texts: toggle Object Mode  Pose Mode by script code

texts:
I want to toggle Object Mode to Pose Mode by script code, because I usually run blender in Object Mode but sometimes I need to add some keyframes while I run blender. that is why I want to toggle Object Mode to Pose Mode by script code. plz help T_T

I Used and combined this codes.. let me know how to solve it sir T.T

bpy.ops.object.select_all(action = 'DESELECT')
bpy.ops.object.select_by_type(extend = False, type = 'ARMATURE')
bpy.ops.outliner.item_activate(extend=False, deselect_all=True)
bpy.ops.object.posemode_toggle()
bpy.ops.pose.group_select()
first_Bone = bpy.data.objects['Armature'].pose.bones["first_bone"]
first_Bone.select_set(True)


texts: Get properties from different scripts in game engine?

texts: The question explains itself. I have a property in one script and another property in another script. I am not sure how to define the python scripts in the blender game engine. How can I get a property from a different script in the game engine?


texts: The object is UV unwrapped, I set the material's base color as Image Texture, you can see the nodes. It does not appear on the model either in Viewport Shading and Rendered. I cannot figure out a way to make it appear. Here is the node setup and material settings.


texts: Glossy or transparent glass reflection not achieved due to reflection from environment

texts:
I decreased the roughness and increased the transmission of a simple cube to get a transparent glass like image but the Environment texture is being reflected in the object..
]3]3]4
[]5


texts: What is the difference between 'Save as' and 'Save copy'?

texts:
When I want to save a copy of my blend file, I know two options:

File > Save as
File > Save copy

What is the difference of the two?

And after I press them I see the same result, except difference of 'Save Copy' being checked:

When I point my mouse on it it says for both:


texts: How can animated shape keys be used in the NLA when a character is linked from another .blend?

texts:
The character's file has some actions to control a rig (rigify) this works fine in the NLA but shape keys need to be controlled by a mesh. A setup like this:

Even the offset (start keyframe) can be adjusted.
The scene which links to the character's .blend has a proxy for the rig, actions work fine. But I don't get the key-track from the above image.
When I add another proxy this time for the mesh instead of the rig another instance of the character is shown. The 2nd instance isn't animated by the rig but shows the shape key animation!
What is the correct way to get a key-track in the NLA?
(This is a follow up of: How can shape keys of a linked object be controlled? but after some reading I focus on the NLA tracks.)


texts: Rotating a single image texture for multiple instances

texts:
I have a node setup for a single image texture (actually its a set of images) tiled floor. For variance I grouped the spec, normal, occ images then rotated them randomly using the Object Info. The end result looks pretty good, but it I dont think the node setup is very efficient. If I want to change the image, I need to go into each group and manually change 4 images for the 4 different rotated tiles. Is there a way to change the rotation of an image AFTER the using the image texture node to make changing an image quicker?

I've checked out a similar post here, but this is different because I want to rotate the same image, not replace it with a rotated image.


texts:
I'm on a committee to remodel the stage and platform at our church. I have our ideas modeled in Blender 2.80 and would like to share the final product with the team in a way that they don't need to have or understand Blender in order to view or interact with it.
How can I do this?
Thanks for your time and effort.
James


texts: Free Style still renders outline on a particle emitter even if Show Emitter is unchecked

texts:
So I have this sphere used as an particle emitter, and I made sure Show Emitter is unchecked in Render under Particle.And But when I use F12, it doesn't render the suphere, but I can see a black outline showing up at where the sphere is.
I have Freestyle turn on FYI. Everything is rendering fine just I don't want freestyle line renderer to render my emitter.
I am not sure what to do, I am using cycle render and Blender 2.8
Thanks


texts:
I am not sure what I did here. I have unwrapped this face and in the UV editor you can see that it is covering the entire thatch part of the quad but there appears to be an invisible diagonal line distorting the texture:

What's going on here? There are no additional vertices on the face that I can see.


texts: I just wanna ask if what resolution should I start off when sculpting using voxel remesher, should I keep it low resolution first and then start going higher and higher?


texts: Adding a texture map to a beveled curve or path

texts:
I really want to be able to apply mapping to a curve object. For instance a rope or pipe that has a repeated pattern along its length that follows it's twists and turns.

There must be a simple way to generate UV coordinates for such an object without converting it to a mesh and unwrapping it. Can anyone help?


texts: Custom Blender Builds: How do they work together?

texts:
If one developer of a feature (i.e Fracture Modifier) produces a full version of Blender incorporating their modifier, as opposed to just creating an add-on, and then another developer working on a different modifier (i.e. Manta Flow liquids) produces a full build incorporating their work, do I have to have two versions of Blender in order to use them both? I'm new to Blender and this whole Open Source thing, so I'm not sure how it all works.

Thanks,
Brian


texts: How to make the Doctor Strange reality bend?

texts:
I've got this idea, to try and recreate the Doctor Strange reality bending effect. With that I mean the one where the floor peels back and twirls on itself.
I thought it would be relatively easy to do, but I've found myself with some problems, I tried to add loop cuts to a plane to act as steps, use the edge split modifier, then the solidify, and lastly the simple deform. But it affects the whole mesh so I used a vertex weigh proximity modifier, but this one only affects on one point.
Is there a way to do this effect without using drivers and making the scene very over-complicated?
Image of the actual effect for reference


texts: Issue Importing Model Into Substance Painter from Blender

texts: After having worked on a model for a while in Blender, I decided to try to export it as an FBX to Substance Painter to try and texture it. From what I gathered from tutorials,the process is to first bake the mesh maps of the model before doing anything with it, but upon doing that, weird streaks would appear on my model, as shown here (https://imgur.com/c7ZzHHD). I've looked around for quite a while trying to figure out the issue but haven't been able to find anything to get rid of them. I'm hoping I can find an answer here.


texts: Find vertices in .obj File which were marked in Blender

texts:
I am searching for a way to somehow be able to select specific vertices of an object in Blender and I want to find the same vertices in the exported .obj file. I would like to group those vertices in the .obj file.

Are there any ideas how I could do that? Maybe over a material definition for the selected vertices? Or is there a possibility to group vertices in Blender and exporting those group information into the obj file?


texts: This rectangular hole is extruded to the inside, then I tried beveling it to maintain shape, but after I add the subdivision it becomes an ellipse. How do I keep the rectangular shape?


texts: How to force update the 3d view port in blender during python file execution

texts:
I am trying to connect a physical robot arm with its digital replica using blender I am able to communicate between the two using MQTT but the changes in blender are reflected only when the python script associated with it completes execution but I want the change to be seen as soon as the value is received by blender, ie, updating the viewport before complete execution.
I have tried using: bpy.ops.wm.redraw_timer and bpy.scene.update() but this doesn't work in my case, I even tried the solution given in Update viewport while running script
but it doesn't really help me. Here is my code snippet, can someone please tell what is wrong and how to update the viewport?
PS- Blender version is 2.8.0
Thank you in advance:)
import bpy
import json
import paho.mqtt.client as mqtt
from math import radians
from math import pi  # It's considered bad practice to import everything from a library, especially when you're not using any (or just a few) of its function

import mathutils
from mathutils import Euler
def changes(a,b,c):
    Shouldercord1=pi*(92.3/180)
    Shouldercord2=pi*(a/180) #to be changed
    Shouldercord3=pi*(62.2/180)
    obj=bpy.data.objects['Arm 01']
    obj.rotation_euler = Euler((Shouldercord1,Shouldercord2 ,Shouldercord3) , 'XYZ')

    Waistcord1=pi*(-269/180)
    Waistcord2=pi*(0.642/180)
    Waistcord3=pi*(b/180) #to be changed
    obj2=bpy.data.objects['Waist']
    obj2.rotation_euler = Euler((Waistcord1,Waistcord2 ,Waistcord3) , 'XYZ')

    Armcord1=pi*(261/180)
    Armcord2=pi*(c/180) #to be changed
    Armcord3=pi*(-128/180)
    obj3=bpy.data.objects['Arm 02 v3']
    obj3.rotation_euler = Euler((Armcord1,Armcord2 ,Armcord3) , 'XYZ')

def on_connect(client, userdata, flags, rc):
    print("\tMQTT Server Connected code "+str(rc))
    client.subscribe('blender/test')
def on_message(client, userdata, msg):
    message = (msg.payload)
   #print(message)
   #sys.exit(0)
    result=json.loads(message)
    a= result["a"]
    b= result["b"]
    c= result["c"]
    changes(a,b,c)
client = mqtt.Client()
client.on_connect = on_connect

client.username_pw_set("xxxx","xxxx")
client.connect("xxxx", 1883, xx)
client.on_message = on_message
client.loop_forever()


texts: Trouble Applying Gradient Texture for Atmosphere Density Around Earth

texts:
I'm making a photo-realistic image/animation of Earth. I'm trying to apply a spherical gradient texture to control the density of the atmosphere volume scatter.

The problem is, my atmosphere is about 1.015 times the size of my Earth (like real life). I cannot expand or zoom in enough into the node editor to precisely control the gradient. I thought I could make the atmosphere 2x as large as Earth, so I could just move the black and white colors of the gradient towards the middle of the slider, thereby having the density fade near the Earth's surface. However, this extra size makes my GPU run out of RAM and crash even in preview mode. This makes rendering unbearably slow with my cpu.

Is there a way of being able to keep my atmosphere size to realistic proportions with my Earth sphere, yet be able to "zoom in" onto my gradient and make precise color placements?

Size of my giant atmosphere compared to the small Earth in the middle, to make color placements in the spherical gradient easier.

Actual size proportions that would be ideal.

This forum has some screen caps of people controlling density with curves/gradients but I can't seem to replicate their method.  Cycles realistic atmosphere (with scattering)


texts: How do I add change the shortcut key to the Shift+A add object menu on the lower left in Blender 2.8 beta?

texts: How do I add a new keypress option to the Shift+A add object menu on the lower left in Blender 2.82 beta?


texts: How to link an existing node group via Python script

texts:
I created a "voxel" data visualization system via DICOM files in Blender. However, as the DICOM changes from patient to patient, it is necessary to allow the user to change the transparency of the slices, for this it is necessary to link the parameters to a node group.

The problem is that I am unable to link an existing group in the scene during the lasso -for-, when creating the slices from DICOM.

I tried this command:

bpy.ops.node.add_node (type = "ShaderNodeGroup", use_transform = True, settings = [{"name": "node_tree", "value": "bpy.data.node_groups ['GroupVoxelShader']"}])

But it gives error of poll() failed.

So I tried to create the node group inside the material first and then make a link, so it creates a block, but with the following name: Missing Data-Block.

I tried to find a way to link with the group bpy.data.node_groups['GroupVoxelShader'] as shown in the image below:

But I can only do this manually, it was not possible to link automatically already in lasso, with Python.

Does anyone know how to do this? Thanks for reading!


texts: How to get rid of shadow from transparent area when background lighting only in Cycles

texts:
I have a scene with a a few planes that have a transparency texture (alpha map) set up. Lighting is done with environment texture only.

Problem is that with 0 diffuse bounces I get shadow action from the planes even at the transparent areas. I am looking for an Cycles only (no compositing!) way to get rid of the shadow action with 0 diffuse bounces.

For comparison, change lighting from background to sun (add sun, remove any input from world output surface, or set background strength to 0.0), and you'll see there is no shadow action from transparent areas of the planes.


texts:
I have transparent objects, with colors, like seen here:

If I switch on Render Settings -> Film -> Transparent Background, I loose all colors of my transparent objects:

I've already tried to get it with compositing running, but I dont get a renderpass with the color on it.
Someone have an idea why, and how to solve this?


texts: Combining rendered images to increase samples

texts:
Not sure if this is the right subdomain to post in.

Why is it that in order to combine multiple rendered frames with same number of samples, but different seeds, that I need to use 100%, 50%, 33%, 25% etc. instead of 1/n (eg. 25%, 25%, 25%, 25%)?

I tried using 1/n, but it resulted in some transparency. The first method (100%, 50%, 33%, 25%) seems (intuitively to me) that the first layer would have too much emphasis.


texts: in the example below how possible is to rotate the nurbspath on its own z axis?

texts: it is a nurbspath that i am using to control this skeleton, but i am unable to rotate. i can only move sideways forward and backwards but i cannot rotate. is that possible? i am new to blender.


texts:
i'm relatively new with Blender.  I'm creating a repeating animation with a cyclic F-modifier.  However I want to make the cycle go faster after a period of time.

Say I want to make the cycle go faster at frame 1500, but I can't find a way to do it.  I have searched anywhere but couldn't find what I am looking for.

Any help would be appericated.

Thanks!

I have tried your suggestion.  However the animation becomes choppy when I shorten the cycle I duplicated.  Here's a clip - it snapped to frame one when going fast. (I set the scale to .500 in the playack setting.)  If I did it wrong, please let me know, thanks.


texts: UV Editing - how to select one face from the rest

texts: I have a wooden plank which when unwrapped shows each face on my selected material however I need to orient one of the faces so that the grain (in the image) goes in the correct direction. When I select each 'corner' vertice for the particular face and then attempt to move it to a new position it is still attached to the original adjacent face(s). I have tried double selecting (double LMB) on the vertices which have a common 'border' with no improvement.     What is the correct method to select a single 'face' for re-orientation?         Refer image below where I need to move the 'face' highlited and re-orient it to match the grain of the timber ie 90 degrees (using A R 9 0)


texts: Why the 3d sound of my object stays the same in bge?

texts: I created a river and decided to put a sound to that river,but the sound stays the same,no matter how far or how near I am going to the river.I used 3d sound option in game logic in blender game and I did the properties as I saw in a clip on YouTube,but nothing has changed.How can I fix that problem?


texts: When I render in cycles white background comes out

texts: I have been struggling to solve this I cant make it more than a week so can you help me out? Actually when I finish all stuff and start rendering in cycles it start to show me white so if you have any solution please help me!


texts: keyframes does not work when i use time remapping. How can it get fixed.?

texts:
When i start a project with blender, i can set key frames.but when it goes a little more complex, i doesn't work. I made a screen capture to show my problem in this link.
https://we.tl/t-jFhgm3FTB0
I tried lots of tutorial solution. but i can't make it work right.


texts:
I am getting jagged edges in the rendered view. In viewport the edges are smooth.
Using Eevee render engine.
Can someone help.


texts:
I'm quite new to Blender but certainly having fun!
I dont always feel like documentation is always as clear as i need it to be. Probably because i haven't fully grasped all the consepts just yet.
Anyway, I'm using mirror modifier and wondering why it starts to mirror from seemingly random place in mesh.
To me, this mirror should a) start from the end of the plane, not arbitrarily few faces overlaping like in the middle here and b) shouldn't this be end result when axis = X. Here i have Y axis selected and plane mirrors as it would be X axis.


texts:
Suppose I have a mesh containing, among other things, two cubes of different sizes, both oriented so that the main axes of these cubes are parallel to the world axes.

How can I align these cubes so that the top planes are at the same z coordinate, leaving other coordinates unchanged?

One way to do it is to separate these cubes into two different objects, and to align these, but the original object contains a lot more than the two cubes, so it needs to be reconstructed after the alignment, which is too much effort.


texts:
I'm not very experienced with blender, but I'm learning so I can create models for my video games.

I want to create a SIMPLE (that's the keyword) parts of my model that will react to movement. For example, a ponytail that is not made of particles, but polygons which will bounce while walking.

Or very simple clothes (like the edge of the shorts moving with each step).

How would I do that? Soft body? Some kind of armature?
For performance / simplicity reasons, I don't want to use hair particles nor the dynamic clothes system.

Edit:
Another example could be springy parts of some object, like the antenna on a car.


texts:
I'm making an exporter for Blender to Metasequoia. (the import while come later)
Metasequoia 3d file are compatible with modifier like mirror and subdivision surface
I really don't want to apply them if it's possible
I found nothing about it in google or blender API
go see what I've done so far https://github.com/50thomatoes50/blender.io_mqo


texts:
I have to display several versions of the same object, with only the color changing. My first approach was to duplicate the mesh and add a different material to each.

My problem is: when I want to modify the mesh, I have to do it on each object separately. I tried to have different objects with the same mesh, but the color seems to be linked to the mesh and not to the object.

Is there a way (even programmatically) to have the same mesh in different objects with different colors?

Additionnal info:

I'm using Cycles and my material is a node material in which there is only one changing color.


texts: Moving with "Right Mouse Button+WASD" while Editing

texts:
[I understand that you can move the view-port camera with Shift+` command and enter walk or flying mode].

What I want to do, is move the view-port while editing by holding down the "Right Mouse Button" then flying the camera with WASD. Similar to "walk mode" but only... while editing and using the Right Mouse Button like Middle Mouse Button so that other commands aren't pressed.

Essentially, what we have right now, is you hold "Middle Mouse" and then you do some weird shimmying with "Shift" and "Scroll wheel" until you arrive at the intended view. It is far less precise and I would like to change the existing implementation to mirror Unreal's set up.

Is this possible?

If so, please let me know! I love Blender and this would go a long way to making this feel like home for me.

Thanks!


texts: Multiple instances of blender (bpy) in single python script

texts:
I am trying to parallelize rendering using blender's python API, built as a python module. I'd like to use multiple instances of blender contained within their own classes. Currently, I can generate multiple instances by running a script multiple times, but cannot have two functioning instances of the class in the same script, due to how bpy uses import to initialize the blender instance. Is there a way to get around this? A cut down version of the class is below.

class BpyRenderer(object):
    import bpy
    def __init__(self):
        self.bpy.ops.wm.open_mainfile(filepath='blank.blend')
    def render(self, filename):
        self.bpy.data.scenes['Scene'].render.filepath = filename
        self.bpy.ops.render.render( write_still=True )


texts:
Blender 2.8, cycles
I'm trying to get a height map from a mesh.  The tute I am following is here:
https://www.youtube.com/watch?v=ekogw2Zm20Y

I have two meshes in scene, a grid (flat) and a 3D mesh.  I have a couple cameras in scene and a sun lightsource.

In the viewport I can see the object with material color assigned to it.  My camera is above the object.  Camera view shows the object. Camera is set to orthographic.

When I render (Render > Render Image), I get a grey screen.
What am I doing wrong that my render looks nothing like my view port, and how do I make things so the render shows what I see in the view port?

Willing to share blend file as it's just a test, but I probably don't have enough rep for that.

Thx


texts: I want to use the blender built-in skeleton as a character - is there a way to convert the bones to concretes meshes?


texts: How to add a ground for a model that is used as a displacement modifier?

texts:
How would anybody go if you have a model and you use it as a displacement texture, but the ground to be separated from the model (not literaly separated, but to distinguish the ground from the model)? Maybe the boolean can solve the problem, but of big curiosity, what are some of the ways and approaches of doing that?

I'm aiming for this kind of result -


texts: Why has a circle when the point light through my glass？

texts: I found there is a circle when the point light through my glass material using the circle render.  How could I solve it?


texts:
I am new both with blender software and in the forum (btw I am spanish, sorry for my english)

I have to do a gas simulation for a science project with blender. I need to create a box, and create some "molecule" particles inside. Until here I don't have problems. But then I have to make the particles move all around the box:

moving in a linear way each one in a random direction.
colliding and bouncing with the box, without friction
colliding between them
in every collision, the consequent rotation.

I am trying as hard as I can, but I always have these major problems:

gravity is messing everything up. Particles have to move randomly, and in linear way, gravity induces curvature in the movement, and that's critical at the first frames.
I cannot make them collide both with the box and between them. Only one or the other...
Also I am having some problems in lighting, even with few particles it is taking too much time to render.
I made a sphere where the particles are emitted (in order to shoot them in all directions) but when I render, the sphere always appears, I set the material only with transparency.

Finally, if you want, I link you here a youtube video wich reflects what I want to do (but improving the video quality) https://www.youtube.com/watch?v=lzkOoSG8YKI

Thank you so much for your attention.


texts: I have created a water simulation and set a cube inside the domain to fluid. I was wondering what the best way to make a big lake of water (with realistic ripples) would be. No tutorials seem to go beyond still images or using an inflow. In my final render I plan to have the scene at night, and have a shot low to the water, then have the camera glide just over the water. I am hoping the water will look something like this:


texts: Made this procedural chameleon texture but when I try to bake the colors it's completely wrong? Any idea what this could be caused by?


texts:
Hi very new to rigging a model and have no idea whats causing the error.
I've tried recalculating normals and removing doubles but nothing has worked

here's a link to file
https://www.dropbox.com/s/3wbhbfvr52bl719/squidmonkey%20test.blend?dl=0


texts: How to make an object automatically take the same height as another object?

texts:
I am currently working on recreating a city in Blender.
I have two 3D versions of this city: the first one comes from my lidar data, therefore it is deformed and very "raw".
The second one is a clean 3D version (a simple extrusion of the buildings from an openstreetmaps map), but the buildings do not have the good height.
I am very new to using python with 3D objects, but do you think it is possible to make a script that would make my clean 3D buildings automatically take the height of the buildings of the raw lidar version?
I would imagine, as an example, a script that would make my two objs have the same height when the x and y coordinates are equal?
I would appreciate any help, even by just telling me "where" I should look at to find answers.
Thanks in advance
Victoria H
EDIT 1: Here is an example of my buildings: on the right the "clean" one, which has wrong elevation, and on the left the one that comes from lidar data and is deformed but has good elevation

EDIT 2: I applied a shrinkwrap modifier, and the elevation infos seem to be correctly aquired by my "clean" buildings. However, they are slightly deformed on the x and y axis. Is there a way to apply this modifier only on the height of my objects (Z axis) and not on the x and y axis?

EDIT 3: here is a link to a blender file where I have saved 2 of these buildings:
SCREEN 4:
EDIT 5: After using looptools to flatten the roof


texts: Passing options to Blender when used as py module?

texts:
I used to use standalone Blender on my Ubuntu server, like this

blender -noaudio --background --python ...

Recently I built Blender from source so that I can use it as a normal python module. I can now do

python -c 'import bpy'

My question is, how do I apply the -noaudio flag now?

Also related (Re. the --background flag), when I did blender --background, a default scene was created in my "workspace." How do I replicate that default scene in my current invocation?


texts: How Can I make the World background Material to be checker Texture?

texts:
I am making a cube whose material is reflective plastic [With Principled Shader], And now I want the background to be checker Texture,So that the cube reflect the texture giving a cool sense, My problem is when I choose the checker texture As a background I didn't know the scale of it to be small ... I tried a very big value and i tried a very small value but the two didn't work,what is the value could i choose to make the background checker texture ? I am using cycles render,blender v2.79

I want this to be my background ...

This is my settings [What is missing ?]...


texts:
I'm currently working on a project with Unity 3D, and my plan is to design everything with Blender. But I didn't know until today that Cycles renderer is meant for animations and HD images.

Can I use Cycles for a game in Unity as well?

I've heard about baking, but I don't know how it works, other than creating a UV image with light impact to the mesh of an object. But would this mean that moving an object around the scene will make it look like the light is till glued to the object?

This doesn't sound that good if objects in a game are supposed to move around.


texts:
I'm rigging a model to a new rig, and every time I parent it to the new rig the mesh of the model is fine.
That is until I move it and everything moves except the eyes which move in their own directions. I've been trying to solve this for a while now and can't figure it out.


texts:
I have no idea why but those translate / rotate / scale bottom buttons disappeared and I can't get them back, no matter what edit mode I'm in.

When I create a new file, they appear. when loading my model file - the are absent.

How do I get them back?


texts:
I am weight painting but it changes when I paint blue another vertex group and when I move my skeleton weight painting becomes ridiculously changed.
I did weight transfers with another mesh and I'm changing it with painting the meshes weight paint but it doesn't work as I want.

Here is the .Blend file on Google Drive if you want to check it.


texts:
In the image the hand rotates weirdly and becomes smaller, the torso also does that too but i don't really know what's happening on the jacket
I'm assuming that the gloves (and jacket sleeve) are probably just suffering from weight painting problems like the jacket
I need help i'm new to rigging models
.blend file
https://www.sendspace.com/file/d4unls


texts: How to thicken/enlarge certain areas of a model?

texts:
How can I enlargen the fins and ribcage of the fish below?
I need to 3D print the model but currently at the moment the peices are too small to print or they snap off after being printed!!!I just need to make them thicker so that this wont happen.


texts: How to Link/Append world using the blender Python API?

texts:
I'm searching a way to append a World in blender Python.
I read the reference in How to Link/Append a data-block using the Python API? but that is for group append.
is there a way to make that work for world append.

sorry for rip english


texts: File-based inputs to rigid-body animations

texts: I would like to specify the motions of a rigid-body in a blender scene using 3-component acceleration data (or velocity, or displacement data) that I read from a file. That would allow me to record motions in the real-world, and then, later, animate them in an object in a blender scene based on the recorded motions. I see that I can animate rigid-bodes in blenders scenes with the mouse. Is there a way I can animate objects with file-based data? Do I need the game engine to accomplish this?


texts: I downloaded this model but some vertex in the mouth are joined and cant even open the mouth with proportional editing https://www.deviantart.com/o0demonboy0o/art/Sly-Cooper-411593500 can someone help me to fix it is there a way?


texts: Why can I not see color when a material is assigned?

texts:
I am trying to make a new base color for the eyes of my seal. I have vertices groups for inner eyes and corneas making them easy to select. In edit mode, the inner eyes are dark grey. The dark grey color only shows up in edit mode! The eyeball in object mode is very light standard grey only in object mode, is this normal?

The eyeballs are dark grey because that was the color of the original material group nose_eyelids, which included  the inner_eyeballs vertices group. Although this color does not show up in any of the material previews on the material control panel!

What led to this result is this: First I reassigned the material group, not to include the inner_eye vertices group. And then I changed the color of the remaining material nose_eyelids to the dark blue color you can see in all the pictures. The dark color grey remains from the original selection as it was previously chosen. In object mode, the standard grey is showing up all along, though all the other colors have carried over between object mode and edit mode.

In an effort to resolve the problem, I created a new material and named it "eyball" (I should have named it "eyeball"). I assigned the new material to the inner_eye vertex group. The color as I decided to change it to white is displayed in the preview. The inner_eye vertex group can be selected and deselected from the material control panel. Yet, the chosen color white is not showing up. Still I have dark grey in edit mode and light grey in object mode.

However, this is the setup before I had assigned the new material to the inner_eye and maybe I would see the white as light grey anyways. In edit mode, the new color change is not showing up. It is like the new color choice has had no effect. Am I forgetting a step?

How come the constant dark grey color doesn't show up the same in both object and edit mode? And how come I am not seeing the change in color to white, although my material group is being selected and deselected successfully within the material control panel on my new material "eybal"? Maybe these pictures will help:

This is my seal head mesh and materials in progress in object mode:

This is my seal head mesh and materials in progress edit mode cornea selected:

This is my seal head mesh and materials in progress edit mode:


texts: Trigger an event of a different object on object collision BGE

texts:
I created a ghost box with a collision sensor. I have a bunch of 'coins' that will move from their hidden location to their desired location with their actuators.

I would like to somehow connect the box's collision sensor to activate all the coin's actuators, to move them to their new location with the motion actuator.

Is something like this possible with BGE? How would I connect these two?


texts: How do you make linked duplicates with modifiers?

texts:
How do I make a group of meshes which are a completely linked duplicate of each other? I’ve tried making a collection of the meshes I pant and made a linked duplicate of those, but when I change the modifiers in one the others stay the same, I can only change the mesh itself.
If anyone is familiar with Sketchup I’m basically looking for the equivalent of a component, where all changes made in the component are transfered to all other components.


texts: Animating several objects randomly moving across the surface of another object

texts:
Basically what I need is to make simple spheres move across the surface of another different objects - like another sphere for example. I tried using hair particle system to place spheres onto the surface of an object but there seems for me to be no way to animate them moving using the particle system. I searched the internet to find an answer but found nothing.

I also need to be able to animate them moving not only across primitive objects like another sphere but more complex ones - like the one on screenshot below


texts: I want to sculpt a human figure but have it so it's made of a thick dripping substance (image as example - without the gaps in body). I just want to gather thoughts on how exactly create this so I know what I'm getting into with how the dripping parts will be animated. Thanks.


texts: How do I transfer only single vertex groups between objects?

texts: I have two identical models and want to transfer a single vertex group from one of them to the other. I do NOT want to transfer all of the vertex groups, just a single one out of the list.  Is this possible?


texts: Can I enter a timecode instead of a frame number in the timeline to navigate?

texts:
Yes. Moving the indicator to the specific spot works well by writing a specific frame number in the Blender Timeline's current frame value box.

However, I am in a situation where I want to move the indicator by typing the time code today.

I know how to do this in After Effects,

but I'm not sure about it in Blender.
As far as I know, in Blender, pressing Ctrl + T on the timeline will change the way just it is displayed.

Thank you in advanced.


texts:
I want to have the camera looking only to a limited viewing field.
Due to geometry reasons I am not free to point the camera in the room. In real camera technology this is named AOI or ROI. Is there a solution for this?
Right now I place a wall in front of it with a open window of my view.

PS: I know I can limit the viewing/rendering field, but I really want to simulate the camera itself as best as possible.


texts:
How to rotate an object like a notebook lid? Using R does not rotate around the bottom of the object.

You can see the exact example here.


texts:
Let's see if I can express my problem.
I have created a grid mesh and then assigned  to each (x,y) a z value (this is how I create z(x,y) function in animation nodes, I don't know if it's the best way).

Now, this is a discrete function, I can't have a value of z(x,y) if that point doesn't belong to my grid mesh. What I want to know is if there is a way to obtain an aproximate value of z(x,y) for all the (x,y) inside the boundaries of my mesh (like you would have in an analytic function, in my case z=sin(x)).

I assume that for creating the surface, Blender has to generate planes that join all the nearest vertices of the grid mesh, so getting the intersection with a vertical line that pass trough the point (x,y) that we want to evaluate (the orange one in the pictures) and those planes should be possible.


texts:
What is the best way to remove a whole edge loop from an edge selection in Blender 2.8?

The Process is as follows:
a) in edit mode, select three (or more) Edge Loops with double click shift + LMB
b) with three edge loops selected, remove loop "A" from selection without losing the selection of "B".

How can this be achieved?
Thank you in advance!


texts: I have added an hdri environment file and i want to use the lights and not the background image. Is there any option present to hide the image and just use the light source.


texts: Why isn't the vertex moving the face of the object?

texts:
Hi I'm just learning how to use Blender and got stuck trying to add vertex points to an object that aren't changing the shape of the object.

I know if I press F I can add a new face from the selected vertices.
But is there a more efficient way of doing this? When I add a new face I now have to delete the one under it.  Is there a way to add vertices that are already connected to the face of the object.  (sorry if I'm not using some of these terms correct)

Here's a screenshot of the vertex I added by subdividing two edges, connecting those two vertices, and subdividing that new edge.


texts: How can I copy the base pose from hand rig to my hand rig?

texts: I rigged my hand (rig 1) but the I don't like the pose so I want to make it like the default pose from blender (rig 2). In pose mode, I selected all bones from the rig 2, copied the pose with ctrl + c (bottom right I got the message: copied pose to buffer). Then I selected all bones from the 1st rig (in pose mode) and I tried to paste the other pose with ctrl + v, but nothing happens. Any idea what I did wrong ?Here is my blend file:


texts: I am following along with a beginners tutorial on youtube (https://www.youtube.com/watch?v=fdWUjEMzDhg) that creates a clear glass mug with coffee in it. I am attempting to make hot chocolate instead of coffee. I have the object selected and am attempting to change the material as per the instructions. Changing the density under absorption volume only makes it darker. It does not change the opacity. What should I change to make it appear more solid and like hot chocolate rather than dirty lake water?


texts: Diffuse Colour not showing in compositing render layers

texts:
I'm new to blender from cinema 4d and am trying to get my head around the render layers and file output nodes so I can combine my passes in Nuke. I have all my render layers setup inside Blender and am able to view them just fine, with exception to the direct diffuse pass. For some reason when I connect it to the viewer node all I can see is black, and when I import into nuke there is zero data whatsoever, just a black image.

this is pretty annoying as a diffuse pass is the base layer that all other passes stack on top of, so I cannot do any compositing. I've got no clue what I'm doing wrong, but this is a screenshot of my node layout as well as my monkey head material underneath. The third screenshot shows a glossy render layer correctly showing in the viewer. Thanks!


texts:
I'm currently making a bar scene.
One of the guests is holding a keg upside down, I made the water animation for it.
But I want to make the camera go through the stream of pouring beer at frame 180.

How do I delay the animation so it starts at frame 179, so the camera can catch the initial pouring?


texts: How to delete all the keyframes from multiple objects?

texts: I have about 30 objects which are keyframed. Is there a fast way way to delete all the animation data from all of them?


texts: How to export obj file with different mesh

texts: I have a simple bottle with cap. I have exported the mesh with obj file. Importing in After effect with 3d element plugin i get only single mesh. How to have a separate mesh. Any option while exporting.


texts: Buildings Projected to Terrain - Lattice and ShrinkWrap - bypassing the terrain and deforming the roof

texts:
I'm trying to project many buildings or many shapes into a very uneven Terrain.

I've tried many ways, the closest where to use: only ShrinkWrap constrain, and the best is to use a combination of Lattice modifier and ShrinkWrap modifier.

Most of the times the problem is that the buildings go thru the terrain, some more than others. I would like them to all just sink a little bit.

The other issue is that the roof gets deformed to follow the angle of the terrain mesh.

In my example, the red building is higher. and if you look underneeth half of the building is under ground.

And all the roofs are flat, and as you can see some get an inclination ( deformation ).

Here is the file and a photo:

[![enter image description here][1]][1]

[EDIT]
The problem I get with the suggestions (which I read many times), is that the lattice ( yes, I moved it up and down, under the buildings, scaled it, ... ) but it doesn't adapt to the mountain. For you to understand see next new image, showing the bottom of the mountain: the buildings are underneath the mountain, and they don't even show on top of the mountain.


texts: UV Project Modifier in Cycles has no effect. What am I doing wrong?

texts:
I put a UV Project Modifier on a Suzanne. I added an image plane with the texture I want to project onto Suzanne and positioned it.

Note: The texture is not showing as transparent in the screen shot because I forgot to check the settings for that in the menu when I used the Add Images as Planes add-on, but trust me that the texture does have alpha data.

I UV unwrapped Suzanne. The Image plane is already UV unwrapped because the add-on takes care of that. In the modifier's settings I specified the image plane as the projector object. I specified the UV map to be the only one that exists on my Suzanne ("UV Map"). I did not specify an image because I understand this is for Blender Internal only (correct me if I am mistaken - also I tried this once just in case but it made no difference).

I created a Cycles material for Suzanne that uses the image from the image plane, and specified the coordinates to be from Suzanne's the UV map (which I expected to be modified by the modifier). The alpha from the image is supposed to factor between a plain Diffuse Shader and a textured one. However, nothing is showing up at all and although I read the Blender manual page on the UV Project Modifier I did not glean any answers from it. Can somebody please tell me what I've missed?


texts:
So I am new to blender and am following the 2.8 donut tutorial (what a surprise haha). I got to the step of the subdivision surface modifier, but when I add it to the donut to smooth things out a bit my donut looks VERY weird in edit mode (note that Blender Guru's does NOT look like this):

Any help in fixing and understanding this issue would be great!


texts:
I'm trying to solve the slow saving to network drives in Blender.
The reason it's so slow is the way Blender handles saving internally.

I found a solution that works by saving the file to a proxy location (temp dir) and then moving it to the network directory.

I'd like to add a checkbox to the save file dialog and the save & load preferences panels, just like the compression option.

I can't seem to find how to implement these toggle buttons on that location in 2.80

I thought I could find the buttons at bpy.context.preferences. but they don't seem to be there.

Can someone add an example of the code to add a toggle to these panels?

The gist of the code is this:

def execute(self, context):
    outname = bpy.path.basename(bpy.data.filepath)
    outpath = os.path.dirname( bpy.path.abspath( bpy.context.preferences.filepaths.temporary_directory ) )
    outpath_final = os.path.dirname(bpy.path.abspath(bpy.data.filepath))
    print(os.path.join(outpath, outname))
    report = bpy.ops.wm.save_as_mainfile(filepath=os.path.join(outpath, outname),
                check_existing=True, copy=True)

    # os.rename(os.path.join(outpath, outname), os.path.join(outpath_final, outname)) # Does not work accross devices
    shutil.move(os.path.join(outpath, outname), os.path.join(outpath_final, outname))
    return report


texts: Copy Rotation Bone Constraint not Smooth

texts:
I am struggling to get the CopyRotation bone constraint to work as I expect. Hoping someone can clear up where my confusion is.

I have simplified my issue to this three bone setup:

Bone C is the parent of bone A and bone B.
Bone A has a Copy Rotation
constraint targeting bone B (Y only, LocalWithParent -> LocalWithParent):

(There are also some limit rotation constraints on bones A and C, but I have tested and the issue persists even if they are both removed.)

If I rotate bone B around the local Y, everything works as I expect it to. Bone A acquires the same local Y rotation as bone B, and they face the same direction.

However, if I rotate B freely, allowing local X and Z rotation to occur as well, I experience behavior that I do not expect. Bone A smoothly rotates around local Y as B is rotated (as expected) until hitting certain rotations, where it then seems to "snap" to a different rotation. Here is a video of the issue occurring:
Rotating around local Y causes snapping when X and Z rotations are not 0.

I'm sure this is all a misunderstanding on my part. But I'd be really grateful if someone could help sort me out. In my mind: because I can see that the local Y rotation of bone B changes smoothly as I rotate it (I'm seeing this in the "Transform" view) the Y rotation of bone A should should also change smoothly.

Thanks so much!

The example blend (I don't enough reputation to post this as a real link, sorry): www.filedropper.com/bonerotationsnapexample


texts: Is there a way to intercept operation calls? I want to call another operation every time someone calls a Modal operation (bpy.ops.transform.translate) -- I need to get a callback when it starts and when it finishes to run a complementary script. Any suggestions?


texts: How do I designate objects as parts of different material groups and different vertex groups?

texts:
Thank you for taking the time to look at my question.  I have a robot figure that is split up into a collection of various objects.  Some of these objects will make up separate vertex groups that will be paired with a bone, such as the head (consisting of the helmet, eyes, nose, mouth, etc.), but the author of the file split the objects up by color.  So, some head parts will be silver, as will some chest parts, while other parts of the head, arms, torso, and legs will be blue.  I'd like to group these for ease of use, but I'm not sure what the best way would be to go about doing it.
Put another way, I'd like objects A, B, C, D, and E to be colored blue, but A and D are part of the head, and should be in the vertex group "head", while objects B, C, F, H, and K are part of the legs, so they should be in the vertex group "leg".  How do I do this?


texts: Python - Changing scenes' header color gives fever to CPUs

texts:
I have this script that changes the header color regarding the scene I am working in. The code is :

def header_color(self, context):
    global header_colors
    scene_name = bpy.context.screen.scene.name
    pref = bpy.context.user_preferences

    if scene_name == 'Editing table': pref.themes[0].info.space.header = header_colors[0]
    elif scene_name.startswith("Tag: "): pref.themes[0].info.space.header = header_colors[1]
    else: pref.themes[0].info.space.header = header_colors[2]

def register():
    bpy.types.INFO_HT_header.append(header_color)
def unregister():
    bpy.types.INFO_HT_header.remove(header_color)

This function is incredibly CPU consuming. If I replace the conditional sequence for a straight...

pref.themes[0].info.space.header = header_colors[2]

...the cpu activity is back to normal.

Do I do something wrong?


texts: is there a way to move the 3D Cursor on top of anything?

texts:
Many times that I have converted a "View Space" Grease Pencil stroke to a curve, I have found that the curve was created and placed in where the 3D cursor is(not exactly but they have relationship).

However, I don't want the curve be placed inside any object(see fig below),I found no way to control "the deep" that where the curve will be placed.


texts:
I wrote a little script addon but I can't put operator in panel with filepath to export to folder. The example under, I wan't to replace path with panel.

# EXPORTE EN COLLADA -
class ColladaExport(bpy.types.Operator):
    bl_idname = "object.colladaexport"
    bl_label = "Collada export"

    def execute(self, context):
        path = "D:\Documents\VR\mixedRea\polypheme\models"
        selection = bpy.context.selected_editable_objects
        bpy.ops.object.select_all(action='DESELECT')
        for obj in selection:
            if obj.type == 'MESH':
                obj.select = True
                bpy.ops.wm.collada_export(filepath = path + "/" + obj.name,
                                          check_existing = False,
                                          filter_blender = False,
                                          filter_image = False,
                                          filter_movie = False,
                                          filter_python = False,
                                          filter_font = False,
                                          filter_sound = False,
                                          filter_text = False,
                                          filter_btx = False,
                                          filter_collada = True,
                                          filter_folder = True,
                                          filemode = 8,
                                          selected = True,
                                          active_uv_only = True)
                obj.select = False

        for obj in selection:
            obj.select = True
        return {'FINISHED'}

Thank you
Thank you very much for these indications. I'm going fast with an ant ... I followed your directions. The good text is written correctly with the brother button But the recording in collada in the chosen file does not work. Here is the script:

import bpy
import os

from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

class ColladaExport(bpy.types.Operator):
    bl_idname = "object.colladaexport"
    bl_label = "Export collada"
    filter_folder = BoolProperty(default=True) # only folders
    directory = StringProperty(subtype='DIR_PATH')

    def execute(self, context):
        selection = [o for o in context.selected_objects if o.type == 'MESH']
        scene = context.scene
        for ob in context.selected_objects:
            ob.select = False

        for obj in selection:

            scene.objects.active = obj
            obj.select = True
            filepath = os.path.join(self.directory, "%s.dae" % obj.name)

            bpy.ops.wm.collada_export(filepath=filepath, check_existing=False, filter_blender=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=True, filter_folder=True, filemode=8, selected=True, active_uv_only=True)

            print("collada export", filepath)
            obj.select = False

        for obj in selection:
            obj.select = True
        return {'FINISHED'}

class VrTools(bpy.types.Panel):
    bl_category = "Tools"
    bl_context = "objectmode"
    bl_label = "VR Tools"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        self.layout.prop(context.scene, "directory")
        op = self.layout.operator("object.colladaexport")
        op.directory = context.scene.directory

def register():
    bpy.utils.register_class(ColladaExport)
    bpy.utils.register_class(VrTools)

def unregister():
    bpy.utils.unregister_class(ColladaExport)
    bpy.utils.register_class(VrTools)

if __name__ == "__main__":
    register()


texts: How to apply mixamo mocap data to my character properly?

texts:
I made a character for an academic project, which most of the pieces are floating. The next step was to upload this model to mixamo and test it with some pre-recorded animations, but I am having problems with the auto-riging feature avaliable in mixamo.

Any idea why this is happening?


texts:
I am trying to UV unwrap a model of a tank I am creating. I am having an issue trying to unwrap the tank body. It is basically a box with a curved front and back. I am trying to do a seamless texture all the way around, so I split the body in half so that I could unwrap it, then duplicate it and flip it so the UV coordinates are mirrored. When I press 'u' and select "Unwrap," I get the following result:

As you can see, it's a continuous row of quads with two open ends, so I see no reason why it shouldn't unwrap in a more straightforward fashion. I looked around for solutions already. I tried applying the scale, which made no difference. I tried resetting the UVs from the 'u' menu, then unwrapping again, but that still resulted in distortion. I already removed doubles. I would set up some seams, but given the shape I have I don't see how that would help at all. Maybe if I re-created the geometry it would work, but then I don't understand how it would get stuck in this state.

How can I unwrap this so that each face keeps the correct proportions and the edges are aligned to X and Y in the UV editor?

Here is the blender file if that helps: simple tank (unwrapped).blend

Thanks.


texts: I haven't found anything over the matter. Is it possible to set dynamic sky also "below the horizon line", sort of mirroring it in -Z axys?


texts:
I am trying to simulate a tshirt on a person. Problem that I have encountered is a distance between tshirt and a body of the person. Both objects are meshed, tshirt has a cloth option chosen (distance 0.001m) and human has a collisions chosen. How can I reduce that distance? On a picture below it is clearly visible, black and orange one at the shoulders. Another issue is with the hand movement simulation, I am not sure what I am missing because when I put hands in a different position the tshirt is not reacting to it even though collissions between those two things are there.
Any help appreciated.

Edit 1: I attach screenshot as requested. Please see menu on the right hand side.

Edit 2: Did you mean Thickness Outer property?
I think it helped but I still do have a problem when avatar changes the hands position. I guess maybe I am trying to do the animation wrong? Because when in Pose Mode cloth do not collide with the arms as on a picture below. I was looking for some tutorial on yt but unfortunately did not find anything helpful.

Edit 3: I attach my file. I guess that issue could be related to the wrong animation and changing position of hands to dynamically, or I am missing some setting.
Thank you all for help.


texts: Mirrored Sculpting Randomly Adding+Subtracting

texts:
I am sculpting finer details and trying to save time by mirroring.

I didn't check the mirrored side though until I was almost done and have just noticed that the mirrored side hasn't been flattening properly.

Its been adding and subtracting at random it seems, and the sculpt seems to be more 'severe'.
Using the Flatten Brush and Dynotopo is enabled.


texts: Texture Painting not working with a blank image

texts:
I'm trying to texture a model using a blank image as base, with transparency. However, no changes are being shown, which is driving me insane. Using not-blank textures works fine, so what am I missing?

Thanks in advance.


texts:
I just did a painting test in substance painter with a really dirty light mass UV map, and the bake is good, the paint leave no artifacts, normal map and height painting is also good.

So I’m wondering why is it really necessary to have the regular clean uv map and in which case they are really important ?


texts: How to render Compositing only by OpenGL?

texts:
I do not use any object in my scene. All my Nodes are in the compositor, but when I render compositing by OpenGL I get only an empty screen.

I can use objects as simple trick, but I don't like that. I need output my compositing by opengl directly.

How can I render compositing by OpenGL only in blender?
- Using file node will use Blender Engine not Opengl
- When I press F12(Internal Blender engine) I see my compositing result.
- When I press Camera button(rendering by opengl ), I see nothing...empty viewport


texts: Blender Will Not Select Faces, Vertices, or Edges in edit mode individually

texts:
Recently in Blender 2.75 I've come face to face with an inability to select the proper faces, edges or vertices in edit mode individually.

Selecting everything with the A button is no problem, but when I right click on a vertex, face, or edge in their respective selection modes, there's no orange highlight and no manipulator around the selected face/edge/vertex, which means I have no way of selecting an individual mesh piece in edit mode.

I've even tried the lasso tool and selecting stuff by pressing the C button and clicking.

I didn't have this problem until I changed my Intel graphics driver to display color in 16 bit. Except I only changed it to fix another problem in blender which made the viewport lag one step behind every action, like clicking on an object or dragging or moving something around.

I'd love to know if there's any way to fix this problem and if there's still a way to keep blender from lagging like it did before. I look forward to seeing your answers.


texts:
I want to animate a quick shot of a road (photo) where my camera moves slightly.
So I'm trying to project a photo on a mesh on a simple "tunnel".

I've read this topic, Project photo onto mesh UV texture, and I've built a scene setup using Fspy.
Once in Blender, it seems that everything is correct; my mesh does match the picture.

But once I unwrap my mesh, it doesn't work at all as expected :

Project is here if you want to have a look at the file.

What am I doing wrong ?
Thanks for your help.


texts: I want to hide the particle source (tree), but so that the forest itself is displayed. In 3d viewport this works, but only particles of the pie are displayed on the render. The differences are that the tree is used as a collection, the cake is used as an object. But if I use the tree as an object, then it will be without leaves, despite the fact that the leaves are children. I want to just hide the tree, but render the forest.


texts:
I've created a cube mesh. I've changed its dimensions and from the top face of the mesh, I've extruded. However, whenever I move the top face of the extrusion, it pulls the whole object and not just the extrusion I made like it has with other objects I've extruded from. Why is it acting differently?

Nvm, found out. Disabled soft-selection that I must have enabled by accident.


texts:
I'm trying to carve into a cylinder for a project due next week, but its not sculpting the way I need it. When I try it just leaves these tiny polygons behind (see image linked)

http://prntscr.com/d2ghhd

I'm not sure why its doing this, any help is appreciated


texts: Is there a shortcut to open the 3D view?

texts:
Is there a shortcut to go to 3D view when you are in another view, such the UV/Image editor or the Node Editor?

I can't find it.


texts: How to replicate a Laowa 24mm Probe lens in Blender cameras?

texts: I've replicated plenty of lenses, MM, f/stop, etc. Its all pretty straight forward but this one has me baffled. I've adjusted the camera scale but that doesn't work either. Anyone ever tried to mimic this lens?  If so your advice would be greatly appreciated.


texts:
I just followed Andrew Price's video tutorial on how to render hair in cycles, and I have followed every single direction, but no hair gets rendered. Is something not enabled or activated?

It is almost like it is trying to render with the particles grit there.

Here is the blend file.


texts: Rendering two layers simultaneously glitch

texts:
I've done a render where I had the main objects on layer 1, and an explosion on layer 2.  However, when I render them simultaneously, the exploding pieces in layer 2 go right through the object in layer 1 (as the camera zooms through the object), creating a weird glitch like this:

I should mention the explosion has several composite nodes like glare, lens distortion and emission, so what I think happened was that the pieces on the 2nd layer went through the first and ended up illuminating the object in the 1st layer.  This also caused the render to be about 5 hours!

This is what the object looks like with both layers BEFORE the camera gets too close, thus not causing that glitch:

The reason I used 2 layers to render at the same time was so that I could use a set of composite nodes for the explosion only.  I didn't want to render them separately because I still want reflections of the exploding object to show on the objects in layer 1.

I'm guessing the only way to avoid this weird 5 hour glitch is to make it so that the explosion can't go through the objects in layer 1, but rather bounce off like they should in normal physics. How could I do this and still have them on 2 different layers?

For the blend, you can download it here (it was too big for blend-exchange.giantcowfilms) https://drive.google.com/file/d/0BzCN0fElYa3HUzhCT21yT3FPZ0U/view?usp=sharing

Thanks


texts:
I'm really stuck and confused as to what's wrong with my hand/finger rig. In my reference model I'm trying to copy, the green controller bone for the little finger moves the finger and is connected to the red hand deform bone. I can't seem to get it to work though. In an earlier save, my green control bone is connected to the green hand deform bone and it works. Either one I try, it doesn't work now.

Also, if I set up the IK constraint like the reference model, and put the pole angle at 90 degrees and have the influence at 1, the finger twists upwards, whereas in the model I'm copying, it isn't like that.


texts: Volume Scatter Causing More and More Fireflies with More Samples

texts:
I am trying to create a cloud of dust, and the volume scatter is creating a large amount of fireflies. However, unlike the other posts I've read, increasing the samples creates more fireflies, and as the accumulate, they create shiny, reflective spots around the edges of my mesh. I have a single spotlight and a blue background to light up the volumetric mesh, and changing lighting features such as "Casts Shadows" and "Multiple Importance" seems to have no effect.

Here's an example of the problem with 50 samples:

one with 200:

and finally one with 500

As you can see the fireflies get more and more concentrated around the edges as the samples go up, and create weird highlights and reflections in the end.

I will note that I am an advanced Blender user, and I am very familiar with eliminating fireflies, but these ones seem to defy logic. I've never seen a problem like this. Any help would be appreciated. Thanks, Graves.


texts: Bake AO map from multires in Blender.2.82

texts:
Back in 2.79 there was the ability (in blender render mode) to bake ao maps directly from multires. There was no need for a hp and lp mesh to do this.
How can i achieve this in 2.82? The only available maps for baking from multires are the normal and displacement maps.
In general what is the proper (and maybe the easiest) way to bake an ao map of a sculpted mesh with the multires modifier in blender 2.82?

BR,
Bill


texts: Why do my rigid bodies freak out after adding one more object?

texts:
Trying to rig the mesh hair to have physics. It works fine, until I add one more (passive) rigid body (the opaque cube) to the scene. Any idea what may cause this?

https://streamable.com/g3lhak


texts: What are the implications of a very large scene (scale-wise, relative to the default cube)?

texts:
I routinely model objects for use in larger scenes based on real-world measurements. These measurements are given in millimetres. The easiest way to model therefore, is to set the scene scale to millimetres and input everything in millimetres. This avoids unnecessary button pushing (0's and .'s) and mental conversions.

The consequence of this is that the resulting scenes are very large in comparison to the default cube. What are the negative (and positive) implications of doing this?

In my experience, issues only tend to arise when you are performing any kind of simulation, such as:

The gravity of the scene does not reflect any change in in the scene
scale and therefore has to be manually adjusted to avoid objects
falling very slowly.
Similarly, the speed of sound does not reflect the change in
the scene scale when calculating the Doppler effect for exported
audio.
Mass calculations may return bizarre results (such as zero mass and
even negative mass)

On the plus side, Blender stores coordinates as floatingpoint and therefore no accuracy is lost when working with very large or very small objects. I have however read elsewhere, that there is a maximum scene size.

I am considering modelling individual objects in millimetres and then scaling them down at the end of the modelling process and then constructing scenes in a more reasonable scale. I think it would be beneficial if you could set the scene scale in Blender in one units and then set the input units in another scale. For example, you could keep the default scale of 1BU = 1m but change the input units to millimetres. In effect, typing 1234 when translating an object would be converted automatically into 1.234 m/BU.


texts: Setting Up Smoke Domain Material in Cycles

texts:
I am trying to understand how to make fire in Blender. I bumped into this blog and downloaded the attached blend file.

In this blend file the Smoke Domain Material is constructed using two textures of the Voxel Data type. These two texture are called Flame and Smoke Density.

After the helpful answer of Josh I understand now that the way the Smoke Domain Material has been set up in this blend file is very Blender Internal (which I don't understand). Would somebody like to have a look at this blend file and reconstruct this Blender Internal Material into a Cycles Material ??

In the Blend file a plane is the Flow Object. The flow type is set to "Fire". This suggests that there is no smoke emitter ...but I think there is a smoke emitter.

Here is an image of the animation at frame 150 with Flow Type = Fire

And here is an image of the animation at frame 150 with Flow Type = Smoke + Fire

As you can see there is only a tiny bit more smoke when using the Flow Type = Smoke + Fire. So it seems that there is a smoke emitter in this blend file (when set at Flow Type = fire). By the way, also the manual says:

  Fire Emit only fire. Note that the domain will automatically create
  some smoke to simulate smoke left by burnt fuel.

So I guess in the set up of the smoke domain material both voxel data Flame and Smoke Density should be used.

P.S I have studied the manual, I have seen the tutorial of Blender Guru. But this file produces a lovely fire and I want to understand this specific Smoke Domain Material set up. Maybe the quality of the fire is not only a result of the material set up but first things first.


texts: Some sculpting brush hotkeys change the view rather than the brush

texts: Hey everyone I am new to Blender and I've been watching sculpting tutorials on hotkeys for the sculpting brushes. A few of the brush shortcuts that involve pressing shift and a number for example (SHIFT+4 which I've read should be the scrape brush) change the view of the object instead of selecting a brush. I'm Curious is this some sort of setting that needs to be changed for the hotkey to work?


texts: image get distorted on uv sphere when rotating texture

texts:
im facing the issue as in the photo below.
i want to rotate the y axis to animate it.
in HDRs its no issues.if i try to recreate it on a uv sphere i get this ugly distortion.
rotating the whole sphere isnt acceptable because of many reasons.
i want to rotate the texture only.

before rotate on x, y

after rotation

any solution?


texts: Strange behaviour while I'm texturing an object using the projection painting technique

texts:
I'm working on the projection paiting explained on this tutorial. My problem is that I have completed the tutorial and it seems that there are no problem,as you can see here :

but this is what happens when I close and reopen blender :

Something does not work. I tried to make two operations to fix the problem,but they didn't do it.

1) I gone under image/pack image as png and I packed the textures as png but it didn't work. Plus,sometimes the pack image as png option appears,sometimes not. why ?

2) I gone under slots/save all images but it didn't work

what can I do now ? thanks.


texts: How to keep my background image settings?

texts:
is there a method to store the settings of background images? I use them often as modeling reference in the viewport, but everytime I open up the blend-file all settings are gone:

Settings during work

Settings after restart

As long as you get the modeling done without a restart or changing the files, there is no problem. However it's annoying to replace all images over and over again.

Any ideas?


texts: Issue animating a 3D text within a scene

texts:
I'm pretty new to blender and probably missed something obvious, but I couldn't find anything online pertaining to this problem.
I recently created a small animation and I'm aware of the basics. (Add a keyframe, move the timeline, change the object in the way you want it to animate, add new keyframe, etc.)
That animation turned out perfectly, and I rendered it into a video.
A day later, I wanted to add some more to the animation.  I added some 3D text using the "text" option within blender, and positioned it appropriately.  I added a starting keyframe, then rotated the text as I wanted it.  I added a new keyframe.  The text jumped back to it's previous rotation and refuses to move itself.  The keyframe shows itself on the timeline, but no matter what I've tried, the text itself won't move.  Any help at all would be very, very appreciated!
File is here: https://pasteall.org/blend/4e39eebd0c3843298554a7d1555657e2


texts: All UV info is collapsed into a single point

texts:
I have recently purchased a package for unreal engine which contains lots of low poly models. I have some light-map issues with unreal engine. I guess that (based on the warnings within the engine) the problem is caused by the texture UV-mapping. Here is a shot of the UV map inside blender:

And here is the 3d Model:

As you can see all the UVs for leaves(and other parts) are gathered in a single point, and I think that is the source of my problem. I tried to separate the vertices but its an extremely time consuming process since there are hundred of vertices and tens of models.


texts:
I heard/saw there is a retopo engine in blender now. Is this true? I cannot seem to find it, and the google results I get are either old stuff (I'm already using magnet/snap) or a marketed plugin.

Did I miss something?


texts: how to display an image in blender UI with python?

texts:
is it possible to display an image within the blender UI interface ?

let say that i want to display a 500x500px image in the N panel in layout.box().column(), how to do that ?

blender can already do that when clicking on an enum with preview
so it must be possible within the api right ?


texts: Change Object Relative Position to Origin

texts:
Example:

I create a cube and change it's position to 0, 8, 0.

How do I make this new position its new origin?

I want to export it to Unity and manipulate the position, which is rendered very difficult because of the blender settings.


texts: How to use simple deform to bend geometry in a circle?

texts:
I feel like something is just going way over my head here and I'm missing something really trivial. I'm doing a Grant Abbit well tutorial. I created a set of cubes along the x axis to use as the rocks for the well. I added a simple deform modifier. If I set it to bend at the z axis at 45 degrees, it makes a weird fan shape. I did also try making the origin set to an empty and that just swings the fan around.
File download: https://pasteall.org/blend/e826991d5a5e4e3b8f94e0ec92ff333f


texts: how to remove unwanted mirror effect in a particular part

texts: Dear all I am drawing a 3d image, and while drawing the face of the character I used mirror effect. But as the body of the character is not similar how can I remove it


texts: Executing blender with an executing python interpreter (ie parent process access to bpy.context)

texts:
Opening a blend file with blender does not localize the blender executable's python interpreter context
    eg a valid call to bpy.context from an external python interpreter does not appear to be faciliated by any documented facility
is it possible to open the blend file with blender with a provided python interpreter?

The only other way to enable interaction with an opened file daemon would be to io with the executable on a port
It's unlikely that python has any general purpose for sharing the python interpreter's context, ie an rpc api (that is callable from an external python interpreter in a interchangeable way) for:

general purpose memory reading/writing
command execution
any other constructs relevant to python


texts:
I want to change the dimension of multiple object as whole. I moved them to parent object. But how to enable the dimensions of parent object.

My purpose is if I change dimension of parent object than all child object dimension should change.

Currently I am not seeing dimension of parent object. Is there any other way around?


texts: This Light effect not showing in Render but shows up in View-port rendering. Affecting both EEVEE and Cycles

texts:
When render in view-port,

The lights creates this effect on the fuselage(notice the part before wings.). But when I render it out that does not shows up. This is true for both EEVEE and Cycles.

Am I doing something wrong?


texts: how can I export object position info from blender to text file?

texts: how can I export objects position information from blender to a text file for every frame of an animation?


texts: How can I automate Blender's ability to focus on part of a model while modelling?

texts:
To be honest, it's dizzying to navigate yourself around the vertices you are trying to edit while quickly modelling something on the side, I know you can press . to pivot around it, but is there a setting that does this for you automatically so you wouldn't have to?

Also, how can you set this convenience for the Outliner, VSE, NLA, Timeline, Dope Sheet and Graph Editor too?


texts: Blender modeling materials in Unreal Engine 4

texts: I'm new to Blender and also Unreal. In Unreal material object is a place for material elements. In 3DS Max you can create Submaterial for it but I don't know how to do it in Blender.


texts: I've heard a lot about this 'cool' feature in the next release and I wonder what it is. Any infos?


texts: Python: Using pycharm with the blender API gives errors

texts:
I was trying to follow this tutorial to use Pycharm with blender. I extracted the API from blender but when trying to use the bpy library, I get multiple errors. Is there some way to fix this or download a more stable version?
I get an error like this:

def template_list(listtype_name, list_id="", dataptr, propname, active_dataptr, active_propname, item_dyntip_propname="", rows=5, maxrows=5, type='DEFAULT', columns=9):' ^ SyntaxError: non-default argument follows default argument

This is after I fixed 7 errors. I know how to fix it but its a huge hassle to fix all the errors.
File: https://www.dropbox.com/s/rbi4r417p8qeq7y/bpy.py?dl=0


texts: Combining different meshes, and UV's of a character?

texts:
i am new to the site, so please bear with me.

I have created a character for a game (game built in UE4). The character is already rigged and works in the engine, however the character i made is composed of different meshes (arms, legs), each with its own UV map and texture. This is a problem because the game engine treats the entire character as a single mesh, and i can only apply a single texture to the mesh. Is there any way of baking the textures already applied? or is there some other solution to dealing with this problem?


texts: Blender modal timer self._handle and self._timer locals are set to None upon second execution call

texts:
I'm working on a modal operator using the timer template provided in blender.

I'm running into an issue where variables declared locally to the operator, as they are in the template, are cleared to None upon the second execution of the operator - e.g. when I want to send the "stop" command.

The template declares _timer = None and then references it when removing it from the window manager:

def cancel(self, context):
    wm = context.window_manager
    wm.event_timer_remove(self._timer)

In my operator, the remove function no longer works because self._timer is None.

I've worked around it by using a global op_timer but I feel this should be unnecessary, unless there is something I don't know about how blender handles operators, or how python handles classes.

Thoughts?


texts: Is it Possible to Create an Opalescence Shader in Cycles?

texts:
Is it possible to make an Opalescent shader in cycles?

From Wikipedia:

  Opalescence is a type of dichroism seen in highly dispersed systems
  with little opacity. The material appears yellowish-red in transmitted
  light and blue in the scattered light perpendicular to the transmitted
  light. The phenomenon is named after the appearance of opals.

I attempted to do something similar by mixing to glass shaders with IsCamera ray as the factor:

However, the color of each glass shader is getting mixed, so the color of the object is not separate from the color of the caustics:

How can I make a shader with separate color inputs for the caustics and the object itself? Or if it's possible, make a more physically based opalescence shader?

Update: I managed to separate the caustics from the object with this node setup:

However, I can't seem to mix them. Here are results with the Factor of the last mix node at 0, .5 and 1:

I did not expect setting the factor to .5 to work, though I'm not sure why using an Add node blows it out:

I could composite these together, but I would prefer to have it work in one material if possible.

How can I accomplish this?


texts:
I'm trying to save a texture using save_as, because I want to use the optional Copy parameter. I'm using this code:

# locals: size (int), path (string)
tex = bpy.data.images.new("MyTexture", size, size)
bpy.ops.image.save_as({"edit_image": tex}, copy=True, filepath=path)

As a result, I'm getting this:

RuntimeError: Operator bpy.ops.image.save_as.poll() failed, context is incorrect

However, I can't find any documentation about which context is needed for save_as. So my questions are:

What is the required context for save_as?
Where do I generally find what context is required for an operator?


texts: How can I build a versatile camera rig which can both orbit around its focus and pan?

texts:
This is a little hard to put into words, so please bear with me.

I'm building a camera rig. I need the camera to be able to orbit around an object, as if it were on a circular track, then move away from that object and then pan. Here is an example of the kind of motion I'm after:

The problem with the motion in the example is that the camera is initially rotating around an empty to which it is parented (the black circle) but then when it rotates around its own axis, it leaves the empty behind, and so will never be able to orbit again.
Essentially I want to be able to choose whether the camera rotates around the empty or the empty rotates around the camera at any given time and then animate back and forth between these two possibilities.

The final rig will be using bones and constraints to allow for crane shots and the like, so a solution doesn't need to just rely on the relationship between camera and empty.


texts:
My specs are:
CPU. Intel Core i5-8300H
GPU. NVIDIA GeForce GTX 1050 (4GB GDDR5)
RAM. 8GB DDR4, 2400 MHz.

Blender instantly freezes up the screen when the rendering button is issued and the only way to go around this is to do a restart. How can this problem be solved?


texts: vertex/object moving sensitivity increases suddenly

texts:
After working a while,suddenly if I try to move a vertex or an object, it moves too much.It is like, if I try to move a vertex freely in any direction, it moves .1 unit at a time at first.After working a while it starts to move 1 unit at a time.It does not fix if I hide any object that has too many object on the same project or even if i delete it.What to do?

Same thing happen with rotation and scale.


texts: How to add faces to underside of a model

texts:
Hi. Attached is an image of just the bottom verts of a model that I have. I have hidden the top section so it can easily be seen.
I plan to print the model, so this is the open underside face, I need to create faces on this underside to effectively close the model, would anyone know an easy way of doing this?

Your help is really appreciated.

Thanks.Richard.


texts:
I'm new to blender, I was using the grease pencil on "2d animation", and I disabled the gizmo that helped me navigate...it took me a while bring it back, and now I can move and rotate on the axes, but I can't pan or zoom in and out (I can also rotate with the numpad,but again, I can't really zoom or pan). The problem is only on this file, the view is not locked to any object, and I don't think that I'm using the fly view navigation, and I already tried checking the auto depth...what else can I do?
Thank you for trying to help me


texts: Why are my shadows not appearing? I did the lever and slight shadows appeared, but I can't figure out why the piston doesn't have any shadows..... I'm using a spot light with a ton of watts and the bg at a strength of 0.


texts: Copy shape key to a different object with similar geometry

texts:
Is it possible to copy a shape key between objects with similar geometry? Specifically, I am looking to transfer shape keys from a higher poly mesh to a lower poly mesh that are very similar in shape, but have different topology.

Contrived example:
Here I have two meshes with similar geometry.

The mesh on the left has a shape key.

If I align the mesh on the right with the mesh on the left, such that the verts are generally next to their counterparts... (this will have varying degrees of error for more complex shapes with different topology and scale)

...can the per-vertex transition data for the first mesh's shape key be interpolated and copied to the second mesh? Can I adjust the interpolation strategy? (similar to how vertex weighting can be copied between dissimilar meshes with varying interpolation methods)


texts: Toggle orthographic views opposite sides

texts:
How to ...
    ... toggle views with the opposite 3d space viewing side ?

e.g.

press key for front view and press again for back view

An half solution is to reuse the same hot key.

This method has the benefit of quickly reviewing the front and back side. You can keep the hot key pressed to see one side and press shift to see the other side and release shift to go back to the other view.
Another half solution might be to assign double click (possible with keyboard key) to go to the complementary side view.

When these half solutions work fine the operation still seems a bit complicated.


texts: Getting the location of rigid body object at current keyframe

texts:
I would like to print out the location of an object with this script:

import bpy

obj = bpy.data.objects["Cube"]
print(obj.location)

It prints it out correctly, but when I animate this object (it's a rigid body) and then at a particular keyframe I run this script again, it just prints out the same location.

I tried to set the frame with:

bpy.context.scene.frame_set(fr)

Like it is mentioned in these two questions:

How can I get the location of an object at each keyframe?
Location of an object at a specific frame

But the location just stays the same. How can I get the correct location of the cube?


texts:
I am importing a DAE file (a couple of different ones, acutally) and in both cases I get nothing in my scene.

The Blender Scene shows only render Layers and World, no geometry or objects.

How do we debug this? Is there a Log or something that tells us what is failing?
I get no errors, messages, nothing.

I am using the Collada importer that came with Blender 2.78... is there another importer I should rather use?

These DAE files do not come from Sketchup... Does it matter?

thank you

Gio


texts:
I want to add a modifier to a bunch of objects but after adding one, its parameters affect only a certain object, not the rest which have inherited that modifier via Ctrl L = Make Links: Modifiers.
So the question is how I am supposed to add a "single" modifier to a selection of objects or make an instance of that modifier? The idea is to control different objects via a single modifier that is shared among them. Hope it's not that convoluted.

In Max you normally do it by cloning and then paste-instancing a modifier through the Right-click menu in the Modifier Stack.


texts: In Blender 2.8 can I render an image in SVG format?

texts: I need to render an image in SVG format and I don't see the option any where but I know you can do this in 2.79 using freestyle or addons. How do you do this in 2.8?


texts: Is it possible to camera-track 360 video?

texts:
I have to deal with some equirectangular 360 footage. I need to use camera tracking to be able to stabilize it.

It seems like it isn't possible right out of the box, as I can't select a panorama camera in the presets. How can I use camera tracking on 360 footage?

My guess is that solving a panorama track should even be easier than solving a regular camera where you have to guess or approximate the fov.


texts:
While trying to apply a fixed lamp and moving sun to an animation (to see the effects of different lights from different angles) I noted that neither seemed to be affecting my texture when rendering (Cycles), but instead there was an unknown, invisible light source from directly above. It's not something I put there. I set up a kind of sundial needle which indicated the light's directional origin.
I'm still learning the Principled BSDF and can't get the spotlight and sun to take effect, but have only the other uncontrollable source.
Any hints or tips would be greatly appreciated.


texts: world_to_camera_view incorrectly centering on object

texts:
When I plot points of a mesh to 2d using bpy_extras.object_utils.world_to_camera_view the object is centered to the camera. However the actual camera in 3d mode the objects are not centered.

An image is probably the best way to illustrate what I was expecting versus the results I am getting (see below).

Is there anyway to get these meshes off center as the camera actually sees them?

Expected:

Actual:

I don't know if my python code is to blame.. here it is:

..snip.. (for each vector of each mesh)
blenderVertexIndex = bpy.data.objects[obj.name].data.polygons[indexFace].vertices[indexVector]
coordinate3D = bpy.data.objects[obj.name].data.vertices[blenderVertexIndex].co * obj.matrix_world
coordinate2D = bpy_extras.object_utils.world_to_camera_view(bpy.context.scene, bpy.data.objects["Camera"], coordinate3D)


texts: Smooth transition between glossy and color material

texts:
I would like to make the white part of the tooth(bottom) below to be glossy and the other color to be simple with no reflection. I still have to keep the reflection at the same location of the object, while getting rid of the darker sides. I'm using the cycles render and a Hemi light.

Below are the material nodes used for the material, which I followed from another thread.


texts:
Limited dissolve / merge / non of these options are getting rid of the coplanar lines in the table top here (with the holes in it).

FILES:


texts: I want to Integrate Animations with my friend

texts:
Me and my friend want to work with the same rig(skeleton), integrating our own animations that were made in the same rig(skeleton) but in different workspaces. For example, my friend will animate the walk of the rig and I will animate the crouch of the rig.

How do we incorporate those animations together?


texts: I am beginning to simulate fluids in blender and doing my first one I see that water stays in the middle of the simulation and does not fall. Someone knows why this might happen? Thank you


texts: Exporting / importing .obj messes up the materials

texts:
I have a problem. If I export the model with blender materials in to .obj format, and then import it back,all the materials persist, but are much darker then the original exported ones.

(left - original, right - import)

The thing is that there is a transparency property added, and all specular changed to black, as well as base colour darkened a bit. Also mirror property is set to 100%, and mirror colour to black.

What is wrong with this? Any way to fix it?


texts: Split Screen Resolution Problem (Game Engine)

texts:
So when I run the game with the Embedded Player the split screen works but when I run it Standalone the size of the camera is changed.

Embedded:

Standalone:

I would like to make the standalone look like the Embedded.

Here is the code for the split screen if that is needed:

from bge import logic, render
camList = logic.getCurrentScene().cameras

cont = logic.getCurrentController()
own = cont.owner
cam1 = camList[own['cam1']]
cam2 = camList[own['cam2']]

width = render.getWindowWidth()
height = render.getWindowHeight()

cam1.setViewport(0, 0, int(width/2), height)
cam2.setViewport(int(width/2), 0, width, height)

cam1.useViewport = True
cam2.useViewport = True

Thanks!


texts: how to avoid runtime error when calling an operator from a handler or another operator if the called operator has self.report({'ERROR'})

texts:
I'm trying to call an operator that has a self.report() from both a handler and another operator.  It all runs smoothly until it returns to the calling code, at which point it triggers a runtime error and the message is not displayed to the user.  removing the self.report works, but then I have no way of informing the user of problems they need to manually resolve.
Is there a way to call an operator which uses self.report, from either a handler or another operator without getting the runtime error?
Here’s a small example code: open a blend file and change frame to test the handler, ctrl shift f will let you run it from a popup menu.
https://www.dropbox.com/s/k2tef36289mftsk/helpme.rar?dl=0


texts: How to prevent blender 2.8 from deforming objects when rotating a bone in pose mode

texts:
I am new to blender.

I started by creating a simple match stick, which I want to animate.
Unfortunately I get unwanted deformations when rotating a bone in pose mode.

I used 2 separate Objects. A cube as Stick and a conical sphere as head.
I added an armature with 5 bones (automatic weight) and made it parent to the stick and head.

Example 1: In default pose, the head is conical (as intended). In modified pose, it is almost round.

Then I made a new setup. Here I connected the armature only to the stick for testing. As you can see, in default pose, it is as wide as high.

When I change the pose, all parts above the used bone get much much thicker.

I have no idea, how to stop this behavier and google was also no help.

Does anybody have an idea?


texts: Understanding Rotation in Blender (scales on sphere)

texts:
I've been following a tutorial https://www.youtube.com/watch?v=Vxc4P0YI2rI which uses Animation Nodes to put scales on a sphere:

So in the beginning one scale is duplicated by the Object instancer and it creates as many scales as there are a vertices on the sphere. In a loop the local  track axis of every scale is rotated according to the vector normales on the sphere (with a Direction to Rotation Node) in order to make them point outwards of the sphere. Below the node setup:

Now I want to rotate the scales on the local z-axis. That's why I added those 3 maths nodes in the Loop frame. I thought if I increase the value for the z-value the scales would rotate accordingly until they are positioned flat on the sphere. But instead they rotate on the local y-axis !
If I increase instead the y-value some of the scales rotate as desired, but others rotate to the opposite direction ! :(

I think I missunderstood the concept of rotating objects in AN / Blender. It would be nice if someone could explain me why I get different results from what I have expected.
In the video there is a fix shown but the author doesn't explain why he is doing that. The fix is nice (and simple) but without explanation it's worthless since I might encounter similar problems in my own projects when using these techniques.

My blend file can be downloaded here:
https://www.file-upload.net/download-13131607/scalesonsphere.blend.html

Edit:

Hey,
still I've got a problem / something I don't understand. When the initial rotation of the scale I want to put on my Icosphere looks like this:

I get weird results:

However if I rotate my scale like this :

and apply my node tree after (with the Z-axis set as the direction vector in the Direction to Rotation node) everything rotates as expected:

Why do I get different behaviours here?


texts: How can I multiply a quaternion and a list of vectors that represent xyz vertices of an object

texts:
How can I multiply a quaternion and a list of vectors together (which will represent the x,y,z vertices of an object)?  The error I get is: Error:
Quaternion multiplication: not supported between quaternion and numpy.ndarray types

A snippet of the code is below

import math
import sys
import mathutils
import numpy as np
from math import radians

w_rot=0.9961946980917455
i_rot=0.0
j_rot=0.08715574274765817
k_rot=0.0

quat1 = mathutils.Quaternion((w_rot, i_rot, j_rot, k_rot))
vector_xyz_rows = np.array([[1, 2, 3],[4.1, 5.1, 6.1]])

test_calc = quat1 @ vector_xyz_rows


texts: Combine All Objects but retain the individual custom normal data?

texts:
I have a scene with many objects with differing autosmooth values eg some are 30 some are 60. If I combine all the meshes into 1 it will mess up the normals as each object has different mark sharps applied based on the autosmooth i used for that specific mesh.
Is there a quick and convenient way to do this? i believe i can add custom split normal data per object but there a hundreds of meshes it would be tedious to do this one by one.


texts: Control image texture source from outside node group

texts:
I'm working on turning a cavity node setup I found online into a node group I can append to my blender files.

The setup uses several mapping nodes (that I already converted to math nodes so the values can be controlled from outside the group), but now I need image textures that receive the modified UV coordinates for the normal map (the "NormalTest.png" nodes in the image below).

The problem is that I want to control the image source from outside the node group and I don't know how to do that. Is there a node that can receive an image as a color input and output an image with the mapping applied? Or is there a way to control the image source from outside the node group?


texts: How do I extrude only a small portion of a face?

texts: I have a cylinder and I want to extrude only a small portion of one of its faces inwards. How would I do this?


texts: Can't create new action or push down current action on armature

texts: I've been animating in blender for a while and had this problem a long time ago. I never found a solution and now it happened again. I was messing with the NLA strips and now I can't push my action down or make any new strips. If I remove the action I can't create a new one on the armature. There's an image for reference.