texts:
My mesh seems to have a problem with Z-order, unrelated to doubles or X-ray.
I've tried exporting this to obj, tossing it through Noesis, I've been unable to get rid of this issue. Is the mesh just bugged or have I missed a crucial setting somewhere? Effects viewport and cripples render.

From Blender version 2.79.7, but this seems to occur in every versions (2.8 / 2.79).

.blend DL


texts: How to move selected bone joints independently?

texts:
I want to move few bones joints independently as shown below (to make an animation of the sitting):

Is it possible in blender? If yes, how to make it? It's important for me to front paws was not moved or the animation will look weird.
P.S. I use Blender v.2.90.1.


texts:
I'm having a small issue with visible seams on normal maps. The map was painted on Substance Painter and has no weirdness around seams. When I plug it into a Normal Map node set to Tangent Space this happens:

(it's a horse underside)

When I set the map to Blender Object Space the seams become nearly invisible, as they should be, but the shadows also looks awful.

What can be done to minimize the issue? I need to be able to use maps on tangent space. Moving the seams or hiding them under other stuff isn't always feasible.


texts: Oil drops running down over nylon threads

texts:
Modelling a 1970's Rain Lamp, but stuck on realistic oil drops running down the threads. Any ideas appreciated.

Here is what I have so far using Blender's Particle system:

Note: Venus statue from Scan the World, Ferns from Blendswap.


texts: How to Make a Rotation on Two Different Axes?

texts:
How to achieve a rotation animation like this (GIF below)?
Where the text rotates on both orange point and its origin point axes, so it stays horizontal along its rotation.
Thanks!


texts: Save the transformation of Boolean Modifier Difference

texts:
I currently have carved out a chunk in my mesh as shown in the picture using the boolean modifier.

The 'cutout' is the mesh I am using to carve out what I want from the 'bishop model' mesh.

How can I actually save the carved out mesh version so I can delete the 'cutout' mesh?

Is this possible?

Thanks.


texts: Is there a way to apply a boolean modifier to a metaball?

texts:
Is this possible with Animation Nodes?
If not, how do you convert a metaball to a mesh that can then have modifiers applied, and by extension can you do this simultaneously for multiple frames of an animation so you don't have to do it manually for each frame.


texts:
The following image represents a timer with minutes and seconds that I created:

What is the correct value of the "skip" option in the always sensor if I want it to activate every 1 second?
Also, what is the connection, if any, with the "animation frame rate" under the "display" section in the "render" toolbar?
And at last, is there any connection between one of the above values and the fps of my game? Will those values be affected by the fps of my game somehow or the other way around?

Thanks


texts: Eevee Linear / Cubic Texture Interpolation Complex Node Issue / Bug

texts:
A friend has been working on a project, and they have run into issues with using Linear Interpolation & Cubic Interpolation with their complex node tree.
This node tree will be working with low resolution textures for a game, these really can't afford to be enlarged just for the purpose of avoiding these visual issues in Blender.

Linear Issue: Repeating does not work seamlessly, every texture tile has a harsh aliased edge around the border of the texture, no Blend mode or known setting fixes this, it is only present in Linear and occurs no matter if it is Opaque or uses Alpha.

Cubic (& Smartest) Issue: Clamping the texture does not work for 1 pixel wide gaps in Alpha, as cubic seems to go beyond a single pixel gap of Alpha. The result is not ideal. TO CLARIFY: The problem is not the white border around the texture, that is a simple fix. The problem is that with Cubic/Smart the near outermost pixels are stretched when this Clamp mode is used.

If anyone has any ideas about solving this, do tell! In the mean time, we use Closest, which is generally not accurate to how the game will handle these low resolution images. .blend (old) contains the node tree, the math that results in these issues is within the "Get UV" group. Interpolation can be adjusted at the Texture 0 Node.

Update: Simpler .blend nodes with option to Clamp outside of the groups.


texts: I just want the skeleton of the sphere that you see in 'edit' mode. I need that in normal object mode. This below is what I am roughly trying to create.


texts: Is it possible to control cycles mist pass height like blender internal?

texts:
In the blender manual about the mist pass, it is explained that the height intensity of the mist pass can be controlled. This gives the effect that it is more 'cloudy' on the bottom for instance than the top.

Blender manual on mist pass

Is this effect possible in cycles with the mist pass?


texts: Possible to snap rotation to custom axis?

texts:
Is it possible to rotate an object and snap to the orientation axis?
Similar to what "Align to transform orientation" does... but on a single axis.
Using the example below, I've set a custom orientation from the green objects face and I want to rotate the blue object to align with that face (the red line) while keeping it in it's position. What I could do is use the "Align to transform orientation" tool, but if the axis of the object and the custom axis aren't facing the same directions then the object will need rotating after the operation to face the desired way. So it is possible, but a lot of work just to rotate a few degrees.
Does anyone know of a method of rotating to snap to an axis like this?
Thanks


texts: Creating a set of spotlights on one dimmer switch

texts:
I'm hoping this is a really easy one for someone to answer and I'll be totally fine with discovering something's been staring me in the face.

Question: How do I adjust, say, the energy or colour of six spotlight lamps at once.

What I'm trying to do: I've created a set of six spotlights washing a couple of walls. Each spotlight is rotated in a slightly different direction. I'm now at the stage where I'm trying to fine tune the lighting effects I've got.

How I got here: I created them by using Shift+D - was this my mistake?

The wild geese I've chased: If I select all six of the spotlights, only the last one takes on the changes. I've tried parenting them and grouping them with no success, so now I'm stumped. I see that 'modifiers' is not available in the properties bar when I have the spotlights selected, and I've scouted about in constraints (as well as searched the internet) - am I warm?

Thanks for taking the time.


texts: How to render a curve without creating meshes?

texts:
I am able to render a curve by bevelling it.

However, for a scientific visualisation that I am working on, this doesn't render the way I wish it to. I would like the curve to render as a fixed width line irrespective of the distance from the camera.

Currently, I have to adjust the bevelling amount based on camera distance, and also play with rendering samples to get a smooth looking line.

Is there a cleaner approach that I am missing?

I am currently using the "cycles" renderer, but I am open to suggestions for any other renderer. Thanks!

Clarification: This is an animated visualisation. Hence, the distance from camera varies continuously. Here's an example video of what I am trying to do. The comet orbit is the curve I am worried about.


texts: I know how to split a window (dragging the window splitter widget in the top right or bottom left of a window), but how do I   undo it?


texts: I tried to make a splash with fluid following a tutorial but something went wrong and I cant figure it out.  Heres what its doing on the video link.  How do I fix it?


texts:
I have some problems when I try to 3d print my project, so I'll be as specific as possible.

I first created this mask, and applied a solidify modifier to it:

The first time I exported as .stl, but it showed up blank in the 3d printing software, Cura. I then applied the solidify modifier, yet it still was blank when imported.

I then tried to export as .obj, which worked fine. I could see it in Cura. I began the 3d printing, using an ultimaker2, yet it did not seem to be working. It started the printing but ended up just moving the material around.

One thing to note is that when looking at the Layers in Cura, it seems that even with the solidify modifier, it looks infinitely thin, only showing some thickness. Why would this be? Could it be a problem with the export options, or with my mask itself?

Here is the project file if anyone could look at it: https://drive.google.com/file/d/0ByCsi4JV6Yv1WXBfSkJlTnd1SUU/view?usp=sharing


texts: Creating a twisting cable with multiple parts

texts:
I need to create several fiber optic cable cable illustrations. There are many parts to these. I can create them in Blender with no problem, but I would like to make the fibers twist. The problem for me is, I'm twisting a lot of objects that will need to easily change. 60 fibers, 72, etc. This is an example of what I want:

Any suggestions on where I should start would be greatly appreciated.


texts: World view does not display face/vert count

texts: I started working on something in a new scene and for some reason the total face/tri/vertex count for everything in the layer i am on is not showing. This never happened before, is there a way to fix it?


texts: Animate Folding/Twisting Arrows of Recycle Pictogram

texts:
I'm trying to set up an animation where a rectangular plane is deformed on a curve but I haven't been able to get anywhere close to the results I am looking for. Basically I want to animate the 3 arrows that form the triangular shaped recycle pictogram. The main difficulty I'm having is on how to deform the arrow geometry so that it folds like the arrows fold on the recycle pictogram.

My attempts so far have been with using curves and the curve modifier under the deform modifiers group. I tried making the fold by using the crtl+T command to tilt and twist the arrow where the fold happens. The result I got so far is OK but I'm wondering if there is a better way to rig this folding or twisting part. Controlling the fold with this method I've set up is finicky and I haven't figured out how to make the fold be tight and sharp while still maintaining a nice curvature along the arrow's geometry.

Thanks for the help.


texts: Why will my object not follow the curve modifier?

texts:
Sorry, I am a bit of a newbie, so please bear with me, here... I am not going to be good at explaining this. I'll try my best to give more detail if needed.
I am trying to apply the curve modifier to an object. However, even though I set the object and curve's origins to be the same, it still does not slide along the curve or even deform in any way. Instead, when I set the curve object, the mesh moves far away from the curve and just flips according to the axis I choose. If I drag the object, nothing happens, either.
Here is a visual: https://imgur.com/a/R49Ws3g
What am I doing wrong here? I have tried following multiple tutorials and fiddling for hours, but I can't figure it out.
If there is alternative way you would suggest doing this, please let me know. I need this to follow the exact curve (the curve was made from the edge of another object that it will fit to).
Thanks in advance!


texts:
I am trying to do a text (mesh) explode where I go from the words
"Line1" to "Line2" to Line3 with particle physics.

The line1 to line2 works great, but in going from line2 to line3, the word line2 remains, see image below.

in the image is the particale setting.


texts: Cloth Simulation deforms before hitting anything, and seems to pass right through the table and plate

texts: I've just started learning animation in Blender, and I've come across a problem with the cloth simulation. In the attached picture, I made a table, a plate, and a piece of cloth. The cloth is simply a plane with 50 subdivisions, and I turned on cloth simulation and self collisions. I added the collision modifier to both the table and the plate. When I run the simulation, the cloth deforms before hitting anything, and seems to pass right through the table and plate. Can anybody help? Thanks!


texts: using three.js how to add texture to .OBJ object

texts:
We have exported sample human model(.obj) from makehuman.org along with textures(shirts/trousers as img) and tried to run the same from browser using three.js

Using MeshPhongMaterial tried to add texture(dress) to the human model but it went into indefinite error. pls suggest the way forward.

var material = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture('female_casualsuit01_diffuse.png') } );

var geometry = new THREE.SphereGeometry(1000, 20, 20);
var meshFaceMaterial = new THREE.MeshFaceMaterial( material);
var mesh = new THREE.Mesh(geometry, meshFaceMaterial);
scene.add(mesh);

FYI:

The following is the code snippet being used:
https://jsfiddle.net/84fu6f7m/1/

Thanks
ASH


texts: Even with all bone transformations cleared, as soon as my rig is in pose mode, it distorts my model

texts:
I've tried a lot of different fixes for this, but it has happened to me many times. Everything looks fine in rest mode, but as soon as I switch to pose, it distorts the positions of certain parts of the mesh, such as the eye. Clearing all transformations doesn't do anything, and I've checked multiple times that all the bones are visible. For some reason, applying the pose to rest tends to fix this issue, but it comes back on occasion.
Additionally, at some point, without changing anything, the rig started controlling the wrong parts of the mesh--with the eyebrow denting the middle of the head, for example, while many still work fine. I've tried all different ways of fixing this but been unable to succeed. I feel like it might be connected to the way the skin mesh is attached to the eyebrows (again, something that is unclear, since I cleared parenting and made sure there weren't any deform modifiers).
On said topic-- the eyebrows are created using a mesh deform cage on some lines, which then has a surface deform o some planes. It has repeatedly told me "target has edges with more than two polygons" and I've tried all the cleanup tools, even remeshes in voxels and blocks, just to experiment, but nothing has fixed it, so I'm not sure how to find those edges.
I am new to blender, learning off of youtube videos and etcetera, but this seems like a bit of a trainwreck.


texts: I am attempting to create my first 3D character just for practice. Being one of my first 3d models I going through the learning curve needless to say. In doing so I find myself creating many extra vertices. Where we will say 10 vertices on a rounded shape are spaced out on the equator and on the other north pole end of the edges they are very close. The close end could all be one vertex. Is it possible to say merge all points to one point and delete the rest?


texts: How can edge rings be selected in a predictable way?

texts:
When trying to select multiple edge-rings Shift-Alt-RMB sometimes loops get selected in the one (green) way or the other (red) way.
I couldn't derive a general rule.

How can two or more face-rings following one direction be selected ?

(Easy to reproduce with a default torus mesh.)


texts:
I have been trying to import PyQt into Blender following Has anyone hooked up PySide to Blender? in Windows. However I am unable to get it to work.

import sys
sys.path.append('C:/Users/apple/blenderqt/py/Lib/site-packages')
import bpy
from PyQt5.QtWidgets import (QApplication, QWidget, QToolTip,
    QPushButton)
from PyQt5.QtGui import QIcon, QFont

class Example(QWidget):

    def __init__(self):
        super().__init__()

        self.initUI()

    def initUI(self):

        QToolTip.setFont(QFont('SanSerif', 10))

        self.setToolTip('This is a QWidget widget')

        btn = QPushButton('Button', self)
        btn.setToolTip('This is a QPushButton widget')
        btn.resize(btn.sizeHint())
        btn.move(50, 50)

        self.setGeometry(300, 300, 300, 220)
        self.setWindowTitle('Icon')
        self.setWindowIcon(QIcon('web.png'))

        self.show()

if __name__ == '__main__':

    app = QApplication(sys.argv)
    ex = Example()
    sys.exit(app.exec_())

I followed the same steps in the other question and PyQt works fine in the virtual environment but it does not work when I put it in the Blender project. What is the problem?


texts: How do I make only a portion of my shader to be bumpy?

texts: I'm using procedural shading at a beginner level. So i wanted to sort of mask out where the lava is. How do I do that?


texts: Blender saying 91 uses of image when only 6 materials

texts:
I am working on a script that adds materials and it deletes all the materials in the scene if they have no users. Which seems to be working great, but if I check this:
bpy.data.images[1].users

I get an answer of 91 even though len(bpy.data.materials) shows only 6 materials. It is like the image is being held onto in materials that don't even exist anymore. Any ideas why this would be?
EDIT
Here is the script, steps:

Download File
Load JARCH_siding.py into text editor
Run
Add Siding View 3D > Add > Mesh > JARCH Vis > Add Siding
Open Panel View 3D > Toolbar > JARCH Vis tab
Select Cycles Material?
Add image file
Hit generate a bunch of times
Go to node editor and see number of users on image


texts:
I have a Makehuman export in Blender (2.79) with skin mesh and cloth mesh bound to an armature. I edit the cloth mesh with Sculpt mode just fine. When I try to do the same for the skin, I enter the Sculpt mode successfully and pick tools to sculpt, but no changes are shown on the model and the model is not affected at all. However, when use ctrl + alt + z to see the history, I can see all the sculpting I've done. Why is that?

Update: when I move to Edit mode, I can see all the changes done; I can only see the changes I make in Sculpt mode, after going through edit mode. Otherwise, neither Sculpt mode or Edit mode updates the changes.


texts: 2.91 - COLLADA Export - Disabling Texture Copies Exports Texture Anyway

texts:
Here's my skeleton script for exporting COLLADA.
import sys
import bpy

argv = sys.argv[sys.argv.index("--") + 1:]

if (sys.argv[0] != "blender"):
    print("usage: blender <source> --background --python export.blend-dae.py -- <source> <output>")
    sys.exit(1)

if (len(argv) < 2):
    print("usage: blender <source> --background --python export.blend-dae.py -- <source> <output>")
    sys.exit(1)

bpy.ops.wm.collada_export(filepath=argv[1],
                          check_existing=False,
                          use_texture_copies=False,
                          selected=False,
                          export_global_forward_selection="-Z",
                          export_global_up_selection="Y")

And the output.
Blender 2.91.0 (hash 0f45cab862b8 built 2020-11-25 08:51:08)

Read prefs: /home/jesse/.config/blender/2.91/config/userpref.blend
/run/user/1000/gvfs/ non-existent directory
found bundled python: /home/jesse/blender-2.91.0-linux64/2.91/python
Read blend: /mnt/game-dev/kala/game/test-level/test-level.blend
Collada export: Added image: Material.001 Base Color.png
Collada export to: game.build/export/test-level.dae
Info: Exported 3 Objects
Info: Exported 3 Objects

I believe this might be a bug. I've had another experience where unpacking the .blend fixes the issue. Is it OK to link to the .blend file I made?


texts: Align rotation with the snapping target users interface?

texts:
Hi this is my first question in this wonderful community.
How to change the color of button when clicked in active ? It's very tough to tell when it's active or not!
THANKS


texts: Cycles: create water using smoke / volume

texts:
I am trying to simulate a waterfall using this tutorial:

https://www.youtube.com/watch?v=KTMr7ls7J1Y

I got a scene with smoke that acts sufficiently accurate as water pouring down. I am able to render the smoke in cycles. So far, so good. (It is just a test project)

My problem is: What can I do to make the smoke actually look like water?

Is it possible to assign a material to the smoke volume? So can you work with the smoke volume and create a material with exactly the same shape?

When I tried to use a glass or glossy shader node, the only result I got was the whole smoke domain box rendered with this material.

What can I do? Maybe, there is another, more simple way to create a waterfall?

Thanks in advance!

EDIT: Using fluid, I don´t get a result near my expectations, partly because of the limited domain size (10 meters):


texts: How can I add displacement to part of a material in Cycles?

texts: I made a mixed texture on cycles, that has a image texture as color, and a layer weight for the 'border' effects. Now I want to use the same image as bump, but I want to know the correct configuration/node order to do that.


texts: Can Windows Blender load a project from a WSL2 filesystem file?

texts: Windows can access WSL2 paths as \\wsl$\Ubuntu-20.04\home\me\scene.blend but I can't type that path into blender's File>Open dialog box (2.93 alpha nightly of 2021-01-18) to load my project into Blender running on windows. Is there another way to load projects from a WSL2 distro (or otherwise use weird NTFS path names like this) into Windows blender? (Other than copying the .blend file to Windows filesystem of course)


texts: Creating a Model That Fits a 64x64 Pixel Texture

texts:
I want to make a model similar to the Minecraft one but with more joints. Every body part is a separate object with it's own material, texture and UV. What I did first was create a model for the the body, assigned all the seams and generated the UV on a 64x64 image and then I exported the UV Layout, put it in a program and just marked the corners to check if it works, exported it in 1024x1024 pixels because otherwise it is really blurry and when I put it on the body it was offset by half a pixel on the 64x64 image (this was much more on the 1024x1024 of course). How would I calculate the size needed for it not to offset?

P.S. I don't have any images since it got me really mad after I remade the thing 10 times so I just deleted it...


texts: Hide momentary axis lines that appear during movement?

texts:
someone else asked this question a couple of years ago. But because I am new here, I'm not allowed to comment on that thread. That's not helpful.
Anyway, when I translate an object using the axis constraints gizmo, the object overlay turns white and a temporary axis appears. This is incredibly super distracting. I don't need to see that line to know that I'm moving the object in a certain direction. How can I turn this off? I am a 3D professional and I am not accustomed to the UI inserting itself between me and the work I need to do.


texts: Blender Crashing when changing from blender render to cycles

texts:
I am having an issue with Blender whenever I change from blender render to cycles blender crashes or just shuts down.

if I go to the game engine no issue.

I am running a PC
Windows 10
i5 CPU
GeForce GTX 1080 Ti

I am at a loss


texts: When I set the floor the scene disappears (motion tracking)

texts: So I have a scene where I am trying to get an image to match my blender scene, so I duplicated the image and called it a video with 2 frames. I then did your standard tracking things, and when I clicked setup tracking scene it was fine. However, when I set floor, my camera moves to the middle of the scene facing straight down. Why did this happen? Here is the blend file:


texts: I have a problem with baking - "No active UV layer found"

texts:
As you can see in my screenshot im having trouble baking a texture for Ambient Occlusion. I  already added a new image and smart uv unwrapped my low poly mesh "rock_lp". It is the second one i selected, so its the active one. The other one is the high poly version. When i try to bake, I get the error "No active UV layer found in the object rock_hp". What does this mean? Is there something i forgot to do?

PS: I already added a new image after doing retopology on the low poly mesh so that was ok I believe.


texts: Streaking Behaviour of Lights - Render but not Viewport

texts:
My scene in the viewport looks like this:

But the render comes out like this (hopefully the jpeg's not too bad):

I have no hidden lights, no random meshes. There should be no reason the lights "smear" as they do. I've thought about hiding the light from the reflection rays with the light path node, but I'm not sure how to do that and it seems entirely unnecessary. I see the second light from the left's reflection on the plane, but that's pretty easily solved (in the viewport, anyway) by just moving it back a bit. There's no weird compositing things going on either.
What's going on? Thanks.


texts: I have looked at other similar questions on this site but couldn't answer my question. I have a model made of cubes the edges look very sharp (I would put a picture here but I don't have the required rep) is there a simple way to make the edges round?


texts: Dopesheet (motion tracking): Keyboard shortcut to jump to keyframe?

texts:
I'm motion tracking a long shot (1000s of frames) with numerous tracks which are only valid for a portion of the footage. It's hard to discern if a track has stopped tracking because its gone out of shot, or because it needs some manual tweaking.

So I'm going through all my tracks in the dopesheet, one at a time, and trying to scrub the footage to the final keyframe to inspect it. This is quite fiddly. I expected I could click on a keyframe diamond to jump to that frame, but insted I have to manually scrub left and right to find the frame.

Looking through Preferences > Keymap and searching for Keyframe suggests I can use ↑ and ↓ to "Jump to Keyframe", but when I try this in the Dopesheet view I see an error flash up at the bottom of the screen: No more keyframes to jump to in this direction

What's the best way to quickly navigate to keyframes when motion tracking?

Blender: v2.80.75


texts: How can i connect many faces across many vertices?

texts: i have these vertices across from each and i wanna connect many faces instead of just one big face (cause that makes it look weird).


texts: ATOM : setup blender python environment in my IDE

texts:
Anyone using atom here for developing blender addon etc ? How can i setup the blender environment (autocomplete, lib access etc) in Atom ? Tried to googling it but can't found any help. Some tutorial i found is for pycharm, can't find for atom.

Thanks


texts: How can I connect a texture node to a material with Python?

texts:
The Setup:

I was trying to create a material and a texture, and then attach the texture to the material's Displacement slot, but I couldn't find the texture node's outputs through the Python api.

Here's my test scene:

import os, bpy

bpy.context.scene.render.engine = 'CYCLES'

# new texture
texture=bpy.data.textures.new('tex', 'IMAGE')
texture.use_nodes = True
texnodes = texture.node_tree.nodes

# new material
mat = bpy.data.materials.new('mat')
mat.use_nodes = True
matnodes = mat.node_tree.nodes

# assign texture to material's displacement
disp = matnodes['Material Output'].inputs['Displacement']
mat.node_tree.links.new(disp, texnodes["Output"].color)

That last line threw the error:

  TypeError: NodeLinks.new(): error with argument 2, "output" -  Function.output expected a NodeSocket type, not Color

I've seen this method used elsewhere:

mat.node_tree.links.new(disp, texture.outputs[0])

But if I try it in this situation, it throws this error:

  AttributeError: 'ImageTexture' object has no attribute 'outputs'

???

The Plot Twist:

Then I discovered that if I create the texture directly on the material, like so:

texture=matnodes.new("ShaderNodeTexImage")

...the texture.outputs[0] method works, although then the texture node claims it doesn't have a node_tree property.

Questions:

What's the difference between these two textures? Is there a way to make my first try work like the second? What's the best way to do this?


texts:
Trying to make a thatched material (for my lamp shade). Like a rattan type look. Can't figure this one out for the life of me. Here's an example: http://thumbs.dreamstime.com/t/rattan-texture-5839027.jpg

How would you make something similar?

Thanks!


texts: Optimal way to fill terrain between roads

texts:
TL;DR: Need to fill inside and around the roads with mountains and landscape, using a single mesh, don't know how to do that most efficiently.
I've made a road around an A.N.T. Landscape generated mountain with array and curve modifiers, applied them, got the road.
Now it looks like this:

Is there a way to add inside and outside of the roads some landscape mesh without having to do everything manually?
Every way I try, there is something that seems to be an unsolvable problem:

I could cut out the place for the road from the landscape with the Knife Project tool. problem: I don't know how to actually merge vertices from the road and the terrain next to it, without having to merge them all one by one.
I could fill the in-between parts with faces somehow (which I've done in a rather disgusting fashion):

I could shrinkwrap the inside part on the landscape mesh, but problem 1: I haven't found a way to apply shrinkwrap modifier to only a certain part of a mesh, and I do not want to shrinkwrap the road.

I could just create a landscape out of the green parts with sculpting but problem 2: I don't know how to apply sculpting only to a certain part of the mesh, so sculpting will deform the roads as well, which I can't have.

In the end, it doesn't matter how it gets done, I just need roads and landscapes in the same mesh, with both having appropriate topology. If there is any other technique and I'm way off, please let me know.
I need to achieve something like this:


texts: Self Collision - Blender Cloth Sim shrinks mesh

texts:
I have been searching for days and have not been able to find an answer to this question.
I have a simple model.  A thin cube with default collision physics applied and a plain 1x1 with default cloth physics applied.  I checked self collision, leaving this default too.
I get the below result only a few frames in.  It is like the mesh shrinks rapidly.  I have relaxed the stiffness. lowered the weight.   Also rendered with out self collision fine....I can not seem to work out why this is happening.
I have a sub divide on the plain with 6 steps...!  lowering decrease render time but doesn't help the shrinking.


texts: Blender Crashes Requesting more GPU Memory

texts:
I was working on the nodes withing the shader editor and suddenly this pop up appeared asking for more GPU memory.

The current configuration of my system is

16 gb ram

nvidia quadro k2000 2gb

It happended when I was on Evee

Do I need to upgrade my Graphic card to a 4 gb ?

Any Help will be Appreciated


texts: Textures Not Showing in Viewport (Blender 2.8)

texts:
I'm working in the new 2.8 with someone else's file (made in a previous version of Blender), and I can't get the textures showing in the viewport. I've relinked all of them to the correct location on my computer and Blender can seem to find them, but just won't display them in the viewport. I've made sure I'm in LookDev mode, and also added a lamp, but still nothing.
In 2.79, it was always just a matter of finding missing files and that's it...
Can anyone see what I'm doing wrong here?

Thanks!


texts: rule/protactor: how to measure distances to pointer?

texts:
my first post, be nice please.

I'm trying to measure exact distance from a vertex to center.
It would be better if I would learn how to measure from vertices to pointer,
so I would be able to do a much more kind of measures.

I can match exactly my vertex by enabling rule/protractor and select origin of measure on a vertex by LBM+CTRL..
But I have no idea about how to "lock" the end of measure segment to origin, or another point without verteces or objects.

There's a way to end/start measures from a precise point that not matches with a vertex or other object point?

thank you.


texts: Can I make drivers read values from textures?

texts:
Is it possible to read RGB values from a pixel of a texture using UV coordinates and use that in drivers? Python code?

I'd like to create a driver to influence object's locations, rotation and visibility, but the only input I have is through a texture.

I'm using a special project template with certain points on the texture feeding color or B/W values for materials. I'd like to use the same texture to convey some values to drivers - changing the geometry of the scene, not only materials.


texts: Unable to store renderings in OpenEXR when using the multiprocessing in Python (Blender freezes)

texts:
I am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I make a Blender class and set up the nodes as follow using Blender's Python API:

#blenderClass.py
import importlib

class Blender(object):
    def __init__(self):
        self.bpy = importlib.import_module("bpy")
        self.scene = self.bpy.context.scene
        self.scene.render.use_sequencer = False
        self.scene.display_settings.display_device = 'sRGB'
        self.scene.view_settings.view_transform = 'Raw'
        self.scene.sequencer_colorspace_settings.name = 'Raw'
        self.scene.render.engine = 'CYCLES'
        self.scene.use_nodes = True
        self.setupRenderNodes()

    def setupRenderNodes(self):

        for node in self.scene.node_tree.nodes:
            self.scene.node_tree.nodes.remove(node)
        renderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')

        # Depth map
        self.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')
        self.depthOutputNode.format.file_format = 'OPEN_EXR'
        self.depthOutputNode.format.color_depth = '32'
        self.depthOutputNode.format.color_mode = 'RGB'
        self.depthOutputNode.format.exr_codec = 'ZIP'
        self.depthOutputNode.base_path = 'somePath/'
        self.depthOutputNode.file_slots[0].path = 'fileNameDepth#'

        # Link
        self.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])

    def render(self, objPath):
        self.bpy.ops.import_scene.obj(filepath=objPath)
        self.bpy.ops.render.render(write_still=True)

Then I call the rendering function as follow:

#main.py
from multiprocessing import Process
import blenderClass import Blender
blender = Blender()

objPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']

procList = []
for path in objPaths:
    proc = Process(target=blender.render, kwargs={'objPath': path})
    procList.append(proc)
    proc.start()

for job in procList:
    job.join()

The problem is when I'm trying to store the renderings in EXR format and use multiprocessing package to call bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Also, if I call blender.render() without using multiprocessing everything works as expected. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the renderings are not on disk when trying to store them as EXR and use the multiprocessing package?

I'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender with versions 2.78, 2.79 and 2.79b from source. They all have the same issue:

cmake blender \
    -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \
    -DWITH_INSTALL_PORTABLE=OFF \
    -DWITH_PYTHON_INSTALL=OFF \
    -DWITH_PYTHON_MODULE=ON \
    -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \
    -DPYTHON_VERSION=3.5 \
    -DWITH_OPENAL=ON \
    -DWITH_CODEC_AVI=ON \
    -DWITH_MOD_OCEANSIM=ON \
    -DWITH_CODEC_FFMPEG=ON \
    -DWITH_SYSTEM_GLEW=ON \
    -DWITH_FFTW3=ON \
    -DWITH_OPENCOLORIO=ON \
    -DWITH_GAMEENGINE=OFF \
    -DWITH_PLAYER=OFF


texts: How to avoid n-gons while using the knife tool?

texts:
I keep encountering a problem, I started modeling 3 months ago and I keep reachign dead-ends because of n-gons.
Currently I am working on something that should become a claw, but I am stuck:

I want to give it another split so I can extrude 3 claws without having to add a whole new loopcut, but when I cut it with the knife tool..

I end up with two ngons, one at the bottom and one up where the cut ends, is there any other way than to make a loopcut for everything?


texts: How To Create Particle Collision Effect?

texts:
Is there a way to keyframe the scale of the objects inside blender particle system while still letting the objects collide with each other like the example beneath?
I have already tried the blender molecular add-on to keyframe the scale of the objects. But the problem is that when I keyframe the scale, the colliding of the objects gets disabled.
https://www.youtube.com/watch?v=5Gv9HxS_s-Y&t=38s&ab_channel=zuggamasta


texts: Finding Vertices, Edges, Faces, and Tris using Python

texts: I am trying to access the triangle count of an object with Python. All other python code displays itself when I hover my mouse over the corresponding button in the interface. When I go to the info bar and hover my mouse over the triangle count, nothing appears. When looking in the documentation around data, there doesn't appear to be any clear function to call to get this info.


texts: How to make a shadow catcher be able to see things behind it?

texts:
I am using blender 2.83. I am trying to make a shadow catcher. But it needs to be able to see an Image behind it when I render it. Here is an image:

I need to yellow part to be able to see the image behind it. But It still be a shadow catcher.
If someone could tell me how to do this. That would be great!
Here is the link to the .Blend file:
https://drive.google.com/file/d/1lxsJGJdQFgZ1aWXAy_etywFz-zV8I5s2/view?usp=sharing


texts:
I currently have a task to turn several 2D dwg files into basic 3D renders (building layouts); I've purchased a plugin to import 2D DWG files into Blender but am at a loss as to how to easily turn them into 3D renderings (simple enough so someone could know the layout of a floor of a building)

I've searched high and low but can't find any simple solution towards this.

Thanks,


texts: How can I select multiple objects and spread their origins apart from each other without scaling the objects themselves? I have several fragments of a shape that I want together at the first keyframe and all of the pieces separated at the last keyframe. I don't want to use the logic engine to do this. Is this possible?


texts: How can I Control Click on a Mac? I mean holding the Control key and clicking to get the RMB  functionality. I know that I can use a right-click mouse, but I like using Ctrl-click.


texts: Struggling to Understand Vertices Behaviour

texts:
Blender Guru Anvil Tutorial Part 2

In the above link, the tutorial has a step at the end in which he completes an extrusion with a clipping mirror modifier. At this point, the vertices at the ends of the semi-circle on the bottom of the anvil become locked to their actual vertex locations, instead of being near them due to the shade smooth and subsurf mod. I am unsure why this is occurring.


texts: Body Deformates In Weird Ways When Bone is Rotated

texts:
I have made a human model for my game, i have rigged it but now when I move any of the bones the player starts to deform in a really weird way, I have been searching for how t ofix it but i couldn't find anything useful, also whenever I try to move one of the bones with "g" it only starts to rotate and won't move properly.

plese help


texts: I've been making a beauty and the beast animation for a school project. and I've created a particle system that sort of creates streaks coming from a single vertex however it will only show in 3D view solid mode. so it wont render in my final product could someone pls tell  me why? Sorry if it's obvious i am reasonably new to blender.


texts: How do I load an MP4 file with Blender 2.74 under Fedora?

texts:
I tried to repeat this tutorial, loading my own MP4 file. After clicking "open" in the movie clip editor and picking the file, it didn't seem to load and here's what I got in the terminal:

not an anim: /path/to/file.mp4

At the same time, file says it's ISO Media, MP4 Base Media v1 [IS0 14496-12:2003]. Is there any preprocessing I should do before I import it to Blender? How could I do it with mencoder or ffmpeg?


texts:
I'm trying to rig a character but one of the gloves won't rig properly: instead of following the finer the bone is on it follows the finger that is next to it how do I fix this?

I have the rig here


texts:
I am new to Blender and I am trying to map an image as a texture on top face of a mesh. I choose the view I am interested in (Top view) and use Project from view(bound). But I can also see the image on other sides of the shape, which is not desirable.
I cannot manually select the faces because the object is created by point cloud and consists of too many edges and faces.
Does anybody have any idea?


texts: Apply a texture and a toon shader at the same time

texts:
I've been using a simple toon shader to give objects basic shading in Blender, the idea being that I can then export the Freestyle lines and colour the result in a conventional art package to get the look I want.

Here's an example using a highly exaggerated shading value (the real one is less extreme, this is just for demonstration purposes)

As an aside I noticed the "white" part isn't actually white, but light grey, and I'd like to fix that if at all possible, but that's another problem.

Thanks to Paul O'Caggegi's tutorials I've recently discovered you can get a texture to be applied to an object with no shading at all by simply omitting any shaders.  If I apply a texture made in my art package of choice that's done that way then this is what I get.

What I want to do is combine these effects so that the texture gets applied first, and then the toon shader is applied to darken it as appropriate.

How I would do this normally in a 2D art application is create a multiply layer above the colour layer and then paint into that with a purple colour with the multiply layer at about 50% opacity.  That provides fairly pleasing shading in most circumstances.  I'd like to replicate that in Blender.

Naturally my first thought was the multiply node, but the end result is monochrome.

Then I tried the mix node, but this doesn't seem ideal either because it just overlays the toon shader on top of the texture, where I want to have the toon shader darken it (in the 2D world, "multiply" treats each colour as a value between 0 and 1, with 1 being the brightest value, therefore multiply one colour with another will darken the result).

Is there a way to mix these two shaders together in the way I'm trying to achieve?

EDIT: I discovered the Separate and Combine nodes and thought I'd try doing it on a per-channel basis.  The results are a bit closer to what I'm trying to do, but a) this seems needlessly overcomplicated and b) the multiply effect is too strong.  Like I said I normally only apply it at 40-50% opacity in 2D.  But for the record, here's how the result looked:


texts: How do I align multiple textures across a model with seamless results?

texts:
I was speaking with someone a while back who works in the gaming industry. I showed them this model and they noticed straight away that the texture was not connected in certain areas. Although this model only has one texture, I would like to know if there is a way of aligning multiple textures and keeping the normal mapping the same all the way around the model, To keep equal tessellation across the whole model using multiple textures? If there is way of achieving this in cycles it would be great.

In the link I have provided an image of the model I showed them outlining the issue

Thanks


texts: Change the "major dimension" that Orthographic Scale affects?

texts:
I have an orthographic camera to capture a plane of width 1. When I set Orthographic Scale to 1,  the camera captures 1 unit of the space in the height dimension.

Can I change the "major dimension" that Orthographic Scale affects?


texts: How come my shaded smooth model looks sharp?

texts: My model is shaded smooth, and autosmoothed. But some edges/faces look sharp. How come? And how do I fix it?


texts:
I need help trying to figure out the best way to make a sandbag wall.
I've tried a few methods, but it doesn't look that good. I could just try again, but before that, I want to know if anybody out there has some tips that I could try out.
I would appreciate any!

I have no issues making the sandbag itself. I just want to know the best to stack them without it flattening everything and going into each other. How would you do this?

Here's how I want them to look like:

THANK YOU in advance!

edit!

Here is what I've done so far:
I created a big mesh I call the barrier to form the shape I want the sandbags to fall into. It was my collision/passive mesh.

I duplicated my sandbag more than 20x and made it to active. I let gravity do the work and this is how it turned out.

I liked it, but I it doesn't look like a bag sand, but a bag of styrofoam.

I combined all the sandbags into one mesh so I can easily edit the cloth physics panel to reflect all of them. Not sure if that was a good idea or not.... but oh well.
I thought doing a weight paint in the middle would help retain the middle and then do the cloth physics.. well that didn't look good. Okay now I know pinning isn't the best choice.

Basically I want the sandbags to stack onto each other and I really don't know how to make it work. I could definitely do this manually, but I was hoping to find out if there was an easier way to do this. Maybe if there's a manual way to go about this without it going through other objects that would be great too.

Thanks again!


texts: I need a certain pattern on a particular texture to be glossy

texts:
I need certain patterns on a particular texture to be glossy while everything else remains rough. Any ideas?
It more like a golden yarn embroidered on a black linen.


texts: Auto Save, is not saving any changes after the last manual save

texts:
I have the autosave on, with a time of 2 min, but when I try to recover the last autosave, the autosave file does exist but it contains the same information as the  last manually save file, so I am losing a lot of work.
Thank You for the help :)


texts: Instead of having all the psychedelic colors of the magic texture feature, I'd like to have 2 or 3 of my own custom colors but in the same swirly pattern. Is that possible?


texts: Fluid simulation ignoring spring obstacle?

texts:
I am currently working on a water slide simulation in Blender.

I created a spiral-shaped slide using the Spring modifier, and I have deleted the top half of the vertices on it (So so it would have sides blocking the water from getting out, otherwise it would just fall off)

Every time I try to bake the fluid, It just falls through the Spring. I have the spring set up as an obstacle, a cube as the inflow/fluid source, and I have set up the domain cube to cover the entire slide (and the cube).


texts: Compositor nodes are not affecting rendered video

texts: I plan to use Blender exclusively as a video editor. I have put together a video in the sequencer and it renders without issues. However, I have also crated a node group to do some sharpening. It seems to be working fine in the viewer node, but is not reflected in the file output node, the sequence editor window or on the rendered video.


texts: How to achieve anime style action lines in cycles?

texts:
I'm trying to achieve an effect similar to this which I found in a tutorial on how to make anime action lines, but unfortunately it was in blender render and I couldn't figure out how to replicate the effects in cycles:

This is basically what I was able to achieve using compositing, freestyle, and the displacement modifier on a cone staring head on:

This is what it looks like with the empty affecting the cone with the displacement modifier:

Here are the material nodes:

As you can see from my version, it doesn't have a genuine action look to it...is it possible to achieve this with my current setup?

Thanks


texts: PNG file's transparent background in rendering

texts: Does anyone know how to minimize or eliminate the white outline from an imported PNG file in the final rendering?  I made a clipping path using the magic wand tool's selection in Photoshop, but there are always a few pixels from the white background left out from the magic wand tool's selection.  Please see attached partial render showing the white pixels on edges of the walnut color furniture.  They look very distracting.  Also attached the transparent PNG's nodes for reference.  Is there anyway other than painstakingly making a perfect clipping path in Photoshop to minimize or eliminate these unwanted rough edges?  Thank you!


texts: How can I enlarge selection without numpad?

texts:
The  command Crtl+Numpad + makes the selection larger by adding loops to the selection.

The example of mesh:

I want to select 3 loops more. At the moment I do it with Circle Select tool via C but I want to do it faster.

Here is the desired selection:


texts: Gradient colors ramp Shader Node - Vertical and static (animated object)

texts:
I am trying to create an animation similar with this image:

and this is what I created:

using this node:

I'd like the colors to remain in same position while the helix spring is rotating.
This is my result, but I am not satisfied, the colors should be similar with first picture and remain in same position while the helix is rotating:


texts: How to get a list of Drivers used in certain bone

texts:
I would like to know how to get a list of drivers used in a certain bone.
like how many and what type and what kind of variables it's using.
I know I need to use bpy.context.object.animation_data.drivers but somehow I can't achive what I want.

If you know how to do that, please tell me.

Thank you in advance


texts: mp4 render output is too compressed - video editor

texts:
container: MPEG-4
video codec: MPEG-4
lossless
realtime encoding
render preview shows high quality rendered frames, but mp4 file is evidently far worse, despite hd settings.


texts: Setting custom normals without customdata_custom_splitnormals_add() operator?

texts:
I'm trying to make my scripts more low-level and less operator-dependent. One thing that I haven't been able to figure out is this one:

me.use_auto_smooth = True
bpy.ops.mesh.customdata_custom_splitnormals_add()
me.normals_split_custom_set(no_array)

Is there any way to do it without the operator? If so, what's the corresponding low-level code?


texts:
I'm making a 3D version of Tic Tac Toe, (using cubes and spheres rather than Xs and Os.) I've successfully gotten alternating objects to spawn where I want them, while preventing an object from being placed in a "filled" spot. [I figured out a way to count the moves too, but it's rather convoluted and will have to be improved later.]

What I want to do next is make it so players can undo moves in succession. What I've been told is that I need to record moves, or entire board layouts, and go back to an earlier place in the game. That makes sense, but what I don't understand is exactly how to achieve that, and I think my problem is conceptual more than scripting. In other words, I don't understand some things about blender, and if I did I could probably figure out the scripting part.

Primarily, when objects are spawned, how does blender keep track of them? There has to be someplace where blender keeps a list; spawnedCube1, spawnedCube2, etc. And if so, is there some way to access this information and do something like; spawnedCube2(end).

Also, if I wanted to revert to an earlier version of the board/game, I'd still have to erase what's on the screen. Is this done with layers, scenes, or is it just a matter of scripting?


texts: How do I get the Glare node to output transparent instead of Black background

texts:
This is what I have so far:

The rendered image has a transparent background, but the glare filter creates an output with a black background, so after merging the two togheter, the background turns black but I need it to be transparent, what can I do?


texts: UV mapping texture get sliced? in some area

texts:
I have a flat face (created by bisect fill) that I have to unwrap for using with image that must be pixel perfect(no compress or shear).

What I have done are:

Select bisect filled face
UV>Unwrap it gives me this, notice there are some lighter triangle.

And when I applied texture for it I got this (you can ignore gray square in the image)

It is supposed to be a smooth gradient texture, but it looks like some part of image is cut or fold somehow.
I tried to fix it by using relax tool in blender which remove white triangle from this first image, but, it makes things worse when I apply texture instead.

I'm new to blender and may be asking a silly question. I've been struggling on this for 3-4 weeks now, I've searched everywhere, but I can't find any post relate to my issue. I don't know what else to do, so I turn to this community. Please help me.

Updated #1:
I found that we can manipulate mesh.uv using bpy scripting. Is there a way using that?


texts: I was trying to create a animated effect on the branch of the "Sapling tree gen" but couldn't animate the respective.So,I would like to know is there a way to animate just the "branch growth" property.If not then can you please give me an idea of how to accomplish the respective? Thanks in advance.


texts: I am trying to model this bowl pictured below with rings of elements with slightly varying section, extrusion length and angle. I am wondering how best to go about this? If I added randomization to an array as described here that would deal with the random angle of each element but how then would I go about randomizing the extrusion section shape?


texts: Changing value of shapekeys keyblocks with a specific name for all objects inside a Blender collection

texts:
This is my code right now:

import bpy

for k in bpy.data.shape_keys.keys() :
    bpy.data.shape_keys[k].key_blocks["Opened"].value = 0

It change the value of all shapekeys keyblocks with the name "Opened" to 0. I do that because I model a bag and I want 2 versions of it, opened and closed, for rendering. The problem is the I don't want to change the shapekeys in other scenes, and with this current code that's what's happening. I need a way to access shape_keys keyblocks that are only applied to the objects in the collection of my choice. How may I do that?


texts: why do i have a black and white mesh on solid view mode?

texts:
I didn't use the program for like a week or so when opened it, it was like this

and didn't know what had happened, when started to look around my files they were all like that

checked all the textures (they were fine), check rendered mode (it was exactly as I left it). I have no idea what could be the problem and from certain angles, I'm having way too dark shading.
please help

EDIT: it has no light in the scene and the metacaps are off, I checked


texts: Select every other edge (they share a common vertex)

texts:
Is it possible to select every other edge in this situation? (see image)

I searched the forums for an answer and read through them, but I couldn't find a similar situation. The Checker Deselect doesn't work, I guess because they all connect to a single vert.


texts: Error with Warning! Legacy WGL is unable to select between different OpenGL versions

texts:
Yesterday i was able to open the blender and use it normally; i updated to win10 3 days ago and was deleting and changing some stuffs in order to have a less slow pc and fix other problems with the double screen and other things. The thing is that now after finishing the "cleansing" i found that i can't open blender because of this:

But... before this message, i was having another issue while opening blender that was the one of the reason behind of this "cleansing". I had that annoying "LoadLibrary failed with error 87: The parameter is incorrect". After some research, i found that a way to solve it was by renaming the OpenGL driver "atig6pxx.dll" to "atig6pxx.dll.bak", and so i did that change and it worked, no more loadlibrary error, but... when i opened the Blender i got the message of not working/updated drivers, so, i went to the Driver Booster and updated 2 drivers, indeed, there were 2 drivers not updated after all this "cleansing"; i restarted the pc and after that... i opened the Blender and... BAM! another wild driver error message appears! I used Driver Booster to update the drivers, but it wasn't effective! (the drivers were already updated), so i decided to watch closely what was written in the cmd black screen, and found this damn message "Warning!  Legacy WGL is unable to select between different OpenGL versions" and i remembered the renaming process i did to solve the "loadlibrary failed error", and i asked myself "maybe that could be the problem", so, i went to the same folder, find that file and rename it back to it's original name, but guess what? it had its original name again! and i was like "okay, no problem... maybe that's the problem" so i decided to do the same like before, renaming it adding ".bak" and the end, but now this time i couldn't complete the task because i needed permission of "SYSTEM", and i was like, "oh god, why". So... that's it, That's the story.
Before this cleansing, i was able to open the Blender normally, but after that, i had all these issues i aforementioned in the story.

The Blender version i have is 2.79 (just in case).

Any suggestion on how i could fix this? ¡¡¡I HAVEN'T USED BLENDER IN 3 DAYS AT THIS POINT!1!1!


texts: How do I mute the audio on a video and replace it with another audio file?

texts:
I am completely new to blender, and I feel like the procedure should be simple but I'm just not finding instructions for it (so I apologize if it's a silly question). I have a video where the audio had a lot of noise. I was able to create a separate audio file and reduce the noise with Audacity. What I'd like to do now is replace the original audio in the video for the cleaned up version. Is there an option to mute the video while adding an audio file? Do I need to worry about synchronizing the two? (I hope not, since they should both be the exact same length, but I don't know...)

Thanks in advance!


texts: ops.object.mode_set() not working on 2.78

texts:
When write ops.object.mode_set("EDIT") in console and press enter, it give me an error:

  Traceback (most recent call last):
    File "", line 1, in
    File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 187, in call
      ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
  TypeError: Calling operator "bpy.ops.object.mode_set" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')


texts:
I am a beginner with Blender, I have the newest version of 2.9. I have been successful using mirroring in sculpting mode. However, I cannot get mirroring to work fully in low-poly modelling. It works with grab, extrude and scale tools, but not with others, such as loop-cut or poly-build tools. Is it something I am doing wrong, or the software currently doesn't support it?
For example, in the screenshot shown, I have made the extrusions from the cube successfully with the help of mirroring on Y axis turned on, and now trying to use loop-cut tool. But it does not repeat my loops on the other side.


texts: How to play any specific 'take' of the FBX animation in Blender using python script?

texts: I am trying to play an animation from a fbx file. I want to choose between default or other 'take' of the animation. How can I do the same?


texts: The next background image is not updated when I press on the button to go to the next frame

texts:
I'm trying to make this tutorial :

https://www.youtube.com/watch?v=zmZ0gVLTTB4&t=180s

Go to minute 3:00,please. He loaded a list of png files and he gone until the last one. When he pressed the button to go on the latest frame,the background image on the 3D window of blender has been changed with the latest image on the list. I did the same,but in my case if I press the button to go on the next frame,I see always the first image of the list. Do you know why ? thanks.

PS : I added my blender file.


texts: Why is my render all blurry and pixelated?

texts:
When I render out my blender animation project into a video file, it blurs, pixelates, and glitches in some spots. Why is this happening?
Is it because I'm using Ogg Theora with Vorbis as the format?

Example:

Blend file

Output video

The input is 1080p video composited with an animation. Don't know why it's pixelating so much. Is it compression?


texts: Can't see camera outline in camera view and Lock to View not working

texts:
I'm using Blender 2.77 on Linux. Today I must have pressed something - I don't know what - and the camera started to behave strange.

When I press NUM 0, the view goes to Camera Persp, but I don't get the usual layout (darkened border when just looking from camera perspective and red border when using Lock to View), like this:

This is certainly something local to the file I'm working on, because when I started Blender again and went to the starting scene, the camera works correctly (as you can see in the screenshot above). This does not happen with my other work file.

Also, when I select Lock to View in the N panel, I still can't change the view and every test render appears the same because of it.

I searched through all the camera options, probably clicked everything, but I still didn't fix it. I searched here and generally on Google, but there was no answer. I don't even know the name of the option responsible for this behavior, so I can't search efficiently for it.

How to revert my camera to the default behavior?


texts: Saving GIMP's Alpha Color values in Blender

texts:
In Blender when rendering with Transparent background and saving transparency with .png file, is it possible to save the png with GIMP's option:

Save color values from transparent pixels ?

How to achieve Alpha 1 transparency with Blender compositor?


texts: Rigged model and optionals controller (High Quantity Production way)

texts:
I'm looking for a way to manually control animations and optionals in the most easy way for my clients that have no idea how to use the Blender 2.79 Cycles or have never been into 3D before.

Let's say I've got a 3D modelled car, and my clients want that model rigged with all functioning parts and with all its optionals available.

With that in mind, my workflow nowadays is a mess like this:

SilverCarBlackRimsBlackInterior.blend
RedCarBlackRimsBlackInterior.blend
BlueCarBlackRimsBlackInterior.blend
SilverCarSilverRimsBlackInterior.blend
RedCarSilverRimsBlackInterior.blend
BlueCarSilverRimsBlackInterior.blend

and the list goes infinite with all versions of that car available to offer.

So, since this is humanly possible but really energy-consuming and annoying for me and for my clients, Isn't there an easier way to acchieve this into a simple .blend file?

I made this image just as refferential of what I would be looking for. A simple control or panel where I and my customers can configure the 3D model in the most simple and instant way. Most of my customers don't have time to watch tutorials or are not fully into 3D industry, so this is giving me bad user experience nowadays and I want to improve that issue.

Thanks in advance!


texts:
Is anybody aware of an issue where normal maps add a black outline into cycles rendering?

For comparison see the image:

Is there a solution to fix this behaviour?

Here is the Material setup (normal-map node is disconnected right now)


texts: How to save a node setup for easy access in default scene

texts: How can I save a node setup, such as procedural texture, so I can easily access it in my default scene. It would be a great help to not have to import or start fresh each time.


texts: How to link separate parts of a single bone to different objects?

texts:
I am trying to create an animation of a table folding up. As you can see in the picture
It is splitting the meshes when I try to pivot the table. Can I link the second part of the bone just to the legs and the first part of the bone to just the table top? So that they can fold like in the picture? I thought if I do that maybe the meshes would stop exploding and rotating at different angles? Or is this another problem? If so, please do tell me. Thank you very much!!!!


texts: Subdivision Surface Artifact with Creases

texts:
I'm currently in the process of modeling the nose section of an aircraft. I started by creating the outlines of the cockpit windows, which need to be straight so I creased them. Then I connected this outline with cross-sections of the fuselage. To obtain the rounded shape of the fuselage I added the Subdivision Surface Modifier. This is where I ran into a problem. I cannot get rid of the artifact shown in the picture below.

I tried to add more support loops and played around with the crease settings. It looks like due to the Subdivision Surface Modifier the mesh gets bent in a weird way. I suspect this could be a topology issue.

Does anyone have an idea how to solve this artifact and/or give me a pointer on how to improve my overall topology? Thank you in advance for your help.

EDIT: Added .blend file


texts: Use a HDRI just for lighting and change the background color

texts: I want to use a hdri just for the light and i want to change the color of the background in white.How can I do that ?


texts: Automatically move the camera and incorrect context error

texts:
I understood that the problem of incorrect context is a pain, and overriding context is not always a good idea, because there are generally better solutions.

I need to import and render hundreds of meshes with different sizes, and I'm looking for a way to automatically place the camera.
For now I just need the three axis view, and I found two useful functions:
View -> Align View -> View Selected or bpy.ops.view3d.view_selected()
View -> Cameras -> Set Active Oject as Camera or bpt.ops.view3d.object_as_camera()

This is what I thought: I place the 3d view upon one of the three axis, pretty far from the origin; then I call bpy.ops.view3d.view_selected() to have the mesh just insede the 3d view, and finally call bpt.ops.view3d.object_as_camera() to place the camera in that point (I could then slightly move it a bit further).

This is the best way I found to center the mesh inside the camera; if you come up with new ideas they're more than welcomed.

The problem is that I cannot override the active context :/

import bpy

original_type = bpy.context.area.type
bpy.context.area.type = "VIEW_3D"
bpy.ops.view3d.view_selected()
bpy.context.area.type = original_type

Is view3D really overrideable?

Thank you very much


texts: Keep sharp edges when using subdivision surface

texts:
How can I use the subdivision surface modifier to create more high poly meshes without ruining sharp edges?
For example this mesh

The sphere should be subdivided but the rim of the cylinder should stay the same because it is a sharp edge.
This is the result of the subdevision

How can I get sharp edges to not be affected by the sub surf mod?


texts: How can i make winding and unwinding the rope / cable animation

texts: Making a rower machine. And i want to make the cable / coil to spin or rotate inside it. Any idea how to make the cable / coil reel. I have made the curve and trying to make spool. I have parented the handle and cable. When the handle is move in X axis or stretch the coil winding up. When release the handle the coil unwinding up. Any suggestion how it works. Thanks.


texts: Animation Nodes: How to create splines from two different points in order to create procedural telegraph poles?

texts:
I've reached the limit of my ability with AN and need some help creating procedural telegraph or telephone poles.

This is what I've managed so far:

I've managed to generate splines from the origin of each pole. The origin is at the top of the pole and not the base. Each pole is randomly generated with random heights and rotations. Each new pole automatically creates a wire using spline from points. The whole system animates in nicely based on distance to a Null object. The Wire Sag is done using a subprogram - I'm open to better ways of doing things - I would love the wires to swing or bobble as they appear but for now, let's stick to the main question.

Here is my Node Setup:

This is what I'm trying to create:

With a view to creating more complex wire systems for Pylons.

What I have already tried is Offsetting a duplicate of the spline but that doesn't observe the random rotation of each pole.

Any help would be appreciated. Thank you.

Updated:

With the help of Omar's answer, I've updated my node tree as seen below:

And this is the result. The wires are too thick but it's just to illustrate the result.


texts:
I'm going to try and use the BGE to do a simple arch-viz. But before I commit to that I need to make sure I've got the ability to publish an EXE for the presenter who will be showing it to the client.

I created a simple BGE scene that simply spins the camera around a cube when the user hits a key. It works just fine in Blender.

I then published it to EXE using the Save As Game Engine Runtime (v0.3.1) per the Blender Wiki instructions. The EXE is created, the dlls are all copied over. But running the EXE gets me a brief console pop up and then immediate crash.

I've tried with both official 2.75 and the 2.76 test build with the same results.

I'm on Windows 7 Professional.

Blend file is here: Dropbox

Thanks for any and all assistance.


texts: Convert .3ds to .fbx without losing scale

texts:
I'm trying to convert a bunch of .3ds files from a game to .fbx, so that I can import then into Unreal Engine. After the import into Unreal Engine all .fbx files have different sizes though.

Currently I convert my .3ds files as follows (images of the taken steps: https://imgur.com/a/4N86Xzl):

I start a new file, delete default box and import the .3ds
I hit ⎇ Altg and ⎇ Altr such that the thing looks normal.
I press ⎈ Ctrl⇧ Shift⎇ Altc and select geometry => origin. I actually would like to move the mesh up the y-axis, such that the the bottom is on top of the origin. But, I don't know how to do this. How do I do this?
I remove all boxes I compressed in step 2.
I go to export to .fbx, set smoothing to 'face' and select 'mesh'.
I import the created .fbx into Unreal v4.22, and some objects have similar size, while others are way bigger when imported.

How do I ensure that these objects have equal size? In the game's official map editor there's no problem whatsoever with sizes. So I don't really understand why a conversion to .fbx is messing with the scales.


texts: Change workspace in background (headless) mode

texts:
I would like to change the workspace in Blender using Python and running it in background (headless) mode. I have already seen and tested the following solution, but it works only in GUI mode. Simply the variable bpy.context.window.workspace seems to be read-only in background mode, and its value doesn't get updated. Interestingly, no error is raised as well.
Does anyone have any idea if what I want is possible and, if yes, how can I achieve it?
Thank you in advance.


texts: Why does not Animation Nodes provide the uv information properly?

texts:
Please see the sample nodes below. You can see that the object clearly has UVs and listed in the uv list however Animation Nodes is telling me that it has no uvs.
Is this a bug? Is there a way to get uvs properly in AN so I can paste it to some instances?

thanks


texts: How do I set up a hotkey to switch cameras?

texts:
To facilitate animating a character I want my main camera to take whatever cinematic view I want and have 2 other cameras I set up to follow location with offset to constrain to look at the same character at different angles. And all I would have to do is for example hit the [C] key now I see the ideal side view hit [C] again and now I see the 3/4 rear view, hit the [C] again and I'm back to my cinematic camera/the one I would use to render with.

So I can do this while on the same frame or at any time. If I had that feature I would use that all the time.

I just need to know how do I set up a hotkey to do that?


texts: Game Engine: how to switch scenes in python code

texts: I need to be able to switch scenes in python code while in game, and I don't mean hooking up a python controller to a scene changing actuator, I need to be able to change scenes without it. Does anyone know how it would be done?


texts: How to pass arbitrary floating-point data from Animation Nodes into a shader?

texts:
I want to pass arbitrary floating-point data from Animation Nodes into a shader.

I have found the Set Vertex Color node, but I have two problems with this method. The first is that the values are limited to the range [0.0, 1.0], and the second I think is due to color space transformations.

For example, the Red channel output is in the range 0.3 to 0.5:

0.47818
0.42225
0.4
0.37775
0.35661

But if I log the values in the shader using a (very slow) custom OSL script, I find that the incoming R values are different:

0.094118
0.117647
0.070588
0.133333
0.145098

How can I send an unbounded floating point value to the shader without any value transformation side-effects?

Animation Nodes:

Shader:

shader shaderDebug(color input=0,output color debug=0)
{
  debug = input + 0.00001; // script is not a no-op; dont optimize away
  printf("debug: %f, %f, %f\n" , input[0], input[1], input[2] );
}


texts:
I have an AVI file rendered from an animation. I would like to play it on a "TV" in a different animation. I have added it as an image texture on the "TV" and if I step through the frames I see the animation. But when I run the animation (Alt+A) there is no animation on the "TV", only the first frame. If I stop the run (Alt+A again) the "TV" shows the correct AVI frame.  I haven't tried a full-up render of the new animation because each frame takes about 8 min.
The question: how can I get the AVI "movie" to play on the "TV" in my "living room" scene?


texts:
There is supposed to be a timeline, but when I made my first keyframe, the keyframe timeline didn't appear.

How can I make timeline appear?


texts: "Undo" not working in Video Sequence Editor

texts:
I am trying to use Blender for video editing, but for  some reason the "Undo" function isn't working on the video sequence editor. It works fine on any other mode, though.

Is this by design or is there something I'm missing?

Thanks in advance.


texts: Connecting vertices in different objects

texts:
I'm trying to connect 2 adjacent vertices pairs to create 1 face, and using F does nothing. I think that's because the 2 vertices pairs are in 2 separate objects.

See the image -- the blue square is where I need the face to be.

How can that be done?

Thanks!!


texts: This PLY is too dark! How to improve it?

texts: Please, how to improve darkness in this PLY: http://156.54.99.175/3d/sodark.zip  ? It is too dark! What's the issue?


texts: I used the compositor to add blur effects but they are not showing up in my final render image?

texts: I followed a blender tutorial and made the Earth. I have a sun in the background that I added some blur effects to in the compositor. When I rendered my image, the blur effects on the sun don't show up. How do I render the final image from the compositor? Are there settings that I am missing? Here is a screenshot of the composited image above the rendered image.


texts: Glow effect with multiple render layers not working

texts:
I'm trying to composite 2 layers with different colours, each with a glow effect.  Unfortunately, when I combine them it produces a render that is way too bright and drowns out the colours of each layer.  I've tried add, mix, screen and alpha over but nothing seems to work.  How can I composite these while preserving their colours?

Here's the first layer:

Here's the second:

This is what happens when they're combined:


texts: Show a dialog displaying the properties of a modal operator

texts: Is there an option to show a dialog which displays the properties of a modal operator ?


texts:
Trying to run some OSL scripts for Blender 2.83 on mac. Never tried it before and having troubles with it.
Any script I try to run gives same error
ERROR: /Applications/Blender.app/Contents/Resources/2.83/scripts/addons/cycles/shader/stdcycles.h:31: error: error: could not find include file: stdosl.h
Error: OSL script compilation failed, see console for errors

Where "stdosl.h" is supposed to be? I can't find anywhere on my drive.
Downloaded fresh build of Blender - no such file as well in any directories.
What am I doing wrong?


texts: Model limbs condensed in one place in Unity3D after applying Scale to armature

texts:
I'm new to Blender and modelling in general and I'm trying to incorporate a humanoid model I rigged into my Unity project. It was seemingly working fine in Unity up until I was given a solution to another question I posted here that had to do with the armature, which was that I had to apply scale to it. The problem was still there before that but the mesh looked as it should when not in motion. After applying the effect though, i get a message that the file has import settings and the model looks like this:

The most definable features of this mess seem to be the thighs and head, which leads me to believe that the connections between the vertex groups are broken in some way. Maybe the armature has lost some property when I applied the scale effect? I'm really quite lost, any help would be appreicated.

Link to aforementioned question: How can I stop the mesh from stretching when posing?


texts: Both Rendered viewport and final render are blurry after processing

texts:
I have followed Blender Guru's tutorial on modelling the donut, cup, plate and table, however, at some point along the way of getting there something happened. Both in my rendered viewport and when I try to render a picture of all the objects, it all gets blurry. You can see how it is working on the particles in order to render it, but at one point it decides to blur everything. The final render is all blurred up. Could you please help me with this? I tried playing with all the settings, reached 5th page of google looking through forums, but I could not solve it. I am quite desperate. Thank you very much, I really appreciate it. Have a great day!

Edit:


texts: Convert vertex back to world coords (Python)

texts:
I painted a circle into the viewport with Python, the circle has a center Vector (self._center) in world space.

I want to move the center vertex to the local x location 0.
So I tried to convert the self._center first to local values by using the view matrix that I stored and set X to 0:
vm = self._view_context._view_mat
v = self._center.copy()
v = v @ vm
v[0] = 0

Now I want to set the self._center to the new value (v) but in world space. Does anybody know how to revert it back to world space?


texts: Why can't I enable the 'new' button of action?

texts:
I want to import the action template of action editor, and use template ID to display it.
But the 'new' button is disabled, how could I active it?

here is my code currently:

import bpy

def drawRenderEngine(self, context):
        layout = self.layout
        ob = context.object

        window = context.window
        screen = context.screen
        scene = window.scene

        if ob is not None:
            bpy.context.object.animation_data_create()
            layout.template_ID(context.object.animation_data, "action", new='action.new')

bpy.types.TOPBAR_HT_upper_bar.draw_right = drawRenderEngine


texts: Grease Pencil-Preceding frame visible in next frame(non onion skin)-turn off please

texts:
Simply, Draw something on frame 1 and then I go to frame 2 but the contents of frame 1 are still visible until I start drawing on frame 2(contents of frame1 then disappear from view until I return to frame 1)...
 I would prefer that I get a completely empty frame as I advance through the timeline.
Is that possible?

I guess I should be clear on if this is normal behavior or if its just a bug on my end? When draw on frame 1 and then advance forward to frame 2 is the contents of frame 1 still visible on your view port?


texts: In a BGE RTS, how could I make a selection box to select Units?

texts: I am making an rts in blender and do not no too much about Python.  Right now I have a cube (which will later be a character with an animation) that follows a mouse tracker (a cone facing down that moves wherever you click and the cube tracks and follows it.  If I duplicated them then all the cubes would go wherever I would  click to place the mousetracker.  How could I make it so you can "select" a cube with a rectangular selection box (or clicking it with a mouse button that is different to the mouse button used to move the mousetracker) please do not direct me to any tutorials as I would like to use the mousetracker to move them.  Help would be appreciated!  Thanks!


texts: How to change image dimensions of a generated image from Python?

texts:
Say I have an image created like so:

 img = bpy.data.images.new('imageName',1024,1024)

Now later on I would like to change the size of this image to be something else, say 2048 X 2048.

Is there a way to change the size of the image itself without removing the image and then calling new again?

Note,  the image is used to store a baked texture so it does not matter what happens to the content of the image as it will be overwritten.


texts:
So I have appended a lot of characters into my scene from separate blend files which all use some identical image textures. My problem is that when they are appended each, the image textures are duplicated even though they are the exact same image.

I end up with "Image.png, Image.png.001, Image.png.002, Image.png.003, etc"

Is there any possible way I can remove all of these duplicate images and only have one that is used by all of the models?

A script maybe? I have zero experience with scripts unfortunately so I'd need a good explanation as to how to do it.

Thanks


texts: What is the parameter order of a quaternion constructor?

texts:
I cannot find the source code of mathutils, since it can be imported from python I assume it is a python source.

Essentially I want to find out whether a quaternion is created with W,X,Y,Z fields or X,Y,Z,W.


texts:
I' m an architect and I start to use Blender 3 months ago.

I' have to make a urban floor, and attaching the mesh of the floor joints on the floor mesh, and using Shrinkwrap on the joints, with the target on the floor mesh, gives me problems in rendering, in the sense that some parts of the joints are lower and others higher, going to create parts of joints hide under the floor mesh.

How can i solve the problem?

That' s the base floor mesh

That' s the floor joints

and that' s problem in rendering


texts: How to display the current frame number as part of the open GL render?

texts: I'm amazed I can't find anything that displays the current frame which is helpful to study test timing and adjusting and knowing where it went wrong. Ideally I would like to show seconds and minutes and the frame number.


texts: Arm joint Mesh not moving with Chest mesh when animating

texts:
Im currently animating a run cycle for my mech and it seems that the arm joint mesh doesn't want to move with the Chest mesh. I had the mesh joined to the chest mesh. Is there something im missing?

blend file


texts: How to create a realtime 3D walkthrough with Blender?

texts:
I am not a game developer and its not my domain. I am a Biotechnology student. A part of my project requires making a realtime walkthrough of a 3D house. Someone suggested me to use Blender. But here I have more specification : - a walkthrough in 3D such that movement of the user is not through the keypads or mouse but some external running script, where if a particular condition is true, user should move forward, backward, left or right (according to conditions).

What all tutorials I should go through and whatever I am trying to achieve how should I go about approaching it ?


texts: First I'm not a 3D modeler and I cant change the geometry of the model. Can I export to a .3ds without smoothing? Smoothing is causing tons of issues in my model (shading issues). I want it to just look like it does when it's flat (when viewing inside of blender). Can this be done?


texts: How to Select Vertices In the position of an active selection?

texts:
So this class is supposed to select the verts of an active object that is inside of another object but it only works at position near 0,0,0.

class ComplexSplitcheck(bpy.types.Operator):
bl_idname = "split.check"
bl_label = "Split Check"
bl_options = {"REGISTER", "UNDO"}
bl_description = ""

max_dist = 1.84467e+19

def execute(self, context):
    selected = bpy.context.selected_objects
    active = bpy.context.active_object
    selected.remove(active)

    for obj in selected:
        for v in active.data.vertices:
            if is_inside((active.matrix_world * v.co), self.max_dist, obj):
                v.select = True

    return {'FINISHED'}

def is_inside(p, max_dist, obj):
result, point, normal, face = obj.closest_point_on_mesh(p, max_dist)
p2 = point-p
v = p2.dot(normal)
return not(v < 0.0)


texts:
I'm trying to make a 2d animation for my school project. When I was making and arranging the frame, it was smooth process first. But after a while, when I tried to move one keyframe it moved every other one on the same layer at once, it wasn't like this before. Example:

I tried to move only one of the frame.

but it moved all at once.

Can anybody help?Thanks!


texts: How to import morph targets into Blender?

texts:
I'm trying to import a js file with morph targets into Blender(v2.65) using the three.js(r66) importer, but it seems that the importer plug-in is not working properly, because nothing is shown in the scene. I tried to convert the js into an obj file and then import it into Blender, but only the mesh was imported, the morph targets were not imported. Can someone help me please?

JS File: three.js/examples/models/skinned/UCS/umich_ucs.js


texts:
Feeble minded noob here.
My issue is with trying to map images to a set of faces.
Each one appears white, despite the image appearing in texture and material viewport shading.

I understand I need an Image which is attached to a texture and then to a material?
https://drive.google.com/file/d/0B0SOwCTySdtAZWdaaUN6emNvSWM/view?usp=sharingm
File.

Thanks guys.


texts: Export simple model with texture to three.js

texts:
I am trying export Blender models to threejs.org as DAE model but have problem with models with texture.

To make things simpler, here are the steps I perform (and fail) to add texture to simple "Startup file" which contains a cube, camera, and light:

Select the cube
In the Materials panel, make sure the default Material for the cube is selected.
In the Texture panel, make sure "Tex" (the default texture for the material) is selected.
For this texture, set Type to "Image or Movie"
In the Image section of panel, open a grass1.jpg (a 512x512 image) as the texture.
In the Mapping section, change the Coordinates to UV.
Export the model as Collada model, checking "Include UV Textures", "Include Material Textures", and "Copy" checkboxes.

You can download blend, dae, and texture file mentioned in these steps.

Then I use the following code to load the DAE model, but I get this error and the cube is not shown:

  256 [.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION :
  glDrawElements: attempt to access out of range vertices in attribute 2
  WebGL: too many errors, no more errors will be reported to the console for this context.

<script src="js/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/ColladaLoader.js"></script>
<script>
    var scene, camera, renderer;
    init();
    animate();

    function init() {
        scene = new THREE.Scene();
        var WIDTH = window.innerWidth,
            HEIGHT = window.innerHeight;

        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(WIDTH, HEIGHT);
        document.body.appendChild(renderer.domElement);

        camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.1, 10000);
        camera.position.set(10,10,10);
        scene.add(camera);

        window.addEventListener('resize', function() {
        var WIDTH = window.innerWidth,
            HEIGHT = window.innerHeight;
            renderer.setSize(WIDTH, HEIGHT);
            camera.aspect = WIDTH / HEIGHT;
            camera.updateProjectionMatrix();
        });

        var loader = new THREE.ColladaLoader();

        loader.load( 'models/untitled.dae', function(geometry) {
            dae = geometry.scene;
            scene.add(dae);
            var gridXZ = new THREE.GridHelper(100, 10);
            gridXZ.setColors( new THREE.Color(0x8f8f8f), new THREE.Color(0x8f8f8f) );
            gridXZ.position.set(0,0,0);
            scene.add(gridXZ);
        });

        controls = new THREE.OrbitControls(camera, renderer.domElement);
    }

    function animate() {
      requestAnimationFrame(animate);
      renderer.render(scene, camera);
      controls.update();
    }
</script>

And here is the screenshot of Blender after mentioned 7 steps:

Update: Exporting as js file using JSON exporter for Blender doesn't work either.


texts:
I am new to blender and I am trying to figure out if instead of hitting "i" ("s" for industry compatible shortcuts), and then having to hover with mouse and chose "all channels" etc, I can have just one, single button on my keyboard that will do that?

Thanks!


texts: Character Rigging in Blender for Unreal Engine

texts:
Can anyone help or direct me to definitive tutorials on proper rigging in Blender of imported FBX files, allowing the use of included character animations? Alternately, can an FBX be rigged inside Unreal?

When I set the FBX character import option to "None" for skeleton, the character's limbs are static during game play. When I set the FBX character import option to "UE4_Mannequin_Skeleton" for skeleton, the character and rig 'explode' in unpredictable ways.

The files can be downloaded here...

Distorted Unreal File: https://www.dropbox.com/sh/mcprmjannl0lfqj/AAAY4IF4OkZwLO_bLtyrfsrIa?dl=0

Thank you in advance for your help! This is a game-stopper (pun intended).

-uenovice


texts: Blender 2.81/2.80: How can I change the color of light of a spot - nodes seem to have no effect?

texts:
When changing the color field of emission shader node of a spot light in eevee it seems not to have any effect. This is valid in the node editor as in the light tab.
How can I change the color of light of light sources in eevee?


texts: How to superimpose a lot of textures in one material in the BGE?

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For my game I realized that blender doesn't allow us to superimpose different textures on one mesh. I'm forced to create only one texture for each material.

What I would like to is being able to let the choice to the players to chose between different "skins", and different complexions on the "skins" like some spots, scars, tattoos, etc.

So I need to be able to superimpose different textures on one material.


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Ok, total edit:

I found out that I have to bake the entire length of the animation to keep all of my keyframes. BUT, now that I've done that, now all of my poses are deleted. The movement stays there, but my character is just in the T-Pose throughout the whole animation. Any help?


texts: Create a Nurbs Circle Surface using python

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I am trying to achieve the following post

I see doing this two ways.
Create a large circle and small circle and fill the inbetween.
Perform the same steps as the GUI programmatically, create NURBS Circle Surface, and  extrude into a smaller circle.

What is the best way to do this? Do the vectors have to be manually inserted to create a square or is there something in python that will create the nurbs circle surface with radius and origin?


texts: dynamic hair particle stretches while animating the object

texts: i have a fur ball with a  dynamic hair particle and as soon as the object moves in animation the fur on it stretches crazily. need help to fix it.


texts: Creating stiff leather cloth of softbody

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I'm trying to create a very stiff mesh with cloth or soft body it doesn't matter.  Here is my test simulation:

This isn't stiff enough, think of the physics to be like a very long plastic ruler that is bending due to it's own weight but not enough like above, (it'll break!).  How do I get this result using cloth or softbody physics?  (I modeled this manually without using cloth physics).

Oh and the left side of my mesh is pinned.  No cloth physics for that.


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let's take the hsv color 0.4, 0.8, 1.0

everywhere I looked this converted to Hex 33FF85 - even in Blender

when I convert it to RGB(using python colorsys, python Color from math, webservices), it is 0.2, 1, 0.52 - but Blender shows me this:

what I'm doing currently is this:

bpy.data.materials["name"].diffuse_color = colorsys.hsv_to_rgb(0.4, 0.8, 1)

how do I apply the hsv color to my object correctly? If I convert the color to rgb it obviously does not work as it should...


texts: How to fix hair particle shading/topology issue?

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There is no way to describe the issue, that's why I'm just going to show the rendered image:

Those are 4 planes with no modifiers, the same dimensions, the same particles, and the same material. The only difference is the topology. All planes are hidden - only the hair is visible.

Number 1 is a simple plane

Number 2 is a plane with loop cuts (Ctrl + R)

Number 3 is extruded (I started with a small plane and made it bigger with extrusions)

Number 4 is the same as Num.3 but the cuts are made with "Knife projection"

Numbers 1 and 2 are good, the issues are in 3 and 4
All faces have the same normals. I tied recalculating the normals, I also tried flipping them - nothing worked.
Just in case anyone asks - I'm making a big project and the model with the hair is very complex (I used extrusions, knife projections, and more) that's why I need to fix it without retopologizing the whole mesh. Because the project file is big I made this .blend file with the planes where I recreated the same issue.
Here is the .blend file:


texts: Can I set the unit to move when I press the G key and move the object? For example, can the box be set to move in a fixed unit by 5mm increments?


texts: How can I use this Python module in Blender?

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I know this question has been asked before (for instance, here: Using 3rd party Python modules), but The answers aren't getting me where I need to be. I'm not an expert, so I might need a little more hand-holding (sorry).

I have a script that works outside of blender that uses "python-midi" (found here: https://github.com/vishnubob/python-midi), but I can't get it to run in Blender.

I tried moving the "python-midi-master" folder into Blender/Contents/MacOS/2.70/python/lib/python3.3 but it didn't seem to make a difference. I also tried deleting that folder (to make Blender fall back on the system's Blender?) but that didn't work either.

I'm running Mac OS 10.8 with Blender 2.7 and Python 3.4.1


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Given a texture of some size, I`d like to be able to map the pixel size to an arbitrary unit of measure within my scenes. Is that possible?

E.G.: I have a texture which is 512x512px, and I'd like to tell Blender that 512px from the texture file has to be mapped to 1m (or 1 square from the grid, or just 1 arbitrary unit) in the scene.

I'd like every face with that texture to be UV mapped automatically, so if a surface spans 2x2m, it should tile the texture 2x2 times without me having to do the calculation.


texts: Exporting Animations via blend files - Common Asset Duplication

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Thanks for reading.
I want to export to unity with a flow that retains my previously imported assets and connections etc. I already have my unity project and have imported by .blend file. Now when I go back to blender to do some more animations I re-export another blend file. Now inside both of these blend files are my mesh, materials etc, which means when I import them into unity they are duplicates, or even worse slightly different (if I've changed the mesh).
So my question is how do I organize my export blend files, so I can avoid having duplicate assets, and at the same time all my animations work ?


texts: How do I get rid of weird pockmarks on the surface of my object?

texts: I had been making some icing for a donut when I started to notice these evenly spaced out indentations in the texture of my object. I'm not sure if it's the result of adding a subsurf modifier to my mesh or a bad sculpting job. It looks like the pockmarks are directly related to my mesh though.


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When adding loop cuts to my mesh (supposed to become the hood of a car), this creates a little mound in the middle of it.
Does anybody know how to avoid this?
Thanks in advance :)


texts: How to bring back first start Key configure preset selection?

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If you first start Blender after installation you get a screen where you can select the key bind preset, between Industry standard, blender 2.79, Blender 2.8+ etc.
I Miss clicked there and now i cant figure out how to bring this window back.


texts: Problem with model deforming exporting blender file (.fbx) into Unity

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Ive tried a lot of different things to get this to work but I always end up with the same scenario.

I downloaded a mesh and made my own armature + animation.

When I export it (as .fbx) or simply drag the .blend file into unity, the model deforms.

Example pictures:

Everything looks great inside blender, but once it jumps into unity it deforms it.

How do I fix this?


texts: How to model this cylinder type shape with pattern

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I want to create above shape (first image)
and I only could come up with this (second image)

Maybe some new tips and tricks which would help me in my way?