texts:
I added a line and am very sure there is no indentation problem. Here is the error report and screenshots of the text so you can see it:

  Error: File "C:\Users\info\Desktop\Claas UI.blend\Claas_UI_2.py", line 40
      bpy.ops.object.mode_set( mode = 'EDIT' )

  TabError: inconsistent use of tabs and spaces in indentation
  location: :-1

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

When I remove the line with the arrows and uncoment the previous lines below it all runs fine.

Any idea what causes this?


texts: so I was Rigging my character, when I noticed that parts of her hair don't move with the model. Her hair remains in the same location (see image). I then Joined all the mesh into one Object/Model but the problem still persists.


texts: How to get Accurate Scaling When Making New Objects?

texts:
I seem to be running into an issue with creating new objects? Could someone please help me?
The Set Up
I am building a packaging mock up, that requires multiple boxes that slide together. the new object slides into / out of the old object. So Eventually these will be animated (Very New to Allot of This)
The Question
As per my images below, Both outer object and inner object have been set to the same size yet they visually appear two different sizes? The "Old Object" is created from the original default cube as per my memory. The second object is per a new added cube (1mm). How can I get an accurate scale?
Any help on this would be much appreciated. I am learning allot of new skills with this project and very open to new avenues in thinking about 3D development.
Thank you.


texts: How to add image texture to an existing material?

texts:
Here is my spaceship and I want to add and emblem on its wings (exact position marked with red circles).
How can I achieve that?
White color is just a Principled BSDF.
Any kind of help is appreciated!


texts: How to make performance test while render my scenes

texts:
I want to do a performance test via scenes that I created.
Could you give me some tips or applications which will check performance in the blender? GPU, CPU, Memory usage?

Or maybe it's possible to pin to render process and get information about usage?
I have skills that give me the possibility to write some code in C++ and C#.


texts:
Hope you and your families are ok in that moments, and i hope de will pass that soon.

I have a topology problem, the result is a problem on subdision.

I have that object, when i apply the subsdivision surface, the circle goes to a "non circle".
I don't know where i have to cut the mesh to break the loop that distorts that circle.

Thank you.

Thank you very much batFINGER and Robin Betts,

in fact tihs is the vest topology lesseon i have never recieved, that let me understand better the workflow for a good topology.

I have one more question, dou you know why the external part is not beieng correctly subdivided?

Moltes gràcies!


texts: How can I add a custom button to a panel?

texts:
I have made a custom panel in Blender and I would like to have 3 buttons. Currently I've taken the render button and just copied and pasted that into my panel and changed the name of it just for a place holder. How can I make my own button, like how I would make my own checkbox etc. Also, it's currently one of these kinds of buttons:

How and also make it this kind of button:


texts: mathutils.Matrix, matrix_world: set + get round-trip with ndarray requires transpose?

texts:
It seems like the Blender Python API lets you set certain transform attributes, like .matrix_world, using NumPy matrices.

However, it seems like there may be some disagreement on ordering, possibly row-major vs. column major, between setting the matrix and getting the matrix.

In both Blender 2.80 and 2.81-8c9e6f123a2b, I have to transpose the incoming matrix to ensure that it's set correctly.

Is this expected behavior (should I do this differently), or is it possibly a bug?

Example code, which can be run in the "Scripting" workspace of the default blend file:

import numpy as np

X_WO = np.eye(4)
X_WO[:3, :3] = [
    [0, 1, 0],
    [-1, 0, 0],
    [0, 0, 1]]
X_WO[:3, 3] = [1, 2, 3]

# Direct usage with Matrix: GOOD
matrix_WO = Matrix(X_WO)
print(np.asarray(matrix_WO) - X_WO)

obj = bpy.data.objects["Cube"]
# Set `.matrix_world` with `Matrix`: GOOD
obj.matrix_world = Matrix(X_WO)
print(np.asarray(obj.matrix_world) - X_WO)

# Set `.matrix_world` with `ndarray`: BAD?
obj.matrix_world = X_WO
print(np.asarray(obj.matrix_world) - X_WO)

# Set `.matrix_world` with `ndarray.T`: GOOD?
obj.matrix_world = X_WO.T
print(np.asarray(obj.matrix_world) - X_WO)


texts: Everything was fine a week ago but when I openend my project turns out I can't zoom in closely. Like, I can zoom but not into the body or close to it, I also can't move around with shift mousewheel anymore, can anyone help?


texts: I am trying to import my model to the unreal engine, and for that I have to merge meshes. My problem is the weight paint of the "tooth" on the neck; they aren't following the neck anymore. Hope someone can help.


texts:
I am working on a point and click game, I build my scenes in 3D in Blender Cycles and export them to Unity. I am working very
hard lately to get the graphics at the highest edge but I stumbled on some things that makes me doubt how to make what I really want to make. The game I make is in this moment made with camera mapping, I made a scene in 3D and then use a rendered image, uv map the objects with project from view and put the image(s) on the objects. So the scenes look already nice, but now I just have the thought to make the game into full 3D, meaning that all objects can be seen from all sides, so therefore I need to uv map all the objects again, which is no problem by any means. But I did a lot of baking test into cycles and the baking textures look very different from the full rendered image/rendered textures. I mean to say that the rendered image is far better quality than the baking quality as far as I can see. I already read a lot of threads about it, and that one can't use fresnel or specific shaders (like glass etc) for the baking. So my question is: Is there a way or a method that is user-friendly and that I could somehow use rendered textures instead of baking for the whole object/s? I already thought about making the objects split into two so I can put two rendered images, one for the front and one for the backside, but this seems a bit tedious, and is double as much work. Is there another or better method for this or did I miss something? I hope someone that understands my problem could help me. Thanks in advance!


texts:
I'm trying to import an image into Blender that I can make rotate continuously. It's just a simple 2D circular image that I want to make rotate. For an example of what I'm trying to do, see the last 15-20 seconds of one of the more recent videos here. (https://www.youtube.com/channel/UCQiojTHkAvFvdCSajklqUXA) His logo is a T shaped and rotates horizontally, mine would be a circular image, and rotating against the background rather than on the axis his is. For anyone wondering, I'm working on creating an outro card for my YouTube videos. Any help?

I've fiddled with Blender some, but not enough to have any real skill at it. Any assistance is appreciated.


texts: Why does 'bone roll' have a separate hotkey from 'y-axis rotation'?

texts: I noticed in Edit mode on my bone that I could rotate a bone with R+X or R+Z entirely as expected, but in order to rotate along the Y-axis R+Y simply has no functionality. Instead I'm forced to memorize a new hotkey, Ctrl+R to accomplish this same task. Why does the hotkey R+Y merit this replacement? I will need a good reason, since I believe that no appeal to local vs global axes has anything to do with this. Specifically I'm expecting Ctrl+R to contain some extra functionality I'm unaware of.


texts: molding an object in the shape of another object

texts: im trying to create a daz custom face morph. i have a custom face from another model i want to apply it on the genesis 8 fem model in blender. but i cant cut and past it straight away because i need to preserve original model vertices count otherwise it wont import into daz as morph. so im thinking perhaps there is a tool that molds an object in the shape of other object without changing the vertices or polygons count. i already extracted the custom face mesh. now all thats left is to mold the original genesis model face in its shape. something similar to how clay molds work in real life.


texts:
I want to select a vertex from a specific edge. The closest I have been able to get is by writing:

p1 = o.data.edges[edgeIdx].vertices[0]

However, according to the documentation on MeshEdge, I can only get the vertex indices by using this method. Is there any way to select a vertex that lies on a specific edge?

Thanks!


texts: Blender 2.77 - how to have my default workspace always with top, left, right, perspective like 3D studio max?

texts: I am new in Blender 2.77, when i open it, i always get one view point "User Persp" how can i see at once left, top, right and perspective views? (like in 3d Studio max there is 4 view point in one GUI)


texts: Can't select loops, ALT+Left Mouse moves View

texts:
I can't select multiple loops, because whenever I hit "Alt+Left Mouse" or "Alt+Shift+Left Mouse", it moves the view instead of selecting loops.
I've been trying to solve this by deleting all double instances of "Alt+left Mouse" in my keymapping, but for now nothing else but "Select Loop" is bind to this, and the problem is still there. I ask this because I have no idea why Alt+left Mouse affects the view and I don't know as well where is the option to disable this?
Here's a screencap of what appears when I press (left) Alt on my keyboard:

Thanks in advance for any useful suggestions.


texts: VSE - A strip with a PNG/transp won't show as long as there's another one above it

texts:
As the screenshots show, each strip has a PNG image with transparency.
blueoutline.png is above yellowball.png, each is using Alpha Over as a method of blending.
What am I missing?
Is this the reason: "Blender won't handle an alpha channel in a codec. Alpha in a codec is largely a nonstandard practice" Source.


texts: Subsurf modifier seems to prefer a vertex for no reason

texts:
I have what I thought to be a regular shape with quads only, but as you can see, there's a prominent "ridge" on one of the edges and I can't figure out why:

Here's the topology of it:

I thought maybe there was duplicate vertices so I did a "merge by distance", but nothing changed. Drawing a rectangle on top of one of the suspect vertices selects a single one as well, so I don't think that's the issue. The crease on all edges is also set to 0. Another peculiar thing is that selecting

Another peculiar thing is that loop selection doesn't go all the way around the object:

Here's the blendfile:


texts: Make Reference Images Visible in Animation

texts: I would like to make a reference image visible when I render my animation. I have animated the image as well. Is this possible to make visible in a rendered animation?


texts: Rendered result has a different camera angle than what I had set

texts:
I am new to blender and after learning the basics I tried to model a spoon myself. When I was in render view mode I had this view.

But when I rendered it, the result had a different view.

Can someone help?

Sorry if I left some necessary details. Pardon me for being a beginner.

Edit
Here is the blend file


texts: How creating function to aplying image to object python

texts:
In other answer script not working:
(in Add a Texture to an Object using Python and Blender 2.8 answer not working, generate only black image and delete everything)
import bpy nazwa_tek="cyfry" plik_tek_gr="//grafiki/gr.png" tek =
bpy.data.materials.new(name=nazwa_tek) tek.use_nodes = True bsdf =
tek.node_tree.nodes["Principled BSDF"] texImage =
tek.node_tree.nodes.new('ShaderNodeTexImage') texImage.image =
bpy.data.images.load(plik_tek_gr)
#tek.diffuse_color = (1.0, 0.0, 1.0, 0.8) tek.node_tree.links.new(bsdf.inputs['Base Color'],
texImage.outputs['Color']) print("tekstura:=", tek)

def DodajTeksture(ob, nazwa="cyfry", plik_gr="//grafiki/gr.png"):
    global tek
    # Assign it to object
    if ob.data.materials:
      ob.data.materials[0] = tek
    else:
      ob.data.materials.append(tek)
    return

bpy.data.scenes["Scene"].render.image_settings.file_format = 'JPEG'
bpy.data.scenes["Scene"].render.filepath = './'
bpy.ops.render.render(animation = False) img = bpy.data.images[0]
img.save_render('wynik.jpg')
bpy.ops.wm.save_mainfile(filepath='bb.blend')

but how create a image texture? My texture are now procedural and do not have .image value. (I need image texture not procedural)
obrazek = bpy.ops.image.open(filepath="//file.png")
bpy.data.images["//file.png"].pack(as_png=True)

load image, but how aplying image for object named "Cube"?

How creating procedure in python
def appimage(obj, name_image, dx, dy)
   #applying image to object name obj staring from (dx,dy) in image
   return

create texture, add image to texture (one texture will be assign to some object) specifi region in image for this object. I have big texture for many objects. Only small region is for object. My image have transparent region (it schow diffuse color from bottom?).
appimage("Cube", "//file.png", 170, 200)


texts: How to copy color from webpage to Blender material surface color input value?

texts:
Sometimes I see a nice color I like online and I'd like to be able to copy that color to an object in Blender.
I did try Firefox> Tools> Web Developer> Eyedropper to copy hex value,
but upon pasting into Blender material color field the color changes to something completely different than what I copied.
Just wondering if there's an easy way I'm overlooking.
Blender eyedropper only seems to work when clicking something inside Blender.
Thanks for any ideas.


texts:
I'm having foam issues!

In the example below I have:

1) A boat leaving a trail of foam via dynamic paint

2) Foam on the ocean

3) A wake from a wave modifier

Problem 1

The foam from the ocean doesn't merge with the foam from the boat. They add together and actually end up emitting light! I've tried merging / clamping in the nodes but I don't have the brain power for this. is there a way to limit the maximum value or do you have to do some subtracting?

Problem 2

I want the wave crest generated from the wave modifier to also have foam. I can't even imagine where to begin with this. Such a small thing would add so much to the example

Thank you

Sean


texts: Blender keeps using my CPU for rendering even though I have only my GPU enabled for CUDA

texts:
So I checked many answers and none of them worked. I have a laptop (gtx 930M and i3-5010U). Things I already did -
Selected GPU Compute in Scene property
Select only my GPU under CUDA in Cycle Render Engine in System settings.

Yet when I render my CPU utilization goes up to 100% and my temps too while my GPU has hardly 20% Utilization. I also see 4 boxes while rendering (I've heard if its CPU the different cores render them and my i3 has 4 cores).


texts:
This is a specific issue with this model.

I have tried to UV unwrap it, yet it is not un-wraping neatly at all.
The object is a flat map looking rectangle with a few tears in it.
Obviously, I want it to unwrap in the straight and rectangular shape it is.
I want it to unfold completely flat, not distorted, hinging at the top of the map.

Things I have tried:

Using smart unwrap. This doesn't get the desired result.
Marking the interior loop on the edge except the top as a seam.
All the other unwrap options.


texts:
I use Character From ( Make Human) and I imported to blender I try Add BVH File to my Character but I faced This problem I cant Import BVH File when I do it by Make Walk
My Character *.MHX My Motion *.BVH
Blendr 2.92.0
MakeHuman 1.2


texts: A render problem of a plane with modifiers (blender cycles)

texts:
I'm following a tutorial from Blender Guru "Clouds Tutorial for Blender Cycles" and I'm blocked at the part of the render. I use a plane with 3 modifiers to create clouds but there is a part of my plane that doesn't show up in the render.
Could someone tell me where the problem comes from please?

Thanks.

N.B. : I already checked the display modifier in viewport.


texts: Is my Inverse Kinematics not working correctly or is it working correctly?

texts:
Here is how it looks like when it is on the ground.

Here is how it looks like when I move the bone up along the z axis. As you can notice the yellow bone moves to the right a little. How do I fix this? I want it to NOT move left nor right, but just simply up.

(Note that I have not done any weight painting yet so for now I am not trying to control the body with the bones)

This is how I have setted it up

Or is everything working the way I wanted to and there is no mistake?


texts: Iterating vertex of every frame in Blender

texts:
I built a human model in Blender first and then loaded a bvh file into ths model. Now I have 200 frames which show a running scene in Blender. I can iterate every frame. I want to get all the vertex coordinates from the 200 frames. I did it with the following code segment, but, want is to get the vertex coordinates of the original human model.

Can someone help me?

for frame in range(scene.frame_start, scene.frame_end):
    scene.frame_set(frame)
    scene.update()
    bpy.ops.object.mode_set(mode='OBJECT',toggle = True)
    obj = bpy.context.active_object
    loops = len(obj.data.loops)
    verts = len(obj.data.vertices)
    mat = bpy.context.active_object.matrix_world
    vertex = [mat * verts.co for verts in obj.data.vertices]
    the_file = "pointCloud_f" + str('{:03d}'.format(scene.frame_current)) + ".ply"
    print("loading "+the_path + the_file+'\n')
    with open(the_path + the_file, 'w') as wFile:
        wFile.write(headerOfPLY)
        count = 0
        for vcol in obj.data.vertex_colors:
            colors={}
            for i in range(loops):
                v=obj.data.loops[i].vertex_index
                c = vcol.data[i].color
                colors[v]=c
        for j in range(len(vertex)):
            wFile.write('%f %f %f %d %d %d \n' %(vertex[j].x,vertex[j].y,vertex[j].z,int(colors[j].r*255),int(colors[j].g*255),int(colors[j].b*255)))
    print("writing completed!")
    wFile.close()
return {'FINISHED'}

Shape of frame 1 of the scene

Shape of original human model


texts:
I have two skulls like so:

Using the 3D print addon toolbox, I know the volumes of each:

747735056401 for the larger one
569718590290 For the smaller one

I'd like to scale the smaller one to be the same volume as the larger one.   Not being a math wiz, I simply did:  747735056401/569718590290= 1.312464,  so I hit S and typed in 1.312464.
But, I didn't even realize that would just scale the x,y,z dimensions and all of a sudden my new volume had gone way up to 12880819961337.   Way larger than intended.
Does anyone either know (through a Blender command, or through better math understanding) how I could scale the volume of one to be the same as the other?


texts: PyQt5: The specified module could not be found

texts:
I try to start learning PyQt5 in blender but i've got this error when i try to import a module.

ImportError: DLL load failed: The specified module could not be found

This is my import line:

import sys

sys.path.append('C:\\Users\\pistiwique\\AppData\\Local\\Programs\\Python\\Python35\\Lib\\site-packages')

from PyQt5 import QtGui

If i test these lines whith PyCharm, there is no probleme so it seems to come from Blender but why ?


texts: Is there an easy way to select the side of a disk-shaped object?

texts:
I have downloaded a few models from a site that the presenter in a YouTube tutorial mentioned. The ZIP files contained several formats like 3DS, but since Blender seems to understand only "obj", I used that format. The problem is all models I downloaded from that site are one giant object without any texture. That is, a table is one object, and a chair is one object.

So, I think I need to select a logical part of the object and apply different textures. The presenter seems to have applied a metal texture to the side of the table and a wooden texture to the top surface, but he did not explain that part. So, I am not sure how to select the side of the desk object.

Other than manually clicking all the faces on the side, is there an easier way to select the side of a disk-shaped object?


texts:
I am modelling a gun, and used an armature to manipulate the bullet chain with an IK target at the very end. I used this to manipulate the chain into the desired position, but for some reason a single vertice has shot off into the distance or something. When i go into edit mode the chain returns to it's natural mesh position, so I can't find out which one is doing this. I've tried using weight paint but I don't think that's working.

Here's a rendered version,

One in solid,

One in weight paint

and a closeup on the problem area

I wasn't sure what to actually search online to find a solution, so I came here.


texts: Keep Voronoi texture look during Cell Fracture

texts:
Say I have a UV sphere with a simple Voronoi texture

Now I run the Cell fracture add-on, and I get

We see that the old texture is applied individually for each cell, so the end result does not look like a fractured version of the old sphere. Is there any way to preserve the texture into each cell so that it globally looks like the old texture? Some approaches that come to mind are

For example, a possibility would be to remove the shader from the cells, and then "project" the material from the original sphere (by scaling it up a little, perhaps). Is this doable?

Another option would be e.g. to join the cells (in which case the original pattern is recovered, because the texture is applied to the joined object, which is essentially identical to the original sphere). Can we separate the cells again, this time preserving the texture?


texts: Keyframe seconds doesnt fit the animation

texts:
I have a running animation. I exported it from a very old game, but I have an issue with the animation. The markers don't fit the second. For this reason the animation is shaking little bit.
Can somebody help me?


texts:
Greyscale gorilla recently released this pack of textures for lights: https://greyscalegorilla.com/downloads/hdri-area-light-maps/

I'm trying to figure out how to use these in cycles. Would I pick an area light and use this node set up?

https://www.creativeshrimp.com/wp-content/uploads/2014/12/texture_02.jpg

Or would I just import them as a texture on a plane with an emission shader?

I know both would get me results - but I'm trying to determine the correct way to use them.


texts: Constraint Limit position not working well

texts:
I´ve made this synthesized train that uses a little mechanism to run.
The thing is that it just goes bananas and i dont know why at all.
Mechanism going bananas
Let´s take the first frame as reference:
-The big wheel is linked to a controller on the left, then the bar that moves the big wheel is linked to the left controller.
-The bar has the "Track to" constraint and aims the spheric controller on the right.
-The controller on the right has a "Limit Location" constraint that let it move only on the Y axis.
-A cube controller (in the same position as the right controller) is linked to the controller on the right with a "Limit rotation" constraint.
-The last part of the mechanism is linked to the cube controller.
Blender file


texts: Cycles Render Equivalent of "X-Ray" Function

texts:
Thanks for taking the time to hear out my predicament.

So I'm trying to recreate some vg items, nbd, but I'm having trouble finding an answer (let alone a proper title for the question..) as to how you would make materials to jump ahead/in front of other materials like seen with the viewport's "X-ray" feature.

Cycles Viewport w/ X-ray on

Here's what I need: a material/object that fazes through another. I've been experimenting and backfacing comes close, but causes unsightly shadows and doesn't really work along the neck of the bottle. Really I'm just wanting the equivalent of what's seen on screen without ruining the basic diffuse, or the red material fazing though other objects besides the bottle.

(Bottle and Liquid are separate meshes)

Thanks again, any help is appreciated.


texts: Invert knife tool cut or other tool to use

texts:
I am trying to cut out a rough outline of the background image to hopefully make a 3D Model of it as seen in the screenshot below.

Originally I used the knife tool but that tool only cuts OUT the cuts (the outside) and not cuts out the inside. So in a way I want to use the knife tool to trim my cube more and more until I have a model of my background image.

Any help or ideas? Is there a way to cheat and make a rough model from the background image?
How would I achieve my goal with the knife tool?
Is there another tool I should use instead?


texts: Need help with creating a texture baked UV image map NOT using nodes on Blender ver 2.79b

texts:
I need help with creating a baked textured UV map image to wrap a mesh in an inworld game.
I am using Blender 2,79b 2018-03-22 version on a macbook air.
I am NOT using nodes/cycles so I need help with the old school way to texture bake UV image maps.
I do not want to generate a UV map that has to be textured in photoshop. Blender should be able to generate a fully textured UV image map.
I have read & watched so many tutorials and I cannot reproduce the results that they achieve despite following the steps. It always borks at the bake stage.
Essentially how do I create a baked UV image map that I can save and upload into a game to wrap the mesh model.
I have a mesh that has modifiers. And I have a seamless texture.
Initially, I have two material faces as noted by the colors. I will change this to a single white material for now and later can tackle step by step for faces.
Process steps:
I created a cube.
In edit mode, I applied two materials - one to the cube then a second to the top only.
Edited cube to angle sides, removed bottom face, subdivided top face.
Then used an array modifier to make the grid of cubes.
Then went back into edit to rough it up a bit with the sculpt tool.
Then, to lower poly count, used the decimate modifier.
Then used smart UV unwrap.
The texture I have is a seamless rock texture.
This is where I am stuck.
To make it easier, before I unwrapped the mesh, I set the mesh to only one material.
In the texture tab I added the texture.
In UV window, I tried to upload texture then another time uploaded a blank texture per another tutorial…
Ackk… It doesn’t work so starting where I have set the entire mesh to one material then unwrapped the mesh, what do I do next?
Thank you.


texts:
This is my first time posting here, I'm still relatively new to blender. I'm having trouble animating my emission shader. I'm trying to achieve like a blinking effect or an even brighter emission (at a certain point in the shot) but I'm not sure how to go about it.
If anyone could give me any tips, that would be great!


texts: Why my object size has changed while appending?

texts:
I'm trying to follow an online course. I was creating my models on separate files and appending them to my scene. Until today, everything was working correctly. But now when I append my object, its size changes and it becomes very huge. Here is the screenshot of my scene:

I added every piece by File->Append... and didn't touch their size because they were already in the correct size but now when I append something it gets very huge. What would be the problem? Are there anything to follow while appending objects?
EDIT: Here are some steps that I go through before the problem occurs:

Added the plane surface to my scene
Set its coordinates to (0, 0, 0) by using 3D cursor
Realized that my chess board is floating so tried to set its coordinates to (0, 0, 0)
Tried to move all pieces at once by using 3D cursor and messed around with Apply Transforms option
Realized that my knight now looks weird because I didn't apply the mirror modifier in the original .blend file and it's now mirroring in the wrong axis
Deleted knight, appended it again but it comes with incorrect size now

I'm sorry if there are still missing details in my question. I don't know what to share as I'm new to Blender and 3D modelling in general.


texts:
I don't understand the unit setup. I need to print the model but its just still incorrect in dimensions.
I have set up length to millimeters unit scale 1.
Exported STL file in meshmixer shows that cube that has 100mm in blender is 0.1mm, how does that work?
Also, blender does not scale the model when changing the measurements.
e.g. A model that has 10cm when I change to millimeters it just show that it has 100mm. Do I have to manualy rescale?
Can someone enlighten me to how to set scale, units and grid size to actually work in the units and export in them as I want?


texts:
I animated a bending tree using the Simple Deform (Bend) modifier. It works well within blender 2.81 but i cannot export it into a .gltf file.

How can i do this using shape keys or something?


texts: I have been trying to put an image in blender so I can make a 3d model of it but it does not seem to show up. Any good tutorials for blender 2.71 to show me how it is done? Thanks


texts:
So I'm using a Principled BSDF shader with transmission to 1 in Eevee. I've enabled screen space refraction in the shader and enabled screen space reflections and refractions in the render tab. I've covered so many solutions on stackexchange yet I'm still getting this gray in the glass.
I thought it was reflecting the background. I have changed the background to white (also tried blue) but it make no difference. I've played with the refraction depth and IOR, but nothing helps.
What is going on here?


texts:
I know there are a lot of tutorials out there that tell you how to create a mesh from a height map. E.g. to create some terrain. I wish to know how I can do the reverse. So I have a mesh with a surface going from 0 to 10mm in height for example, and map the 0-10mm range to a grayscale 8bit grayscale bitmap (so 0 to 256). Is this possible with Blender? I do know a way how to convert it to a bitmap by exporting the mesh to *.dae and read the coordinates of the vertices in a script, and create the bitmap myself. But maybe there is an easier way.
The reason I want to do this is the following: A DLP UV light 3D resin printer has an uneven spread of light. There is intensity fall of to the sides. For this one can correct using a mask. But of course, you have to create that mask yourself. So I used a LDR, did some calibration measurements to be able to know what values represents what light intensities.
The box below represents the build area of the printer (X and Y), the Z axis represents relative light intensity (just from 0 to 100%). The plane with the 9 vertices represents the relative light intensity measured. So I have done 9 measurements on the build plate, a the same locations as those of the vertices.

Then the plane was subdivided once (simple) and the additional edges slided to the outer of the plane, so that the catmull clark subdivision leaves the rectangular shape of the plane as is, but does smooth out the rest. This is seen in the image below (slighty different angle than the previous image).

Then the mask for the printer requires it to be inverted. So the least light intensity from the measurement should be 100% white, and the center with the most light should be filtered the most. This is seen in the image below, which is a Z mirror of the subdivided plane.

Now of this smoothed out, inverted plane I wish to make a relative height mask. Where 0 is black (pixel value of 0), and the point touching the wire cube at the top is absolutely white (pixel value of 256). (Pixel values consider 8-bit grayscale image).


texts:
Blender's landscape fractals are pretty basic but erosion, as from decades of rain, can increase appearances drastically.

Have you 'successfully' - a relative term here - eroded your geometry using/mixing textures or shaders?


texts: How to animate the fill colors of a 2D drawing?

texts:
I'm learning Blender, and I have watched many useful tutorials, but I can't do something in the 2D animator. I'm hoping someone here could help. The video link below shows what I have.
I'm trying to get the colors to change during the animation.  I'm looking for flashing lights and colors. I tried all sorts of schemes with different materials and layers.
If someone could point me to a tutorial, I would very much appreciate it.  If someone could make a tutorial covering this problem, that would be even better.
I tried multiple layers, changing assigned materials, and the vector painting tool. I appreciate any help you can provide.
The animation


texts: Changing the image in world texture is not logged in python info console?

texts: I want to loop render different hdri's, though can't figure out how to reproduce the step of changing the image. I'd expect another entry in the info log, alas to no avail


texts: How do I draw onto video with Grease Pencil in the VSE?

texts:
I'm doing some video editing and would like to be able to draw directly onto the video in order to highlight objects, produce arrows, etc. It should be possible to do this with Grease Pencil, but I can't figure out how. How do I do this?
Looking for other people who've done this, it seems that it can be done, but I can't find any instructions. The obvious thing (drawing on the video with D held down) just creates an annotation rather than adding a Grease Pencil layer, and annotations seem to be ephemeral and are intended for notes to the editor rather than actual video edits --- I'd also expect them to belong to a strip, which they don't. I have found a few references to people who've created a 3D scene with the video projected onto a square and then used the 3D Grease Pencil to draw on that,  but that seems... wrong. Also, this appears to be for Blender 2.7.
But I keep finding refrences to people who've actually done this, so it does seem to be possible. Can anyone tell me how?
For reference: this is with Blender 2.82. I know that Grease Pencil has had a major overhaul since 2.80.


texts: Why does only the Horizon render, but not objects?

texts:
So, whenever I render a image, only the sky shows up.

but, it is supposed to show like this:


texts:
first sorry for my bad english.
logic.setTimeScale(0.1) is only slowing the gravity and Animations down,
but not the Actuators, so i can press "w" and im fast as normal.
I tested it with logic bricks and python - same result, not slowing down.
I want a slow motion for the hole game.

How can i fix it? Thanks.


texts: Calling properties of objects in python only works for current scene even when other scenes are defined?

texts:
Here's my basic code:
import bpy
import bge
from bge import logic

cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
scenes = logic.getSceneList()

hud = [scene for scene in scenes if scene.name == "hud"][0]

obj1 = scene.objects["obj1"]
obj2 = hud.objects["obj2"]

I get an error when I define obj2:

However, there is no error when I define obj1.
I've found some more confusing problems related to this, and some of them could help solve this question. For example, if I define obj1 in a different way (bpy.data.objects["obj1"]), I will get an error when calling a property (obj1["prop"]).
Why can't I define an object from another scene when the scene is defined and the same method of defining is used as the current scene (that works)? And what is a solution?
Thank you.
EDIT: Ive used an answer for my code, and it raised another issue. Here are the details:
Code:
import bge
from bge import logic

for scene in logic.getSceneList():
    if scene.name == "main":
        main = scene
    if scene.name == "hud":
        hud = scene

player = main.objects["player"]

hud_obj = hud.objects["hud_obj"]

I have no idea why, but this is not working. It works if I remove the defining of the main scene and objects from the main scene. In other words, when I use more than one scene, this does not work. Why is this happening? How can I call objects from other scenes when I'm defining more than one scene? Why does this work when I call objects from main but not from hud?
NOTE: I printed all the active scenes, and both scenes were printed. If I remove either part of the code (definition of main/definition of hud) it will work, but it won't with both. Also, for other reasons, I am not using scene = logic.getCurrentScene. Even if that works, the problem will come back when I use 3 scenes. The console is telling me (with the code above) that "hud" is not defined. Furthermore, if I define the objects under the definition of the scene (e.g. main = scene), it will work. However, this raises a problem: I cannot call the object afterwards. In other words, it seems as the bge is forgetting the hud after I've defined it explicitly.
Picture:

I have a scene named "main" and "hud"


texts: FBX Import - What do these settings mean?

texts: When importing an FBX file, most of the settings are self-explainable, however, there are some settings that I'm curious to know the meaning/use of. These are: (1) Import User Properties (what are user properties in a FBX file, doesn't FBX only store meshes, textures and animations?). (2) Import Enums As Strings (what are enums and strings?). (3) Use Pre/Post Rotation (what are pre/post rotation?). Hovering the mouse over these in Blender doesn't explain them very well, and the Blender manual just says "TODO." on these (https://docs.blender.org/manual/en/2.80/addons/io_scene_fbx.html).


texts: Separate by loose parts, but the results are all faces

texts: I am using separate by loose parts command on one of my quite complex model, but after separation all the parts just became individual faces and there are thousands of them. I really don't want edit faces one by one, are there any good alternatives to actually split objects into objects instead of faces?


texts: Anyone knows how to fix this weird shading without having to delete the faces ? I don't want to delete the faces and adding them again to not ruin the UV map. Also all the faces normals points in right direction so I don't know what is causing this.


texts: How to check for material and execute commands if no material present?

texts:
The following command draws the Material interface:

layout.template_ID(obj, "active_material", new="material.new")

When a material is added additional functions can be shown such as:

row.prop(mat, "diffuse_color")
row.prop(mat, "alpha")

Oddly row.prop(mat, "diffuse_color") generates a python error code when no material is added:

  File "C:\Users\info\Desktop\Claas UI.blend\Claas_UI_2.py", line 175, in draw

  TypeError: UILayout.prop(): error with argument 1, "data" -  Function.data
      does not support a 'None' assignment AnyType type

And because of the error everything after row.prop(mat, "diffuse_color") will be ignored.

So I am curious how one could create an argument switch that checks if there is a material and then ignores

Check For Material

layout.template_ID(obj, "active_material", new="material.new")
layout.template_ID(space, "pin_id")

If Material Present show the following as well

row = layout.row()
row.prop(mat, "diffuse_color")
row.prop(mat, "alpha")

But still render the following buttons:

row.prop(obj, "draw_type", text="Draw Type")
row = layout.row()
row.label(text="Draw Option:")
row.prop(obj, "show_transparent", text="Transparency")
row.prop(obj, "show_x_ray", text="X-Ray")
row = layout.row()


texts: Switching eyes between moving with head and tracking specific object

texts:
This is more of an animation question than a rigging question.
I have a simple eye rig similar to the one in the answer at How can I make an object face or locate to the active camera?
The "eye target" bone, which is the parent of the two separate eye bones, is currently parented to the head bone. When I move the head around, the eyes move with it, which is fine (if a little stiff looking). I can also move it around to give the eyes movement relative to the head bone.
I want to alternate between the character's eyes following along with the head, and the character's eyes zeroing in on some other object in the scene (i.e., moving independently of the head bone). What is the easiest way to do this from an animation perspective?
Some things I've tried:

Manually animating the eyes every few frames as the head moves, to keep the eyes in the general ballpark. It's pretty close, but it's a lot of effort, because each movement of the head will move the eye tracker and I have to keep moving it back.

Using a Child-Of constraint on the eye tracker to turn on and off the parenting to the head bone. This sort of worked, but the eye target kept jumping around when I switched the constraint on and off. I attempted to use VisualLocRot keys right before turning off the constraint to "lock" it in world space, but it kept jumping down to the center of the rig instead. I may be using this incorrectly.

Something that just occurred to me:

Adding a Copy Location constraint to the Eye Target and turning that on/off to make the eye snap to each object I want to track. This seems like a clean solution but I haven't tried it yet.

What else can I try, and what caveats should I be aware of?


texts: Is it possible to extrude these faces into a clean mesh?

texts:
I have these faces, and I want to extrude them.

The extrusion tool creates something that looks great on the outside, but creates an absolute disaster on the inside.

Trying to selectively delete the crap on the inside just rips holes out of the face, so that doesn't work. Mesh cleaning services like Netfabb do not work. I'm tempted to take pics of the visually pleasing mesh and feed it into photogrammetry software, please help.


texts:
the mask is too small but in the movie clip editor its looks good
is it because I filmed with an iPhone

I can resize it my self but I want it to be normal


texts: Match exact color between Node and what is being rendered

texts:
You know how you get a color without any shading when plugging in a color output into a shader socket? Is there a way to make sure that exact color is being rendered?
I'm working with a strict color scheme and want to match it exactly.
I'd really prefer it to work with EEVEE since it has the Shading2RGB node.


texts: foreach_get/set a mesh vertex group data?

texts:
I'm searching how to batch set/get vertex group data inside blender.
using foreach_get() foreach_set() function from bpy.data.objects[0].data.vertices & numpy for a fast calculation.
but it seem that those two function only accept really simple properties? and batch actions on vertex_groups/vcol are not possible in blender ?
this code below is throwing me errors
vertices[...]' elements have no attribute 'groups[0].weight'
but this error message is False the elements does have this attribute !!

note that this error message also occur with getattr() and setattr()
import bpy
import numpy as np

def print_weight(o, vg_name, use_modifiers=True):

    #eval object modifiers to mesh?
    if use_modifiers:
          depsgraph = bpy.context.evaluated_depsgraph_get()
          eo = o.evaluated_get(depsgraph)
          ob = eo.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
    else: ob = o.data

    """
    #slow method
    weight_values = []
    for v in ob.vertices:
        weight_values.append( v.groups[o.vertex_groups[vg_name].index].weight )
    """
    #trying fast batch_get method, unsuccessful..
    weight_values = np.zeros((len(ob.vertices) * 3), dtype=np.float, )
    i = o.vertex_groups[vg_name].index
    ob.vertices.foreach_get(f"groups[{i}].weight", weight_values, )

    print(weight_values)
    return

print_weight(bpy.context.object,"Group")


texts:
Trying to add brushes to blender.

Following this tutorial but nothing is the same anymore, I am using 2.80 latest build.

Trying to add these brushes, but I cannot find anything on how to add in 2.80. Thought I had it once but they disappeared once I click on one.


texts:
I am an Engineering student and I am designing some electrical device on FreeCAD. I am a complete beginner but I am interested in Blender because what I am planning to do is to create some fancy advertising (commercial) video of my product. Now, my question is can I reuse the models I created in FreeCAD when doing the commercial video in Blender or are these softwares incompatible?
I know this question may sound trivial but since I am a beginner and as confused as I am, I want to make sure that I am the right place, opting for Blender in order to get my commercial video done.


texts:
I have a scene with multiple layers, even layers with sublayers(empty with layers within).

When I import this model into Unity3D the pivot point is in the original cube, even though in Blender each part has their own pivot point.

How can I modify this "master pivot point", so I can tell Unity3D where it should put the pivot point.


texts:
I am very confused by Collections. It's quite unorthodox for display layers to support linking/aliasing. In every other program I've ever seen, an object can only be in a single layer, just as a transform can only inherit from a single parent.
So OK, in Blender, objects can be members of more than one Collection. But what's really confusing to me is how an object can be "Moved" to a Collection vs. "Linked" to a Collection. Looking at the Outliner or Object Properties, I can't determine whether the Collection membership is explicit or whether it's an alias. If I right-click in the Outliner, I get an "Unlink" command regardless of whether the object has been "Moved" or merely "Linked".
How do I know which Collection the object is actually "in" and which Collection the object is merely "linked to"? Does it matter? What's the logic here? Is there actually any difference between "Move" and "Link", other than the fact that "Move" removes the object from its former Collection, but "Link" does not?


texts: Is it possible to build blender scripts in external editor like Atom

texts:
I have little experience scripting thus far but want to develop my skills further. I am particularly interested in autocomplete features and looking to script geometry within one context for Rhino, Blender, and Processing. Atom handles Rhino and processing, but not sure how to make it work with Blender.

Edit: Is it possible to create an atom package for a bpy/bmesh autocomplete library and send scripts directly to blender?

Here is how Atom can be used with Rhino Python:

Scripts can be executed within Atom.


texts: time at the corner of the animation node editor?

texts: What is the significance of the time displayed at the corner of the animation node editor? Is it the time period of the loop the node editor is executing?


texts: Can you link render settings across all scenes so they can all be changed at once?

texts:
I have multiple scenes to render and in my "master" scene I have set up the render nodes to output the render of all scenes. This way I only have to hit the Render Animation button once and all of the scenes get output.

The problem is that I still have to manually change the render settings of each scene to match.

Is there a way to sync / link the render settings of each scene so that I only need to change them once?

More detail if it's not clear: If I want to render a preview, I have to manually set each scene to my "Preview" settings, but then when I am render for the final render I will have to once again manually change ALL of the scenes render settings to my desired high quality.
Also, I am using Cycles.


texts: I am working  on cycle render using MakeHuman model. On MakeHuman , model has some texture images.  I remark for example when I do a person with t-shirt that there is two images shirt_normals.png and shirt_texture.png. In the Node mode, I rely these images as mentioned in the below image. What is the difference between these images? And is my work is correct? Because, I could not remark any effect of the shirt_normals.png  image.


texts: How do i go about Weight panting and animating this model?

texts:
I am new to rigging. I want to export a rocket launcher model with a shooting animation. The model and the flaps should be animated. I want to do it with bones.

Do i just Keep all the bones connected or are the 6 flap bones just childs to the main bone?
Should the flaps be separate from the rocket model or is keeping it all 1 model better?
If keeping them all 1 model makes it easier, how do i weight paint each flap to each bone separately?

Image 1

Im still having one issue, the armature, bone and vertex group are named the same and its weight painted with a value of 1 but i cant seem to tell the bone what vertex group its suppose to be assigned to. To clarify the bones are all separate and not parented or child to anything.


texts: Im wondering how i can make tempered glass in Blender 2.8. I'm looking for that "Rainbow Effect" in the glass that you may see on a camera lens for example. I wouldnt mind to share pics of what i have but i just have a principled shader for now and have no idea at all where to even start with node setup.


texts:
How do I make a twisted wrapper like the following?

I've tried to twist a plane / a cone, but many faces just go though others.


texts: Best Tile Size for Blender Internal Renderer and Cycles

texts:
There've been a few discussions about tile sizes for Cycles, but none that I can find about that of BI. Since it renders with the CPU, does it follow the same rule as cycles where smaller is better (to an extent of course)?

I'm sure it depends a lot on the content of the scene, so in what case are bigger tiles better than smaller ones, other than the general GPU/CPU rule.

Is it more important to stick to powers of 2 (32,64,128...) than it is to keep all tiles the same size?

The differences between render times are often very small, so perhaps a good test would be to render an animation (with a moving camera) and average the times.

I've created an addon that figures out the best size for Cycles and I'd like to extend this to BI as well, though I've not used the renderer for quite some time.


texts: rendering depth images non consecutive frames -via python

texts:
I refered to this post in the following link
and I know this is usually done with

 scene.render.filepath = fp + str(frame_nr)
 bpy.ops.render.render(write_still=True) # render still

from : Python Render Specific Frames
However, this only stores the colour images. Not the Z buffer lined to a path. How can I do it?

could any one please tell me how to do it for the depth images?


texts:
I have two meshes that come together to form what will visibly look like one model. How can I make their smoothing appear as if the two objects were actually one?

A little background: I am trying to use the absolute lowest amount of verts I can because this model is for a game and there may be numerous instantiations of this model which will be rigged and animated.


texts:
I have a curve of 100x100cm. And added a default plane of 100x100cm. The plane and the curve not match as per the size. The curve is a dxf file imported in Blender. Scale rotation are 1 & 0. yet the size not match with each other. Any suggestion. Thanks

Red mark is the curve so tinny. Below is the plane 100x100 cam

Tinny curve dxf design


texts: Slope of geometry as `fac` input for cycles material

texts: I have a terrain with two materials going into a Mix Shader, I want the fac input to be the slope of the terrain. Steep parts should be one color, flat part another.


texts: How to create stylized polyhedral dices for board games

texts:
So I know how to create polyhedral dices (dices used in D&D for example), but I don't know how to "stylize" them. For example, I use a code to create normal ph (polyhedral) dices that I found on another answer, here it is:

import bpy
import bmesh
from mathutils import Vector
import random
from math import pi, asin, atan2, cos, sin, radians

# parameters
n = 18  # number of points on sphere
rat = (n - 2) / n # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-5

points = [Vector((0, 0, 1))]
for i in range(n - 1):
    theta = random.random() * radians(360)
    phi = 2 * asin(random.random() * 2 - 1)
    points.append(Vector((cos(theta) * cos(phi),
           sin(theta) * cos(phi),
           sin(phi))))

while True:
    # Determine the total force acting on each point.
    forces = []
    for i in range(len(points)):
        p = points[i]
        f = Vector()
        ftotal = 0
        for j in range(len(points)):
            if j == i: continue
            q = points[j]
            # Find the distance vector, and its length.
            dv = p - q
            dl = dv.length
            dl3 = dl * dl * dl
            fv = dv / dl3
            # Add to the total force on the point p.
            f = f + fv
        # Stick this in the forces array.
        forces.append(f)
        # Add to the running sum of the total forces/distances.
        ftotal = ftotal + f.length

    fscale = 1 if ftotal <= 0.25 else 0.25 / ftotal

    # Move each point, and normalise. While we do this, also track
    # the distance each point ends up moving.
    dist = 0
    for i in range(len(points)):
        p = points[i]
        f = forces[i]
        p2 = (p + fscale * f).normalized()

        dv = p - p2
        dist = dist + dv.length
        points[i] = p2
    # Done. Check for convergence and finish.
    if dist < TOL: # TOL
        break

context = bpy.context
scene = context.scene
# make one point north pole.
R = points[0].rotation_difference(Vector((0, 0, 1))).to_matrix()
points = [R * p for p in points]

bm = bmesh.new()
#bmesh.ops.create_icosphere(bm, diameter=1, subdivisions=5 )
bmesh.ops.create_uvsphere(bm,
        diameter=1,
        u_segments=u_segments,
        v_segments=v_segments)

for p in points:
    print("-" * 80)
    ret = bmesh.ops.bisect_plane(bm,
            geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
            plane_co= rat * p,
            plane_no=-p,
            clear_outer=False,
            clear_inner=True)

    # fill the holes
    edges = [e for e in ret["geom_cut"] if isinstance(e, bmesh.types.BMEdge)]
    bmesh.ops.contextual_create(bm, geom=edges)

me = bpy.data.meshes.new("dice")
bm.to_mesh(me)
ob = bpy.data.objects.new("dice", me)
scene.objects.link(ob)
scene.objects.active = ob
ob.select = True
ob.location = scene.cursor_location

Now, this code can create perfect functioning dices of any size (by size I mean the amount of "numbers" (sides)), but it can't help me any further. And by further I mean on how do I create dices that look like this:

Should I just create abnormal looks on one side and the just copy it to every side or should I do something more? I know I need to watch out for the weight on every side so that the dices don't stop on just one side more often than the other...


texts:
I've researched many posts on this topic and have gone down the entire checklist, but I can't figure out why my scene is rendering completely black (Blender Render).

I've added lighting, and have selected appropriate light colors
Camera is pointing in right direction, and settings are good
I restarted computer, so no RAM issue
Nodes look correct, etc
etc, etc.

Does anyone have any ideas? I've uploaded on blend-exchange here: (). Tks!


texts: Liquid Simulation How to Stop Interaction with Grid Floor

texts:
Honey undesirably and mysteriously interacting with the grid floor. I've tried unchecking the box for grid floor display to no avail. The honey sticks to the underside of the grid floor.
How can I bypass the grid floor here?

The rectangular, animated plates and the 3D plane are Fluid Obstacle objects.
I will provide any further information deemed necessary.

Thank you.


texts: How to animate the wrapping and unwrapping motion of rope around a pole like in the game TetherBall

texts:
I'm still somewhat of a blender noobie but have learned a bunch over the past six months of learning blender. I want to create an animation where a rope wraps around a pole like in the game Tetherball and then it unwraps and rewraps on the opposite side. I've explored using rigid body simulations and rigging bones but everything I've tried up to now hasn't worked. All I really need is just to be pointed in the right direction and I can research it and figure it out on my own. At this point, I just don't know what blender process will lead me to the results I'm looking for. Thanks in advance for your help.
Al


texts:
Im' using OSX 10.11 el capitan. I've followed tutorials such as this: https://www.youtube.com/watch?v=amT0st6zLwI to make renders ore efficient. I don't have a GPU yet.
I'm using cycles render...
On some videos people are saying "it took only and 1 minute or so to render a whole clip. Why would my set up render so terribly slowly. lasting 3 mins just a render a single frame!!

Many thanks,

Joel


texts: Is it just at my version of 2.8 beta that force field wont affect anything or...I tried to do simple bals with added rigid body active and to apply force field or any field on it. It doesnt work.


texts:
I am trying to position these arms for an FPS game, but every time I export it, delete the armature, or go into edit mode, it just switches back to this:

Is it possible to save the pose to the model so that they stay as they are in the top picture?
Thanks.


texts: Need help on the pear materials and lights setup

texts:
As you can see, I am trying to make the image on the left looked like the one on the right. But the light and pear are way far from the goal. Can anyone help? Thanks a lot!

This is the pear's material. So far there is only one point light.


texts: Can a image be render on planes through scripting?

texts:
Setup: Blender 2.82

I have multiple images that i take from a CNN and i want to put on planes

I tried like this:

mat = bpy.data.materials.new(name='test')
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(image)
mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])

bpy.ops.mesh.primitive_plane_add(location=(k, y,  l ))
bpy.context.active_object.name = 'plane'
plane = bpy.context.object

if plane.data.materials:
     plane.data.materials[0] = mat
else:
     plane.data.materials.append(mat)

How can the image be loaded from an numpy array of pixels ?

Additionally to this, does the image added to the plane needs to respect some format?


texts: What does 'Clear Origin' (Alt-O) do in the 3d view?

texts: What does 'Clear Origin' (AltO) do? Someone mentioned it on our general chat.


texts: How do i display the Collapse Menus checkbox in a Python menu?

texts:
The right click Header menu at the header is a C menu. I want to display the content in a Python menu. Like the View menu of the Text editor.

I can grab the operator, create my own class to execute it. And that way i can display the Flip to Top button. And it is fully functional. But how do i display the Collapse Menus prop with its checkbox? layout.operator is functional, but doesn't display the checkbox state. And layout.prop gives errors since i execute an operator, and don't have a prop involved here yet.

My problem is how the things needs to be connected, how the prop should look like. I cannot create a new prop here, it already exists. Or am i at the wrong track here? Maybe there is a direct way to grab this prop? As told it's a C menu, not Python.

The vital code parts are also marked green in the following screenshot:

class VIEW3D_MT_testheaderflip(bpy.types.Operator):
"""tooltip"""
bl_idname = "view3d.headerflip"
bl_label = "header flip"
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):        # execute()
    bpy.ops.screen.header_flip()
    return {'FINISHED'}
...

layout.operator("view3d.headerflip", text="headerflip")


texts: Can .gltf files read mixRGB nodes in material setup?

texts:
I am trying to export a model that has a material that is made of layered image textures and combined using mixRGB nodes. Here is what the setup looks like: How do I eliminate the white outline on my layered textures?
Does anyone know how to export as a .gltf so all of my colors and images show up? Currently I am just getting a black model. I have gone through the gltf 2.0 blender page and tried to follow those parameters but I can't seem to get it right. It seems like .gltf doesn't register/translate the mixRGB nodes??


texts: How to deform individual particles along the same curve guide that they are all traveling on?

texts:
So basically I'm trying to achieve this

The particles I intend on using will be flat elongated planes that have enough subdivisions along the body allowing it to be deformed gracefully along the same path that has been set for all the particles to travel upon so as the particles travel they bend with this path fluidly.

Thanks in advance for you help.


texts: How to make all edges in the scene rendered by freestyle?

texts: Is there a way to mark all edges to be rendered with freestyle, without marking all edges as freestyle lines in each individual object one by one?


texts: comicbook-like material that looks like one of matcaps

texts: how would you get the material that looks like black and white matcap. the last position on the matcaps "menu". the one that look like a comic book.


texts: Subdivision Surface doesn't affect some parts of the mesh

texts: I'm learning blender for about 2 months, and I'm having a trouble with the subdivision surface modifier. Some parts of the mesh aren't affected by the modifierenter image description here


texts: When Video editing, importing a .PNG, how do I remove the outer edge artifact/black line that appears when resizing the image?

texts:
Thank you to whomever is reading this. I began using Blender in May of 2020 expressly for video editing and just recently began tinkering with 3D.
I have been making images in InkScape and exporting them as .PNG files to be used in Blender Video editing. When there is transparency involved the outer edge of the image will become a black or white line visible through whatever it Alphas Over. I have searched for existing Q&A for this question and I have been unable to find anything specific to this problem that applies to video.
The only solution I have been able to come up with is to crop 1 to 3 pixels off the image in all directs. This stretches the images slightly. When I am trying to use piece of a photograph this noticeably distorts the image.
Thanks again.
Edit: Great idea wilks, thank you. Here is a render of my most recent issue. Each of the 6 "I am..." name tags is a separate image sized to 720 x 1290 with a transparent background. I removed crop from the bottom right image that reads Forgiven and there is now a white line running through the top left and top centers images. The images the white line does not appear in are in higher number channels and my understanding is they are effectively in front of bottom right name tag.

OS: WIN 10 64bit
CPU: Intel i5-4570 CPU @ 3.20ghz
GPU: GeForce GTX 760
RAM: 16GB
Edit: Thank you susu for the suggestion. GIMP exported the images without generating a border. makes me wonder what the difference between them is.
that said if anyone comes up an inkscape solution that would be awesome...my brain is about full, not sure how many new programs I can learn :)


texts: UV unwrap proportions aren't consistent with model

texts:
So I've applied Rotation and Scale to my model in object mode and when I unwrap in edit mode, some sections aren't holding the correct proportions. In the picture you can see what I'm talking about. I'm making a stadium and so the risers are a smaller dimension than the step. On some sections, it unwraps correctly but on others, the steps and risers appear to be the same size.

Is there anything that could be effecting this?


texts:
I have a strange behavior as I am trying to setup micro displacement. I use blender 2.79b. My mesh have a Subsuf modifier from the experimental feature set with the adaptative option turned on, the displacement settings in the material is set to true.

This is a part of the shamefull result. These black stripes follow the seams I used to unwrap the UVs. On top of that the micro displacement does not show up.
Do you know can cause this ?

Ps : Tell me if you need more details.

This is the material nodes setup I'm using. No displace modifier involved.

Making a normal render did not fixed the issue. The object has rougthly 100k+ vertices accross 150 blender units in x and y. (subsurf modifier unapplied)


texts: Scaling has not been happening from the center point

texts:
I am very new to blender and this could be a silly one for the pros here.

While scaling, I prefer the reference point to which scaling happens, to be the center point of all selected vertices. But then for some reason, scaling happens with reference to one of the selected vertices. How do I fix this?


texts: How to hide a portion of a mesh that is blocked by another mesh on a nonrendered layer

texts:
I was messing around with render layers and passes in cycles and was trying to render a layer where object1 was intersected by object2 however object2 was on a separate layer that was not being rendered; so instead of object1 being cut in half and the portions of object1 would not not be visible had all the layers been rendered remaining invisible, ( was hoping they would be transparent) they are visible.

Here is the image with all the layers rendered at once:

Here is the layer with only object1 rendered (note: it is reflecting objects from other layers but the objects themselves are not rendered):

You'll notice that the portion where the cube is in front of the glossy pain (object1) and more visibly where the glossy pain intersects the ground (in this case both the ground and the cube are object2) are rendered, however I wish to have theses arias of the glossy pain to be hidden so that this layer can be used in compositing. Is there a way to do that? I'm thinking something to do with the Light Path node in object1's texture but I can't figure it out. If this question doesn't make sense or you need clarification let me know.


texts: Why render time in blender is increasing 10 times after rotating 3d model?

texts:
I'm rendering  this scene in cycles (blender) on GPU with GTX 780 3GB
In preview mode it takes about 2mins to render 2000 samples.

In final render mode it takes about 40 seconds

But i need to rotate scene and render it from different view.
After rotation the model, render time has been increased to 20 times (to 20 mins per a frame)

But in preview mode it still renders for 2 mins

what's the problem?
Problem appears only after rotating the object. If i moove the camera and NOT rotate the object it renders for 2 mins. But I need to rotate the object and not moove camera.


texts: Blender 3D-View: Objects aspect ratio off

texts:
I'm using Blender 2.73a at the default startup with the cube.

Using Perspective or Ortho, the length and width of the Cube is clearly dependent on the current aspect ratio of the Element HDTV elefw231 screen that I'm using.

If I set the objects scale I can counter and the cube looks like a cube and not rectangular.

Of course then I have to remove it. This is on my ATI Radeon HD 4650 Graphics. My Laptop is not like this.


texts: Can't texture a plane created using BMesh API

texts:
I'm really new to blender (2.9) and I'm exploring its Python API. I'm also comparing the API with the normal GUI tools. At the moment I'm trying  to create a textured plane without the use of the function:
bpy.ops.mesh.primitive_plane_add()

The main reason is for experimenting purposes. For this reason I'm trying to use BMesh and so far i got this:
import bmesh
# Construct the bmesh cube and assign it to the blender mesh.
bm = bmesh.new()
bmesh.ops.create_grid(bm, x_segments = 1, y_segments = 1, size = 1.0)
#bmesh.ops.create_cube(bm, size = 1.0)

# Finish up, write the bmesh into a new mesh
me = bpy.data.meshes.new("Chessboard_Plan")
bm.to_mesh(me)
bm.free()

# Add the mesh to the scene
obj = bpy.data.objects.new("Chessboard_Plan", me)
bpy.context.collection.objects.link(obj)

# Select and make active
bpy.context.view_layer.objects.active = obj
obj.select_set(True)

The Plane is shown correctly:

I can give it a base color:

but I when i try to apply an image texture i only get this weird blue shade:

it should appear like this:

Is there something wrong with the way I create the plane and put it in the scene?


texts: Cycles Line style node editor keyframe or driver not working

texts:
I'm using blender 2.79b in cycles. I can see freestyle after rendering and manage freestyle line set and freestyle line style by the render layers tab. When I activate "Use node" in node editor + line style button or in render layer tab, freestyle line style, texture I can see the node (eg. line style output).

I'm tring to keyframe (eg. alpha) and set 1 in frame 1 and 0 in frame 2. But when I set the second keyframe on frame 2 the value setted on frame 1 change to the last setted value (in the case 0). So seems keyframe don't work

I try also to manage via driver but after adding driver, manually create later (as I do usually for other) I cant see the driver in the graph editor, driver button.

Is it possible to manage line style node?

My current workaround is to disable use node and keyframe using the keyframe on the freestyle line style panel.

Another question:
Using node editor for line style i can't see many shaders as i can find when i use node for material (eg. i'm looking for emission).

Is it possible to use them?

Thanks


texts: Can't do subtraction with Boolean modifier

texts:
I'm trying to get my hands into Blender after months using Sketchup and facing the limitations of that last one (subtracting shapes is limited to PRO and even in pro, it is still quite limited).

I first tried to export a collada file but then I read that maybe my objects are not plain.

So I did what I usually do when I check my stl files for 3d printing, I repaired them, and then re-exported them through collada and Imported then into Blender.

Unfortunately, I still can't do the subtraction.

Surely somebody here will tell me what's wrong? Maybe the whole approach?

I attached the blend file (2.6 version) so some charitable person could have a quick look and spare me light years of trial and error?

https://drive.google.com/file/d/0ByBlKzf_FnbIaEdKaUhrZk11Nlk/view?usp=sharing

Resolved. Thanks to @Mr Zak for his help! (See second comment)


texts:
The change of position in the modes is still a bit of a mystery to me.
I just wanted to align two character models, but when I switch to edit mode, one of them changes its position. This time, I tried to align some facial features to that of the other character, but when I go to object mode, everything looks like a mess.
There is another related issue. Is there a way to change the pose position in the edit mode? The idea is that I can try out different poses for UV mapping. I have a hard time understanding why the textures are so distorted when in pose mode, as I cannot check the position of the vertices and their relation to the UV map.


texts: Using Grease Pencil to make the projection painting of a real Photo on a 2D plane

texts:
Since I've read that the drawings created with grease pencil are objects,I would like to know if I can make the project painting of a new face over the actor's face that I have mapped as an image on a 2D plane. I have 1600 images for which I want to make the same. Let's say that it is one of the picture for which I want to alter the face features :

It comes from a movie,so I can't use it as is. The face should be altered. But the rest of the picture can be the same to save time. This is the texture of the face that i want to use :

It should cover perfectly the original face. I could use a 3D model of the head,but I think that posing the 3D characters exactly over a 2D image is not exactly easy and it takes much more time,so I would like to try to make the projection painting of the texture over the 2D plane. Below you can see that I have mapped the picture over the plane :

I don't know if I should use grease pencil to draw the face border's or if it is enough to make a lot of subdivisions on the plane. For sure I want that the new face will fit perfectly over the original one. Let me know if I can do it and how. thanks.


texts: Title is fairly self explanatory, trying to get a rolling shutter effect on fast strobing light sources but everything I try doesn't seem to make any difference, is rolling shutter only calculated for objects or something?


texts: What should I do to stop blender freezing on start-up, when its okay starting from a double click .blend file

texts:
I was animating and asked blender to do a 15% render. It crashed. (2.73 with some add-ons activated)

Trying to re-launch Blender double click the Blender (windows7 start list) icon it showed a featureless grey screen and then freezes. (No splash screen)  (2.73  and 2.72b equally bad)

But if I double click a .blend file then 2.72b launches with old preferences and runs normally.

After using that method for a day I retried launching from the start menu.  This time 2.73 launches correctly and then freezes as soon as I try to do anything.
2.72b still goes immediately grey screen freeze.

I don't even know where I should be asking the question to try to find a solution.

W7 pro 64bit   Blender 2.73  and 2.72b  both 64 bit.  nvidea quadro   i7  -had been working noramally for last month, many many hours.


texts: Keyframe visible on timeline, but no keyframe markers in dope sheet

texts: While working on my third animation in Blender (a couple of fighter craft taking off from the launch platform), I wanted to smooth out the transition from VTOL to horizontal flight by slightly shifting the timing of a keyframe. I opened the dope sheet, thinking it would be an easy fix, but I found that the key frame markers are all gone, despite the keyframes still being there (see the timeline for proof of that). All I can see is a few bar graphs. Is there some weird setting I've accidentally enabled? Can I switch back to the normal visualization of keyframes that is easy to work with?


texts: So I want to subdivide this wall but whenever I try to subdivide this face the edge I have marked gets subdived for some reason.How can I fix this?


texts: How to tell which function is causing errors from bpy.app.handlers?

texts:
Some add-ons can add their own handlers which may cause errors or even crash.

How to tell which functions are causing problems?

Asking on behalf of this report.


texts:
I try to copy my model and append it as child.

Before

After

When I try to duplicate by bpy.ops.object.duplicate().

It will return {'FINISHED'} which is not useful for accessing it!

I can't put any operation when the item id is unknown!


texts: Armature bends object but makes one side bump out

texts:
I added armature to a TV model and everything was fine, but now when I bend its foot, the side of the TV bumps out.

Any idea what this could be?

Very new to Blender, but have been searching videos and posts, but no answer found yet.

Much appreciated.

Views with and without the armature. Circled part is the issue, the arrow pointing to the foot is just to show it's in a pose.


texts:
I would like to soften the hard edges of this shape (the edges selected). I tried to extrude the edge and scaled it down but because edges are not on the same plane it doesn't work. Can't add loopcut too. Thanks .
PS this question is the following of "How can I keep hard edges with this shape?"

@Neil Giliomee thanks but unfortunately I cannot add a Loop Cut. Here what happens. Loop Cuts don't reproduce the shape of the edges.

The result after having applied two Loop Cuts.


texts: The layer/ keyframe panel is not showing the layers/ keyframes. How do I get them back to the layer menu at the bottom to scrub through?

texts:
It happened when I switched from draw mode to edit mode to adjust a drawing. When I did this I noticed the layers go missing from the bottom 'stroke' timeline panel and not come back when I went back to draw mode. It's the panel that says summary and usually has the layers/ keyframes in and you can scrub through the animation. I don't know what I accidentally clicked to do that but I want them back so I can animate easier.
There should be a green thing going across too showing the timeline of it but there's nothing. Any ideas how to sort this? I'm new to Blender and know some stuff through tutorials but nothing's coming up on how to sort this out. Opening a new file has the layers immediately there.


texts: How to get objects from different files into one file?

texts: When I click open, I get to I wanted to open, but I lose everything else. How can I open two files into one?


texts: Objects are disappearing during a boolean subtraction

texts:
Because of a lack of features, or ignorance on my part, and/or even my inability to google real good, I find myself at a point where I'm trying to "cut" cylinder ends at 45 degree angles and then snap and join them together to create pipe joints.

The knife tool doesn't seem to have any feature other than freehanding it, which causes lines to come out only on one side and they're never straight, and even then I can't get those lines to "confirm" or whatever the terminology is. I can't get them to stay is my point. I do the cut and anything else I do seems to cancel the cut, making that tool useless to me.

THEN I tried to go into edit mode, snap the 3d cursor to the vertex I want, add a plane that automatically gets insterted at that vertex (glad something's going my way for once), angle it, and then use a boolean operation to subtract that plan from the original object, which results in a cut at 45 degrees that I had originally wanted to do with the pain in the butt knife tool. I then delete the vertices, fix the weirdly missing faces that disappear for no reason, and voila. Angled pipe cut. Rinse and repeat on another object, then set the 3d cursor again to the point I want, use that to change the original, reset the 3d cursor to the vertex on the other object and use that to snap the first one there. Join parts, remove duplicates and boom, jointed pipe.

An extremely overly complicated process but whatever. At this point I've stopped trying to solve my problems and instead do whatever it takes to get around them.

HOWEVER... something is going wrong now. I inserted a boolean modifier into my object and when I used the tool to select the plane as the thing to subtract from the model, the model freaking disappears entirely, leaving a plane oval where the cut was supposed to be. Almost as if the software was like "hey, I'm gonna do the opposite of what he wants because F this guy"

I did a google as best as I could and the only results that made any sense was to recalculate normals. So I did. Didn't fix it.

Which leaves me at a stalemate.

Update - Thought I had a solution with the plane extrusion into a cube, didn't fix it. Just fixed it for that one boolean operation. Problem persists.


texts: Particle Instance Modifier "Amount" and "Offset"

texts:
hopefully a quick question. I am looking at Particle Instance Modifiers as I want to have a particle system that emits particles, however I want the particle system to have different particle materials like you can achieve using groups.

I noticed that in the Blender Manual under "Further Options" it mentions "Amount" and "Offset", though I cannot find these options in the particle instance modifier dialogue box. I am using Blender 2.79 and have tried the "Experimental Feature Set" under the render options, but cannot find what I'm after.

Can anyone lead me in the right direction?

Thanks

Dan


texts: Why does the shadow pass not account for mesh lights?

texts:
Why don't mesh lights affect the shadow pass?

For example:

I have a simple scene with a mesh light and an area lamp:

However, you can see that the mesh light does not affect the shadow pass:

Why is this?

Is there some technical limitation of mesh lights that prevents separating the shadows?


texts: How do you export bones relative to parent?

texts:
I'm currently writing an exporter script. So far, I can export meshes just fine, but I've got some problems with exporting the armature.

According to the python api, there are three different types of bones:

editbones: Are used to create/modify the armature/skeleton and are only available in edit mode. See http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.EditBone.html (which, obviously, aren't needed for exporting animation. I just list them for completeness.)
bones: Define the armature structure. See http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.Bone.html
posebones: Are used for animation. The posebones are structured like the bones of the armature, but transformed according to the current frame of the active action/pose. See http://www.blender.org/documentation/blender_python_api_2_67_1/bpy.types.PoseBone.html

There's also this old (or rather: ancient) guide on how armatures work: http://www.blender.org/development/release-logs/blender-240/how-armatures-work , but I can't find a proper mapping between that document and the current api.

I know I can get the restpose of the armature by grabbing the bone.matrix_local, but this matrix is relative to the armature.

So...
How do you grab the bones matrices so that the transform is relative to the parent instead of relative to the armature?

I tried exporting the bones relative to their parent by multiplying the inverse of the parents matrix_local by the bones matrix_local, but that does seem to result in incorrect translation values.

This is how I currently grab the parent-relative matrices:

        #I'm interested in the rest pose here, so I iterate over the bones
        for bone in armature.data.bones:
            #make matrix of this bone relative
            boneMat = mathutils.Matrix.Identity(4)
            if bone.parent == None:
                boneMat = bone.matrix_local
            else:
                boneMat = bone.parent.matrix_local.inverted() * bone.matrix_local

            #decompose
            loc, quat, sca = boneMat.decompose()

By the way: I'm using blender 2.66.1 w/the included python


texts:
For a simulation, I'm trying to get objects to form an array when sensed by another object in the game engine.

The ray sensor tracks targets just the way I want, so I wanted to use this as the main sensor for the simulation.

When the ray sensor detects another object within a specific radius, I would like said object to form a constraint with the ray sensor object and follow it around. I know how this can be done, but the question is, can it be done with multiple objects following in a straight line behind the sensor object, when detected? Similar to an array offset?

If so, can this be done without scripting?

('Track-to' constraints simply won't do, the sensor ability would be perfect!)

Thanks in advance.


texts:
How to snap an object to another object's edge.
I'm trying to find a more accurate way to place this object so that the edges are touching. I want to do this so that in my next step I can perform a boolean operation more smoothly.

I'm trying to get it to snap to the place where I'm circling it with the mouse.
I've tried googling and searching this site as well as the blender manual.
Any help would be appreciated. I'm really new to blender and trying to learn a good workflow.


texts: Edit Mode Changes not showing up in Object Mode

texts:
When I made changes to my model in EDIT Mode, then swap into either Pose or Object mode, or simply click off the model. My changes go away, but when I click back on the model and go into Edit mode, the changes I made are still there.

How do I make my changes visible outside of edit mode?

The object is a mesh model imported from MakeHuman as an MHX file. I have been using this file type in blender the last few days and this issue has only recently arisen, with a new file.

I am VERY new to Blender and don't know much jargon so if you can please dumb down any solutions I would be massively appreciative!

I'm not editing the weight painting, as I am in edit mode. I am editing the actual mesh, pulling and pushing vertices, sculpting etc.


texts: Lighting up the scene using a fire in cycles

texts:
I am rendering a torch light scene which looks something like this in my viewport and this is how I want it to actually look, but maybe a bit dimmer and realistic (for which I'm using Cycles).

But this is how it looks while rendering. No details are visible at all. How can I make the fire throw light onto the scene without adding an additional lamp?

Also, after the rendering completes, this is how the image looks.

Can someone tell me what's happening here and how to rectify it? And also, how to achieve the desired lighting?


texts: Removing constraints & adding objects to group by python

texts:
I have a very basic script which I hope to do a couple things at once, but I am stuck at removing the constraint, and the group_link fails.

bpy.ops.constraint.delete()

and

obj.group_link(group='Ties')

What am I doing wrong? Note: the group does exist, it even has 1 object in it just to be sure. :)

EDIT:

Everything here works, now only to solve the constraint removal. :( :)

import bpy

for obj in bpy.context.selected_objects:

    ### get last 3 digits from object name and save them as objNumber
    objNumber = obj.name[-3:]

    ### set object as Active
    bpy.context.scene.objects.active = bpy.data.objects['Cube.'+objNumber]

    ### add Boolean and set the target to Cube
    bpy.ops.object.modifier_add(type='BOOLEAN')
    obj.modifiers["Boolean"].object = bpy.data.objects["Cube"]

    ### remove current constraints and add Copy Transforms, with target set to an Empty with the same number as original object
    bpy.ops.object.constraint_delete()
    bpy.ops.object.constraint_add(type='COPY_TRANSFORMS')
    bpy.context.object.constraints["Copy Transforms"].target = bpy.data.objects["Empty."+objNumber]

    ### moving to layer 10 and grouping to group Ties
    #bpy.context.space_data.context = 'OBJECT'
    obj.layers[10] = True
    obj.layers[1] = False
    bpy.ops.object.group_link(group='Ties')


texts: Animation Nodes: Create a trail effect from an object moved by a list of coordinates

texts:
I have a list of coordinates in a CSV file and my goal is to be able to animate the movement of an animal or vehicle in Blender.  An example of what I want to achieve can be seen in this video. Notice that the movement of objects leaves a light effect on the track that fades over time. In this other example, the same effect is shown but this time the trail is maintained and does not fade.

I am learning Animation Nodes and can already move a sphere by parsing the CSV and capturing the coordinates from a list. Here's my node tree. It works just fine.

Also, I've experimented with applying particles to the emitting object and having them fly around the scene as the object moves.
But I would like to create a trail effect on the movement with Animation Node as the examples show.  I have seen several solutions to create trails in Blender, using particles or using splines, but I don't know which is the best solution. Also, in all solutions the movement of the emitting object is already predefined by keyframes or is random, but it is not given by a list of coordinates.
I am blocked. How can I create an animation in Blender with a trail that follows a list of coordinates?


texts: 2.81 missing Volume node - any of them available?

texts:
Downloaded Official 2.81 and get same result. Search for "Principled" and "Volume" no result

was trying to follow volumetric lighting tutorial and cannot find any "volume" node.
World> Volume node(any of them) are they missing in Nov 20 blender 2.81?
https://i.postimg.cc/cJKgCyxb/blender2-81-volume-Node.jpg


texts: When I add edge loop to this, angle is already broken. How do you make 1 and 2 edge loops parallel each other?


texts:
How to blur HDRI images set to the environment? There is no definite way, I see many posts on the internet being quite misleading, like how to do it in compositing but it doesn't seem like it quite works.

In Cinema 4D, every texture you set to an material then to an environment object (sky) has a defaulted blur parameter, so you can "easily blur an HDRI" even though in theory you're blurring a material's texture.

I tried looking at compositing, film, with some tuts saying to do the work in compositing tab. Can anyone give me a definite 2019 answer to how to blur hdri environments directly inside blender? Without going to Photoshop I mean.


texts: it worked before but I decided to turn up samples and turn on denoising and such because it had to much noise/ white pixels and then after that the render is so dark. Here is the blender file


texts: How to properly adjust unit dimensions for exporting to 3rd party program

texts:
I am attempting to use blender with armorsmith and I am testing the dimensions of shapes before I design something large.

I have a  rectangle that is 2 x 2 x 8 inches or 50.8 x 50.8 x 203.2mm. I believe I have set the grid units correctly:

When I export an an obj file and load into armorsmith the dimensions seem to be WAY off. Its possible I need to contact someone that knows armorsmith but I am guessing the issue might be with blender as that part wasnt as straight forward.

When I import the obj file into armorsmith I get a warning that the dimensions are too small:

Its not until I scale the size by 1,000 that it seems the shape is the correct size, which would mean the dimentions exported would be closer to .0508 x .0508 x .2032mm:

Maybe im doing some horrible unit conversions, or maybe im doing something wrong in blender >_< Any ideas? (the model is scaled/sized using mm values as well). Thank you so much for taking the time to look at this


texts: How can I give an array of objects a variety of colors?

texts:
I would like to give the objects in an array (using array modifier) different colors.  Right now the array of objects is just one color, and i would like to give each member of the array a different color, using a gradient.  Is this possible?  I have tried using the Particle Info node to no avail.

Thanks!


texts: Hair Particles distributed unevenly accross the model

texts: Hello I've been having this problem with this model. No matter what I do, the particles are far more concentrated on the right side of the head mesh, even though the vertex group is even. Nothing I do seems to fix this and I don't know the cause.


texts: Rendering RGBA height and normal map with Cycles

texts:
I have a Landscape terrain model, and I'd like to generate a 4-channel image with the normal in rgb, and a height in alpha. The height can either be normalized or not.
I'm using the Cycles renderer to output the texture.
I can't see any nodes related to alpha in the Shading tab's node editor. I just want a "Combine RGBA" node, so I could use the normal and the Z output to put together a color, with this setup:

Is what I want doable in Blender/Cycles?


texts: How can I create a natural fading effect on planets in cycles?

texts:
I've have experience with CAD but am a complete Blender (especially the Cycles engine) noob. Recently I've been doing a lot of self-learning, then I came across this image:

Could anyone please tell me how to achieve a natural fading effect on the planets? My nodes are a mess but the result still comes off as too "stiff" and "mechanical".

Hope that I've explained myself well enough and that you guys understand!


texts: How to get consistent stroke thickness when zooming grease pencil?

texts:
I've noticed that when I am using the Grease pencil with a placement other than "view" the thickness stays the same thickness based on the view in a way that it isn't effected by it's perceived distance from the camera.

Is there a way to make the stroke thickness remain consistent with its distance from the camera? And as a side note, is there a way to change the thickness to something larger than 10px?


texts: Low resolution problem during rendering a particle

texts:
i made an simple explosion simulation for creating sprite sheet to my game.
but when i start to render animation at 1920x1080 resolution, explosion still looks low quality.
Here is an example:
Thanks.


texts:
I'm trying to make an animated pixel art sprite. I can render it no problem at its normal size settings, but when I set the image size extremely low, it doesn't come out like it should in avi jpeg form. When I render the sprite at its full resolution, it looks like this:
I tried to pixelate it by setting the resolution extremely low, and got this:
That's what I want. I want the image to be pixelated, but when I export the full animation as an avi jpeg video, it completely blurs the image beyond all recognition because it's such a small image. This is what the output looks like:
How do I render / export / format / scale the image such that I will get a sharp, clean pixel animation, with every frame looking like the second picture?


texts: I imported an svg of text to blender and converted the text to mesh. After extruding it, it does something funny to the tex (holes in the text). Can anyone help me to extrude it smoothly?


texts: Cannot animate rotation of object along global Z

texts:
I would like to animate a rotation of the key on a vertical Z axis without changing its current position, like this:

When I press R then Z, the key rotates the way I want it to in the animation. I tried changing the Rotation Order, and applying Scale/Location/Rotation, and it didn't work.

However, when I keyframe the start and end point (R Z 360º), the resulting animation makes the key spin in a different direction.

Here are my Transform settings:

Blend file:


texts: Blue Lines from Annotations not in any object

texts:
I am just starting to use annotation grease pencil. I created one set successfully, then tried to create another one. I selected draw cursor, then proceeded to draw the the annotation curves (The blue lines you see). But when i went to change the geometry cross section nothing happened., it just went blue.
So I delete the curve to start again, and the blue lines were still there. I cannot select them, when I hide all items they are still there. It is very strange.
Anyone know what might be the problem here?


texts: How to export vertex groups in obj file with faces grouped together

texts: I am exporting an object with vertex groups as an obj file format in blender and for some reason the faces in groups don't get written in nicely organized sections but rather I will see one face for a group and then a face for a different group etc. Is there a way to make blender write all faces for a given vertex group together in the obj file when the export is done?  I have included a picture from a simple cube I exported where I added a vertex group to each face, and as you can see the triangles representing each side get written out separately rather than together under the same group name heading. Thanks.


texts: Exporting obj with f v/vt/vn instead of v//vn

texts:
I need to export a model to .obj-format for a school project. The faces must be defined like this
f v/vt/vn
but they are defined like this
f v//vn
even though I checked both "include UVs" and "write normals".

What could be wrong?
Thanks, Anickyan


texts:
I already described my problem here :

https://github.com/CGCookie/blender-addon-updater/issues/61

When I try to activate the add-on I get a module not found error but as soon as I change the name of the zip file it works and I don't understand why.

the naming of the zip depends on the tag I use in git and the auto update relies on that tag number to be my version number (in the bl_info) so I need it to work this way.

Any help would be much appreciated, I couldn't find anything on the web


texts: How to Created Stylized Grainy Cel Shading

texts:
How can I accomplish this look here in this video, including changing the color of cast shadows and adding a gradient noise texture?
https://www.youtube.com/watch?v=8SHNsKjnAgs


texts: In which direction should bone axes be oriented?

texts:
A total noob here I'm afraid. I've followed a couple tutorials in order to create a human mesh and set up an armature, however I've hit a roadblock with bone-rolling.

How should I orient the bones' axes so that I can successfully paste an x-flipped pose? I think I got the legs and spine working, but I have no idea which way the axes should be for the arms. I've messed around with the Ctrl+N bone-rolling option to align the bones in various directions, but I'm not sure what end result I should be looking for and none of what I've tried seems to work.

Here's an upload of the file: http://www.fast-files.com/getfile.aspx?file=78626

UPDATE: Problem fixed! Thank you for your helpful responses. Turns out I had a key issue of the opposite arm IK bone I was testing being named slightly wrong. facepalm But once I was clear on how the axes should be oriented and confident I had it right it was a lot easier to see what the real problem was. Many thanks!!