texts: Extrude curved surfaced by a constant distance

texts:
I'm trying to extrude an area inwards, so that the new boundary is a constant distance from the old boundary.  Essentially, the piece now has exactly the same size and shape as the hole that I have, but I want there to be a constant gap between my piece and the hole.

I've looked at this answer, but it doesn't give me what I want.

Here is the original object:

This is a sketch of what I want:

Here's what I have tried:

Extrude region:

Extrude region (vertex normals):

Extrude individual:

How can I get what I want?

Here is my file.

Thanks!

EDIT: Here is what happens if I use the solidify modifier:

It sort of works, but the distance between the new wall and the old one isn't uniform.  This is how it looks like (the distances highlighted in red should be uniform, but they aren't):


texts: Why are procedural textures defaulting to pink?

texts:
I've searched throughout this forum and see that the reason textures are in pink is because "the link to the texture file is missing". I understand the whole external file linking workflow from other work I do.

What I don't understand is that I've not imported any textures which could have been lost. I'm using Blender (2.76) right out-of-the-box (and yes, I'm a complete noob), building from a blank start-up cube (no appends).

There appear to me to be default "textures" listed under 'type' such as 'clouds' and 'voronoi'. I've managed to apply a clouds 'type' with no additional external texture file to create a crude, but sufficient-for-now, wood effect.

What are the items listed under 'type'? Are they textures or some 'other thing' and if so, what is the 'other thing' (So I know what to look-up in the index of the noob guides I'm using)?

Thank you.


texts:
I am trying to make a photorealistic paper tear. I already have the correct animation. I used two curves to bend a sheet of paper (a plane) to tear into 2 halves. To make the tear lines I subdivided the plane and at the tear line I used random transform to shift the vertices, then split the plane into 2 objects.
This does not look very realistic. There are two issues: the shader, and the geometry.
Geometry:
If you grab a piece of paper and tear it, you will notice that at the tear line that there are actually multiple layers of paper and not just one. There are also some "hairs" that appear inside the tear line.
Shader:
Paper isn't actually a solid color, it is slightly translucent but there is some variation of translucency. My attempts with noise textures don't look right.
I could probably work out the shader, but I am completely stumped when it comes to the geometry of the tear.


texts: Will EEVEE be able to do real time ray tracing?

texts:
I heard about NVIDIA's announcement about real-time ray tracing - I want to know, will Blender support this in the future? That is, will you be able to see things real-time ray traced (that is to say, get pretty close to getting photo-realistic renderings) in the view port with EEVEE if you have a Titan V card?

I don't really know much about Blender, but I wanna know this - might encourage me to learn it :)


texts: Render looks way different from viewport render mode. How can I fix this?

texts:
I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.

I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one

this is how it looks in the viewport render.

And this is how it looks when I render it.

I really don't know how to fix this so I hope someone can help me here


texts: Change orientation of object while following path in game engine

texts:
I am making a shooting gallery game. I have ducks following a circular path. When one of them is hit, i want it to flip on its back but still follow path. I could make two separate actions, one for hit, one for no hit and drive them by frame number in the game engine.

But i was wondering if i can simply apply a rotation to the duck while it is following the path when it is hit. If this is possible, can someone give me some guidance on doing so.


texts:
I need help in figuring out how to add jpeg textures and materials to a .obj file, I'm just in the process of designing a kitchen and downloaded a few appliances to add to the project. The download consisted of a .obj and a .fbx file.
Also a .mtl and map file with a few jpeg texture images.
I can get to import the .obj and .fbx files but need help with adding the texture images to the model. I have tried looking online and YouTube to find out how to solve my problem but nothing really there to answer the question.
I am new to this kind of designing but have many years with using AutoCAD for my work. I can do all the actual designing no problem but its just this problem what's holding my project back. Would i have to use the node wrangler to add these textures to the model and how would i go about laying them out? Also would it be in UV editing or the shader option??
Hope i can get answers with this hold back. Currently using 2.92 version of blender.


texts: How to check if a texture is already in the blend file before importing it while appending an object?

texts:
Matthew here with yet another question :p

Anyway...I found an answer by @zeffi on how to append an object using python, that's all goods, but the trouble is, every time I append that object, it imports the textures in, every time, which means that after about 5 appends, I have 5 copies of every single texture, which slows blender down dramatically, and also increases my file size from 150mb to something like 1gb...sooo, here is what I was thinking, in steps:

Append the object, then check if all the textures imported in with the last 'append' are there already, and if they are, then delete them, otherwise leave them there. It sounds pretty simple but I just don't know how to go about it. Here is the part of code that should concern so far:

class AddMacBook(bpy.types.Operator):
    bl_label = "Add MacBook"
    bl_idname = "macbook_controller.add_macbook"

    def execute(self, context):
        item = context.scene.ignit_panel.add()

        macbook_path = '/Users/MacBook/Documents/Blender/Blends/MacBook/Macbook.blend'

        macbook = 'Macbook'
        screen = 'Screen'
        Directory = macbook_path + "/Object/"
        m_path = Directory + macbook
        s_path = Directory + screen

        wm = bpy.ops.wm
        wm.append(filepath=m_path, filename=macbook, directory=Directory)
        wm.append(filepath=s_path, filename=screen, directory=Directory)


texts:
As the title says, I'm having an issue regarding my 3D-characters rig.

INFO: As you can see in the pictures below, my character has swords attached to his back. Each sword is connected to the hand using a child of constraint so I that I can make him grab the swords by setting the influence value to 1. In addition to that, both of the swords are parented to the upper-chest bone, so that they will follow the character as he moves.

PROBLEM: Now as I change the influence to 1 so that the hand is now controlling the sword, everything works as I want it to. I can move the hand to the wanted location, and the sword will follow it. However! When I move the chest, the sword will start to rotate around the upper-chests pivot point since that's where it's parented to from the beginning. Is there anyway I can get around this problem? If so, I'd be glad to know.

The problem is demonstrated in the pictures below.

PICTURE1: Both swords are parented to the upper chest bone, making them move togheter as I lean his upper chest forwards. Had to delete this picture since it didn't allow me to use more than 2 links/Pictures

PICTURE2: Set the child of constraint influence to 1 in order for the hand to fully controll the sword bone. I rotate the arm.

PICTURE3: As I rotate the chest, the swordbone starts to take another path compared to the hand! (problem)


texts: About the omission cube of the Grease pencil in Blender v2.8

texts:
Here are the differences between my viewport and the Tutorial's viewport.
Q. How to show the small orange cube and the object data?


texts: How to add modifiers using python script and set parameters?

texts: I've found some code that could add a modifier but none can set parameters like Octree.


texts: Material Getting weird artefacts as it moves away from Grid

texts:
The Eye Material on my Character starts to have weird artifacts as it moves away from the Grid. It works as intended at the center. Since I use large sets for Animating the Shots, the character will naturally move away from the Center for certain shots.
This primarily seems like a problem in Cycles but in some characters it also happens on Eevee.
In the images below you can see that it works as intended at 0 but as I move it to a value of 600 on all axes it breaks.
I will include the Blend file for your reference. Please Note that the File uses Blenrig and was created using Blender v2.91.
Any Help would be greatly Appreciated.


texts: Assigning a pre made, rigged model to a Mixamo/collada data

texts: I cannot figure out how to assign my model, who is rigged with individual bones, to a Mixmo, rigged model.


texts: How to create stacked rotation with bones? (similar to array mod with object offset)

texts:
I'm trying to achieve this kind of stacked rotation that you would get when using an array modifier on an object and having the offset controlled by another object.
This is for a spine of a character. I want to be able to rotate the hip (torso) bone and have every children bone rotate increasingly more compared to hip bone.
Another way to look at it would be that every children bone would have the same rotation value in relation to children's respective parent. But because every parent (except the first one) is also a child, the rotations would stack.
Here is a video demostrationg the effect achieved using array mod and obj offset
https://youtu.be/1Dm_htzlVrM


texts:
I have a bit of a weird problem that I simply cannot seem to get around. I want to run 2 timers, each set to a different interval.

The problem that I'm having is that both classes receive each others 'TIMER' event! I think that this is really weird, as one would expect the timer event to be constrained within the class it's created in.

After hours of DuckDuckGoing, I found this forum post: https://blenderartists.org/t/how-to-distinguish-timers-when-running-multiple-modal-operators/601432/7

But it didn't help much, basically stating that it's impossible, + it's from 4 years ago, maybe something has changed.

Am I looking at this the wrong way? Maybe I don't really understand Blender's paradigm here, anything that can help me get on the right track would be really appreciated, thanks!

I created a demo blender file showing my problem: https://keybase.pub/peterwilli/StackExchange_Files/TimerProblem.blend

Just open with Blender and look at the console (open blender from the console in Linux) and run timer1.py and timer2.py, what you see is that both timers run each 1 second, but if you run both, both of them run practically twice as fast, taking each other's event.


texts: If I tap G twice I can move vertices along it's adjacent edges. Is there any way I can move it along a straight defined by the edges without changing the angle to the opposite edge? Just like that:


texts:
I'm writing an addon, which let the user the option to see the dynamics of its data. The user can create an offline movie, or try to run it online.
In this addon, there is quite a complex mesh, with thousands of vertices. In a modal timer operator, something like this one, I'm painting different vertices each timer tick:

vcol_layer = mesh.vertex_colors.new()

And inside a loop:

vcol_layer.data[loop_ind].color = some_color

The problem is that it takes about a second to render the image in the 3D view, and until the rendering is completed, the image is quite blurry, like in the following screenshot:

Is there a way to change this behavior, so the rendering will be be done in the background, and the image will be updated only when it's completed?


texts: Is this good practice? Joining two objects after subdivision

texts:
I would like to know if this is good practice in joining two objects (in my case a sword pommel with a handgrip).

The handgrip has a shade smooth and the pommel has a mirror and subdivision modifier.

Am I doing good to stretch the Pommel's mesh till it joins well with the handgrip (it appears correct when I switch to object mode)?

Is this correct practice, keeping in mind that I want to make all objects forming the sword a single object in the future?

I am asking to avoid possible future errors.


texts: Trying to use the inflate tool on a mesh in sculpt mode. However, I am unable to make any noticeable change on the object and cannot drag my brush over it. All other sculpt tools work as expected, but I notice that the outline of my brush is grayed out, whereas the brush has either a pink or yellow outline when using other tools. My object has plenty of subdivisions so I don't think that's the problem.


texts: How do i frame selected objects in non-local viewport?

texts:
Is it possible to frame selected objects in my viewport (see image), i mean every time a frame selected all the other non selected objects disappear? and if this is possible what is the feature name to create hotkey.
I would be very grateful for any tips, suggestions or help in this matter. Thanks Stewart


texts: I have been doing some work on a file in the default view, doing all of my work there, including some compositing. However, after I decided to do the modeling in the default view, and make the compositing view used for compositing, I went to go adjust my compositor setup, but all my compositor nodes are gone, and I can't add any - all the options are grayed out. It appears the composition setup is still being applied to the render, but I can't find the setup. What happened? Where are my compositor nodes?


texts:
I have some paths that have been imported via SVG from Illustrator, and as I was splitting them up, some would fill and some wouldn't. Even after removing extra points and ensuring there wasn't any redundancy or open ends, the path still won't fill.

Even weirder, if I translate certain points enough, it will fill.

Unfilled:

Filled after severe deformation of an anchor:

What gives? I fixed the G earlier but now the T (consisting of only straight lines) won't fill. I have one other letter with many more points and I'd rather understand why it's doing this before spending more time fiddling with it before it works.


texts:
I'm new to Blender, and coming from an Acad background; so apologies if my terminology is a little off...

I'm trying to construct a 'stretchable array' comprising a module that can stretch and deform within defined limits and repeat itself such that it exactly fits a given length.

I'm attaching an image which hopefully illustrates what I'm talking about:

I'm happy to explore solutions which incorprate Sverchok, Tissue, etc.

Thanks


texts: Blender 2.81's render device set to GPU doesn't show the viewpport render

texts:
So I was tweaking my node setup in the world background when suddenly everything turned grey.

I tried to undo the steps but nothing changed. A bit later, I switched my rendering device to CPU and it worked like normal, but a bit slower.

I checked my preferences and everything seemed fine to me.

When I hit render with GPU device, it says "CUDA error at cuCtxCreate: Launch failed"

I checked my other blender files and the problem persisted.

I would search a bit deeper on the web normally, but I have to finish a couple of VFX shots for next week so I want to everything to work as fast as possible.


texts: I cannot import or export anything in Blender. It throws

texts:
I am not able to do anything in Blender. Every time I try to either export or import or install an add-on, Blender throws an error saying, "ImportError: This file should not be accessible in Python 3. Either you are trying to run from the python-future src folder or your installation of python-future is corrupted."

I have no idea what it means. So this is what I've done-

1.Reinstalled Blender.

2.Uninstalled Python 2.7 in Laptop.

3.Installed Python 3 again.

4.Uninstalled Python 3 and installed Python 2.7.

None of them worked.

Here are the screenshots.

Importing

Exporting

Add-On

Please let me know what is to be done to rectify this and please ask anything you need.

Thanks in advance.

EDIT

It worked after I installed Python3 and added it to the PATH as specified in the link - https://www.katsbits.com/tutorials/blender/pythonpath.php


texts: Where can I change the background color of the notification in the Info header?

texts: I'm using a theme, but I can't find the settings of this message which is almost unreadable. In the User Preferences / Theme / Info-tab  are only a few colors to configure. I also searched in the User Interface settings for something like 'Error Message', but I couldn't find anything. Is there any way to change the color of this GUI component?


texts:
This is not the standard question already on the site so please do not put on hold read first:

I am working on a mesh with heavy use of a subsurf and so the base topology is quite different to what i'm used to, my problem is, the way I know for applying multiple textures (in cycles) is you select a face then "assign" a texture to that particular face. However, my question is, is there another way in which to apply multiple textures in blender? Here is my situation:

Now, I want the texture to the LEFT of the highlighted line here:

but i cannot simply create the extra geometry as that affects the shape of the mesh with the effects of the subsurf. So basically, how do I create a face for the texture without affecting the actual geometry (if that's even possible), any help would be much appreciated. :)


texts: Why does this mirror, made using a glossy material, not fully reflect all the incomming light?

texts:
As shown in the picture, I have this scene where I want to film this girl from her reflection in the mirror, and from the front I have lighted her face up for the shot, but when I render it with camera pointing to her mirror reflection, her face just appeared pale and unlighted. No matter how much I jack up the light strength (even to a ridiculously high value), it just stay this way.

I tried messing with light paths, limited and full global doesn't make any difference. higher or lower sample rate doesn't make difference. Tried several glossy mode, no difference either.

Anyone know why glossy behave like this? And, if I wanted this shot done properly, what can I do?


texts:
I'd like to extrude a profile along the edge of an area. Furthermore, this profile should always stay in contact with the edges adjacent area.
Imagine a ribbon that twists. The resulting area(s) are where my profile should extrude along with.

Profile (orange)

Extrusion path (orange)

Edge of Profile (white) which is in permanent contact with the paths adjacent areas

End of profile (orange)

Thx in advance for every info on how to solve this problem.


texts: Height Map: how to deleted unwanted faces?

texts:
SupFolks!

I applied a height map to a plane and was wondering if there's an easier way that I can delete faces circle in red w/o doing it by hand.

Thanks in advance.

Heightmap

Unwanted faces circled in red


texts: Object floating on heavy sea - how to make shocking rotation less sensitive?

texts:
So I have an object floating on a heavy sea. How to make it a bit less sensitive to sudden rotation and location changes, and make it look more fluid instead?

I used the technique such as described in  https://www.youtube.com/watch?v=XvKQrXMypsM which uses object contraints (copy location and copy rotation) on a plane that has been srinkwrapped to the fluid.


texts: Baked cloth and particle simulation not rendering at all

texts:
I have three cloth simulations, one particle simulation with an object selected as the particle sample, I have rendered both successfully before, but after I messed around in my world shader setting and added a camera route, all the simulations has stopped working and stayed as it is on frame 0, as if blender can't read the baked cache. I'm using Mac, Blender 2.9.
I have a feeling that this has nothing to do with my file, but is a bug? Please tell me which part of the settings I should look into and fix this, thanks.
edit: both eevee and cycle has this bug
please test this file and tell me if it works on your Blender as pleased, thank you.


texts: Can someone explain how to fix this visibility issue

texts: In the first pic I have two objects in a scene, same layer, and side by side, they look fine, but when I move my view so one is in front of the other, the one in front becomes invisible where it overlaps the one behind it


texts:
I want to edit a game model and I can't join the meshes with CtrlJ because the model will not work in the game anymore. If I use P in Edit Mode, the meshes will split into even more meshes than before, with different names, and it will not work anymore.

The model is separated into multiple meshes.
I can edit the vertices of each mesh, but I can't edit multiple meshes at once, so that they stay "synchronized".

Any idea how to do this without CtrlJ or a way to "unjoin" keeping the same meshes names before joining?


texts: Help make script work on all selected obj instead of just one

texts:
Below is the code that is for flipping the vertex on an object. I want it so I can select all objects and run the script it does it to all the objects selected instead of doing them individually. If someone could edit it or tell me how to fix it that would be greatly appreciated.

import bpy

obj = bpy.context.active_object

for ipoly in range(len(obj.data.polygons)):
    for idx, ivertex in enumerate(obj.data.polygons[ipoly].loop_indices):
        ivert = obj.data.polygons[ipoly].vertices[idx]
        col = obj.data.vertex_colors.active.data[ivertex].color
        obj.data.vertex_colors.active.data[ivertex].color = tuple(1-x for x in col)


texts: How would I go about creating holes in mesh

texts: I want to model this old microphone and wanted to know if anyone had any ideas on how to specifically model the inset holes of the microphone?


texts:
I have a 3D model of a car and some of the normal are wrong.

I can not seem to fix them easily. It is a high poly model so individualy selecting the faces and fixing them is out of the question. I have recalculated the normals about 5 times but still it's not working.


texts: Can't select individual hair particle in particle edit mode

texts:
I am learning blender since last 3 months. I am facing problem in selecting individual hair particles in particle edit mode. However I can select all hair particles by pressing a.

If you can give a minute, please watch MyProblem in one minute YouTube video.

I have been working on a model since last 20 days, and I am struck at this problem. Any help appreciated. Thank you.


texts: Set Multiple Cameras as Active (Game Engine)?

texts:
I pretty much just want multiple camera views at the same time (like side by side), so I can get different views of the game.

Also, I can see things in one camera view that I can't in another. Imagine monitors in a security room and each monitor shows a different camera in the building... Anything like that?

(FYI: I'm on Linux, v2.76 64bit)


texts: Recurring issue, Can anyone help me fix Blender hanging before the file browser appears?

texts:
I have been using Blender for a little over five years now and just recently it has started to freeze up or hang whenever I click any button that activates the file browser. Whether it be browsing for an image file in the UV editor, opening a blend file or importing/exporting an FBX the issue seems to keep resurfacing.

I've visited this site numerous times looking for answers and I found a solution that worked once. The user explained that Blender may hang before allowing use of the file browser if it's looking for a directory that doesn't exist. I cleared all of my bookmarked locations and ended up reinstalling Blender and the problem disappeared for a while... After about a week the issue was back and unfortunately even more persistent. I've tried repeating the same process but it seems like it's here to stay this time.

Is there any other solution that may help?

I have also tried creating a new user, solely for Blender, as one person suggested but that didn't fix the issue. Any help is appreciated.

(Additional Info: Startup console hangs for a minute as well. It's usually quick but it remains blank longer than usual)


texts: Adding a loop cut between a vertex and edges on a sphere

texts:
I have a UV Sphere projected at the pole and the UV to a single point smear issue

I read that this is because blender does not properly map the triangles at the poles. I found that I can "fix" the UV vertices (ouch):

Or, perhaps a much easier way is to add a loop cut close to the pole to the VU has a quad instead of a trip to work with. The issue that I an having is; if I try and add a loop cut I can't seem get it to show up between the last edge loop and the pole.

For example I want to to place a loop cut where the arrow is:

Is there any way to fix this?


texts: Link selection between VSE strip and object?

texts:
My current workflow for a project I am working on uses empties in the 3D-View to more easily control properties of strips in the VSE via drivers.  However sometimes it gets a little confusing which empties control which strips and I sometimes manipulate the wrong empty.

Is there a way using Python to automatically select the proper empty when I select a strip in the VSE?  For instance when I select the strip in channel 4 of the VSE I would like it to select empty Fader_4.

I tried a little bit myself but I'm not too swift with Blender Python and I couldn't figure out how to tell when a strip is selected in the VSE.


texts: How to make grooves without editing geometry

texts:
I'm trying to cut grooves onto a curved surface without directly editing the geometry.
This is my desired end result that I achieved by Ctrl+B to bevel and E to extrude down (Exactly what I don't want to do).

Is there a way I can do this with modifiers or something like that?
I will occasionally need to edit the fine details of the mesh and I can't do it whilst these grooves are physically preset, and I need them there for reference. I also can't bake a normal map for it because the materials are geometry defined and my change too.
Thanks in advance.


texts: How do I stop my white background from becoming grey due to lighting?

texts:
I'm trying to make a 3D rendered shot of my product model. I want the background to be plain white.
However, when I use a plain without material, it's greyish, depending on the lighting. If I use a material on the plane, there are artifacts/fireflies on my product model.

What's the best approach to solve this problem?


texts:
I want to align the 3D view like the menu item "View/Align View/Center Cursor and View All" does it, but with Python. If in "Scripting" layout this works fine with the following code:

import bpy
override = {}
override['window'] = bpy.context.window
override['scene' ] = bpy.context.scene
override['screen'] = bpy.context.screen
override['area'  ] = bpy.context.screen.areas[2]
override['region'] = bpy.context.screen.areas[2].regions[4]
bpy.ops.view3d.view_all(override, center = True)

But it does not work if the view is in quadview mode; only the view in the lower left corner is aligned then.
I tried to replace the region line by

override['region'] = bpy.context.screen.areas[2].space.active.region_quadviews[x]

(x = 0..3) but this fails because the region_quadviews[x] are of type RegionView3D instead of type Region. Is it possible to get four regions of type Region of a quadview?

Strange: Clicking on the menu item shows the same behaviour, i. e. only the lower left view is aligned; but using the shortcut (Shift-C) aligns the view the mousepointer is over - this is my goal.


texts: I am using BGUI for creating text field inside BGE. I cold enter English. I need to enter some other language. I could enter that language using ibus, but not able inside Blender (when run). Is it possible to enter that language inside Blender? Whether ibus could be used? or is there any other option?


texts: Proportional Editing - Vertices moving for no reason

texts:
I have an arm mesh. When I try to rotate some vertices with proportional editing some vertices move with it for no reason.

This doesn't happen with all vertices.

blend file


texts: How do I match the range of a distance driver to the value range of a key shape?

texts:
I have a key shape of SUSPENSION going from fully squashed to fully stretched.

The key shape is for the suspension of this vehicle rig.

The key shape is 100% weighted to an IK bone.

I've also created two small cubes that are weighted to the bones directly above and below the key shape (the varying distance between these two cubes will be used by the driver).

The maximum distance the cubes will be apart is ¬2.6 blender units.  (Blunits?)
The minimum distance is ¬0.7 blunits.

I put a driver on the Shape Key value, and set this to Sum Values, then selected the two small cubes to provide the distance.

I've moved one of the cubes closer & farther from each other and the driver works! The key shape of the suspension changes.

Now I need to adjust the range of this distance driver so that it matches to where the min + max values need to be in relation to the rig.

...but I don't know how.  Any help would be greatly appreciated.  Thanks!


texts:
I deliberately made random loop cuts on a plane. And in between the annotation lines, I'm trying to select 2 meshes (faces) which are the same width. As seen in the example, one is wider than the other.And it's a tedious task to try match the width. So is there a method in blender which can even the widths of the selected mesh?
Thank you.


texts: How to turn off gamma correction with Python in Blender 2.69

texts:
I'm trying to render surface normals for my scene, and I've gotten it to work in Blender 2.78. One of the important steps was to eliminate the gamma correction which was whitening the image. I did this in 2.78 by doing

scene.view_settings.view_transform = 'Raw'

Unfortunately I also need this to work in Blender 2.69, but I can't find the appropriate setting as the 'Raw' enum was introduced after 2.69.

I've tried setting it to 'NONE' (which the Blender 2.69 API lists as an option) but this throws an error saying that the only option is 'Default'. I've also tried directly setting

scene.view_settings.gamma = 0.0

But this has no effect.

Update: Thanks for your answer, Troy. Ultimately I'm trying to create a png image with the surface normals that I'll use for another task. This other task needs me to remap the colors of the surface normals (to look like this: https://arxiv.org/pdf/1411.4958v1.pdf).

I'm definitely open to using another path to producing normals, but I need to use only Python scripting. Non-color Data sounds promising. Would I be able to render something using nodes, and then save that render (from an output node, not from the RenderLayer) as Non-color Data? Please let me know if I'm not being clear!

Update 2: Thanks, Sambler. When I set scene.display_settings.display_device = 'XYX' I get TypeError: bpy_struct: item.attr = val: enum "XYZ" not found in ('sRGB').

Trying to change

scene.display_settings.display_device = 'sRGB'
scene.view_settings.view_transform = 'Raw'

yields TypeError: bpy_struct: item.attr = val: enum "Raw" not found in ('Default')

This question seems pertinent. In this question the solution was to reinstall Blender. As I'm working on a shared cluster, to ask the admin to reinstall Blender in order to help me debug is, ideally, a last resort.


texts: Blender restarts audio, makes it impossible to edit

texts:
For some reason I can't edit my audio in blender. I'm trying to match it up to my animation but whenever I press play blender plays it from the start, regardless of where my playhead is. It's also ignoring my edits and the displayed waveform is not matching the audio at all.

I didn't make the mesh/rig I'm animating, just a free blend file. But I've figure out that if I delete every Sphere object that says "polystrips" the problem is solved, but I don't know why. And the issue is that  those spheres are essential.

I'm kinda freaking out the deadline for my animation is in a month and I can't show it without synced audio, any help with fixing this would be highly appreciated.

Blend.File: https://drive.google.com/open?id=1mQpDUJYU1UYeLGNgBs5SGRiSLNEgi7cW

Audio: https://drive.google.com/file/d/1Fda7hRBjlqFI7EMsK5eLSbR7gL-WCPmQ/view?usp=sharing


texts: 2 Different Fluid Simulation Domians in one scene

texts: How do I get 2 different domains in the same scene? I am doing this because I want to reduce bake time is there a way to achieve this?


texts: How to scale and/or move textures relative to other textures?

texts:
To give an example of this question: Imagine you have some bricks, after UV unwrapping, you apply a brick textures to your wall, you also however, want water drops on your bricks as if it has been raining (please don't take this example literally and give some reason for why there is another way to do this, it is just to introduce the problem).
So you apply your water droplet texture, but there is a problem, in the UV editor, you can only move the representation of the mesh, not the images themselves, so if the bricks are too large, you can scale up the mesh, but then the water droplets will be too large as well, if you scale the mesh back down so the water droplets are fine, the bricks become too large again.
So how do I scale or move the textures in relation to each other, I haven't found a way and have been searching around all the tools and dropdowns in the UI but can't seem to find a solution. If anyone has an answer, I would much appreciate it.


texts: This toggle locates at View menu on both Dopesheet and Graph Editor. There is few information about it, and I can hardly understand the tooltip. I wonder what the "Show Group Colors" toggle does, or how it affects.


texts:
I do not know why. The tutorial I followed was https://www.youtube.com/watch?v=D_ybn4tYxs4.

I am not able to get the result of a nicely shaped flame.

Below is my set up for the domain:


texts:
I was curious if it was possible to scale this along the spline of a spline IK rig almost like it was growing along the spline.

Below is how it scales now but I do not want it to look like this

I would like it to stick to the spline and look like the picture below.

I appreciate any help. It is a little hard to explain with text if you have any question please let me know.


texts: How can I read data from an Arduino without resetting it?

texts:
I would like to read the data printed by an Arduino in Blender but the Arduino is reset each time Blender reads the data.
Here is my Blender code:

import bge
import mathutils
import serial

from math import pi
def Player():
cont = bge.logic.getCurrentController()
obj = cont.owner

serialport = serial.Serial('COM3', 115200)

# tell Arduino to send values
serialport.write('a'.encode('ascii'))

# read a line from the serial port
line=serialport.readline()

# Pi radians = 180 degrees so, since Arduino sends values between 0 and
# 255, we devide by 255 in order to spread the 255 over pi radians (from
# -90 to +90 degrees).

# There is one angle for each axis, and there are 3 axes.
Angles=[0.0,0.0,0.0]  # inicial angles for X, Y and Z axes
AnglesNumber=3       # number/quantity of angles/axes
for i in range(AnglesNumber):
     Angles[i] = Angles[i] + (float)(line.split()[i])
     # And we convert each value to radians (from -pi/2 to +pi/2).

mat_rot_z = mathutils.Matrix.Rotation(Angles[0], 3, 'X')
mat_rot_x = mathutils.Matrix.Rotation(Angles[1], 3, 'Y')
mat_rot_y = mathutils.Matrix.Rotation(Angles[2], 3, 'Z')

obj.localOrientation = mat_rot_x * mat_rot_y * mat_rot_z


texts:
i want to make a simulation like this
https://youtu.be/p7ocy1pTiTQ
(the part where he cuts the ragdolls)
question 1: when i simulate it, it doesnt stand up it just collapses to the ground. how can i solve this?
question 2: how do i make the inside of the simulation a different color? like red in the video.
any help?


texts: How do I lengthen a cylinder that is tipped on it's axis?

texts: I need to lengthen objects that are tipped on their axis. I have tried to use local transform orientation and it doesn't work.


texts:
When I go to edit mode my object is weight painted. It did have a armature, but I deleted it. How do I delete the weight painting. I can't apply my modifiers either, because of some shape keys.
Please help!


texts: Okay so I am converting items for my own personal game play.The platform i use for my game requires one texture only but the items that I am converting has up to three or four different textures and come in as separate meshes. My goal is to have one item with the textures merged to fit into the merged mesh. I already know how to join the meshes I just need to know how to get the textures to align with the mesh.


texts: Select normals pointing in a certain direction

texts:
A collegue has modelled, in Rhino, a small transparent plastic bottle (the type commonly seen holding small amounts of cosmetics etc.) with an embossed logo on the wall of the bottle.

The mesh is pretty evenly divided until it gets to the embossed logo where the mesh gets very, very dense due to the bevels. It's imported into Blender as an .obj file.

For the most part, the normals all face out as should be the case, but around the embossed area the normal direction becomes random - some face out, others face into the bottle mesh making glass rendering impossible.

I've tried just about all the normal management functions (there aren't many) but it literally comes down to me having to individually select the reversed faces and and then flipping the normals. This is not a practical solution.

I'm wondering if anyone might be able to write a script for me, that would work something like this: 1) Import my mesh, set its base at 0:0:0. 2) Place an empty at the bottle's centre of mass, so-to-speak. 3) Run script, in Edit Mode, that selects all the normals on the bottle mesh that point towards the empty's z-axis.

Surely then I could simply click on flip direction and solve this issue?

Feedback is welcome!

Thanks
Jacques


texts: How to bake Simple Deform modifier animation for exporting?

texts:
I've animated my object with Simple Deform modifier (keyframed Angle property in Bend tab) and i would like to export this animation into game engine via .fbx. If i'm not wrong, i need to bake animations first, but i don't know how to bake modifier animation. "Bake Action" doesn't work, it just removes Simple Deform modifier, but animation is not baked after that.

Edit: I've discovered that i can "Apply As Shape Key", but baking shape keys also seems not to work...


texts:
I'm so new with Blender. How can I move the fingers ? Because when I'm trying to move only one finger,every finger moves.

https://imgur.com/dHXLiPP


texts: I was wondering how to convert the files for sfm models, such as .vtx, .phy, .mdl, and .vvd into a Blender 2.8 compatible format.


texts: Export rigid (non-skinned) animation from Blender for consumption by AssImp

texts:
I am trying to get simple animations to work, exporting from Blender and importing into my application.

My first attempt was as follows:

Open Blender at factory settings.
Select the default cube and insert a location keyframe.
Select another frame and move the cube.
Insert a second location keyframe.
Export to Collada.

When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly.

On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender.

Assimp now lists one animation but both key frames have the position [0, 0, 0]

Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp?

My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..


texts:
I am working on a popcorn container and was wondering if there is a way to adjust the width quickly when it is a gradual change? You could select each edge loop one by one and scale it to the needed width but is there a faster way when you have a lot of varying widths to adjust?

Is there a way to constrain the bottom edge loop and scale based on a curve graph where the top could be the most scaled and the bottom the least? Like this control graph?

For example, I'd like to adjust the width of this object to the green line.


texts: IK-constrained bones change position in the pose mode

texts:
I was following a tutorial on rigging and everything went fine until I tried to parent my mesh to the rig, only to discover that when I switch from edit/object to pose mode (before skinning the mesh), two lower leg bones change the original position. It looks like they are being pulled by the IK.

This causes deformation when I skin the model and I'm sure it will cause problems when animating. I kinda found a solution where I had to rotate these two bones in the pose mode (although the mirror poses wouldn't paste for some reason from one side to the other), but I am not satisfied with it and I'd like to know whether anyone has an answer for this.

Why did it happen? Is there any way to deal with it? Below you can find a couple of images that show the problem and here is a link to my .blend file.


texts: How can I apply multiple decals effectively?

texts:
I'm trying to find an effective way to deal with multiple decals on a base image texture.
If I keep the decals a separate mesh from the base mesh, I can position and rotate them freely, and add as many as I want, but cannot get the decal to respect the alpha channel of the base. If instead I add the decal as a set of nodes in the base material, the color of the decal is clipped in the way I want, but adding more seems like a huge amount of work connecting nodes, and doesn't give me the luxury of moving the decals around in the scene as I see fit, and makes it difficult to reuse the results without copying and pasting nodes onto every material in the scene. If I wanted to add, say, 30 decals to a mesh,  there's no way I'd be able to keep track of them all in the node editor and wire them up correctly.
Is there some way I can get the best of both worlds? Proper alpha clipping and the flexibility of working with individual meshes instead of a tree with a geometrically increasing number of nodes?
See the screenshots below. I'll try and figure out how to upload these as well if that helps.

Here's the nodes version:
And the mesh version:


texts: How can we 'attach' animation nodes to objects?

texts: I want to find a way to attach the animation-node tree with a collection or an object.  So that when I link/append the collection to other scene, the animation node tree also comes with it and functions.


texts:
I'm working on a project and I want to have a script tell a point light to change intensity at certain times.
What I'm confused about is how to do that in cycles - the sidebar data tab says it uses nodes but I can't find where those output to? When I try light_object.active_material it returns an error saying it doesn't have that attribute. Is there some other way I'm not seeing?
Edit - I was looking in the data.lamps group and I changed to data.objects and now it's not returning an error, but it says there's no active material even though there is?


texts: What is the is the difference between object and data link for while creating materials?

texts:
What is the difference between the two options provided when creating a material while using the blender render engine?

heres an image.


texts: I've been searching and trying a few things for the last couple of hours and I can't figure out why there are yellow spots showing up on the normals when I bake them. Originally the wings had the same issue and the normals had to be flipped, but that doesn't seem to be working for the rest. Any ideas would be appreciated.


texts: Why does the top fade out earlier than the bottom in this scene?

texts: See, in the scene, the top of the flag ends and becomes transparent at a different point then the bottom.  I want the end to be straight, not slanted like I have now.


texts: How to create our own procedural texture like the default ones in blender

texts: I am not talking about mixing different procedural textures .I want to know the process of making procedural textures from scratch. Thanks in advance


texts: How to access "use_transform" property of Nodes in Nodes editor and set it to "True" via python pie menu script?

texts:
I am creating a pie menu to access my most frequently used nodes in my node editor. I have successfully created pie menu but it doesn't have "use_transform" property set to "True" which enables us to drag and place nodes as soon as they are called.
Nodes called from blender menu and shortcuts assigned to nodes does have "use_transform" property set to "True", but I want to know how to access that property through pie menu.

SAMPLE CODE....

bl_info = {
    "name": "My test Modifiers CTRL SPACE",
    "author": "Vikrant",
    "version": (1),
    "blender": (2, 79, 0),
    "description": "Pie menu for modifiers",
    "category": "User Interface"
}

import bpy
from bpy.types import Menu

# TEST Pie Menu for Node editor

class An_Nodes(Menu):
    # label is displayed at the center of the pie menu.
    bl_idname = "An_Nodes"
    bl_label = "NODES"
    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
#4
        pie.operator("node.add_node", text="Test").type='ShaderNodeValue'
        ##############
        #FORMATS I HAVE TRIED
        ##############
        #pie.operator("node.add_node", text="Test").type='ShaderNodeValue'.use_transform=True
        #pie.operator("node.add_node", text="Test")(.type='ShaderNodeValue'.use_transform=True)
        #pie.operator(("node.add_node", text="Test").type='ShaderNodeValue').use_transform=True
        #pie.operator("node.add_node", text="Test").type='ShaderNodeValue'.use_transform=True
        #############
            #Where & how to place this "use_transform=True" to eneable the node to be moved as soon as it is accessed via pie menu
#6
        pie.operator("node.add_node", text="Test").type='ShaderNodeGamma'

classes = (
    An_Nodes,
    )

addon_keymaps = []

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    wm = bpy.context.window_manager
    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='Node Generic', space_type='NODE_EDITOR', region_type='WINDOW')
        kmi = km.keymap_items.new('wm.call_menu_pie', 'SPACE', 'PRESS', ctrl=True, shift=True)
        kmi.properties.name = "An_Nodes"
        addon_keymaps.append((km, kmi))

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        for km, kmi in addon_keymaps:
            km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()


texts: I'm a beginner in blender and was looking around for learning the basics. I found some videos on youtube (https://www.youtube.com/watch?v=f5Gb1VK98Wc) (the last 10 minutes have what I'm trying to do) and at the end of one a donut is made but the icing is supposed to be wavy on the edge. so when I select the bottom layers and put the setting on random and pull down there are no waves being made. rather the entier layer is stretched down and the top half gets wavy. then when I hide the top half and only use the bottom row of vertices they still just get stretched downwards. any and all help is greatly appreciated!


texts: Keeping group instances visible while hiding originals

texts:
After creating several group instances, I've found that the original objects I used in their creation will show up during a render.

I thought I could fix this by selecting the original objects, going to the Object context, and under Visibility, deselect Show in Renders. However, while this does stop the object from being rendered, it also stops every other grouped object of its kind from being rendered as well.

How can I hide these original objects, while keeping their group instances visible?

Version 2.8


texts: Is it possible to exclude some UV Layers while using Correct Face Attributes? (Blender 2.9)

texts:
In edit mode, there's this cool new option. But once activated, it affects all the UV layers of the object, and this is not a good situation by default.
Is there a way to Bypass the desired UV layers?
This is the new property in Tool Settings (Only in edit mode):


texts: Why does my render output change everytime I click render image?

texts:
I am using Blender v2.83.0 to render a Motion Tracked car with Smoke simulation in Blender and I cannot seem to get my render settings correct.

I am getting a problem where every time I click 'render image' I get one of four options. I either get the full scene rendered correctly, just the car, just the car but it's blacked out or the full scene rendered correctly but the smoke is stretched. Image examples can be seen below:

All my layers are on the same view layer and I would really appreciate any suggestions. My compositing is simply a render layer into composite.

Thanks in advance,
Ethan


texts: How do I make this connection look smooth?

texts: I can't make these connect smoothly even though I have done the same thing multiple times and it has looked smooth. The meshes are connected properly. I have tried moving vertices in the mesh, and modifiers like subdivision surface and smooth but I can't get it to work


texts: How to make the color space gamma instead of linear? (for rendering)

texts: I think by default that Blender uses the linear color space for rendering. How would I make it so that the renderers use gamma instead??


texts: Uploading an object from Blender to UE4 looks different

texts:
so I have created this ak-47 mesh using blender

and when I try to export it to UE4 it looks like this(I exported it as a .fbx file so I don't think this is the problem)

As you can see for some reason the parts that are white in blender works fine but the parts that are grey are not.

when I crated this ak I first built it as a one object and then separated it to 4 different objects so I would be able to add different materials to each part later and I think this might be the problem somehow.

I'm new to blender and this is the first time I try to crate something without a tutorial so this might be a very stupid problem but I couldn't figure it out so thank you for the help :)


texts: I have a plane, subdivided at 10, with sub-D modifier at 2. Smoothing is turned on. When warped as cloth, why can I still see individual polys which are bent from others at less than a 90-degree angle?


texts: Is there a way to combine/flatten multiple edges together that are in a checkerboard pattern?

texts:
I've looked everywhere on this and all i see are the typical instructions on how to merge edges together that are perpendicular to each other (such as two cylinders that need to be merged together on there ends using Bridge). But what i'm referring to is two flat planes in the shape of a triangle comprised of multiple edges (that criss-cross together in a checkerboard pattern) which i need to be laid on top of each other and merged (so that it auto-creates all the vertex points proving they've indeed been merged). Does anyone know what to do to accomplish this or is it not possible in Blender. Maybe a addon somewhere?? Anyway, see attachment. Oh and thanks!

Here's the screenshot


texts: UV unwrap doesn't work / appear in UV Edior

texts:
I am trying to unwrap a rectengula object. Firs, I mark the seams and than unwrap it but it doesn't work particulary, the unwraped mesh does not appear in the UV editor window. It doesn't even show the default unwrap for basic meshes, such as cube.
What am I doing wrong?


texts: I'm following this beginners course but and we should make the reference image transparent, but it doesn't do anything for me. Why is this happening?


texts: Is there a list of all nodes in blender?

texts: How do I get started working with nodes and is there a complete list of nodes so I can view them?


texts:
I am in shader editor(blender ver. 2.92) and I simply can not connect nodes between each other. These lines, which should connect those little dots in nodes do not appear and I do not know what to do. I've searched how to deal with this problem for a week and still...Maybe somebody here knows how can I fix that?
I just need to connect these yellow Color dots and I ve tried all sorts of combinations, which I ve found on the forum such as: ctrl+shift+leftclick and ctrl+t.
File below


texts:
How can I remove the ridge created by the edge of the T-shirt?

I'm using the mesh in an acoustic simulator, and a distinct ridge is sure to create some unnecessary echo artefacts.

Is there any better alternative than simply decimating the mesh?


texts: Blender 2.8 - AWS EC2 command line EEVEE render

texts:
I have been trying to get this to work for a couple days now. I have an EC2 P2 instance with NVIDIA CUDA configured by default, its a Deep learning Ubuntu AMI. This OS does not have a GUI so everything is via terminal.

I downloaded Blender's 2.8 TAR file for Linux and set it up on the EC2 instance. And ran the following command from the directory where the TAR file is extracted:

 ./blender -b -noaudio /home/ubuntu/file.blend --render-output . --engine BLENDER_EEVEE --render-format PNG --verbose 4

All I see in the output is this:

Blender 2.80 (sub 75) (hash f6cb5f54494e built 2019-07-29 17:17:04)
found bundled python: /mnt/blender/blender-2.80-linux-glibc217-
x86_64/2.80/python
Read blend: /home/ubuntu/file.blend

Blender quit

Don't know why its quitting but I am unable to debug this any further. Any help would be appreciated.

UPDATE:
As per @rjg's recommendation, ran the following command:

./blender -b -noaudio /home/ubuntu/file.blend --render-output . --engine BLENDER_EEVEE --render-format PNG -f 1 --verbose 4

Got the following error:

Blender 2.80 (sub 75) (hash f6cb5f54494e built 2019-07-29 17:17:04)
found bundled python: /home/ubuntu/blender/blender-2.80-linux-glibc217-
x86_64/2.80/python
Read blend: /home/ubuntu/file.blend
Unable to open a display
Aborted (core dumped)


texts: Why Blender and git seems like working so well together?

texts:
Blender and git seems like working exceptionally well together!

I took some tests with hundred of megabyte files and versioned these several times.. the result was a git folder of just a couple of MB... and sometime even lighter then before committing!

from test to test I run a git gc for the garbage collection...

I also took some tests on merging and apparently It handles (for simple tasks like materials modification and new objects creation/deletation) the thing pretty well!

so my question is...

how's that git works so well with Blender? Is something in the code? It's because of python... anything else? =]

tested with git 2.17.0-1 and blender 2.79.b-5


texts: Getting x,y,z coordinates of objects in blender API FOR MULTIPLE OBJECTS

texts:
I am trying to calculate the cooordinates of the center of a group of objects using this code:
obj = bpy.context.active_object
vcos = [ obj.matrix_world * v.co for v in obj.data.vertices ]
findCenter = lambda l: ( max(l) + min(l) ) / 2
x,y,z  = [ [ v[i] for v in vcos ] for i in range(3) ]
center = [ findCenter(axis) for axis in [x,y,z] ]

The problem is that "bpy.context.active_object" returns only the (bpy_struct, Object) of one OBJECT only (the first to render) and does not consider the other objects. As a result the obtained X,Y,Z coordinates are only correct for one object and not all of them.
Any solution?
Amir


texts: How can I combine two materials in Cycles?

texts:
I was wondering if it is possible, using Cycles, to combine two materials.

For example, I have wood cubes which have a procedural wood material from Blendswap, but each of them needs a texture on it (a letter).

Actually, I duplicate my "wood" material and plug my texture on it.
So I have 3 materials (wood-A, wood-B, wood-C) while the "wood" part of the material is always the same, only the texture is changing.

Is there any way to make this easier to handle ?
Like combining a "wood" material (identical for the three cubes) with a different texture for each of them ?


texts: Is it possible to recover deleted files in the file browser?

texts:
I just spent a month rendering an animation, and in the process of importing all the images into the sequencer, I accidentally deleted all of them.

Oops.

I still have Blender open; is it possible to recover them? Were they moved to a temporary directory somewhere to be deleted later? Despite being several gigabytes of data, the images disappeared instantly, leading me to believe that they're not truly deleted, just moved.


texts:
I was doing this tutorial. I think the UV unwrapping in the tutorial is not done well. I think the UV map should look like this

But these top and bottom views show that I have done something wrong. Either in my UV unwrapping or in my node map.

The top view shows much more "rust" than the bottom view. This is why I think I have done something wrong with this "rust" image texture.

Here is my node map

How to make a realistic rusty chain link ? What should I do better ?


texts: collision sensor only detect collision first time only

texts:
I have a cube and a plane (cube is rigid body and plane is static).
Add collision sensor to plane and attach python script [print ("positive")].
So it print positive when pluse is positive.
Now I found that it send positive pluse only onces after game start. (it even did not detect collision with other object)
So.
How to use collision sensor to detect collision with all object.


texts: Models for 3D printing are sliced wrong, can't figure out optimal thickness

texts:
I have a 3D printer with 0.3mm and 0.8mm nozzles, and I am trying to figure out the optimal line widths for extruding some line art.

Workflow

I create the vector graphics in Illustrator, expand strokes and group everything as a Compound Path: Slice-test.svg
In Blender I import the SVG, go to Properties panel > Curves, extrude to approx. 2mm height, then convert to mesh: Slice-test.stl
I take the exported STL and slice it with Slic3r, 0.3mm nozzle diameter: Slice-test.gcode

Results

The first layer comes out wrong:

What's going on here. Is there something wrong with the model? I'm trying to figure out the best thickness and angle sharpness so that I can produce a bunch of extruded line art for making molds. I'm trying to avoid interrupted perimeters and fingernail-looking things at corners:

Also my workflow seems kinda slow for such a basic task. As a noob to Blender and total noob to Python scripting where can I learn about automating the part with the SVG import > Constant thickness extrude > Mesh > STL, so I can focus on the line art?


texts: Can normals be forced to point outward at each vertex/face?

texts:
I have been working on a model in Blender that is made up of several smaller sub-pieces. Having finished, I exported to Unity and not all of the sub pieces showed up. After having done some research I realized it was because of the normals facing the wrong direction. I then recalculated the normals for some of the surfaces that were not showing up, but this resulted in a potentially worse problem. I now have sub-pieces that have some vertices with outward facing normals and some with inward facing normals. As a result, flipping the normals for each sub-piece is useless, because either way not all of the surface is rendered when exported. So far the only solution I can think of is to manually flip the normals of each vertex across the whole model until they're all facing outward, but this would likely take me longer than it took to model the whole thing. I'm wondering if there is a way to force the normals all to face outward, rather than just flipping or recalculating them.

Okay, so I made up a little example of what I'm talking about:

Say this grid here is a sub piece of my model. There are no smaller selectable parts, unless I go into edit mode and start selecting individual faces or vertices. In my particular case, when I select the entire piece in edit mode and recalculate the normals, I end up with something like this:

The normals of some faces are facing inward and some outward. Thus, if I turn on backface culling I get this:

But as you can see, if I were to select the whole thing and flip the normals, I would get something just as problematic:

Thus it seems to me like the only thing I can do is go and select all the areas of each piece that have normals facing the wrong way and flip them. There are hundreds of pieces, so that's likely to take forever. What I'm wondering is whether there is a way I can tell Blender to make all the normals point the same direction (outward), because flipping and recalculating both don't work.

My Solution:
After some more research and attempts to fix the problem, it seemed like the only method that would reliably work was to fix everything manually. So it took about 12 hours, but I just went around to every single part of the model, selected the faces that had normals facing the wrong way and flipped them. I guess the thing to do is just not get yourself into this situation to begin with.


texts: Best approach of joining a horizontal and vertical pipe together where one is curved?

texts:
So far my only progress has been to do Face > IntersectBoolean (union). The intersections at these bending corners do not merge very well and after searching I haven't made any progress. Is there a better/effective way to clean up the jagged corners?

I have meshMachin3 and machin3tools installed if that helps (I still don't quite understand how to use them).

Thank you in advance.


texts:
this is the initial mesh

but the problem is that the ring i added creates this undesired effet

i found a solution that is leaving the mesh separated

the only other solution I can think of would require increasing the number of rings, but i'm trying to keep it lowpoly. What are your thoughts on this solution i've found? could it cause some problem later down the line?


texts:
I'm trying to make a realistic rendition of the head of this character using a smoke simulation.

However I'm having a hard time getting the smoke to billow outwards from the face; it seems to only flow in a straight column whether using temperature difference or any of the wind settings. Should I crank up the strength of the turbulence field, or do you have some other ideas of how I might achieve this, another sort of force field maybe?

Here's my setup as it stands now:

Thanks for your help.


texts: Can someone share a link on "how to map just 1 side of a box" and not UV map the entire box?

texts:
Can someone share a link on "how to map just 1 side/panel of a box" and not UV map the entire box?

It's a bit specific and can't find any videos on YouTube.

Thanks so much!
SJ


texts: Adding nodes/shaders to grease pencil materials

texts:
I wanted to change the default shader of a grease pencil material: https://docs.blender.org/manual/en/latest/grease_pencil/materials/grease_pencil_shader.html
The docs above do note that:

The shader is not yet a BSDF capable shader and can only be setting up on the Material Properties panel (it is not a shader node).

In the shader editor we can select the grease pencil materials, but the node that appears (a Principal BSDF) does not match anything we see on screen. This confirms the note from the docs.

I was wondering whether there is some workaround, maybe without the full-fledged capabilities of nodes?

The default grease pencil material is certainly affected by light sources, so why can one not change how this lighting is produced with nodes? Is it because of how the grease pencil is implemented (for instance, it is not a mesh, I think)? In Refract grease pencil object? it is noted that grease pencil is not integrated with EEVEE (as of 2.8). But lighting does affect the grease pencil as of 2.91 (and probably earlier). Is the integration just partial now, or am I misunderstanding what it means to be integrated?


texts: How can I remove artifacts from a flat surface after using a boolean modifier?

texts:
I tried to model a simple keypad, I got this model after using a boolean modifier on an array of cylinders and a cube:

The face of the cube had way too much edges and as suggested here Cutting hole into a face with a line loop? I used limited dissolve and got this:

What would be a good way not to get the rendering artifacts on the plane?

EDIT:

The face normals look like that:


texts: how to copy and rotate already animated objects

texts: I'm working on a circulair symetric design that has to be annimated (think gears in gears). Now I have animated one of the parts and would like to copy and paste the animation into the other parts. Is there an easy way to take an already animated part copy and paste it without having to redo the keyframes (I'm working in 6 fold symetry so that is 32 parts).


texts: How to set the Origin to the center of an Array?

texts:
This sounds simple, but apparently it is not:
I want to rotate the resulting array by its center (without having to set the origin manually).
That's the original object:

And that's the resulting array:

How to set the origin to the center of this array?


texts: How to remove overlapping geometry in a complex object?

texts: I have this house consisting of many different overlapping meshes. So is there any simple way how to remove overlapping faces? I've tried booltool but it simply doesn't work properly with that many meshes


texts:
I'm attempting to write my first add on. It cycles through all the objects in the scene and applies all the modifiers each object has.

I've set up the panels correctly so when I press a button it calls the following method:

def applyAllModifiers():
    context = bpy.context
    scene = context.scene
    settings = 'PREVIEW'
    apply_modifiers = True
    bpy.ops.object.mode_set(mode='OBJECT')

    for ob in bpy.context.selected_objects:
        print ("Applying modifiers on object " + ob.name)
        bpy.context.scene.objects.active = bpy.data.objects[ob.name]
        numModifiers = len(ob.modifiers)
        if numModifiers != 0:

            # Get all the info we need from the object
            objName = ob.name
            objLocation = ob.location
            objRotation = ob.rotation_euler
            objScale = ob.scale
            mesh = ob.to_mesh(scene, apply_modifiers, settings)

            # Delete the current object
            scene.objects.unlink(ob)
            bpy.data.objects.remove(ob)

            # Create a new object with all modifers applied
            new_object = bpy.data.objects.new(objName, mesh)
            scene.objects.link(new_object)
            new_object.location = objLocation
            new_object.rotation_euler = objRotation
            new_object.scale = objScale
            new_object.select = False
            print ("   applied {} modifiers".format(numModifiers))

        else:
            ob.select = False
            print ("   object has no modifiers")

    bpy.ops.object.select_all(action='SELECT')

It works if I have a single object selected, but if I have multiple objects selected it will randomly move some objects to (0,0,0). I can't seem to get any consistent behavior when I have more than 1 object selected. I'm not really sure this is even the best approach to what I'm trying to do.

Any help would be appreciated. Thanks!


texts: How to change number of vertices for cylinder after created it?

texts:
I've created a cylinder object which is fine at first. But as modeling goes by I've decided to change some properties,like number of vertices, of the cylinder just to see it in real-time. But cannot find the solution.
Search the internet only come up as using "Adjust Last operation". I know I can just add new one. But for the sake of knowledge and future work flow.
Thanks in advance.


texts: How to create a list containing lists of bm.verts based on their deform layer (vertex group)?

texts:
I have been struggling with trying to find a way to do this. It's related to my previous efforts here:
How to get list of bm.verts that belong to a deform layer?
When I do this

for vert in bm.verts:
        dvert = vert[layer_deform]

I get a dictionary of deform layer numbers (keys) and weights (values) per bm.vert. What I'd like to achieve is a list containing lists of verts, based on their deform layer (vertex group) number. So it should look something like this:

vertex_lists = [[<BMVert(0x000002A7818090B0), index=12>, <BMVert(0x000002A7818090E8), index=13>], [<BMVert(0x000002A7818090B0), index=15>, <BMVert(0x000002A7818090E8), index=20>], [<BMVert(0x000002A7818090B0), index=44>, <BMVert(0x000002A7818090E8), index=24>]]

I'd like to achieve this in order to automate further bmesh.ops. I am guessing I need to find a way to iterate over bm.verts and append them to a list based on their layer deform key (vertex group number). How do I group the verts into separate lists based on their respective layer_deform numbers?


texts:
I usually used Ctrl+T for my Texture Setup, but it doesn't work.
I enabled my node-wrangler-add-on, but nothing changed.

I already googled for a whole while but didn't find anything helpful.


texts: Update a custom data field created with an addon

texts:
I have an addon which shows a panel for objects with a custom data field.
    bpy.types.Object.AS_placeholder_properties = bpy.props.PointerProperty(
        type=AS_placeholder_properties,
        poll=lambda self, object: self['AS_placeholder'],
    )

I have an operator which creates the object and adds the AS_placeholder field, but I want to change the name of the field.
The issue is that there are already some files that have the old name, so if I update my addon with the new name for the custom data field, the old files will stop working.
Is there any way to update the files when load? I am thinking on adding some "migration" code in my addon which, when a file is loaded, iterates on all the objects, checks if it has the old name and update it, but I have no idea how to do something when the files is loaded.


texts: Proportional editing not effecting some faces

texts:
I have a flat watchband that I want to curve.

I have selected a few vertices on the further end, activated proportional edit and moved these vertices. The majority of the band then flexes as expected but there are some faces that are acting very strangely and it seems they aren't really affected by the proportional edit as desired.

See red arrows in the attached images pointing to these areas.

I then tried achieving the bend using the simple deform modifier and it also resulted in a strange outer surface while the inner surface of the band is more or less correct.

The below image is what happends when i bend it a full 360 degrees.


texts:
I am very new to blender and im trying to make a player model for gmod. but the thing is that inside the head theres weight paint. which i cant reach.
So im wondering if theres a way to remove ALL weight paint on a specific bone. I have tried to find a tool for that but it just destroys everything.

Thank you.


texts: How can I copy or duplicate several objects in one step?

texts:
I am building a tenement. After I have built one course of bricks I want to duplicate them to form an adjacent course, but with a negative scale, in the X axis.
When a story has been completed I want to duplicate this collection of courses and bricks, to create several stories.

I thought that parenting the first course of bricks to an empty would let me do this but it doesn’t.

How can I do it?


texts: Unable to relink materials as Blender doesn't see them as missing!

texts:
Hi i'm struggling to relink a lost materials in Blender after doing a Save As in another location, whereby losing my references. I originally had linked to the materials and i'm stuck. I cannot remember the folder structure to recreate the path and validate the materials. Another problem is in the Outliner Blender doesn't register them as missing so i am unable to relink them. I have around 200 objects that i need to link to the correct materials.
I have now relinbked manually, but have another 3 blend files (for various LODs - i dont want to put them into the same collection as it spoils the filenames, appending a .001 etc to the end) and was hoping there is a quicker way to reference them, as all objects have the same names across blend files AND are all using the same materials.
So far i haven't found a simple way of selecting multiple objects in the Outliner and applying a material to them in one hit. Any ideas? I'm all ears!
Thanks in advanced.
PS. once i get them linked i will always be sure to make paths relative and pack all into .blend file!


texts: How do I update (resize) a CollectionProperty when an item is to be expanded?

texts:
I'm defining a directory tree using a template_list...
(Looks similar to a Windows7 directory tree)

Everything works properly, showing the drives and initial expanded folders as expected...

But when I click one of the arrows (BoolProperty), nothing happens to the list...

Currently I'm using a simple code which clears and rebuilds the collection when an arrow is clicked,

The process calls an update function supplied to the BoolProperty on registration.
When the function is invoked, it clears the collection property and does a recursive scan of the expanded folders using os.listdir().
If os.path.isdir() returns valid, a folder (PropertyGroup) is added and set.
(If the directory is listed in the expanded directories, it's marked expanded and recursed)

def recurse(directory,level=0):
    global folders
    for entry in os.listdir(directory):
        fullpath=( '%s%s' if directory[-1]=='/' else '%s/%s' )%(directory,entry)
        if os.path.isdir(fullpath):
            folder=folders.add()
            folder.path=fullpath
            folder.name=entry
            folder.level=level
            if fullpath in expanded_directories:
                recurse(fullpath,level+1)
                folder.expand=True

def expand_toggle(folder,context):
    global toggle,expanded_directories
    # NOTE: folder.expand is set before getting here
    if toggle: # this should ONLY be True when folder.expand is clicked (not set)
        toggle=False # don't update when setting `folder.expand`

        if folder.expand: expanded_directories.append( folder.path )
        elif folder.path in expanded_directories: expanded_directories.remove( folder.path )

        # NOTE: the initial invoke of the dialog class does the same thing as here (no recursion).

        folders.clear()  # why doesn't this clear the UI?

        for drive in drives:
            folder=folders.add()
            folder.path=drive
            folder.name=drive.split('/')[-1] or '/'
            folder.level=0 # drives are the roots
            if drive in expanded_directories:
                recurse(drive,1)
                folder.expand=True # this would call this function (recursion depth error)

        toggle=True

If the BoolProperty is toggled True, the current path  (StringProperty) is appended to the expanded directories.
If toggled False and the path is appended, it's removed.

But the links to the folders (PropertyGroup items) are lost when .add() is called to update the CollectionProperty...

Meaning the added folder is not part of the group .add() was called from.
Instead it gets added to context.scene directly, which is useless...

Nothing changes in the UI.

How can I achieve the expected behaviour?

EDIT: if I re-open the dialog  (without clearing the expanded folders (python list)), you can then see the changes.


texts: How to increase number of visible hairs in particle edit mode?

texts:
I've made some hair using 'Quick Fur' effect. I've also changed how they look (individual hairs are much wider now, because of the look I was trying to achieve) and I've reduced the number of hair, because it didn't look good with too high number anymore.

The problem is, while it looks fine in render or object mode, when I enter particle edit I can only see a couple of them. Like two orders of magnitude less. It makes it very difficult to work in this mode - since I can barely see effects before switching back to object mode or rendering.

Is hair in particle edit in some low preview (how to change it?) Or am I missing something (since I'm a almost complete newb)?


texts:
Here is the model: https://p3d.in/g7qa3

Problem: there is a vertex color applied to the middle ship's mesh. It came after I added the first material (the windows texture/material).

More information:
- I am using Cycles Render and UV mapping is done there;
- Ship is black, because the first material texture I added has black and white contents;
- When I first load a material, it seems to color the mesh in a random hue from its own color content;
- I have not used anything else (like vertex painting and such), all color diffusions are set to white as default;

How do I remove this nasty vertex coloring, while keeping my UV map and materials intact?

P.S. here is the file:


texts: Objects in preview window do not show in the final render

texts:
I made a little tea cup. When i switch it to the rendered mode, it looks like this:

But, when I render it, there are elements that are missing:

What's wrong with what I have done? Please help me.

Thanks


texts: Deformation of the grid with the falloff

texts:
I am trying to model a deformation of a grid with interpollation in the Animation Node, but as you can see I didn't can to use FALLOFF for to get a grid according with 1/r². Can someone help me? is it possible to use an configuration(Falloff) in AN to deform the grid according to the equation (-1/r²)?

Equation [-1/(x²+y²)]
[]2


texts: De-noise pre-rendered image starting from frame 0

texts: So, I have some pre-rendered 3840x2160 images from another program called Source Filmmaker, and I want to de-noise them using Blender. SFM exports images starting with frame number 000000, regardless of how many digits the last frame has. In this case I want to de-noise from frame #000000 to frame #015983. I was able to do this using the de-noise node in Blender 2.81, which worked successfully with SFM's noise samples. However, it seems Blender starts at frame 1 by default, so how can I be sure that Blender starts at frame 0 and the frame numbers match?


texts: What's the algorithm used in 'tris to quads' (Alt+J)?

texts: Does anyone know the algorithm used in 'tris to quads' function in Blender or the script containing this function? Thanks!


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

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

In final render mode it takes about 40 seconds

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

But in preview mode it still renders for 2 mins

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


texts:
I'm new to Blender following a tutorial by Josh Gambrell, I have created a main object ("Cube"), using a cube but remove the upside vertices and left plane like object, then solidify.
I then try to make a cut using 'Cube.006' with  Ctrl  + Numpad minus (-)  of booltool, but this seem not to work. I have done some cut before with this method (I create collection cutter),and it works.
Not sure what caused this.


texts: How to get UV stretching (angle or area colors) with Python without looking at viewport?

texts:
I know how to view the UV stretching by angle or area in the viewport. However, I want to write a script by which I can determine if a UV island results in a red, yellow or green stretch to correct it automatically. Any ideas on how these values can be obtained?

Blender documentation of "show_stretch" function in "SpaceUVEditor(bpy_struct)" says that this function "draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)" here. Is there any way I can make this function to return something for determining stretching colors?

Alternatively, can someone suggest any other good/better way to check UV stretching using python?


texts: I have a base color, normal and an "exp" texture map for a CSGO model. It is kind of a weird red texture and I have no idea how to correctly set it up. Thanks.


texts:
I want to animate two spheres colliding that end up as one ying yang symbol.

The perfect solution in my eyes would be a way to reverse engineer it: deform a sphere (fig. A) with modifiers to a half piece of the symbol (fig. B).
How to deform/morph a sphere to a half-sphere smootly and suitable for animation?
I tried at first with the Boolean tool, but this is just way too glitchy. I tried Cloth and Softbody simulation too, but this costs too much time. I got the feeling a range of modifiers such as simple deform and displacement could work perfectly. Any clever ideas?
Update 30 min later: I tried procedural modelling with modifiers to it, but it's clearly not so round as I want it to be. Plus there is a weird glitch. See blend file below.


texts: Why Doesn't the Viewport Optix Denoiser Doesn't Work in 2.9?

texts:
I have the latest version of 2.9, a gtx 1060, and 16gb of ram. When I go into "denoising" and check "viewport" with "fastest (optix)" selected it'll take around 7 minutes to load the render kernels. Once it's done the viewport render freezes and gives me this error message that says.
OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes)(device_optix.cpp850)

I have no idea what it means and I'm mainly posting this just to see if anyone else have this problem, I don't really expect a fix for it. I've reinstalled blender, factory reset it, and updated my gpu driver to no success. Thanks for taking time to read.


texts:
I was playing around with the sapling tree gen add-on in blender 2.8 when I noticed that the render was obscured by this large fog-like object. This is happening both with eevee and cycles. I did not create any geometry beyond a cube for background, the leaves and a second tree trunk because for some reason, I lost the trunk after baking animation.
For full disclosure, I was playing with 2.8 while rendering and animation with cycles on another instance of 2.9 on my computer (i.e. I was running two versions of blender at the same time).
Screen grabs follow:

Thanks for offering help. I checked all the stuff and didn’t find anything connected to the volume in the output nodes of any of the shaders.
As suggested, here’s the source file.

Blend file


texts:
How to bend (or add any other deforming modifiers to) a group of objects as at one solid object? Just for example this car animation (URL attached). It is good to keep wheels and lights, interior, and the body of the car as separate objects, but at the same time, they are deforming as one object. Any suggestions?

Click here, to open animation of the example


texts: Transfering (adding) bone weight from one bone to another

texts:
I want to port a character from game Cyberpunk 2077 into Garry's Mod (Source engine). Model came in FBX format and I managed to export it as smd (which is needed for Source engine), and upscaled it to be the same size as other models.
Now it's time to reduce bone count. Smd allows up to 128 bones only and model comes with roughly 480 bones. I'll have to remove about 360 of them to keep the limits. It has a lot of bones, e.g. for clothes, hair, or even separate muscles that are totally useless for me. However after deleting some of them I've got unassigned vertices. And here's my question. Is there any option to add weights of one bone to another bone? I don't want to replace weights, just add them. https://i.imgur.com/ACk6O0o.png The green circle shows the bone I must keep, named RightLeg, and red circles indicate unecessary bones I want to remove. And after removing: https://i.imgur.com/v6FAQKD.png, the red circle shows unassigned vertices. I can paint everything myself, but this will take ages and result might be poor. If anyone can help I will appreciate anything.


texts:
So I have a cylinder (Or any curved shape) and I want to wrap the door to it.
I can give the door more depth and move it close to the cylinder but the edges won't be equal from all sides, and I want them to be equal.
So any idea how can I wrap it around the cylinder?


texts: The problem that I am having, is that when I try and render my scene, everything turns out completely black. I press render, then it takes about 1 minute 30 seconds before it actually starts rendering, then it quickly renders a black screen. I have looked through many other posts about this, but none of the solutions are working for me. I'm a beginner, so I'm sure I am just missing something obvious, but help would be appreciated. Thank you.


texts: How do I radial gradient shade an open object?

texts:
Not a plane or a sphere.
Like the attached blend file.
Either, for example, white at both ends, black in the middle or black at both ends, white in the middle.
A gradual gradient from one to the other side, linear from left to right, up, down, doesn't matter, or from the outside of the object in, or the inside of the object out. Saving it as an image wouldn't accomplish the same objective.
When I try, Radial doesn't seem to do it.  Neither does quadratic sphere. Nor gradient texture.
Most of what I've seen applies to closed objects like spheres, or flat, or flat surfaces, like planes.


texts: How do you set the default font for a new text object?

texts: Whenever I add a text object it always defaults to Bfont. How do I change that? I have not seen any settings in the user preferences. (However there is a setting to change the UI font.)


texts:
I'd like to create a sphere using a cube as a starting point. The way I'd normally go about that is to add a couple of subsurf modifiers and then apply them, however, this does not give a perfect sphere.

I recall seeing somewhere that somebody used a command after this process to make the rounded cube perfectly spherical, unfortunately I do not remember what this is.

Could somebody please inform me how to create this spherical shape in Blender using this basic technique?


texts:
My goal is to create a gradient in a circular manner (one color in the center of the circle, the other at the edge with a transition in between).

I attempted to apply the lessons from this post, but can't get it to work.

Any suggestions would be much appreciated.


texts:
I would like to use Blender 2.78c (64bit, from zip file) to perform rendering tasks on my IIS7 server running at a Win7 machine. The server uses ASP.NET and C# to create a new process which starts Blender in the command line and renders a predefined scene. Basically the process calls

C:\path-to-blender\blender.exe -b -noaudio file-with-a-python-script-to-render.blend -- some_input_arguments

Everything works fine while I am locally in the Debug mode using Visual Studio's internal IIS Express. I get nice renderings, no errors and no problems. However, once published and executed from the IIS the Blender fails to start. It crashes with the following stderr:

  Fatal Python error: Py_Initialize: can't initialize sys standard streams OSError: [WinError 6] The handle is invalid Current thread 0x00002f78 (most recent call first):

It seems there is a problem initializing Python for Blender. Blender folder and its python subfolder are owned by the user account of the web worker, so that should be no problem. I am not sure if this is the right place to ask, but all my search on this topic failed yet. I only found this https://stackoverflow.com/questions/38725037/deploy-blender-to-azure-app which does not provide a good answer. I hope someone can help ...


texts: What value should I increase to reduce noise for subsurface scattering, volume scatter, etc.?

texts:
I'm on an AMD machine, so GPU rendering is off the table, but I don't mind a lengthy render as long as the end result is good.
So far I've tried:

Rendering at 5000 samples

Various indirect/direct clamp values

Increasing volume sampling max steps

increasing volume bounces (in light paths)
And in all likelihood, a few things I've forgotten.

This render took 40 minutes with tons of settings cranked up, but still has a lot of visible noise despite being fairly small:

I'm using a volume scatter shader to add fog, one transparent plane using a procedural texture for the smoke.
It's worth noting that while I do not have a high-end machine, I also don't have a particularly horrible one either.


texts: The armature does not move with the mesh

texts: Hy I am making a video game character and I'm on the animation part, specifically rigging. I am sure I did everything necessary and looked at similar questions to. As the title says the mesh does not move with the bones. Sorry, I'm used to 2D, but I REALLY want to get into 3D and know everything necessary to start except for rigging of course. The rigging part is hard and I don't know why.


texts: Cannot set vertex group to active with python while in background mode?

texts:
I was trying to run blender in the background and run the python file to select a group and change it's size

here is the shell command I ran:

blender -b filename.blend -P pythonname.py

And inside pythonname.py I have this:

bpy.ops.object.vertex_group_set_active(group='Group')
bpy.ops.object.vertex_group_select()
bpy.ops.transform.resize(value=(float(val1),float(val2),float(val3)))
bpy.ops.export_mesh.stl(filepath="/var/www/html/kiosk/stlv1.0/cylinder_savedcopy.stl")
bpy.ops.wm.quit_blender()

I was stopped at the active part.


texts:
Im trying to extrude points outwards like in this video at 24:50 https://www.youtube.com/watch?v=YbsYDOiph7U

This is what is happening.


texts:
I have a video where I deleted the animation part and I only have the sound.

When I try to save the file it saves as .blend, how can I save it as an mp3 file. I have already set the start up file to save as mp3.


texts: For some reason, when I go to 'Texture paint' and paint my model, it doesn't keep those changes when I get back to the normal object stuff, and I didn't observe much, but sometimes it even doesn't save my painted texture so I have to start all over again, anyone please help?


texts:
I am getting this error message when I generate my rig:
Generation has thrown an exception: 'bpy_prop_collection[key]: key "ORG-teeth.T" not found'
Can someone tell me what this means and what possible solutions may be?
Thank you.


texts:
I am trying to store the grid scale, but keep getting an error for being in the text editor view.

I have tried

bpy.context.area.type = "VIEW_3D"
print(bpy.context.space_data.grid_scale)

but am getting an attribute error for "SpaceTextEditor" not having a "grid_scale". However, the space does change to the 3d view, so the first line is going through.

Any help is appreciated.


texts: Transparent Background for green screen clip

texts: I want to insert a clip (as an image plane) in my 3d environment. How can I make the green screen background transparent and save the clip with the transparent background. I want to use this clip in 3D environment.


texts: How to implement Quadratic Bezier curve SDF using Blender's node

texts:
Hi There Blender Peeps and Lovers... I need some help.
I tried to draw Quadratic Bezier curve SDF using Blender's node editor. In order to complete this challenge, I referred to the code from Inigo Quilez, and tried to implement it in Blender with nodes, but as you can see, Although the final effect showed some rudiments of curves(The red dot is the control point), it failed overall.

I have checked the nodes several times and confirmed that the failure should not be caused by the connection error of the node. Finally, I compared the output of each line of code in the shader of Godot one by one, and found that the problem may be the square root operation, negative values in Blender The square root result is 0, but Godot is not. It seems that Godot's shader can perform operations on complex numbers, but I'm not sure.
Besides, I don't understand the mathematical principles of Quadratic Bezier curve SDF, but I don’t want to give up. Is it possible to calculate complex numbers using Blender shader or is there another way to implement Quadratic Bezier curve SDF?
And here is my .blend file.


texts: Is it possible to edit the selected text via Python in the text editor?

texts:
I would like to create some tools for the text editor, for example, I would like to create at this moment a small operator that taking the selected text, transforms it into all lowercase or all uppercase text, in short, a simple thing like
txt = txt.upper()
txt = txt.lower()

I would have many tools to create for convenience, but I am not familiar with how to interact with this workspace


texts: I am following the blender tutorial on YouTube where he creates an anvil. In part one he extruded a cube up than did a loop cut and scaled it in. When I extrude my axis moves up with the extrusion and when I go to scale it it pivots from a corner rather than the center of the model. How to I get my axis point with the green, blue, and red arrows to stay at the bottom where I started the plane? Also how do I scale from the center rather than from a corner, I am just getting started on blender,  and I am used to solid works, so any help would be greatly appreciated! Thanks.


texts:
I'm really new to blender but I did a lot of research and testing, but my render times are just bad.
Or rather my rendertimes in a specific file that I created (my first project).
For the scene I need about 1:30h to render. I render on CPU (Ryzen 9 5900x), because my CPU is faster than my GPU (GTX1060 6GB) (and yes I know, GPU render would be better and yes my GPU is a bottleneck, but RTX 3080 is sold out).
I tested the BMW file/ benchmark and have a render time (CPU) of about 1min with adaptive sampling on.
Can somebody with more knowledge than me please check out my blender file and tell me what I did wrong?
I already played around with specific render settings (samples, denoise, tilesize, bounces)
Maybe a simple setting is wrong that I just overlooked, because the scene isn't really that complexe (just a single shelf in a room).
To note: I would like to render this image in 4k, so that's intended.
Thank you for your help.


texts: Which animation method to use in blender for later use in Unity?

texts:
I'm trying to understand which animations on blender will be able to be animated in unity.

I have tried animating a net in such a way that when the ball hits it I will activate the animation to look realistic- I built a net, added a lattice modifier and animated with this lattice, but then I saw the posts about Unity not able to run them.

So figured I'll try Cloth animations but then I saw posts says Unity wont accept those animations also.

So, beside manually moving each individual vertex on my net, how can I animate that?


texts:
I have the following workflow in Blender:

Edit object in .blend format
Save .blend
Set axis options in OBJ exporter
Enable normals export in OBJ exporter
Enable "triangulate" in OBJ exporter
Export .obj (and .mtl) using OBJ exporter
Copy .obj from wherever it got saved to $someDir/mesh/
Copy .mtl from whetever it got saved to $someDir/material/

This is getting pretty tedious, so I'd like to write a Blender script so that when I press save, all of the above steps happen automatically. I couldn't figure out how to attach a script action to the "save" button. Is this possible?

(Note: I want to keep the native .blend file too)


texts: Chopping excess bits off an imported stl :)

texts:
quite a beginner to blender, have rendered a rough 3d model of a battery compartment for a '78 Triumph Bonneville and imported it, but it's got lots of bits I need to slice off and delete. Then I'll need to quarter it for printing. Dont understand how to chop stuff with Blender, please help guys! :)
The images shown are from the app where the stl was constructed


texts: material error exporting model as .3ds used in opengl

texts:
edit: I'm going to leave my original question in tact below this edit, but I can summarise now that the problem is losing datat when re-exporting a 3ds, I'm missing a whole material amongst other things. Does blender have a known export error?

I can take a 3ds model someone else has supplied me and it will load into opengl and opengl es with no problem. If I load that 3ds into blender and export as .3ds without changing anything I will get a material error when it gets displayed.

The error seems to be when drawing the same model multiple times, some instances of the model at random will either be completely white or completely black. The error will remain consistent for as long as the program lasts, next time the program loads then different models will have the error, there is no pattern to it.

Here is how the error looks if i load the same model in multiple times

https://imageshack.com/i/exJ6njx7p

If I load the same model and draw it multiple times, each instance will be all white, and will make other objects white, as though pure white light were eminating from it.