texts: How do I get rid of these weird light reflections on the floors and walls?

texts:
Hello, I am currently working on a 3D scene and this has happened to me several times by now and I still haven't found a solution. Increasing light bounces or samples doest seem to work.
This rendder has 215 samples and MIN 4 light bounces, max 4 light bounces.


texts: How to map an equirectangular image onto an icosphere in Blender 2.79b

texts:
I'm new to Blender 2.79. I'm trying to map an equirectangular image of the night sky (pictured below) onto an icosphere.

The problem is, every time I manage to create a material and/or texture for the icosphere, it wraps only part of the way around the object. Pictured below is as far as I can get, with a color-inverted version of the texture so you can see better what's going on.

Any help would be very much appreciated!

Thanks :)


texts: Camera walk / fly in 2.9 is different, want the old one

texts:
how can I modify my camera walk mode so that it doesnt accellarate / slow down? I just want a precise ASWD movement that is quick. Like I had in the old version.
Appreciate the help!


texts:
I have several tube as seen in the below image. A orange color circle seen that is the bevel circle made to the tube. Tube thickness is bigger than the orange circle. I do not want to affect the tube thickness as its present in the gray color. With the same tube thickness i want to have similar all tube size in the bevel i have given. How can i decrease the orange circle and match with the original tube thickness. Any suggestion or help Thanks

Difference in tube thickness to 2 different circles I have just duplicate the circle and scale. I get 2 result as seen in the gif file.


texts: I currently have 2 R9 280's and according to blender all GPU's with the new OpenGL and GCN 1ste gen are supported. But in blender 2.79 and 2.82 I can't seem to use it in any way. I know AMD is not that great but I am saving up for a 2060 and the dual R9 280's should work for now. can someone please help me to fix this. and command line codes I have to run or scripts I can use.


texts: Is There A Difference In What Render Engine I Use For Exporting Edited Videos Or Frames To Videos?

texts: If I have an edited video and I want to export it would there be a difference in what render engine i have set it to?


texts:
I have developped an addon and I want to call a few function from command line.
Everything works fine except when I'm using knife_project.
Here is my code:

bpy.ops.object.mode_set(mode='EDIT')
region, rv3d, v3d, area = view3d_find(True)
# Define context override dictionary for overriding the knife_project operator's context
override = {
    'scene'            : bpy.context.scene,
    'region'           : region,
    'area'             : area,
    'space'            : v3d,
    'active_object'    : bpy.context.object,
    'window'           : bpy.context.window,
    'screen'           : bpy.context.screen,
    'selected_objects' : bpy.context.selected_objects,
    'edit_object'      : bpy.context.object
}

# Set view to TOP by directly rotating the 3D view region's view_rotation
rv3d.view_rotation = Euler( (0,0,0) ).to_quaternion()
# Force redraw the scene - this is considered unsavory but is necessary here
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
bpy.ops.mesh.knife_project(override, cut_through=True)

Thing is, I don't have any error in the output log but my mesh is not cut. My guess it's due to:

bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

Do you know if it's possible to use Knife_project in command line ? Or do I have to redo this part of the code to use another function ? (Is there an other function to cut in Blender ?)

Thanks for the help


texts: Check whether shortcut key exists/don't allow shortcut key to mutliple actions

texts: Is there an easy way to check whether a shortcut key exists already? I wanted to assign ctrl+s as "mark seam" but immediately realized that that was already the save shortcut. I'd like to be able to check whether there would be a double assignment, and if possible, not allow them.


texts: How to sweep a profile along two rotation axes? (how to model globoid worm gear)

texts:
I'm new to blender and I'm looking for some help of modeling a globoid worm gear. Here's a website that explains what globoid worm gear is.
There's this video that demonstrates modeling a globoid worm gear, and it's method is calculating the parametric equation of each tooth profile and generates the worm directly. However, I find this
"adding material" method against the natural sense of worm making process ("removing material"), and that' where my question came along.
What I wish to achieve is modeling the globoid worm by removing material of a hourglass-like cylinder object and here's by ideal steps

generate a hourglass shape
construct a tooth profile
rotate and sweep the tooth profile with respect to two axes and get the tooth body.
use boolean operation to remove the tooth body on cylinder to get the globoid worm.

Here's a simple sketch I draw that I hope to convey my idea precisely.

The part I'm struggling with is the 3. part because I cannot find the suitable function to sweep a profile along two rotating axes at the same time. As you can see in my sketch below, the first axis is around the center line of the hourglass and the second axis is around the gear.

THANKS!


texts: Need help with creased edges connected to uncreased with subsurf modifier

texts:
I am fairly new to blender and have a few questions about creases and subsurf.

On this helmet, I am trying to give the visor area a hard edge, but doing so with the subsurf modifier makes the visor bulge out because the rest of the mesh moves inward as it is subdivided.

Here it is with subsurf on:

Here it is with subsurf off:

Front:

This is for animation and gaming, so I am trying to avoid being too high poly (subsurf is turned up to clarify my problem)

Heres the blend file: http://pasteall.org/blend/42941


texts: Is it possible to make a mesh symmetrical without mirror modifier?

texts: I created a base mesh to sculpt upon using a mirror modifier, but then applied the mirror before adding a multires to sculpt with. During sculpting I went into edit mode and made some changes to the base mesh, forgetting that my alterations were not being mirrored. I tried re-adding the mirror, but it can't be moved above the multires. I've also tried manually correcting the problem, but it's still not how it should be. Is there a way I can make my base mesh symmetrical again, or do I just have to live with my mistake?


texts: Oscurart_tools show 'Needs at least two selected objects' when distribute objects in blender 2.91

texts:
My configuration:
ubuntu 20.04
python 3.8.5
blender 2.91

Followed this:
https://blenderartists.org/t/oscurart-tools-not-included-in-2-91/1267891
Clone it:
git clone https://github.com/oscurart/Blender-28-Addons

And copy subfolder to addons:
sudo cp -r /home/alex/workspace/Thirdparty/Blender-28-Addons/oscurart_tools/ /usr/share/blender/2.91/scripts/addons

Then try to distribute 5 selected objects,but got error:
Needs at least two selected objects

and it seems this error occurred in old version.
https://blenderartists.org/t/oscurart-tools-update-rig-model-render-setting-more/576702/28


texts:
Whenever I created an object (<2.83) a properties menu would appear allowing me to change whatever about the object (ie. vertex count on a circle/cylinder, cube size, etc), but now (2.90>) the menu does still appear but it just doesn't work.
Could the update have caused this? It's a vanilla install plus I already checked the Preferences menus for anything that could be affecting it but no luck
I greatly appreciate the help!


texts: Hot Key responsible for changing manipulator doesn't work

texts:
As I was reading through Blender Documentation 2.4, looking for hot keys. And suddenly found an interesting one. So I went to Blender to test it myself. Though it didn't work for me. The Hot key I am talking about, is CtrlAltR, which is used to change the manipulator to either Translate, Rotate or Scale. I am wondering why is the hot key not working for me,

Did it get disabled in the newer versions of blender(btw i'm using blender v2.76), is the hot key conflicting with a new feature added, or is it just me?


texts: Material renders as black, but looks fine in textured view?

texts: I'm working on CG geeks forest road tut. The final render is black and It's a mat problem not a lighting thing like I just thought. In textured view it looks fine. I've attached screenshots. what have I messed up?


texts: i can't scale in 2 direction (axis) using 3d manipulator after modifying hotkey

texts:
I did change my hotkey setting and at this point, i can't do 2 axis scaling anymore. I mean shift drag the z axis (3d anipulator) , won't scale in XY anymore. I think i miss something here. How can i get this back. This feature will work agai if i reset the hotkey, but i don't want to reset it because i've made a lot of custom key. Anyone can help ?

i'm using 2.79. Btw this feature does not working in 2.8 .


texts: According to the docs when I select some nodes and click "Add Node Group" there should be a green bar at the top where I can name the node group, but I don't see that anywhere. I am in cycles. Am I missing it? Also, I can I remove node groups from the list permanently?


texts: Blender Python API - Select all objects (including hidden)

texts:
I try to delete any object and data before re-running my Python script. However, hidden items are ignored when bpy.ops.object.select_all is used. I intended to use bpy.ops.outliner.select_all(action='SELECT') instead, yet I got Operator bpy.ops.outliner.operation.poll() failed, context is incorrect error.
Currently, I select possible hidden objects individually by their names, but I wonder if there is a better way to perform this operation. Can you please assist me on that?
You can find the related code snippet below:
# Clean console, view and orphan data
os.system("cls")

if bpy.context.scene.objects.get("RoadSpline"):
    bpy.context.scene.objects.get("RoadSpline").hide_set(False)
bpy.ops.object.select_all(action='SELECT')
#bpy.ops.outliner.select_all(action='SELECT')
bpy.ops.object.delete()

for collection in bpy.data.collections:
    bpy.data.collections.remove(collection)

bpy.types.BlendData.orphans_purge()

Thank you in advance.


texts: Cannot see scene strip over video in VSE

texts:
I've created some 3D text and want it to be visible over the movie strip shown below. This works well until I insert key frames to move it.

Why do I loose the visibility of this text when I animate it and how can I make it visible again?

Here is my .blend file so you can have a look.


texts: Is there a reason why my object won't render?

texts: It looks strange and it has no noise at all, even when I move the camera. This is definitely not how it should look in rendered mode


texts: Use Blender2.8 grease pencil as live texture

texts:
Is there any way that a stroke object can be used as a 2d texture? (Blender 2.8)
I would like to be able to use my animated stroke, as a texture which I plug into whatever material I want. This could be used for 2d cartoonish facial expressions, which are then wrapped over 3d objects, and used over multiple materials at the same time. Is this possible?
I can already guess that rendering the 2d animation to a movie and importing the said movie and using it as a texture is, in fact, a possible solution. However I find myself desiring something a bit more live, so I can edit strokes and see immediate results. (not to mention the loss of quality when rendering it to a movie and reimporting it)
Edit:
I'm also using cycles


texts: I don't understand how to UV map my model while keep all parts separated

texts:
I'm trying to texture a character. I've been using smart UV project, but it always ends up having artifacts and looking messed up.
I followed tutorials to mark seams and unwrap, but instead of getting the various pieces I "separated" via seams, I'm getting two or three separates and a whole big ugly mess with the rest of the body.
I need to keep all parts separated so I can paint on the face and not have any other random body part get painted as well.


texts:
when i convert my particles into a mesh (in this case grass) i don't get colors, even though the initial particles had materials and textures... even if i add them onto the new mesh nothing happens!! This is not because of the light because i've tried to play with it :P
This is what exactly happens: http://www37.zippyshare.com/v/93332560/file.html
And also if i export the black grass nothing gets shown in Unreal Engine (exported as fbx and obj)
Any help?


texts: I am trying to animate a drone with 6 spinning propellers in version 2.79b. I can make the props spin in object mode by selecting them and choosing individual origins for pivot center, however when I try to animate the spinning props only 1 prop spins. How do I animate all 6 props spinning at the same time? I have tried grouping, parenting and joining and still only 1 prop spins.


texts: Can I set the Brick Texture Node horizontal mortar size to be equivalent to the vertical mortar size?

texts:
I'm using Blender 2.73 and I'm trying to create tiles using the brick texture node.  The problem I'm having is that the horizontal mortar size is smaller than the vertical.

Is it possible to have them be equivalent sizes?


texts: Some walls appear too bright while others appear fine

texts:
Some walls in my blender project are too bright and others appear just fine. Here is a picture:

Link to .blend file removed.

I also forgot to say that I'm using the Blender Internal Rendering Engine.

The .blend will be removed from mediafire when the problem is solved.


texts:
How to make the light from the flashlight in Blender Cycles?
The Emission node doesn’t give volumetric light:

I'll use it in animation, example:
.


texts:
I'm a beginner modeller, and I've been trying to create a revolver from a reference photo. I've been tweaking the topology here and there to make sure that I have no 3 or 5 vertex faces. However, when looking at the model with a subdivision surface modifier I get this weird pinched effect that you can see below

What am I doing wrong and how can I fix this? All answers are appreciated!


texts:
When ever i try and export my project as an .fbx i get this error. Im new to blender so i may have made an error on the model that makes this error appears

Blender file


texts: How can I preserve the surface area of a mesh while editing it?

texts: I'm trying to model a coat and I'm having difficulty creating folds while preserving the surface area of the mesh. Is there some sort of way to restrain the amount edited within the original surface area?


texts: Why is this happening?And how could I solve it?


texts: How to bend a part of sphere or cylinder the incremental way?

texts:
I am trying to bend a part of a modified sphere that is transformed into an elongated piece of pipe. As you can see in the picture, I have done it by using R + Y and then G + X in order to arrange the bends. But, this is not the best of the way as you can see the rings of vertices are fairly random and do not give any symmetrical increment.

Is there a better way of creating this bend:

a. without getting into modifiers,
b. without any empty object approach?


texts: How is the handling with 'Magic Textures' or similar?

texts:
For example, if i assign the 'Magic Texture' (or 'Brick Texture) to the standard cube and duplicate this cube three times, i would expect that all these cubes have this texture assigned. But only half of the cubes show this texture, even though it is assigned to all. I am using blender 2.82.7.

Am I doing anything wrong? This 'problem' increases when I add more objects to the scene. Why does blender behave like this and how can I make all cubes display the texture?

[Edit]
The file:


texts: I have bought and downloaded Simply Cloth add on however I cannot find it on Blender


texts: Can't add nodes from custom nodes template

texts: When I load the Cusom Node template into the text editor and run it in blender I can't add the created nodes in the newly created node tree. I see them but they are grayed out. Is the code somehow deprecated?!


texts: Where should I start to learn the internals of Blender?

texts:
I have tried the new blender 2.8 canidate version and am impressed so much. I would like to learn more about the internals of it. Could you guys point me some links ? I will appreciate it.

Thanks!

/BB


texts: How to set up controllers for a shape key face rig with many unique faces?

texts: So, I'm stumped. I have a character model that I've made a bunch of unique shape keys for mainly because a bone focused face rig would not work for the flat, cartoon style I'm going for. For my first attempt I just made a bone slider with a driver for each individual key, problem is that it made transitioning and blending a complete nightmare. I thought that would make it pretty modular but whenever I tried to transition between expressions I'd always get artifacts. I looked at the RoyalS kies LLC video and rig but that one put multiple keys on the same axis and I don't think that would animate well if two shapes are at opposite ends (it'd speed through every shape in between). Would there be a more efficient way of using drivers to create a more usable face rig or am I gonna have to just bang my head some more? I've already done a bunch of searching, but haven't found a solution to a predicament like mine


texts: Export object with modifier animation as gltf file

texts: Is it possible to export object with modifier animation as gltf file? I have a pie chart animated with screw modifier and I wanna export it as gltf. How can I archive it?


texts: How to move selected object to the curser location using a python command?

texts:
I am trying to figure out a very simple python command to move the selected object(or move the object by name) to the cursor location. Anyone know the command to do this?

Thank you!


texts: Is it possible to render a mesh without faces?

texts:
I have a question about rendering an animation.

For a research project I am trying to animate displacements on a steel frame.
This steel frame has vertices and edges.

In my script I just updated the vertices' x coordinates and then keyframe it.
The animation I get in object mode is really what I wanted to have but if I try to render this animation it doesn't work.

I think it is because of the non defined faces but is there a way to render a mesh which only has vertices and edges? (In object mode I can see the animation.)

(Note that this is not the whole script because the creation of the keyframes and the animation in object mode works.)


texts: Is there any tree structure document which tells about how blender is structured?

texts:
there is any detailed tree structure on what comes under what?

What is accessible from where and what is not accessible?

A clear tree structure idea of blender data blocks, scene window hierarchy

Basically giving the logic of how blender is designed.


texts: How do i get rid of this red dotted rectangle?

texts: I can't figure out how to get rid of this red dotted line in the middle of the viewport.


texts: Read shader node data from *.blender file by using external python

texts:
I have *.blend file and would like to read materials data from it by using standalone Python 2.7. I am using Blender File module from here. It allows to read data from blender files. But I can't find a way to read all parameters of each shader node in the node tree.

For example, I have a very simple material with one GlossyBSDF node connected to the Surface port of the Material Output. This node contains four parameters: Distribution, Color, Roughness and Normal. When I enumerate inputs of this node, I obtain only three parameters (without Distribution). So, the first question: how to get access to all parameters of the node?

Also I can't get values of the node parameters. There is a property default_value for each socket object, but I can't understand how to use it. So, the second question: how it is properly to get access to parameters values?


texts:
As far as I understand, cycles anti-aliasing in cycles (per default), works by sampling around a specific arc/vector determined by the camera position/rotation.

This explanation and my experience lines up with the answer here
https://blender.stackexchange.com/a/3554/245
but kind of disagrees with the explanation given in
https://blender.stackexchange.com/a/17845/245 specifically the image https://i.stack.imgur.com/irhyB.png

describing sampling.

If sampling is working this way, the image will always be anti-aliased.

So my understanding for sampling is as follows

Where the radius of the circle is the width of the  width value of the "pixel filter" in the UI.

This would mean however, that either not all the space is sampled or the sampled space overlaps (thus blurring the image) and the only way to get high quality (super-sampling) anti-aliasing is to manually render at increased resolution and downsample the image later. Is there a way around this?


texts: So i learned how to create simple tubes. Now i wonder if there´s a way to edit them further and use sculpt mode for example. Using the subdivision surface modifier on a path i can´t apply it. Is it possible to transform the path into a cylinder? I know you can simply create one, but that´s not the point.


texts:
I can't seem to get selected edges and faces to highlight in edit mode.  Selected vertices show fine, and if I toggle display face centers on, I can see also see selected faces (but only because the center vertex highlights).

Things I've tried so far:
- Overlays are ON
- "Outline Selected" is ON
- Edges, Faces, and Center are all turned on under mesh edit mode

I am able to select edges and faces and manipulate them, I just can't see which ones are selected (in other words, not a problem with selection mode).  This isn't one particular file; I can start up Blender and try to edit the starting cube and no edges/faces highlight.

Blender 2.82a
AMD Radeon HD 7770 GPU


texts: How to add transparency to a group of objects

texts: I would like to make a group of objects semi-transparent. I could not find a straight forward answer and the ones related include menus I cannot find in my Blender. I am working with Blender 2.69.


texts: im trying to make a model called Meme man for a game im making.  There is only one picture of this character on the internet and you will see if you look it up, he is the face from the stonks meme.  I am cluless on how to make him, do i just sculpt away until i get a similar model or is there a more intelligent and less laborious approach? Thanks.


texts: How to do flood fill in texure paint (in blender 2.8)?

texts: I'm doing texture paint and already paint some strokes but i want to reset it back to solid color . Where is the flood fill function ? i don't want to use the fill brush because it need couple of strokes to accomplish this task. Can i just reset the texture to black with single command ?


texts: Beginner needs help with texture and lighting

texts:
First of all I’m a newbie to 3D software and I decided to use blender since I read somewhere that blender got a new update which improved the UI, plus it was free.
My question is, I was following this tutorial on youtube (skip to 10:55) and I noticed that my textures and lighting was totally different from his.

Any Tips?
Thanks!


texts: Is it possible to export as USD using python?

texts:
Hi Guys i would like to export an object in USD-format, using the python API.
I didn't find anything in the documentation.
Is this possible?


texts: How to use multiple particle types in a particle system?

texts: I created a particle system, duplicating a red sphere. However I want to also have yellow and orange spheres (already have them in another layer) in the same particle system. So I want to know how to use this particle system that I've created to show all three kinds of geometry/objects.


texts: Does Blender Cycles allow the use of weight mapping to determine what textures shows up?  I am using some meshes from World-Machine and would love to use Blender for the final render.


texts: How to 'weaken' or 'strengthen' a normal map texture?

texts:
I would like to export a normal map texture itself, what is a correct way to make it stronger or weaker?

I found that weakening effect can be accomplished by mixing texture with #8080ff color using MixRGB node, but I am not sure it is the best/proper way to do it.


texts: How do I add a new panel to the Properties Editor?

texts:
First, I want to make sure I'm using the right terms and talking about the proper part of the Blender workspace. From reading a few different answers on SE:Blender, and a few other sources, my understanding is that the area in the blue box below is often called the "Properties area," and that the area in the red box is the "Properties Editor." But I've also read things that make me think the area in the blue box is not called a "Properties area," or anything like that.

So, first, can someone provide me the correct names for these areas? And, since I'm not sure of names, I'll just call them the highly technical terms of "Red Area," and "Blue Area."
A user on SE:Blender sent me an example script that created a tab and panel in the red area, so there was another panel for a specific use. I tried it a couple months ago and it worked. I've been heavily involved elsewhere for awhile and came back to this issue about 2-3 weeks ago. I copied his script in and it didn't work - no panel in the Red Area.
So I went into the Script Editor and picked the "Ui Panel" from the templates and ran that. It looked to me like it was supposed to add a panel to the Red Area, but it didn't. I checked the tabs in the 3D View and nothing was added there at all.
Then I copied the script in the image above from this answer to test it:
import bpy
from bpy.props import FloatVectorProperty, BoolProperty

class CarPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Car Details"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    @classmethod
    def poll(cls, context):
        return context.object.get("Capot", False)

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

        car = context.object
        layout.prop(car, '["Capot"]')
        #bools don't show well (1 or 0 integer)
        layout.prop(car, "switch")
        layout.prop(car, '["bool"]')
        col = layout.column()
        col.prop(car, '["prop"]')
        # car color property
        row = layout.row()
        row.prop(car, "car_color")
        # object color rgba
        row = layout.row()
        row.prop(car, "color")

def register():
    # define a registered property (available for all Object types size=4 gives rgba)
    bpy.types.Object.car_color = FloatVectorProperty(subtype='COLOR', size=3)
    bpy.types.Object.switch = BoolProperty()
    bpy.utils.register_class(CarPanel)

def unregister():
    bpy.utils.unregister_class(CarPanel)

if __name__ == "__main__":
    register()

I did not see a panel added in the Red Area or anywhere else at all.
Last example - I went to Blender documentation and this page has this script:
import bpy

class ObjectSelectPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_select"
    bl_label = "Select"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"
    bl_options = {'DEFAULT_CLOSED'}

    @classmethod
    def poll(cls, context):
        return (context.object is not None)

    def draw_header(self, context):
        layout = self.layout
        layout.label(text="My Select Panel")

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

        box = layout.box()
        box.label(text="Selection Tools")
        box.operator("object.select_all").action = 'TOGGLE'
        row = box.row()
        row.operator("object.select_all").action = 'INVERT'
        row.operator("object.select_random")

bpy.utils.register_class(ObjectSelectPanel)

I ran it and it seems to have no effect at all.
So what am I doing wrong? Why don't these scripts seem to do anything and what do I need to do to add a panel to the Red Area? (And what are the proper names for the Red Area and Blue Area?)


texts:
I know how to add a material to a plane and then apply an Image Texture to that plane. I know how to make it appear in the 3D Viewport, Edit Mode, and the final render.

I want a way to make one Image Texture fade into another one using purely material nodes. This should be able to be achieved via two keyframes that are visible in the Timeline or Dope Sheet. I have tried applying two textures to one material and two separate textures onto two separate materials, though I have found that I can't particularly assign two materials at once without scripting or the compositor. These are my questions, basically. They're fairly related, so I figured I'd ask them both at once.

How can I set up an Image Texture to "fade off" (dissolve into a Diffuse BSDF or other blank material) in an animation render on a plane object?
Second, how can I make an image fade transition, via two frame keys in an animation render without the compositor or scripting? Is this possible on precisely one plane or surface, or must I use two coinciding surfaces?


texts: Blender 2.8 The object disappears if I change its color in edit mode

texts:
This is my object

I go in edit mode and on faces. I pick one face, go to materials, new material and change the color and get this to make the face disappear

Does anyone know what the problem is?
Thank you!


texts: Material of an object (nodes) wont load unless I duplicate the object

texts:
Here is a screen recording showing the issue I have:
https://www.dropbox.com/s/owo4yfxuyfdvwfa/BlenderHelp.mp4?dl=0

This is my situation. I troubleshot for a long time and could find anything online, so I'd love help from you all. I'm really new so baby language would be appreciated. This also happens across different projects but only when I'm using nodes. It might be node wrangler that's the problem, but I don't know. Thank you very much in advance!

The blend file is here:
https://blend-exchange.giantcowfilms.com/b/QXKszBWO


texts: Apply transformation from axis of one object to different axis of another object in Blender?

texts:
I'm designing a kind of hinge mechanism. I want a sliding part's movement along the y axis to be applied to another part's movement on the z axis. I'm fairly new to blender so possibly I'm missing something fundamental.
I could probably achieve the same thing via a rotation with a rig, but I feel like it should be easier than that. I've been trying to use a transformation constraint but it seems like you can only map this movement with respect to ranges of global coordinates. What I want to do is more like +1 on the y axis for object/bone A = +1 on the z axis for object/bone B.
Am I missing something or is this the wrong approach? Thanks.
I'm using Blender 2.9.


texts: Auto baking the indirect lighting of irradiance volumes with animation?

texts:
I've searched forums, Google, and YouTube for a way to use Eevee's  irradiance volumes with animation (moving objects), and haven't found any solutions, or even a mention of this. Maybe I'm using the wrong search terms.

In short, when using irradiance volumes and Eevee, indirect lighting doesn't recalculate between animation frames when it's baked, and it doesn't render at all when it's not baked. Checking 'Auto Bake' in the Indirect Lighting tab seems to only have an effect when I manually change the settings on an irradiance volume.

Can irradiance volumes be used with moving objects?

Your help would be appreciated.


texts:
I'm writing a script to animate tex characters morphing from one character to another. To make it look smooth, I want to sort the splines in the spline collection within curve data. I'm running into trouble because bpy_struct (the parent class of spline) is read-only, and the copy methods also don't work on bpy_struct.

A test case that shows the error I get:

import bpy
from copy import deepcopy

obj = bpy.context.object

copied_obj = deepcopy(obj)

The error is bpy_struct.__new__(type): expected a single argument.

If this can't be done easily, it would also help me if there were a way to use list methods on bpy_prop_collection instances, specifically sorting.

My plan right now is to create my own classes that mimic the classes I want to sort/copy, then deal directly with the basic data types. But I would... prefer not to do that if possible.


texts: How to create a "linked copy" scene in Python without using ops?

texts:
I'm trying to figure out how to create a new scene which is a "linked copy" from Python without relying on context/ops.

The ops version would involve setting the type to LINK_COPY e.g.:

bpy.ops.scene.new(type='LINK_COPY')

The non-ops interface bpy.data.scenes.new only offers to pass in the name of the new scene (see API docs of BlendDataScenes).

How can I turn a scene created by bpy.data.scenes.new into a linked copy?


texts: How to animate number emited particles relative to object size

texts: If I have an animated cube that scales up and down emitting particles, how do I animate the particles such that when scaling up the amount of particles emitted increases and scaling down they decrease.


texts: How do I give objects with the same texture, a different viewport color?

texts: I made some kind of robot and I wanna make the armor red in viewport and the base parts of the robot blue. When I try to do this, all the objects with the same texture become that color and not only the ones I want. The robot has 300+ parts so I hope there's a rather fast way to solve this! :)


texts: Texture rendering differently than in material view

texts:
Newbie here.

What could be wrong here? I want bricks to appear like in material view.

It was good before. Must have done something a little wrong.


texts: Do I have to setup everything again after update?

texts:
I've got Blender version 2.68a and I'd like to update it, but I'm afraid that all of my setup will be deleted and I will have to set it again... Is there some way to keep all this stuff when I will be updating?

Tnaks for help.


texts:
When I render something, as image or video, is there any option to change the contrast or saturation of the image without having to use any external software?
Thanks in advance.


texts: How can I enable shading in texture mode?

texts:
I've been looking for a solution for about 45min and I can't find it anywhere (on the internet too). In texture mode, the object has no shading and I can't recognize any shape, which makes it impossible to texture paint.

Solid mode:

The same frame in texutre paint mode:

Here's after following the tutorial. At the point, he had shading "on". I did the steps in the video with smart UV project, adding a material that way and so forth:


texts: this is what happens when i render in cycles, this is the only part in the whole render that does this. i tried increasing the samples and it did nothing


texts: Add-On Dev: Operator Window - Open/Close events?

texts:
I've read in several places that its not safe to rely on constructors for types derived from Blender objects, such as property groups. But now I am creating a pop-up window with an operator class (using context.window_manager.invoke_props_dialog()), and I need to execute code when the window is opened and closed.

Previously, I was using invoke() as my open event, and execute() as my closing event. But I just found out that execute() is only called when the "OK" button is pressed. If the user clicks outside of the window to unfocus the window, it closes without executing. I'm assuming this is basically "cancel", which is cool. But I still want to execute certain code when it happens, if possible.

I've tried implementing _init__(self) and __del__(self) for the operator window, and they both appear to be called when the window opens and closes. But its difficult to know how reliable the behavior will be. Can anyone confirm that it is safe to use these as open/close events for an operator window? Or is there a better way to handle it?


texts: OpenSUSE - Blender cannot encode or export video

texts:
I have recently installed OpenSUSE after the Windows 10 trial ran out, and I am having trouble editing video with Blender. Everything seems to be working correctly until I try to export the video. as seen in the picture, the only viable video export option is "AVI Raw". This is not optimal, as I would normally encode in H.264/AAC and export an MPEG. As you can see, neither of those options are available. In fact, there's not even an Encode tab in the Render menu.
NOTE: I HAVE tried exporting video as AVI Raw, but neither the video or audio will play in VLC. It plays like a silent audio file.

Obviously I've missed something, but finding support for the Linux version of Blender AND the video editing portion is proving difficult. Any idea why these options are unavailable?
Missing Features:
H.264 encoding /
AAC audio /
MPEG container /
The Encode tab


texts: When I pressed . it didn't teleport me to the object, can someone help fix this problem? I selected it and then pressed ..


texts: Accessing the new rotation caused by "Track To" constraint

texts:
So after searching for quite a while how to have my camera focus some specific object while the camera moves through space I found the very easy solution of the "Track To" object constraint.

This constraint does the job just fine, but now I wanted to extract the "new" rotation of the camera after being moved and still focusing the target and stumbled upon the problem.

After being moved, the tracking camera object's rotation isn't updated. Is there a way to access thew new rotation due to the "Track To" constraint?

I did not add a minimal example as it's less about a specific problem or a blend file and more about the nature of the Track To constraint. I did search the constraint's features, but none seem to give the actual rotation.
I would prefer to access the rotation through the Python API but if you point me to where it's in the GUI, I'm sure I can figure out the rest on my own.

Thanks in advance for any help!


texts: Adjacent planes rendered in very different colors?

texts:
I defined some glossy (Glossy BSDF shader) planes by specifying the four vertices and vertex order for each. They are separate meshes, and there are small cylinders separating them.

I rendered them in Cycles under an outdoor HDRI lighting.

Strangely, some adjacent planes are rendered in very different brightness, giving me this unpleasant discontinuity.

I checked the two surface normals -- they are very close.

 vs.

Why do I still have this shading difference? How may I fix it?


texts: Add Object Comes Tiny Only For Default Objects

texts:
When I launch Blender it comes with a perfect 2x2x2m cube. But when I Shift+ A  Mesh>Cube it appends a cube at 0.002x0.002x0.002m.
The strange thing is that when I add for example, a diamond or an empty it comes ok with the perfect size of around 2m.
As I understand the objects that are from the addons Add mesh & Add curve append perfectly. Only the default objects like sphere,cube,torus etc. come tiny.
Is there a way to resolve this and when appending a cube to be 2x2x2m without reinstalling ?


texts:
So, I have been trying to make a Jett's knife model in Blender. Everything was fine until I tried to cut a hole in the knife. Since I have only been using Blender for like 5-6 days only, I searched for some ways to do that. I found that I needed to use a Boolean Modifier, so I did. I selected the knife, and the cube that I edited into the shape of the blade. But, when I selected the cube in the "Object" part of the modifier, it removed the blade instead. I don't know why this happens, maybe I did something wrong. I tried to follow other things on the Internet but it still failed. How can I fix this?
I was expecting the circled part to be cut out. But it cut the outside instead.
https://youtu.be/qV_g0ASsFHo
Here is what I did


texts: How to enable auto smooth option for unreal engine?

texts:
When i export my object into ue4 it looks awful without auto smooth option
I see auto smooth is disabled in unreal engine. Is this possible to enable auto smooth for unreal engine ?


texts: Transparent material showing as black when unselected

texts:
I have two objects that have the same transparent material. One object looks fine no matter what, the other only looks transparent when it is selected (that is the only thing I'm changing, pressing 'a'). Any ideas why this is happening?

I've tried moving the light around and changing Shading to GLSL and flipping the normals (in edit mode ctrl-F).

 (disclaimer: this is a nude female character)

Selected:

Deselected:


texts:
I attempted to mix a Glass shader and an SSS shader based on ray length to simulate a material that has many particles in it, scattering light that travels farther through it.

Node setup:

However, I get this:

Manually setting the Factor of the mix shader anywhere in between 1 and 0 gives this (renders of 1, .5, and 0):

What is causing this darkening and how can I get the desired result?


texts: Blender v2.72: Rotating an object to a predetermined angle using the cursor as the point of rotation

texts:
I am trying to rotate a circle, using the cursor as the point of rotation for 45 degrees. The cursor doesn't need to be a point of rotation, I just need rotate an object for predetermined angle and around a predetermined point.

This is my code and all it is doing is rotating the cursor:

import bpy
from math import sin, cos, pi

def rotation():
    xlocation = 1
    ylocation = 1
    zlocation = 0

    bpy.ops.curve.primitive_bezier_circle_add(radius=.1, view_align=False, enter_editmode=False, location=(1, 1, 0), )

    bpy.ops.object.select_all(action='TOGGLE')
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.object.select_pattern(pattern = "BezierCircle*" ,case_sensitive = False, extend = False)
    bpy.context.scene.objects.active = bpy.data.objects["BezierCircle"]

    bpy.context.scene.cursor_location[0] = 3
    bpy.context.scene.cursor_location[1] = 1
    bpy.context.scene.cursor_location[2] = 0

    set_pivot_point('CURSOR')

    bpy.ops.transform.rotate( value=1.5708/2, axis=(-0, -0, -1), constraint_axis=(False, False, False), constraint_orientation='NORMAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.331, release_confirm=True)

    return ()

def set_pivot_point(type):

    if type not in ('BOUNDING_BOX_CENTER', 'CURSOR', 'INDIVIDUAL_ORIGINS','MEDIAN_POINT', 'ACTIVE_ELEMENT'):
        return False

    for a in bpy.context.screen.areas:
        if a.type == 'VIEW_3D':
            break
        else:
            return False

    a.spaces[0].pivot_point = type
    return True

rotation()


texts: Why is my input slider not showing the actual slider in a node group?

texts:
See this image:

I would like to have a slider for the "Less/More" value. Its range is from -1 to 1. The value itself updates, but Blender doesn't want to draw the actual blue slider.
What's the issue here?
Thanks in advance!


texts: I'm Really Confused, There is no Z and Mist under Render layers, I tried clicking what I could and still no clue why they are not there. I'm trying to put mist in the Simulation.


texts: FBX export group instances to unity issue

texts:
I have issues with exporting a group of meshes into unity.
I want to build a room in blender where the walls (img #1) are constructed separately and can be used as group instances in a new layer or scene (img #2).
All parts of a wall is parented under an empty. And so is the final room with the wall instances.

Problems occur when importing to unity, I select the walls (the group instances) in the room layer and tick "selected objects" and export.

Unity will import the three instances but with default position/rotation (img #3).

Also, when looking in the unity outliner, something seems off with the parent/child relations (img #4)

The goal is to export the room as is, like img #2.

Blender file:


texts:
I tried making a gun turret that would be pointed at the empty , and that part works so far but the limit rotation does not work at all and the barrel goes up too high:

The constraints are shown there, I tried changing the order and using locked track and track to but the results are the same.


texts:
I'm trying to create a small creek for an animation and want the water to offset to a start point where the creek is full of water, to do that I have used the offset option of the fluid domain so that the start frame goes 500 frames ahead.

My problem is that the fluid particles I have created for the small water jumps and their foam, drops, tracers doesn't follow that offset and start from the beginning of the animation. On the particles settings I don't have an offset as the non fluid particles would have.

Is there any way to match the particles offset to the one of the fluid animation other than creating the animation from the beginning and skip to frame 500?


texts: Where is the move the view action in keymapping?

texts: Where can you find the move the view "hand" in the keymapping pref's? I like to have it on my side mouse button.


texts: How to animate UV mask position in Blender Render?

texts:
I'm trying to create an animation of a rising sun. I know it's easier to just make a whole object moving, but for a specific reasons I can't take this approach.

What I'm trying to achieve is to change UV mask Y position in time using keyframes. So I tried pressing i  button with mouse hovering a proper value, but what I get is a warning:

Button doesn't appear to have any property information attached (ptr.data = 000000000000, prop = 00000000000)

I think this printscreen might be a better explaination:


texts:
I can't access the Clipping Border command (Alt+B) with my standard Blender setup. When I load factory settings everything works okay, so I presume there must be an addon that conflicts with this command (I realize I could be wrong).

Is there a way to find the conflicting addon except for turning all of them off and then load one by one?


texts: Subdivide doesn't work on face after subdividing and smoothing vertex on another face of mesh


texts: Transparent background not working with smoke domain

texts: I hope this is a simple question; I'm in Eevee trying to make an explosion of sorts, but when I render it with transparent turned on the image doesn't show the smoke domain (it shows when transparent is turned off though). Please just tell me if you need pictures.


texts: Blender crashes on minimise and maximise

texts:
Blender opens without a problem but when I minimize and reclick it, it crashes. When I look up for error code from console I get this:

What should I do?


texts: Is it bad to have triangles in the model?

texts:
I am a beginner in Blender and have some questions now after some experimentation.
I'm making the face of a character (pictured below) and have no idea if I'm doing it right. Read a bit about edge flow, but also read something about avoiding triangles. As you can see in the picture, I have some triangles.
When does this become a problem? (I intend to animate the model when it is finished)


texts: I'm having trouble making my model look good with a small amount of faces

texts:
Here a pistol that I'm trying to model for a game.

I watched a video where a guy made a whole rifle with way less faces than I have and his looked really good, while mine still doesn't look that great. I know part of it is just experience but there has to be something that I'm doing wrong that could be corrected.

Obviously there are a lot of unnecessary faces but I had to subdivide my model because there were some parts of it that were just looking horrible.  If you want to give me some tips that would be great or if you want to just link me to a really detailed tutorial that might help my situation.

Anything would help.

[


texts: How do I make a separate mirror copy of an object (and do I need to?)

texts: I am making my first character model and want him to have a left arm to go with his right one. As of right now, he has one object for his right shoulder, one for his right arm, one for his right leg, one for his left hip bag, etc. And these objects all just have unapplied mirror modifiers on, to give his right limbs some left counterparts. If I apply the mirror modifiers then the right and left arms will both be part of the same object. Do I want this when rigging? I am concerned because later, in the rig and for importing to Unity, I want to allow the bags around his waist to hang and bounce independent of one another. If the left hip bag is a mirror of the right object hip bag, will I be able to move it independently? What Imagine I want to do instead is to mirror the objects, then separate the mirrored components into separate objects, but I haven't managed to figure out how.


texts: How to link a text object body to the edge length of another object with Python?

texts:
I would like to create a tool to measure object length dynamically.

Something like a group of 2 objects:

1 unique edge object
1 text object (children of the previous)

How to link edge length to the text object body?


texts:
Thank you in advance for any help.
My question is regarding editing the colour of an mixamo armatures clothes.
I looked up some related questions and could not find anything that helped me.
I don't think this should be difficult but I have spent countless hours just trying to change the colour of the clothing of an import from mixamo.
I can't find anything that explains how to do this.
I am relatively new to blender and I'm looking to import a mixamo character that has a suit on and I'd like to change colours of clothing items.  I played around with materials and nodes but could not figure it out.  I'm hoping there is a simple way to change colours.  I was able to apply some colour changes with texture painting but none of those changes were permanent.  They did not show up if I went to render or animation render.
Thank you for any help!


texts: How do I export both a model and the skeleton joints?

texts: From my luck so far I've only been able to export the model, but not the skeleton joints (or bones, whatever you wanna call it). I know there's .obj, .fbx, .stl, etc. but which ones work to export both?


texts: Character Rig: High deformation with bones

texts:
I need help for my character rig please, when i rotate on move on certain pose the bones the character got ultra high deformation like this screenshot:

God bless the one who fix my problem~


texts: My trees are being blown too fast and my grass is not affected by my wind physics after a few seconds

texts: So I did a massive mistake with my tree and grass, and did not target this problem before rendering. The leaves on my tree are being blown too rigorously, and my grass stops being blown after 2~3 seconds. What do I do to fix this? Can somebody please fix this for me? I feel like it has something to do with the wind physics. (I cannot add a file as it is too large, so please bear with me).


texts: Rendering problem - only rendering one layer?

texts:
I am doing the Blender Guru Donut tutorial - in my viewport, if I click on rendered view everything looks fine, but when I go to actually render the image, only part is rendering. Did I click some button by accident that is making this happen, and if so, how do I fix it?

The top is a screen shot of my viewport, the bottom is a render.

Thanks for helping a noob]1


texts: Render Preview is Black but export / render is fine

texts: I added a video as texture and the video was not playing even though everything was correct, after a few tries I got into another (way worst) problem. When I render in the work-space (Shift + Z) everything is pure black, but if I render (f12) it renders well. I already deleted the video from the blender file in case it was causing a bug but still everything black. I am using Cycles. I tried with Blender render and everything was fine.


texts: Eevee bloom effect covers my texture as camera gets further away from the object

texts: I have a star mesh that has a Texture on it for the mouth, which is just a black curve for a smile. The star's material has a translucent shader and the star has a light inside it, creating a glow effect. However, this causes my mouth to fade out as you move away from the object. Is there a way to stop this from happening? The yellow-mouth material is assigned only to mouth area and the Material is assigned to the rest of the object.


texts: I am thinking to make some cool looping animation, bake it into Alembic and have it working as BGE demoscene animation (looping). But is it possible to use Alembic animation in BGE?


texts:
I am a beginner when it comes to Blender, so bare with me.
I painted my sculpted character with vertex paint. Now I would like to export it to .obj or something like that, and if I have understood correctly it should be possible(?) But the colors doesn't show after exporting.
I have tried .ply too, but it doesn't work either. I have searched tutorials etc. from YouTube and internet and made "Attribute" node to the "Col", but it still does nothing. I really like how the paint turned out, so it would be a shame to start over.
(Hopefully my problem is understandable, English is not my first language. :D)


texts: Cannot execute boolean operation for hexagonal mesh

texts:
I am complete newbie. I am unable to perform Boolean intersection on an hexagonal mesh and another 3D object.

My goal is to achieve intersection of "Torus.653" and "Graphene" in my scene. I am attaching my blender file below. I will be grateful if you could help me out.
Blender file

-PM


texts:
I had a large issue where I needed thousands of layers of recursion, but python wouldn't let me. As I'm building this on a windows system, it also proved difficult to try and find the solution. In essence the recursion runs on the stack, and in non UNIX based systems it's hard to mess with the stack.

If you're looking for the most simple solution which works on UNIX:

import sys
sys.setrecursionlimit(20000)

However, as I mentioned, this did not work for me on windows. I needed to come up with solution or switch operating systems.


texts: I've built a model in one project and want to import it into another. I see .blend files with groups that other people made. You click in the .group, get the item and you're all good to go. .. There don't seem to be any instructions anywhere on how to get it to make a group.. I don't want to export to unity or cad or anything like that - just simply move a model from one blender file to another. This must be possible. Any idea on the settings?


texts: Mask image loaded in UV Editing window doesn't show up under Gaussian Blur modifier mask source in Video Editing tab

texts:
Basically the title. I've been loosely following a YouTube tutorial where the mask was created within Blender if it makes a difference. The mask was created in a separate image editing program and is a PNG image. Here's the UV Editing window if it helps:
And here's what I see when trying to use it as a mask:

Any help on how to get this mask image to show up in my modifiers pane would be greatly appreciated!


texts:
I made some grass on a plane, when i applied the texture to the particles it also affected the plane... i am wondering if there is a way to apply the green texture to the particles only and a dirtbrown to the ground.
appreciate any help.


texts: Cloth Simulation Not Rendering Correctly Over Network

texts:
I have been messing around with cloth simulations and linking cloth simulations into new scenes to render over a network of computers to help the rendering process go faster.

I ran into a few problems along the way though... Firstly my computer renders the cloth simulation animation just fine, but when I send it to render across the network it comes back looking like a cache of old renders took place.

For example: I place my character in a pose and bake the cloth simulation to the pose and render a still on my main machine and it comes out looking great. Then I render the same image on the network and it renders the cloth simulation but not according to what it was supposed to render as regarding the pose.

This is a test I did as a simple animation where the character is moved to the side. The picture samples below are of frames rendered on both my local computer and the network computers.

Rendered on Local Computer

Rendered on Network

I think its rendering the cloth simulation in the initial "T" pose a character is normally posed in before animation or reposing. Which means the simulation is still occurring just not in the desired pose.

I did a second test with a different character but with the same settings and this is what happened.

Rendered on Local Computer

Rendered on Network

The cloth simulation is not following the rig during animation or stills when rendered over the network, but I does follow the rig when it is just rendered on my main computer.

When I send a blend file across the network I make sure that all the linked libraries and other objects are packed and all my paths are relative, also I make it my habit to bake all physics before rendering. The blend file is always saved before its sent across the network as well.

There must be something I am not aware of in regards to rendering cloth simulations on a network that would be the key to solving this problem.

If anyone has any ideas on how to fix this, I would love to know.


texts: Is it possible to link a modifier for only one Render Layer?

texts:
I have a scene in which I want to render some of the same objects in two separate Render Layers, with different modifiers in each Render Layer. I know how to link modifiers using Ctrl+L > Modifiers, all I want to know if there is a feature, add-on, or the possibility of adding a feature, like the change all Materials option, just for modifiers.

In very simple terms, how can you animate the linking of Modifiers? (change the link parent)


texts: Not selecting the Model to add an Armature

texts:
I have done a Lot of work to a sphere to model a Horse but now it will not select the models outline in order to add an Armature ? how do I correct this ?
When I select the horse in object mode only a few vector outlines turn orange but not the complete horse ?


texts: Facing a problem related to number of render samples,how to set the number of samples to 128 again after changing it?

texts: Recently I changed the number of render samples from 128 to 510 for a specific model. but now even if I'm opening a new blender file and, even though there is written(in render properties) that the number of render samples in the render is 128 and viewport is 32. Still when I press Render image the number of samples that are calculated are 510, and I'm not able to change it, please help.


texts: How to get my node in the update function of a BoolProperty?

texts:
How to find the node referenced by the update function of this BoolProperty property?
I usually use self.id_data for other types of PointerProperty, but in this case I get the node_tree this node is contained in, I don't really understand how I can retrieve this node easily without having to create a super function.
Little example:
def update_node_prop(self,context):
    node = self.id_data #How to get the node? this id_data is the node_tree (unfortunately for me)

class MyNodeProp(bpy.types.PropertyGroup):

    my_bool: bpy.props.BoolProperty(default = False, update = update_node_prop)

def register():
    bpy.types.Node.node_prop = bpy.props.PointerProperty(type=MyNodeProp)


texts: Relationship of textures and GPU/CPU memory

texts:
I am trying to transition from Eevee to Cycles on a very big scene.
I am using:
- Ryzen 7 2700 8-core
- 32 Gb RAM
- NVIDIA RTX 2060
- Ubuntu 20.04.01
- Blender 2.90.1

Eevee works
I am able to render with Eevee, and in fact have done 2 animations already using the scene. I didn't appreciate how much RAM would be required, but once all the textures are loaded they use over 70 Gbs of memory. In order to get the textures loaded, I had to increase the swap memory, but it does work. Each frame takes around 2 to 3 minutes to render.
Scene is optimised
The scene is optimised as best I can. I use instancing where-ever I can, turn off anything that is not visible in the scene, but short of a complicated re-structuring which would limit my flexibility, there is not much more I can do.
I plan to upgrade the machine to a 16-core Ryzen 9 128 GB RTX 3070, but before I do I want to see if it is possible to run the scene on cycles. I can't get the scene to load in cycles and I suspect it's because of not enough VRAM.
What I tried
I have tried Cuda, Optix, and CPU only. All of them crash Blender. If I load the textures with Eevee active and then switch to Cycles, the render kernels initalise and I then get the "out of memory" error. It seems to me that more (or all) of the scene is loaded into graphics card which confuses me. If that's the case, upgrading my system with plenty of RAM won't do anything, and even a $5000 quadro wouldn't load the scene.
What I don't understand is, I tried the scene on an older computer with 128 GB RAM using only an RX 560 ...only 2 GB RAM...on cycles and it did load. Very slowly...but it loaded. As I write this, I seem to be able to get an older version of the file open on CPU only. Does this mean I will not benefit from CPU/GPU rendering if I upgraded? I would be better off with a faster computer with as many cores as possible (threadripper) rather than a faster better GPU?

Question
I really need advice on understanding the relationship of textures and GPU/CPU memory. Does anyone know of any resources that could point me in the right direction?


texts:
New user evaluating Blender here...

For the Video Editor component of Blender, I fail to locate the ability to record a voice over. Does Blender VSE have the ability to capture audio from a microphone directly to the timeline and save the captured audio as a separate WAV file? Kdenlive, Lightworks, and Davinci Resolve have this ability.

If not, are there plans to add this feature in the future?

I am having trouble finding Linux software with this feature. I can't use DR in Linux due to no H.264 codec support and me having a full AMD system (mobo, CPU, GPU), Lightworks records voice over as MXF file and is very unconventional for editing from what I am used to, and Kdenlive I just do not like not to mention its love of crashing. At this time, I am forced to record narration with Audio Recorder, clean up in Audacity, import the file into Flowblade, and manually sync it with video.

I can tell the VSE in Blender is a sub component as modeling is its main function. It's a bit unconventional to do editing like Lightworks but I can grasp its functionality quicker if I stuck with it. But, there is no reason for me to use it over Flowblade if I have to use the same import/manual sync process for narration. I do like that it is FOSS with no restrictions or licensing vs Lightworks.


texts:
When i rename object (in outliner) to a 'name' that already exist, Blender will allow it and change the existing object to other name silently without me being notified. No warning or error etc. I don't like this behaviour. Can i change this default setting ?
Thanks.


texts: What is the difference between the 'Symmetry Mirror' and 'X Mirror' options when weight painting?

texts:
Can anyone describe the difference between the options shown here?
Note: When the  X Mirror radio button under Options is toggled, is does not toggle X Mirror under Symmetry.


texts:
I am a total noob trying to do a tutorial - to make a neon sign. Here's a link to the tutorial: https://www.youtube.com/watch?v=eQjQfmjDXXA

Basically, you convert text to "curve from mesh/text," then go to "curve > shape > fill (none)" and then "geometry > bevel." So at this point, you have grey tubes. They are doubles, so to get single tubes, you have to select points in each letter and "x > delete > segments." Then delete the parts you don't want. Now you have single tube letters.

Here's my problem: The next step is to select vertices on the letters to extrude back - to get a 3D neon geometry. I am getting weird artifacts on my "U" letters (flickering). When I go to extrude, they extrude weird droopy extrusions (see attached). Other letters extrude straight and correct. I have tried deleting the "tops" of the "U" and reconstructing by extruding up from the lower part of the "U" and I get the same result each time. Any ideas what is causing this baggy distorted geometry?

Thank you for your help and patience with a beginner trying to learn!


texts: How to select faces while using texture painting in 2.8?

texts:
I'm texture painting an axe, and there's a certain part of the axe that I want to select.

I only want to select that whole black sharp part, but I can't select anything while texture painting. I'm using Blender 2.8.

How can I select while using texture painting?


texts:
I wanted to be straight. I just wanted to delete this data-blocks, because leaving it unbaked in my scene is eating a lots of ram. I've set an example:

So many of them were unused and just a duplicate.


texts:
I've been using Blender for a few months now and I am not entirely sure I am taking full advantage of my two GPUs.

I have MacOS Sierra, Windows 10, and Ubuntu installed on my machine all with the latest CUDA Drivers, and 2 GeForce 1050 ti SC 4gb GPUs installed.

Rendering times compared to my 15'MBP i7 CPU are obviously better but I am wondering if there is something missing. The smoothest and fastest experience with almost no crashes on Blender 2.78c is surprisingly in MacOS Sierra.

I've got both GPUs selected in Blender > UserPreferences > System and with most scenes I stick to 256 x 256 in performance. I also noticed that Blender Cycles renders one tile at a time, and I was under the impression that with 2 GPUs, 2 tiles would be rendered at a time.

Then again I think this might be due to the system seeing the GPUs as one unit. I should mention that iStat software reads both GPU processors being used just fine, but I thought I should ask anyway.

Any advice or hints that you can recommend are greatly appreciated, thanks for listening.


texts: Altered bone structure & missing bone after FBX export

texts:
After exporting my rigged mesh as FBX, the bone structure changes:

Most of the info is in the image above.
I had problems with retargeted animation on upper part of this character in Unreal Engine 4. Then i have noticed that 'head' bone is missing (actually, the neck bone is now named 'head'). I have checked my mesh in 3dsMax, to be sure that problem is not on Unreal Engine side.

UPDATE:

I've tried exporting it with ASCII version of fbx, but result is the same. It looks like it creates root bone out of 'hips' bone and 'collapses' all other bones in root direction. I've also tried to create root bone manually and parented all other bones to it, but with no success - bone structure is still altered in the same way after export.


texts: In cycles render I have a RGBA movie of a man waving that I'm using as a texture on a plane.  Using nodes, I can make the alpha channel transparent, but the plane is still casting its rectangular shadow on the plane behind it.  I want only the man's shadow on the back plane. Is there a way to do that?


texts:
How can I delete hierarchy of objects in code?
When trying to delete the "parent_obj", it's written in the GUI tooltip:

bpy.ops.outliner.object_operation(type='DELETE_HIERARCHY')

I tried to select the "parent_obj" using this code:

context.scene.objects.active = bpy.data.objects['parent_obj']

But got this error:

File "~/blender-2.76-rc2-linux-glibc211-x86_64/2.76/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.outliner.object_operation.poll() failed, context is incorrect

Edit

Ok, I've found how to bypass this problem. Instead of using bpy.ops.outliner.object_operation(), I first select the objects hierarchy, and then used bpy.ops.object.delete():

bpy.data.objects[obj_name].select = True
for child in bpy.data.objects[obj_name].children:
    child.select = True
bpy.ops.object.delete()


texts: Construct a cuboid as a minimum bounding box with native dimensions that work in a mathutils analysis

texts:
I am implementing a visibility problem between a point and the sun, which I have described in my previous question. I am using the function mathutils.geometry.intersect_ray_tri() to test if there is an object between the point and the sun. However, these objects that are potential obstructions have many triangles (which are iterated and the function is run for each), so to speed up the computations I need to create a bounding box for each object, and test it first.

I have found some solutions, for instance this one, which involves creating the basic cube at the origin with the edge length of 2, and then translating it, rotating it and rescaling it with the following functions:

bound_box.dimensions = obj.dimensions
bound_box.location = obj.location
bound_box.rotation_euler = obj.rotation_euler

The box perfectly encompasses the object, but the problem is that its dimensions are not native because the cube is deformed into a cuboid to fit the object, so the function mathutils.geometry.intersect_ray_tri() still considers it to be a cube at the origin with the dimensions (2,2,2), and the results are very wrong (or I am doing something wrong in the process).

Other solutions seem to be similar, and the mathutils intersection function doesn't work. Is there a way to create a cuboid that serves as a minimum bounding box, and that it'd work in such analysis?

Perhaps another solution would be to fix the above described distorted cube, so that it works in mathutils.geometry.intersect_ray_tri() but I don't know how to do that.


texts: How to create a cable/wire for animation?

texts:
So I've created a "noodle" with a path and a bezier Circle that has soft body so that when I click play it will drop and flop about.

What I'm trying to do is have one of the cubes stationary while the other moves around having the noodle between them stretch and move around like its a cable.

Any tips on this?


texts: glTF 2.0 Validation error: ACCESSOR_VECTOR3_NON_UNIT

texts:
I’m getting an error from a .glb file that was exported from Blender using the Khronos glTF Validator. I’ve been searching online for the past couple of days, but can’t find any information describing what this error is all about and how I might resolve it. I’m fairly new to 3D modeling so any help to point me in the right direction would be greatly appreciated. Here is a snippet from the validation report:

{
“code”: “ACCESSOR_VECTOR3_NON_UNIT”,
“message”: “Vector3 at accessor indices 4830…4832 is not of unit length: 0.”,
“severity”: 0,
“pointer”: “/meshes/0/primitives/4/attributes/NORMAL”
}

What I need to know is, what is the error referring to, and how can I find the source of the problem inside Blender so that I can correct it?


texts: Why separate DEFORM and CONTROL armature?

texts:
I've seen people doing rig like this. They bind mesh to DEF bones and constrain DEF bones to CTRL bones. And finally use CTRL bones to do animation.
Why separate them? Why not just one set of bones to do everything?


texts:
I was getting the error

  AttributeError: '_RestrictContext' object has no attribute...

with my addon (in Blender 2.72), then I found that access to bpy.context and bpy.data is restricted in addon code, as explained here

http://wiki.blender.org/index.php/Extensions:2.6/Py/API_Changes#Restricted_Context

Instead of using bpy.context, I can use the context parameter of execute() and invoke(). But what can I use instead of bpy.data?


texts:
I have positiones the Right hand side of my rigify Armature, and not I don't want to go through positioning my left hand side. I know there is a way to do that but I do not remember how.

Never mind people my PC crushed and all the data is now gone, I actually can't even get in, because it says that I don't have an operating system


texts: How to enable freestyle edges on top of freestyle faces?

texts:
Using blender render and freestyle lines I used "control- e" to set some freestyle edges to render, they render fine and all, however the mesh is animated and moves so it sometimes also renders freestyle lines set by the "edge types" under "freestyle line set" in "render layers".

I dont want these automatic lines in some spots so that is where "control-f" freestyle faces come in so that no lines render on those faces. The problem is that it also cancels out the freestyle edges I set with "control-e" and they dont render.

Is there a way to set freestyle faces and freestyle edges so that the edges I set render, while the freestyle face blocks the automatic lines at the same time?


texts: I've recently created a game were a small robot chases you, it uses a lot of Vertices (Approximately: 300000). When I open the .exe for the game the menu pops up, no problem, but when I click 'Play' the game crashes! If I remove the Menu Scene everything works fine, every now and then it won't crash. But I want to bring down the crash rate to a solid 10%. I can't give anyone the file since a lot of textures and objects may be missing. Is there anyway I can stop these crashes?


texts: compositng: when I use an alpha over node only one layer shows up

texts:
I have a render in cycles that I want to use as a still shot but I'm having trouble with compositing layers. I have three separate layers all showing different objects, but when I use an alpha over node only one layer shows up

in-case this is a simple problem I'll keep this post short, but if anyone need's SS then I can provide them

thanks

Link to Blend File: http://puu.sh/pvqXT/3fe1d73a82.zip


texts: Meshes appear traslucent/white when they are not

texts:
I was using blender when I accidentally switched to cycles instead of eevee, and the program crashed.
After restarting blender and seeing that the engine already switched back to eevee, I noticed that the mesh that I imported from an .svg, which has been extruded, appears as white/translucent, light passes through.
I tried messing with the materials but nothing worked, everything seems normal and not out of the ordinary.
I don't know what to do, i want to go back to how it was before the crash (object appeared black and blocked the light from behind), I'm a beginner btw
Oh and all of this problems are present in the viewport only, when I render, it seems to be correct, but I can't work on stuff that I can't see until when it's done.
Help please, it's urgent
Thank you


texts: normal map in internal and vector transform node

texts:
What exactly represent normal output of geometry node in Internal?

As I look at it in cycles, plugging it in color input, I get a correspondence between color on faces and axes (blue , red and green in their "directions").

As it comes to internal, it seems it use a camera space instead of world/object space, as stated here: Blender Internal Nodes Refactoring (WIP)
but is unclear why the blue channel is then there to be seen.

More, in internal Geometry node the output from "local" and "view" are pretty the same, and "local" seems not to represent the local "coordinates".


texts:
I'm following this tutorial and I've set my compositor up in the exact same way as he did, except my background is like a slightly light grey and I don't know why.  In his video's he's getting a bright white as his background and I can't see where I'm going wrong.

Here's the render:

Here's the compositor window:

Here's the blender project file.

Please help! I really want to know why it's not happening.


texts: How to achieve Incandescence with Cycles materials

texts: Okay so heres the description of what i want i have created a logo in gimp exported its as scalable vector (svg) imported it to blender increaed the extrusion and bevel, and want it to have that look when metal is near ponit of melting but at the other end it shall already be cooleddown. heres a link to what Incandescence is from wikipedia http://en.wikipedia.org/wiki/Incandescence


texts: In my Blender 2.82a the snap function is not working

texts:
I was trying to learn Blender starting from the beginner tutorial of Blenderguru on Youtube where he tries to make a doughnut.
In one part he tries to use the snap function to make the icing droop down on doughnut. I tried my best to copy the same on my computer but instead of snapping.... the vertices merge with the underlying surface.
I don't know why. I even tried to install a previous version and check if it would work in that but it didn't.
So any help regarding that would be appreciated.


texts: How to trim length of a "Speaker" clip in the NLA editor?

texts:
On trying to sync the "Speaker" Sound clip to an Action animation (NLA editor), there doesn't seem to be a way to trim longer clips in the soundtrack.
Although there is a StripExtents option, it doesn't affect the actual sound and the sound plays way beyond the stripextents.
Also, the option to mute the speaker is not animatable.
Other than importing individual sound clips in the VSE (which defeats the purpose of using the speaker), is there a way to trim the sound clip directly in the NLA editor?


texts: blender kill particles not viewing in render

texts:
I am making a harry potter video with friends and I'm adding magic between the 2 wands. I'm using 2 particle systems with gravity off pulled by a force field for the magic and killing them when they hit the center with an invisible circle with collision kill particles. it looks great in the viewport but when I render it doesn't kill the particles.
in the beginning, I thought it had to do with the 2 view layers I have so that a stone wall will be clear and the magic will be blurred and will have haze without volumetrics but my moving it around trying to solve the problem didn't seem to help.

viewport -

render-

there is a circle with kill particles

these are the collision settings

view layer 1 outliner (blur + haze)

view layer 2 outliner (stone wall)

I don't think it has anything to do with it but here is the compositing (maybe has to do with rendering or somthing) -

and lastly here is the bled file -
https://drive.google.com/open?id=1P8E1CuaPaVcRmHLIN59RoRzWov3QwpWW


texts: Anyone knows how I can make my animation generate faster on the viewport? More exactly, when I try to simulate cloth for example, just 14-20% of my CPU is used, and to preview animation it's slower.... How can I make blender use 100% of CPU when it do that simulation?


texts: blender crashes when creating new material slot with python addon

texts:
I am making a python addon, and I have a panel in the node editor that includes the following line:

    def draw(self, context):

        ...

        layout.template_preview(context.active_object.active_material)

        ...

As expected, this shows a material preview box in the panel. However, if i open the panel, then create a new material slot on my actrive object, blender crashes.

The crash log is as follows, in case its useful:

# Blender 2.81 (sub 16), Commit date: 2019-12-04 11:32, Hash f1aa4d18d49d
0  # Warning
0  # Warning
bpy.context.space_data.context = 'MATERIAL'  # Property
bpy.ops.object.material_slot_add()  # Operator

# backtrace
0   blender                             0x0000000105a5ade7 BLI_system_backtrace + 55
1   blender                             0x0000000105779b2a sig_handle_crash + 362
2   libsystem_platform.dylib            0x00007fff73b42b5d _sigtramp + 29
3   ???                                 0x0000000000000000 0x0 + 0
4   blender                             0x0000000105c4bce1 UILayout_template_preview_call + 49
5   blender                             0x0000000105b172c2 RNA_function_call + 18
6   blender                             0x0000000105ae44a4 pyrna_func_call + 2004
7   blender                             0x0000000105e725e1 _PyObject_FastCallKeywords + 577
8   blender                             0x0000000105f49075 call_function + 789
9   blender                             0x0000000105f45bd3 _PyEval_EvalFrameDefault + 29155
10  pydevd_frame_evaluator.cpython-37m-darwin.so 0x000000011ec9e3d6 __pyx_f_18_pydevd_frame_eval_22pydevd_frame_evaluator_get_bytecode_while_frame_eval + 6294
11  blender                             0x0000000105e72cbd function_code_fastcall + 253
12  blender                             0x0000000105ae5f11 bpy_class_call + 961
13  blender                             0x0000000105c4cdbb panel_draw + 123
14  blender                             0x0000000109e85762 ed_panel_draw + 674
15  blender                             0x0000000109e852d9 ED_region_panels_layout_ex + 921
16  blender                             0x0000000109e85b0a ED_region_panels + 58
17  blender                             0x0000000109e819ae ED_region_do_draw + 366
18  blender                             0x0000000105c835fb wm_draw_update + 1899
19  blender                             0x0000000105c81250 WM_main + 48
20  blender                             0x000000010577634f main + 927
21  libdyld.dylib                       0x00007fff739573d5 start + 1

Any ideas on why blender would be crashing when i create a new material slot whie my panel displays a material preview?


texts: Blender Render (Internal) How to control smoke direction?

texts:
I am trying to create a smokey "afterburner" on a spaceship. How do you control the density direction to simulate different environments? In this case, I want to simulate space (zero density?), where "smoke/fire" looking effects should not go upward, but should disperse evenly in the emitter direction.

You can see in the picture when the emitter changes direction, the smoke does not change direction as you would expect in space.

I tried:

Turning down density on both smoke emitter (flow) and box (domain)

Smoke still goes straight up

Using particle system

The particles move in the desired direction, but the smoke always floats up


texts:
Is there any way to map the sequence of commands "s, x, 0", "s, y, 0", and "s, z, 0" to keys? I use these a lot while modeling, and was hoping to map them to a single button, but can't seem to find any way to do it.

I was able to achieve this in the UV editor using the align commands.

I tried copying the python output of these commands to a custom hot-key, but it didn't work. I'm a programmer, but I don't know much about python. It seemed like the script was too complex for a hot key.

Thanks for any advice,
Robert


texts: Why is my render window always black with no realistic shine

texts:
I'm really new to rendering in blender, so I don't really know much about texturing except for UV unwraps and things like that. I only recently decided to start rendering models since I've only used my previous models for 3d printing and such. Now, for some reason, every time I try to render some image, it's just really gray and drab and unrealistic, like this (this was made with a Glass BDSF texture just so I could see how that would actually render:

I know this is how it's supposed to look, but what if I wanted to create a nice bright scene, like in real life?


texts: Zone of darkness surrounding view camera in eevee render preview

texts:
I've encountered an issue with the render preview in eevee.
In my scene, close objects are cast in darkness, whereas objects further away are lit up.

It seems that this zone of darkness follows my view camera.

I can move far away and see the previously darkened objects lit up.

I thought it might have to do with clipping, but changing the values for a camera in the scene didn't affect it, and neither did changing viewport clipping.


texts: How to model an Aperture from a camera (and possibly animate it)

texts:
so i'm curious if i wanted to create an aperture model like in a camera. And then animate it to change apertures how would i do this. More specifically i want to know how to use the array modifier to make them act like a real aperture.
thank you


texts: My blender game is not rendering properly, some faces not showing and materias don't show up correctly

texts:
I am new to blender and I am doing a school project with it and run into some issues.
How do I fix this? I have heard about a material mode but I don't know how to enable that


texts: create mesh then add vertices to it in python

texts:
I would like to create a mesh, then interactively add vertices (afterwards, possibly through a loop) to it through python.

Is that possible?

I can't find enough info from other answers to really get this going - either I find out how to create a mesh, or how to add a vertex, but can't seem to put them together in to a script.


texts: Creating a bag that will have different textures on each side

texts:
I'm attempting to model this bag in Blender:

I'm planning to export this as an .obj file and use it in 3JS. In 3JS I need to be-able to place a different material with/without a texture on every side - both outside and inside.

I have a model that I was using which allowed me to do this but I've ran into some problems with it and I think it would be overly complicated, for me, to try to fix it.
It allowed me to do the above by treating each side as an individual mesh that I can refer to in the 3JS world via an array index and place whatever I want on it.

How could I do the same with a mesh built from the ground up? And how do I draw the sides in?

Here's what I have so far:

And the actual Blender object:


texts: Is there any possibility to create remote control for particle number? I mean I have 62 particle emitters for many characters and is there any way to control all of them in one time, to create something that allows me to change particle amount in one place for all emitters.


texts: I trying to make a rib that follows the edges of the column, but it doesn't work the way I wanted it. How am I supposed to know how much I need to turn the bevel object to get the desired effect? I don't wanna change the location or rotate the curve because it would be later hard to fit it perfectly into the vault. Or maybe there is a different way to do it?


texts: I have no idea why is it grainy on the left side. But on the right side it is ok. I added additional lights on the left side but the problem is still there. Any tips? I am struggling about lighting the rooms.


texts:
I tried first to place hair particles with Python but Blender never let me do so, so here's the question the other way around: it is possible to pass curves to Cycles without meshing them and to treat them as hair particles?

If I can avoid to mesh curves and use hair instead, then I can load thousands (even hundreds of thousands) of curves and benefit from the way hair is handled in Blender...


texts:
I'm a newbie in blender, i solved a lot of problems thanks to this forum but this time i can't find any answer to my problem.

So basically i downloaded a 3D model, put some textures on it, etc.. but when i do the render the 3D model appears 2 times (no matter what type of render i use).

I don't realy know what to do, so if someone know i would be pleased to know what is the solution !

Thanks in advance and have a great day !


texts: related to the camera which disorients itself when i try to follow it along the path in blender 2.8

texts: ggddaaaaaaayyyy!!!!!!! hi  i am an intermediate in blender and i am encountering a slight problem in my 2.8 beta . i know the the build is not stable right now and is in development but i am facing an issue which i think most of them might not be facing and that is when i try to attach the camera with a path to follow along it ... it gets disoriented in a way that i am unable to change it.... it doesnt happens in 2.79......but when i try to repeat the same steps i get a very wierd rotation of my camera ... not only that the cam simply throws itself into the scene in a random location...which is strange becoz i never face any such prob in 2.79.... if anyone has resolved this issue then pls share it with me as i am in need of starting cam animations in blender 2.8.....


texts: Change pivot point of an alembic imported file

texts:
I would like to create a cool effect where I want to distribute instance of an animated object with Geometry Node.
I have use FlipFluid to make a quick test of a fluid sim, but when I export/import that Alembic mesh in my scene, because the pivot point of the fluid simulation is not centre on my animation, some instance goes out of my plane (see red circle).
So, is there a way to change the pivot point of an alembic (animated mesh sequence) file ?
ps : I have already try ''affect only origin'' and it doesn't work.
Red geo is my alembic file
Thx a lot,
Francis


texts:
I have a simple scene here:

I want to convert the scaled torus object to a lamp object. I don't want to use shaders because then it will only emit light from it's surface. I want it to be like an area light emitter if that is possible. Is there any way I can do this?
My question is to convert a mesh object to a lamp object as represented in yellow.


texts: Script to change Text Editor font display so Symbol Fonts and Extended Characters can be referenced

texts:
As asked and answered in a previous question,  Blender 2.6 handling of extended characters in font sets is bit awkward, aside from specific special characters

The workaround solution is copy pasting ALT### from other apps into the redo panel when editing text objects or copy pasting from other apps into text editor then using text to 3D Object.

Blender 2.4 had a character panel and 2.4 reference documentation mentions making fonts as well, where 2.6 reference omits these options.

So essentially, is there a script way to change/toggle the text editor itself to use fonts other than the default so that symbol fonts can be shown in the text editor in the process of modelling. This, as opposed to using several text objects with the font applied that sadly needs many copy/paste translation to get the full font character map set displayed.


texts: How can I query the panels in the Tool Shelf from a script?

texts: I would like to query the panels in the Tool Shelf, regardless of the context. Also I would like to query the tools that are in a certain panel. The idea is that my script can check if a certain panel is already there (preferably by matching the bl_label) and add certain functions to the panel if they don't already exist.


texts: I require an animation friendly way to produce high-quality skin deformation at the face level.  Skin compression and stretching results in tiny wrinkles. Does blender have an alternative to tension map? If not, will they develop one? I really want to use 100% Blender in production.


texts:
I'm using Blender 2.9.
I created a wedge, I sliced a box diagonally.
I turned on the statistic, I see:

1 object
6 vertices
8 edges
4 faces
8 triangles

But why there are 8 triangles, can someone explain?


texts: adding property while the bge is running?

texts:
is it possible to add a game property to an object while the bge is running?

I realize you can access them easily enough, I am not asking about accessing properties just so that's clear.

I'm well aware that you can use a string as a list in the bge like so / which would be perfectly fine in most scenario's(and the same goes for dictionaries.) but I think it'd be more professional if you could physically add properties to objects in real time.

    import bge
    scene = bge.logic.getCurrentScene()
    scene.objects['CentralControl']['L1']=str([(000.000,000.000,000.000),(000.000,000.000,000.001)])
print(scene.objects['CentralControl']['L1'])

postscript: this probably isn't important but i'm using blender v2.78a


texts: Why are there extra deform bones in rigify armature?

texts: I'm working on a rigify armature and noticed when I generated the rig it forms extra deform bones in the arms and legs. I'm fairly new to this add-on so I'm not sure why this happens. Is there a way to remove these bones and have the armature work properly?


texts: what's the precise name of command, 'shift + r'?

texts:
Today, when I study blender with You tube video, I saw the hotkey 'shift+r', which seems to redo last action.

I want to know precise command name of it in case of forgetting that hot key.

If I know the precise name of it, i would find it with 'space bar'(what's the command name of this?).


texts: Sliding an edge loop in an imported image distorts the image (blender 2.81)

texts:
Using the loop cut in older versions, we could make a loop cut and slide it in one action before committing. Now one has to set the loop cut, then with edge slide, move the edge.
This doesn't work when one uses an 'import image as plane', since when you move the edge it distorts the image on the plane. The old way allowed one to make the loop cut and move it in one action before setting it- thus no distortion.

Is there another way to do loop cut-slide in 2.81 on images that I haven't seen yet?


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I have two bones in an armature that derive their Y location from a separate Master bone. One uses a simple Copy Location constraint, the other uses a driver.

If I grab the Master bone and move it around, the two other bones' Y locations update as appropriate, though the one using the driver lags a bit.

If I reset (aborting the move of the Master bone) the bone with the driver remains stuck at its location. The bone with the constraint pops back to the original location as expected. If I then initiate another move of the Master, the driven bone snaps to where it should be and then follows again, though the lag remains.

How can I eliminate the lag of the driven bone as well as have it always update its Y location correctly? I can't use a constraint on that bone because eventually it will evaluate an expression to set its value rather than simply copying the Master's Y location.

The Blend is : here

Thanks.


texts: "Vertex Data Detected" - Dynamic Topology (Dynotopo Warning)

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When I try to sculpt in sculpt mode using dynamic topology, I get a message saying there is "vertex data detected." Despite this, I try to sculpt, but the details don't refine as I get closer to the model.

There was another post on another website about this same issue and someone responded "Properties panel / object data, see if you have something and delete it. Can be vertex colors, vertex-groups, UV's, simply select and delete it," to which the author of the post responded 'thats exactly what I was looking for.' I don't know how to access the settings for vertex colors, etc.

Besides that issue, when I exit sculpt mode and come back, the dynamic topology setting is off. Is there any way to keep it on consistently?

Please explain in simple terms. I still have yet to learn Blender jargon.

Thank you in advance.


texts: Is it possible to export animations/actions separately from Blender to Unity

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I want to have a 'master rig' file in Unity that I can plug a separate animation into. So then I can go and edit a single animation without having to re-import the whole FBX with the rig, mesh, and animation.

The problem is that I have no idea how to export the FBX with just animation.

The single file FBX with all my actions works, it just annoying to have to rearrange the rotation, scale, and layers each time I replace the file.

Thanks in advance


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recently started using Blender 2.83 and just now I noticed the Align Objects is missing.
When I select one object and then the other one and then go Object->Transform from the menu bar at the top,
it's missing. There's no Align Objects as it used to be. Instead, there's "Align Selected to Active", but when I do that the menu that used to pop up in the left down corner with more options is missing. I tried with search and it still doesn't find it. I'm I blind or the tool has been moved to someplace else?


texts: Instead of pressing N, opening the shelf, scrolling down and searching for the option Lock Camera to View, and then check mark. Can I create a keyboard a shortcut for lock camera to view?


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I've an issue with an obj file.
Importing this file in blender:
http://156.54.99.175/3d/model.obj
the mesh not appear. Only by rotating and zooming-out something apperas, but not the whole geometry.

With other CAD and obj viewer the mesh is displayed correctly.
What's wrong?

Thanks!


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I want to clean Blender's UI to make it simpler to use for visualizating 3d models.

The idea is to remove all the UI's components and add 5 buttons with some basic functions, like open file, measure tool, etc. I found the source files written in C of the UI in /blender/source/blender/editors/interface and written in Python in /bin/Release/2.80/scripts/startup/bl_ui.

I started modifying /scripts/startup/bl_ui/init.py, but there are some areas that haven't been removed.

Thanks in advance.


texts: How can I zoom/rotate view while I use brush select?

texts: How can I zoom or rotate view while I use brush select (c)? Because scrolling adjusts brush size and the middle mouse button deselects, respectively


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I've tried messing around with the settings, particularly under Velocity, but I can't seem to work out how you slow down the flow of particles. I want them to rise more slower/steadier and to fade just above the tree-tops.

EDIT: Figured out how to make them stop at a certain point, so it's just a case of slowing them down. They rise too fast.


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I have a bouncing ball with a texture on it. The Motion blur checkbox on Cycles.
While it is falling I have motion blur, but when it touches the floor, the object itself stops moving, but it starts some squishing frames. I do not have any motion blur there.
Can I have motion blur on scaling objects?

Edit:
Well, this issue is now solved with newer versions of the program.


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When rendering my mesh, I noticed that not all the textures for the body are the same as they are in the 3D view. In my body mesh, there are two textures- one for the head, and one for the rest of the body. The head texture shows up fine during rendering, but the body texture appears to have its UVs somehow warped.

Blend file

As you can see from the body texture on render, the body texture IS being used to texture the body since the blue on the arm is present (not found in the face). However, it would appear that the UVs are different on render than in the 3D view. Any ideas?