texts: Blender drops last few seconds of video from imported MP4 (with correct framerate)

texts:
I'm importing a ~15 minute .mp4 into blender using the "Add Movie" feature.  My problem is that the video track is missing the last ~2 seconds of video.

The frame rate is set correctly (25fps)--verified not only by checking the frame rate using external software but also by the fact that the audio and video are perfectly in sync throughout the entire video.

If I play the video using an external video player I can verify that the last couple of seconds do exist.

What are some things that could be causing this? I can't find any similar problems or relevant suggestions using Google searches--potentially because they are buried by similar problems caused by users setting the incorrect frame rate.


texts: How to load custom icon into 2d gizmo in Blender?

texts:
I would like to load custom icon for a button displayed on 3d View (GIZMO_GT_button_2d) in my add-on.
Looks like "icon_value" way does't work here - it works only in panels.
Is there any other way get this working?


texts: The second emitter does not emit particles in the correct way

texts:
I'm trying to create a traffic simulation using the blender particle systems with different model of cars. The enviroment consists of a two-lane road. I want the cars crossing the two lanes in opposite directions,so I have created two planes called emitter_close and emitter_far with two different particle systems attached. The plane called emitter_close is able to emit cars in the correct way,the opposite emitter_far does not do that. Infact when I attach a new particle system to the emitter_far which has the same parameters of the emitter_close,this is what happens :

These are the values that I have used for both planes :

Emissions Number = 300
Start / end = 1 - 320
Lifetime = 50
Random =   0
Emit From = Faces
Rotation = yes
Dynamic = yes
Render / Emitter = yes
Render / Group = Group_car_yellow / Group_car_green
Whole Group = yes
Size = 1.860
On the Physics tab is enabled the Force Field type = Curve Guide with
 minimum distance = 1.000

Below you can see what's the orientation of the emitter_close normals and of the curve on the left road :

Below you can see what's the orientation of the emitter_far normals and of the curve on the right road :

you can also see that I created two groups. Inside each group there are the main components of a car,like :

Empty_car_ yellow or green
4 wheels,parented to the empty_car_yellow,with a driver configured on the X rotation and X location,with :

Expr = -var ;
object = empty_car_yellow ;
type = X location ;
space = world

another 4 wheels,parented to the empty_car_green,with a driver configured on the X rotation,with :

Expr = -var ;
object = empty_car_green ;
type = y location ;
space = world

the car's body meshes

Each car follow a path,that's represented by the NurbsPath_road_sx and the NurbsPath_road_dx,with the following parameters set :

Path animation = yes
Follow = yes
Frames = 320

Instead,the road on the left is populated correctly with the cars,even if some of them need an obstacle to not get out of the carriageway :

If for the emitter_far I choose the Group_car_yellow instead of the Group_car_green,also the right road is populated correctly with cars :

There should be a problem with the settings of the green car. Below you can see how is configured :

but I don't know which. Any help is appreciated. Thanks.


texts: Check box to enable add-ons in blender is missing

texts: Hello everyone I am on version 2.77a of Blender.  I am trying to enable a few add-ons but I am having difficulty doing do as I can't seem to find the check box to click in order to enable them.  This is what I am looking at from the User Preferences window in the add-ons tab.  Dos anyone know how to get that check mark there?  Thank you.


texts: Antialias and jagged edges on Cycles passes

texts:
I want to composite different passes in Photoshop but the GlossDir pass has jagged edges. I tried to boost samples, different experiments, boost resolution (about 6000x4800) but the GlossDir every time is not usable. I attach an image, can I extract an alpha pass to use in photoshop to mask the GlossDir and obtain e clean pass? (hope you understand my text)

Thanks a lot!


texts:
my question is, what kind of a node setup do I need to achieve a similar effect ?
(My starting point is principled BSDF with base colour , height map ,roughness map ,metalic map and normal map generated in Substance painter).

All help is greatly appreciated.


texts:
I have a file that opened before on this version of blender (blender 2.81a) but now it is not opening and it is even saying that a graphic card and driver with support for openGL 3.3 or higher is required.

This is strange, because I have a previously saved version of that file that opens and renders well in Blender. Even others blend files that I have, open in blender and render in it without any issue. I am confused regarding this problem.


texts: I want to export materials from my object so that for example in unity I can open it, add lighting and that it actually changes according to the lighting. So basically i want to export my materials with the bumps, reflections and transparancy. I made it in cycles.


texts: Blender [Scripting]. How to make that Matrix.Translation wouldn't be hard coded

texts:
I have a script that takes selected object. Creates a copy of it. Makes it only to be 75% size of the original cube. And then moves the copy towards the edge of the original cube. Now everything is okay assuming the original mesh is in default location and default size. However, the code doesn't work if I move or resize the cube. Is there anyway I can make this not to be hard coded?
import bpy
import math
from mathutils import Matrix as Matrix

# reads selected object data
object = bpy.context.object

def Polinis_Masyvas_Z(location):

    if bpy.context.active_object.select_get() == False:
        print("No object is selected")
        return

    new_obj = object.copy()
    new_obj.name = "newCube"
    new_obj.scale = [0.75] * 3

    M = Matrix.Scale(0.75, 4)

    if location == 1:
        Ma = Matrix.Translation( (-1.75, -1.75, 1.75) )
    if location == 2:
        Ma = Matrix.Translation( (-1.75, -1.75, -1.75) )
    if location == 3:
        Ma = Matrix.Translation( (1.75, -1.75, -1.75) )
    if location == 4:
        Ma = Matrix.Translation( (1.75, -1.75, 1.75) )
    if location == 5:
        Ma = Matrix.Translation( (-1.75, 1.75, -1.75) )
    if location == 6:
        Ma = Matrix.Translation( (-1.75, 1.75, 1.75) )
    if location == 7:
        Ma = Matrix.Translation( (1.75, 1.75, -1.75) )
    if location == 8:
        Ma = Matrix.Translation( (1.75, 1.75, 1.75) )

    bpy.data.collections[0].objects.link(new_obj)
    new_obj.matrix_world = Ma @ M @ new_obj.matrix_world

    return

Polinis_Masyvas_Z(1)
Polinis_Masyvas_Z(2)
Polinis_Masyvas_Z(3)
Polinis_Masyvas_Z(4)
Polinis_Masyvas_Z(5)
Polinis_Masyvas_Z(6)
Polinis_Masyvas_Z(7)
Polinis_Masyvas_Z(8)


texts:
Blender had once upon a time such IKA systems i miss. I Used the IKA to animate pneumatic pump.

I realy try to switch to armatures but stuck on it since years, they are very complex.

The way i did it in the version 1.80a was to:

add two sticks (big, small).
add an ika in both sticks
parenting the sticks to the ikas.
parenting the ika to each other ika.

The Armatures-Objects looks like a much more complex feature than i need.

Any idea how to construct this is a new blender version?


texts:
First, I cannot draw a straight line with a ruler.  I have NEVER been artistically inclined, however, blender seems to help me overcome SOME of my issues.  I can edit basic models and get close to what I really want.  lol

With that being said, I have a model (I am not the author of the model), that i need to extend the edges pointed at by the arrows.  That "bump" need to be smoothed out.  I want to extend it so that the "bump" is now a smooth transition from the ground plane.

My issue is that I can extend the edges, but it does NOT maintain the dimensions I need.

If I made the model, I would have created an outer and inner circle to attach those "bumps" to.  With that being said, I do NOT know how to make an inner and outer circle to attach the edges to so that the edge of the model continues to follow the dimensions of the circle.

If I select the edges and grab them, I would want the individual rectangles to shrink as they get closer to the center and expand when it gets further from the edge.

I hope my explanation and pictures are clear enough.

Once I figure that out, I SHOULD be able to cut this into 45/30/10 degree curves!

If there is a youtube video, that shows what I want, please send me the link.

Otherwise, I would need fairly complete instructions.

If I need to make a circle, I can do that, however, I have NO clue how to center it on my existing model, or make my model center on the circle. OR even size the circle so that it matches the radius on the inner and out edge of the model.

I know how to alt-click to grab edges/faces/vertices, S + axis scales, etc... but some of the more in depth stuff, I have yet to learn.

I appreciate any help on this!


texts:
i´m relatively new to working with Animation Nodes in Blender and coding in general. I am trying to achieve something propably very easy but after a lot of trial and error and googling i didnt manage to find an answer.
I have a list of Textobjects. Using a loop, I managed to shuffle through the list to have the objects show different texts. Also, I built something like a timer, that lets each object show a different text every 25 frames. Now I want to randomize that for every iteration. In other words: the texts should change independently and not all at the same time.
Actually I managed to do something like this using a falloff or random for the index input of the "get list length" node inside the loop. But I had little control, and didn't really know what I was doing.

Any help in pointing me in the right direction is greatly appreciated. Also if you know good resources to learn more about this topic (besides the manual) and want to share them with me I would be very thankful.


texts: Using Plane Mesh as LightSource/Hide in Render?

texts:
I am Trying to make an Intro Sequence with Plane Meshes to Light my Text.
Is there a possibility to restrict the rendering of these lighting planes, and yet still use them as a Light Source?


texts: save vertex groups as an image map for quick reskinning

texts: Can blender save a vertex groups file as an image map which can be reused on different meshes? This is so there wouldn't be a need to do weight painting over and over if a large number of characters need to be skinned.


texts:
So I have created a custom channel box for animating.  And it has all the transforms in it, and can dynamicly update the custom properties per object I select.  However the custom properties only show as Int, or Float, or String in the channel box.  But in the "Custom Properties" panel  I have an Enum, and it shows like normal.

I want to know how to get that enum to show correctly in my channel box.

here is my snip-it of code:

myList = []
    for k in obj.keys():
        myList.append(k)

    prefix = ( 'cycles', '_RNA_UI' )
    newList = [ x for x in myList if not x.startswith( prefix ) ]

    addTo = '[' + '"'
    addAftr = '"' + ']'

    newName = [ x + addAftr for x in newList ]
    newName2 = [ addTo + y for y in newName ]

    for n in newName2:
        splitr = n.split( '[' )[1]
        splitr2 = splitr.split( '"' )[1]

        custmAttr = layout.row()
        custmAttr.prop(obj, n, text = splitr2)

Any help is appreciated.


texts: Keyframes unintentionally shared between shaders (Blender 2.8)

texts:
I'm trying to animate multiple materials by keyframing the Color properties; however, for some reason the keyframes end up being shared between some materials, even though the material Name is different. The problem occurs regardless of whether the keyframes are locked. The materials in which this problem occurs are copies of each other. How do I unlink the keyframes? Does this have something to do with linking the material to the object or to the object's "Data" (though I'm not sure what this refers to)?

The screenshot shows two materials with what looks like same Shader Nodetree.


texts:
Is there a way to slide along edge after extrude an edge, similar to slide when loop cutting.
Currently one need to slide selected edges and after that use loop cut to recreate previous geometry.


texts: Materials Turned Black When I Opened Blender

texts: So I used nodes to put materials to my model, everything was fine and saved. I open it today and all the materials are black. Anyone know why?


texts: How to add audio to Blender 2D animation?

texts: All the tutorials I have seen for adding audio to a 2D animation in Blender involved using the video editor. Is there any way where you can just directly import audio to your animation?


texts: Mirror/Align Geometry only, keeping UVs of existing mesh

texts:
I'm working on cleaning a character, because even though its mostly symmetrical, the vertices are a bit off comparing both sides. The character has unique uvs with unique textures on each side, even some mesh parts are non-symmetrical. This cleanup will greatly help with cloth creation and rigging later on:)

So I'm searching for a way to mirror the characters symmetrical parts so that uvs are preserved, excluding the non-symmetrical parts.

I'd imagine I need a custom script but I have no experience in scripting in blender (but in other languages).
The script could search for mirrored vertices by roughly the same position and align them perfectly, perhaps even providing some way to manually adjust the mapping. Maybe a vertex group filter could help for non-symmetrical parts, but I guess I could isolate them manually before.

Does such a script/plugin already exist?
If not, can anyone get me a real quick start on how to approach this, e.g. how to iterate over vertices, create and store lists of mappings, waiting for user to call for a remap, ...
It will probably include alot of stuff I have to dive into if this does not exist already only for this one occasion:(


texts: How do you remove the object line between two objects when joined?

texts:
I've been playing with blender for a little bit, and at the moment I'm having issues on joining two objects together in the sculpt mode. Specifically, I'm trying to get rid of the line between the objects when I joined them. If you need a visual, check out the image below. I outlined the line in black. I want to give it a more organic flow. Let me know if I need to supply anything else. I am using Blender 2.83.3 at the moment. Thanks! ^.^

Here is an update for my comment to moons. I can't select any other object for the modifier of boolean, because the objects are conjoined from the earlier ctrl + j. :S


texts: Is any easy way to snap a marker to the playhead (green cursor)? (aside from zooming in really far and trying to position it as close as possible)


texts: Splitting disconnected vertices in different objects

texts:
I know I can use Ctrl+L to select vertices connected to a given one than P to separate selected vertices and move them in another object (as explained here for example).

But, is there a shortcut to do this automagically when there is like one hundred sub objects that I would like to separate ?


texts: Action Editor moves multiple tagged objects?

texts:
Hello once again Stack Exchange;
Today i'm facing the trouble of animation without the use of the timeline, and onto the usage of Dope Sheets and the Action Editor.

My Question is how do I individually animate single objects in one Action? Each time I try to insert a key frame for one object in the next frame, the other object within the action follows that exact location? I'm probably being a plank, but i'l get my head round it somehow...

Here's some image sources of what I mean:

In Frame 1 of Action:

Hope I hear from you soon Stack Exchange users <3


texts:
I have a mesh in .obj fileformat which if I render in color looks like this:

I would like to select only the brown/dark colored parts and delete the rest. How can I achieve this ? Is there a select vertices by material color ? Or can I do this differently ?

Thank you very much.


texts: can i render seperate layers at seperate times?

texts: I am currently trying to render a scene that I will turn into a poster. The final render is spread across three separate layers. I am rendering at a resolution of 6000 x 9000 with 1080 samples. My computer has an i7 7800k with 32g of ram and 2 GTX 970s (4g each). Each layer is taking around 5 to 8 hours to render, but by time it gets to the 2nd or possibly 3rd scene my computer just takes a dump and freezes. Is it possible to render a single layer save it, restart the computer, and render the second and so on? Thanks in advance!


texts: Unlike Cycles Render mode, BGE has no Rigid Body Constraints in the physics panel. I can add hinges/etc but no physical motor force to move them. I believe the logic blocks allow you to, however it only allows translational motor servo for location OR simple motion where it rotates buuut teleports instead of passing coordinates in between. (edit, no it doesn't teleport)


texts: Is there a way to offset an edge? (extrude edge loop perpendicular to each edge)

texts:
I recently figured out how to do it with faces, but with edges, I can't seem to get it to work. I have a complex flat plane and i need to extend an edge loop. I tried setting to individual origins in combination with all possibilities for x,y,z axes in global and local, but it is still not extruding along the normals.

actual problem

simplified


texts: "separate hsv"-node is giving a wrong output

texts:
I have a color with a value of 1 and a saturation of 0.3. But if i connect them to a Separate HSV node, the output for the Saturation is 0.54, and it changes if i change the value.
Can someone explain this rather strange behavior?
I am very confused and will be thankful for any kind of an answer!

example-video on reddit


texts:
How do I reload a linked blender file?

I linked a .blend file into another. After I update the linked file (say change the material color), how do I make the project I imported it into update?


texts: Separating parts of a 3D object for isolated functions in Unity

texts:
I am curious how I would accomplish the following:

I have created a level with walls, ceiling and flooring (all as one solid 3D object).
I then want to be able to import the object into Unity and once in Unity, I want to be able to select only the walls and give them a tag "wall" as well as be able to drop a texture onto the walls using unity and only have it texturize the walls, not the entire game object.  Same for flooring and ceiling.


texts:
Hi I'm trying to model this piece of the monitor

Which i need to generate a Bevel between two faces (i think), but i don't know how to do it. I already tried to generate a face between the two to join and bevel it without luck.

How should i do it?


texts: Can a Vertex Group be saved as a separate .blend File?

texts:
I've created a model using makehuman after editing the hair mesh and recoloring the texture I would like to save this part of the model to be able to reuse it with other models.

Can a part of a mesh (including an armature and material) be saved in another .blend file for importing later?

I tried to select the hair mesh and invert selection to delete everything else, but there are way too many items in the outline view.

EDIT:

The effect after Ctrl, delete all, C Ctrl-V is the same as when append or link will be used to load the hair mesh, unwanted custom shapes and other stuff comes into the new scene.

Append .blend/Mesh/test_clothHairLongMesh2 has no effect at all and append .blend/Object/test_clothHairLongMesh2 loads all the stuff described above.


texts: Why is Blender rendering the wrong resolution?

texts: I configured the output for 1080x1920, but it's rendering 1822x1922, so I can't append the video intro to the videos using Avidemux (Avidemux requires the videos to be of the same resolution). Why is this happening to me? How can I fix it?


texts: Is it possible to have a 2d element interacting with a 3d world?

texts: I want to know if it possible to simulate an augmented reality situation in Blender without the elements negatively interact with one another. I already know about using the emission shader on a 2d object to simulate a flat appearance of it, but such a technique would have an impact on the interaction in a 3d enviroment (i.e undesired light would be casting on the environment). What would be a technique to bypass that?


texts:
How do I cut a free form object (curve converted to mesh) along the edge?

The goal is to create the smaller (blue outline) object, which looks like it has been sawn off the original one using a defined offset.


texts: How can I make a 3D mouse act the same as in other programs?

texts:
I can't seem to get my 3D mouse (3DConnexion SpaceNavigator) to work 'right' in Blender.

The intended functionality is that rotations should be orbiting the object and the mouse should be able to pan/zoom. This is the functionality in all the other major 3D programs I've used (eg C4D, Modo, Rhino, NX).

However, in Blender, it seems that you can either set 3D mice to orbit around the object and lose the ability to pan, or the motions are completely decoupled from the object you've chosen, resulting in the object tending to move off screen.

Any clues on a way to work this out?


texts:
I made a test cube to begin learning how to texture in the BGE. Although the texture shows in texture paint and in the UV editor, my cube is blank when imported into unity as if I hadn't applied anything. My blend is below. Thank you for the help.

http://www.filedropper.com/testtexture


texts:
I make environments in blender and I often have to create a new material for every single object I have in my scene. Having to make all the nodes over and over again takes much time and it's a pain.
So, my question is if there is a way to create a material and make other objects inherit from it, like unreal engine, so I have only to change the textures in the nodes, and don't have to create the nodes all over again.


texts:
I am trying to follow Blender sushi tutorial about animation with python, The video link is here https://www.youtube.com/watch?v=EWX0e1tyV5w

The text version here http://blendersushi.blogspot.fi/2013/05/python-nla-non-linear-animation-with.html

Every times I run the script, it fails on the line

if NEWTRACK in rig.animation_data.nla_tracks:


texts: Is it possible to add images in the Text Editor?

texts:
A little bit of context:
I've beeng working around some "interoperability" between Blender and other software/hardware like: Pure Data, reacTIVision, Arduino, Raspberry Pi, etc.

I toyed with doing some async things, "serving" from a virtualEnv and "clienting" connecting to, from Blender and vice versa.
I don't know if it is correct terminology here - 'embedding'(?) IPython.
(interactive console from visualcode) to [Blender ipython.embed()] like described here: https://docs.blender.org/api/blender_python_api_2_65_9/info_tips_and_tricks.html.

then, recentlly, I watched some cool features on Wolfram Mathematica. Really cool stuff. And, I kind of mixed stuff in my head wondering if something like this could be implemented by some hackery. See: https://www.youtube.com/watch?v=P7kX7BuHSFI. I don't expect something like Wolfram Mathematica. I understand what that would imply. So I just want to open an image in the Text Editor. :)

What Ipython.latex is able to do, I imagined An autocompletion-like feature which throws and [Ipython-line [console]] inside the text editor to open up small image representation of what you are doing in the 3dscreen or whatever your data_base content is.

This would be useful, to keep track of the stuff in projects by having visual representation of objects without having to have them while you write them on your scripts. (objective-symbolic-python) :)

If someone has any idea, I'll apreciate it.

Thank you.


texts: Best output file format for 3D model to Unreal engine 4

texts: I am creating models in Blender for a game in Unreal Engine 4.  What output file format is the best and I can use for this for commercial purposes?


texts:
If I try to apply Bevel modifier to Object - nothing happens, changing Amount, Segments.. Only "Absolute" Width type actually adds tiny bevel but I can't change neither the Amount, only Segments.
If I try to do it manually, by selecting all and CTRL+B it bevels all the edges. I would want it to act like Bevel Modifier. What could be fix for Bevel Modifier, or how to set the CTRL+B to bevel only Edges like Bevel modifier would do, sharp edges.


texts: 2.8 - Is it possible to assign (override) a material to a whole collection?

texts:
I have a collection that contains linked assets.
I would like to override their materials and give them a unique material.
Is it possible to assign a material to a whole collection, and how ?

Thanks !


texts: Removing overlapping faces and internal edges from a 2d geometry

texts:
I have the following 2d geometry (the figure shows it in edit mode):

I need to make it a simple polygon, without the overlapping faces and the non-necessary edges (just want to keep the ones of the perimeter and holes).

How can I do that in Blender?

I've tried this solution but didn't work, also I've tried the options of dissolving vertices/edges/faces but didn't work either.


texts:
Blender comes with a bunch of sculpting tools:

I am wanting to create a custom sculpting tool but I am not sure where to begin. How would I go about creating a custom sculpting tool with several extra properties in the properties area:

As an aside, when looking at the contents of a .blend file I noticed that all of the sculpting tools are inside there; so I basically want to add a new custom one into there somehow...

What I am looking to create

The tool that I want to create would basically have three properties "Source Mesh Min", "Source Mesh Max" and "Direction". Both of the source meshes would have the exact same topology as the actual mesh that is being sculpted.

The sculpting tool would then essentially lerp the current mesh towards one of the two source meshes depending upon the selected direction.


texts: How can I set a default value on a Dynamic EnumProperty?

texts:
I am trying to fix a bug in the Animation Nodes addon.

The loop nodes has a dynamic EnumProperty and I need to select a default value. But only when the EnumProperty contains Items.

For that I need to know what the value of default is when I don't give it a value. I thought it was an empty string

selectedLoop = bpy.props.EnumProperty(
    items=getStartLoopNodeItems,
    name="Selected Loop",
    default="",
    update=updateActiveL)

but this does not have the same behaviour as if I left out the default parameter

selectedLoop = bpy.props.EnumProperty(
    items=getStartLoopNodeItems,
    name="Selected Loop",
    update=updateActiveL)

Does anyone know what I have to pass to default in order to have the same behaviour?

EDIT: I discovered that when I add the default parameter the EnumProperty is not created apparently because when I try to add it to the layout later it gives me this error:

rna_uiItemR: property not found: mn_LoopCallerNode.selectedLoop
/home/mathieu/.config/blender/2.73/scripts/addons/animation-nodes/nodes/system/mn_loop_caller.py:66


texts: Array Modifier - Equal space between all duplicates (Loops)

texts:
I know this has been asked already, but the answers, despite giving a certain degree of improvement give no satisfying solution for those who want extreme accuracy.

When using the array modifier for a loop/circuit as the path, is there any way to have ALL spaces (Including the one between first and last duplicate) to be the same distance apart, so that there isn't the typical inaccurately spaced gap/distance that occurs between the first and last duplicate?

For example if I was using a plain circle as a path, couldn't I click a theoretical option for example, lets call it "Consistent Spacing" that would divide into equally spaced sections as I increase the duplicate count, so if I have 3 pieces the path would be divided into 3 and the duplicates placed appropriately?

The only reason this matters so much is because of some very irregular paths that I need to have spaced accurately. One easier example would be accurately spaced tank tracks.

Perhaps there is an easier way, or I'm underestimating/getting something wrong. If manual math is the only solution, are there any direct resources for this?

Thank you in advance.


texts: Texture is rendered as a flat colored surface

texts:
I'm using AMD ProRender and I can't get it to render a texture I applied to a cuboid properly. This is my node graph and material properties panel:

And this is what the render looks like:

Basically the floor should have a damaged concrete texture. I'm probably being an idiot and overlooking some setting. What am I doing wrong or how could I proceed to troubleshoot this?


texts: Is there a feature in blender similar to Unity's render textures?

texts: I want a texture/shader in blender that displays the camera's view. is this feature possible?


texts: Some faces won't merge as if there was another vertice in the middle of the face

texts: Got the latest version of blender  (2.90.1) As you can see, i didn't subdivided any faces more than another, however some faces would correctly merge while some others would stop merging in the middle (picture 1). Even when creating an edge between the two points, the edge would just be raised but not the face, it wouldn't fill the gap in between (picture 2). I also tried pressing F to fix it but it gives me the "canno't merge face" error (please forgive my english). Could someone help me please ? Maybe do i need to use an older version of blender ?


texts: Can only move object origin in object mode, cant move the mesh

texts:
I can only move the origin point of the mesh that I selected in object mode, but not the whole mesh
Did I set anything up by accident?


texts: Blender 2.83+: Change directory path/folder in file import browser as default

texts:
After switching from 2.79a to 2.83 I encountered the difficulty that default path in file browser is path - "H:\Documents" and it cannot be changed.
I tried to make the startup file like in 2.79a, but it didn't change anything. Actually I work in blender with only one folder, for example "...\FBX", and I want to do it default when opening/importing with each new scenes.
A little videos to explain:
https://www.youtube.com/watch?v=g7IveBTfiMA <-- Blender 2.83, default path/folder is not remembered (Not Worked)
https://www.youtube.com/watch?v=bJ0TZ4JzJkY <-- Blender 2.80, default path/folder is remembered by save startup file (Worked)
Is there any way to do this in Blender 2.83? Thanks


texts: Making particles wander around on a plane

texts:
How do I make particles exist on a plane and make them move around on the plane by using a force field?

I want to create something similar to this, but in blender so I can change the properties of the particles:

http://www.local-guru.net/blog/2016/6/23/processing-noise-crawler


texts:
new to blender 2.8. i never moved to 2.8 when it came out and now im hating myself for it.

my goal here is to change the color of the quick effects smoke in blender 2.8 in the cycles render engine. how would i do this? ive tried inserting keyframes for the colors of the smoke but they dont change. i think the reason this might be is because im using the HSV color picker instead of the RGB. If i select my smoke flow object then in the shader editor the only thing that pops up is the shader nodes for the material applied to the object itself. how do i edit the shader for the smoke color directly and not for the objects material?

thank you for the help!


texts: I'm brand new to Blender and am watching a tutorial on YouTube, but I'm having a problem at a certain part. When I drag the icing like around 33:25 in the video it just goes into a point instead of a rounded edge and it does the same thing no matter which falloff type I choose (sharp, smooth, sphere, etc.), and a bigger or smaller circle for the proportional falloff doesn't help either. It just changes the angle of the slope leading to the point.


texts: Blender Video Editing Image Sequence Caching not working

texts:
If I add a still Image to the Video Sequencer and start playback, there is hardly more than 5 fps while playing. Even with activated proxies this problem still exists.

Further investigation showed me the cause:
Blender is reloading the image from disk (network share) for every frame.

How can I activate caching, so it does not need to reload the image over and over?
In the Proxy/Cache tab all boxes in "Cache Settings" are checked.

Blender Version is v2.82.7

Edit:

I compared my results with blender v2.7 and noticed that increasing the "Sequencer Cache Limit" in the "System"-Preferences solved my problem in that Version.

It seems blender v2.8 ignores this value and discards all caching.


texts: Mesh is not affected by Bone rotation, but it's still affected by Weight Painting

texts:
I have a model composed of different parts linked by a single armature, one of them is a face with fully-working weight painting set to various bones, which are all parented by a main bone (the head bone).

However, when I try rotating the head or the neck (head's parent), the mesh ignores it and stays in place, but it still gets deformed since the bones themselves have moved, as you can see here.

It rotates normally if I parent the face to the head bone without weighting, so it's something with the weight maps.
I already checked: Armature/Bone scaling, Parenting, Origin points, Weight maps.

What's even weirder is that the chest bone (neck's parent) can be rotated normally without causing the glitch, as it was meant to be.

Any ideas? I really wish there is a way to fix this without redoing the weight painting of the child bones, since I already spent a lot of time working on it.


texts: How to create fire with mantaflow, I can only generate smoke not fire

texts: Could somebody please explain the new mantaflow fire simulation setting. I was unable to generate fire both in Cycles and Eevee. I play with all the setting.


texts:
When I open blender on my old bad laptop, it works smooth. Even if there are hundreds of particles on the scene.

But when I open the same file on the powerful 64-core server via RDP (windows remote desktop), it is freaking slow. Just unbelievably slow. Each click takes 30-40 seconds to react. How can I fix it?

I've tried TeamViewer, but it is not working on the server (stucks on Initializing Display Parameters).


texts: Getting noise texture to flow continuously across multiple objects

texts:
I have 3 separate planes that are contiguous and have a common material.  I have applied a noise texture which I later want to use for displacement.  However, the noise texture shows up on the seams, it has clearly been stamped on each of the objects from the same origin point, as can be seen in the first image.

Is it possible to make this seamless?  For example, if I do the same thing with the wave texture, it goes across the objects seamlessly, as below.

Thanks


texts:
I'm using 2.77 and it doesn't seem to recognize mhx2 export files as makehuman exports can someone who has more experience please help me i have tried activating the it through user preferences and  it still doesn't
 work


texts: After exporting an ldraw file from stud.io into blender through TonyLobster's ldraw importer, I went to try to render. It keeps rendering while tinted pink and I cannot figure out why. I know that the pink tint has to do with missing textures, but (that I know of) the importer I used should be getting the textures from the Ldraw parts library that I linked it to. I am using Blender version 2.79.


texts: how to change the texture of my plane?it has still the old texture

texts:
I duplicated a plane that has a marble texture on.
I made a new texture n then in shading tab brought a brick texture map n also normal map,but the texture is still marble.thought it could be a bug,I did it again n again 5 times n still no changes.how to give the brick bump to the plane?


texts:
Keyboard keys sound easy but their particular shape is really weird, and keeps tripping me up. Specifically my keyboard keys, but I'm pretty sure they are similar to other keyboard keys.

A few photos for reference:

The corners are rounded and the top is sloped inward.

But we can't forget that the top (that is already slopped inward) is also slopped downhill.

I've tried starting with the rounded corners, but I can't add the slopped top without some horrible triangle topology. I've also tried starting with the slopped top, but then I have no idea how to add the corners.


texts: API access for workbench render settings

texts:
In Blender 2.8 how do I change the settings for the workbench render properties via python? The settings for the workbench render, not a viewport.
For example if I manually change the lighting to FLAT, then the info panel reflects the command

bpy.context.scene.shading.light = 'FLAT'

but when running this myself it says that 'Scene' doesn't contain the attribute 'shading'. Same result if I directly access the scene object through bpy.data.

In the same render settings panel, in the 'Film' dropdown I can successfully change the Alpha Mode with bpy.context.scene.render.alpha_mode = "TRANSPARENT", but the settings related to the render engine have no such access that I can find.


texts: FS Distance from Camera settings to maintain constant line thickness

texts:
I am using Freestyle with the Distance from Camera thickness modifier. I am trying to figure out the proper distance settings/curve to keep the thickness of a line constant in relation to the geometry it is on. For example, if the line is a marked edge representing a seam on a piece of clothing, I want it to always be 5mm thick in relation to that garment regardless of camera distance.

I want these settings to work out to long ranges where the line would eventually vanish, and I'm trying to avoid just eyeballing it.


texts: Expression Node Result in different type?

texts:
I am going through the Expression node and thinking of the possibility. While with INPUT, I can keep adding all kind of variables with different type, I am curious about whether OUTPUT RESULT can be of any other arbitrary output? I believe it is only output Float and single value?

I use this formula to try:
https://www.blender.org/api/blender_python_api_2_77_1/mathutils.noise.html

Or is it better if I use Script Node?

Thanks!


texts: File Path Problem - Open with file linked (duplicate) - Python

texts:
I'm learning to program in Python for Blender and I'm trying to create my first addon, it works well, I made it inspired by EasyHDRI, however when I import an image into blender using python/my addon it is sent with copy as shown in the attached image.
When I choose an Environment Texture manually this does not happen as it is also shown in the image.
The problem that this causes is that I cannot delete images that are not in use.
Would anyone have a solution on how to solve this problem, just solve this problem to finish my first addon :D

Code to open image:

#OPEN IMAGES
class OBJECT_OT_custompath(bpy.types.Operator):
bl_idname = "view3d.custom_path"
bl_label = "Select HDR file"
bl_description = "Open Dome Light File"

filename_ext = ".hdr;.exr;.png"
filter_glob = StringProperty(default="*.hdr;*.exr;*.png", options={'HIDDEN'})

filepath = bpy.props.StringProperty(subtype="FILE_PATH")
files = CollectionProperty(
    name="File Path",
    type=bpy.types.OperatorFileListElement,
    )
def execute(self, context):

    #change image
    bpy.ops.image.open(filepath=self.properties.filepath, relative_path=True)
    print(self.properties.filepath)
    limit = 2
    index = 1
    for file in self.files:
        bpy.data.worlds["World"].node_tree.nodes["Environment"].image = bpy.data.images[file.name]

        index += 1
        if index == limit:
            break

    return {'FINISHED'}

def draw(self, context):
    self.layout.operator('file.select_all_toggle')
def invoke(self, context, event):
    context.window_manager.fileselect_add(self)

    return {'RUNNING_MODAL'}

Code to clear unused images (it works, but only delete images that are not linked or duplicated, in short, only delete images that I send manually):

# REMOVE UNUSED IMAGES
def remove_images():
images = bpy.data.images
for img in bpy.data.images:
    if not img.users or (img.users == 1 and img.use_fake_user):
        bpy.data.images.remove(img)

class WORLD_OT_remove_unused_images(Operator):
bl_idname = "world.remove_images"
bl_label = "Remove unused images"
bl_description = "Remove unused user images"

def execute(self, context):
    remove_images()
    return {'FINISHED'}

Thank you very much


texts: X-Axis pose flip does not work properly in part of armature

texts:
I have a problem because one arm in my human armature doesn't want to flip correctly:

as you can see left arm position is invalid, what can cause that issue?

model: https://www.dropbox.com/s/7cez1pub1z78468/hero_test.blend?dl=0


texts:
I'm trying to create and rig a simple human-ish body, I successfully created the body and the skeleton and parented it and it works, except that the bones on one hand control both. How would one go about making the rigging work where half the body is mirrored?
Thanks


texts:
I am trying to simplify .obj mesh with multiple texture materials. In general I need two things

Simplify/clean the mesh geometry - the mesh topology is quite messy with holes, non-manifold faces etc.
Merge/bake all materials into single texture - as you can see the texture is split into 80 materials

I tried to use Remesh-Sharp modifier which produces quite a good results on the ourside but closes the mesh on the inside of tunnel as you can see below. Is there a way to prevent closing the mesh or remove these resulting faces.

If I manage to clean or create a new mesh geometry how do I transfer the texture from my original model?

Sorry for combining two separate questions, but I hope that this way someone might suggest different workflow to my problem.
Thanks,
T.


texts: Remove pop-up window when running an operator

texts: Is there anyway to remove this pop-up window when running an operator?


texts: Baking node shaders into textures with blender 2.8

texts:
I have a model for a game I'm working on where I have just a simple Texture and Hue node.

The problem I'm having is when importing the fbx to my game client it cant handle shader info.
The only solution I have is to some how figure out how to bake my shader info into a single texture file but when baking through cycles it wont incorporate my shader info only the base image texture.

Looking at it now it seems to have baked properly but its not applying to the Model properly.
Does anyone know what might be going on?


texts:
I am using stock Ubuntu 16.04, blender 2.76 install. I am trying to use the python opencv (cv2) module from within blender to do some image processing on a texture.

I have installed opencv with the python 3 cv2 library. The following executes without error

python3 -c "import cv2; cv2.imread('img.png')"

But if I enter the same thing into the blender python console, or call it from within a script and run that script using

blender --python <script.py>

Then blender immediately segfaults and dumps a crash report file with the following backtrace

# backtrace
blender(BLI_system_backtrace+0x30) [0x1361b10]
blender() [0x97a98e]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fc443cb94b0]
/usr/lib/x86_64-linux-gnu/libopencv_core.so.2.4(_ZNK2cv3Mat6copyToERKNS_12_OutputArrayE+0x35) [0x7fc435ab8865]
/usr/local/lib/python3.5/site-packages/cv2.cpython-35m-x86_64-linux-gnu.so(+0x813b6) [0x7fc4085373b6]
/usr/local/lib/python3.5/site-packages/cv2.cpython-35m-x86_64-linux-gnu.so(+0x81e84) [0x7fc408537e84]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyCFunction_Call+0xe9) [0x7fc44aca51b9]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalFrameEx+0x7555) [0x7fc44adbf085]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalFrameEx+0x79d9) [0x7fc44adbf509]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0x24ac0c) [0x7fc44ae4fc0c]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalCodeEx+0x23) [0x7fc44ae4fce3]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0xd2a98) [0x7fc44acd7a98]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyObject_Call+0x6e) [0x7fc44ad7e8ee]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0x225a4c) [0x7fc44ae2aa4c]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyObject_Call+0x6e) [0x7fc44ad7e8ee]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0x7e279) [0x7fc44ac83279]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0x83276) [0x7fc44ac88276]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyObject_Call+0x6e) [0x7fc44ad7e8ee]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalFrameEx+0x1ccf) [0x7fc44adb97ff]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(+0x24ac0c) [0x7fc44ae4fc0c]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalCodeEx+0x23) [0x7fc44ae4fce3]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyEval_EvalCode+0x1b) [0x7fc44adb789b]
/usr/lib/x86_64-linux-gnu/libpython3.5m.so.1.0(PyRun_FileExFlags+0xb2) [0x7fc44add4bc2]
blender() [0xd786b5]
blender() [0x97b1d5]
blender(BLI_argsParse+0xe5) [0x1315e85]
blender(main+0xd77) [0x95cc87]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fc443ca4830]
blender(_start+0x29) [0x97a2b9]

This is the log file if run using LD_DEBUG=files blender --python script.py > blender.log 2>&1 as I saw on another link about segfaults in blender that I have now lost

32577:  opening file=/lib/x86_64-linux-gnu/libgcc_s.so.1 [0]; direct_opencount=2
32577:

After reading https://developer.blender.org/T43869 and https://developer.blender.org/T43491#288351 I wrote a little python script to diff the output of ldd for both the cv2.so and the blender binary to see if I could see any miss matched shared libraries ... but both cv2.so and the blender binary seem to use the same .so files where there are commonalities

So I am a bit out of ideas at this point. Also I wondering why both blender and opencv rely on libgcc_s.so, is it something to do with pthreads? ... Anyway if anyone has got this working or has made more progress than me it would be great to hear from you .. any help would be much appreciated :)


texts:
I'm working on a model of an aircraft that will eventually be animated with details like landing gear doors, and am using a Subsurface Modifier. Most everything is going well, however I've run into a problem:

Whenever I have two separate objects that need to follow the same lines (IE, the landing gear doors), the Subsurface Modifier does NOT apply equally to both objects. If I join the door mesh to the fuselage mesh it's fine, but as soon as I separate the doors from the fuselage it breaks the lines:

Obviously, this is going to be a serious issue. I CAN get around it by applying the Subsurface Modifier FIRST and THEN separate the gear bay doors from the fuselage mesh, however this will then mean working directly with the higher-poly mesh that I'm using the modifier to avoid in the first place.

Is there a way to prevent this from happening when I separate the objects?


texts:
Recently, I used Cell Fracture on a wall to split it into pieces. I then used an Empty and Object Texture Coordinates to map a Brick Texture over the wall. However, when I simulated the wall (Rigid Body Simulation), all of the textures changed (kind of like I expected).

What I was wondering is is there a way to "apply" Object Texture Coordinates, or otherwise, how can I fake it?

Here's my current result:

New .blend:


texts:
Hello im another newbie here.

So ive been looking around for a solution to this but i can't realy find any.
I can render my image but i can't use the rendered option in 3D Viewport it just turns the scene completely black, can sombody help my solve this? sorry if this is a stupid question.


texts: Snap to alignment with other vertices (implicit grid)

texts:
I could not find anything like what I'm thinking, though it is hard to search for 'snapping' without getting a lot of mixed results.

What I'm looking for is an add-on or behavior where the vertices of your mesh form an implicit 3D grid system, so that you can snap to the closest grid planes automatically.

Example: Given a usual triangle, say you want to move the bottom right vertex to the top of the triangle (only z). You move that corner vertex upwards and once it aligns with the top vertex in the z-axis, it would snap to that z-value.

Most of the snapping I've seen is to the vertex/edge/face itself, this is more snap to align with closest.


texts: What is the physical foundation of Force Fields?

texts:
I would like to know the physical foundation of the force fields in blender.

For instance: what are "Wind", "force strength", "flow"?


texts: Blender slaves timeout after rendring few or part of frame

texts: I have a setup of 4 slaves and the master for the netrender. I also have slave on the master itself. After sending the job, through client, frames are properly dispatched and we could see the blender render process on each machine. After some time, all slaves start throwing timeout errors except for the slave on the master. Eventually the only slave working remains the slave on the master machine. I guess it is something related to http timeout. I couldn't figure out why this is happening. any help is appreciated. I could also edit master.py or any other script as a workaround. System Ubuntu, blender 2.7 on all machines.


texts: Blender 2.82 unable to find python package

texts:
I am trying to launch a script from blender 2.82 which uses PyQt5. PyQt5 module is installed and when running python3 from terminal and import PyQt5.QtCore, it works fine.

When i try to import from my blender script, it fails. I have tried to add in the script

import sys
sys.path.append("/usr/lib/python3/dist-packages")

which is the path where my python packages are installed, but still fails to import the module

What am I doing wrong?


texts: Weight painting in a fully established material

texts:
So today I am working on a landscape that I will eventually animate in 4K, therefore I want to create a lot of detail.

I want to start painting in some nice detail near the river ( highlighted in red ) first.

I have some simple river rock textures and some grass textures like below.

So my question is:
 - Is there a simple way to paint several fully realized textures ( with colors and normals ) on to a singular plane?

Can't seem to figure it out and I have been at it all morning.

Thank you everyone!!!


texts:
How exactly can you use a single colour when using Weight Paints? I've added a few in custom colours in the User Preferences - blue, light blue, green, orange and red - but no matter what brush type I use, I keep getting a mixture of two colours, eg: orange mixed with green, with the green around the sides of the orange. Is there any way of just using one solid colour?

Thanks


texts:
I am trying to recreate Ekkos sword from League of Legends. I've got most of the modeling done but I am completely stumped on making a blade that looks good. I've tried smoke sims and volumetric emissions. Open to any ideas.
I've attached my work(first) and the blades I am trying to recreate after.
Open to any help.


texts: Prevent rigid bodies used as particles from going through each other

texts:
I'm a student looking at microstructures of foods. I created an 'emulsion', but the droplets 'go through' each other. See image.

The image shows a rendered slice of a box filled with balls (after simulation). This slice is very thin (0.02 in BU), so the overlap is not caused by different depth of the balls.

Does anyone know how to solve this? The balls are rigid bodies in a particle system.

Jantine

Rigid Body and collision settings for the 'source' object for the particles system:

(Collision shape is convex hull).
Substeps:

Collision shape is set to sphere. Increasing steps/s causes no difference. Result:

The spheres go less deep through each other, but the problem is still there. If anyone has a suggestion...?

The bounciness of the spheres during animation are quite high, although these are Rigid Bodies. During animation:


texts: How do I set frame_end in the scene using script when I switch between different actions?

texts:
I have different animations in each action with different duration.

Is there a way to store the length of the duration in each action so that the frame_end can adjust accordingly to it?

bpy.data.scenes["Scene"].frame_end = (animationLength * 24)

only set my frame_end at the last loop in my for loop for creating multiple animation.


texts:
I'm currently using Blender 2.8, but this applies to 2.79 too.

In the shader graph when using scalar/greyscale values is there any difference between using the Math node and MixRGB for the operators that exist in both?

e.g. if I use multiply in MixRGB is it going to give me inferior results to using multiply in a Math node? Particularly when generating textures from different noises and mixing them to create maps.


texts: Pen Pressure Not Working for 2D animation

texts: I have a Huion H610 Pro and can't figure out how to make the pen pressure work in Blender 2.8. My tablet works with every application except for Blender. How can I fix this or do I just have my settings set up wrong?


texts: Mirror Multiple object or parent and sub meshes

texts:
Might be a funny question, but how can I mirror multiple objects? I made one side of the headphone with multiple meshes and parent them together. Is there a way I can mirror then easily? Or the only way is to mirror then to an Empty axis object one by one?

Doing ctrl+J messes with the modifiers of each object.


texts: How do you simulate an LCD projector where a lamp projects a patterned light onto a surface? (cycles)(cycles)

texts:
I found an answer for Blender Internal engine at I want to make a projector show an image displayed on surfaces

But I want to accomplish something similar in Cycles.  I tried attaching a texture node to the lamp's node tree, but it seems the color pattern is based on the world coordinates and does not rotate with the spot lamp.

What is the correct node setup for a cycles lamp so that its texture rotates and moves with the lamp?


texts: just simple and quick question, is there a way to make a plane object like text to copy surface of another object, like in the picture?


texts: Does Blender have an equivalent of Rhino's Curvature Graph?

texts:
Rhino allows to check the quality of a curve with its powerful Curvature Graph tool, like this:
Although Blender mainly deals with polygon, the concept remains the same, especially when modeling organic surfaces such cars/mouses. For example: .


texts: Is the blender smoke engine able to do this?

texts: I love Andreas Barden's work and his been playing with TurbulenceFD with some amazing results. I'm wondering if we can do something similar with Blender. Is Blender's smoke engine able to do something like this? And if so, how?


texts: How can particles be emitted from particles?

texts:
In a scene with two particle system configured as boids and boids brain set to fight, one swarm attacks the other. I would like to emit child particles as lines (laser or something) to visualize some fighting action.
I couldn't find a way to setup the line emitting particle system, either they are created from the plane or further cones will be added.
Is there a way to do this as I saw on a firework animation tutorial but I didn't get the trick?
Blend file here

At blendersushi blog the author says:

PARTICLE INSTANCE MODIFIER > PARTICLES
With this stacking thing, we can now pretty much emit Particles from emitted Particles, > if you know how to set it up. Not very obvious, but basically you Instance some meshes > (using Instance Modifier) and then add Particle System to the object with Instance > Modifier.
Make sure you have "Use Modifier Stack" turned on.

But I can't get this to work.


texts: How can i make Blender export multiple meshes with PLY/STL format for printing in 3D?

texts:
I'm trying to export a 3D character into a file format that a 3D printer can print. I have a 3D character made of different meshes (body, hair, eyes, mouth and two accesories) and i've already put them in the 3D world in a pose i like. (I dont know why but the eyes mesh looks like unaligned with the head but when i do the render it appears just fine)

So now what i want to do is to export this 3D character in either STL format or PLY format. I've tried to do what this question's answer propose: link

but when joining meshes i lost the pose that i did, so i undo-ed the joining.
Also i tried selecting all the meshes and exporting them to PLY directly but only the body mesh without color was exported.

What should i do?


texts: I would like to know if there is a way to make an image move or slide to another point using the video editor.


texts: How to use shortcuts for tools instead of actions in Blender 2.8

texts:
I'm having some problem with the way blender handle the shortcuts. When I use a shortcut for a tool, like the extrusion one, for example, it immediately execute extrusion, instead of just selecting the tool.

I managed to bypass it by clicking in each option at the quick tools menu and reinserting the shortcuts, but apparently I have to do that for each blender mode. Is there a option I'm missing in the preferences or maybe a plugin to make Blender behave differently?


texts: Scale following the location of another object

texts:
I am making an animation and I need the z scale of an object to follow the z location of another object. Can anyone help me with that, please?

Thanks in advance!


texts:
I cannot seem to get my model to export as an FBX with the textures intact. Is there a tutorial that shows how to do this?

Thanks!


texts: How to model glass with octogonal base and cylindrical top?

texts:
I'm struggling about how to model this kind of cup. How should I do it ?
This cup is something like a cylinder, with ends are straight edges with different resolutions


texts: Is there a "latch" node in animation nodes?

texts:
I need a Boolean node that does the following. If the input is true at any time, the output becomes true and stays true. Even if the input is removed or becomes false, the output must stay true. It's like detecting a pulse or touching a button then walking away and the bulb doesn't turn off when you walk away.
By nature, the node should have another input to turn it off.
Is there a node that does that in animation nodes? If no, Is there an easy workaround?
Thank you,


texts: How can I copy the rotation of an posed bone of an armature to an unrelated object?

texts:
I have a machinery, which is already posed somehow.
I need its current rotation in space to another object, which is neither
child nor parent of this bone/armature.
Instead this object is a "vertex child" of another mesh.

Copy Rotation and Copy Visual Rotation did not work for me.

How can I do this?

Here is a blend file, which reproduce the problem...


texts: Why 80 % of my model is missing when exported from blender and imported into unreal engine 4?

texts:
The first image is in blender and the second one is in unreal engine 4. I parented the top half of the gun and the barrel of the gun to the bottom part of the gun. The top half of the gun is parented to an armature. When i export from blender i select the whole gun and ticked selected objects in the export window and then export. In unreal engine, only the top half of the gun is visible while the bottom half disappears. Please help and ask if you need more screenshots to help solve the problem.

In picture 1 you can see the animation is broken up into several files even though i only have 1 animation linked to one bone and another one linked to another bone.


texts: Odd Bump/Normal Map behavior with Texture Nodes - Blender Internal

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So I've run into an issue that is really confusing me.  I'm trying to set up a material that gets bump mapped by a texture that uses nodes and getting odd results.  Here's what I mean:

Bump mapped with normal clouds texture:

Bump mapped with same settings, but texture that uses nodes:

That same node texture, but applied to color instead of Normal:

Hopefully that makes the odd behavior clear.  As you can see, it influences color fine, but if I set it to Normal the entire object looks smoothed out.  The texture in question is just a simple mix of clouds and noise - I've tried both individually and they work fine, but not when the texture is set to use nodes.

So, in summary, what about having the texture use nodes makes it so that it doesn't influence the Normal of the material properly?

Here's a link to the .blend


texts:
I try to boolean the cylinder (it is only one cylinder mirrored) to the car body
This is the result I get when I apply the boolean, only one quad gets pierced

I tried to pierce the quads above and below, and won't pierce. I also tried the operation with a different cylender and it won't work either.
The object I try to pierce with the cylinder (the car body you see) has the solidify modifier active, but not applied
I also tried on the car body object:
Normals>Recalculate outside
Clean up>Delete loose
Clean up>Merge by distance
The Cylinder totally goes through the body I want to pierce

Do you have any ideas why this is happening?
Thank you


texts:
Is there something simmiliar in Blender to the "Connect Edges" feature in 3dsmax?

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-57E3DDC9-50D2-4467-93E9-B1B103CEA30D-htm.html


texts: How to move only one handle on the graph editor, not the whole keyframe

texts: In the graph view, when I select only one handle on a keyframe and hit G, it moves the whole keyframe, how do I fix this.


texts:
I recently purchased some basic terrain assets, and when I import them to Unity, they look nicely textured.

My plan is to create several variations on this terrain (creating paths etc.) and I figured it would be a matter of importing them into Blender, then painting it, or exporting the UVs and creating a texture in Photoshop or something.

However, when I import the .dae file into Blender, all I get is a grey, untextured version of the mesh.  I can see there's a UV map listed in the file, but I have no idea how I'd go about accessing it or editing it.

Anyone have any suggestions?


texts: Items on top of cloth, and dragging the cloth to move those items [blend files attached]

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Using Blender 2.82a, I'm simulating items on top of cloth (which itself is on top of a larger plane) and then using the cloth to drag the items. I have a method that works reasonably well, but I'm wondering if anyone has advice on improving it or extending it to rigid objects. Here's the setup at a high level:

Create a flat plane at the bottom, with collision modifier enabled.
Create a new plane, sub-divide it, add the cloth and collision modifiers. Increase the number of quality steps.
Create three cubes so that they fall on top of the cloth. The cubes also have the cloth and collision modifiers. Increase the number of quality steps.
Following this tutorial, attach two armatures (and join them), and make them the parents of the cloth. Have the armatures move, so that two pinned points of the cloth move with the armatures.

Right now, the main hyperparameter that I have tuned which shows successful results is the Collision -> Softbody And Cloth -> Friction value:

This is for the cloth, not the cubes.

By default, the value is 5.0. Above, I changed it to 50.0. You can see the progression from the three GIFs with friction of 5.0, 15.0, and 50.0, respectively:

Here is the .blend for the above gif that uses friction = 50.0.

This setup seems to be working reasonably well. Now, I am wondering if it's possible to have rigid objects on the cloth. (The cubes have the cloth modifier.) If I make the following changes:

Make the middle block an active rigid body of type box, and remove the cloth and collision modifiers. Note: I also tried keeping cloth only, keeping collision only, and keeping both cloth and collision modifiers, none of which produced better physics.
Make the plane a passive rigid body modifier of type mesh, in addition to its collision modifier.

I get this:

Ah, but unfortunately now that the middle block is rigid, it no longer interacts with the cloth.  This is definitely hard to simulate with physics. Does Blender have a solution for this? Here is the .blend for the above gif.

A second question I have would be hyperparameter tuning. While I think tuning just this single friction hyperparameter work reasonably well, are there any others I should be aware of for testing purposes to produce realistic movements? The cubes, for example, are cloth and have their own friction hyperparameters, which might also need tuning, etc.

So, to summarize: (a) rigid objects on top of fabric, and (b) which hyperparameters to further tune? Thanks everyone.


texts: How do you apply multiple textures at a time (see inside for more details)

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I have a collada (.dae) file and another folder full of textures for it.

How do I apply all of those textures to the object, or is there a way to import it with the textures on it?


texts: Cycles: Export each light into separate files

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Sorry in advance if this has been answered.

Is there a way to set each of my 3 lights (key, fill, rim) up in such a way that Blender will render them all individually?

I have looked into File output in Compositor, and have thought of Render Layers, but have come short of a solution?

It should be mentioned that my lights are not lamps, but planes with emission shaders.


texts: Importing SVG files without losing transparency data

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I've been using Blender to make things like these: stylized vector illustrations made with Inkscape or Illustrator, imported as layered transparent pngs into Blender. The effect is easier to understand if you watch the youtube video.
https://www.youtube.com/watch?v=7_wQ-odwxQg

I'm using transparent PNGs because SVGs shapes imported into Blender loose their transparency data.
Imported SVGs come with color information all right, but it would be great if one could import SVGs into Blender without losing the transparency data of the individual shapes. I imagine for each individual shape an emission shader with the color information plugged into a mix shader node along with a transparent shader, with the transparency data used as fac.
My question: is that import procedure feasible with a script or a plugin?


texts: I have a rig consisting of 3 objects and a skeleton. One of the objects is a particle emitter, using a ball object to render the particles. I put the ball in a different layer so I could render the balls emitted as particles, but not the original one. The 3 objects, skeleton and ball object were put into a group and linked into another file, and I created a proxy for the skeleton to animate it. Things are good, but I can't find a way to hide that original ball in the linked file. There is no way to put it in a different layer as it's part of the group. The ball particles render fine, but so does the original ball. Is there a different technique that will accomplish this?


texts: Drag and Drop implementation on blender models

texts: Can drag and drop be implemented on the blender models via web design. As I am trying to make a web app that allows to drop and drop different car parts on a blender car model..


texts: CPU Clock speed vs number of cores for Cycles rendering with iMac?

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I tried finding a previous post of mine but was unable to so I am asking for more info.

Apologies for the noob question but I am trying to decide between two iMacs since my current Late 2014 iMac is chugging more and more when rendering files using the Cycles engine:

2019 27" iMac:

3.6GHz 8-core 9th-generation Intel Core i9 processor, Turbo Boost up to 5.0GHz
8GB 2666MHz DDR4 memory (Upgrade the RAM to 64GB via 3rd party)
Radeon Pro Vega 48 with 8GB of HBM2 memory
1TB SSD storage

OR

Current 27" iMac Pro:

3.2GHz 8-core Intel Xeon W processor, Turbo Boost up to 4.2GHz
64GB 2666MHz DDR4 ECC memory
Radeon Pro Vega 56 with 8GB of HBM2 memory
1TB SSD storage

I googled a lot but still do not quite understand is it is better to have a higher clock speed (GHz) or number of Core to render files faster.

There is about a $2k difference between the two iMacs but want to know if that difference is worth it in the long run.

Any feedback is appreciated.


texts: Tips for Using 3D Space to Create a 2D 3D Character

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I was wondering if any tips existed for creating with the new 2D feature in Blender a character that is 3Dionally drawn. I managed to achieve it a little but when I rotated the camera the obvious reality is that it a 3D space. So some strokes at one angle work and others don't.

So I was wondering if any tips exist for using Grease to draw a 2D character that is 3D so when I rotate the camera at a different angle it won't need redo drawing every time.


texts: translation of nodes with 'g' key only working while it is held down

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I'm using Blender 2.8 (2019-06-26 13:42)

In the node graph I used to be able to select nodes, press G then they would be 'grabbed' and move with the mouse until I left click to confirm or right click to cancel (in the same manner as the 3D view).

Now if I press G in the node graph then the nodes only move whilst G is held down. As soon as I release G the nodes are released. It applies to all node graphs, but it still works correctly in all other 2D/3D views.

How do I return to the previous functionality (ideally without having to reset to factory settings)? I think I must have pressed a keyboard shortcut that I didn't mean to.


texts: Pose planning for reflective surfaces. Difficult mathematical / geometrical problem . Possible with blender?

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first of all this is not a blender - specific question, but i would like to realize it if it is possible with blender since it is open source and can be combined with python programming.

I am working on a project for deflectometry. The problem with deflectometry is that the reflections for specular surfaces are defined the the surface normal of the object.
If you have highly curved objects, you need to move the sensor around in order to get measurement data for the complete object.

More precisely:

I want to get all the positions necessary to measure the whole object with some kind of an optimization algorithm.

The input of this algorithm would be an arbitrary CAD model, the focal length of the desired lenses, the working distance between object and sensor, the size of the projecting screen and the distance between camera and screen.
The output would be the number of sensor-positions needed, as well as the positions (x,y,z,euler angles).

I know this is a difficult mathematical problem. The first idea is that each surface point gets an additional attribute called "seen", which means that the reflection of the screen at this point gets seen by a camera. If the attribute "seen" is true for each points, then the algorithm ends and the positions get returned.

Is this problem possible to realize with blender + python ? Would be happy to get some ideas, or maybe some libraries for a similar problem.


texts: python script to read in .csv file containing quaternion coordinates and turn it into a path/curve for an object to follow

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I am a highschool student working at a college's engineering department for the summer. I just began working in blender and have intermediate knowledge of python. Could anyone share a script that:

Read a .csv file of xyz coordinates and a .csv file of quaternion coordinates into python.
Turn these points into some type of curve or path that an object can then follow to model the path the coordinates map out

My .csv files (around 250 lines) have three and four points on each line. All the coordinates would need to be floats on account that they are decimals.

Here you can find both example .csv files: https://gist.github.com/anonymous/a1a4cbe6e959ac14e5af to play with. My code looks like:

import os
import bpy
import csv
from mathutils import Vector

def set_keyframes(obj, loc_txt, quat_txt):
    obj.rotation_mode = 'QUATERNION'

    with open(loc_txt, 'r') as loc_fh:
        with open(quat_txt, 'r') as quat_fh:
            r_loc = csv.reader(loc_fh, delimiter=',')
            r_quat = csv.reader(quat_fh, delimiter=',')

            i = 0

            for row_loc in r_loc:
                row_quat = r_quat.__next__()
                row_loc = [ float(x.strip()) for x in row_loc[:3]]
                row_quat = [ float(x.strip()) for x in row_quat[:4]]

                fr = 10+2*i

                obj.location = Vector(row_loc) * 10
                obj.rotation_quaternion = row_quat
                obj.keyframe_insert(data_path="location", frame=fr)
                obj.keyframe_insert(data_path="rotation_quaternion", frame=fr)

                i += 1

base_folder =  '/Users/sharonshorak/Desktop/ARYA_PYTHON'

#  os.path.join  takes care of joining folder with filename.
positions = os.path.join(base_folder, 'xyzposition.csv')
quaternions = os.path.join(base_folder, 'quaternions.csv')

set_keyframes(bpy.context.active_object, positions, quaternions)


texts: Export textures as a flat image with multiple materials

texts:
I am trying to get a flat texture image, something like this ...

instead of using multiple textures with a mtl. Is there anyway to do this?


texts:
First visit to the forums so hope I am in the right place to ask this question.

I have created a few projects as I get more familiar with some of what Blender has to offer.

I am seeking the best way to tidy up the ends of extruded lines when they intersect.
I have added an image to help show what I mean.
Basically to have the ends terminate within the enclosing  boundary rather than poking through as they are.
The extruded shapes are bezier curves if that helps?


texts: Shading in object mode differ from sculpting mode?

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Here I have a model which I am sculpting. In Sculpt mode it is smooth, while in the Object mode it is not. There are no modifiers or anything, so what could be the problem ?
Here is the file for a part of the object:

.


texts: Given the local coordinates of a parented object, how do I get its global coordinates using the Python API?

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Here is my setup:

I have the default cube
I make a sphere and move it y+4 (now at 0,4,0)
I parent the sphere (child) to the cube (parent)
the sphere location is [0,4,0] in local coordinates. It's the same for global coordinates. (This is a simplified example.)

I want to programmatically get the sphere's coordinates in the global space.

Scouring the web, I have found the following general formula for getting global coordinates from local ones:

sphere.matrix_world * sphere.location

In the above example, if I plug that into the python console, it produces [0,8,0]. Why 8? It should be 4, no? Is this not the correct formula? If I make the example more complex (by rotating the cube, for example) I still get this 'doubling' effect. [0,3,0] becomes [0,6,0]. What is the correct python expression to get the correct global coordinates of the parented sphere?


texts: How do i create gradient between two materials in one mesh? (second screenchot was edited in PS)


texts: Prevent particles from growing through primitives

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For a static scene I've modelled grass on a plane using the particle system's hair type. Now I want to place some objects on the grassy plane, some of which are rather small in height. Unfortunately, the grass particles seem to keep on growing through those objects.
How can I either make particles stop in height when they hit an object on top or make them curve as they would in reality?

In the physics tab I tried to set the particles to die on hit and added collision physics for the objects placed on top to kill particles, unfortunately that did not stop the grass from growing through the object.


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I have seen screencast record that were posted. They were not full screen capture but only a portion of the screen. Hovering the mouse on screencast review the tool tip "Capture a video of the active area or whole Blender window". As implied by the tool tip, there must be a way to record a selected region of the window but I have searched all over the internet and found no answer.

Could anyone enlighten me?


texts: I am using blender 2.79b. I cannot see the image output even after i load an image. I used the properties panel to load the image. Under the 'Background Images' tab. I added an image file(i tried both ".png" & ".jpg" formats). Please guide me.


texts:
I'm trying to make some bubbles and foam in liquid. Something like in the image below.

I'm thinking about particles, but I don't know how to make bubbles of different sizes. I also don't know how to make the bigger bubbles on the top and the smaller ones on the bottom.

Maybe some smart shader? Do you have any ideas?


texts: How to obtain accurate depth maps using nodes and visualize them?

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I want to render depth maps and surface Normal maps of different 3D shapes using Cycles.

To be able to get depth maps, I attempted the two used methods that includes creating nodes here and played around with the parameters to get depth maps.

However, I run into the same problem that the question asker has run into (getting almost completely white images): I know accurate depth maps must only be stored in OpenEXR files but I also need to be able to view the depth maps for visualization purposes.

I am pretty new to the concepts of node trees in Blender and would appreciate if someone can give me some step-by-step instructions on how I can create node trees that store the depth maps (with a black background) on disk in OpenEXR or .txt files and map the values to 0-255 so that I can have some visualization, although less accurate.

Another thing: how can I avoid getting truncated depth maps?

Here is the best results I could get through trial and error:

And here is a .blend file which includes the 3D mesh I am trying to render depth maps for, in case you need.


texts: How do I resize colour effect strips in the VSE?

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I need to be able to resize the effect strip "Colour" in the VSE, which is defaulting to full screen size, and I can find no options to resize it to be smaller and occupy the exact part of the video I need it to occupy. It's all or nothing. I tried looking it up in the Blender manual, at https://docs.blender.org/manual/en/dev/editors/vse/sequencer/strips/effects/color.html, but those instructions were not helpful at all and appear to be wrong. I have no tools to edit the size of my colour strip and I tried using the "crop" tool inside the "edit strip" box, but that did nothing.

So how am I supposed to do this?


texts: How to Select All Shader Nodes in Material

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I'm trying to copy all Shader Nodes from one Material to another Material.
First, I set ui_type = 'ShaderNodeTree' then used bpy.ops.node.select_all(action='TOGGLE') to select the All Nodes:
    C.area.ui_type = 'ShaderNodeTree'

    node_mat_out =  mat_active.node_tree.nodes['Material Output']
    mat_active.node_tree.nodes.remove(node_mat_out)

    bpy.ops.node.select_all(action='TOGGLE')
    bpy.ops.node.clipboard_copy()
    C.object.active_material_index = 0
    bpy.ops.node.clipboard_paste()

But it always reported an error:

File "C:\Users\abc\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\abc\xyz_OT.py", line 190, in execute
O.node.select_all(action='TOGGLE')
File "c:\Users\abc\OneDrive\Desktop\blender-2.90.0-e157573fab2a-windows64\2.90\scripts\modules\bpy\ops.py", line 201, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.node.select_all.poll() failed, context is incorrect


texts:
Please help, i'm trying to do caustics

how do I install Yafaray for blender 2.79? i did as the yafray website instructed but i'm getting this error


texts: Josefin Sans Font not working and glitching in Blender 3D even 2.9

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I need to work on a logo animation, it's just letters with the google font "Josefin Sans".
I have this glitch, i tried with more resolution preview samples, to change the offset, but it's still buggy.
Can someone help please ?
Thanks


texts: How to treat video material with non-square pixels

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I want to edit video material from a PAL DVD, i.e. 720x576 pixels with a pixel aspect ratio of 1.09...

The final cut is supposed to be rendered to a video file. Therefore I am wondering whether it makes sense to use the "TV PAL 4:3" preset in the project properties, which accounts for the pixel aspect ratio, or whether I should use square pixels and just calculate the corresponding resolution of the output video.

The second one seems safer to "misinterpretation" of the video material by any players. But are there any concerns regarding the quality of the output?


texts: Why is blender physics bake slowing down after a couple of bakes?

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When I'd do the first bake on my project the bake would literally go zip... done, but after a few bakes the bake time would go to a few minutes instead, and without adjustments.. Does the program start to iterate bakes after a couple of bakes? But if I create a new file and bake it again the bake goes zip again.

(By zip I mean exaggeratively mean instantaneous)


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I'm still a bit new to blender and I've just finished my very first Spaceship model. Once I finished my model, I started SELECTING CERTAIN FACES and assigning them to a CERTAIN MATERIALS that I created in blender. Now since I like the final look of my Materials added to certain faces of the model, how do I save them? I want to be able to save them as a texture (if possible), so when I send this model to someone or sell it, it'll have the diffuse, and AO textures with it. Also when I save these materials to be a texture, will they go to those assigned faces that I selected before?

Thanks


texts: How to make a material transparent but not its texture (Blender Render)

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The title pretty much sums it up.

I am modelling a rubber ball. For the texture there is a png file with transparent spots without color and some wavy shapes.

Now when giving the material transparency and setting it down, it will make the texture transparent too.

The texture is too complex or I would just make another material and assign it only to the faces where the color is. Is there a way to work around this?


texts:
I am trying to do an animation that involves a cape. I decided I would try to use the cloth simulation but I ran into an issue. My normal method for animating with a character involves the character to be in one spot in one frame, and then the next frame they are in a different location. I decided to test this with the cloth simulation to see how it would react. Unfortunately, the jump makes the cape go crazy.

Here's a download for the file: http://pasteall.org/blend/index.php?id=52662
What I want is for the cape to stay roughly in the same position before the jump. What would be the best way to achieve this, or is there another way I could animate the cape?


texts:
How would you go about simplifying this geometry?

(Some more info: I wouldn't really be worried about it but at the moment it takes ages to render in cycles and I think it may be because of the amount of verts in the scene?)


texts: How do I use CTRL-R to cut all the way through an object, not just one face?

texts: Can you please tell me if there is a handy shortcut or hotkey using CtrlR or the knife tool to cut ALL the way through an object and not just it's face? I want to make a simple cut to make the tape follow the form of the bottle.


texts:
Can anyone tell me what the line is rendered on this flat plane and how to get rid of it please? Things I've already tried:

Recreating topology around the holes using only quads as shown
Looptools - flatten
Scale in Z by zero

Edit:

I tried adding extra supporting edges, but I noticed I kept chasing the lines around. It is very dependent on the viewing angle of the render, see below for three slightly different angles. So I'm thinking there is something more fundamental going on. More info:

I'm using the Measureit tool to add dimensions which requires the Blender Render engine according to a tutorial I followed
There is no thickness to my plane (I'll try adding some)


texts: Can't join areas. I only see "Swap Areas"

texts:
Using 2.82a.
I made some accidental area subdivisions and I wanted to join them.
But now, right-clicking on the area line, I just see "Swap Areas".

What's wrong?


texts: Correctly applying new materials to the object

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I have a  blender object , a chair specifically. Below is the image of the chair -

Now I use the following script to change the texture of one of the component -

def createMaterial(material):
    tex = bpy.data.textures.new('ColorTex', type = 'IMAGE')
    tex.image = bpy.data.images.load(realpath_of_image)
    tex.use_alpha = True
    # Create shadeless material and MTex
    mat = bpy.data.materials.new('TexMat')
    mat.use_shadeless = True
    mtex = mat.texture_slots.add()
    mtex.texture = tex
    mtex.texture_coords = 'UV'
    mtex.use_map_color_diffuse = True
    return mat

def make_chnges(components, randomno):
    ob = bpy.data.objects[0]
    mat = createMaterial(material)
    ob.data.materials.append(mat)
    ob.active_material = mat

Now the output image that I get is -

As you can see the rendered texture looks like a flat surface. What changes should be there to show up a similar surface?

Edit 1

This is the blender screenshot of what I see when I add a new material to the polygon.

Here the object component looks allright(doesnt look like a flat surface), except that the new material doesnt show up. Just the white color is seen.

Edit 2

The material I am applying is -


texts: Vertices that don't belong to vertex group move in pose mode

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I've been trying to rig a fox-shaped mesh in Blender for quite some time now and keep on failing to move legs independently. Although i carfully weight-painted the mesh after using with automatic weigthpaint, moving one leg always leads to movement of vertices that are not at all weigthpainted. I would be so grateful for any piece of advice!

A couple of Vertices is moving back and forth in accordance with the pposite leg without beening weight-painted. Espacially those in the red circle.
I have been looking at it in vertex selection masking as well and i'm sure there's no accidental weight on the right legt

This is a link to the .blend file in Dropbox

Thanks for looking into this in Advance!!


texts: I only want my bone to affect the weight paint based only on it's location not it's rotation. Is this possible?


texts:
With the inbuilt booltool addon. Why i can't punch a hole. The face facing correct. Removed double verts, scale rotation are 1 and 0,. Mesh has subsurf, solidify, mirror modifier. Im using 2.9 version after boolean with brush cant find the properties canvas to remove the brush. What missing or where im  going wrong. Any suggestion.

Gif.


texts: selecting multiple items in the outliner

texts:
My question sounds really stupid but I really cant figure how to use multiple selection by dragging mouse cursor instead of clicking one item by another till I select zillion of objects that I need...any tip how to do it quickly?

Thx
Libor


texts:
Installed linux mint on my macbook pro (13 inch 2010 model)

When I run blender from my terminal this is what it outputs

~$ blender
blender: ../src/gallium/state_trackers/dri/dri2.c:698: dri2_allocate_textures: Assertion `*zsbuf' failed.
Aborted (core dumped)


texts:
I want the backside of the knee to bend smoother.

Watch the backside of the knee


texts: How can I paint through a mesh while weight painting ? [Blender 2.8]

texts: So I found a few questions like this already, but none of them solves the problem in the 2.8 version of blender. How can I weight paint through a mesh in front view for example? In the image below I tried using the show x-Ray option and the front face only option, but none of them works.


texts: Proper way to find max value and bring it back inside loop in Animation Nodes?

texts:
As you can see default method of reassigning maximum is limited by max value from current iteration (see left text-window)

Writing max value outside the loop and bringing it back through Set/Get Attribute (see right text-window) is working but it's bulky when needed more Subprograms to copy.


texts: Randomize transformation of instanced objects (animation node)

texts:
Hello!
I have some cubes instanced and animated by a wiggle node.

Every element is moving the same way and I want to randomize the motion of each element.
My plan was to get a value for each element that I could use to randomize the wiggle seed for each object.
Is this possible? And if it is, I'll need some help!


texts: Blender 2.8 How do I fix the gloss on this mesh?

texts:
I’m using normal maps here, Is it the faulty map or something else that’s causing this strange effect?

How would I turn this into something like this:

 Sort of a matte effect


texts:
I am working on a Blender Guru project which includes 6 separate meshes. I am frustrated because the Frame Selected (hotkey Numpad .) stopped working.

The mesh object that I want framed is selected and my 3D Viewport is in Layout mode.
When I click View and then Frame Selected then my view does not center on the selected object (it might zoom closer).
I don't have this problem if I work on another or new projects. How do I get Frame Selected to work again?


texts: Scroll wheel zooms when using Loop Cut And Slide

texts:
here I'm on Windows 10 with Blender 2.8. Before the update, when using Loop Cut And Slide I could use the scroll wheel to alter the number of cuts, and after clicking I could move the cut to the desired position. Additionally, after the click I had left the Loop tool and could straight work on and select another vertice or whatever. Now, with Blender 2.8, this tool just proposes a cut in the middle of the focused edge, and the scroll wheel just zooms in and out. I need to click the number of cuts in the helper dialog, and to leave the tool I need to click another tool like Select. That's horrible and slows down my workflow enormously.

More strange: The Loop Cut And Slide tool on my computer at work (Manjaro Linux and Blender 2.8) behaves exactly as I'm used to from Blender 2.79, while at my computer at home (also Manjaro Linux and Blender 2.8) it's the same as described above.

What can I do to get the smooth workflow from Blender 2.79 back?


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Been modeling for 1.5 month now, and realized that my biggest struggle in every model are proximity loops cuts. Particularily in this model when I wanted to "cut-out" sound pickups (green) I had to make somewhat of a couple dozen loop cuts, which of course affected other parts of the model (distorting the smooth shape, generating shape-ruining angles). So I wonder how do professionals handle this (probably one of the most common) problem? Do they also make a lot of loop cuts? Or would they in this case just add another cylinder mesh, and array-clone it into desirable amount of pickups? In this case I also read that it's a bad practice to have a lot of separate meshes in your model file as they affect file size etc. I saw some ppl using mean crease thing, but as I'm intending to sell my model on Turbosquid, such creases are prohibited.

The 2nd question is when I was cutting out the notch for pickup selector (red), new loop cuts went through the top surface of one of the knobs (blue), distorting their rounded shape. How would one go around that? Deleting obsolete edges creates N-gons which is obviously not acceptable, at least for Turbosquid CheckMate Pro.

Thanks!


texts: Why does the Multiresolution leave bumps in my mesh?

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So I am creating a model in blender 2.8 from this tutorial https://youtu.be/wdsY4BtlcpQ (in 2.7) and I just got to the part where he adds a multiresolution modifier to the model. When he adds the subdivisions, his model is smooth but mine has little bumps and a crease around the waist. (Picture 1)

When I subdivide further these bumps are more pronounced. After experimenting it looks like these vertices around this one loop are not moving at all when subdividing as if they're locked into place. I found this out by moving one of these vertices in edit mode (Picture 2) which changed the model drastically while other vertices would change the model only a little. (picture 3)

I already deleted the vertices and recreated them and that is why most of the waist is gone because this is my second time recreating the waist. Already checked for doubled vertices.

I also noticed this, when looking in xray mode there is a yellow outline that goes through this exact line of problematic vertices. (Picture 4)

Please let me know what I'm missing here. Really need some help with this one.
Thank you.


texts: Speed up video and audio for multiple strips

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I want to speed up my complete video (all strips combined) 15 times.
My timeline looks like this:

If I make a meta strip out of the video and audio separately, add an effect strip -> speed control, I can work with the video, but the audio keeps playing in normal speed. How do I speed up my whole video 15 times?


texts: Is it possible to realistically tie advanced knots with animation and physics in Blender? (I tried molecular script)

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Initially, the task was looking pretty simple: Make a wooden sign tied with 2 ropes showily appearing on the screen and swinging on those noose knots. After 3 sec one of the knots come untied and sign is falling down with the other rope.

I tried easy ways: Tried to animate some classic ropes based on curves, tried both cloth physics and rigid body physics. In the outcome, it turned out that once i start to tie the simplest knot (i'm not even talking here about that sophisticated noose knot i initially wanted to make), the rope just intersects itself and straightens.

I tried harder, read some manuals and questions concerning that issue with self-intersection, adjusted physics, gave it a gigantic amount of render substeps, but finally i got that it is impossible to tie knots with blender classic physics because there is no way to completely avoid self-intersection in this program.

My words were proven by some forum post where was a guy with typically the same problem, and the answer was like "it is impossible to do it in Blender. The only way you can try is by using Molecular Script (pyroevil.com/category/scripts-addons/molecular-script/)". I watched the preview with ropes and it impressed me. I downloaded the script and spent about 1 week in trying to tie a knot using this plugin.

Result: I finally made a simple animated knot, but:
1 - When i try to perform the same with my noose knot, it likely has the same problem with intersection (i didn't try, however, with 100 substeps).
2 - The rope interacts with a sign, however, a rigid body sign does not care about the rope, on which, in theory, it should hang on.

I tried CubeSurfer plugin (pyroevil.com/category/scripts-addons/cubesurfer/) which allows to create a mesh based on Molecular Script's particle system. I fought that would allow me to make that object a rigid body and let the sign and rope interact with each other. However, the IsoSurface was only mimicking its particle system, ignoring gravitation and other rigid bodies. A sign was reacting on IsoSurface, a particle system was reacting on sign, IsoSurface was reacting on particle system, but together, it all did not work actually.

I'm tired, i've spent about a month on this stuff, and i'm pretty sure there must be much easier way to achieve my goal. Generally, SOS. I need some help, guys. The only way i can see here (except using proprietary software) is to animate all the rope and sign animation manually, by hands, but it sounds awful and non-professional.


texts: Laying eye shapes on a curved character head surface

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Beginner Question-- I'm trying to model eyes like EvilCorp gets on the eyes of some of its more "cartoony" models (examples: this one or this other one). The eye shapes on both of those images aren't built into the head-- they seem like they're just on top of the head, like buttons on clothing-- but sort of wrapped along the underlying head shape.

In both cases, it seems like I should be able to model out head shapes and then have cylinders sort of wrap onto the head shapes, but I can't seem to figure out how to get that to work, how to get cylinders or squares or anything to wrap along a curved surface.  I've tried using a shrinkwrap modifier like was recommended over here but that doesn't seem to work right.

Suggestions?  Am I headed in the right direction looking at shrinkwrap?  Or any suggestions on good tutorials?  Thanks.


texts: Is this a particle system issue, limitation or something?

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17/02/2021:
I have make this parterre which consists of three joined objects. I have also create vertex group for its surface so to add grass using "particle system".

I plan to repeat it several times into my project, so to make it "lighter" I decided to crack it to quarter and do the job with instances.

As you can see at statistics, there is satisfactory difference from its initial condition...

But, when I try to create an instance of collection which contains those quarters instances, I get this...

For some reason repeats the quarters but not the "particle system"!!! Which is the grass. Is this an issue or am I doing something wrong?

18/02/2021:
With the help of a member from a Blender's Greek group, I realized that for some reason "Particle System" only appears correctly with "Rendered" "Viewport Shading" and "Cycles".
Material Preview & Eevee

Rendered & Eevee

Material Preview & Cycles

Rendered & Cycles

So, is there a limitation or something???


texts: As you see in the GIF, when I tried the fill tool, there is a gap between the line and the fill. I do not know why this is happening and how to fix it. Thank you for your help.