texts:
I am developing a blender project which renders objects on a scene. I need to achieve sufficient test coverage, but am having trouble testing due to lack of knowledge.
We're running blender 2.76 from a docker image and run our files on the image. We need testing to be part of git pipeline and we're using pytest.

I can't run the test files on docker because there is no pytest on the image. I can't run it on my machine since I don't have the modules, and they wouldn't run in the pipeline either.

What approach could I take to run tests in the pipeline (or even my own machine) while using blender? Is it even possible?

Edit: This isn't entirely related to blender, more blender integration with python.

 def set_random_orientation(self, obj):
        obj.rotation_euler[0] = np.random.uniform(low=0, high=360) * math.pi / 180
        obj.rotation_euler[1] = np.random.uniform(low=0, high=360) * math.pi / 180
        obj.rotation_euler[2] = np.random.uniform(low=0, high=360) * math.pi / 180

Example of a function that I want to test. I'm having trouble loading the Object without blender running, so not sure how to gain access to those classes without it being run on an image, which I think is impossible.


texts:
I want to present some office products(like folders and binders) on a desk and with a office background, while the background should be unsharp on the renderings.

Should I use HDRI images or set up a interior scene?


texts: 2.83: Snapping to edge not working correctly

texts:
In the above image, these two planes are same mesh. I want to stick both with snap to edge at the red line in the below image.

However, when I tried to choose the vertical one in edit mode and put G key to do that, it failed like the below image.

So, will someone teach me how to snap correctly? Thanks.


texts:
This script below is very helpful:

import bge

def update(cont):
    own = cont.owner
    own.reinstancePhysicsMesh()

if __name__ == '__main__':
    update(bge.logic.getCurrentController())

What goes in the spaces?
By spaces, I mean what script or property do I put in the
____ _____ blanks of the script? I'm assuming they are for object names.

I'm trying add physics and collisions to my project.


texts: Blender AttributeError: 'PreferenceView' object has no attribute 'use_international_fonts'

texts:
I am at intermediate level in Blender and i recently came across Groove 3D. So, I downloaded and installed it. But when I enable the add-on it displays " Error(see console) " under Preferences option.
When i open the console, I see the following message:
AttributeError: 'PreferenceView' object has no attribute 'use_international_fonts'
Please help me solve this immediately.
P.S: I am not very familiar with python or coding in general.


texts: How to add a vibrance value to a render in post processing

texts:
Is there a way in Blender to add vibrance?  I have a render which I'm trying to add vibrance to in Blender, not in Photoshop (which is what I've been doing, but is tedious).

I know there is a saturation node, but vibrance is usually thought to be more practical.


texts: Viewport shader material is different from material preview

texts: Greeting, I’m a newbie to blender. I’m creating material for a box. I created that material by viewing material preview in blender but, my material on my box is different from than previewer. I dunno what to do and I just want a material that shown in material previewer. Any bits of help is appreciated.[


texts: Can I move the parent object without moving the child?

texts:
I'm doing an animation and I need to move the parent without moving the child - can I do this without unparenting them, because it messes up the rig and the animation.

Let's use this rig here:

Is there a way to rotate the selected bone without moving the legs?


texts: Having a collision object. How to kill particles from a defined source?

texts: I have two independent objects (P1, P2) with particle system on each of them. I have another object (C1) with collision and option kill particles enabled. Is there a way to configure C1 so that it only kills particles originating from P1, while sparing particles originating from P2?


texts:
I discover blender and python API for blender. I would like to create celtics works with blender using python (for cnc works). I found a way to create a sine curve and use a Bezier circle as the profile to extrude it, but what I would like is to use a rectangular shape.
Here is where I am:

And here is what I would like to have (I modified the profile manually):

Do you have any advices for me : Bezier vs NURBE, how to add a rectangular shape as bevel shape ...
Here is my code:
import bpy
import math
from bpy import context, data, ops

R = 1 # bevel radius

curve = bpy.data.curves.new('sinepath', type='CURVE')
curve.dimensions = '3D'
curve.resolution_u = 1
spline = curve.splines.new('NURBS')

for x in range(0, 1440):
    y = 20* math.sin(float(math.radians(x)))
    if ((x+90)//180)%2 == 1:
        z = 0.5 * abs(math.sin(float(math.radians(x -90))))
    else:
        z = -0.5 * abs(math.sin(float(math.radians(x -90))))
    # Add first point for start of Nurbs (needs extra point)
    if x == 0:
        spline.points[0].co = (x/(2*math.pi), y, z, 1)

    # Add point
    spline.points.add(1)
    spline.points[-1].co = (x/(2*math.pi), y,z,1)
    print ("x: " + str(x) + " y: " + str(y) + " z: " + str(z))
# Add end point
spline.points.add(1)
spline.points[-1].co = (x/(2*math.pi), y, 0, 1)

curveObject = bpy.data.objects.new('sinepath', curve)
bpy.context.scene.collection.objects.link(curveObject)
bpy.ops.curve.primitive_bezier_circle_add(radius=R, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

cross_section = bpy.context.active_object
curveObject.data.bevel_object = cross_section
curveObject.data.use_fill_caps = True
curveObject.data.bevel_mode = 'OBJECT'

curve2 = bpy.data.curves.new('sinepath', type='CURVE')
curve2.dimensions = '3D'
curve2.resolution_u = 1
spline2 = curve.splines.new('NURBS')

for x in range(0, 1440):
    y = -20* math.sin(float(math.radians(x)))
    if ((x+90)//180)%2 == 1:
        z = -0.5 * abs(math.sin(float(math.radians(x -90))))
    else:
        z = 0.5 * abs(math.sin(float(math.radians(x -90))))
    # Add first point for start of Nurbs (needs extra point)
    if x == 0:
        spline2.points[0].co = (x/(2*math.pi), y, z, 1)

    # Add point
    spline2.points.add(1)
    spline2.points[-1].co = (x/(2*math.pi), y,z,1)
    print ("x: " + str(x) + " y: " + str(y) + " z: " + str(z))
# Add end point
spline2.points.add(1)
spline2.points[-1].co = (x/(2*math.pi), y, 0, 1)

curveObject = bpy.data.objects.new('sinepath', curve)
bpy.context.scene.collection.objects.link(curveObject)

curveObject.data.bevel_object = cross_section
curveObject.data.use_fill_caps = True
curveObject.data.bevel_mode = 'OBJECT'


texts: How to use Node Editor for the Video Sequencer?

texts:
How can I use the VSE with the node editor? I've tested about two addons and one script, and nothing has worked out.

The best result was to use the VSE Compositor Node proxy, but it is only affecting the "Viewer Node" in the node editor. When I want to render an animation,
it renders pure VSE sequence without compositing.

Can someone tell me about a good working addon like this for Blender 2.72 or at least try the script I mentioned themself on Blender 2.72 to see if it's working? (maybe I'm doing something wrong, and it's not about the new Blender version)


texts: Whenever I bake a normal map via Selected to Active, it bakes the normals of both the high poly and low poly mesh

texts:
As the title explains, I'm trying to sculpt some details into a rock and bake them into a normal map. However, whenever I hit bake and check the image, I can see the low poly mesh has been baked into the map along with the high poly mesh. I tried opening a new project and attempted to bake a small dent in a high poly sphere into a low poly one to see if it was just that project, but the same issue occurred.
Am I missing something that's an easy overlook? I have Active to Selected checked and have selected the high poly first and then the low poly second. If I need to share some screenshots/blend files, just let me know!


texts:
I'm quite new to Blender's game engine, but I'm trying to give it a go now.

My first try was to create a simple WASD keys character movement using the logic editor.

For that, I needed to set the Loc (location offset) in the motion actuator for each keypress, but since they would be all the same value, and I could want to change them at a later time, I wanted to use some kind of variable to control it, like "character_speed". I know this seems like an overkill, but I'm thinking ahead for keeping things organized for bigger projects.

Is there support for something like that? Maybe using python scripting or drivers?

Thank you!


texts: Linking high poly to low poly rigged mesh

texts:
Needless to say - I'm REALLY new to blender.
How do I link these two models?
I have the low poly one posed but I have no idea where to start to 'swap' it for the non-rigged high poly model.
I appended both models to my tracked scene, but they are from two separate files.


texts:
I have a curve beveled with a rectangle. I want to cap this curve with a half-circle as shown on the right. The capped curve should be a single object (even if the curve must be converted to a mesh).

Note: to achieve the capped curve in the example, I cut a cylinder in half and manually rotated it until it somewhat matched the angle of the curve's termination point. Obviously, this solution is far from ideal. Thanks.


texts: How to delete unwanted/unused parts of texture?

texts:
I've used photogrammetry to scan two objects.
The texture that was generated has tiny patches of unconnected faces of both objects all mixed up together. These patches make up the texture for both of the objects, which is a single (and huge) image.
Using Blender, I am trying to reduce the texture file size by deleting the parts of the texture that correspond to the texture of the 1st object and keeping the parts of the texture that correspond to the texture of the 2nd object.
How can I do this?
I tried, while the whole object is selected in "Edit Mode", going into "UV Editing" Tab and under "UV" clicking "Unwrap" which does select exclusively the faces on the Texture that I want to keep.
As I said, I do not know how to cut out these faces and discard the rest, or restructure these selected areas on the texture to create a smaller texture.


texts: New to blender; fire + smoke not rendering

texts:
Being new to Blender (version 2.79), I've tried to do the Bezier curve tutorial. Along the way, I wanted to add some smoke and fire effects to the sphere / ball in the middle of the figure.

While things show up fine in the 3D Viewport, rendering does not seem to display the flame effect. Attached is the screenshot of the node setup for the Smoke Domain Material. Any insights on what I did wrong which caused the flame effect to not be displayed in the render preview?

Link to the Blend file I've been practicing with: http://pasteall.org/blend/index.php?id=49714


texts:
I am really new using blender and i am trying to get an armature to move a 3d model of a chicken that i bought.

This model has some actions that i want to use to animate the chicken but i cant get the armature tu move the mesh!

Here is my blender file:
https://drive.google.com/drive/folders/1GXCgtmbWM1L0JcrP8ztB9cyZ9CjazMX7?usp=sharing

I hope you guys can help me.


texts: How can I change the number of vertices in surface mesh?

texts:
I created a surface mesh in itksnap with stl format. I can import it to blender. Please consider it with 3000 vertices and 1700 facets.  At now I want to change the number of vertices to 2200. How can I do it?

Shahrokh


texts: Duplicate, Duplicate Linked, or modifier?

texts: I am trying to model something like the image below and I've made an object like one of those red balls with the two feet attached. Now I need to make thousands more. So my question is, what would use up less memory: duplicating, duplicating linked, or using modifiers. Keep in mind that I may need to change, transform, or animate certain parts of this structure, so I would need to be able to treat these parts separate for the rest while (preferably) keeping everything as a unit (by grouping/parenting?).


texts: How to turn off circular outlines around selection?

texts: Something triggered these three circular outlines to appear around every object in the viewport?  I don't know what I did to trigger this, how do I undo it?


texts:
I have created a few actions in Blender and I'm trying to export them to Unreal. The problem is the zero frame in Unreal is the T-pose, which causes the animation to flicker when looping. I could always remove the frame from Unreal manually but that's absurd, obviously there's something wrong. This is the action in Blender:

And this is the animation imported in Unreal. Notice that the zero frame is a T-pose, which causes a flicker on each loop


texts:
Is there a way to create a nice procedural wood in Blender Internal?

Tried following this tutorial, but doesn't work with latest version of Blender.

Procedural wood tutorial (outdated)

Another great example here.  Looks great, want to achieve this look.  But link is broken

BA Forum wood (outdated)

Found many tutorials in Cycles, but has to be in Blender Internal for export to .HTML

Thanks


texts: Camera orbiting where ever i drag my mouse

texts: I want the camera to orbit the object after pressing Numbad . but it won't orbit the object instead it basically orbits where ever i drag my mouse.


texts:
Around the lips of my model, there's a weird dark spot above and below the lips. It shows up in the viewport and render (if you look closely). I've checked normals and duplicate verts.

Here's a view of the geometry:


texts:
(User preferences->Rotate around selection on)

My camera in the view-port will not rotate or move, I can not rotate around my objects, and sometimes the grid will move too. I didn't save my blender file in this way before I closed my project, but it so happens to be in the state on opening. When I right click the grid moves in object mode, even in quad view I cant drag the objects view. Zoom in and out works. Middle mouse button does not work. I have tried:

It's like this for a new blend file too
view lock to object, lock camera view [x] & [ ]
shiftnum& altnum
shiftaltctrlc
shiftc
Space->clear lock view (doesn't appear)


texts:
I've built a bird for a game I'm working on, and when I tried to export the beak mesh as a .fbx file it gave me this error.
I've applied all the modifiers to the mesh already.
Here's the file https://drive.google.com/file/d/1Ah650tjjbcC3zb4Rw8fqIuto7U9OsTLZ/view?usp=sharing


texts:
I'm attempting to make an animation in which numerous vehicles travel across an uneven plain. In the animation I was hoping to be able to have the suspension of the vehicles simulated as I would in BGE but i have no idea how I would do that in the cycles engine or if it's even possible.

If anyone has any ideas it would be greatly appreciated.

In short what I'm looking for:

Vehicles travel in a straight line over an uneven plain.
Vehicles react to the terrain they're crossing.
Vehicles have some sort of basic suspension.
All done in cycles if at all possible.


texts:
What you'll see is flat shading then smooth shading. It is splitting the object down the middle in a disection for soem reason, in regards to shade and lighting.

This effect carries over into other programs when exported as well.

I made this object from a cube and used a boolean to make the cutouts.


texts: I have taken a sphere and a triangular path. I want that sphere to rotate along the path. I have added array modifier and curve modifier. It has rotate but the sphere lost its shape. I have applied rotation and scale to both object and curve yet to did not get the sphere in shape. How can i fix the issue. Whats missing or is there any other way i can do. Blend file attached .......


texts:
I got an issue with a mesh I created.
I unwrapped it, baked it, and exported to a game in the proper format.
The thing is that is looks like the UV mapping got mix in some triangles (areas) of the mesh.


texts: Where is the default save for animations?

texts: I started to render an animation, and part way through it I changed the save location thinking that it was one big file and would save there after. Little did I know that its actually saving every frame, so now I'm missing the ones that were in the default folder. Is there a specific place I can go to get these files or are they gone?


texts: difference of uv mapping between viewpoint and render

texts:
In the view point, roof's pattern is straight line.

but in the render, roof's pattern is diagonal line. why this problem happen?


texts:
I have been working on a small short film that has a small section of VFX work, However; when I was rendering a test result to see if everything was working the way it needed to, the render did not seem to go as planned. As seen below, the Robot has no casting shadow, instead, it has a plane with a half opacity it seems, anyone that have done VFX before in blender would know that blender creates a plane for you and makes it a shadow catcher. idk whats going on. if anyone could help that would be great :)

Thanks, -Adam


texts: "Adjust edit cage to modifier result " what does this do (with Mirror Modifier)?

texts: I've been following a tut in Modelling and all of a sudden the instructor turns on this feature  "Adjust edit cage to modifier result " without explaining what it does. The instructor couldn't give me a proper answer. So far didn't find an answer online which explains this feature clearly.


texts: Why am I unable to change opacity of background images in Blender 2.82 (sub 7)?

texts:
Current animation student, need to learn everything about latest Blender engine. Using Pluralsight to supplement on-ground college courses. Current module requests opacity change of background reference image. Unable to comply. Blender v2.82.7 has the opacity under image grayed out so that when turned up or down, does not affect the image.

Hoping someone has a remedy for this, really seems like a simple command, can't believe it's this frustratingly hard to create this effect, should be a staple in modeling.


texts: How do you create a curved sequence of vertices?

texts:
I am trying to get the vertex that is highlighted and the two on it's left side and right side to be curved as seen with many of the ones done on the left. I have been manually doing it but I feel as though there should be an easier way to make more perfect curves.

I have tried using a bezel but when doing so it doesn't ever do anything.

I was also tried creating a path and then joining the two objects but that gave me the error "no mesh data to join"

How would I go about accomplishing this?


texts: Using array and fit to curve changes orientation of object

texts: I am trying to make a simple stadium/arena and thought I could just make one section and use an array to fill the rest of the circle but when I try this it turns it sideways and renders it useless.  I've tried different origins, different offsets different deformation axis and it only makes it worse and not better.  I do not understand what I am doing wrong.


texts: What is the best way to animate tension?

texts:
I'm doing a tug of war animation where a rope is being pulled by both teams.  The rope should look like it has a lot of tension applied to it but I don't quite know where to start?
I tried applying a noise modifier to the graph editor but it still doesn't look quite right, it's shaking too much.  Is there a good way to animate tension because my method is what I've made up and I'm never right about these things.
Thanks.


texts:
So I tried weight painting first then just simply straight "Assigning" bones but either method results in the below picture.

As you can see, when I move the model in pose mode the face objects attached to the head bone clip through the body mesh. Any help would be very much appreciated.

PS. I also don't know how to have the bones show up in the "vertex groups" for the "Pupils" object. Somehow they show in the other face objects but not the pupils. Help with that would also be appreciated. Thank you.


texts: Python context error NameError: name 'context' is not defined

texts:
The following is a script that is supposed to access UV info but it fails right away in both Object and Edit modes.  I fist tried using Bl-2.69.8, then 2.69 then 2.68 and it happens the same every time.  I've also tried adding bpy. to the beginning of context but the result is the same.

Can anyone clear this up?


texts: Out of a sudden sound in my project disappeared. How can I debug this? Volume is okay, the clip is not muted. It happened after a crash. I have sound in the same version of blender, in a fresh project, when I drag and drop an audio file onto Video Sequencer, but not in my current project? Please help, where should I check for some settings?


texts: Why some hair particules doesn't apply material?

texts:
I'm trying to create grass field.

I have created a group of grass. I have assigned the same material (blue for the test) to every object of this group (called Herbe).

Then I have created a plane, subdivided and applied fractal. Then I apply particles on it to get grass springing. This is the particules option I have chosen :

Despite this, all is not blue. Some groups of grass doesn't take the blue color.
Would you know the reason ??

Thanks !


texts: Animation Nodes - How to make a series of waves

texts:
For future projects with motion graphics, I wish to know how to make transition with waves with AN.
Below examples were made in Moho Pro, in which waves are morphed into rectangles. Speeds are varied.


texts:
I wanted to make my own 3d model to use as part of my game inside of Unity. This is the first time i used blender. I watched some tutorials and created my basic model, wich worked fine.

Than, I started Rigging the Model, wich did also worekd at some way. I parented the Rig to the Body. (It is displayed as a parent, so this should have worked). I used automatic weights.

When in Pose mode, to move my bones around, nothing happens. The Bones are moving - The body is not. I searched in the web but couldn't find any awnsers.

It would be really nice, if someone could help me, what i made wrong. If you want to see my model: https://drive.google.com/open?id=1kLMnq8uy9orStyIPaPJ2f755zKODz8a8

Thanks for your help ~BrainyXS


texts: Lossless mp4 is smaller than sum of frames

texts: Any explanation why a mp4 comprised of png would be smaller than all of it's images? Ultimately, I would like to lower the quality of my renders (png) if they are being butchered during "lossless" encoding. Why wait 2 minutes for each render when they eventually get dissolved to a lower resolution during processing? So what's the target png file size for lossless mp4 files to converge on a sum of their parts? Sorry if this question get's asked a lot.


texts: Error baking rigid bodies before rendering

texts:
I'm using the following function to render my scene:

    def render_scene(self, file_name):
        bpy.data.scenes[0].render.filepath = os.path.join(self.output_path, file_name)
        bpy.ops.object.select_by_type(type='MESH')
        bpy.ops.rigidbody.bake_to_keyframes()
        bpy.ops.render.render(animation=True)

but I get the following error in bpy.ops.rigidbody.bake_to_keyframes:

  File "/snap/blender/33/2.80/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "/snap/blender/33/2.80/scripts/startup/bl_operators/rigidbody.py", line 174, in execute
    bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)
  File "/snap/blender/33/2.80/scripts/modules/bpy/ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.anim.keyframe_insert.poll() failed, context is incorrect

How can I solve this problem?


texts: Is there a straightforward way to map all my vertices from a cubic space to a cylindrical space?

texts:
I have an existing model I've built up which currently has cubic geometry and fits neatly inside a cube. This was built up in Blender manually by duplication, not by scripting, in case you're curious about that.

I'd now like to map the vertices to fit the thing inside a cylinder.
In 2D, this turns out to be called a Schwarz-Christoffel mapping.

Is there a straightforward way to deform my existing model in this fashion without going back to the start and writing a script to generate the object? I think I could probably knock out a script to generate an OBJ file if I had a day to do it, but I feel like Blender might have an even faster option that lets me reuse my existing geometry.
I've been looking through all the "Deform" modifiers but nothing seems to jump out as immediately appropriate except for Cast, but I can't seem to get that one to do what I want either.
Edit:
For the next person hunting this out, the transformation I'm actually going with:
https://gist.github.com/trejkaz/222f687ef394f7430517868b254dc1b6


texts: Where is nodes for altering the strength of the sun?

texts: Where is "use nodes" for altering the strength of the sun?  I saw it at one point and it seems to have disappeared.


texts: Tracking an imported video without a visible floor- Can it be done?

texts:
Title says it all, really.
When tracking a shot, it asks you to pick 3 points to make a floor plane and it bases everything off that. Can you track a shot without a visible floor? I have a very tight close-up shot that spins even closer.


texts: Copy rotation on limbs curl when character is rotated

texts: The limbs on the ears, fingers, and feet curl whenever I rotate the main controller for the character. I checked for dependency loops, and tried switching the method of rotation to median point, individual origins, etc. But nothing seems to make any difference. Any ideas? Thank you all for looking at my question here.


texts: Why hairs not growing in the vertex area

texts:
Hair going on the side but not on the top area. I have weight paint and made the vertex group yet no hairs grow on the vertex area. On the stomach and near nose. (I tried flip normal's, scale is 0) Any suggestion or help. Thanks

Render view

Solid View

Vertex view

No group assign


texts: How to have person in video mask added geometry as they walk in front

texts:
I have a video plate that I shot and have motion tracked into Blender. There is a person walking through the shot and I want to add geometry in front and behind them. However, things that should be behind them obviously aren't as they are in front of the video.
Is there a way in blender to have a mask matching the person tracked to the person so that the background geometry appears to go behind them? Or am I going to have to take this to After Effects or something and hand roto a mask and export it as a new video element and composite it?
Pretty new to all of this so may not be using the right terminology. Also assume I'm an idiot when responding and explain it to a 3rd grader. :) Thanks everyone who shares anything. Stuck on this one.


texts: Selecting faces on object from UV editor window

texts:
I can't see this as an option so is there a way to select faces or islands and have them show up as selected faces on the object in 3D view.

In programs such as maya it is possible to work from either view and makes selection and mapping a little more user friendly.

I suspect it isn't possible in Blender but welcome your feed back.

Edited as flag as already answered, although the question was not asked in the other post in a way that showed in my search.
I was looking for face and island selection to show in both views. The other asked about unselected vertices this obviously did not appear in the results.


texts: How can I smoothly "blend" between 2 STLs?

texts:
I have 2 STL files, and I'd like to join them (not only as "join them into a single object", but "physically" join them). I'm using blender 2.8.
I'll give an illustration right away to clear what I'm talking about:

The STL in the center is purely flat, while the STL around it is more complex.
Is there any way that I can make these 2 STLs "meet" more or less smoothly so that the gap is filled and I obtain a single STL? Please consider that there might be lots of vertices on both STLs, so manually moving the vertices one by one wouldn't be a viable solution for me ;)
I'm a total blender noob, so maybe I'm simply not looking at the right software?
Thanks a lot!
Arnaud


texts: Particles started before animation does not appear in cycles animation render

texts:
I have been working on a little side project where I am trying to render with cycles an animation of snow falling.

The snow is a simple particle emitter from a plane, and the catch is that I want the snow to be already filling my camera view at the start of the animation. For that I set the "frame start" of the particle settings to -200 which seems to work after running the animation for multiple loops.

The problem is that when I render the animation (with cycles), the snow is present on the first frame but then start over from the second frame. Rendering juste the second frame shows the snow though...

Do you have any idea of what the problem is here and how I could fix it ?

Here is a simple .blend file showing the problem:

Thanks !

As a disclaimer, i have seen those two posts but they are pre-2.8 :

Procedural snow with particles
Start particles before animation


texts:
Below is what i rendered :

As you can see, the glass bit on the down left of the object is super distorted

Above is the object material properties window. I just used transmission feature to achieve the glass texture.
On the grey and white cubes that the 'glass' object goes through, boolean modifier is applied.
on the 'glass' object, no modifier is applied.
What could be possibly causing that distortion? Also I am making that glass texture so that the inner structure of this cassette player is visible. What other ways would you recommend to do this?
Thank you all beforehand, lmk if you need me to elaborate on anything


texts:
I am trying to have a transparent PNG over a base material.

I tried using the same technique as mentioned here but somehow i am getting the mesh lines in the render.

How can I setup a Material in Cycles for Z-Transparency?

Transparent image textures in cycles

Can someone please guide me. Thanks in advance.

Regards S


texts: When I go to texture models I sometimes notice small black lines from the seams I created during the process of UV unwrapping, I figure the logical course of action would be to clear the seams, but I'm not sure, Should I?


texts: Objects move when initial pearenting is done

texts: So in the bone constraints tab I want to make a bone_a a child of bone_root and I have to use the Make Child Of constraint in the bone constraints tab because of how my rig is, but I do not want any bones to move when I parent them initially, I want them to move when I move the bone, not when I initially parent.


texts: How to get to work with the image of the camera with python

texts:
I'm moving the camera around an object all with python script. Now I want to get the image from the camera and work with it (some image processing) and then save it..Etc

Now I'm just rendering the view like so:

for po in positions:
    scene.frame_set(number_of_frame)
    cam_ob.location = po
    cam_ob.keyframe_insert(data_path="location", index=-1)
    bpy.data.scenes["Scene"].render.filepath = '/home/shot_%d.jpg'%number_of_frame
    number_of_frame += 1

Anyone has done that before?
I just want to get the image as a variable (matrix or array) to process it.


texts: How can I change the camera to include more of my scene?

texts:
As you see in the picture I am looking at the room modeled through the camera perspective:

I want to change my camera settings to be able to render a picture of the whole room. How can I do that?


texts: Some edges are not shown in object wireframe mode?

texts:
The wireframe on the right looks correct, but in object mode on the left, you can see that the upper and lower vertices are not connected, while the "box" to the right is fine.

I tried Fill and Merge Vertices, but both do not result in a correctly looking model. In wireframe mode, it looks great, but in object mode it does not.

I have uploaded my model here:

http://www.pasteall.org/blend/36955

Does anybody see what causes this weirdness?

Thank you for the help!

Here is another image: It shows that the 2nd "box" is not correct (it has greyish faces), while the 1st and 3rd are correct.


texts: image texture not showing in final render but does in 3d view?

texts:
So i've modelled a bottle with a label and cap, i am using an image texture on the label which works fine in the render but the one on the cap shows in the 3d view (in live render mode), but not in the final render (as in when i click the "render" button). It just shows the colour of the cap. anyone know why this is? will include pics.
not enough rep to add multiple images so link to imgur: imgur

EDIT: thanks for replies, added pictures of settings, let me know if you need anything else.
EDIT2: tried re uploading the image file, renaming it etc, still not showing in final render.


texts:
I was working in my first intro and I wanted to connect audio light to the song and I miss clicked and I probably connected it to my text. anyone know how to disconnect it?

Here is the screenshot and i tried to delete it but it doesn't work


texts:
I am building a procedural eye texture setup based around Object coordinates. As part of the project, I am trying to re-create a setup that is normally used for UV textures.

This tutorial shows how to re-map Rectangular coords to Polar in order to have a procedural texture radiate out from the center of the eye: https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Procedural_Eyeball_in_Cycles

I am trying to re-create the same effect, but using Object Coords instead of UV. Is this possible?


texts: How to use scripting to remove fcurve for x and y location channels only?

texts:
I want to remove the x and y locations in fcurve using codes.
I can remove all location channels in fcurve using codes, but I don't know which one x or y is.
If the fcurve contains x,y,z, I remove the first two. This is fine. What if the fcurve contains only x and z?


texts: Export animated displacement modifier to Unity

texts: I created some water in blender by using an empty axis to animate a displace modifier on a water mesh that I created. I animated it but when I export to unity the animation does not run. Am I doing something wrong? If so then what way is the best way to create water in blender for unity. Thanks.


texts:
this is my first question ever :) I am a blender beginner so pleaaaase bare with me.
I have a 3D ironman mask that i have downloaded. I have a footage of my daughter and I want to add the 3D ironman mask to her face. In the video, my daughter's head is not still of course.
I have already done the camera track, i have set an HDRi and I have added the iron man mask to my daugther's head but only for the first frame.
Do i need to manually animate the mask to match my son's head movements or is there a cleaner way to do this ?
Thank you


texts:
I am making an animation where a default cube is launched from a tube and explodes.  I have a particle system and an Explode modifier and a cloth system to simulate an explosion with cloth like ruins. The problem is that the simulation started at frame 1, I need to start at frame 60 at 60fps to allow one second for the object to be launched in the air.  I have no idea how to solve this.
Thanks,


texts: Apply 2D filters to camera output in the Game Engine

texts:
is it possible to apply custom GLSL shader like the shaders you can set in the logic bricks called "Filter2D" to a camera that is not the main camera?

I am rendering the output of a camera in the scene to a VideoTexture. But the GLSL shader that were set as screen are not applied to that image. How can I achieve that? I want to apply a barrel distortion filter to that VideoTexture.

Thanks &
Best Regards


texts:
I have a mantaflow smoke+fire simulation, It renders perfectly fine in the viewport however when I go to hit render, the smoke does not appear here is an example:(pictured)
I have checked:
Outliner all objects set to render in render view
volume samples 0
correct material nodes
a cube with principled volume renders just fine
Version number 2.83, mac os Catalina 10.15.4

AMD Radeon Pro 5500M 4 GB

Intel UHD Graphics 630 1536 MB
2.3 GHz 8-Core Intel Core i9
16 GB 2667 MHz DDR4
Here is the project file:https://drive.google.com/file/d/1ok_25i_7pQ1pfB07MOFqQYy3exowks45/view?usp=sharing
there are no textures but the problem with the smoke is still there
Thank you for your help


texts:
I'm making quick little scene for a friend and I have been following a YT video (youtube.com/watch?v=uFwdpPkenc4).
The guy is using Blender v2.5 and I'm using 2.78a. I've done essentially the same thing as him but my render layer nodes won't composite at the end. I do have my render set to composite along with having both my render view and composite nodes hooked up at the end.


texts:
I'm new to blender and i need to makee a small 3d platform level for school. I followed a tutorial and built my level inside an UV Sphere so it would get a background image. in my case, to simulate the Space. The problem is, i've done one level already and its all good. But in this second one, whenever i try to switch to camera view, theres this gray circle and i cannot render the texture of the sphere. Whats goin on ?

EDIT: Heres the image:

EDIT2 : I already changed the clipping end parameter. Still nothing.

EDIT3:


texts: Texture appears to stand still when the camera is animated

texts:
I’m modeling an address book and have a mesh with tabs (UV mapped). I’ve created one .png with a paper surface image and the letters of the alphabet in black. Animated a slow camera pan. After rendering a targa sequence the texture appears in place but there seems to be another texture or layer or grain that doesn't move. Its mostly noticeable around the black fonts but once you see whats going on its everywhere. Almost as if there is a slight transparency.

Blender 2.76 / Cycles

Link to project file and short .mov
https://www.dropbox.com/sh/34y1weq6raspbzg/AAA_lJp4Mw_lvHwdo_DXkKiya?dl=0

Thanks!


texts:
I have created a bezier curve, applied a bevel and then converted it to a mesh. Is there a way to round the end of the shape? I have tried the bevel modifier but it didn't work as i hoped.
It is like this:

I want it to end like this:

Thanks


texts: Blender renders are blotchy/noisy no matter what

texts:
Blender experts!
I've been doing an interior design render recently, and can't get rid of the blotchiness in my renders. It looks like this (just part of the render):

The setting of the scene is as follows.
Lighting:

HDRI (3k) multiple importance + 7 area lights at windows pointing to the room used as "portals":

Render:

Cycles renderer, 300 samples, NLM denoiser (OptiX for some reason doesn't work with my GPU despite me having NVIDIA graphic card);
Max bounces 6
Shadows on for world and lighting

I was trying to play with light or HDRI brightness, samples number, etc., but my render comes out blotchy anyway. Sometimes it even doesn't denoise everything and comes out noisy + blotchy where denoised.
Unfortunately I can't for super high samples because I only have NVIDIA GTX 850M, so it will take me infinity to render each scene (which I don't have time for).
I was tying to follow some tips from different sources, including BlenderGuru, but they don't work much. Maybe it's a problem of lighting... I was making some smaller scenes with 250 samples, and they went out very fine.
I will be very grateful for any advice on this!
Best,
Dewr


texts: Can you Paint Materials onto a Landscape?

texts: Is there a way to paint material's onto an object? I'm trying to make a landscape scene, and I want to paint rocks on the peaks, grass on the flat areas and mud by the water. I tried using weight painting but it turned out very blocky.


texts: images as sequence in image texture node doesn't work

texts:
I created 3 different oceans with ocean modifier with different displacement and used linear extrapolation to animate it.
I then baked the 3 simulations.
After that i created a new plane and applied the baked ocean sims as texture to animate it and apply the displacement. the problem is only one frame out of the 150 is being applied instead of the entire animation even though i use image as sequence option in image texture. Also in the blend file if u unhide the displacement collection you can see the different oceans.


texts:
I'd like to improve my duplicator script.
bpy.ops.object.duplicate() seems to require me to select the object first.
I'd like to just feed the object straight to it instead.

Is there a smarter way to handle it than I did so far?

def duplicator(name):
    # select the object
    obj = bpy.data.objects.get(name)
    obj.select_set(True)

    # Loop 3 times, duplicate it, name it
    for i in range(1,4):
        # duplicate selected object
        bpy.ops.object.duplicate()

        # name new object with a string and number
        newObj = bpy.context.selected_objects[0]
        newName = 'Plane_' + str ( i )
        newObj.name = newName

duplicator('Plane_0')


texts: Viewport background images disappeared when .blend file closed and opened

texts: I loaded my background images to my model and placed them where I need them to be. I could not finish my project at that moment, so I saved it in hopes that I could return to it later. I opened the saved file and both the front view and side view images weren't there. However, all my settings stayed the same. My background images were still saved as datablocks in the blend file, but they wouldn't appear anywhere in the 3D view port. Why are my background images not displaying?


texts: Blender suddenly stop working when I want to render

texts:
am new to blender, I start a simple project on blender but suddenly it will stop working and closed the software program most of the part which happens is when rendering, opening a new file of 2d animation, modeling.
The blender version is 2.83


texts:
I have an obj created from Qubicle Constructor.  I am able to import this into Blender just fine.  The workflow I want is modeling in Qubicle and animation in Blender.  I then try and make changes to my model and export again and then import again into blender but I get suplicate objects in my blender scene.

Example, on the first import I may have a mesh called "Calf_Left", after re-import I get "Calf_Left.001".  Is there a way to get this worklow to not create duplicate meshes and instead just replace whats there if if finds one with the same name?


texts: Is it possible for me to have an invisible plane but the shadow of a different object still visible on the plane? It is possible in cycles but i dont like the render results because i need screen space reflection in eevee, which isn't in cycles. help Thank you!


texts: Edge Sliding multiple verts/edges along a single edge axis?

texts:
I am looking for a way of using the GG edge slide feature to move multiple verts/edges with different normals, all in the same direction.
Attached are some screenshots of the issue...
I would like to move all the edges/verts highlighted up the angle of the faces above them (see red arrow), but need them to retain their own angles.
If I select them all and GG to slide, they all slide off in their own different directions, if I choose to move them in the 'Normal' axis, the axis is not the desired one due to them having different normal directions.

The only way I can find to do it is to just move edges with the same normal direction, but this then involves multiple selections and edge slides, surely there is some way of doing them all at once?

Many thanks in advance.


texts: transfer same rotation in graph editor and 3d view

texts:
When I change the rotation of a certain bone (e.g. the bone of an upper-arm) in 3d view on only one axis (e.g. ' X '), all three curves in the graph editor are automatically changed when I set a keyframe and not only one curve.

Therefore, changing the rotation in the graph editor by changing the keyframes would be easier than to work in 3d view where all 3 axes are automatically changed. But since I work with Quaternion I would like to avoid using the graph editor to adjust the rotation of a bone because the W rotation wouldn't be automatically adjusted.

Is there a way to have the same effect when changing the rotation of one axis in 3d view as it is in the graph editor?


texts:
I'm trying to build a simple rig in order to deform a rectangular prism (simple mesh for the time being), but it needs to have its deformation locked to just one an axis. The resulting mesh should be as if we had operated in a mesh level using a shear operator.

How should I build the rig to accomplish the resulting deformation using armatures? I've tried with all kind bone and object modifiers but none gives me a precise deformation.


texts: How to read a current value of the Cycles material node and write it to file?

texts:
For each object of the scene (there are a lot of them) I use a single material.

I need to use the Python script to read the current value of the Color output of the Color Ramp node and write it into a text file for each object in the scene.

Please advise how to do this. Thank you very much in advance.


texts:
Apologies if this has been asked before but I cannot find anything that answers my question. I'm trying to use an array with an empty offset by 2 degrees. The idea is to create multiple planes rotated around the Z axis. However, when I set the array up it just creates 4 planes 2 degrees from each other. I want 46 planes rotating around to create a quarter circle. I have uploaded the file, so hopefully, it will show the problem far better than I can explain it.

Dave


texts: Export obj with tga textures to obj with png textures using blender?

texts:
I am new to Blender. Is there a way to export a model with tga textures to a model with png textures. I tried multiple times but to no avail. What I mean is that when I export the model to obj, the mtl file would direct the newly made png textures(from the tga textures) to the newly exported model. Is there a way for this to happen in Blender? Please help me.

When I loaded the obj file and the mtl file in Blender, I put the tga texture directly to it. The tga fits properly with the loaded obj. Now I want to export the obj with png textures. Is there a way?


texts: Can Blender support something like OpenTimelineIO?

texts: I am an animator who use Synfig (animation) alongside Blender (video editing) and Ardour (audio editing). Though I use some linux-specific scripts and commands to have a common workflow between them, I often create multiple renders, for even for single simple projects, taking awful lot of time. It could be avoided if Blender and other required apps use something like OpenTimelineIO (https://github.com/PixarAnimationStudios/OpenTimelineIO). Is it possible?


texts: Cycles - Different render output when using CPU or GPU

texts:
When rendering a file on SheepIt I notided there is a difference between PNG images when the image is rendered with CPU or GPU only. I reproduced the same situation on my computer and got similiar results so the renderfarm does not cause the problem. Only changed the Device (GPU or CPU) setting in render properties.
I am new to Blender and was wondering if this is a known issue or did I just miss an important setting? For those that don't see it, I am talking about the grass particles. Left is GPU, right side is CPU.


texts: How can I 'lock' the position of an object when applying curve displacement?

texts:
I'm trying to simulate quickly the waving of a flag by deforming it with a curve modifier and moving that modifier along it's local x-axis, giving the impression that it's waving and allowing it to be easily looped. However, moving the curve also shifts the position of the 'fabric' around. Images below:

Before moving the curve:

After moving the curve:

So in the second image I would like the flag to remain aligned to the pole, but with a different displacement. How can I resolve this?

Thanks.


texts: Physics Properties, Cylinder is just staying in its rotation unlike eg: Cube

texts:
I want to have a physics simulation with a cylindrical Object.
But after the baking, its just staying in its rotation.
Different Collisionshapes on the cylinder dont change the outcome

Video showing whats happening: https://youtu.be/hB3-NjKuxdU

How do i make that it behaves like a physical Cylinder ?


texts:
I would like to be able to set custom filter values for a UIList with code.
To do so, I would like to get a reference to an instance of a UIList such that I can set its properties (such as filter_name).

I use the UILayout method template_list (documentation). This is the only way of which I know to draw a UIList - but it has no return value, and I have no access to the UIList instance created somewhere in the background.

Is there any way to access UIList instances?


texts:
My driver turns on and off when the bone is controlled by gets moved by another bone.
https://gyazo.com/db6489de950cb4b7e36297ac8842d038

What could cause this?


texts:
Right now when I'm using the Select Tool, from let's say the side of my object.

Its only selecting points from that particular side.

How can I make so that it selects through my object so that it selects all sides within my Selection Box?


texts: How to rig a "cartoonish" style mouth that doesn't affect the rest of the face?

texts:
I'm modelling the character Robotboy from the cartoon, and personally I feel like it just might be my best model yet. However, I was attempting to rig the mouth and eventually the eyes, and it wasn't going exactly the way I wanted it to. Here's pictures of it before I posed the mouth, and after:

This is clearly not the look I'm trying to achieve. The creases around the mouth are not wanted, and I feel like it would look much better without the creases there. I also want the mouth to freely move to any location on the face, while still tracking on the surface of the face. Basically, something like this (I hope it doesn't look too confusing):

I've seen this done with Minecraft Blender animations, but I myself do not know how to approach this problem (I'm particularly new to this kind of stuff). Any advice for making this type of a facial rig would be appreciated, as I will be using this kind for animations in the future (it'd also be cool if I was offered a solution to make the eyes act the same at the mouth with the tracking and such, however I do not really need it once I have a solution for the mouth :D).


texts:
Following a tutorial there should be a possibility to move tracks up or down in the NLA editor with the Page Up or Page Down keys but I can't get it to work. I tried several options with no result.
How can I change the tracks vertically?

PS: I use Blender 2.8x on Windows 10 latest updates.


texts: I've looked for an answer, and have seen that there should be an option on the import dialog. This is not the case for me. Blender 2.77, SVG 1.1 from Illustrator. Thank you.


texts: Subdivision Surface modifier above level 1 subdivide causes boolean modifier to break

texts:
I am trying to cut out ridges on an object using another object. When I apply subdivision on it, level 1 is alright, but level 2 onwards weird stuff is happening. Images below illustrate my issues better.

Boolean cutter, applied with level 1 subdivision work fine.

Another view, with the cutters hidden.

Modifier stack.

Now with level 2 subdivision.

Now with level 3 subdivision. I did not unhide the cutter object, it just appeared.


texts: Why is the Particle effect like this? .....(see pic)(I followed every step as shown by BlenderGuru Tutorial (Donut).)

texts:
I tried multiple times but I am not getting what is wrong with the particle effect even though I followed the steps as shown by Blender Guru.
Here I am getting an effect like this:
Can you guys tell me why is this happening?


texts:
I have rigged, weight painted, and posed this model so that the arm is raised.  I have the Display Modifier in Edit Mode and the Adjust edit cage to modifier result turned on.

My question is, when I go into edit mode of the mesh for my blend shapes, I select a vertex to move via pressing G, I move left, and the vertex moves in a different direction (as illustrated in the screenshot below)

It gets worse for the legs, especially legs in a folded position.  The vert flies sometimes in the opposite direction.  I tried to translate along the axis by pressing z x or y, but their local axis are all different due to the mesh posed in different positions.

I just want to move the vert along the standard global axis.

Is there any way to do that?  It has been a very tough time editing posed meshes.


texts: Why do i get this Merge Operator: Enum not found error?

texts:
I am recently learning to extend blender and trying to create a custom utilities panel.

I'm trying to add a "merge vertices" button on a panel but I keep getting errors saying;

enum 'FIRST' not found in ('CENTER', 'CURSOR', 'COLLAPSE')

Any solutions to this?

Also, any tips regarding convention and styling is welcome :)

Thanks in advance

Many thanks to batFINGERS answer, I ended up going with the try/ except method.
I then changed the code and now it works like a charm

row = layout.row(align=True)
for k in ['FIRST', 'LAST']:
    try:
        row.operator("mesh.merge", text=k.title(), icon="GROUP_VERTEX").type = k
    except TypeError:
        row.enabled = False
row = layout.row()
row.operator('mesh.remove_doubles', text='Distance', icon='DRIVER_DISTANCE').threshold = 0.01

which ends up like this and is exactly what I wanted.


texts: what triggers extend non manifold errors?

texts: after highlighting my entire mesh, if i click any of the other options and not that one, nothing lights up as non-manifold, but as soon as I click "extend" as active, the entire mesh comes up as non-manifold.


texts: Why cannot I override the context for bpy.ops.object.origin_set()

texts:
I ran the following code to reset the origin of Cube:

import bpy
# set selection
bpy.data.objects["Cube"].select = False
bpy.data.objects["Plane"].select = True

# override context
override = bpy.context.copy()
override["selected_bases"] = [bpy.data.scenes[0].object_bases["Cube"]]
override["active_base"] = bpy.data.scenes[0].object_bases["Cube"]

bpy.ops.object.origin_set(override)  # works on Plane
bpy.ops.transform.translate(override, value=(1,1,1))  # works on Cube

However this resets the origin of the Plane instead. What am I doing wrong ?


texts: A PBR map with Principled shader doesn't add value to the object

texts: I'm trying to create the ground covered with leaves, everything seems fine, but it's completely flat. I suppose a normal map is in charge of it, but I have no idea how to fix it. There are screenshots of top view, side view and a material setup.


texts: How do I change the default data settings for an empty?

texts: I know that when I add an empty object to a scene, the empty defaults to a "plain axes" view type, but that I can change the view type to one of several options: Arrows, SingleArrow, Circle, Cube, Sphere, Cone, and Image. But if I want change "plain axes" to "Arrows" almost all the time, it would be more efficient to change the display default to "Arrows". How can I achieve this?


texts: Rendering low poly model to 2D, make facets stand out more

texts:
I am creating 2D images of my model, but I want the facets (I think that is the correct term?) to stand out more, how can I do that?

See the random model below I created as an example.

In the scene on the right, the facets stand out nicely.  However, the rendered version on the left is darker and doesn't show some of the facets up as well.  I want to produce a 2D image that looks much closer to the scene view.

I'm using Cycles if that helps.

Thanks.

Edit:  Added a test blend file.


texts: Hair particles breaks in half - blender cycles

texts:
I'm in Cycles Render, I've added some hair to a mesh, and then I combed it.
As you can see on the image below the hair breaks in half when rendered.

Does anyone know what might be causing this?


texts: Creating "sharp" chamfer in blender fast

texts:
This is pretty common way of chamfering hard edges in CAD modelling different product casing.
I was wondering is there an addon, script or blender function out there that i don't know that can automatically make sharp corner chamfering like that?

usual chamfering with bevel in blender
chamfering with sharp corners that i want to do automatically

How this particular type of chamfering is called? I struggle to find info on it without the name. Maybe there reason is it's not that common after all...

This is a four main way it can be modelled by hand.

For Cube like shapes through inset with equal thicnkess\depth

For most non symmetrical shapes with 3 edges - with a help from Tiny Cad.

addon: tinyCAD Mesh tools. Included in blender by default.

For shapes with radial symmetry. Again with tinycad.

The longest way for any possible shape with boolean.

addon: booltool. Included in blender

When modelling for close-ups Ngons \ chamfer planes created through this process needs to be flat, so just beveling\chamfering in several stages won't do.


texts: None of my poses save. Every time I pose my characters arms, they reset and go back to a weird form

texts:
I have been trying to get into first person animating with blender, but every time I try to edit a keyframe this happens: none of my poses save. Every time I pose my characters arms, they reset and go back to this weird form.
https://gyazo.com/46dca4449d15f0395ea69c517dfb0bf9


texts: How to get a transparent shader equal to the Maya`s x-ray shader?

texts:
Hy,

I have several pieces ensambled ones with anothers, and I need to see them transparent to see´(in the work view) how they fit together and modify it as needed. For that, I need them to be semitransparent. Specifically I´m looking for the same effect that you get in Maya when you apply to a mesh the X-ray shader.

I´ve been looking for tutos and answsers buy none of what I found looked as I am looking for.

In the file, I have a material formed by: diffuse + transparent bsdf connected to a mix shader connected to the material, but I still does not see the pieces transparent in the work view nor in the rendered view (in render circles).

Any way to do it? or any idea of why I don´t see the material transparent?

Thanks a lot


texts:
I wanted to do a something like skin pores. I tried to do it with brush alphas but the quality of it was very low or was different in different areas. And here is my question: what affects the quality of the results when using alphas on brushes when texture painting? I will put some images to show what I mean. (I apologize for my English)

I make some alpha in gimp. I cant remebere where i found this one from the begining (this "skin").
Brush texture 1k:

Brush texture 4k:


texts: How do I remove gaps between two wavefront OBJ layers?

texts:
I have generated two wavefront OBJ layers - a terrain surface from GeoTIFF to TIN to OBJ and some buildings from shapefile to extruded shape to OBJ - using Safe Software's FME.  In the FME previewer the two layers sit flush but when I import to Blender (2.78a on Windows 7 64bit) and render a scene the buildings are floating above the surface.

In the image below you can see the odd white line above the black hole of the building footprint.  I also created a single OBJ file by combining the surface and the buildings and embedded the buildings into the surface by offsetting in the Z axis by -1m. The problem persists in Blender.

Is there anything I can do within Blender to move the buildings into position?


texts:
I will appreciate for your help.
I am creating my material library, and trying to clean and rename all materials and nodegroups.
How i can define from outliner (or any enother way) wich materials use this nodegroups

(update)

Thank you for your help. I'll try to be more specific.
Just for example. I have big scene with 105 materials, Also I have unknown node group (x) which is used by 3 users. It means that 3 materials from all 105 use this node group (x) The question is, how i can easily find these 3 materials? Where this information is shown in outliner?

Thank you


texts: how to make a adjustment knob for a gun scope model

texts:
I searched everywhere on the internet but couldn't find an answer. I am modeling a  scope in blender but I can't figure out how to make the adjustment knob.

My progress so far

What i want the knob to look like


texts: Import Zbrush model to Blender and retain polypaint, materials?

texts:
How do you prepare a zbrush model with polypaint and materials so it can be opened in Blender and retain the polypaint and materials. Is this possible?
Thanks


texts: In UV is there a way to scale them automatically, like unwrap does but without changing UVs?

texts: In UVs is there a way to scale them automatically (relative to the 3d model), like unwrap does but without modifying the UVs?


texts: Custom Properties Via Python Don't Display

texts:
As of 2.79, custom properties assigned via Python no longer display in the Properties Panel. I've confirmed that the properties are indeed being assigned to the objects (by checking them via a Python console) but they don't show up in the UI. I've run my addon in 2.78c and the custom properties show in the UI as they always have.

Is this by design? If so, is there a way to have custom properties that have been assigned via Python show up in the UI so they can be seen/changed?

Thanks!


texts:
I have an armature which has its origin at 0,0,0. I want to move the armature so that the lowest zvalue of it's bounding box is placed at 0,0,0 using python as shown below without changing the origin, as I want the origin to stay at 0,0,0.

This is my armature with origin at 0,0,0

Result I want:


texts:
I have a mix-match of computers and want to network render to them.  The problem is if I make a material with an image texture, that texture is not sent to the slaves.  I don't have the ability to network the image path (I do, but its unreasonably complicated). I just want to have the image file cloned to the slaves so that they can use it in the same way  the bake files are sent over.

I tried this in python, but can't find the mechanism to find where the textures should be stored on each local slave.  This means if the client texture map is at c:/tmp (on a windows machine) and I send it to a Linux slave, I'll have to jump through flaming hoops to make it save the texture map to c:/tmp on Linux (permissions issues).  I'm assuming that it should store them to // on the Linux slave (or any slave) but where is it in perspective to python UserPreferencesFilePaths?

I'm also finding that my motion blur isn't working on network, so I want to tweak the .py file so that it moves over extra bake files (assuming it reads the previous bake file to generate a vector, if the batch is 5 files, it should send over 6 files so that it can properly generate the blur).

I guess what I'm asking is if there is a non-script, non-network-path way to resolve me rendering problems or if there is a scripting way to do it.

Thanks
James


texts: why when I move the head rig the head deforms?

texts: I only put 1 bone in the head, from the top of the head to the neck, and I painted the head red in weight paint, but when I test the rig in pose mode, the head got deformed as the rig moves.


texts: Custom properties on an action, any place for UI visibility?

texts:
I'm writing an importer/exporter for a game, and animations are identified by an ID number associated with a set of position/rotation keyframes. In the original 3DS Max exporter, they are controlled by a custom location/rotation controller, which handles the data.

It seemed like the natural mapping to Blender would be separate actions. I can add a custom integer property to bpy.types.Action easily to store the value, but there doesn't seem to be any kind of property sheet/panel for actions exposed in the UI (that I can find - for example the dope sheet/action editor has the property panel empty), so I'm not sure where to add UI elements to allow users to edit this property.

Is there something I have missed, or where can I put the UI? Otherwise, I could just require users to encode the ID into the action name, but that seems.. inelegant, at best, and prone to mistakes.


texts: how to add outline and reflection to water mesh?

texts:
So yesterday I saw this youtube video https://www.youtube.com/watch?v=0g5bROk9Hvc , and I tried to make the same thing.
The thing that got me confused is how to add the outline for the water mesh and the reflection in the youtube video

I already try to make a simple outline with solidify modifier and flipping normals but doesnt work because the water mesh is just a single plane. any suggestion about how to do it?


texts: I want to remove the roof section of this batmobile model, I'd like to know if there is a faster way of doing this than selecting all the individual vertices and moving them away, as this looks quite tricky. What is the best approach?


texts:
I have a door on an angled wall bent 5.5° in x and the hinge of the door is also on an angle y of 5.5°. I tried using an empty to pivot but mid way of the door opening animation the door goes off its hinge the most @frame 30.

How to make it work?


texts: blender 2.9 bpy changing ob nodes['Principled BSDF'].inputs['Base Color']. with jpeg file content

texts:
How do I change obj.material_slots['FABRIC 1_FRONT_4906.001'].material.node_tree.nodes['Principled BSDF'].inputs['Base Color'] by the content load from a png file in Blender 2.9?
I'm using the following code to load the image
bpy.ops.image.open(filepath="/root/carteid_dini.png", directory="/root/", files=[{"name":"carteid_dini.png", "name":"carteid_dini.png"}], show_multiview=False)


texts:
I have created a character's head in 2.8, and I wanted to add a cube. I did so, but when I move the cube down the z axis, it also moves the character's head, even if the only thing I've selected is the cube.
Before:

After:

I can move the cube by itself in edit mode, but I used to be able to do so in object mode.


texts: I have a smoke emitter that is under a rocket (but not touching anything). It emits smoke, but the smoke just sits there in a bubble. It doesn't flow. If I move the emitter away from the collision objects, it works fine. It's like the smoke won't get within a meter of any collision object, and this is a threshold that I can't seem to edit. Any ideas?


texts: Using graph editor to manipulate movement speed but static rotation speed

texts:
First of all, pardon me if the title is a little bit confusing. What I'm trying to make is a tossed coin animation. Like how a tossed coin should be, it move upward and rotating, and after reaching a certain height, it will slow down and finally fell (while still rotating).
Using graph editor I manage to manipulate the movement speed, but the problem is, I realized when the coin's movement started slowing down, so does the rotation speed. I wanted the rotation speed to be static in the whole animation.
Is there a way when I manipulate the animation in graph editor, it only affect the location but not the rotation?


texts:
I am doing a very rough render for a school project and when I try to render it it comes out completely different than in the 3d view

I suspect this is because of the yellow/gold dimensions bars on the right but I have no idea what they are or how to change them.


texts: How can I join two splines in the mask editor?

texts:
I wanted to create a rounded equilateral triangle mask.
I started by adding a circle, deleting one of the handles, and adjusting the angles of the other two…

…and then copying and rotating this arrangement twice:

Now I'd like to join the vertices of the splines to close a triangle.
I tried

J and CtrlJ for join, but these didn't work;
F for face/edge, like in object edit mode, but this didn't work either;
AltC with all selected for "Make Cyclic," but this didn't work (it made each individual spline cyclic).

I ended up just creating a wonky hexagon and zooming in to align the verts to "good enough" level:

What's a better way to do this? How can I actually join the points?


texts:
I have the following CUDA error when trying to render my project in cycles:

CUDA error: Launch failed in cuCtxSynchronize(), line 1372

My scene rendered well some days ago. After adding new elements and models the error appeared. I had this error already some time ago, while working on this project, but after changing the content and sample amount in the render settings it disappeared until today.

I am using a GeForce 1080 Ti with 11 GBytes of Ram. The scene use currently not much vram of my graphic card. So the vram can not be the reason.

Any ideas for a solution please? Maybe some developers are reading this too.

Thank you a lot for any tips

Chris


texts: In an add-on, receive the path to the file Blender was opened with or its launch arguments?

texts: I want to write an add-on that can open a file opened with Blender (i.e. double clicked while Blender is the default program associated with the file format). That means Blender is opened with launch arguments holding the path to the opened file. This must work for file formats other than .blend, such as .fbx. In the Python code for an add-on, how can I access the path of the file opened with Blender. Or the arguments Blender launched with?


texts: Create a mesh around a group of animated empties?

texts:
I have a project with a bunch of animated empty objects in the form of a human body. I want to create a mesh around these so that there will be a generic human form animated. Is there any quick way to do this for a generic case through script or an add-on or feature? I want it to be automated so if I have many projects with different animations or empty formations I can quickly produce a mesh around these empties.

If there is no current add-on or script to do this, can anyone point me in the right direction such as steps or where might be a good place to start in creating this feature? I am aware that there are already add-ons that turn bones to mesh and now I want the equivalent to turn empties into one conjoined mesh.


texts: Is there a way to hide these outlines that are on curve objects? They kind of get in the way in my render preview.


texts: Specific object moves too much when moving it

texts:
I have downloaded an .obj model of a bottle, and after importing it into blender, it behaves weirdly..(it's fine in edit mode) I have tried applying transforms. Here is comparison to object that is fine.
Moving it is truly frustrating.

sry for bad gif quality had to make it less than 2mib


texts: How do I mix two bump nodes and fade from one to the other?

texts:
Here is a simple flower bud with a colour pattern using noise and a gradient texture.

Now I want to add two textures, a wave pattern for the petals and a noise pattern for the stem. I have used a gradient into a colour ramp as a kind of mask. The texture settings are set high here just so it's easy to see. Each bump node I have run into the normal input on a diffuse shader (I think the problem is here). Because when I then mix it with the base colour pattern I'm getting the colour data from the diffuse nodes blending with the base colour pattern in the first image.

How can I add these two texture/bump nodes and fade between them in a way that doesn't interfere with the base colour pattern I want to use?
EDIT: This question was closed as a duplicate, but the linked question is a different issue. I was able to solve this problem by dragging the colour output from the colour ramp node for the pattern into the diffuse bsdf nodes for each texture. It feels like a messy set-up to me, I think this could be done more elegantly.


texts: Creating a create tilable displacement map

texts:
What would be the ideal way in order to achieve a shape like the model provided, using this sample displacement map?

I plan on using multiple tilable patterns to create models to 3D print, what would be the ideal solution?

These are the kindof textures I wish to use:

The reason I need this to be tilable as a height or displacement map is because I plan to apply it to objects that aren't simply a flat surface as if it was a texture file.


texts: Updating a 2.7 script that uses frame_current to work with 2.8+

texts:
There's a script I find very useful that works in 2.7x that is no longer working in 2.8x, 2.9x. I want to update it to work with current Blender versions. The script takes an object and makes a duplicate of it where it would be at each frame, applying mesh deformations. It seems it stopped working because of these Python API changes that came with the new Collections system.
The script that works in 2.7x was authored by CodeManX:

import bpy

scene = bpy.context.scene
frame_current = scene.frame_current

r = range(scene.frame_start, scene.frame_end + 1)
l = len(str(len(r)))
obs = []

for f in r:
    scene.frame_set(f)

    for ob in scene.objects:
        if ob.type == 'MESH' and ob.name.startswith("model"):
            me = ob.to_mesh(scene, True, 'PREVIEW')
            new_ob = bpy.data.objects.new("%s_frame%0*i" % (ob.name, l, f), me)
            new_ob.matrix_world = ob.matrix_world.copy()
            obs.append(new_ob)

scene.frame_set(frame_current)
for ob in obs:
    scene.objects.link(ob)
scene.update()

I messaged the author of the original code last week, but it appears he is not so active on Blender SE these days, so I'm not holding my breath for a response. Besides, maybe in the process of trying to fix this I can learn more about how the API works.
According to the API changes, I replaced scene = bpy.context.scene with layer = bpy.context.view_layer and that resolved one error. But now I am trying to resolve this one:
AttributeError: 'ViewLayer' object has no attribute 'frame_current'
This page of the Blender Manual still references scene.frame_current. Is this manual page outdated? Or am I misunderstanding and we can still use scene in certain cases?
This is my work-in-progress modified script, partially fixed for 2.8+:

import bpy

layer = bpy.context.view_layer
frame_current = layer.frame_current

r = range(layer.frame_start, layer.frame_end + 1)
l = len(str(len(r)))
obs = []

for f in r:
    layer.frame_set(f)

    for ob in layer.objects:
        if ob.type == 'MESH' and ob.name.startswith("model"):
            me = ob.to_mesh(layer, True, 'PREVIEW')
            new_ob = bpy.data.objects.new("%s_frame%0*i" % (ob.name, l, f), me)
            new_ob.matrix_world = ob.matrix_world.copy()
            obs.append(new_ob)

layer.frame_set(frame_current)
for ob in obs:
    layer.objects.link(ob)
layer.update()

Any help would be greatly appreciated. And if it can explained in a general way that may apply to others having problems updating a 2.7 script, or specifically those wondering about how frame_current has changed, that would be great.
Finally, one possible hint of new syntax is in this answer where the author has crossed out frame_current = 1 and replaced it with frame_set(1) ...unfortunately my logic of trying frame_get() did not work.


texts: How to get an object to display its actual position after transform using parenting with empty using python

texts:
Currently this code creates an empty at a defined position and have used parent to get an object, in this case a cube to be in that position. However the newly created cube states its position as the origin rather than its actual position. How would I get the cube to display its actual position which would be the same as the empty?

import bpy
from mathutils import Matrix, Vector

context = bpy.context
scale = 0.01

x, y, z, l, m, n, p, q, r = -500, 200, 1000, 1, 0, 0, 0, 0, -1

y_axis = Vector((l, m, n))
z_axis = Vector((p, q, r))

x_axis = y_axis.cross(z_axis).normalized()

M = Matrix((x_axis, y_axis, z_axis)).transposed()

M = M.to_4x4()

M.translation = scale * Vector((x, y, z))

print(M)
print(x_axis, y_axis, z_axis)
bpy.ops.object.empty_add()
mt = context.object
mt.empty_display_type = 'ARROWS'
empty = bpy.context.object
mt.matrix_world = M

bpy.ops.mesh.primitive_cube_add()
cube = bpy.context.object
cube.parent = empty


texts: Blender crashing on one specific frame every time

texts: For some reason Blender keeps crashing when I try to render frame 7. It worked at least a few times before, but now it won't work at all; not even sheepit is able to render it. Here's the file https://1drv.ms/u/s!AhSD7EiTM5W-gp4EBKjmS1SbkJHtRg


texts: Object turns black when selecting the new image to which texture will get baked to in Blender Internal

texts:
There are many questions relevant to baking in blender internal mode. But i could not find any solution to my problem.
After creating the object I unwrapped it and saved the unwrapped image with a name. Next, I assigned a image texture in the texture properties panel.
Next, I selected the image texture from the drop-down menu in the UV/Image editor and the texture is getting applied.
Then, to bake the texture, I created a new image, and just when I am selecting the new image, the object is turning black. I can't proceed to bake any further. Still it's showing that no images found to bake to.


texts:
In Cycles, I have painted some textures onto my UV map like below:

While in Texture Mode I can see the paint applied.

But when I go to render mode, they do not show.

My nodes are setup as follows:


texts: Blender Internal How to slow down and crop movie textures?

texts: I asked this question: (Blender Internal) How to apply chroma key to videos on a plane? and was wondering how I could crop the texture or slow down to footage? Thanks!


texts: How can I make the transition from blue to purple (I do not want the white part) more smooth?

texts: When using a gradient node and a color ramp, Even though a gradient should be smooth, I get sharp edges separating the colors in the color ramp. Also, there is this white part that comes out of nowhere. Help! I use blender 2.82 and windows.


texts: How to make Eevee viewport background transparent?

texts:
I would like to view my meshes in Eevee rendered viewport with an alpha background when using HDRI lighting.

How do I use HDRI lighting without seeing the HDRI image in the background of my Eevee viewport?


texts: Fluid simulation leaking through obstacle

texts:
In this project, water is leaking from the walls of the waterwheel and it doesn't look realistic at all.  I tried so many possibilities but nothing worked. please help me to make the water looks realistic. I'm really grateful for anyone who could help me with this
Herewith I've shared a link for a blender google (google drive) -

https://drive.google.com/file/d/1pmJ7dQF6zz4SSzpXclHlWIR4nWDZ8R3A/view?usp=sharing
-Thanks-


texts:
I'm trying to make an animation of a wave propagating where the colour of the wave changes based on its height.

Something like this:

I'm using the dynamic waves tool to generate the wave. I managed to create the effect I'm looking for with a View Z Depth input node and a color ramp, but that doesn't seem to show up when I render and only works when viewed from directly overhead.


texts: Graph Editor does not show any keyframes

texts:
I already made and rigged a character. When I make keyframes in the dopesheet to time my animation, the graph editor does not show any of my keyframes, for any of my animated parts. Even when I go to check the drivers, the driver pane is completely blank, just an empty graph as well.

The weird part is, a couple of sessions ago, it was working completely fine, because I know I was able to edit drivers then. So what could possibly be happening here? I unfortunately cant share the blend file due to the fact that it belongs to the project group I work with, but I was hoping for some general pointers on how I can figure this out. Keep in mind my dope sheet and NLA editor works completely fine, it's just the graph editor.

Here is an image of what it currently looks like:

and here is the corresponding dope sheet for the same animation:


texts: Discrepancy Between Camera View and Rendering

texts:
Trying to render an image of a protein in blender, and finding that the rendered image has weird shadows on it, when these are not visible in camera view, as per the image below.

Any idea why this may be happening?

Thanks for any help.


texts: Convert particle system to animated meshes Blender 2.83

texts: None of the previously posted solutions seem to work in 2.83. Is it possible that in Blender 2.83 you -cannot- convert particle systems to animated meshes? That seems incredibly limiting.


texts: Difference between Write Normals and Smooth Groups option in export .obj?

texts:
Hi its just a simple question, whats the difference between those two? its sound like they do something similar, but in which case should i use one over the other?
Also if i can get a good explanation of those two would be great.

(i ask this looking to make some assets from high to lowpoly and baking in xnormal, so im using auto-smooth sharp edges, etc)

Thanks!


texts: The Perspective view is weird. I am in solid mode and I still only have outlines of the objects

texts:
Well it might be a bug, it might be an odd function of Blender too. I am not really sure. The weird view only appears when in 'free view' in perspective mode. (The view where you gan orbit around your scene with the middle mouse button) The problem does not appear in orthografic view, in camera view, in rendered; shading and wireframe view and in the views from top, the side, bottom etc. (Also orthografic)
Second weird thing is, I cant select any of the objects with a single mouse click. I now have to use the circle selector or draw the selection box.
The grid in the viewport disappeared too.
I do not know if I clicked something wrom or used a 'bad' keyboard shortcut or if it really is a bug. I just want to get this dumb piece of garbage out of my viewport.
This picture shows the bugged view. Just as I said. In all the other view modes and in the camera etc. it is just fine.

Download .blend file


texts: Noob Question. Front side of model is missing?

texts:
I finished my 3d model of a face and I tried to import it into Unity. I dragged in the .blend file and then into the scene. But I could only see the back half of the face from where I was looking. I could also see the whole model from the inside.

There is an attached error as well;
'.' is not a valid texture file name on asset 'Assets/Imported/NEWFACEblend.blend' on material 'None__Face_001' of renderer 'Plane'. The file will be ignored.


texts: Does an inactive Blender prevent Windows from sleeping and/or hibernating?

texts:
I use W7 on a ThinkPad, with hybrid sleep enabled. Sleep/hibernate work as expected without Blender.

When Blender application is loaded (i.e. the application has been launched, but is not rendering anything), the computer never enters sleep mode, ignoring sleep timers. The display is off, but fan air is hot, an indication of a sustained CPU/GPU use.

Is there some Blender documentation about this? Is there a solution to prevent it?

I'm aware of how to pause the Blender process, but my question is different.


texts: How to create a simple button for a script?

texts:
I'm struggling trying to create a simple button for this script:

for Nlys in (3,8,11,13,16,5):
    bpy.context.object.data.layers[Nlys] = True

for Nlys in (0,1,2,4,7,10,14,17,9,12,15,18,6,20,5,19,28):
    bpy.context.object.data.layers[Nlys] = False

In Maya I was used to drag an drop the code into a shelf and the button was created automatically.
Is there a way to to this in Blender?

Update: This helped me to figure out a solution for this result.


texts: flattening a 3d object to make a 2d stencil?

texts: long story short im trying to figure out how to take this 3d Bracer I modified and flatten everything almost to a sheet of paper. There are pepakura programs that will do this if you are making things out of paper but that isn't what I need. I want to take this rounded gauntlet and flatten it so I can turn it into a stencil for foam (since foam can be shaped into a round object) I have been looking for hours trying to figure this out but I cant.. I have tried turning this thing into an .svt but the file is empty when I import it. Any tips on how to do this? Overview: Flatten 3d object, print out stencil to cut into foam. Any help will be greatly appreciate as im almost bald from pulling my hair out over it.


texts: Dilate/Erode: Difference between Step and Distance mode?

texts: What is the difference between the Dilate/Erode nodes Step and Distance modes? I can tell they are doing different things, but I'm interested in the technical details and the documentation does not cover it.


texts: What is the importance of low poly vs high poly?

texts:
From the point of view of a beginner in Blender, the vast majority of learning resources & tutorials seem to focus on low poly objects/scenes. Many questions here on blender.SE echo that focus. Perhaps this may deal with difficulty level or style preference but suspect there are other factors at play.

What are the differences I should keep in mind when creating something in low vs high poly?

How can I determine what is the appropriate level of detail?

What is "the line" that defines low poly from high poly?


texts: How to use baked fluid with network render?

texts:
I would like to use blender net render feature, but I know, that currently it does not support baking fluid simulations (see Blender Netrender Manual).

Is it possible to bake it locally and then use it in network rendering?


texts: How to connect shape key animation as driver to rotate a bone in pose mode

texts:
I am attempting to utilize facecap (iphone app) face fbx file (it has 51 shape keys with animation data on it etc) on a character with rigify rig (face as well).

Question.
i want jaw rotation (jaw controller x rotation) to take animation data (driven) by head object shapekeys['jawOpen'].
any ideas or python psudo code to setup driver expression will really help. thanks in advance


texts:
How would one fracture only part of the object with cell fracture add-on?
I have this object:

Can I only fracture center of the object, so that the top and the bottom are completely unfractured? I can't just make constraints since the object is glass in cycles and unwanted fractures are clearly seen... I tried using cursor close, I tried fracturing with child object, but regardless of what I do, I can't get only the center to fracture...


texts: Replicating the World Ambient Occlusion setting on a per-shader basis

texts:
On the World tab, there's an Ambient Occlusion setting that allows you to sort of add indirect lighting to the scene. The manual says that this effect can also be applied on a per-shader basis using the Ambient Occlusion node.

The node in question has a Color and an AO output, and I understand that these can be used to create cavity masks and such. However... how exactly do I use this node to replicate the "add indirect lighting" effect of the Ambient Occlusion setting on the World tab?

More precisely, how would one go about integrating the Ambient Occlusion node into an existing material in order to replicate the World Ambient Occlusion setting (Factor + Distance) on a per-shader basis?


texts: Shaders Nodes - Attaching and detaching nodes with python

texts:
I would like to import an image as a plane, then add a MixShader and a Transparent BSDF, detach the Material Output Surface link, attach the BSDF to the MixShader, to the Material Output, then add the Transparent BSDF to the Mix Shader.
Is this possible to do with python coding? I am totally lost. My goal is making the image imported transparent with a script for EEVEE.


texts: How do I make an object spin around it's own axis?

texts: So I have these two wheels parented to the leg of a robot. I wanna make them spin a few times but they're spinning around the wrong axis. With other objects I could just press R, Y, Y to make them spin right when they're already at an angle, but for some reason it doesn't work with these. Would be amazing if someone helped me fixing this!


texts: Missing render preview. No automatic re-render when changes are made, etc

texts:
Other than installing Node Wrangler, I haven't made any changes to user prefs since install.
I do have "Update Automatically" checked.
My materials preview, however, is updating when I make changes to it.

edit: wording improved


texts: Is there way to control opacity of selection/active color in 3DView?

texts:
In the user preferences, color for selection and active object can be set, but there is no alpha slider, i.e. opacity is always 100%.

I want to match a slightly distorted texture onto an object using UV editing, but due to the selection mesh lines showing in the 3DView with 100% opacity, it is hard to do this with pixel accuracy.

It there a way to set opacity of the selected mesh (by default: orange) or an alternative solution for this use case?


texts: How can I adjust keyframes of multiple objects when some are invisible?

texts: I have set up a scene with many objects at 24fps. Now, I increased it to 60 fps (2.5 times more). To keep everything at the same speed, I increased my frame count by 2.5 times. However, I cannot do the same for my objects as some are invisible in both rendering and the viewport. (Easier for previews) I do not want to have to remove their keyframes one by one and re-add them. How should I get about doing this? Is there something in the graph editor I can use?


texts: What to do when my animation stops after 50 seconds, whereas my animation player is in active?

texts:
I had an idea to make fire effects on a cube. So I created a cube; clicked F3 and activated quick smoke effect.
Then my cube started smoking.
But unfortunately it sopped after 50 seconds.
But I noticed that my animation player is in active mode.
After,when the animation player replayed the smoke effect ran only for 50 seconds and stopped again.
I also tried for quick liquid, but the result was the same.


texts: Using drivers to animate the opacity of a strip in VSE

texts:
my final goal would be to use Blender VSE for video editing, where I'd overlay a strip over a background video when there is sound in the corresponding audio track, so basically, the volume in an audio file drives the opacity of one video/still image track.

I have followed the instructions found here:
Have a video sequence be driven by an audio track , and it works just fine, except it slows down rendering quite a bit, which is for my long form videos (30 to 90 minutes long @25 fps), just too much time and wasted computing power in my opinion, and since the linked content, 4 years have passed, and a lot of new Blender versions got released, so I just hope there is an other way to make it work.

I tried a workaround by adding a custom property to the sequence, I baked the F-Curve from the audio file, but I can't use that property for a driver, as when I'm adding a variable to the driver, I can't select "Strip" as "Prop":

So as I can select Object, I just select a random object, and past the data path from my custom property, but it gets red, so I can't fool Blender just by adding the data path.

Is there any way to get source for my driver on the Sequencer, so I don't have my source (the Empty) in a hidden scene? Or is there any workaround to force Blender to get the F-Curve defined data from the Empty even though the Empty is being animated on the scene that is not on the Sequencer?

(I have tried that I just manually define the F-Curves using keyframes, that doesn't work either, so the problem is most definitely not with trying to bake the F-Curve from sound, and it clearly works if I superimpose the scene on top of everything, and multiplying.)

Thank you very much for any ideas.


texts: How to make 3d text values larger in 3d view?


texts:
Is it possible to attribute a shortcut has a symbol as the inverted comma or square bracket ?

I edit to give a little more information.
I created an operator who write me directly in the text éditor ""
and which places me the cursor directly between both.
I'd like to attribute the " as shortcut to this operator.


texts:
How do set the control point of a bezier curve to "active" in script in 2.8? Like so:

I want to hook it to a new object like so:

bpy.data.objects['Bezier'].data.splines[0].bezier_points[i].select_control_point = True
bpy.ops.object.hook_add_newob()

but the first line doesn't make it active, and I get this error:

RuntimeError: Error: Requires selected vertices or active vertex group

Thanks!


texts:
When I try to add to my plain by selecting two vertices and then pressing E it only extends the edges and not the entire plain how does one fix this?
https://gyazo.com/b46b4cd4c2bf68e416e14fb32ffef16b


texts: Weird line following my cursor when sculpting

texts: Why do I have this line following my cursor?


texts: converting parametic equation using python

texts:
I'm trying to convert some math / formulas
STEP 1:

Found at:
https://math.stackexchange.com/questions/324527/do-these-equations-create-a-helix-wrapped-into-a-torus
But the spirals aren't closing / connecting in Blender 2.83.x.  See image below along with snippet of code / formula.

Snippet of python code in Blender 2.83.x:
# fill verts array

num_x=40
num_y=40
for i in range (0, num_x):
    for j in range(0,num_y):

        n = 5 #loop_num
        loop_pos = 2
        u = loop_pos+(i*2*math.pi/num_x)
        v = 2*math.pi*(j/(num_y-1)-1/2)

        x = (uval_R_bg+uval_r_sm*math.cos(n*u))*math.cos(u)
        y = (uval_R_bg+uval_r_sm*math.cos(n*u))*math.sin(u)
        z = uval_r_sm*math.sin(n*u)

STEP 2:
My goal is to convert the formula below in Blender 2.83.x using python and animate it.

An example of what it does can be found here
https://demonstrations.wolfram.com/ToroidalHelicalCoils/


texts: Rename a modifier's name for multiple objects

texts:
I have multiple objects and they have the same exact modifier with same name (same parameters , name etc). For example :

cube1 has modifiers : array1, boolean1
sphere1 has modifiers : solidify1, boolean1
cone1 has modifiers : boolean1

So i want to change the name of boolean1 to become myboolean for multiple objects at once. Can i do this ?
Do we need python for this ? using Alt doesn't do the trick for multiple edit.
Thanks


texts: Material preview background color - Blender Cycles

texts:
i can't figure out how to change Material preview background  color in Blender Cycles.

I need to switch from 1 to 2.

Thanks


texts: why doesn't the texture cover all the mesh

texts:
I tried to cover the mesh with a brick texture but it didn't cover all the areas !

which left some ares without any texture


texts: Rigify (2.8) - automatic weight incorrect and issues with weight painting

texts:
I'm trying to rig a character for animation for the first time, however dont seem to get it right :(

I placed a "human metarig" into my characters mesh using the rigify addon, when i parent the mesh to the metarig with "automatic weights", the following strange things happen:

vertex groups for tigh.L & tigh.R are placed on the opposite/ wrong sides on the x-axis, other vertex groups like shin.L & shin.R, toe.L & toe.R are place on the correct sides
weight influence is "leaking" far into my mesh which causes horrible deformations when when adjusting the pose on one side

I also unsucessflully tried the following to improve the automatic weight distribution after reading some threads:
- removing all douplicate vertecies from mesh (in 2.8 apparently "merge vertecies by distance")
- scaling the whole thing up

I tried to paint the influce for the vertex groups myself, but for example if I want to move a leg and paint the tigh bone red and the shin/ foot green for lesser influence, deformations occure again (they don't if I have x-axis mirror in pose options enabled).
The leg only moves correctly if I paint the whole leg + foot red in the tigh vertex group, but if i do this again for the lower leg in the shin vertex group (paint lower leg+foot red) and then move just the shin bone, the lower part of the leg starts deforming/ shrinking again.

I've uploaded the blend file here:

https://www.dropbox.com/s/xjmjj8basjienfx/burn_baby_7_4_20.blend?dl=0

I've anyone has had similar problems and would share some infos on that or has some advise on what I'm t doing wrong, that would be highy appreciated.

Thanks!


texts: Using Ambient Occlusion Maps in Blender Render

texts: I have tried searching for an answer but, surprisingly, there are none. Of course you can activate AO in the viewport for help with depth but unlike normal maps or specular maps I have not seen a way to use AO maps; I don't think there's even an influence slider for it. There is one called Ambient but it isn't making a difference to my model.


texts:
I was wondering how you would go about putting a 3D object into a photograph so that portions of the image are:

In front of, or
Behind the model.

For example, a photo taken from the roadside with a tree in the foreground.  I want to show a 3D model of a car in the photo on the road but a section of it is not visible because it is obscured by the tree.

Is this possible? If so, how can you do it?

Thanks in advance.


texts: Pose reverse fails, tried to rename some bones to check if there's a problem but it didn't change anything. Here's a gif:


texts: Why does video rendered as .avi Raw appear with black background despite setting the 'transparent' render option?

texts: I set transparent in the render properties, and output properties in .avi raw , but the animation I rendered came out as black background, why isn't it transparent?


texts: How can I see the mesh when I have vertices hidden in edit mode?

texts:
I don't have a mesh when I hide vertices, how can I turn it on?

When I hide vertices, I don't want to hide the mesh too, I want to see what I am editing(the mesh).