texts: Importing from SolidWorks and then using subdivision in blender

texts:
When I try to do this with an object that I've made in solidworks the mesh looks absolutely terrible, spikes, jagged edges etc. You know the deal.
I have tried doings "Tris to quads" and "Limited dissolve" with various values in order to fix this mesh. However neither of those methods has worked for me.

I have tried exporting the SolidWorks model in both .wrl format and .STL format, neither of which has looked good when I use the subdivision modifier, I have also looked for a way to export the model using quads instead of SolidWork's seemingly standard setting of exporting in Triangles.

Basically my question is:

How do I modify my export settings or change my mesh in such a way that subdivision surface is possible without ruining the mesh.

OR

If there is any way to make SolidWorks export in quads exclusively


texts: Exporting to GLTF Causes Leg to Twist. How can this be prevented?

texts:
Whenever I export to GLTF, the character's right leg twists after the export is complete. This occurs across all actions. I'm using rigify. The leg is twisted in the export as well. What can cause such a thing?
When I paste the x-flipped version of the same pose, it fixes all animations, and I don't even have to make a new keyframe. But the problem reappears on export. Something is bugged, obviously. Any ideas?
This gif shows what it looks like before and after the export. Note that I'm not reimporting or anything. This is just what happens immediately after the export completes.


texts: How do you adjust loop cuts/edge loops after the fact

texts:
I have some loop cuts.
I have clicked around and done a few more things and now I want to adjust the amount of loop cuts I made a while ago.
How do I go in and edit the count of them?


texts:
I exported this CAD model from a SolidWorks assembly using eDrawings in STL format, then imported into Blender:

As you can see there is alot of bad geometry. I have already done the following:

Removed any double vertices
Converted Quads to Tris with ALT+J
Mesh -> Clean Up -> Degenerate Dissolve

But I'm still left with a bit of a mess. Adding a Decimate modifier in Planar mode might be able to fix some of this but I will still be left with a less-than-perfect mesh.

Any tips on how I can make this any better? The model will be UV-unwrapped and imported into Unity.


texts: How to set grease pencil general default properties across scenes

texts:
I'm working as a storyboard artist on a project, with Blender, more specifically Grease Pencil. As I'm trying to optimize the workflow and remove regular, unnecessary step, I wish to set defaults value to my tools, which are basically : a specific brush, and a specific vertex color, as well as a specific eraser parameter.
When I set all of this up in a default scene, it works fine if I create a new GP Object : the correct brush, color and eraser are on. But, if I create a new scene within the same file, it's all reset. Back to the default pencil brush, back to the green vertex color (but inactive as it sets material color as default), and overall, my "default settings" are bypassed.
In the scenes I'm supposed to work with, this quickly become nightmare-ish. Every shot is a different blender scene within a file, and for every shot, I have to yet again, for the same GP object that was already painted on in another scene, pick a brush, pick a color, etc. I've looked everywhere online, I can not figure out how to set an actual default brush other than the pencil, another color, etc.
This is quite upsetting as it is an immense waste of time. Has anyone figured this out, and are there solutions?
Thank you very much


texts: How Can I Use Dynamic Sky from a Python script?

texts:
I'm working on a script that will render several still images at a time. Most of the time it'll be using an alpha background, but I was thinking that if I could include settings for Dynamic Sky in the script, it'd be nice to quickly change, with one check box, from using alpha to using Dynamic Sky in the background. (Or maybe, when it's rendering a series of images, to render some with an alpha background and some with a sky background or, in some cases, to do both for some images.)
Is there a way I can have my Python script check if Dynamic Sky is installed and, if so, interact with it? I haven't been able to find a good reference showing me how I can pass data to Dynamic Sky (or activate it) from a script.
If there are other ways to easily use a sky background, I'd be interested in that as well. If it involves using external files, I'd need to know how the script can load those files into the current project.


texts:
All my FBX exports are coming out translucent, it adds normal and alpha maps where there isn't supposed to. Here's what I do:

Add a cube, give it a material with a “base color” texture:

Export as FBX. All my settings are default, except for the Path Mode, which is set to “Copy” and Embed Textures is turned on.

Create a new Blender file and import the FBX. Switch to Cycles, the model is translucent. You can see in the image that the imported model has an empty normal map, and the color texture is now also added as an alpha texture, which I did not do.

Why is this happening? How do I make it work correctly? I never had problems before with FBX but now every model I make is coming out like this.
Here are my test files: https://drive.google.com/drive/folders/15dB-iESKis41PlqnJgupWVG9ShtxEqIp?usp=sharing


texts:
I am trying to create a folded paper like object using Blender. This is something I've created. Now, I want to color edges of the paper and the creases of the fold. Like if the crease is downwards I want a green color line along that and if it is upwards the color should be red. Moreover, I want the edges to be colored as black line. Can anyone suggest any ideas about achieving this?
Actually I am creating thousands of random pages like this using a python script. So it's not possible to manually label each of those. I need to find out an automatic process using a script. For this one the page should have this kind of markings.

Any ideas for this would be great. Thanks in advance!


texts: What is causing this issue? (Moving mesh vertices creates extra faces)

texts:
So, I've been having this issue. It has happened twice so far. I created a circle and then filled it. I tried moving some vertices, but kept seeing some faces moving along.

Then I created a curved and then filled it up. The same thing is happening. Only the vertices I'm moving should move. How can I fix this?

This is a flat mesh. I don't see why it's creating some faces on its sides when moving it.

Front view

Side view

Another angle


texts: Microsoft Visual C++ Runtime Library erro when clicking on new material or rendered or material preview

texts: When i click on new material or rendered or material preview it gives me a Microsoft Visual C++ Runtime Library error


texts: How do I make surfaces more smoother/organic?

texts:
I've been tinkering with my model for the better part of the week, and am kinda in a rut. I'm trying to make a turtleneck for my character, but it looks really inorganic and a little bit blocky. I'll supply with a screenshot for context. Some background, I used a combination of shrinkwrap, mirror and solidify modifier to attain this where I am right now. I highlighted in red outlines in what I mean, as you can see the weird crease from the mirror modifier in the middle that I'm trying to get rid of, and the other parts of the turtleneck that look very blocky. How do I make it look more organic and turtleneck-y? Any help would be appreciated, as I spent a good chunk of time trying to fix this.

Let me know if you need any more info or need clarification.


texts: When calling self.layout.operator() no button appears

texts:
Using blender 2.83.2 blender my personal addons aren't working. Calling  self.layout.operator() no longer causes a button to appear in the panel which breaks much of the functionality.
Anyone have any insight?


texts: I have these messy tiny faces that I want merge them into nice smooth faces just like other parts of the object. What would be the best way to do this?


texts: How can I make different particles follow many curves in same scene?

texts: How can I use 8 curves having Force and Curve in physics panel? Notice that Curve Guide is 4 time slower than Force and Curve.


texts:
I am trying to set the 3D cursor to the center using a script, so that when it then imports an FBX it is based on that cursor location.

So far I have this:

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        bpy.ops.view3d.view_all(center=True)

But I get an error: Operator bpy.ops.view3d.view_all.poll() expected a view3d region

If there is a better way to set the 3D cursor then that would be nice. But if this is the best way, then can anybody help me mend my script?


texts: Why am I still seeing a wireframe in rendered - and all views?

texts:
In my scene, I have created another object. For some reason, regardless of the fact that I have disabled/adjusted the relevant checkboxes/drop-downs in the Viewport Display, I always see the wireframe for this object - but just vertices going in one way. In every single view mode.
Is there some additional view property I cannot find? Did I activate yet another thing without realizing it? And why is it just the horizontally aligned loops?

Here is the source. When I'm working on using this in a scene, it's really visually annoying. This has happened before so I am eager to figure out what this actually is.
Thanks for your attention.


texts:
Hey I'm struggling with an obj File. I got an obj file and everything seems fine except the Textures are missing. I checked the .mtl file and the .obj file.

I've already looked at Importing OBJ with MTL and Image not working properly

In the .obj File at the start of the File it looks like this after I've replaced an absolute path in mtllib:

# FILE 11740_Baumgartu_Haus_0_3D-Export.obj
mtllib 11740_Baumgartu_Haus_0_3D-Export.mtl
trace_obj 11740_Baumgartu_Haus_0_3D-Export.obj
shadow_obj 11740_Baumgartu_Haus_0_3D-Export.obj

g C211_AUSSENWAND_TR VERPUTZ__GLATT__WEISS

usemtl VERPUTZ__GLATT__WEISS

v -24948.3 -6963.67 8330
v -24903.8 -7471.73 8330
v -24704.6 -7454.3 8330
v -24749 -6946.24 8330
v -25012.6 -7146.54 8570
v -25028 -6970.64 8570
...

and in the mtl file it looks like this:

# FILE:11740_Baumgartu_Haus_0_3D-Export.obj
newmtl VERPUTZ__GLATT__WEISS
Ka 0.916471 0.916471 0.916471
Kd 0.964706 0.964706 0.964706
Ks 0 0 0
illum 2
Ns 100
map_Ka verputz_glatt_weiss.jpg
map_Kd verputz_glatt_weiss.jpg
map_Ks verputz_glatt_weiss.jpg
newmtl 011740_FASSADE_FENSTERBAND
Ka 0.4 0.4 0.376471
Kd 0.633333 0.633333 0.596078
Ks 0.25 0.25 0.25
illum 2
Ns 5
...

The textures are placed in the Folder "11740_Baumgartu_Haus_0_3D-Export_Texturen" inside the Folder where the obj and mtl file is. I have copied the textures directly into the same folder as the mtl and obj aswell.
Can't find what is still missing

In Blender it looks like this:

when importing I have set the search images checkbox


texts: When to avoid using context.view_layer.update?

texts:
I have been working in blender python and shapekeys. Now every time I change the value of shapekey, I am applying bpy.context.view_layer.update which is a costly update.
My question is, when should I use this update method and when to avoid it?


texts:
I have a lot of camera background images for reference in an architectural project. I made an animation where, for each frame:

The camera position is defined, corresponding to one of the images
the same image is used as viewport background. Images have been grouped in a video, and the video is used as a camera background instead.

This way I can change my reference image and match the point of view by just changing the current frame.

However some of the images are in portrait mode, some in landscape mode, and the render size ("resolution") has to be switched accordingly, frame by frame.

This works manually, but I'd like to do this automatically.

Example: Selecting frame 30 to set the (animated) camera viewpoint to some actual picture which was shot in portrait mode and inserted in frame 30 of the background video:

The 30rd background video frame is stretched because the "resolution" is not set accordingly. Is there a bypass?


texts:
We are doing research on monitor human activities to avoid adverse events. In part of it, we did an experiment in our MoCap lap to detect the human motion to monitor his activities. We have f-curves from that motion. But we need all the xyz coordinates values for that motion for that given time (just say about 2-3 minutes) to do a scientific analysis of the data.

Do anyone have an idea how to get xyz values from f-curves?


texts: Why are there no tutorials of flames in blender render?

texts: I'd like to do a flame animation that doesn't need to be any sort of high quality, that's why I wanted to use blender render. But is it just so bad or why are there no tutorials?


texts: How to automatically complete these edge loops?

texts: I'm still learning blender and I'd like to know if there's a faster way of creating these edges (marked in red) in my solid, continuing on the bottom face and up the backside, completing the loop, than manually using the knife to apply the cuts.


texts: PSD image texture - material not updating?

texts:
I need a way to LIVE draw shapes on my objects in blender, meaning creating squares, circles, etc as one would in Photoshop but in Blender so I can see how it looks.

So far Id just done this creating objects and making them flat -

but this isn't ideal. Next to keep the live updating I tried selecting a PSD as my material texture and UV unwrapping like this, but the PSD doesn't update live. Have to close out blender for a new shape to appear even saving the PSD file -

I need a way to add shape images/draw on my materials - how can I do this correctly? The paint tool in  Blender doesn't seem to allow for clean shapes like PS.


texts: How put some objects (array of objects) to cover other object with its shape and curvature

texts:
I am very new to blender so forgive me please. I am trying to model a glock for practice since...couple of days. Starting again and again making some progress, using new more efficient features etc in a model. However I faced a problem which I can't solve.

I am trying to model a gun handle, to be precise-a grip part of handle.
So far I created a small grip part and I made 2 arrays in both axis.

I would like to shape the whole array so it will follow the curvature and shape of handle and I would like to mask/limit array size/iterations to the shape of handle. Is it possible?  It looks like this

So how to "cover" the part of handle (describing the final shape of grip cubes array) with grip cubes? Or how to limit/mask grip cubes so they take a shape of the handle part in the back?I would appreciate your advice.

Reference handle part image:


texts: Shade smooth render looks like Shade Flat

texts:
View-port model has smooth shading:

Look-Dev mode looks smooth shaded:

But the Final Render has noticeable edges:

Is there a reason as to why it's like that?


texts:
I am following a tutorial about rigging a mesh and when looking at the weight painting, I noticed this problem.

http://imgur.com/a/wctfs

Can anyone explain what is happening??

Thank you.


texts: follow a straight line on an already made mesh

texts:
From the bottom image how would I follow the selected vertices to make a perfect straight line. so I can make the bottom image from the top image.

thanks for the help :D


texts: Have can I have a different texture on parented objects?

texts:
I'm new to Blender, just started  learning.

I'd like to know how to have different textures on parented objects.
I have this object parented with another object but when I apply image texture to one, the other is affected as well. I want two different textures applied separately to those two objects.

I have a peeling off effect on a flying shuriken. I wanna add origami paper texture to the object thats being peeled off, and metal texture to the shuriken.

thanks in advance!


texts: How to make material like a plastic "Soft-touch"?

texts:
Please tell me how to make such material as the character in the picture?

Something like plastic "Soft-touch". I could not find similar material.

I tried to do it as recommended in the commentary by @Rob. But it turned out not so. Something is missing. My result:


texts: How can I make my workflow faster (edit mode)?

texts:
Hello
I am slowly getting used to Blender.

at this moment I am doing each ,lets call it "a cut" separately ,Selecting both sides of an object in edit mode ,4 Faces
Then I am using Ctrl + F ,Inset Faces ,seems to be faster then simply pressing I .Don't ask me why .I know that's kinda weird...
So after Inset Faces ,I input 0.075 (75mm) Enter ( #1 ) ,X I choose Faces After that I select 4 vertexes and I make a Face (F) ,going around and repeating that ( #2 ) ,then Alt+RMB a corner in Face mode then Ctrl + F ,Input 0.025 Enter ( #3 ) ,Ctrl+F Tab input 0.05 Enter
TAB then i input 0.075 ,Enter ( #4 ).
I'm looking for some tips on how i can do this faster ,without using Modifiers ,too early for modifiers.
Sorry for the mess ,I am not used to this kind of formatting


texts: CUDA error at cuCtxCreate : unknown error

texts:
os : Pop!OS
ver : Blender 2.81
device : nVidia GeForce GTX 1080ti

every time my computer falls asleep with blender open, when i try to get back to my work i get this error and blender can't find any CUDA devices when i try to turn it off and on again. this seems to be fixable only with a system reboot but i'm hoping there is a better way. Has anybody experienced this issue and has a way to fix it ?

some additional info - i had the same problem using older versions of Blender and this would also happen under ArchLinux


texts:
I created a character, used rigify and now, when posing, the eyes turn red. Their texture kinda moves, however they don't when I just move them in Object mode.
The character does an animation, where he sits down (just basic for testing). I will provide the .blend file, knowing that it isn't really cleaned up and that there are some backups in it.
Google Drive for the blend

Frame 0

Frame 10

Frame 30 (moved the light a bit so you can see it better)


texts: Getting weird stuff in render & Solid view regardless of material

texts: Just loaded up after months of not touching blender. And I can't get rid of the weird shadow in the middle of the object or get materials to display. To be clear this only happens in Eevee while everything is normal in cycles. This is affecting both basic shapes I'm adding in & old blend files that would display their materials properly. Feel like I'm missing something basic but I could also swear it never used to be like this.


texts: What algorithm does Blender use to simulate the interaction between fluid and object?

texts:
For research purpose, I need to implement the interaction between fluid and object. And I found that Blender is able to do this interaction (as shown in the picture).

My questions are:

What algorithm does Blender use to implement this interaction?
Can I add some additional force terms into the equations of this interaction in Blender, so I can change the behaviour of the fluid? (Not just change the parameters in the panels, but add some new force terms)


texts: Is there a way to control the start and end of quick effects?

texts:
I’m an making a little scene with quick effects: cell fracture, explosion, smoke. But can not find the way to put a time frame on them.
Is there a way to control the time for these quick effects?
Thanks in advance


texts: why my render not showing anything in image?

texts:
Why is my render not working?

I have tried setting camera, render setting in EEVEE or cycle also render progression in 0%


texts: particle collision is weird whith sphere object

texts: I have a problem with a particle system and my sphere objects deep half way through my collision object, the screenshot is here:


texts:
I'm on a Linux Ubuntu 18.04.1 LTS System.

As the title states I was unable to find any precise documentation how to build blender as Python Module for uses in scripts.

If anyone can help me I'd really appreciate it.

Thanks in advance.


texts: When I press the camera button it zooms in further than it should

texts:
Whenever I go into camera view it zooms in way too much and doesn't even look through the camera. Here is an example:

How can I view from the POV of the camera object?


texts: How to make such edgings? I have tried to just adding additional loops but i got bad result


texts: Possible to bake boolean difference or use "exact" only when "fast" fails?

texts:
I am working with a 720 frame animation in Blender 2.91 with a liquid fluid simulation. To make the fluid simulation fit the container, I applied a boolean difference modifier on the fluid mesh.
Unfortunately, the "fast" boolean occasionally fails, resulting in the fluid mesh disappearing in 20+ frames during the animation. Using "exact" for the boolean difference results in no issues, but adds 30 minutes to the render time of each frame.
Is there a way to catch the failed "fast" boolean difference and retry with "exact"?
If not, might there be a way to bake each frame's boolean difference so I'm not having to recalculate it every time I adjust and rerender frames?


texts: Why is my 2minute animation taking 5 days to render

texts: It's been rendering for 5 days and still going... It's only 2minute animation with music


texts:
I finished modeling a LEGO man, so I decided to rig him.
After I rigged him, everything was fine:
https://youtu.be/ahPx-qFXO4o

But, when I tried to move the hips or body, the other parts were glitched out and didn't move correctly:
https://www.youtube.com/watch?v=fjmQoTe8Xlg&feature=youtu.be

Would really appreciate it if someone told me what the issue is. Thanks :]


texts: I have a simple mesh and when i add the boolean modifier and solidify modifier ngons are created how to clean this ngons and make a clean mesh. In my blend file as you can seen auto smooth is on and i have smooth shading also. Any suggestion


texts: The Blender code mentions that a loop represents the corner of a polygon. However the documentation talks about loops as collections of edges or faces that form a continuous loop. The calculation for normals is very different based on these.


texts: Having trouble with adding a section to a panel at runtime: IgnitProperties has no attribute 'Add'

texts:
I asked a similar question quite a while ago but I'm still having trouble with this. For those that didn't see my last question, basically I want to replicate what the background image system does, or at least the panel. I want to have an add button and an X button, and when the add button is pressed by the user, a section is added to the panel and that can be done as many times as the user is willing to click it. Then added to each one of those sections is the X button, and when that X button is clicked, it removes that section, just like the background images. I have this code so far, I've only added the parts of that should concern:

class IgnitProperties(bpy.types.PropertyGroup):

    collapse = BoolProperty(
        name = "Collapse",
        description = "Allows the MacBook Controller to be collapsable",
        default = True,
        update = lambda self, context: common_update(self, context, 'collapse')
    )

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

    def execute(self, context):
        item = context.scene.ignit_panel.add()
        def unique_name(names):
            # from wm.py
            prop = "MacBook"
            prop_new = prop
            i = 1
            while prop_new in names:
                prop_new = prop + str(i)
                i += 1

            return prop_new
        item.title = unique_name([i.title for i in context.scene.ignit_panel])
        return{'FINISHED'}

class RemoveMacBook(bpy.types.Operator):
    bl_label = "Remove MacBook"
    bl_idname = "macbook_controler.remove_macbook"

    del_item = bpy.props.IntProperty(name='item index to remove')

    def execute(self, context):
        context.scene.ignit_panel.remove(self.del_item)
        return{'FINISHED'}

class IGLayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "MacBook Controller"
    bl_idname = "macbook_controller.macbook_controller"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        split = layout.split()
        scene = context.scene
        camera = scene.camera.data
        obj = context.object

        # Add
        row = layout.row(align=True)
        layout.operator("macbook_controller.add_macbook")

        for idx,ignit_options in enumerate(scene.ignit_panel):
            # Box
            box = layout.box()
            row = box.row()

        # Collapsable Menu
        collapse = scene.ignit_panel.collapse

        if collapse == True:
            row.prop(scene.ignit_panel, "collapse",
                icon="TRIA_DOWN",
                icon_only=True, emboss=False
            )
        else:
            row.prop(scene.ignit_panel, "collapse",
            icon="TRIA_RIGHT",
            icon_only=True, emboss=False
        )

        # Title (per object)
        row.label(text = "MacBook")

        row.operator("macbook_controler.remove_macbook", text="", icon = "X", emboss = False).del_item = idx

        # Collapsing everything inside the box
        if not ignit_options.collapse:
            #This is the section that I want to be drawn every time the add button is clicked

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.ignit_panel = bpy.props.PointerProperty(type=IgnitProperties)

def unregister():
    bpy.utils.unregister__module(__name__)
    del bpy.types.Scene.ignit_panel

if __name__ == "__main__":
    register()

No errors in the console at first, but as soon as I try to click one of those buttons, it tells me this:

Traceback (most recent call last):
File "/Users....../macbook_controller.py", line 1202 in execute
AttributeError: 'IgnitProperties' object has no attribute 'add'


texts:
I'm revisiting this project after a considerable hiatus (well, you only need to print grilles so otften): Sverchok. Duplicating an object along a path.
It works very well now, but I'd like to automate one final step...
At present, I 'manually' (by which I mean 'using a non-node based solution') perform two Boolean operations on the resulting objects - to UNION the small cylinders and SUBTRACT the large cylinders.

I guess it must be possible to automate this process too (presumably using a List Modifier), but I'm struggling to get that to work.
Here's a Blend of the latest incarnation - tweaked to work with 2.9x...

Help?


texts:
I have a problem with the lighting in my project. I can't see any type of lighting, I can see it only on the render result. A few days ago I saw my environment texture on the interface but now I can't see it here, only in render result. It looks like I have turned off lighting view on the interface but I don't know how.
Thank you in advance for any kind of help.
Everything is on the screenshots below.


texts: Fbx armature animation (made in Blender) will not move

texts:
I have made a 3D armature animation on blender. It's is an animation of a face emoting.
When exported as an fbx and put into Spark AR, the individual objects around the face move but the face mesh is still. The face animations work perfectly fine and in-sync when in blender.
What could be the problem?


texts: How to output the number of vertices, edges and faces given a polygon with Python?

texts:
So far I have written the following code. I am super new to python

class polygon(object):
    def__init__(self, edge, face, vertex='')
        self.edge = edge
        self.face = face
        self.vertex = vertex
        self.tetrahedron = tetrahedron

a = polygon('6', '4', '4', tetrahedron)
print a.edge, a.face, a.vertex, a.tetrahedron
print a

Also How can find the mesh module in Python? I am using spyder and I cant find it in the library.  Please help if anyone can.


texts: Lattice control of multiple objects without distortion

texts:
what i am doing
: I am looking for a simple way to animate a cobblestone floor ripping apart in a specific and easily controllable way. I currently have broken down the floor into segments, each segment of bricks has a its own lattice which in turn is then linked to an overall lattice(animated with animall). seems to work fine, but its distorting the individual bricks a bit to much when I wish it could just increase the spacing between the brick for a more realistic look.
research
: I found one example where a parent object is made for each cobble and then using the "child of" constraint  to attach them to a vertex group. this kinda worked, but i could not get them rotate properly as to maintain their alignment to each other.
question
: what can i do to get a lattice type control of multiple cobbles without distortion?
side question
: am i going about this all wrong?

I would really appreciate any insight given.
edit:
test file https://gofile.io/d/powzGI


texts: Plane is not solid in cell fracture, but explodes

texts:
I'm trying to make fractured glass from a bullet from the Blender Guru tutorial Make glass smash animation and I'm not sure why my plane explodes when it should be solid.  I tried messing with the margin in mesh data in cell fracture, but no matter how far apart or close together, the shards explode.

As you can see from the plane on the left, it's totally unstable.

Here's the .blend


texts: How to remap tangent vector for remapped UV coordinates?

texts:
I've been using highly scaled detail normal maps through Cycles nodes and eventually realized I had a problem with my tangents.  This creates sometimes subtle artifacts, most obviously when using mapping nodes to rotate my UV coordinates, but also when using mapping nodes to scale my UV coordinates.  I'm scaling by factors of 50 or more so rescaling my UV mapping itself is out of the question even if it wasn't undesirable for other reasons-- Blender just won't let me use coordinates that far out of bounds.

It looks like I can remap the tangent vector using a mapping node, but I don't know how I should do this.  There are a lot of potential things to try and since the artifacts are easily missed, I don't want to rely on trial and error.

Let's say I run my UV coordinates through a 90 degree rotation in Z in texture mode in a cycles mapping node.  How should I transform my tangent vector?  What about if I do a 0.002, 0.010 X,Y scale in texture mode in a cycles mapping node?


texts: Should I convert my quad mesh to triangles? If so, can I do it in this script?

texts:
I have topographical data which is height on a square lat/lon grid and I've generated a mesh with the script shown below. My polygons are all quadrangles (close to, but not quite squares in this case) and some are potato-chip bent pretty badly. I think this causes problems with vertex or face normals during rendering.

Is dividing each rectangle to two triangles likely to address this problem? Is there a magic way to convert to triangles with a simple python method?

I could probably modify the script loop to generate pairs of triangles as well if necessary, just need to make sure to go around each triangle in the same direction.

But a quad can be cut into triangles two different ways, and there is probably a good way and a bad way, depending on the particular shape of the potato-chipped quad. So if I did it manually in my loop, I'd have to test each one first...

verts = list(zip(scale_x*X.flatten(), scale_y*Y.flatten(), scale_z*Z.flatten()))

faces = []
for i in range(ny-1):
    for j in range(nx-1):
        v1 = i*(nx) + j
        v2 = v1 + 1
        v3 = v2 + nx
        v4 = v3 - 1
        faces.append((v1, v2, v3, v4))

name = 'topo'
me = bpy.data.meshes.new(name)
ob = bpy.data.objects.new(name, me)

bpy.context.scene.objects.link(ob)
me.from_pydata(verts, [], faces)

bpy.data.objects[name].select = False
bpy.data.objects[name].select = True

bpy.ops.object.shade_smooth()

Wireframe, Rendered, Texture


texts: Is it possible to apply cloth physics to a complex mesh or curved object?

texts: I've been experimenting with cloth in Blender and have successfully simulated cloth by applying cloth physics to a plane which I subdivided 7 times. However, I tried to apply cloth physics to a 3D model of a face I have made, and Blender could not bake a single frame of the animation. Is there any reason for this? Can you only apply cloth physics to flat objects in Blender?


texts: Texture showing errors (edges of texture)?

texts:
Here I have a simple white-to-transparent image in the UV editor.

I've selected a plane thats in correct proportion in size to the image, and I've unwrapped it.

At first, it looks just fine.

When you zoom in or focus at the very edge of the plane, you can see a little error: the texture and unwrap goes from white to transparent, but the object is showing a little white part at the edge of the object. It is small, but it is very noticeable in play-mode.

How can I fix this? How can I have the texture not show these errors?


texts:
I have a model that is made artificially, the model covers a square shaped area. It's something like that if you look in a cross-sectional view:
How can I remove any noise above the bottom surface of the model, leaving the vertices at the bottom that shapes the S-shaped curve? There is a bottom surface in the object, but as the surface is not modeled separately by the computer, I have no clue how to get it.
This is what I want to get:


texts: Put lattice deform operation in a custom menu

texts:
I created a menu class and now filling the menu with operations,But when I tried to use the lattice deform operation it didn't show up,

Here is the script I used:

layout.operator("object.parent_set(type='LATTICE')")

But as I said,it never show up in the menu,while other operations appear normally.


texts: Cannot find uv option in texture mapping in Blender 2.72

texts:
I want to add a world texture in Blender and choose its coordinate mapping to UV to create a particle system fade out effect when using an explosion modifier just as this dissolving tutorial does: https://www.youtube.com/watch?v=gD8qlNdEt6E. But when I tried to do this, I cannot find such an option (no "uv" in the option list):

Could anyone please tell me how I can do this? Appreciate for your kindly help~


texts: Eyelids suddenly won't follow the eye control of rig

texts:
I was rigging a character using rigify in 2.9. Somehow, her right eye got messed up when I accidentally renamed the eye.R bone. I noticed right away and ⌃ Ctrl + Z undid the renaming, so everything is named properly, but it seems that the eyelid bones have lost track of it.
They don't respond when I move the eye control either. I’ve gone through checking names and parent/child relationships several times, but nothing I have tried works.


texts: Can I render a 3d track with "Filmic" color space and yet keep the footage normal?

texts: I have LOG footage (a flat color profile) in blender and I'm 3D tracking it out. But when I render it, I have to set the blender View Transform to "Standard" instead of "Filmic" because if I leave it on "Filmic", it will wash out the footage. But if I render the image out with the "View Transform" set to "Standard", the 3d model I have in the scene is way too contrasty and saturated than my footage. I know I can sort of fix this by desaturating and turning down the contrast my 3d model render in the "Compositing" tab except that would loose information in the model render and create unwanted noise. Is there a way to render my 3d model out in a flat color space but not my footage?


texts: Where is the 'Windows draw method' option in 2.82?

texts: I started using a stylus but Blender is lagging pretty hard in 2D animation when drawing (sluggish, stuck). I looked up for advice and many suggested to reduce the number of allocated threads in the render settings, or change the 'Windows draw method' to 'Full'; these can be found easily in earlier versions, but it seems they've taken it out or moved/replaced it in this version. Where can they be found? Are they no longer available?


texts: Unable to create surface with bsurface addon

texts:
I'm using bsurface addon.

With the curve circle I have made some shape.
And add a  normal plane

I click on the curve and then shift selected the plane and press tab to go in edit mode
Then I click on add surface and I'm getting this error

All splines must be bezier

Im unable to create the surface.Any solution


texts: Proportional editing going beyond its size and not changing to the defined shape

texts:
I'm trying to create a round shape at the end of my cylinder, however its not getting the size i want and the round shape i chose.
I chose the sphere shape, i did enable and disabled connected only and nothing. And i tried hiding parts of the shape, so instead of the size being a problem, the thing was that it wasn't changing to the sphere shape i have chosen.

I'm trying to get this but without the boolean, and its not a screw. I want the roundness end of it.

Before proportional

After proportional


texts: How to close popup_menu by python command?

texts:
I have a finesta on the fly, is there a python command that closes that "draw" it without having to take any action?
This is the example:

def draw(self, context):

    layout= self.layout
    layout.label(text= "My text")

bpy.context.window_manager.popup_menu(draw, title="My little panel", icon='INFO')

Edit:

Upon request, I add details of use.
This popup has some information that is updated during a timer-type modal process, so the panel is constantly drawn with updated data, the problem is that it overlaps with the previous ones, for a comfort I used bpy.context.window_manager.popup_menu() but the problem is that it does not close


texts: Cycles Render grainy despite many samples?

texts:
So I'm pretty new to the cycles rendering engine, but decided to give it a shot. However the image seems to come out rather grainy whatever I do.

I've tried with up to 700 samples, which already seem like waaay too many, but with no effect.

Any help would meen a lot!

The Blender file can be downloaded here.


texts: How to Undo an action without affecting tool setting after a single stroke?

texts:
I was reading a lot of documentation concerning this theme, also was searching on google (and here), but have no answers :( The problem is in UNDO operation, for example in Weight Paint mode:

I Increase the brush radius (for example in weight painting mode or sculpting)
Then Perform a single stroke
Now undo
The brush stroke and the brush radius are undone at the same time! But I wanted to undo only the brush stroke

How to UNDO without affecting tool setting such as brush size, strength, and so on?


texts: Is it possible to paint a mask (Texture Paint) with an object?

texts:
I am familiar with dynamic paint, but it seems to be based on vertex colors only.
I was wondering if it is possible to paint a mask with an object. The map will be set up like this:
Black and white control the Fac of the MixRGB Node
I would like to do an animation with the paint, as it is more detailed than vertex paint


texts: Render Z Depth Pass as PNG? (render becomes completely white?!)

texts: How do I render a Z Depth Pass as PNG without everything in the scene becoming white? Everything in my Z Depth Pass-render that's farther away than 1 meter or so becomes completely white... Is there any way to set the Z Depth Pass range, so the things closest to the camera becomes black and only the thing that's the furthest away from the camera becomes white?


texts:
I want to animate a gradient node moving around from left to right, but I cannot figure out how to. I tried the Color Ramp and the Mapping node to control the gradient spline.

This is the node setup I have at this point


texts:
When rendering smoke/fire simulations with cycles I sometimes get some random lines/artifacts on my render. Do you have any idea what might be causing this?

There are also some issues with transparency, but luckily they are not too noticeable.

Here are my rendering settings:

I'm using 2.77 rc2 and tried both CPU/CUDA. I've had similar artifacts with previous versions and CPU rendering.

Edit:

I've discovered that the issue is caused by Smoke High Res:


texts: Bone heat weighting error after all solutions

texts:
I have checked almost all the questions about that here but I could not find any right solution for my case. I did remove doubles and applied all modifiers dissolved vertices. I will attach the blender file so you can open it and try by your self.
Thanks in advance


texts:
I watched some tutorials how to create shirts and such, my problem is I want to create a sock, so I made a duplicate of a part of the foot, separated it and made it larger, I want to solidify it later. However how do I easily join those toes so I can sculpt it?

I even tried too look for tutorials but I find only finger less gloves, shirts, jeans, but never socks.
When I go sculpt mode I I can't fill those gaps, between each toe, if I do and use smooth they get their old form back. Any hint would be appreciated! Thanks in advance.


texts:
What would be the best way to achieve a quad mesh model of this kind of surface:

The object has 12 circular arrays, with 6 holes on the innermost ring, then 12, 18, 24 ... plus 6 per each ring. Please note that the hole diameter is constant.

Modeling each ring with an polar array is possible, but this results in a heavy workload of retopo. I also tried the tissue addon, but could not manage to get clean meshes at a glance.


texts: How can I change the default settings for the material?

texts:
Every time I create a new Principled material, I want it to have a roughness of 1 and backface culling turned on. Is there a way to change these defaults?
Generally speaking, how do I modify the default parameters of things?


texts: Viewport only shows part of the scaled cube

texts: I created a cube and scaled it to dimension 1m x 1m. I can't see the entire cube and only see part of cube. Can anybody help me how to fix it?


texts: Background Image - change default opacity value from 0.5 to 1 permanently?

texts:
When i add a background image then it is semi transparent. Hard to see. I need to change it to opaque by setting the corresponding slider to 1 instead of 0.5. And i have to repeat this step with every new added background image.

Is there a way to change this default value for opacity from 0.5 to 1 so that i don't have to make the background image opaque first all the time?

I already tried to save the startup file. But this value is not part of what gets saved. The BG Image panel gets created new with every new image. And i cannot find where the default value of this slider is stored. Is it even stored? Resetting to default and unset sets the slider to 0. So where does this 0.5 come from?

I am happy with any solution. Even changing c files.


texts: How can I copy an edge with the knife tool?

texts: This is the following of my previous question 'Why can't I add an edge loop?'. I put an edge loop and extended the edge on the last quad with the knife tool (shortcut K). How should I do to keep the line created with the knife tool parralel to the point of reference i.e. how can i have the blue line the same length as the red one. Thanks.


texts: I can't install blender on my hp desktop pc

texts:
I am running  a 64 bit system with win 10 installed and up to date:

Blender 2.78 installs up to an almost finished point.. then an applet informs me .. that the blender file is too long for the start menu.

I am no dummy on a pc as I also code software and I've tried every trick I know  to get the program installed.

Any help in resolving this would be appreciated.


texts: Create constant length object for manipulation

texts:
I am looking for a way to create a very long cylindrical object that maintains a specific length (and volume/radius) at all times.

But I want to be able to deform that object by bending it, and looping it, and so forth.

Basically a piece of string is what I'm trying to model.  I want the string to be X units in length. But I want to be able to pick it up from the middle, or the end, or loop it or even tie it up.  And have it remain the same length.

Is there any way to to do this in blender? To manipulate an objects shape, but keeping some of its basic physical size constant?


texts:
I have a big problem my render F12 is all white, while my preview render is working.

Please help me guys, thanks.


texts:
I'm a Blender Newbie and I'm having trouble selecting & parenting an appended object. As an exercise I have a scene of a simple room, the cube, to which I've appended a mesh chair. I now want to scale, position and then parent this to room. However, I can't find a way to select chair and then the room.
What should I do?

Thanks


texts: I cant get my scene to render in its entirety it only shows a png image from the scenes files

texts:
When ever I try to render out the scene It seems to render out the png sequence rather then the scene in its entirety.
The first image is the scene I'm, currently trying to render
Second one is the result

And the rendered result


texts:
I've recently gotten into Grease Pencil animation on Blender v2.79 but whenever I try to select the whole grease pencil frame to position the drawing elsewhere, the drawing only selects a single vertex to pull out when I want to move the whole object.

Like so....

Is there anything that I am doing wrong here? I would greatly appreciate any help, I have looked on youtube vids and they never seem to have this problem. Thanks!

Gemma


texts: the same Animating my character's leg brings part of the other foot with it

texts: I'm making a rabbit in blender and I parented my front and back foot and when i'm trying to animate, both my front foot and my back foot will move together. I want to separate the foots from moving together. Please help.


texts: How do I control the blurriness of light through frosted glass?

texts:
I'm trying to create soft lighting through non-bumpy frosted glass. This is my attempt and it's not really working the way I want it to as reflections have no blurriness and not the kind of blurriness I'm going for:

All relevant information is in the screenshot.

I have used a cube as a light source inside the structure. There is a plane (thick) in front of and behind the cube light.

Changing the roughness to max doesn't get me the required result either. Also, at higher IOR values, the cube is only about halfway visible then just cuts of from this perspective. The shape of the light on the wall behind is a hard circle which makes no sense to me.

Another problem is, the reflections do not have the blurriness of the glass. I think that has more to do with the material of the floor which is a simple glossy and diffuse shader mix with Fresnel as input to the mix shader.

Here are some images of the material I'm going for, taken from Stanley Kubrick's films :

Another still from Space Odyssey.

I would like to be able to control the softness of the light behind the source by changing parameters of the glass in front of it.

This is my first post on stackexchange and only 3 days using blender so I'm pretty new to this.


texts:
I can't seem to see the rig on a .blend file that I downloaded here. (This one). I have tried pressing Alt-H in object mode, Alt-H on edit mode, trying to scale the bones up in edit mode. I feel like I'm missing something, like the bones are hidden away inside a layer or something. I downloaded the file to see how the control bones worked with the bendy bones, but I can't seem to find the bones.

Any help would be appreciated!


texts:
I am attempting to add a logo to a metal material.
Unfortunately, when I render it, it has no color.

I fed the metal shader and the logo's image texture to a mix shader.
Then I used the same image texture as the fac input.
It has colour in material viewport mode, but not when rendered.

Oddly, if I  feed the image texture only into the fac input and not as a shader, it makes no difference to the render.

The upper 3d view is rendered, the lower is material viewport mode.


texts: How to make realistic falling snow in blender cycles

texts: I have looked everywhere and I cannot find a tutorial on how to make realistic falling snow in cycles. I know it is fairly simple in blender render, but I cannot find out how to do it in cycles. I don't even know where to start, since particles do not show up automatically in cycles.


texts: Quality loss of animation when exporting to After effects

texts:
I need to export animation from blender with transparent background to then use it in After Effects.
The problem is when I import rendered animation in AE, lightsaber looks way worse than it should. How can I fix this?
This is how it should look.

This is how it actually looks in After Effects

My export settings in blender

How can I fix this?
[UPD-13 May 21] I've tried to render animation as image sequence and it still looks the same, saber doesn't have red bloom around the edges.


texts:
After I animate one UV texture on plane with AnimAll add-on, I can't scale and rotate any object,in object mode.Only can scale and rotate if I select all in edit mod.
Please help


texts: How display and use operator properties in a Python Blender UI panel?

texts:
I have try to make an UI Panel with my operator, but i can not create a panel with the 2 choices (axis and widht).

I can create a button who launch a menu in the tools pannel, and the operator works fine with this :

layout = self.layout
layout.operator(ChooseAxis.bl_idname)

But i want to have exactly this menu in the UI panel, not in tools, so I have try to write this :

layout.prop(obj, "axis")
layout.prop(obj, "newdim")

But that doesn't works, values are modifiable but are ignored and do not modify the object.

How can i have the operator directly on the UI Panel ? (Not a button to launch the operator, but the operator himself with its Properties.)

Moreover, how i can keep the object size value when i launch the operator ?
Because when i launch it, it the default value of the newdim property is set to 1 (for example), the object is directly resized. Is it possible to have a default="object actual value" ?

here the entire script with the ui panel created :

from bpy import *
import bpy
from bpy.props import FloatProperty, EnumProperty

class ProportionalDimensions(bpy.types.Panel):
    """Creates a Panel in the Object UI window"""
    bl_label = "Proportional Dimensions"
    bl_idname = "prop_dim"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    #bl_context = "object"

def draw(self, context):
    obj = context.object

    #row = layout.row()
    #row.label(text="Active object is: " + obj.name)

    layout = self.layout
    layout.operator(ChooseAxis.bl_idname)

    layout.prop(obj, "axis")
    layout.prop(obj, "newdim")

class ChooseAxis(bpy.types.Operator):
    bl_idname = "object.choose_axis"
    bl_label = "Choose_the_Right_Axis"
    bl_description = "This is to choose the axis"
    bl_options = {'REGISTER', 'UNDO'}

axis  = EnumProperty(
        name="Axis",
        description="Axis selection",
        items= [('x', "X", ""),('y', "Y", ""),('z', "Z","")],
        default='x'
        )

newdim = FloatProperty(
        name="Width",
        description="Scale",
        min=0.01, max=100.0,
        default=1,
        )
# your code
def scale(self, axis, new_dim):
    ob = bpy.context.active_object
    d = ob.dimensions

    x = d[0]
    y = d[1]
    z = d[2]

    scale =  axis

    if( scale == "x"):
        indice = 0
    elif( scale == "y"):
        indice = 1
    else:
        indice = 2

    old_dim = d[indice]
    factor = new_dim / old_dim

    scale_x = ob.scale[0]
    scale_y = ob.scale[1]
    scale_z = ob.scale[2]

    ob.scale[0] = scale_x * factor
    ob.scale[1] = scale_y * factor
    ob.scale[2] = scale_z * factor

def execute(self, context):
    self.scale(self.axis,self.newdim)
    return {'FINISHED'}

def register():
    bpy.utils.register_class(ProportionalDimensions)
    bpy.utils.register_class(ChooseAxis)

def unregister():
    bpy.utils.unregister_class(ProportionalDimensions)
    bpy.utils.unregister_class(ChooseAxis)

if __name__ == "__main__":
    register()


texts: Multiple different terrains type for landscape

texts:
I am trying to create a landscape with different type of terrains. Normally, what I would do is to create a big plan for a meadow which has dirt material/texture and grass particle. The meadow has modifier displacement to have hills/valleys effects. On a part of that meadow, I would like to make it look like sand (so no grass, no dirt but sand), or gravel (with gravel displacement modifier and textures), or some other types of terrains. As they are on the same landscape, all type of terrains (dirt, sand, gravel) must be align with hills and bumps that already on the plan. However I do not know how to proceed. One idea is I can create different plans for different type of terrains but then I do not know how to align the plans together to have a smooth landscape (hills and valleys) results.

PS This is a for a close-up view, that's why I'll need really high quality terrains (gravel, dirt), each with real geometry from bump maps in displacement modifier. So low-poly texture painting would not be desired. And it is for Cycles


texts: How can I join my baked textures into a new material [cycles]

texts:
I have two cube objects, both with a specific material and with a texture. I want to join the objects together so I do that and then I make a new material called 'Bake'. I also make another UVMap with the same name. I make a lightmap pack of the joined object and after selecting the 'Bake' image texture of the 'Bake' material, it was finally time to bake...

The bake texture resulted in black but the cubes got baked onto their own materials..
What I'm trying to do is that both cubes get baked into the 'Bake' material/texture

There are more then 2 images that I want to share so here is a link to that


texts: recalculate keyframe position after moving an animation

texts:
is there an option to move and scale an animated group of objects?
for example i have a group of three animated objects. i want to move all that animation across the screen till it fits my needs without harm the animation and the relations between the animated objects.I can for instance delete all the y positions' to be able to move it on the y axis, but i can't find a way to scale it or to move in another directions without harming the entire animation.
any help will be appreciated.


texts:
I want script "Scale B-Bone" to be in proportion to Bone Length.
How do I access this property?

Note I am interested in Scale BBone and Scale please refer to bellow image


texts:
I'm using Blender 2.70. How do I apply the same modifier to multiple objects? None of the answers I searched for work, listed below:

Apply modifier to one object, then select all, make applied object active, ctrl+c -> modifiers. The only choice I get from ctrl+c is "copy selection to buffer"
Same as above, except alt+c -> mesh from curves/meta/surface/text. Nothing happens

Also, is there a better way to reduce polygon count on simple objects (rings, cylinders, etc) than decimate? That's what I'm using right now, but can't figure out how to apply it to all the objects in the scene.


texts: Blender is not using multiple CPU cores on Linux

texts:
I just started learning Blender today from YouTube. I am on Arch Linux x86_64. But  stuffs like Subdivision Surface, Skin are taking long time. So I opened up gnome-system-monitor and saw that Blender is using only 25% of the CPU.

How can I improve the performance by making it use all the available 4 cores?


texts:
How would I join the two faces as below?:

Using knife, I cut the long edge adjacent to the trapezoid to add vertices, and I also successfully used TinyCAD to add vertices in the same place, but I'm still not able to select only the adjacent edge between the two faces. I can only select the entire edge of the rectangle, not just the adjacent portion. Many thanks in advance if any ideas!


texts: Add-on Dev: How to iterate the properties of a type and read/write values

texts:
I'm wanting to iterate properties and get/set values. Example code:

for prop in self.rna_type.properties.keys():

    # get property name
    name = str( prop )

    # skip properties if first ident character is lower case (auto added properties)
    if name[0].islower():
        continue

    # assign new value
    self[name] = value

Edit note: There was no need for me to convert prop into a string with str() at the top of this loop. All elements inside of keys() are identifier strings.


texts: Bad Topology got after applying modifier

texts:
I have somewhat a bad topology on a model I made and it messes up with the shading and the material itself, it is a lot of edges that are intersecting with each other and I am not sure on how correctly I should fix this problem, I know how to fix it manually though. Do you have any recommendations that could make this go faster than just doing it manually?
Here are screen captures of my viewport  :

Before I got the model, I applied a subsurface modifier and an array modifier with object offset, with a simple deform modifier on this model I don't know if my original topology was bad or not


texts: Mesh Deform Modifier Missing / not visible

texts:
When I use a modifier, they work fine, but when I use the Mesh Deform Modifier it is not visible for some reason. When I move any other modifier, it becomes visible; if I let go of it, it turns back to being invisible.
Also the modifier underneath it become only togglable. Any other button I select ( The Drop Down menu with the options to move first or last, apply Modifier, etc...) aren't selectable.
I am also unable to duplicate the modifier
I have reinstalled Blender.
and it has changed nothing.
Edit:
After a few hours away, I came back to find it still the same.
However I did encounter the steps to generate the problem;
Make two Mesh Deform Modifiers and apply both to a mesh.
I first have an armature modifier, a corrective smooth modifier, subsurf, and then the two Mesh Deforms last.
I tried to rearrange the stack of the mods since I remember reading somewhere that the order in which the Modifiers are stacked yields undesirable results, and wouldn't I know it, just by rearranging the stacks the second mesh deform disappeared from the UI, so adjusting the stack generates this issue.
However, rearranging them, does not solve this one for me.
I will get a photo uploaded soon to show what I mean.

The first photo on top you can see the extra space between the modifiers
In the first image above you can see the modifiers are visible, but only when I select the upper right corner to move/ rearrange the modifiers within the Stack.


texts:
I don´t understand why I get this error message:

  Python script fail, look in the console for now

I only put this piece of code in the scripting window:

import bge
bge.render.drawLine([0,0,0],[10,10,10],[255,40,0])

Is supposed I get error information from the console? Because I dind´t get it.


texts: Hi I'm trying to create 3D clouds in Blender to be used in Unity. Imagine the bubbly-like fx of the flying nimbus in Dragon Ball.  Not really sure what the best approach is.  I've tried using displacement modifiers and get decent results in Blender.  But exporting to Unity is a no go.  Are shape keys my only option? If so, what's a good way to achieve what I'm after using shape keys?


texts: What will happen with Blender 2.8 game engine?

texts: Blender has just purged the entire game engine from 2.8. There is no "Game Engine" mode anymore and there isn't even a logic editor. I tried installing a GitHub Blender release with the game engine mode working but it failed to install because all the game code was gutted. Does this mean that Blender 2.8 is going to lose the game engine, or is the game engine just being redone for better compatibility and whatnot?


texts: Update property when active tool changes?

texts:
How do I detect if the active tool changes? I need to update a property when the active tool changes. This seems to work ,but you have to change modes for it to be detected.

import bpy
from bpy.app.handlers import persistent

@persistent
def toolUpdated(scene):
    tools = bpy.context.workspace.tools
    active_tool = tools.from_space_view3d_mode(bpy.context.mode).idname

    depsgraph = bpy.context.evaluated_depsgraph_get()

    for update in depsgraph.updates:
        if update.id.original != active_tool:
            print(active_tool)

def register():
    bpy.app.handlers.depsgraph_update_post.append(toolUpdated)

def unregister():
    bpy.app.handlers.depsgraph_update_post.remove(toolUpdated)

if __name__ == "__main__":
    register()


texts: File claims it contains 0 faces and 0 vertices but in scene view all object names show

texts:
I saved my blender file. When I opened that file the next day it appeared empty;  0 faces 0 vertices. But I see all scene names in the scene tab. Also my file size shows.

Why can't I see my objects?


texts: Access only filtered/visible F-curves through python in graph editor

texts:
I'm looking for a way to be sure a script affect only f-curves that are showing up to the user in the graph editor (post filtering) for WYSIWYG style control.

In details:
Currently I'm getting the actions from the objects directly after checking the properties of the graph editor (check if "show_only_selected" is on for exemple) in the graph editor, then try to get related actions from selected objects.

Problem is : With the filter show_only_selected toggled On in graph editor, In the case of armature selected, if some of it's bones are unselected there are hided in editor but still affected by the script (I get all the fcurves of the actions).
Other animated properties might be affected while being invisible to the user or on the contrary being not affected while being visible.

A way to directly iterate on filtered f-curves would be really nice (if not necessary) to apply some script on what the user see/isolate.

Even more details in this blender artist thread :


texts:
When I go to object mode to view my mesh there's strange errors appearing.

When I go to edit mode and zoom in, it turns out to be strange overlaps that I can fix by hand. Is there a manual way to fix this or way to prevent it in the future? I used the mirror modifier and subdivision in that order and then sculpted it.


texts: I have a problem with missing faces. I made a blender model and it looks great. put it in Unity and it has holes in it. I found that is could be a normals problem so I looked up the orientation in blender but they are facing the right way. what else can it be?


texts: Blender 2.79 crashes whenever I try to open a rig

texts: I am trying to open a rig in Blender 2.79, but whenever I click "open Blender file," Blender instantly crashes, and brings me to my home screen. (I am using Blender on my Macbook) Does anyone know how to fix this/what is wrong???


texts: changing/removing hotkey for annotate in industry compatible keymap?

texts:
I'm using industry compatible mode, but I can't find the annotate draw section in keymap option to change it. It's set to  D key by default, but I don't think I will use annotate often and don't want to use  D key for it.
I want to set it to Origin (kinda like in Maya, you can use  D key to change pivot).
I can see it when I set keymap preset to Blender setting, but not in industry compatible mode.
I tried assign the function I want to use with assign shortcut, but since  D key is already used for annotate, it doesn't work and didn't overwrite it.


texts:
I have kind of floor cell made of pieces

I want to animate it so it can fall into pieces.

Do I need to create an armature for it? Or there is a possibility to animate parts of mesh without bones?

I need this animation to be supported by unity.

Update: I think I have an idea how to proceed here. I did a separation into parts as was proposed. But instead adding a physics I can animate these parts manually. Without bones, just save positions of each piece into keyframes. Is it good idea?


texts: How can I check if view axis is "top", "bottom" etc?

texts:
For example, using this bpy.ops.view3d.view_axis(type='TOP') I can set view axis to "TOP". But how can I get current view axis?
Something like this for example:
if bpy.ops.view3d.view_axis == 'TOP':
    # Do something...

Please note: the question is about finding view axis, but not about to know if the view is perpective or orthographic.


texts: SHIFT + ` or SHIFT + ~ No longer works to controll camera with WASD?

texts: So normally I manage my camera animations by pressing SHIFT + ` and this usually works fine but I cannot get it to work can anyone help


texts: How do I add a cylinder between two moving objects?

texts:
This question is related to this thread How to add a Line between two moving Objects with Python?

But the answer in this thread uses an edge, while I want it to be a cylinder (just like a bond connecting two atoms).

How do I extend from that answer to achieve this? Thank you.


texts: How can I rotate the pivot point of my object without rotating the object itself?

texts:
I'm trying to import a 3dmodel into unreal but i need the local transform to match the global or else unreal will garble the objects' rotation/scale/translation.

Is there a way to do this in blender?  I see people doing it in every video on 3ds Max.


texts: I'm making a model on Blender, and i'm adding texture for it on Cycles, i added a Diffuse BSDF material, on a curves i made but with the lighting (it does need to be with that kind of light) the color seems too shiny/bright, how can i make it look not too bright and maybe even with a little shadow?


texts: Blender 2.9 viewport overlays - show everything but verts, edges and faces in edit mode

texts:
To turn off everything but the vertices, edges and faces, we must disable everything in viewport overlays and leave itself simply on. Then, we need to turn the settings back on we have to sort of remember what the defaults settings were.
Is there a way to turn off the overlay, but the neccessary overlay of the specific modes?


texts: Loop smoke created with physics in Blender Cycles

texts:
for my game I need a smoke animation which can be looped. I created the smoke in the physics tab and it looks really cool but I´m not able to find the perfect frame range which loops the smoke animation perfectly. Is there any easy way to do this? I have to add that I also have a wind element but this should blow consistently, am I right?

Would be great if someone could help me!

Thanks in advance!


texts: How to toggle header visibility while 3D aera is maximized?

texts:
When areas are tiled, the 3D editor area looks like this:

I wanted to maximize this area to fill the whole window. I used Alt-F10, then T and N to get the tools pane and the properties pane back:

I couldn't find a menu/hot key to toggle the header visibility. How do I get the header back?

I saw: How to toggle the menu bar back? which doesn't provide an answer.

Alternatively, I could have used Ctl-Up to get this:

But how could I hide the infos header?


texts: Bend extruded svg around sphere or extrude svg along sphere normals

texts:
I am trying to cut out the rebel alliance symbol from a hollow half sphere the size of a golfball to 3D print a golf ball marking stencil. I tried this with tinkercad and already printed it successfully like this:

As you can see, I simply extruded an svg and cut out straight down. This works somehow, but of course it is a straight cut, which especially on the outer curve produces quite an angled border compared to the normal of the golf ball, which makes painting the edges harder than it could be.
Now I wanted to bend the symbol along the normals of the sphere curvature using blender and a technique I found here: https://blender.stackexchange.com/a/115121/116795 , bind object with SurfaceDeform modifier to plane, bind Plane with shrinkwrap to Sphere. And it worked, but it somehow looks ragged especially on the inner curvature:

I have played around with the modifier settings like an offset for the shrinkwrap, increasing subdivision, even using the Remesh Modifier to get a different distribution of vertices along the edges. But nothing was really clean.
Basically what I would really want is to extrude an arbitrary svg along the normals of a sphere - in my imagination this should deliver the cleanest result.
So any tips to improve the quality of the edge curvature or pointers to a completely different technique would be highly appreciated, thank you!


texts:
I am currently making my own Overwatch Wallpaper and are doing the logo of it right now. So I have moddled a it and painted texture on it, as we know the design. But for any reason the texture is looking like this:

You can see the darker stroke in the bottom of the picture and on the left.
Why did it happen and how can I get rid of this? More pictures of the model following.

Untextured:

the mesh:

in paint mode:

and then the texture as a image itself.


texts: How to render an environment to a Cube Map in Cycles

texts:
Usually, when I create environment maps I do it in Cycles. I render out a single equirectangular image, and it's easy.
But recently I find myself creating content that needs to work in Blend4Web, which means using the Blender Internal schema.
So the way BI handles environment maps is: It expects a cube-mapped texture with the six faces placed as follows:

The above image is from the Blend4Web Manual.
Here is another reference to this cube-map format: A rather old Blender Internal tutorial. (It lists incorrect Z axis values)
Cycles does not offer a cube-map option for panoramic rendering:

Currently I am using a custom .blend I made to Cycles-bake the equirectangular environment map onto a UV-mapped "round cube" and the cube's faces are animated to unfold into the correct layout, which I can then render - but the seams are visible, and I think there must be a better way of doing this anyway.
How can I render out such a cube map directly from Cycles?


texts: Broadly, How to combine pre-rendered images in openEXR or openEXR Multilayer format, in the compositor?

texts:
My setup  i5 2500K processor @ 3.3 GHz  and 24GB ram.  Using Blender  v2.79b

I have created (unfortunately) a extremely memory hungry animation,  which my pc can't handle in one chunk!  I have broken it down into 15 layers,  and  can render  out about 2 layers at a time for the duration of the animation.  The intention being to combine these series of rendered images into a final combined series of images, that I can then  put it through the VSE to produce the MP4 video at the end.

Following extensive  browsing of slightly similar S/E  questions and to try and solve my problem, I've opted to test out using initially openEXR and  openEXR Multilayer format files types as the  file type for my 'stage 1'  2 layer rendered image outputs, these being supposedly (as stated in quite a few answers)  a good format for later compositing.
Anyway, I rendered out a sequence of (11) frames  in both formats, and  proceeded to use the image input node in the compositing window,  linked to a composite node.

Following  the mostly consistent advice on this node, picked up all the files, chose image sequence (it actually caught this automatically),  updated the no of frames to 11, start frame  to 1  and set the output file type to .png and hit the animated render button.
The result has been consistently bad. It  renders the first frame to a png successfully, and then runs through all the rest producing all blank/ black .png files,  whether the starting file type is openEXR or Multilayer !   - it even does it  if I give it .png  files to start with.

So question 1,  Why can't I get it to run through my file sequence and  pick up the images in  the files beyond the first file in the sequence - clearly I'm doing something wrong !

And question 2, assuming we can solve that problem, bearing in mind the intention to combine several strands of pre-rendered images,  is/are  the openEXR or openEXR Multilayer formats  the  right format to do this, or am I heading for another brick wall!  (and I'm not using any passes in these files)

A bit wordy but any/all help will be appreciated !


texts: Is netrender still only useful for multiple frames?

texts: I saw this post from 2013 and this post stating that the NetRender plugin does not yet have the ability to render single frames properly. Is this still true, or is the functionality just hidden away or in beta?


texts:
I used to do animation but just started creating games using blender.
I am pretty sure my problem is minor but it would be a great help if you got assist me.
My problem is that i created an armature and a walk cycle and stand cycle.
My walk cycle has no problem in the game except for the stand cycle.
Means that , whenever i press w to walk front , it has the action of it ... but when i add another movement which the sensor is "always" (in the game logic )
Which the action will happen once my character stop walking .... but that is where the problem started . I press p to play and the stand action works well... but when i press "W" .... the character froze and didnt walk front ... I know that my explaination of my problems is not really understandable... but please take alook at this blend.file which my problem lies inside.

http://www.mediafire.com/download/7c1ib6pfmxej7d6/walk+cycle.blend

Go to blender game engine ... and press p . You will see my character standing with movement but once you press w ... it stop... i want it to move ..
My character can move front if i dele my stand action...
How to add both of it ??
Thx for reading and helping.


texts:
I tried to make this model but did not get any success with the shape. I tried with the tissue addon. But did not get the shape. Any way to create the shape of the mode.

I tried so far. Any suggestion. Thanks


texts:
I'm a little new to Blender and I only have very basic experience with the game engine.  One thing I noticed is that some models look way different in game than in the editor window. For example,

This doesn't happen on all models, just some of them. This model was created by Sega, so I wouldn't think there would be any errors with it. Does anybody know what's going on here?


texts: Why is my texture atlas dark and messed up?

texts:
I have been messing with the texture atlas tool  a couple of times, and it has really helped me out and worked perfectly until today. When I tried baking the texture atlas, it didn't come out right. It is very dark and has some black spots that look like letters or numbers. Here is the product

and the image is as shown here

I made sure I selected all the objects I wanted to combine into a single image and that the combined object was the last/active one. I selected no unwrap because I had already dont that. My baking options are as follows:

I was able to tell that it didn't bake all the objects right as some were cut off or lost their aspect ratio so to say. Any ideas?


texts: Roughness in cycles render. Need help with nodes

texts:
I am new in a blender, So I have a problem. I created photo scanned texture with normal and bump map (8K res)in photoshop.
When I applied it on the object, all looks good in material preview mode, but when I render it in cycles render my roughness missing. I know that I do mistake in nodes, but I can not find it. I search for it on google, Also read and watch about procedural PBR on youtube and google. But can't find my mistake.

Material Preview:

Rendered:


texts: adding new letters/symbols from character map? How do you do it?

texts: I can't just copy and paste a symbol from the character map app to the text box I add into my project


texts:
My Eevee render is blurry, pixelated whereas the viewpoint is totally fine. I tried different setting, increasing sampling, etc', but it seems that I'm missing something more fundamental.
I downloaded couple of files from Blender.org, used the same setting, then when I moved the camera position it all became pixelated.
Any input would be highly appreciated!
render result
blend file


texts: How to deal with UV mapping for long sharp faces

texts:
I have few faces in my 3D model that are quite long and have very small angle. These faces, when unwrapped with smart_project and projected onto a 1024x1024 image, do not take up even 1px width on the image map, but span almost the entire height - 1024px.

Now this is a problem when baking this image, since the face does not "own" even a single pixel on the image, the bake_image operation just treats the "island" as non-existent, but that's not just it, it's baking other island's bake_margin on to this 1px row!

I've tried separating such faces into new object and unwrapping them, and it is still the same thing. Also, I can't merge the closest vertices of these faces as that would lead to significant distortion (this is because closest vertices are quite far from each other, given the long height of the face). One other option would be to split the face into smaller faces, hoping smart project would do a better job, but I am skeptical about it.

So, how do I bake images for meshes containing such long, sharp faces?


texts: Transform Rotation into location problem

texts:
I have a gear and it needs to rotate two full turns (720 degrees) to open a door which should move up for a length of three blender units. The transform works for about 180 degrees then the door falls back to the start point.
There is no difference if I'm addressing the transform Rotation Constraint to the gear or if I'm using 'the door Open Empty' and rotating that object.

Anyone know a solution?


texts: "Cannot Execute Boolean Operation" on a subdivided mesh

texts:
So, I'm sure alot of people have asked this but I'm not sure if any answer applies to this problem, so I'm just going to go ahead and ask.
I editied a cube and subdivided it, then imported an SVG image and made it into a mesh, now i want to subtract the SVG image from the cube, when i went to apply the boolean it doesn't work. Here's the screenshot, I'm also uploading the .blend file. Any help would be great thank you.

Here's the link for the download of the .blend file, I wasn't sure what was the best way to upload it so I used MediaFire, hope that doesn't raise any issues.

http://www.mediafire.com/file/iyondoyj4swq3jv/BlendProblem.blend/file


texts: How to create this marble paint effect with blender texture?


texts: Why is my object exporting into keyshot like this?

texts:
The top image is how it imported in keyshot.
The second image is my model in blender.
I can add the blender file if that helps!


texts: material request for this soft body object

texts:
I am having some trouble getting the material just right for the look of this object.
appreciate any help, thank you


texts: Wrinkle Maps - change textures with vertices

texts:
The Source engine has Wrinkle maps, which Valve define as a "shader to make per-vertex texture changes when the [shape key] is applied. They are typically used to add fine wrinkling detail to a character's skin."
Basically when vertices are compressed or streached, it changes a part of the texture.

Can I do this in Blender with any automation?
Or is the easiest way to just set up a ridiculously complex system of drivers and custom alpha channels to manipulate shades when the shape keys are changed?


texts: Hey there! Can you solve this problem? Scene is looking OK in rendered viewport, but something messed in final render. I am using volumetric matherial only in the ocean.


texts: Simple fan with single bone / weight paint doesn't appear correctly while posing

texts:
So I'm trying to create a simple fan like object that folds up from right to left.  You can see my single bone along with how I painted the weights below:

And here is the result when I go into pose mode and rotate the bone 90 degrees.  I would expect left side vertices to be influenced less so that the entire object can fold into itself.


texts: Transparent Material in Blender but not in Unity

texts: I am working on creating model in blender that has part of its material transparent. I would like to port it over to Unity to use as piece in my game, however the transparent section is not properly being rendered in Unity. I have unwrapped and baked a UV map, which I then saved in my Unity project. However, the transparent section of the material is not transparent but black. I've tried chaning the rendering mode in Unity to transparent but that makes the whole model transparent. I'm not sure what I need to do to get only the transparent section of the model to render properly. Any suggestions would be helpful. I have provided images of my model in blender as well as in unity with the current material settings.


texts: started animation render- how to stop it without losing what has been rendered so far?

texts: I have been rendering a 4000 frames animation and it is still going for 3 days now. Can I stop rendering and retain the mov. file (for the part that has been rendered) without risking to lose all the render? this is because I need to submit the animation even if it in progress or partial ..


texts: How to import multiple files with a gap between them (Video editor)

texts:
I have about 10 000 audio files which contains phrases or voice-lines.

I need to make a single import with the gap (f.e. 60 frames) between them and another gap (f.e. 120 frames) between a array of those files (between categories)

If there is no standard solution to this problem - I know Python just a bit. Then i ask for help in writing the script and for documentation links


texts: Renders come out completely black in both video and image animation

texts:
I'm just starting out learning blender so there might be a simple solution to this.
I looked through similar questions and tried the solutions out, but couldn't get a proper fix.
When i press backslash to check the "local view" all objects except the camera turn black. (this seems to be the case on any object though, so I'm guessing it's an isolate tool.
When i change the world colour the image of the render goes from completely black to white, which means the object in the render are not rendering at all (and I don't know what part of my scene is being rendered.)
The restriction renders of the scene are turned on, and I'm at my wit's end.
Anyone got an idea of how to work this out? :)
Project


texts: Light Path node works weirdly for Background

texts:
For some reason, LightPath node doesn't work expectedly. When I plug in 'Is Diffuse Ray' output, I want to exclude all Diffuse rays but they stay. It works for Glossy ray and Camera ray, but why don't work for diffuse rays

Here I have added more explanation for my question above
For Glossy shader, all work exactly how expected: for Cycles engine and HDRI background I can exclude Glossy surfaces from the scene (make a mask)

But for Diffuse shader, when I use Cycle engine and HDRI I can exclude diffuse surfaces, for some reason, it doesn't work how it works for Glossy shader shown above

But when I try to use a flat colour background for Cycles, It becomes possible to exclude diffuse surfaces

or with HDRI but switch to Eevee it also works well

Okay, in the end, my simple question is why when I am using HDRI background and Cycle I can exclude Diffuse surfaces how it works well  for Glossy surfaces for instance


texts: I've created a spring animation using shape keys in Blender and I would like to import it to Unity. I can get the spring into Unity, but I can't get the animation. How do I get the animation to work in Unity?


texts: Apply boolean operations and modifiers in 2.9

texts:
I started recently to work on a spare part to print with a 3d-printer and I repeated my workflow that was successful in prior versions of blender and then i noticed changes in the with the bools.
I can not find apply for the boolean operation since i upgraded to 2.9 (from 2.83)
The first picture is the bool operations for blender 2.9,

The second picture is the same file in blender 2.83.


texts:
Well I'm a noob concerning python. Has anyone tried to make Golaem simulation cache work with Blender, with the help of the glm.devkit provided by Golaem?
I don't know how to include the filepath of /script folder of Golaem in Blender so it will search for the import glm.devkit. I tried to copy the glm folder inside /script, to Blenders addon folder, but it seems that's not the way to go.
Well if there is some super hero here that can explain how to proceed, I'll be thankfull.


texts: Add > Path with custom geometry using Python

texts:
I am writing a Python script and in part of it I want to do an Add > Curve > Path operation, but instead of the default 5-vert straight path, I want one at the object origin (which I have pre-defined with coordinates orig_x orig_y orig_z), and then another at some other location (let's say coords end_x end_y end_z).
Instead of the default primitive NURBS path, I want the script to add my own, which is just 2 vertices.
Here's that line of my script as it is currently:
bpy.ops.curve.primitive_nurbs_path_add(radius=1, enter_editmode=False, align='CURSOR', location=(orig_x, orig_y, orig_z), scale=(1, 1, 1))
I can't figure out if I should start by deleting all the vertices, then re-adding two, OR if I should try to select just the second [1] and fourth [3] indices and Dissolve Vertices... I've tried both approaches without success. I'm doing something wrong when trying to target those verts.
Can someone please point me in the right direction?


texts: Can I make a camera use the lens distortion parameters determined by camera tracking?

texts:
The camera tracking utilities allow you to specify or estimate lens distortion parameters (k1, k2, and k3).  Is it possible to get the Blender camera to adopt this specific distortion?  I can't find a way to set these directly on the camera.  Nor can I find a way to get the lens distortion in the compositor to take these.

I have a really great track on a very wide angle scene with a very nice distortion.  I can't seem to match the distortion perfectly.

Thanks in advance.


texts: How do I use the snap tool without having my objects intersect?

texts: I'm a beginner blender user and I'm trying to do some of those famous shape such as donuts and I'm trying to make the shape of dripping icing, but when I use snap it intersects with the other part. How can I prevent this problem? Although most of the videos use it normally without any problems. I could make the donuts shape and I made the icing but I need to make the drip.


texts: Can I specify which version of Blender to run when rendering from a command line prompt (Linux)?

texts:
I want to begin creating projects in version 2.8; however, I still have a couple created in 2.79b that still need to be wrapped up + rendered. I currently have version 2.79b on a server from which I use PuTTY to launch compute nodes on a Linux platform using a command prompt similar to the one outlined below:

Command Prompt Example

blender -b -y name_of_shot.blend -x OUT -o ../rendered_images/name_of_shot/name_of_images -a

You can view a list of Blender command line arguments here.

I realized that downloading 2.8 would override the blender prompts to automatically open the shot in version 2.8. I was wondering if there was a way to specify which version of Blender was launched when opening the file and rendering?


texts:
https://youtu.be/5HBzaBwuUoA
In my rig, I have the IK constraint between the shin, the heel, and the knee, but the leg doesn't bend the way I want it to, any help?


texts:
I've generated my armature with Rigify and it's working brilliantly except the torso box that's only influencing one leg. I'm thinking there's some bones or good parenting missing, but the few parenting attempts I've done got me nowhere.

I see one dotted parenting line going into the side of the box, but I can't recreate this in edit mode it seems.

Any ideas?


texts: Why am I getting artifacts in my baked normal map?

texts:
I have a material that does some procedurally-generated bump mapping, and I want to bake the results to a texture to improve render times. However, I’ve found that baking a normal map seems to produce artifacts regardless of what I do! To illustrate, I’ve made an incredibly simple object without any bump mapping at all, which has normals that look like this:

I’m not trying to bake the normals from a high-poly mesh to a low-poly mesh, just bake the normals from a single object to a texture. Therefore, it doesn’t make sense to use the “Selected to Active” option, so my baking settings are incredibly simple:

However, despite the incredible simplicity of my setup, I find the baked normal map has lots of very visible artifacts:

I’m not sure what to do about this. Most of the questions I’ve seen about baking normal maps suggest adjust the settings in the “Selected to Active” panel, but as described above, I only have one object. Is there any way I can bake these normal maps without getting such visible artifacts?


texts: What advantages in using progressive rendering?

texts: I'm using CPU rendering, I've heard somewhere that progressive rendering is faster than non progressive, so I checked it in the render panel, I also increased the Tiles size to 256 for both, my question is, is it really faster, because it looks slower than non progressive with 32 for Tiles size.Also one of the advantages I heard about is that if you feel that the render is clear enough, you can just cancel and save the image "talking about rendering stills". But what if I'm using Composite? I'm mixing a white color with Mist, and mixing that with the rendered image, since this will be calculated after the render is done, will composite still happen if I cancel the render?  I know this looks like many questions, but it's not, the main question is: Why and when to use progressive rendering?


texts: why dosen't the motor constraint work properly?

texts: I made a simple car with physics and rigid body constraints. The car can go downhill, but I wanted it to go uphill. so I added a motor constraint with an angular velocity of an inpulse of 10 and a max inpulse to the wheels. I connected the front wheels with the body using motor constraint but the motor constraint makes the body go forward, but the wheels keep rotating in the opposite direction of what it should be. I tried rotating the empty, but that just makes the body go backward and the wheels rotate forward. I have the body of the car selected for the first rigid body to be constrained in the motor parameters and the wheel on the second rigid body to constrained for every empty.


texts: Rotating 3D view doesn't work in Sculpt mode

texts:
I have my preferences set to rotate view in 3D Viewport using the Shift+RMB.

This is what I am used to using in other programs and works great in Blender in Object or Edit Mode.

When in Sculpt Mode I can not rotate the view using the mouse+key combo. However in Sculpt Mode I can rotate using the Numpad 4, Numpad 6, Numpad 8 or Numpad 3.

I have looked for the setting to change in Preferences and answers online with no luck. Anyone know where to change the preferences for rotate view in different modes? Is that the problem?

Thanks for any help!


texts: I have recently learned all the basics of blender from modeling to rendering, I am little bit confused about where to start 3d designing in blender. please suggest...


texts: Why does it look like my object has 2 different materials even though it just has 1

texts: These are some parts of the head of a model I'm making. I noticed there is a lighting problem and it makes it look like the indicated object has 2 different materials separated by an edge. It's just one material with smooth faces. Not sure what to do so any help would be great!


texts: Cycles - transparent background still renders background color through glass?

texts:
Im having an issue with glass rendered where there isn't something IMMEDIATELY behind it - either objects are in distance or there actually isn't anything there. I need it to render CLEAR, meaning whatever is in background even if it is far off, like how this renders actually the transparent background texture default:
Alpha channel through glass material instead of background (Cycles)

I just have a normal glass setup, with a mix shader between transparent and glass nodes. Problem is, when I look at my glass where isn't something RIGHT behind it it turns the world color (white), despite that my film is set to Transparent and I dont render the background color:

What can I do to make glass ACTUALLY transparent?

In recent 2.79:


texts: Is there a way to make the scale an actual representation of the measure system (metric) I use?

texts:
I don't know why this is made as it is because it's totally not making ANY sense and broken as well. Why is scale a multiplication factor instead of a representation of real world values? [Metric system:] Why is a cube 2 meters at a scale of one?
I chose metric and set the unit scale to 0.5 so it would actually be what I enter it to be, but this blender is doing what it wants. First it acts like I want. Doing a cube of 20 x 12 x 1 meter works. Then I save everything open the project up a day later and when I add a second cube of the same size, it's not the same size as the object I created a day before. Even though the settings are still the same (metric and unit scale of 0.5). I can't believe that crap. i mean I understand it in a game engine like unity or unreal engine to be a factor instead of a unit, but not in a 3D modelling tool -.-

what is also not understandable is that when I create a cube of height (z) 4, I actually have to put in 4 into the location z field so it is on top of the grid even though the origin is in it's middle. so actually shouldn't i have to enter for the location just 2...

Is there any way to correct this so scale can actually be set in meters instead of a multiplication factor??? Can't understand that implementation at all, especially annoying when it's not working as it should


texts: Rename and use multiple "Animation Nodes Object Containers"?

texts:
When you use a "Separate Text Object" node, the resulting characters/objects are grouped together using a parent empty object, always named "Animation Nodes Object Container".

Is there a way to change that object's name without "breaking" the animation node?

That would be very useful for organizing the objects in a scene.

Which leads to another linked question: is it possible to use more than one "Container" ?


texts: Can I set my pose position like the new rest position?

texts:
I would like to move my armature from pose mode to another pose (a random one) and set the position I create like the new rest position. Is there a way in order to achieve this goal?

My armature is deforming a mesh so I want to deform the mesh too.

This is my mesh and its relative REST POSITION:

I want to change and set a new REST POSITION and I follow your advice;
I change my armature in pose mode and then click on Apply pose as Rest Pose:

The result is this one:

The armature resets the rest pose like I wanted, while the mesh - I can't understand why - comes back to the original position (the one set by the old rest pose).

Why doesn't it work?


texts: Is there a way to re-position of uv maps for stay together by each mesh automatically?

texts:
I have a model, and this is the result after unwrap:

It seems fine but look at this, I selected UV of one of the wheel:

As you can see that each island located too far and it's make me really hard to painting.

If I unwrap those mesh one by one, texture scales doesn't fit at all.

Is there a way to make them stay together by each mesh automatically?


texts:
I have already created a few animations (idle, run...) for a character that I rigged using FK, because I didn't know about IK at the time (I'm very new to animation).

However I recently learnt about IK with this video and I would like to add IK to my rig because I think it will make further animations easier.
The problem is that when I try to add the IK bones to my rig now, it messes up the previous animations that I had already done using FK, since the IK bones do not have any keyframes to match the animation yet.

This is what the original run animation looks like, vs. what it is now that I have added an IK heel bone. As you can see the left foot is "glued in place" because of the IK.

Is there a way to "convert" (this is maybe not the right term) my previous animations so that they are not messed up when I add the IK bones ?

Thank you very much in advance :)


texts:
First time here so I'll try to be as much specific as I can. I've been working on a Door in Blender and so far the model is going great except for one part. Whenever I try to bake the normal map from a specific area I get a rather blurry result, which then translates into poorly detailed texture. The area is composed of 3 materials, one for the outer cage, one for the screen and one for the keyboard, but I only select the material for the cage as my normal reference, the others do not have any.
The process I follow is:

Select the piece I wish to bake (it has its own UV).
Select the image I want to bake the normal into.
Go to Bake --> Select Normal --> Hit bake.

Also the new image is attached to an UV Map that has the new coordinates specified. In addition to this the image has the next structure --> 4096x4096 with 32bit enabled and Alpha disabled, plus Non-color selected.
This is the original:

This is the result after baking:

This is the material map for the piece:

As you all can see the result is pretty nasty, with too much noise coming out of nowhere (theres another part of the door whose normal was baked simultaneously and it does not suffer the same distorsion). I tried everything I can think of and it still has the same issue. Please help!!


texts: Boolean operation can't be seen in Viewport Shading

texts:
I have created an object with screw modifier and I try to use it with boolean modifier to cut through a cylinder, but it's not visible in Viewport shading. It is visible only in x-ray mode. It works with a cube and sphere. Where do you thing could be the problem?
EDIT:
There is only one cylinder as you can see here: