicated from the original one, on the far left.

Please go easy on me, I'm brand new and this is only my third foray into the program.


texts:
This different from Calling Blender From Python Script in that it concentrates on a different part of the code which results in different error messages. It is also a more clearly stated problem.

I have a very simple python script that I copied from How to Run blender from a python program?

import subprocess
subprocess.call("blender", "proj001-master.blend ")

When I run this, I get the following error message:

  Traceback (most recent call last):
    File "testsubprocess.py", line 2, in
      subprocess.call("blender", "proj001-master.blend ")
    File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 172, in call
      return Popen(*popenargs, **kwargs).wait()
    File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 343, in init
      raise TypeError("bufsize must be an integer")
  TypeError: bufsize must be an integer

I changed the code to:

import subprocess
subprocess.Popen("blender", "proj001-master.blend ")

When I run this, I get the following error message:

  Traceback (most recent call last):
    File "testsubprocess.py", line 2, in
      subprocess.Popen("blender", "proj001-master.blend ")
    File "/usr/local/Cellar/python@2/2.7.15_1/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 343, in init
      raise TypeError("bufsize must be an integer")
  TypeError: bufsize must be an integer

What am I doing wrong here?


texts: Fix - Pink textures. why are some of my textures pink and some not?

texts:
I have made a texture for my character but the texture is missing,
and the weird thing is that the shirt is showing the texture and that's the same opject. I have Joined all opjects with ctrl+J and then made the texture. But when I would look at the texture, only the shirt was displayed with a texture.


texts:
I was following the tutorial of Blender Guru on YouTube, to make an Earth in Blender. I was finished with the first part. But then somehow my clouds were deleted (the Material of Clouds doesn't exist anymore). And I started making a new material for the clouds. But the whole sphere is white, cloudds can't be seen like in the first time. What could be the reason?

The big sphere is the earth and it is fully white. If I turn the opacity of the Clouds down (eye symbol), the Earth can be seen. So the problem is with the clouds


texts: Animation Nodes - How to Instance multiple objects/collection

texts:
I do have some meshes under a Collection and I would like to put them into an Object Instancer while maintaining the original positions (it's a cartoon tree).

Can't find a way to do this.

Thanks!


texts:
I have been using the procedural cloud node from

https://www.blendernation.com/2018/11/06/free-procedural-cloud-system-for-eevee-real-time/

and I have not been able to control the actual density / thickness no matter what I try. Below is the image of the closest I can achieve in dissapearing the pole within the volumetric material. If someone could give me any guidance it would be greatly appreciated.

Ive tried numerous alterations for 2 days, I wouldnt know where to start in listing the things ive tried.


texts: Blender does not update the file's information when rendering

texts:
I render to file sequences then i re-render the same scene to same folder using exactly same name. So i'm replacing the old render. When i check the render files in explorer (windows 10) the data information is not updating. It's still showing the date of couple days ago (when i did the previous render). This is really confusing when i need to check in explorer which frames has been updated /replaced with new render.

Is this Blender problem ? or windows 10?


texts: How can I insert values at the start of an array of vectors in Blender 2.8 using Python

texts:
How can I insert a value in a array of vectors using Python 3.x?

The full code is below.  It is using Blender 2.82a:

import bpy
import mathutils
import math

ob = bpy.context.object

#1) Get all vertexes and place in vector array
vec = [v.co for v in ob.data.vertices]

print("vec=%s" % vec)

It creates an array of Vectors of x,y,z values:

vec=[Vector((1.0, 1.0, 1.0)), Vector((1.0, 1.0, -1.0)), Vector((1.0, -1.0, 1.0)), Vector((1.0, -1.0, -1.0)), Vector((-1.0, 1.0, 1.0)), Vector((-1.0, 1.0, -1.0)), Vector((-1.0, -1.0, 1.0)), Vector((-1.0, -1.0, -1.0))]

And I would like to insert a 7 at the start of each vector so it would look like:

vec=[Vector((7, 1.0, 1.0, 1.0)), Vector((7, 1.0, 1.0, -1.0)), Vector((7, 1.0, -1.0, 1.0)), Vector((7, 1.0, -1.0, -1.0)), Vector((7, -1.0, 1.0, 1.0)), Vector((7, -1.0, 1.0, -1.0)), Vector((7, -1.0, -1.0, 1.0)), Vector((7, -1.0, -1.0, -1.0))]

The .insert doesn't seem to work in vectors.


texts: Why is the bone group remove button disabled?

texts: I want to delete these bone groups but the remove button is disabled. How do I unlock and delete them?


texts:
I'm making a lightsaber in Cycles Render.
I'm pretty new to blender and only started yesterday.
I've been watching YouTube Videos but usually I can't access something they have and usually messes it up.
I'm fine doing compositing and Nodes I just need to know how to make this glow,
Current (v)

Nodes

Current Compositing Nodes

Again I just need this to glow but i keep on messing up! Please help, thank you


texts: I want to color a terrain according to how steep the slope is at each point. I've read How do I colour a 3D terrain based on its height?. If I could generate a new surface that is the gradient of my terrain (such that height of the new surface corresponds to slope in the original), then I could create that height-based material and apply it to the the original terrain. Is this feasible? Is there a better way to create a slope-based material?


texts: Render pre and post synchronizing taking a long time with Eevee

texts:
I'm rendering a roughly 2000 sqft jewelry store with Eevee. Frame size is approximately 1000x1200px and the render takes a very long time to synchronize as well as complete once the samples are done in the frame window. Why is the synchronization taking so long after the render is done? It stays stuck at 97% until finally finishing ~47 minutes later. Initially starting the render takes around 20 minutes as well. Total render time for 1000x1200px Eevee render at 34 samples checking the Simplify at 2 max subdivs". Seems like something has to be wrong and there should be ways to drastically decrease the render time

UPDATE I drastically reduced the file size and tris but it still hangs at 97% for quite a while. Reducing the mesh count did bring the total render time down to 17 minutes.


texts: How would I go about making a bevel but making the bevel weight larger as its transitions from 1 to 2 to 3 to 4. As you can see below the bevel is only one weight. I need it to gradually and evenly get more weight as it goes from 1 to 4


texts: Why does the entire mesh move in this model?

texts:
I am trying to create my first model in Blender using this tutorial (you can see the files of the model here).
In the video (04:25), when one vertex is pulled down, only some of the vertices of the ring-shaped structure are pulled down.

However, when I try to do the same, the entire ring goes down (see this video).

How can I make sure that when I pull down one of the vertices, only the adjacent vertices (not the entire ring-shaped structure) is moved down (like shown in the video)?
I am using the following Blender version:
version: 2.83.2, branch: master, commit date: 2020-07-09 05:50, hash: 239fbf7d936f, type: Release
build date: 2020-07-09, 04:24:13
platform: Windows


texts: Why does part of my model's texture appear purple?

texts:
In the rendered viewport the model appears as it should, however, when I actually render it, part of the texture appears purple, which normally means I'm missing a texture but only part of the texture is purple, which doesn't make any sense. Also, all the textures are in the directories that they should be, I don't see what the issue is.
Ive attached the .blend file here:

And the textures here:


texts: Why does this happens to my mesh/textures

texts: I used substance painter to paint the textures, and is worse when the mesh has subdivision surface (this is just with smooth shading) The metal and the yellow texture mix together


texts:
How do I set a callback for socket input change (value or link change) when having a custom node?
I have a socket defined like:

self.node_tree.inputs.new("NodeSocketFloat", "Start")

Is there a way to call an update function such as when working with a Property, for example:

bpy.props.FloatProperty(name="Value", description="Trololo..",default=0.0, update=update_effect)

Now it seems like the whole compositor gets refreshed when changing the socket value but I need to actually compute something not related to the linked group nodes to the changed socket just like when the property gets changed and calls the update_effect.
Thanks.

EDIT:
I have tried defining socket_value_update function which doesn't seem to work at all. update function does what I need but only when a link to the socket is removed/added, not when the value changes.

EDIT2: I've opened this issue here.


texts: Can I snap to the center (midpoint) of an edge?

texts:
I'm trying to use the center (midpoint) of a particular edge in a mesh as the snap target.

I have two mesh objects. The first has an edge aligned with x axis. The second also has an edge (different length/location) aligned with x axis. I would like to align the two objects constrained to x axis: so that the center of the edge in the first mesh snaps to the center of the edge in the second mesh (see image).

I used this feature a lot in 3DS Max and can't figure out how to do it in Blender. I'm looking for a quick way since I'd really use this a lot. Preferably a way that can be used in object mode as well as in edit mode with an island of faces.


texts: Symmetrize Weight Paint Inconsistency (Video Included)

texts:
I have a model and rig that I'm trying to mirror to the other side. When I try to perform the operation it works totally fine on last weeks file. But when I do it on my most recent file, it doesn't seem to work. Even though I'm doing the exact same sequence. I've included a video displaying the issue and here are google drive links to the files in question.

https://www.youtube.com/watch?v=6ukst9GTwqg&feature=youtu.be

https://drive.google.com/file/d/1T0eq1GBg3X13GHiGopB8vjoIRtUHeGw3/view?usp=sharing

If anyone has any idea how to transfer the weight paints properly from one side to the other in my recent file, I'm open to all ideas. Thank you very much for your time!


texts: How to Unwrap project from view with script?

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I was trying to make a importer/exporter and place a UV mapping operation in the middle. my only issue is that when I try to a unwrap_project_from_view it gives me null results.

what is the correct way to unwrap_project_from_view a mesh in from a top view with ortho??

My current progress:

import bpy

# Variables
obj_file = "D:\\HUD move left\\OBJs\\HUD Move_Left Grey_000172.obj"
dae_file = "D:\\HUD move left\\DAEs\\HUD Move_Left Grey_000172.dae"
hud_object = 'HUD Move_Left Grey_000172'

# Import OBJ
bpy.ops.import_scene.obj(filepath=obj_file)

# Set active Object
object = bpy.data.objects[hud_object]
bpy.context.scene.objects.active = object

# Search for 3D Area on layout
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        space_data = area.spaces.active

        # Change to Edit mode
        bpy.ops.object.mode_set(mode = 'EDIT')

        # Unwrap (!!! NOT WORKING YET !!!)
        if bpy.ops.uv.project_from_view.poll():
            bpy.ops.uv.project_from_view(orthographic=True, scale_to_bounds=True)

        # Change to Object mode
        bpy.ops.mesh.select_all(action = 'DESELECT')
        bpy.ops.object.mode_set(mode = 'OBJECT')

        break

# Export DAE
bpy.ops.wm.collada_export(filepath=dae_file)

# Delete Mesh in Scene
bpy.data.objects[hud_object].select = True
bpy.ops.object.delete()


texts: Material diffuse colour bake into texture

texts: So I am very new to blender but I have been using it to create basic models for my game. Up until now I have been painting images but my friends are using material diffuse colours instead so they can create low poly design models. My game engine only supports textures so it would be great if the diffuse colours for the model could be baked into a texture. If there is a script that can do this or a function in blender itself to do this that would be great to know. Thanks for any help.


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I'm trying to create a displacement map for realistic snakeskin. Have tried 'cutting' into the skin to create the creases between scales...but looking at reference photos the scales are really tight. Each scale bulges, almost overlapping the next. Would I be better to use spheres and deform them/bulge them somehow?  How might I achieve this bulging?

(edit) some way there to figuring this out. modelled a singular scale and using a particle system with very slight random variations across particle system.

(edit 2) exported rough displacement map (need to make seamless somehow while retaining randomness from particles...) added some noise and basic material


texts: When I try painting a texture with the fill brush i get a weird result

texts:
I'm trying something supposedly very simple which is to fill a texture with a color and I seem to get a weird result:

What am I missing here?


texts: Rigify N menu options missing, reloading the rig_ui.py doesn't help. Solution?

texts:
I'm having the issue where the rifigy properties and layers are missing, however the normal solution mentioned here does not work:

Rigify rig main properties and rig layers disappeared

I was editing bone constraints and perhaps i accidentally altered the constraint on a rig which i undid. But i recall that being one of the last things i did before i noticed the problem.

Here's the file with just the rig in it. No model needed to demonstrate the problem.

>>Problem Rig file<<

How could i get the menus back while keeping my current rig intact?


texts: Attaching OSM road data to google maps 3D mesh from RenderDoc

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I am trying to attach Open Street Map(OSM) road data to a mesh of the terrain generated using Google Maps + RenderDoc, in order to create 1 single mesh eventually.
I have generated the OSM road data using the method outlined here, except in the video the guy generates buildings and terrain rather than roads. Basically, I used MapsModelImporter and created a bunch of roads, paths and highways, in the from of curves. The roads currently have no regard for elevation(all completely flat).
I have then generated the Google Maps 3D Data using the method outlined here. I "cleaned up" the mesh using the follow up method outlined here. Basically, I used RenderDoc and Google Maps to capture the location and created a mesh of the area in blender. I then baked all the textures into 1 homogenous mesh. In the end, the terrain has varying altitudes, unlike the OSM road data.
My goal is to somehow attach the road data from OSM to the Google Maps 3D data by either flattening the Google Maps Mesh or bending the OSM road data. This way, they can stick to each other perfectly. (In my first attempt at doing this, I simply snapped them together, but since one considers elevation and the other is completely flat, they do not match well.
Please let me know if you know any ways to achieve this goal, or if you know this has been addressed somewhere else, please direct me there. Thank you so much for your time.
Here is a visual of my situation. The selected/white part is my OSM road data, the rest is my mesh.


texts:
I did a simple animation of a car to open a rear and back door at a time. While exporting as fbx it shows so many animation clips in order like each parts has  each clip. It doesn't export as a single animation clip...
Please does anyone have solution?


texts:
I want to model a shape with only quads.
I created a circle shape and wanted to extrude some vertices away from the curve to form a keyhole.
I am able to create the shape, but all extruded vertices are not connected to the circle shape anymore and I can´t select the Edge loop via shift-alt-LMB.
I wanted to select the keyhole in an easy way to add a bevel.


texts: How to limit object rotation (transform) only on x-axis on my rig?

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so i want make that object only rotate on x-axis just like mechanical joints.

i have lock all this object transform except x-axis but still not work. how to solve this?