texts: How to get rid of hair root location artifact

texts:
I have a small sphere on which I place a couple hair particles in the particle editor.

When the hair particles have simple children, the sphere is so small that the appear to be emitted from above the surface:

Is there a way to fix this artifact?

A reasonable fix would be to emit the hair from a smaller sphere inside my actual sphere, but I'm wondering if there is a way to avoid having the extra emission object.


texts: Image not found may be unpacked or not saved after animation problem

texts:
I broke something. I rendered an animation out. Didnt like the final output.

Made Adjustments and tried to just render the single frame to check out the output and see if I was happy. Kept showing old render views not the new one(I have overwrite checked) I got impatient deleted the old camera, inserted a new one, moved all the rendered files out of the temp folder, then tried to re- render in the new view, no. Then  now I get blank alpha channel upon trying to view render. The render view works in 3d view, but not upon actually rendering image. I went into the dope sheet and deleted all key frames, so I got the animation part cleared, but dunno why I cant see the render any more


texts: How to make a rain with particle system and achieve a impact effect with rigidbody on bushes

texts:
I hava a ground which contains a particle system(bushes) and i want to achieve my bushes transformed when the rain drops hit the plants.

This is my scene


texts: Change Background Color of the 3D Viewport

texts:
When I work in edit mode and wireframe I have difficulty to visualize the loops of the object. How can I change the background color of the viewport or the color of the wires?
Thanks,
Dov


texts: I was modeling an ak47 and this happened. I tried to press Ctrl+N to recalculate normals and Ctrl+A to deselect all but it didn't fix the problem. Any ideas?


texts: Redo armature without stacking modifications?

texts:
I'm making my first attempted at rigging and animation. I have a model which I just finished rigging and weight painting, and now I am ready to begin animating. However I quickly realized that my armature got disconnected from my mesh somehow...Looked around and found that I accidentally applied the armature modifier on my mesh (while the pose was changed) and lost the armature.

Here is what it looks like, taken in edit mode

as you can see, the arm bones are bent downward which is how I originally made them. But then i posed the arms and added the armature modifier by mistake.

Here's what it looks like back in pose mode

Here they are matched together, but they aren't physically connected, when I move the bones the mesh doesn't move.

I thought I could fix this by adding an armature back on, but then this happens

It appears that the raising of the arms has doubled, as to add the modification - twice. The modifications are stacking.

How can I fix this?
Thanks!


texts: how to get the a value of the resolution of an image in blender compositor?

texts: I am creating a node group and this node group required the value of the X resolution of the image that the user will put so the user should put half the value of the X resolution but I want to make this automatic so the user should only put the image and half the value of X resolution will automatically generated,so how can I get the value of X resolution of the image that the user will put.


texts: Remove blue screen with blue object on it

texts:
I have been trying to learn the basics of Blender and I have a basic understanding of keying. But here is my problem. I only have a blue screen and I am trying to utilize it. The problem is I have blue object which is interfering the keying process. I would like to know if it is really possible to still use the same blue screen and do the keying for the below image.

This is what happens when I try to apply the knowledge I have.


texts: Viewport lens setting to match Unreal 4 editor fov?

texts:
Just wondering what 'Lens' setting should I set to make Blender's 3d view fov match Unreal 4's fov?

Blender says something about 'focal lens angle' in the 'Lens' tooltip, which is not focal length, right?


texts: blender 2.8: why do I need to scale 10x on STL export?

texts:
I am developing a 3d model for a 3D print:

The unit system is metric, and the length is set to millimeters. In order to get the size right, I need to do the STL export scale of 10x:

which shows a "correct" model during Prusa slicing:

Why do I need to do 10x STL Export scaling?

I also applied the scale transformation:


texts: Why is one face on my model gray instead of orange in edit mode?

texts:
I'm relatively new to Blender and mainly use it for viewing 3D geometry in various formats (such as OBJ). Currently I'm writing my own mesh voxelizer, and my program has support for outputting the resulting voxel array to an OBJ file containing a cube for each voxel. It's not incredibly effective, but I found it to be useful for quickly checking whether or not my voxelizer produces adequate results.

I have a three-dimensional voxel grid; every voxel that is a 1 (instead of 0) is represented as a simple cube, and all these cubes are stored in an OBJ file. The OBJ file contains only the vertex positions and face definitions, there's no MTL mentioned in the OBJ file (and no MTL file is generated, accordingly). Here's an excerpt from a typical OBJ generated by my program:

v -1,20000004768372 -1,20000004768372 -1,19999957084656
v -1,20000004768372 -1,20000004768372 -0,899999618530273
v -1,20000004768372 -0,900000095367432 -1,19999957084656
v -1,20000004768372 -0,900000095367432 -0,899999618530273
...
f 1 2 3
f 2 4 3
...

When I open it in Blender, I see that all geometry is correct, but one triangular face (always the first one in the list of faces!) is highlighted differently by Blender. Here's a screenshot (imported the OBJ, selected the whole mesh, didn't touch anything else):

(It's not a representation of any meaningful geometry yet, just a randomized voxel grid, for those wondering)

I'm not sure what Blender is trying to tell me here. How is this face any different from all the other ones (except for being the first face in the file)? What is wrong with the OBJ file my program generates? There's no color assigned to vertices or faces, there's no material specified, all vertices and faces should be the same.

Here's the file in question, if you want to examine it:

https://www.sendspace.com/file/wlrva9 (171 kB)

It's actually a re-created file so the random cubes might be different here and there, but the problematic face in question is still there: look for the corner vertex at (-1.2, -1.2, -1.2).


texts: Camera skews objects when they’re near the outside of the frame

texts: Im very new to blender, so sorry if this is a stupid question. I’m following a tutorial of modeling a room, and I’m using a background image inside of the camera to help me place my objects. I noticed that when I moved an object to the edge of the camera frame, it becomes skewed somewhat diagonally, and it messes up the perspective of the room. When I move the object back to the center of the frame, it looks parallel with everything else again. This problem also appears in renders. I didn’t see this problem in the tutorial, though the person was using an older version of blender. I’m not sure if this is a bug, a setting, or if it’s just normal. I’m out of ideas at this point, and would really appreciate some help. Thanks!


texts:
I'm trying to use geometry nodes to scale up a duplicate mesh along each faces' normal to "thicken" up the mesh. This can be achieved manually by scaling a mesh with Alt+S (Scale along face normals).
This picture (green) shows what I'm trying to achieve through the Geometry Nodes (manually scaled along face normals):

Here is an example of why a simple transform won't achieve the effect I'm going for:


texts: So, I've created a vertex group and a hair particle system. I only want the hair particles on the vertex group. How do I do this?


texts: Is it possible to get the output of a different material available as a node?

texts:
I'm building a model of a piece of swampland, and I'm hoping to use a material-blending technique I know from Unity to handle its appearance. It involves lerping between multiple other materials using RGBA values.

This would be particularly easy if I could simply reference another material, as it would exist under the given conditions, as a node; and receive its color and other properties as pins. However, I've seen nothing like this, and as of the moment, the best I can do is manually copy the node map of my target material to the current node map, and in the best case make it a node group.

This feels terribly inefficient to me!

Am I overlooking an elephant in the room?


texts: Why Does Quad Topology Not Always Result in Correct Shading?

texts: Why does quad topology not always result in correct shading? Sure on a cube like this its easy enough to toss on a weighted normal/autosmooth, but why does this happen, and is there any way to rectify it through better topology?


texts:
I was just trying to add some smoke to a scene I made (I'm fairly new to blender and 3D), following a tutorial (then another one saying the same thing), but it doesn't seem to work the way it should. I did everything right, exactly like the guy in this video : https://www.youtube.com/watch?v=EtKQwN9P0sE.
The thing is that I tried doing it in a new project too and it worked. So something in the scene is causing this, I supposed...
Any idea ? Thanks


texts:
I'm currently struggling with something that's frustratating me now for a couple of hours and still im not getting a reasonable result.

I tracked a footage where I would like to insert a cube emitting light; there should be no shadow or Ambient Occlusion, at all. As you can see in the image bellow, currently the cube is casting a shadow; how can I fix that?

EDIT:

So actually i want to get rid off the shadow and Ambient Occlusion, which ofc isnt that much of an problem but in the mean time, i want to get the ermession of the cube (which is reflecting on the ground) to be rendered. I found out that there are render passes, which control the reflection on certain objects, but the wiki displays an "reflection" pass, which isnt obviously available in cycles. I tried out Ermession and enviroment passes though, without any success ._.


texts: Noob here, as you see i am trying to select area which i need to be applied to mesh not whole thing but no success, any suggestions?


texts:
I'm having troubles with my "clouds" texture while trying to sample it into my shader, the error is "invalid uniform value: clouds"

def main():
    import bge
    cont = bge.logic.getCurrentController()
    object = cont.owner

    for mesh in object.meshes:
        for material in mesh.materials:
            shader = material.getShader()
            if shader != None:
                shader.setSource(vertex_shader, fragment_shader, True)
                shader.setSampler("clouds", 0)

vertex_shader = """
uniform sampler2D clouds;
void main()
{
    gl_Position = ftransform();
}
"""

fragment_shader ="""

void main()
{
    vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
    gl_FragColor = color;
}
"""
main()

I'd really appreciate some help here.


texts: How to use a custom property of an object as input for a driver?

texts:
I would like to be able to control the power/energy of multiple lamps using a driver.
My idea is to have an empty that I would move on the Z axis between 0 and 1 to multiply the energy of each lamp.
On the lamp power attribute, I have Use Self enabled and this driver expression:
self.energy * var

Edit
It seems to provoke a kind of expression loop, and the value is increasing exponentially.
So I guess my original "power" value should be defined elsewhere, maybe as a custom property of my lamp object ?

How could I link one to my driver expression?


texts: Bright pixels that appear on the model after rendering

texts: I got this bright pixels, what is reason? , any one can help me for this


texts: Blender Texture Paint a Voxel Model - 64px x 64px texture - Need Pencil/Voxel Brush

texts:
I am trying to texture paint my voxel model (9k triangles). I managed to unwrap it and to create the texture.

The thing is I need solid colors and I need a voxel/pixel brush, also if I paint over a color the color becomes brighter which is weird. It has to overwrite the color.

Is there somewhere such an option for my needs?
- pencil
- Overwrite colors

I really struggle right now. Probably there is even a better workflow.


texts:
why I get a cube with my model ?

model:

and result:

Thanks


texts: How do I make particles collide with object surfaces?

texts:
Please Refer to Video
The blue cubes are using active rigid body properties. The red cubes are emitted using a particle system. The blue cubes are being affected by the surface of the yellow object, but the red particle cubes fall through. So my question is, how do I make particles collide with object surfaces?


texts: The sunlight is emitting spotty light. Why is this? I've attached my node set up for the window where the light is emitting through


texts: Get access to generator modifier x values for drivers

texts: I want to know if its possible to get access to the property of the generator modifier in the driver panel. I want the X property to live set it in the Tools Panel.


texts: Composite blur effect cut off at edges with transparent background

texts:
I know several questions have been asked regarding a problem with glow effects not showing up with transparent backgrounds, but I have a slightly different issue. For me, the glow effect does show up, but it gets cut off at the borderline of the alpha background.

With background:

Without background:

My node setup:

Anyone know of a simple fix?


texts: Material not displaying on array objects

texts:
I have set up my material in the node editor and it showed up fine but when I duplicated it with a array modifier the second object created with the array has no material attached to it. Also applying the modifier has no effect.

Here is my node set-up

Both objects display the same in material view

Why is this?
(Blend File)


texts: How can I add a nose to this head without messing its shape?

texts:
I am modelling a robot head that looks like this:

The shape was obtained by using very few faces starting with a square.

Now I would like to add a nose to the robot that would look more or less like this:

But instead of this screenshot which was obtained by adding a second triangle shape onto the head, I would like to model it from the head's mesh.

Here's the head in edit mode:

If I add vertical or horizontal loop cuts, the base shape of the head becomes larger where the loop cuts are added. I would like to extrude a face outwards where the middle of the face is, but there is no face there, and I only know how to add one by adding loop cuts.

It is important for me not to lose the almost spherical curvature of the chin and sides and top of the head... And obviously I would like not to apply the Sub Surf modifier because I am trying to keep the model light and easy to edit...


texts: How to speed up loading of custom external icons?

texts:
I have developed a little addon that provides icon button in the node editor. We have 80 node items. And so i have 80 external icons to load. I use custom_icons.load for that.

The problem is, every icon loads one by one when activating the tab. You see them popping up one after another. The user has to wait until all the icons are loaded. And that's for our 80 icons around 10 seconds in Blender 2.78a. Not good.

Is there a way to load the external icons at Blender startup? If not, is there a way to load at least all icons at once?

The script is already a init.py, Examplecode looks like this. The icons are of course missing. Please add a folder called icons besides the script, and put two png images into the folder with the correct name:

import bpy
import os
import bpy.utils.previews

class NodesIconPanel(bpy.types.Panel):
    """Creates a Panel"""
    bl_label = "All Nodes"
    bl_idname = "nodes.common_buttons"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'TOOLS'
    bl_category = "All Nodes"

    @staticmethod
    def draw(self, context):
        layout = self.layout
        default_context = bpy.app.translations.contexts.default

    ##### --------------------------------- Layout ------------------------------------------- ####

        layout.label(text="Layout:")

        row = layout.row()
        row.alignment = 'LEFT'

        props = row.operator("node.add_node", text="", text_ctxt=default_context, icon_value = custom_icons["icon32_frame"].icon_id)
        props.use_transform = True
        props.type = "NodeFrame"

        props = row.operator("node.add_node", text="", text_ctxt=default_context, icon_value = custom_icons["icon32_reroute"].icon_id)
        props.use_transform = True
        props.type = "NodeReroute"

# global variable to store icons in
custom_icons = None

def register():

    bpy.utils.register_class(NodesIconPanel)

    # Our external Icons
    global custom_icons

    custom_icons = bpy.utils.previews.new()

    # Use this for addons
    #icons_dir = os.path.join(os.path.dirname(__file__), "icons")

    # Use this for testing the script in the scripting layout
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "icons")

    custom_icons.load("frame", os.path.join(icons_dir, "frame.png"), 'IMAGE')
    custom_icons.load("reroute", os.path.join(icons_dir, "reroute.png"), 'IMAGE')

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)
    bpy.utils.unregister_class(NodesIconPanel)

# This allows you to run the script directly from blenders text editor
# to test the addon without having to install it.

if __name__ == "__main__":
    register()


texts:
when executing the following blender python script:
import bpy
bpy.ops.object.drop_named_image(filepath='C:\\tmp\\0040.jpg', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

I get the error "invalid operator call 'OBJECT_OT_drop_named_image'".
bpy.ops.object.drop_named_image is supposed to be accessible by blender python: https://docs.blender.org/api/current/bpy.ops.object.html?highlight=empty%20draw#module-bpy.ops.object
Any idea what i am missing?


texts: Tricky Bevel - How to get better bevels?

texts:
The Security Access Tuner in Alien isolation caught my attention due to its tricky top left corner.

Any ideas how to replicate this?


texts: Faster render without CUDA than with it. (RTX 3080)

texts:
I hope you can help me with this.
I have a scene with quite a lot of fur on it; I can render it without CUDA, it is slow, but it works.  But the moment I turn on CUDA acceleration in the preferences, the renders get stuck on the BVH build process, and my memory fills up catastrophically.  Any idea why?? The BVH build when CUDA off is completely fine.
Thanks so much!


texts: I have successfully separated two rings out of a UV sphere using "separate" (Y key) option in Edit mode. But as soon as I switch to Object mode, there is no separation and the objected is treated as one. What can I do to separate it in Object mode for real?


texts: How to change the background colour in the Material Preview window?

texts:
If I want to change the colour of the sphere in the Material Preview Window, it's easy enough to create a Material Output node, Create a shader node, assign a colour and hook them up. The sphere colour changes accordingly.
But how do I change the colour of what's in the background, behind the sphere?
Moreover, what does that colour represent? In my example it's Magenta and I don't know why.


texts: How do I get the children of a frame node?

texts:
I need to get the child of a frame node but it seems it is not possible "simply".
I'll have to create a function myself or have I missed something?


texts: Why are my render times 30+ minutes, but other people's are ~3 minutes?

texts:
I am currently using Sheep It! to render my blend (built on v2.68c) on multiple computers, and I noticed something rather strange. According to the log on-site, the frames rendered from other people's blends were completing in 3 to 4 minutes. This was on an 4 core i5. My main rig (with an 8 core i7) was completing frames in no less than half an hour. How is this possible?

To clarify, these people's frames are very complex, often with very detailed textures. I have 2 objects in my blend. Below are the options I changed for my blend:

Aspect Ratio: 1000px x 1000px
Output: PNG
Clamp Indirect: 0.98
Render Sampling: 128
Min Light Bounces: 0
Max Light Bounces: 4
Cycles Render

Is there something in there that I should change to make it go faster? I can't really comprehend how it's going to quickly.

EDIT: To answer what @Duarte asked...

System Specs: i7-920, 3GB DDR3, GT 630, Windows 10
I have two circles, extended to form a sort of coin with a star on it. It is not complex at all.
I have Firefox and Steam running in the background, but not actively. I've been away from the computer for 8 hours and noticed this behavior. (I am running Blender from Steam.)
I made sure when I began rendering that the blend was set for CPU rendering.
Screenshots

And to answer what @pycoder asked, yes, I am using Cycles Render.


texts: Blender 2.8 How to inset faces and bevel into an oval

texts: I'm looking to recreate the effect seen in the video linked. I've linked it at the start of the part and it runs for about 40 seconds. I'm trying to recreate the rounded inset faces. I can get the faces to inset just fine, but then they do a lot of things in rapid succession and I'm getting lost. Pretty new to blender so if you can be detailed that would be very much appreciated. Imperial Shuttle in Blender 2.8


texts: Fluid simulation only renders surface leaving cavities against domain

texts:
The simulation runs fine, but only seems to add the mesh to the surface layer of the fluid. Any space between the surface and the domain that should be filled is left as a void. I tried changing the concavity numbers in the mesh settings, but that didn't do anything.
When I see other fluid simulation tutorials, there is no gap between the fluid and sides.
How do I fill the whole space with mesh that should be filled with the fluid?


texts: When should I use Quaternion (WXYZ) and how should I handle the W Quaternion Rotation?

texts:
As I (seem to) know from some comments the use of Quaternion or Euler depends on what we want to animate and that Quaternion can handle very complex animation and avoid problems which sometimes occur in Euler.

But in which occasions (simple walk/run animation, jump/bounce animation, etc.) is Quaternion commendable and are there any advantages using Euler? If yes, which?

I've also tried to understand the usage of the W rotation, but somehow I don't understand it and therefore can't handle it. Let's say, it's recommended to use Quaternion on jump/bounce animations. How should I handle the W rotation? Are there any occasions where I shouldn't change its values via the graphic editor or should I always leave it as it is?


texts: Image Is Blurry When Using Glass Node In Cycles

texts: I'm rendering my model in cycles render, and I have added a glass node on the screen (separate object) in front  where the text is, I'm doing an orthographic view render. But the result I'm getting is somewhat terrible. The image from behind is just blurry.


texts: How to use the textured material from a multi-mesh object onto a single mesh obj?

texts:
The above bush is made of many initially individual images on planes, one per plane (leafs). Then joined into one mesh. This mesh uses 2 materials.
 But now I need to replace all these planes with one mesh (which I already made with the Re-mesh modifier, and lots of cleaning).
 At first I thought I could bake all those planes into one texture to then just apply it to the other single mesh. But after baking I can see it is only using one of the many planes, hence the result is one big leaf in my baked image
 Any ideas?

Feel free to inspect the blend

Thanks guys,

DPC


texts: How do I get these animated obstacles to work right with fluid physics and prevent freak outs like this?

texts:
I recently tried to bake a fluid physics simulation with a mixing vat style setup. I did some basic parenting and keyframes to animate the stirrer, but the fluid immediately freaked out completely (or as immediately as it could have been, considering it baked for 3 days).

https://www.youtube.com/watch?v=5Mli_sOjYDc

What settings do I need to change to keep this from happening? I've heard about something called exporting an animated mesh, but I can't seem to find anything on the internet about it.


texts: Can PBR be "faked" in Blender Internal or the Game Engine?

texts:
Physically-Based Rendering / Physically-Based Shaders

My very basic understanding of physically-based shaders is that they have an accurate Fresnel curve (becoming more reflective at grazing angles), and they obey energy conservation (light will not get brighter or dimmer upon hitting the material - it either passes through the surface or reflects off, but is always accounted for).

What I would like to know is: To what degree can these concepts be applied in Blender Internal in order to create more convincing (but still quick to render) materials? This would be useful for the BGE and Blend4Web as well, but the first step is to figure it out for Blender Internal.

It is my understanding that creating the physically accurate Fresnel curve in BI is easy, but that the energy conservation and accounting for "roughness" is not something BI can do because light is not handled in a physically correct way (although maybe baking from Cycles could be a workaround?).

Please correct me wherever I may have misunderstood. And thanks in advance.


texts: How can I get the global rotation of a bone from the Blender editor? I want to constrain a bone to have only that rotation, regardless of its parent. I want it in pose mode.


texts: What UI panel property type is this and how can I create my own

texts:
How do I make my own 'list' in my custom panel like this?

I want to be able to acces to chosen value (string) as well...

Bert


texts: Is there a way to procedurally loop processes in shader nodes

texts: I'm trying to make a node group that can convert values into "binary" (i know the value will still technically be base 10). I made a set of nodes that if they are recursively placed over and over it can convert the number successfully, but you would have to do that manually and the amount of times you would need to repeat the function would vary based on the size of the number you are trying to convert. This is mainly a challenge to do this myself so if there is a better way to convert decimal to binary (other than a single node i may be overlooking) i don't need to know, i just want to loop sections of node code. Even if my plan doesn't work it would still be good to know a way to procedurally repeat sections of a node network, maybe controlled by a value which describes the amount of times the function is repeated.


texts: Micro Displacement how to make it to look better, or is there a better solution (5 questions)

texts:
Recently I've been working on personal projects so I decided to give displacement map a go [I am trying to take images of wall carving, ornaments, or patterns and make it 3d, but I have so far encountered a few problems.

1.The surface is inacurate

What should have been smooth is too rough, and looks like a rocky mountain instead of a smooth sculpture

2.The original plane gemometry didn't seem to go away

I pressed subdivide in edit mode 1 time , add ten cuts
, then added a subsuf modifier pressed Adaptive, but still getting these result, and adding more loop cuts just seems to worsen the geometry and the mental state of my computer

3.Trying to figure a way to change textures

So this is the texture map and the displacement map

Since the displacement map has to be blured out in photoshop, the geometry added in isn't enough for the details, but then it seems to heavily depend on on the texture map to give details, is there a way that I can save the details and change the photo textures from stone to wood or something else? (The bump map only gives me details but since the geometry is not enough to start with without the texture map it looks horrible)

4.Is there a way I can apply the TRUE displacement, see and edit it in the edit mode?

5.Is there an another way to approach the same effect

I have watched some videos on youtube such as
https://www.youtube.com/watch?v=Tsaa_D6CcSo
I think this is hard surface modeling(not sure), though some projects can be done by this method but when it comes to wall carving, the geometry won;t be that simple, sculpting may be a solution,

but it takes time and skill to reach the decent level and look like the reference image, which is something I don't have as a programmer background lowlife freshmen peseant , and I don't know how to retropology yet.


texts: I wanted to try and do some cool animations by taking 2d pixel art gifs and putting them in 3d spaces. Unfortunately, gifs arent supported for importing images as planes. Im in blender 2.8 (cant install 2.92 or anything because i cant find a portable install and this is a school issued pc and i dont have admin) btw.


texts: Simple question... Why is there no documentation on how to properly use materials and textures? The only documentation I can find is for loading texture images in the UV editor. The Blender search engine doesn't come up with anything useful at all when you search for "materials" or "textures". This is something that should have its own section in the docs.


texts:
I'm following this tutorial https://youtu.be/-0tMeMZpeXE?t=147. At 2.27 he extrudes those faces but with an unusual angle. He changes to "Individual origin" and it works fine.
When I try it it doesn't work as expected (see attached image where I've changed to Individual origin but with no luck). It only works if I Shift+Z during scaling.


texts:
I'm following this great tutorial https://www.youtube.com/watch?v=1gM8yEMFMjg to learn how to fill a mesh with a particle system but am having trouble replicating the simulation (at 6 min 50 sec if interested). I'm using Blender 2.8

To put it very simply, in my scene I have two meshes as follows

The larger mesh has Passive rigid body, displayed as wire, and with normals set to the inside

The smaller mesh inside has Active rigid body, with sphere collision shape

When I run the simulation, instead of the smaller mesh settling on the bottom of the larger mesh, it flys out into space ignoring its container completely. How can I get them to behave?

Here is a link to the file https://drive.google.com/file/d/19teuR5pLl0xqDDRli7tOwsv7u0lYx-Ij/view?usp=sharing


texts:
I was wondering if it is possible to render a "raw camera output" with Blender. With this I mean that I want to save mosaiced/bayered images instead of full color (RGB) images.
I did not find anything in that direction, but I'm also quite new to Blender and might have overlooked something. I really would appreciate some hints!

In case somebody wonders why I need this:

I would need this to simulate a camera setup and our vision lab and produce ground data for our 3d reconstuctions algorithms. So far I "de-demosaic" my rendered output, which is only a ok intermediate solution.


texts: What is Generated Mapping and UV Mapping? And what is the difference?

texts: Well, basically that's it. What are this texture mapping modes? Is there pros and cons of each one?


texts: Settings or manual for temporal denoiser

texts:
I am looking for a manual or documentation or a way to change settings for the temporal denoiser for animation as described in this question:
How to denoise animations using Blender's Temporal Denoiser?
While this denoising method is working nicely, I still would like to make adjustments if possible.
Thank you very much for your help.


texts: Blender Overrides Smoke Cache Files To Original On Startup

texts:
I wanted to create a reverse smoke simulation.In other words, the smoke moves in reverse as the time goes on.
What I did was first create an external library and then,I  rename all the blender smoke cache files in reverse
In other words, frame[1] became frame[250],frame[2] became [249]and vice versa. I did this for all the cache files it worked!

But here's where it went wrong...
Whenever I save the project, reopen blender and play the animation, blender overrides all the cache files that I renamed and sends them back to their original naming.In other words, all my renaming was just a waste...So, the smoke no longer plays in reverse as the animation plays, but goes to the original or normal movement of smoke.
Can anyone help me with this?


texts: How to prevent freestyle dots/tiny breaks?

texts:
I'm still a bit fuzzy on what the various configurations of freestyle shake out, however regardless what I pick I consistently get little dots/tiny breaks at certain sections of my mesh:

From tutorials Ive gleaned this configuration:

What is wrong here? How can I dynamically minimize these tiny breaks?


texts: Scale toilet paper cylinder witout affecting inner hole in preparation for unity

texts:
I am trying to make a toilet paper like object in blender.
I have cut a hole in cylinder with boolean modifier. The problem is when I scale this object in Unity the hole gets bigger as we expect. I need to set this object so that I can scale only the outside of the cylinder. Can I restrict which parts should be scaled? Even when this is possible I don't know whether Unity will do the same thing. I'm new in Blender. Thanks for help!


texts: File format for importing from Autodesk and Tinker CAD?

texts: How can I import 3D models created in Autodesk and Tinker cad into Blender 2.69?  What file format should they be saved in?


texts:
I have rigged body in blender with long animation. When I created the animation saved keys for all the bones in every frame, even though I did not move with them.

It can automatically delete the same keys? When I export the model and load it in a 3D engine I see that removed thousands of redundant keys and I wanted to remove it before export for smaller file and higher speed when loading.


texts: Complex mesh deform with array for baking (necklace around the neck)

texts:
My problem may be (unnecesarily) complex as i tried alot of things mostly unsuccesfully. If you have any better solution than mine, please tell me !
I'm trying to make a collar for a character, my idea was to make only a part of it, then array/curve or shrinkwrap it around the character's neck, then finally bake it
(unfortunately i have to bake it, my game doesnt accept too much polys and the collar is too complex)

So i did a basic model, ready to receive the array modifier
Then made an basic armature of the body trying to make the collar fit

And tried various things from shrinkwrap with the armature, array or curve and it never came right.
Factually, maybe the bake doesn't need it, or maybe i could make it right on a plane? I don't know. Maybe you'll have the right answer too.


texts: Why I am seeing patches of diffirent transparency in this model with GLSL

texts:
I am in GLSL mode and I have a material with transparency, my problem is that transparency is not displayed as it is in the final render of BI. Instead of a smooth result in transparency I get patches that are more transparent than other areas and I dont know why. This problem happens in texture and material mode.

and this is the blend file


texts: How can I animate these planes for Unity game Assets?

texts: How can I animate the blender file here:  to be used in the Unity game engine? People recommend using the Action Editor. Furthermore, would I need to merge all the planes into one object for use? Hope to hear from you soon <3


texts: How to remove unreferenced UV Coordinates from a Texture

texts:
I have a textured mesh that I have bisected and the mesh now only contains the parts that I want (the rest has been deleted).

The result is, in my limited understanding, that the parts of the mesh which used to refer to parts of the texture no longer exist.

This leaves a texture with only about 50% in use and the rest is junk as far as I'm concerned.

I want to get rid of the junk; the stuff that falls outside of the UV coordinates, as seen in the image:

I've tried baking the texture and replacing, packing islands, packing UV, and anything else half obvious in the UV Editor window. Nothing I've tried is having the desired result.

I suppose I could texture paint really coarsly outside of the UV coordinates, but this is something I'd rather avoid if possible, especially if there is an automatic way to do it.

Can anyone give an advise?

Thanks.


texts: I'm trying to make a folded curtain. All the tutorials I found show the process of animating the folding process with keyframes, but I'd like to activate the effect so that it happens in real time when I change the value between the two shape keys. Right now, the only effect I get is the vertex group resizing. How can I enable the entire effect? Grazie.


texts:
I have a very complex scene and every time I try to render in either Eevee or Cycles all I get is this solid blue color. Changing my lights and environment colors/settings don't change the look/color of the blue render. I've deleted almost everything from my file except these few elements and purged all the garbage but it's still happening. Can someone help me figure out how to fix this and how I can avoid it in the future? Thank you in advance for your help.
-I have removed my original file link and placed it here instead.


texts:
How can we mirror a walk cycle, to make the bones do the same transformations but flipped, and offset in time?

Say I have keyframed the bones on the left side, and they're labeled as such (bone_L for example), and now I want to make the right side of the armature step in that same way on its side, half-way through the walk cycle. What's the most efficient way to do this?

I've been copy/pasting location and rotation values from the left bones over to the right bones and typing a minus sign in front of the values that need it, but it's a tedious process and easy to make mistakes.

Thanks


texts:
If I want to twist an object in Blender I can easily do it, for example with proportional editing:

How can I achieve the same result with Sverchok? I've been trying with "List item" but could not get results. I would like to twist an object imported from the scene with Object In rather than a mesh created directly with Sverchok.

Thanks


texts: How do I use shape keys and bones for a Facial Rig?

texts: I want to try my hand at a more advanced facial rig but I'm nout sure how to go about it


texts: Transformation constraint does not contain mapping?

texts:
As you can see on the pic, I don't have a parameter on my transformation constraint. in the video I follow the guy has an extra parameter called "mapping" which I don't have. I'm wondering if Blender removed this and replaced it with something else?
-I'm trying to get the wheels rotating when I move the main body bone in the animation timeline.


texts: texture is not going on the outside of my rock object only the inside

texts:
I'm using blender 2.77 fracture version.

The texture does not show in final render and when I'm in object mode. when I'm in edit mode it shows
This is in object mode after UV unwrap

This is inside the cube


texts: Everything is glitchy (objects are invisible and/or glitched)

texts:
I am having this weird problem since almost two weeks. I don't know how to explain it, but objects have become invisible (even though i'm in solid mode and xray is off), like this

Also, if I add another object, the whole scene becames totally glitched out

In this case I just added a circle to the scene.

I think that this have to do with my graphics drivers, but I already tried to reinstall them, fixing the issue for like 1 day, then the next day I'm again with this glitchy viewport.
I have an old APU A10-5750m with Radeon 8650g, and I know it's not the best to work with.

Anyone had a similar issue? How can I fix this? Thank you


texts: Accessing the RMB feature on a Mac laptop

texts:
Please note: I realize this question is very similar to this one but I assert that it is not a dupe because it involves specific a hardware/OS combo! More importantly, this question is really about Mac laptop usage of a particular Blender feature, not necessarily about closing the default cube.

If you downvote or closevote this as a dupe, I at least ask that you add a comment that might help steer me in the right direction! But if you can't think of anything that would help me, then clearly this is a new aspect of an existing question, and I argue that this is grounds for this question being legitimate and not a dupe!!!

I am trying to get "the default cube" to go away on startup. Yes, I realize that once I remove it, that I can just update my default settings by entering Ctrl+U. That's not what I'm asking here.

In the answer to the question I linked above, the user stated that to remove the cube, select it by using the RMB (Right Mouse Button), then clicking X.

But on a Mac laptop, I have no right mouse button (RMB). All I have is a mouse pad. When I select the cube by clicking on it, all of the following have the same effect:

Clicking the cube on the left-side of the mouse pad
Clicking the cube on the right-side of the mouse pad
Hitting the Control button, and then clicking on the mouse pad
Hitting the Command button, and then clicking on the mouse pad

In all 4 of these scenarios, once I make the click on the mouse pad, and then hit X, I see the following screen:

When I select the Delete option, nothing happens. Where am I going awry?!?

Update:

I am in "Object Mode", but I noticed that when I click the cube it does not seem to be actually selected. That is, the cube does not have a thin orange border surrounding it. I think this is an important clue.


texts: I can't find that option in 2.8. where is it?


texts: How do I tell python to ignore a certain specified bone when it is not present in the armature

texts:
I am writing a script to certain bones inside of an armature.
But if the script cannot find one of the bones I have specified the whole script just dies out and doesn't run any further. how can I make it so that if the script can't find a bone it ignores that bone and goes onto the next line of code.


texts: In Blender 2.8 (Grease pencil),  is it possible to quickly resume drawing an interrupted line (on a surface) by connecting the beginning of the new stroke to the end of the previous one without going into edit mode to join the vertices?


texts: How do I stop HDRI light going through my object?

texts:
I don't have any lights in my scene only an HDRI. The light of it goes through my object who has a whole in it and I can see everything inside as I would have a light in there. Obviously it's weird because there is not light inside. There are some tutorials explaining how to play with the shadows of lights, but how do I play with the shadow of an HDRI? Thank you for your time.

I'm sorry I was wrong about it. Only in Eevee is happening not in Cycles. I attached a link with a simple cube to show you what I'm talking about. Just an HDRI in the scene, no other lights. enter link description hereAny suggestions how I can make it in Eevee not to show the light inside... besides changing the material color :-). Thank you.


texts: Why does my collection disappear when rendering with Eevee but is shown correctly when using Cycles?

texts:
I am a beginner in Blender 2.8 and have used it only a few times so far. This time I tried to make a very reduced, basic animation. Everything worked fine during the work process, however as I tried to render my scene the following problem occured:
A whole collection (Arrow, Type, etc.) is not visible in the rendered version using Eevee. However, everything looks just fine when using Cycles. I did some research on the most common causes, but still was not able to figure out the problem. No object seems disabled from the render view and nothing seems to be hidden. Therefore I would appreciate some help!

Via the following Dropbox-Link you can access the blender file:
https://www.dropbox.com/sh/uqfxn7bhzzw4sx6/AACSmZ8ntv89tZnUb9wkMD86a?dl=0


texts: how to attach spot lamp to camera and make lamp always face out from camera like headlamp?

texts:
still new to Blender and this forum.
I'm wondering how to attach a spot lamp to camera and make lamp always face out from camera like a headlamp? So as the camera moves around, the spot lamp light is always facing straight out from the camera just like a cave explorers lamp on their helmet. So wherever the camera goes, and wherever it points, a nice bright spotlight is shining the way, shining brightly on anything the camera looks at?


texts: Flipped keyframes - weird result (walk cycle)

texts:
I'm working on walk cycle animation for a rigged character and I have a problem.

If I copy keyframes of the pose I made, and duplicate flipped keyframes via Ctrl+C -> Ctrl+Shift+V - I get a weird result, the legs are pointed to wrong directions and so on.

Why could it happen and how can I fix it?
Thank you in advance!


texts: Override samples and branched path tracing

texts:
Branched Path Tracing provides AA samples and multiplier samples for different rays: diffuse, glossy, etc. So Total sampling for each ray is defined as AA*multiplier.

But what is renderlayer's Override samples in this case? Does it override AA samples only or Total sample number?


texts: Blender final render changes at last frame?

texts:
I'm not very experienced with 3D, only just starting out, so please bear with me.
I'm trying to render a scene for some 3D examples we need for work, and I'm trying to render the scene in Cycles, but something gets messed up at the last frame of rendering. While the scene is rendering just fine, it'll then switch to a weird foggy not-so-good-res render of the same scene.

Any help with fixing this would be greatly appreciated :) I'm pretty sure I've done something wrong but I don't know what, or where to find it!

Thank you


texts: I have been trying to figure out why when I render my lightbulb image, the light coming off it becomes completely distorted. When I use preview render everything works fine. I have tried various light levels and sampling rates, nothing has changed. I have been banging my head against the wall and tearing my hair out to try and figure this out, please help. PS. I have all my render settings on default. I would post more pictures but it says its over the file limit


texts: How to disable only a visual in renders and not the effect

texts:
I made a fish with swimming animation, using a plane with deform modifier.
The problem is that if I disable the plane in render, the whole animation of the fish will be disable. But if I don't disable the plane, it will be visible in the render...I tried to make transparent shading, but it makes my animation going wrong.

So is there a way to disable only the visual and not the effect?


texts: How to I set up hair particle collision?

texts: Youtube and the rest of the internet all have different answers for this... I was just wondering how I make my hair collide with my mesh instead of falling through it in 2.8.


texts: Im doing a 2d animation and need timeline help

texts: I was doing a 2d animation and all was fine till i maybe hit a hotkey or pressed a wrong button. I used to be able to see my layers on the bottom left in my timeline (the default 2d-animation settings) but now theyre gone. I have a lot of progress sunk into this file so I'd be a shame if I had to start over. Please let me know how to fix this, My guess is that its probably a hotkey I pressed but your guess is probably better than mine. Thank you in advance!


texts: How to turn off camera's follow path constraint?

texts:
This question How can multiple Curves be used to control Camera movement? says that I can disable the camera from following a path by adding a keyframe and setting influence to 0 for that constraint.

So I added a circle, selected the camera then shift selected the circle, pushed ctrl-p and chose follow path.

But as you can see when I select the camera and look in its constraints, only the track to constraint is there. There is no follow path constraint. How do I see that one to edit it?


texts: Cycles: pixel problems, not on first frame ... How to solve?

texts:
See here the first rendered image (Cycles engine). You can notice that the background does not look very pixelated at all. This quality is fine:

However, in my renders (same Cycles engine, same render ... just some frames later), in subsequent frames, the background (and everything else) suddenly becomes very pixelated:

I hope this question can be answered. I have not found any other answers on this website, because this question does not relate to fireflies, and the render dimensions stay the change.

@Yohello1's comment -> Here are my output properties:

I render the video via my Mac's terminal:


texts:
I want to make the inside sphere effect, like planetarium, where I will show not stars, but planets.

The obvious way is to use sphere and place camera inside. But I wish to make animation from the spherical surface to the flat surface.

Also I wish to shift sky (planets) by X and Y to emulate user scrolling action.

The closest way that I found is use the particle emitter and changing the "Jittering Amo".

But it can't be animated.

How can I achieve this effects: the planetarium effects (like Google Sky Map) and animate the surface from the sphere to the flatness (like Google Maps)?

Thanks!


texts: Why is glossy shader adding pink in cycles?

texts:
All my shaders using gloss are mysteriously adding pink, textures are not missing, and the glossy shaders without textures have the pink issue as well. When I disconnect the gloss shader, the pink goes away. Anyone seen this before? I included an image of one of the materials, silver below. (I reduced the setup see what was causing pink and narrowed it down to glossy) When glossy, is disconnected, pink goes away.
Also, noticed in the preview window, the material shows as it should, unfortunately, the pink shows in the render.


texts: help texturing and adding materials to a violin

texts: I would like to find a way to make the rune glow and make the violin look somewhat realistic. I have tried using some textures from textures.com, but I could use some tips.


texts: How to export rigged character with ik or fk with .fbx format

texts:
I want to export my 3d modal with ik in .fbx format. I also try this with export my rigged character with .fbx format but it`s IK is not working after import it again.

One more problem is ik bone become double after import it in blender. I also check it in maya, there also same problem Ik not working.

Any one can tell me that, How can i export working ik or fk with .fbx.?


texts: Why i see edge lines of the uvunwrapped mesh on the painted texture blender 2.9

texts: I have a model that I UV unwrapped and painted over it using texture paint. When I render the edges more specifically the UV map of the mesh is obvious in the texture. the texture map is set to 4096*4096 and i picked color grid. the texture image doesn't have any lines on it, But in Blender, the UV unwrap mesh is obvious.


texts: Mesh in Black even after applying a Texture

texts:
Folks,

I spent quite a bit of time carefully reading through several posts that seem relevant to my problem and actually trying out all suggested solutions to no avail.

Basically, I'm back to modding for Skyrim and just wanted to try getting a simple mesh imported to the game before I start creating actual armors and such. But the problem is I can't even get a texture show up on my experimental mesh. I didn't have this problem with Blender 2.49b, but now I'm using 2.76b (I admit I'm baffled with all the changes!).

Here's the link to the .blend file (NSFW) for your scrutiny. I'd appreciate any tips/feedback as to how I can get the texture to show up on the custom mesh.

Thanks a lot in advance!


texts: Is it possible to change the colour of vertex indicators in Blender?

texts:
I have to select some vertices that are very close together with ones I do not wish to select and its quite hard to see them. I was wondering if the little black dots (which indicates a vertex) can be changed to luminous orange or blue or whatever colour other than black.

I'm hoping it is possible , but googling didn't really link me to stuff related to what I want.

(nb. I hope this makes sense and I've used the correct terms, Im still very new to modelling. If you don't know exactly what I mean I could probably paste some screenshots to illustrate it.)


texts: Unlink image from the Image Editor using Python

texts:
I basically want to press this X button using python,
or possible just switch to another image.

The reason why I want to do this is because I'm using the image editor to move and scale the UV vertices of an object, and it doesn't work if the "Rendered Result" image is selected in the image editor, any other image can be selected, just not this one.

bpy.context.area.type = 'IMAGE_EDITOR'
bpy.ops.uv.select_all(action='TOGGLE')
bpy.ops.transform.resize(value=(0,0,0))
bpy.ops.transform.translate(value=(-tx,-ty,0))


texts:
I'm new to 3D modeling but familiar with Sketchfab and the model creation process through photogrammetry. I'm trying to create realistic transparent clouds in Blender using the Cloud Generator plugin:
[

They look great in Cycles renderer. I've unwrapped UVs from the cloud mesh and saved the image as a .png. I've uploaded the model using the integrated uploader in Blender, and I've manually added the .png in Sketchfab, but all I get is something that looks like this:
[

I've also tried enabling "automatically pack into .blend" in Blender as described in this Sketchfab article. The final effect I'm going for is something like this cloud.


texts: How to copy paste parts of Themes Setups from one theme to another?

texts:
Is it possible to copy part of Theme colors schemes from one preset to another (eventually via notepad) to get an almost perfect theme ?

I ask because the quantity of the possible color selectors is huge.

An organic Theme builder would be great possibly clicking on a part of the interface to choose automatically the selector so you can make changes on the fly, manually doing this is annoying, and usually gives fancy results due to the speed one try to do things to avoid boredom.


texts:
I'm new to blender and I started last week. I'm now having trouble with the final results of my render, it looks incredibly grainy.

What I have tried so far is that I changed the resolution to 100% , samples to 500, tried using the 'area light' and i enabled 'multiple importance'.

Here's the link to my Blender file:

UPDATE

I can't find the AA settings:

Update:
When I try to render my animation it comes out as nothing.

It also says this:


texts: Scale problem when using bevel along path

texts:
In below image the orange vertices is/are the path and scale I would like the bevel (with an object) to follow but the gray shaded 3/4 ring is what I keep getting. I've applied  scale transform in object mode prior to making the 3/4 circle a path, but same results. tried 2D & 3D same result.
Other image is one side view of what I'm trying to create. Maybe there is a better approach?


texts: Black spot in middle of Sun Disk when using Sky Texture, v2.90.0

texts:
Unsure if this is a bug or if I am doing something incorrect.
I have a World set up with a Background Sky Texture, with the following settings:

When rendering out the environment, no matter the position of the sun/camera etc., the sun has a small black spot in the center:

I am aware that the version of Blender is still in alpha, but is there a reason for this? It seems as though the center is almost too bright for the camera sensor (but the digital equivalent).


texts: I've created an IK bone for my left arm of my armature. I wonder how I can control it's location to be beside the armature around the hand. As shown below, when I grab it all the way it goes far from the armature and I want to avoid this? because I don't want the cube to be far from the armature once I grab then press left click.


texts:
I have a topping on donuts which are made using particles

Viewport mode. if i change some parameters in the particle system, they are spawning correctly.
Render mode they all spawn on some exact faces or just don`t spawn at all.  This is incorrect.

this is the picture in the viewport

and this is how they look in the final render


texts: How to ignore naming index in modifiers?

texts:
This is what i want to do (out rolled example):

#mod_idx = '' or '.001' or '.002' or '.003'

mod_id    = global_prefs.mod_string
mod_id_01 = global_prefs.mod_string + '.001'
mod_id_02 = global_prefs.mod_string + '.002'
mod_id_03 = global_prefs.mod_string + '.003'
mod_id_04 = global_prefs.mod_string + '.004'
mod_id_05 = global_prefs.mod_string + '.005'
mod_id_06 = global_prefs.mod_string + '.006'
mod_id_07 = global_prefs.mod_string + '.007'

custom_id    = bpy.context.object.modifiers.get(mod_id)
custom_id_02 = bpy.context.object.modifiers.get(mod_id_02)
custom_id_03 = bpy.context.object.modifiers.get(mod_id_03)
custom_id_04 = bpy.context.object.modifiers.get(mod_id_04)
custom_id_05 = bpy.context.object.modifiers.get(mod_id_05)
custom_id_06 = bpy.context.object.modifiers.get(mod_id_06)
custom_id_07 = bpy.context.object.modifiers.get(mod_id_07)

if custom_id or custom_id_01 or custom_id_02 or custom_id_03 or custom_id_04 or custom_id_05 or custom_id_06 or custom_id_07 :
                        name = mod_id or mod_id_01 or mod_id_02 or mod_id_03 or mod_id_04 or mod_id_05 or mod_id_06 or mod_id_07

My goal is to adjust all existing modifier with the same prefix.

To adjust them like a group and ignore all other existing ones!

Any hints how to do that in a meaningful short way?

        selected = bpy.context.selected_objects
        for obj in selected:
            if global_prefs.mod_string != '':

                mod_id = global_prefs.mod_string
                custom_id = bpy.context.object.modifiers.get(mod_id)
                if custom_id:
                    name = mod_id

                    context = bpy.context.copy()
                    context['object'] = obj

                    for mod in obj.modifiers:
                        context['modifier'] = mod

                    for obj in selected:
                        view_layer.objects.active = obj

                        if self.mod_processing == "RENDER" or global_prefs.mod_processing == "RENDER":
                            if mod.show_render == True:
                                bpy.context.object.modifiers[name].show_render = False
                            else:
                                bpy.context.object.modifiers[name].show_render = True

This works so far for a single modifier!
Link to the complete blender addon: modifier by type

Thaughts:

                i = 0
                pref = global_prefs.mod_string
                while obj.modifiers.get(pref):
                    name_id = pref + '.' + '001'
                    i += 1

This is not working! Blender hangs up!

Next:

                i = 0
                idx = '.00'
                pref = global_prefs.mod_string
                name = "%s%s%d" % (pref, idx, i)
                while obj.modifiers.get(pref):
                    i += 1
                    name = "%s%s%d" % (pref, idx, i)

This does not stop at the last number....


texts: Problems with exporting blender model to Unity

texts:
]
I wanted to try out to export some Blender chess Models, to create a little chess game with Unity. With 2 of the Models, everything worked out fine, but the third is behaving weirdly. It seems like the model is always tilting, so that you see it from the same side all the time. Problem is, i made the models a few months ago, so I don't know exactly what I might have done differently in the third one. But as far as I remember, I made all of them the same way. I hope the 2 Images clarify what I mean/what my problem is (I only used the Hand Tool to show the different perspectives.

I'm working with Blender version 2.79 and Unity 2017.3.0f3 (Personal).
I exported all the models as .fbx file (only the mesh).


texts: Can I map a 360° panorama as equirectangular image to a sphere, so that it resembles the original panorama inside out?


texts: Import a csv animation path using animation nodes

texts:
In this question, the answer shows how to use a script to import a CSV file and setup an animation. Is there a way to do this same thing using animation nodes?

For example, this is start on the animation node network. However, it is not clear how to work with the 'Text File Reader' and convert the CSV data into list and then sequence through the list to change position and rotation. (Edit: this question shows a way to convert a text file into a list)


texts: How to make a transparent reflective surface with transparent film

texts:
I want to make a mirror surface that is invisible, but still shows reflections. I found this nearly identical question but the only answer didn't work for me. It works great normally, but when I set the film to be transparent, the reflections disappear along with it:

The weird thing is that it looks fine in the 3D view:

My materials set up is exactly the same as in the question I linked above, with a transparent and glossy shader added together:

So is it possible to have both a transparent background and a transparent reflective surface in cycles at the same time? Should I work around it with some compositing?


texts:
Let's say, I want to populate a parking lot with cars. Coming from Modo, I'd use replicators:
-create an array of polygons, one for each parking space
-create a group of cars
-add a replicator item, that would place one car on every polygon and use the
   polygon's rotation to place the replica
-I could do a random rotation in 180 degree increments, to get some randomness
-I could also rotate polygons manually for more control
-A percentage slider and seed value allowed me to control how full the parking
   lot was

Is there a way to do something similar in blender? I've come quite close with the hair system, but I can't figure out how to precisely control the Z rotation of individual hairs

Any pointers will be much appreciated.
Thanks in advance


texts: How to disable shadows in Eevee - Blender 2.8

texts: How to disable shadows in Eevee (completely or of certain objects)?


texts:
After dealing with an add on named ANT Landscape, present but not operational, meaning I could see it and click on it but nothing would happen, and today it was gone, not totally because in the Preference section, and add-ons, ANT Landscape is there and selected but that's it.
What am I missing? Oh yeah! I'm not a stable genius.
Thank you for any help you could provide me with.


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Would it be possible to create a node that acts like a colour palette? Essentially I define the colours that I want it to have, and from there I can use them as I wish. I know that something like this can be done via node groups; however, I do not like the elongated node. Preferably, I would hope to achieve something that is compact.

E.g.

I understand that making a node in the above picture is more than likely not a possibility; however, the size and number of colours it contains is what I'm interested in.

Currently, I have a node group with various metal colours

I plan on making a similar node but with 60 colours, probably sounds strange but they are exact values from a specific colour palette I need to work with. Here lies my problem, that if I had a node similar to the metals one but with 60 colours, the node would be unfathomably long and relatively unusable. Is there any way that I can make this custom node, but compact form?


texts:
https://gyazo.com/418be66571a2d28978515c3095f17450

It matches.

They are all the same


texts: How to animate Start and End Bevel using Bezier Circle

texts: I'm trying to animate the start and end bevel using a Bezier circle.


texts: I am new to making the blender model, I want to build a blender model like the one show below, instead of making a whole parking image, would it possible to make a single parking spot with the cube, and make cube's texture material like the parking spot, at last creating many cube like parking spots sequentially to make it as a real parking spot?


texts: how to delete duplicated brushes in sculpting mode

texts: if i save the object as blender file it will contain the brushes i added by mistake so how to remove it from the list , btw how to keep one duplicated brushes to default-reload (close blender and reopen a new project),and are there anyway to load different brushes download from web as default? much more thx!!!!


texts: My donut has icing rings inside the donut

texts: I have created the same exact donut problem 12 times, I have each one numbered.  I follow exactly.  When I shiftd esc, I have icing.  When you go into the edit mode, I get rings around the donut, light and dark.  I am so new, I have read everything on icing problems but I do not see anyone else's donut looking as sad as mine.  If I move the vertices, they go right into the donut.  I have messed with other options and at first it was amusing, then I became despondent.  I seriously only know what the Guru has taught through #3.  This is what my donut and icing look like.


texts: How to select only camera's across multiple scenes in bpy?

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How do I iterate and select only camera's across multiple scenes via python?
This is what I tried but only works for the first active scene.
import bpy

    objects = bpy.context.scene.objects
    scenes = bpy.data.scenes.keys()

    for i in scenes:
        bpy.context.window.scene = bpy.data.scenes[i]

        for obj in objects:
            obj.select_set(False)
            if obj.type == "CAMERA":
                obj.select_set(True)


texts: How can i make it so when I go into edit mode the mesh stays deformed by armature

texts: So when I give a mesh and armature and then deform the mesh in pose mode, when i go into edit mode the mesh gos back to its default position, and for some reason i cant figure out how to make it stay deformed as i go into edit mode


texts: (Blender 2.8) Smoke not showing in Physics Properties

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The smoke physics is missing and I don't know how can I fix that. Thanks for helping me !

Here's the screen of the physics properties.


texts: How Can I Create A Specific Arc On Face?

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Is there anyway that can I make a specific arc (and specific radius that I can't do with bevel) between two vertices in face?
Like in the in image;


texts: Do you need to bake eevee characters for a short animation video

texts: I have my character unwrapped and made. I am unsure how if i need to do anything else like baking. Do i just unwrapp my character and add texture or do i need to do anything else. the animation will be in eevee. Help would be greatly appreciated, thanks


texts:
I am using a script to decide which animation my player will run, based on if he holds a flashlight or not. All the actions can be seen in the following image. The actions's layers start from 0 and reach 7.

Here is the script I use to define which animation should play and when.

Everything works, except from the fact that when game starts and the player is still with no flashlight in his hands, he uses the "stand_f" action while he should have used the "stand_no_f". Also there is some visible lag sometimes when changing from one action to the other.

I think these problems connect to the layers somehow, since if I change "stand_no_f" action's layer to 8 instead of 0, now the correct action happens when he is still with no flashlight, but every other action stops happening or lags indefinitely.

So any ideas why the first action is wrong or why there is a random tiny lag between changes of actions?

P.S. the file is big to share and all the scripts are external that is why I did not share in the first place. Also I use a script to define sensors/conts/acts.


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I have a plane simply UV mapped and using a texture for the albedo.
I want to have the same UV mapping used for the normal maps, but multiplied by 5 or 10, I don't know how much exactly yet.
Is it possible to not make another mapping on another channel, and just feed to the normal maps a UV coordinates multiplier?


texts:
So I have a stain texture I want to use.

But as you can see it's not a splat, like this one.

I really want to use the first one, but its a rectangle. So I want to know how to make it grow transparent around the edges of the texture (which I want to put on a plane and put in front of my wall in the scene) in Cycles so it fades out and fits in better with my scene.


texts:
I just recently got into the nodes system, my knowledge on the subject is limited.
I can't seem to find out how to tile textures using my current node setup, because it doesn't tile the them on its own.
I know that I could be using a Vector Mapping node, but the way I'm modeling this requires that I texture each part of the building individually.
If I use a Vector Mapping node, I'll have to manually adjust each individual part myself.
The nodes I'm currently using

The problem that I'm having is that if I use the same nodes for a mesh with different dimensions they get stretched.

I want to avoid the need of using Vector Mapping nodes and just give it the ability to tile the texture so that it goes over a mesh of any size without stretching.


texts: Is there a reason it doesn't show you the number of Tris selected? Seems benighted to me. I really need this feature.


texts:
My script creates an image, bakes to it and saves it. The first time, it works. However, if I try to re-bake to the same image, and in the mean time the user decides to delete the image from disk for whatever reason, bake throws an error:

RuntimeError: Error: Uninitialized image

How do I re-initialize an image to solve the user-deletion problem, or, say, to change its resolution?

I tried creating and deleting a new temporary image for each bake, and that sort of works, but if I do this at the end,

baketarget.user_clear()
bpy.data.images.remove(baketarget)

it leaves an unresolved reference in the uv/image editor, if that happens to be open at the time the bake is started. How do I unlink the image from the image editor?


texts: How can I duplicate this cut that I modeled?

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I want to duplicate that cut according to the line I have drawn. Can I somehow duplicate the cut that I modeled?
Screenshot -


texts: I am using the gLTF addon, how do I make my node group glTF Metallic Roughness exactly the same as my Diffuse BSDF

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When using the Diffuse BSDF

When using the glTF Metallic Roughness

As you can tell the colour of the cubes looks different from each other. Additionally when using the glTF Metallic Roughness, you can see it is reflecting this white colour and I don't want that.

How do I make the glTF Metallic Roughness Exactly the same as Diffuse BSDF so that the object looks exactly the same?

(I installed this addon from this place https://github.com/KhronosGroup/glTF-Blender-Exporter/tree/master/docs)


texts: I am making scoreboard to 3d print and want the "Player 1   Player 2" to be a window for a light behind it. I tried the knife project and also a boolean with no luck. Can anyone help me out here?I want to cut the lettering all the way through. Thanks


texts: Stencil scale along x - Texture Paint mode

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I am trying this cool feature - stencil texture painting. I am able to scale stencil using shift+RMB, but that scales the stencil in both x and y.

Is there a way to scale it only along x or only y ?


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I am kind of new to blender and I was working on a player model. I ran into a problem where I dont have faces on the arm pit. I dont know how to fill them in...
I am really sorry if this is a dumb question.


texts: Is there any way to randomize the keyframes position for multiple objects?

texts: Is there any way i can randomize automatically the keyframes position between a lot of objects? for example, i have 10 objects, with the same animation, and i want to move the keyframes for every single objects on the timeline, so one of those will start at keyframe 1, the other at keyframe 10, the others at 20, 25, etc. I need to know this so i can save time and also making a lot of random animations fast without having to enter in each dopesheet of each item, because maybe then ill have to animate like 100 objects..


texts: How to randomise vertex position along an axis

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In Edit Mode I click on Randomize under Mesh Tools to randomise the position of vertices on a mesh:

What I've noticed is that this randomises the position on all axes. Is there any way to do the same randomisation of vertices but constraining it to one or more axes (locally or globally)? A mockup of the desired output is shown below in which the vertices are randomised along the global x axis.


texts: Trackball appears when I select any object but not in Rotate mode

texts: I'm not in Rotate mode, yet the trackball appears in every type of select mode (Tweak, Select Box, Select Circle, Select Lasso). It's also there in every mode's own select tool (Object Mode, Edit Mode, etc.). I did stumble upon the same question on here but apparently it was deleted? How do I get rid of it?


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According to this answer, it should be located in overlays:

But I don't see it there:

Where can I change grid size?

Edit: It seems this bug (or feature?) manifests only in Quad View. In other views it works fine (any changes are only for the view on which changes are being made, so by changing it in a classic "3D viewport" does nothing in other viewports including the quad one).


texts:
This is a one-color green cube rendered, no light in scene.
But it has two color mixed instead(try color pick).
Anyway to fix this?
Here is the shader I used for cube.


texts: Baked metal material looks different than material preview

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I have tried a lot of different settings, but I'm not sure how to make the material preview to bake the same. I've tried mixed shaders in world settings with diffuse and glossy, but they all turn out pretty dark.
Thank you in advance !
It's a metal material, and I have so far 5 lights.

This is what it looks like in material preview:

Rendered view:

Current Bake settings:

Current World settings:


texts:
Am new in Blender but it keeps crashing whenever I'am in the shader editor.

My changes doesn't affect my mesh in the shader. How do I fix this?


texts:
At the modeling step, I've taken an issue with my model. Around the deleted parts of UV sphere appeared a lot of black spots, which I also have taken with imported model in Unreal Engine 4.

Its looks like this:

And with enabled "Mesh analysis" (Distortion, with angles between 1 and 0 degrees)

How can I fix this issue? Or maybe it's a trouble of Blender?


texts:
I am just learning blender and am using a tutorial that explains group nodes. It must be made in a previous version since my software is not working the same way. The tutorial explains that when grouping nodes in the node editor, a 'group node' input is created that allows you to connect specific attributes that can then be modified on the group level.

The display I have creates a group but does NOT have any sort of Group node input available that I can see. I understand that the group nodes have been totally redesigned in v2.77 so can anyone point me to information on how to use the group node input feature in this version.

thanks


texts: Riging problem. When i try to bend the knee, it doesn't bend, it splits in two pieces

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I have a problem trying to rig a leg. It works perfectly with the arms and any other thing i tried the Armature tool on.
I have used a cylinder for the leg and scaled it in the Y direction for the hieght.
Then i rigged it (armature) but when i try to bend the knee, it doesn't bend. Then i saw a blog that said i need to add some edgeloop along the height of the cylinder. Done that now it turns into two pieces. One bent one not. See the picture.


texts:
so Im trying to do a retopo of a model and Im having a problem.

I have a sculpted model, and now im trying to retopo this one with Shrinkwrap. First I have a mirror modifier and then a subdivision surface one, the last one is the Shrinkwrap.

My problem its that it makes weird things in the topology and i dont know what can be the problem.

This topology error happens as the same way in other parts of the model.


texts: Scale flipping keyboard shortcut not woring suddenly [Keys: S,X,-1]

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Ive just jumped back into Blender to try to create a simple metal girder model. I'm sure that pressing S,X and -1 should make the model flip as a mirror of what it was.

But this isnt working for me. I'm in Object mode and pressing those keys does nothing, if I press them twice it seems to blow the model up by like 100times or something.

Any ideas what this could be? Or is there a button to reset all keyboard settings maybe?


texts: Volumetric Lighting not showing very well

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I'm making an old dusty attic render and I've come across a bit of a problem. (Or several)
I'm using 300 samples and the Denoiser, and as you can see in the following picture the rays are not showing very well in the render but they are in the preview, this I could live with, but would still like help and tips on why it is doing that.. What is more, I have a sun lamp on the right side of the model and the rays are coming out on the left side where there is less if any light. My sun lamp is a 5 in emission value and the size is 1, and the light bounces are 1024. What is going on!?


texts: Blender renders circles instead of squares

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Hi and thanks for any help that I can get in advance.

I'm rendering my first file and for some reason blender is rendering squares as circles. Please help!

What I'm trying to render:

What's being rendered:


texts: Soft Body object going through object with Collision?

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I have these balls with Soft Body on, when the cylinders are still, they interact with them without issue and bounce off of them. But I animated the cylinders to move side to side (sort of like an obstacle course) and after baking it, it properly interacts with the collision objects like 80%, but somewhat intersect with the cylinders (the cylinders are moving at a fairly fast speed). Is there a setting I need to change to make sure the balls bounce around properly although the bars are going back and forth quickly? I have provided a link to the blend file.

Thank you!


texts: Blender box selection adding suddenly fails

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I'm trying to box-select multiple vertices, at first, it always works fine

I press B , then I select some vertices.
I press B again, and I select some more.
Then again.
Then again.
Then I press B, and as soon as I hold down the mouse button, the
previous selection goes away.

It's always like that, it works some time, then suddenly the previous selection goes away, I have no idea what is happening here. Can anybody explain this?

Here is a video

Edit: What I do notice is that once the bug happens, a single vertex is selected... which I have not done, so maybe it's a real bug?

Here is a video that shows how suddenly a single vertex is selected.

I'm using this Blender version: 2.79b, f4dc9f9d68b, 2018-03-22 14:10


texts: Is it possible to rig obect with boolean cuts

texts: Is it possible to rig an object with boolean cuts. I am using (learning) hardops. I wanted to rig some mechanical objects but i am having problems with it.


texts: my curve modifier does not modify my arrayed object around the curve?


texts: Vertices in edit mode being mirrored WITHOUT mirror modifier

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I have no clue how I did it (maybe while blindly following a tutorial), but somehow my head object is mirroring vertices - without a mirror modifier.

Notice the difference in the two images. The top image is before I moved a vertex on the right, the bottom image is showing it mirrored.

I tried loading an earlier version of the model before I'd parented the armature to the mesh with automatic weights, and the head didn't have this problem. But I tested it and it doesn't seem to be the armature's fault that this is happening.

Why is this happening? How do I remove the mirror effect? I need to fix this so I can rig asymmetrical emotions into the face.


texts: How to model a spiral that closes in a circle? Like hair scrunchy. I know how to model simple spiral, but how to round and close?


texts: Need advice to cleanup and rectify shading issues caused by boolean

texts: Need advice. I used union boolean to make this object, now need help to cleanup and rectify shading issues. Thank you


texts: how can i make blender render only the visible parts of the object?

texts:
(i use blender 2.79)
it seems when blender renders an object it does render also the non-visible back of that object and for that reason, it increases the rendering time.
so to test my theory I had cut an object in half I removed the non-visible part in the back
and the render time has been decreased.
but doing this to every object i want to make is impractical
so is there a way to make blender only render the visible parts? inside of rendering everything even the unseens object ?


texts:
I have made some python script which all contain some operators and a panel to execute the operators (see template below). Each script is in a seperate file. So right now I have to open and run each script manually every time I open a new instance of Blender.
I would like to bring it all together. I thought about making a single file and then importing each script:
import os
import sys
scriptpath = ".../python scripts"
sys.path.append(os.path.abspath(scriptpath))
import Some Script1.py
#import all the rest...

But I'm not sure how all the registration is handled. Import only gives access to the classes and methods in the file, right? I could of cause just copy/paste averything in to a single script. But that makes it more rigid and unscalable (I might want to add more panels later on). Maybe there is some way to collect in an addon? I'm rather new to both Blender and Python, so any help would be very well received.
Script template:
# Filename/path is be: ".../python scripts/Some_Script1.py" Can I have spaces in the filename?
class TEMPLATE_OT_operator1(bpy.types.Operator):
    bl_idname = "mesh.operator1"
    bl_options = {'REGISTER', 'UNDO'} # Must have REGISTER!

    def execute(self, context):
        # Do stuff
    return {'FINISHED'}

class TEMPLATE_PANEL_PT_panel1(bpy.types.Panel):
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'

    def draw(self, context):
        # Draw panel

classes = (
    TEMPLATE_OT_operator1,
    TEMPLATE_PANEL_PT_panel1
)

def register():
    bpy.types.Scene.SomeProp1 = bpy.props.FloatProperty(name='SomeProp1')
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    del bpy.types.Scene.SomeProp1
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts: Cycles not rendering with background image

texts:
So two problems I am having. First, I have a background image with it set to all views. I went into the node editor and added the image and connected it to the alpha over node along with the render layers node. No background image! it does show on up the camera view (numpad 0).

Second problem I'm having is that the side of the cylinder is all charcoal looking when the texture is set to be just gray. The gray rings are suppose to be mirrored glass and reflect the background, that may be working? Hopefully it reflects my background image once it's working.

I am on Blender 2.69


texts: Fluid won't go through a hollow-moving-effector, they just move aside

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Obligatory kinda new to blender, have just been following some little tutorials here and there.
Background about my project :
I'm trying to make an archimedes screw. Basically it is made of a long metal rod as an axis and curving around it is a helix pipe. It rests on a 30° ish angle from the river/water, so that when the whole thing rotate around the rod axis, the tip will dip intonthe water each rotation and water will go up by some magical physic power.
What i did :
Following some tutorials about fluid, i managed to make a flowing river with cube as the inflow shape and bigger cube as the domain. I also managed to make the rotating helix with a circle shape and screw modifier, then i deleted both the cap faces, and added solidify. I have also doubled my resolution to 64 (edit : 120) since i thought that might be the problem.
The problem :
But even when i chose my hollow moving helix as the effector, and after i checked that the helix color was blue in the face orientation, the water just didnt want to go into the pipe, they just went around it for each rotation as a simple obstacle.
Any ideas about this? Thanks in advance.
Edit :
Blend file https://pasteall.org/blend/22c63053a57b403aacf56fad30186c75
Screenshot :
(this one is collision setting of the helix)

(this one is for domain of my box)


texts: How to remove a hole from a solid plane?

texts:
I have an object with a solid plane and multiple holes in the plane:

Now I want to remove only a single one of these holes. How to do that?

Thank you very much!


texts: Why can't I open BLEND files with Blender?

texts: I've been trying to open a rig I got last week, but it keeps trying to open it in Internet Explorer, and when I try to open it with Blender, it says there was a 'catastrophic failure'. Can anybody Explain why this is happening and how to fix it?


texts: how to add multiple boolean to cut from the same object?

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Situation
I have walls in blender that have boolean modifiers to cut window holes or simply an open passage (ArchiPack Pro, Blender 2.9). Works fine.
Objective
Now I want to slice the building in a section (to show only the first floor or second floor or basement).
My Approach
I've create a builing-sized cube. I pick a solid (in my case the slab/flat roof) and add a boolean modifier selecting the slicing cube. The slab is cut out whereever I put the cube. Nice.

Now I want to link all other properties with this boolean modifier. Expecting it to cut all solids.
I would press A to select all, Shift+LMB on the slab and Ctrl+L to select Modifiers in order to make links from the slab's modifier to all other solids (including the walls).
Expectation
I would expect that all solids in my scene are cut and they do - BUT - also the holes of the windows disapear if I move the cube up (which entails, that the windows disappear. See in the red circle of pictures one and picture two). I would expect them to stay. Is my expectation wrong?

Question
I do understand that the walls have two boolean modifiers now. For the windows and the cube. How do I activate both modifiers of a wall thus I still can see the windows?


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I want to do switching between FK / IK using the button, not a slider, and do this in the form of a 2 button ( fk and ik)

Pressed fk button - value 1 in the constrain copytransform fk (copytransform ik = 0)

Press ik button - constrain copytransform ik = 1 copytransform fk = 0
without driver

Here is the standard panel code:

import bpy
class RigUIPanel(bpy.types.Panel):
    bl_label = "My RigUI"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "RigUI"

    def draw(self, context):
        layout = self.layout
        obj = context.object
        row = layout.row()
        row.label(text="FK/IK Switch")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")
        row = layout.row()
        row.operator("mesh.primitive_cube_add")          #here is a button for example, but it            now performs the function of adding a cube#

def register():
    bpy.utils.register_class(RigUIPanel)

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

if __name__ == "__main__":
    register()

One method for doing this is to create a scene bool prop 1 for each custom prop, this could then use an update 1 or get/set 1 call that would allow it to update the custom prop for false = 0 true = 1 but I do not understand how to do it


texts: Collection Instances with different materials

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I'm trying to figure out what's the best way to have linked objects (with the same mesh or the same set of modifiers) with different Materials?

Duplication Linked (with Materials linked to Object) is pretty close to what I want, but I also need to preserve connection for Modifiers, and that's what I can't seem to achieve with Linked Objects alone.

Collection Instances appear to be the most elegant solution, but I can't figure out how to apply different materials for different Instances.

I'm looking forward to hear your ideas. :)


texts: How to prevent model from changing locations when going into dynamic topology mode?

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My character model rotates 90 degrees forward when I check dynamic topology. When exiting, the mesh goes back to it's original point with the exception of any vertices effected by sculpting, which remain 90 degrees forward.

After loading model.

After checking dynamic topology

After sculpting


texts:
Have a problem where mesh somehow using material in a different way.
I have texture node set up. However the whole mesh is only covered with color instead of it.
Color seems from a texture part.
Have tried to add vertex colors but material shows as expected and the mesh seems to have another color and nothing changes it. s the texture itself is scaled to max somehow.
How to cover the mesh with texture properly?

Adding this material into a cube or other basic mesh results to a good texturing with a proper placement. At least please give some clues on where to look for or what to look for?


texts:
While rendering i can see normal image, but in the end it transforms in black image.
http://www.mediafire.com/file/48jaltka0kbxp4z/donut.blend
p.s. i can't put rendered image on the background of the node editor.


texts: Using BPY to get location of particle in keyed particle system

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How can I get the location of a particle in a keyed particle system? I didn't find anything useful in the API documentation and thought I could post the question here.

I know I can get the location of a normal particle using:

for psys in obj.particle_systems:
    print(psys.particles[0].location)

But in a keyed particle system, the particle's location isn't the real / visible location. I thought I could use particles[0].particle_keys.location, but it only returns the location of the particles in the other keys. I also tried particles[0].prev_location but it returned an empty array.

Does anyone know how I can do this?


texts: Cache to Stop and Start Movement in an Animation?

texts:
So I am working on an animation that is about 4 minutes long and various elements that use physics in the scene come in and out of shot, namely fire and moving cloth. I am wondering if there is an efficient way to only cache the frames that these items are visible? Doing so would save considerable render time.
I can easily make separate cache files that would be keyed to the desired frames but is there any way to keyframe which cache it should use? I can only select one at a time and I cannot find a way to switch what is selected via the timeline/dope sheet.

Also, I fear I am overlooking an easier solution but at this moment I cannot figure it out. Any help would be greatly appreciated!


texts: Simple keyframe question in Blender animation

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I have a simple object (let's assume it is a cube), which can be rigged by a bone. I inserted 3 LocRotScale keyframes at t1 = 0s, t2 = 5s and t3= 10s, let's call them KF1, KF2 and KF3.

Between KF1 and KF2, I only move (pressing key G) the cube.
Between KF2 and KF3, I only rotate (pressing key R) the bone in the cube.
With this setup, I expect the cube should start rotating only at time t2.
Strangely, when I play the animation, the bone/cube rotation ALREADY starts from time 0. What is wrong?


texts: How to add shadows for transparent materials?

texts:
How to remove the darkness of water droplets, By adding receive transparent to  "soft drink can" material resulting in a more natural looking
 water droplets, adding Fresnel etc.?


texts:
So i got this obj file, and when imported to blender, it loads fine but with plain white textures. when going to the materials tab, i see a lot of names with :color:222:211:211: and other rgb values. does it mean blender is not importing textures correctly? pls help

here's the link for the file, not mine btw.

https://grabcad.com/library/nvidia-gtx1080ti-1


texts: Would like to know how to use the mirror modifier to help sculpt limbs

texts:
Good evening,
I'm a novice to blender,and i'm trying to play around in it a little bit by making a few character sculpts. However, I have no idea how to sculpts the limbs in a way that is has consistent symmetry, and mirrors one side actively as I'm sculpting. Is there a way for me to do this without manually copying and changing out each of the sides as I sculpt and modify them? (Just as a note for clarification, I am not looking to disable symmetry, I just want to know how to mirror to construction of limbs and other anatomy in real time while sculpting/modeling them)


texts: How do I copy an object without copying the weights?

texts: I have a man I am making clothes for.  when I copy his upper body to build a shirt the weight painting for the armature gets copied along with the object but I don't want it to and I can't seem to erase all the weight painting from the copied object.  I was wondering if I could either copy object without weights somehow, or remove all weights from a object somehow.  Either one would work, thanks!


texts: How to get glare on "Quick Smoke" (Fire & Smoke explosion)

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I have this question that relates to Blenders Quick Smoke tool. Recently I have been rendering CGI explosions and smoke assets to be keyed in later on a short film, but I have this small problem that I think would make the explosion look a ton better, but I just cant quite figure out how to do it. Now as we may also know using composting, you can have a glare node on specific light sources to make the scene a lot more realistic, but Im trying to figure out how to do it with explosions. As seen below I rendered out this fairly simple explosion but I would really like it to have a glare to the flame parts of it.

Thanks if anyone has any ideas, also a quick side question as well, is there a way to hide the emitter (The sphere in the middle) [Cycles]. Thanks


texts: Mesh At Knee Does Not Bend With IK Rigging

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I made a blender IK rig for character that I was modeling. The knee bone bends, but the mesh does not. No matter what type of weight painting I do, the mesh doesn't bend, it just deforms and twists. I also tried rotating the pole target around, but that didn't help.

Here are some screenshots:


texts: Why does it look like dead pixels when I turn on light scene

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I use a laptop no graphics card specifically the Asus Vivobook MA203
2.It only happens when I turn on light scene
It might be caused by bad internet
The blender version is the 64 bit windows version 2.82


texts: Object following an Empty and deforming along a curve

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I would like to find a simple solution for my animation:

I would like an Empty to follow a Curve + an Object following the Empty and deforming along the Curve, like for example a trail behind a spaceship

If I parent the Object to the Empty and use a Curve modifier for the Object it won't work because the Object will follow a line that is not straight, so it goes away

I could unparent the Object, keep the Curve modifier and synchronize its speed to the speed of the Empty so it would look like it follows, I could also rig bones to my Object, etc... but I was wondering if I was missing a simple solution, keeping the Object parented to the Empty?

What are the simplest solutions to this request?

Thanks a lot in advance!

the file: http://pasteall.org/blend/index.php?id=49514


texts: Is there any way to import Marmoset toolbag materials to Blender?

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I have a problem, I want to import a model in a Marmoset Toolbag scene into Blender. MarmoSet can export models to FBX and it is working great, except the textures. In the Principled BSDF node the metallic slider is set to 1 and specular to 2, which makes it a mirror, but when I make it lower it  looks like PS2 textures. While the materials look beautiful in Marmoset.. Is there any way to change this? Or import a .tbmat file to see if that works, thanks for helping, here are screenshots of marmoset, blender and node editor.
@Duarte Farrajota Ramos I dont get what you mean, I need to import Marmoset into Blender instead of other way around sorry if i dont understand


texts: What else can I do to not get shadow squares? I smoothed my sphere mesh in the beginning, not with a modifier, with simple smooth option. Any advice is welcome :)


texts: Python and Blender. Why does any editing on my box create a new box?

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So im pretty new to this. I'm using python on blender and i created a box with this code
import bpy

bpy.ops.mesh.primitive_cube_add()
box = bpy.context.active_object

box.location[2] = 4
box.location[0] = 2

The issue is, when i run the code blender creates a brand new cube and moves it


texts: How do I plug in my colorramp so white will be embossed gold and black will be engraved darker silver carving on my silver kettle? Mock-up in middle

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The gold and darker colors I'd prefer to be their own material, and the silver Kettle will show out at 50% Grey. Blender 2.92.0

I am unsure where to plug in the colorramp, and how the gold material and dark engraved material should be mixed in:


texts: Blender 2.83.1 Most objects missing / incorrectly arranged in viewport but visable in render view

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I believe that I was in the shading tab. I entered into editing mode to resize the plane. When I was done, I noticed that the plane was in a completely different location in the viewport mode and cut off in the corner. Also, most of the objects were not visible. However everything is still visible in render mode.
The only things that I can get to show in the viewport are: the reference image, a piece of the camera, and the plane, but it's in the wrong position and also missing a corner.
Copy of the project file:
https://drive.google.com/file/d/1YJRNnaKoI6CWnQDq_ka50f4TPLRpVP32/view?usp=sharing