texts: What lighting and background will make a realistic gemstone?

texts:
The gemstone material is GlassBSDF (RGB (1, 1, 1) and Alpha 0). The Background is a Gradient Texture and Radial.

As can be seen from the rendering the gemstone picks up Gradient colors but it does has distinct facets.

I tried a HDRI but the gemstone picked up colors from the sky and ground.

I tried all the lamps and emitting planes but could not get distinct facets.

Since  the gemstone is symmetrical about the X and Y axes the rendering should also be symmetrical.

If the camera is more than 100 units from the gemstone only the background is rendered.

When an animation is made by rotating the gemstone there should be flashes of total reflections from facets but there are none.

I need help with lighting and background to achieve a realistic gemstone with distinct facets on a White background and total reflections from facets.

Any suggestions would be greatly appreciated.

Thanks

Of all the Blender renderings of gemstones that I have seen I have yet to see a realistic gemstone.
Gemstones have three general areas. The Crown, Girdle and Pavilion.
The Crown usually has a flat on top called the table. Some crowns come to a point called an Apex Crown.
The girdle can be faceted or a smooth surface. Round Diamonds have a smooth cylinder for the girdle. Ovals have a smooth ellipse girdle. Some rectangular cuts have rounded corners which are portions of smooth cylinders.
The pavilion may come to a point called the culet. Cuts that are longer than the width sometimes have a line for the culet or called the keel.
Gemstones can be composed of planes, cylinders, cones and spheres. They are not restricted to only planes.
The intersections of facets are sharp regardless of material. Do not round edges!

I have seen Blender rendered gems that the crown and pavilion touch each other with a sharp edge (No Girdle). When these gems are mounted there is a good chance that they would be chipped when forming the prongs. This is why gems have a girdle.

I have seen Blender renderings of Diamonds with diamond shaped crown mains. The crown mains of  Round Diamonds are kite shaped.

Faking dispersion and other enhancements looks faked. If you want good dispersion then Spectral Rendering is the answer.

The gem should be transparent not translucent like Rose Quartz.

I know what a gemstone should look like because I have been cutting and designing gemstones for over 65 years. I know how light travels through gemstones, I’ve done the math.

I use the gemstone rendering as a tool by reading each pixel and computing a brilliance value. The gem is rendered with different angles, different camera positions and the brilliance value calculated. The angles are changed using the Ratio of Tangents formula thereby not changing the Crown and Pavilion view.  From this data cutting angles can be determined for the brilliance desired.

So far my question has not been addressed.

Focus on the Gradient Background.
The gemstone in the screen shot has excellent transparency, distinct facets and the animations are great.
The problem is the Black area in the lower left corner. The gemstone picks up this Black color and is no longer symmetrical.
I want a background with the properties of the Gradient Background without the Black gradient coloring.


texts: How to get frame-by-frame object location in Blender 2.8+

texts:
I am trying to get the frame-by-frame location of the softbody physics simulation (collision of softbody cube with a plane).
I am incrementing the frame of the simulation using set_frame
However every time I get the location, whether it be from bpy.data.objects["Cube"].matrix_world.translation or bpy.data.objects["Cube"].location it gives me the initial location of the cube for every frame. I can see in blender that the cube has moved though.
I also used bpy.context.view_layer.update() before getting the location of the cube and its still giving me the same results. This is for blender 2.91.
here is the loop I am setting frames and attempting to get location from:
for frame in range(1, 200):
    file_name = "frame_" + str(frame) + ".obj"
    bpy.context.scene.frame_set(frame)
    bpy.context.view_layer.update()
    print(bpy.data.objects["Cube"].matrix_world.translation)

Thanks.
Previous posts I have tried the solutions for include:
Location of an object at a specific frame
How can I get the location of an object at each keyframe?
Looping Through Frames of Physics Simulation and Getting Object Info with Blender Python
https://stackoverflow.com/questions/57691141/location-of-objects-not-changing-in-any-frame-for-physics-simulation
I suspect this is the reason that the object's location constantly returns as the first frame:
The point I circled in red is the initial location of the object I believe, but the screepcap is the final frame in the scene.


texts: Where to find correct syntax for operator in Blender API manual?

texts:
I have an issue finding the correct documentation online.

Example:

CTRL + A calls the following command:

bpy.ops.wm.call_menu(name="VIEW3D_MT_object_apply")

And a selection option reads out the following command:

bpy.ops.object.transform_apply(scale=True)
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)

Solution:

Now by trial and error I found out that if you want to call an operator it has to be formatted the following way:

row.operator("wm.call_menu", text="Apply Tans").name="VIEW3D_MT_object_apply"
row.operator("object.transform_apply", text="Apply Rot").rotation=True

name and rotation have to come after the operator closing bracket to pass that information to the operator.

Where can you in the Blender Python API find this information? I searched for it but do not find anything about the correct syntax.


texts:
Like in this question, I am also talking about that material preview.

Is there a way to have custom material preview objects? In Blender 2.80 and before, there were a bunch of different objects not included in the material preview that are now in 2.81 and later. I.e. the shader ball, fluid material preview, etc.

Can I import objects like these, or other custom objects into Blender for material previews, or use a python script that does this? I really like the new material preview objects in 2.81, and would like to be able to see them in 2.79.


texts:
I'm a complete beginner and I'm having some problems with my textures.

If you look at the image below, you can see that the texture appears to be transparent.

What can I do to make it look like the texture in the original image?

Blend File


texts: how to use BMesh to add verts, faces, and edges to existing geometry

texts:
I've puzzled about this for a while, but haven't found an answer I understood. This snippet below does add geometry (3 verts and a face) but it also generates an error, Does going to object mode make the data reference in bm be cleared? if so, how does data.vertices still get updated?

ReferenceError: BMesh data of type BMesh has been removed
Error: Python script fail, look in the console for now...

any ideas, this is the cut down script ( run it with a cube in edit mode)

import bpy, bmesh

obj = bpy.context.object
bm = bmesh.from_edit_mesh(obj.data)

bm.verts.new((2.0, 2.0, 2.0))
bm.verts.new((-2.0, 2.0, 2.0))
bm.verts.new((-2.0, -2.0, 2.0))

set_of_verts = set(bm.verts[i] for i in range(-3,0))
bm.faces.new(set_of_verts)

bpy.ops.object.mode_set(mode='OBJECT')
bm.to_mesh(obj.data)

I have a few scripts that might benefit using the BMesh module for adding geometry, I know how to do it in the pre BMesh way.

Edit, using answer: here's how to add tris and quads while staying in edit mode https://gist.github.com/zeffii/5668669


texts: How to get (just) color data from my model in blender to an image for later editing?

texts:
I'm having a little problem here. I've made a model with a pretty complicated node (procedural) setup and some PBR shaders.
Now, I want to get just the color data from my model to an image so I cam make modifications later. I want to use that color in a simple setup with only diffuse and glossy shaders. I don't want to bake shadows and light, only the color.
I know my workflow is somewhat impractical, but it would really make my life easier if I 'll get an answer.


texts: Downloaded PBR texture looks different in Blender

texts:
I'm looking for a way to further improve the look of my metal texture.
I'm trying to use this texture from a free pbr website. (first image)

If I just import and use the provided textures it looks more like a glass texture than a metal.
I tried to toyed with the roughness, but it tends to "sacrifice" the  reflectiveness of the metal.

Any idea how should I improve it.


texts: 3D Cursor appears to be invisible while 2D animation mode / 2.82

texts: I recently started using Blender for creating 2D animation scenes. Unluckily, I faced an issue of inability to track the 3D cursor as it is  invisible. I was amused that still I felt free to set its position manually or back it center by Shift + C. This means the 3D cursor isn't disabled, but hidden instantly in this mode. There's no related label in Settings and there's no search bar in the Settings menu idk where it is supposed to be. Oh plz help me to fix this.


texts: Whats the best way to simulate/animate mesh/cartoon hair in 2.9?

texts:
I plan on doing full-blown anime style animations and do to this I need something flexible, for flying, running, falling, underwater, space, etc, scenes, but I have to have full control. I'm thinking about using cloth physics to do this, but I'm not really sure nor how to go about it. Also, it has to be able to collide with the character and other stuff.
If it helps I'm using 2.9 and the eevee engine.


texts:
I am experiencing a strange rendering/viewport issue with Eevee that I can't seem to find any other posts about anywhere. Here's 2 screenshots, the first one is of a cycles viewport of a scene, and the second is of an eevee viewport of the same scene.
The Cycles screenshot:

The Eevee screenshot:

Keep in mind these two screenshots are from the exact same blend file and the only difference between the two images is the engine.
Thanks for any and all help.


texts:
I'm writing a scene exporter from blender to a format to be used by a game. I need to be able to export physics information the game needs, mainly the collision shape of every object (either the one set in Blender Render or Blender Game but the latter is better).

I cannot seem to find anywhere that the collision shape is available to python. I've seen references to PhysicsConstraints.exportBulletFile() but this appears to be under the bge module, which as far as I can tell, is not accessible by exporter scripts. Is there any way to determine the details of a shape (rotation and scale, width, height, depth for box or radius and height for cylinder, vertices for convex hull, etc...)?


texts:
i am trying to make a fluid simulation of a metallic text melting to the floor and doing...you know, do what fluids do. My issue is that if i make the text a fluid and bake it, the shape gets completely messed up (doesn't matter how high or low the simulation quality and mesh quality are) and is barely readable as you can see here:

Now, is there a way to make the fluid look exactly like the original mesh until the simulation starts? My goal is to make the G you see on the right stay the way it is in the screenshots until i hit play and then let the physiscs take over.
Thank you in advance.


texts: using a bmesh changes the behaviour of other parts of the code

texts:
i have some code, which moves vertices in a mesh:

#not working!
#translate the sign pole to ensure it is behind sign
transAmt = kvMaxY - spMinY
print (transAmt)
for v in signPoleVerts:
    loc = v.co + mathutils.Vector((0, transAmt, 0))
    v.co = loc

in its current state it doesnt seem to work - the position of the vertices in signPoleVerts does not change.

when i add a bmesh, it works, even when i do nothing with it:

dummy_bmesh = bmesh.new()
dummy_bmesh.from_mesh(sign.data)
dummy_bmesh.to_mesh(sign.data)

#now works
#translate the sign pole to ensure it is behind sign
transAmt = kvMaxY - spMinY
print (transAmt)
for v in signPoleVerts:
    loc = v.co + mathutils.Vector((0, transAmt, 0))
    v.co = loc

what is happening here? I would prefer not to create the bmesh for no reason...

EDIT
here is the code directly before the above - it defines kvMaxY, spMinY and signPoleVerts

#get the key vertices which will ensure pole does not poke through sign, and find max y
keyVerts = getVertsInGroup(sign, sign.vertex_groups["poleConnectionVerts"])
kvMaxY = -math.inf
print("keyverts:")
for v in keyVerts:
    print(v.co.y)
    if v.co.y > kvMaxY:
        kvMaxY = v.co.y

#get the sign pole vertices, and find min y
signPoleVerts = getVertsInGroup(sign, sign.vertex_groups["signPole"])
spMinY = math.inf
print ("signPoleVerts:")
for v in signPoleVerts:
    print (v.co.y)
    if v.co.y < spMinY:
        spMinY = v.co.y

getVertsInGroup is a function defined as below:

def getVertsInGroup (obj, vertexGroup):
vertexGroupId = vertexGroup.index
return [vert for vert in obj.data.vertices if  vertexGroupId in [vg.group for vg in vert.groups]]


texts: How to assign same Data to multiple object copies

texts: I made many copies of an object, then I thought it would've been better if I made them to share the same Data (being an instance of the same original object), I know how to do it one by one, is there a way to do it for all of them at once? I tried Copy Attribute add-on but didn't find what option can do that, or even if this is possible in the first place.


texts: blender is crashing while rendering fluid simulation

texts:
I am trying to render a fluid simulation in cycles but after 5 frames my gpu drivers get reset, and the blender window becomes white and crashes, or not responding for hours.
my specs
cpu intel i 3 7100
gpu rx 590 8 gb
ram hyper x 8 gb 2400 mhz
I tried every resolution and samples, but it happens when I use gpu. Cpu rendering is stable, i have log file but i dont know how to post it
Render settings

Preferences

in the bottom of the image is the blender window became white and task manager


texts:
Hi I was hoping someone could help I want to set the render background colour to complete black as I am creating a galaxy

Right now it is set to bright grey

Any help would be great


texts: Overriding Context for bpy.ops.transform.shrink_fatten

texts:
I can't seem to get sufficient context for calling bpy.ops.transform.shrink_flatten() without this error:

RuntimeError: Operator bpy.ops.transform.shrink_fatten.poll() failed, context is incorrect

I've attempted to specify the active object and some area parameters (via this answer),

# attempt to set obj-to-be-resized as active obj
bpy.context.scene.objects.active = obj_to_resize

context = bpy.context
override = context.copy()

for area in context.screen.areas:
    if area.type == 'VIEW_3D':
        override["area"] = area
        override["space_data"] = area.spaces.active
        override["region"] = area.regions[-1] # rule of thumb r.type == 'WINDOW'
        break

bpy.ops.transform.shrink_fatten(override, value=0.02)

but this isn't enough to avoid the error. I'm not sure which context parameters I'm still missing. Inspecting the source (line 947) gave me its polling function (line 373), ED_operator_editmesh, which checks the edit_object.

However, attempting to override this parameter by supplying override["edit_object"] = obj_to_resize produces a seg fault:

# backtrace
blender(BLI_system_backtrace+0x34) [0x561503952f54]
blender(+0xb7b882) [0x561502ede882]
/usr/lib/libc.so.6(+0x37e00) [0x7f060029ce00]
blender(BLI_addtail+0xc) [0x56150391cfac]
blender(ED_region_draw_cb_activate+0x39) [0x561502f04739]
blender(initTransform+0x8d3) [0x561503040e73]
blender(+0xcfd54c) [0x56150306054c]
blender(+0xcfd5ff) [0x5615030605ff]
blender(+0xb836ba) [0x561502ee66ba]
blender(WM_operator_call_py+0x6d) [0x561502ee6fed]
blender(+0xfab340) [0x56150330e340]
/usr/lib/libpython3.7m.so.1.0(_PyMethodDef_RawFastCallKeywords+0x148) [0x7f0605df31c8]
/usr/lib/libpython3.7m.so.1.0(_PyCFunction_FastCallKeywords+0x21) [0x7f0605df3461]
/usr/lib/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x4a75) [0x7f0605e62a75]
/usr/lib/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x2e9) [0x7f0605dac879]
/usr/lib/libpython3.7m.so.1.0(_PyFunction_FastCallDict+0x2fc) [0x7f0605dadadc]
/usr/lib/libpython3.7m.so.1.0(_PyObject_Call_Prepend+0x68) [0x7f0605dbd028]
/usr/lib/libpython3.7m.so.1.0(+0x16d3ef) [0x7f0605e0b3ef]
/usr/lib/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0x3ac) [0x7f0605e1f2fc]
/usr/lib/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x5d35) [0x7f0605e63d35]
/usr/lib/libpython3.7m.so.1.0(_PyFunction_FastCallKeywords+0x10b) [0x7f0605df2a3b]
/usr/lib/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x76d) [0x7f0605e5e76d]
/usr/lib/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x2e9) [0x7f0605dac879]
/usr/lib/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x44) [0x7f0605dad7a4]
/usr/lib/libpython3.7m.so.1.0(PyEval_EvalCode+0x1c) [0x7f0605dad7cc]
/usr/lib/libpython3.7m.so.1.0(+0x2381e4) [0x7f0605ed61e4]
/usr/lib/libpython3.7m.so.1.0(PyRun_FileExFlags+0x9e) [0x7f0605ed76ee]
blender(+0xf95b38) [0x5615032f8b38]
blender(+0xb79be5) [0x561502edcbe5]
blender(BLI_argsParse+0xd7) [0x561503908347]
blender(main+0x2e9) [0x561502ec5a39]
/usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7f0600289223]
blender(_start+0x2e) [0x561502edb33e]

What context am I missing? And why does attempting to override edit_object cause a seg fault?


texts: Wierd textures from importing glTF file from blender into godot - need help fixing

texts:
I exported my model shown on the first picture into a glTF binary file, but when I imported it into godot the materials got swapped into weird places.

Are there any fixes for this problem?

Sorry if this is an easy fix question.


texts: How do I create a magnified glass effect in Cycles?

texts:
Currently I'm trying to create a sniper rifle scope, and would like to create a magnified scope effect (with modeled lenses if necessary).
But I'd like to make this a more general question, as that would be more useful.

If I have a magnifying glass, or a gun scope, or a telescope, and I want to turn it into a magnifying lens, what's the best way to go about it in Cycles?


texts: Are there Z Transparency in Blender 2.80 or above?

texts:
I would like to ask where is Z Transparency and how does it looks like in Blender 2.8 and above?
This image shown above is around the 2.78 version of Blender. Which is before 2.8 came.


texts: Image Transparency doesn't work with alpha mode and alpha blend in both eevee and cycles

texts: I followed a tutorial, where I can make custom leaves for trees. I added an image as a plane and I should switch in blend mode from opaque to alpha clip but it does not work. It looks like bevore without any change. I tried it with all rendering modes and also alpha blend and alpha clip. The image is a PNG file with a transparent BG but in blender layout mode it shows the BG black. What did I do wrong? Here is the YT tut: https://www.youtube.com/watch?v=TrfIRDw88bM


texts: How to delete a collision modifier on blender 2.8?

texts: I don't know if I'm missing something or is really obvious, but I can't find how to delete an added collision modifier from a sphere.


texts: Rendering issue: Camera keeps rendering the exact same scene

texts: I ran into a rendering problem: I set up a scene to render and it went well, then I moved the camera around, found a different angle but still in the same scene, when I tried to render it, Blender kept rendering the previous rendered scene (with the previous angles). How can fix this problem? I used Cycles. I also unchecked the sequencer option under post processing


texts: Why is there a Black Disturbance in my intro video that covers the middle?

texts:
I downloaded a intro template for blender from YouTube and followed instructions to render this intro. It rendered and after it was converted it showed up with a black rectangle all over the middle of the screen. Can someone please show me how to fix this issue? Yes, I'm a noob first time using blender.

Unlisted Video Link: https://www.youtube.com/watch?v=BRGPXxqSGuU


texts: How to approach rigging a mouth with a separate lip mesh?

texts:
I'm looking to animate a character that has a separate pair of lips that sit on the outside of the mouth cavity of the main model. What's the best way to approach? I need:

1) The lips and mouth opening need to correspond w/ one another. When one moves, the other moves in a similar way

2) The lips need to be attached to the model but a separate mesh

Also, any tips on best practices for animating this type of setup? There will be a lot of lip syncing involved.


texts: python operations without! selecting objects and entering edit mode

texts:
Is it possible to make some operatoins on curve without entering edit mode?

I am using small code in Animation Nodes:

bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = obj
obj.select = True
bpy.ops.object.mode_set(mode='EDIT')
obj.data.splines.remove(obj.data.splines[0])

I am using many small scripts in Animation Nodes, and each time i have to take care if object is selected and context is correct.

Is it possible to use .remove without all previous lines?
like this:remove(obj, splines)


texts:
I see lots of character rigs have the shin bone split into 2 or even 3 pieces. Why is this done? All I can find is that it has something to do with the ankle? It seems to be a common practice, but does not seem to be done in game rigs.

EDIT: I have found from another source that these are twist bones to deal with distortions from rotating a bone at it's root (in this case, the knee or elbow.) How do I use these correctly?


texts:
I'm trying to render out my file but it stopped at frame 178 and now I can't get it to continue rendering, it just doesn't seem to do anything and then the software says its not responding. I've tried rendering it on my MacBook and now on my boyfriend's PC to no avail.

Link to the file: https://drive.google.com/file/d/1nwHD-AH2b-O3NW2531x5XOnbD8xxiBJY/view?usp=sharing


texts: I have a path-curve that uses a profile with two circles (reference and profile on the image below). I'd like to create a second curve at the same distance as the distance between the profile circles (red arrow between the profile circles) — a black curve in the expected result. If I simply offset each point of a curve by that distance, my curve is 'parallel' to the original (my result), how do I calculate those vectors that are used for offset?


texts: Can Blender's bundled "bfont" be used for commercially?

texts:
Blender, which I use to create my video intros, comes bundled with a bfont by default so the question is:

Is this font is free for commercial use and what type of license does this "bfont" font have?


texts:
I've created a group then group instance and moved the parent. The result is that instances move in very strange way, like theyre movement s summing with parent or something...

What is happening? I need to create some instances of object, rotate them and then move them with source to some position


texts:
I'm wondering if it's possible to save an inserted face (f key) as new mesh?

Thank you


texts: Glowing/outline effect when particle and object are colliding

texts:
How to do a glow/outline of collision effect when particles (objects with same size in a group) are entering other object?

For example when a small box particle is falling into a plane (will fall through), when a box starts touching the plane the place of collision (essentially a square on the plane, around the box particle) is being rendered?

Edit: Adding more info as requested. I don't want to share my real scene, so I mocked a simplified version of it.

Desired effect highlighted with purple colour:


texts: Can python scripts be used to make a simple real time game in Blender 2.8?

texts:
I would like to use Blender for a python class project.  Many students are writing simple games using pygame etc.   Instead would like to write a simple game using blender+python.  But - this is a python class!  so using previous blender + game engine is not python.

So what I'm really asking is this: is it possible to write python scripts that move simple objects around and implement a simple game (eg, say, a pong game, or very simple 2D mario-like game, but within Blender so it can utilize Blender's many features and be very nice looking.

Means the script runs in real time and accepts keyboard input (no sounds needed though)

Hope that was clear enough.

thanks for any info.

Matt


texts: How can I find out the correct order of vertices to create a quad face with bmesh?

texts:
Let's say I have 4 vertices and want to create a quad face with bmesh.
Is there way to figure out the right order of the vertices to not get a face like this

But rather a face like this.


texts: How can I quickly change Falloff curve type in Texture painting mode through a hotkey or some other way?

texts: How can I quickly change Falloff curve type in Texture painting mode through a hotkey, pop up menu or some other way?


texts:
I have a mesh which want to array 360 degrees with help of curve modifier and array modifier. I created a circle curve. I moved cursor to its origion and mesh's origin to cursor. I want to array it on y axis but when i click on it, it turns my mesh upside down under where it is not supposed to be. When i drag it on x axis, it moves on z axis. i tried CRTL+A - scale, rotarion, too in case. But still same.

Above, position of my mesh and curve

The result


texts: The Displace modifier has the option to displace based on the face's normal, so upwards/downwards relative to the face, same as Z translate based on normal. Is there any way to get it to do an X or Y translate in relation to the normal?


texts:
I am fairly new to Blender and I am wondering how you would go about filling a space with a texture, which is repeating over and over.
For example if you are modelling a kitchen and have a texture of a floor tile, but obviously the kitchen has more tiles than just one. How do you tell Blender to repeat image textures to be able to fill surfaces which are from the same material?


texts: How do I export multipleanimations as one .fbx or .blend file?

texts: I'm busy designing a game and I've made an animation for my first person character to light a cigarette. However the cigarette box, single cigarette and lighter and first person arms are separate objects to each other so when I made the animation, the dope sheet  action editor put the animations of the armature on separate armature. So for example,  when the character lifts up the box of cigarettes, the animation for the arms are on the arms and the animation for the box being picked up is on the boxes armature. Oh also,  all of the objects are rigger with armature so that they were possible to be moved around. The problem I'm having is when I export the animation as a .fbx file into Unity, all of the animations are on all the separate objects so they all move as separate animations. I was wondering if there was a way for me to export all of the animations as one whole animation into Unity. if anyone can help that would be great.


texts: Render looks "brighter" than in viewport preview

texts:
Somehow my viewport preview shows darker result than what comes out in render (check out in corner of the pic)

World strength is at zero and ambient occlusion is also disabled.

Floor is using bump and roughness from picture. Wall has adaptive subdivision surface  modifier.

All lit using planes with emission shaders.

I wanted to play around with render layers and maybe I screw some setting there, hope this helps.


texts: How can I manipulate shapes in order to have similar results as in this 3D max scene?

texts: What I mean by this is, after applying an array, or adding cuts to one mesh, being able to modify the hole thing by one vertex, continuosly and as easy as that


texts: Ho do I write a script to remove loose geometry from all objects?

texts:
I'm trying this:

import bpy

bpy.ops.object.select_all(action='DESELECT')
for o in bpy.data.objects:
    o.select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.mesh.select_mode(type='VERT')
    bpy.ops.mesh.select_loose()
    bpy.ops.mesh.delete(type='VERT')
    bpy.ops.object.mode_set(mode='OBJECT')
    o.select = False

when I manually assign an object like o = bpy.data.objects[3] and then do every step manually in the python console it works. But with the loop it doesn't work. Is it a bug or am I missing something?


texts: Washed out materials but good textures, why?

texts:
Sorry for the newbie question, but I can't seem to find the correct answer (and what I found I can't really understand, since I just started using the software 1 day ago. I wanted to create some fly-over video in my indoor room models, what I created with photogrammetry.

This is how my textures look:

And this is how my material view looks:

What can be the reason of this? I saw some answers about nodes, but when I opened mine, there was nothing. Also, I have limited time, my thesis defense is after tomorrow, and the idea of creating a video about my models just popped up yesterday, therefore I can't really get deep into it in the next day.

Any help is well appreciated!


texts:
I've created an own UIList for an addon. It's just used to display some properties of Action (as that one doesn't have a properties panel in the Action Editor), so it must get populated with actions and not with user input.

It actually must be updated manually, with a button I added below it. Althought this already works, I think it's not nice, so I was wondering if there was any way to update the list automatically.

I tried to override the draw method and override it there, but then the List (and the panel in general) isn't displayed at all.

def draw(self, context):
        # LIST UPDATE
        bpy.types.UIList.draw(self, context)

Here's my UIList implementation:

class MyUIList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):

        custom_icon = 'OBJECT_DATAMODE'

        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(bpy.data.actions[item.Index].name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)

Thanks in advance!


texts: Curve modifier after applying scale looks wrong

texts:
I thought I understood the curve modifier, but after walking through this simple sequence, I'm more confused than I started.
I start with two copies of the same thing. A cube and a Bezier curve. Each cube has a curve modifier with its respective Bezier curve as the curve object.

I then proceed to scale BezierCurve1 by 5x in object mode leaving it with a X, Y, and Z scale of 5. I scaled BezierCurve2 by 5x as well, but I did so in edit mode. The X, Y, Z scales for BezierCurve2 are therefore 1 (not shown).

Now comes the part where I'm confused. I applied the scale on BezierCurve1 and now I (mistakenly?) believed that the two sets of objects should be identical. All objects have their X, Y, Z scales at 1, the vertices are all the same (except for the offset along the y axis) but apparently not so. The modified Cube1 is now stretched in a strange way that I cannot explain.

What is going on here? Why are the two not the same?
I'm using a fresh install of 2.90. My final blend file:


texts: How to get same face area perimeter in a quad area

texts:
I have a mesh divided up, and on different parts of the mesh depending on the topology, the face area
has a different perimeter value. Is there a way I can copy/paste the value of one particular area on another quad section? I tried moving the vertices around making them bigger smaller, and its a tedious process.


texts: Get the transformed value from given frame to initial frame

texts:
For animation purposes I set a few keyframes manually.
Now I want to get the transformation difference between frames, so the difference in two frames of this property:

bpy.context.object.location

Using the code above I can only get the current position of the current frame.
How can I add a diagnostic box where I input two frames, and calculate the difference in location between them?


texts:
I have recently started using Blender after learning a lot of cool stuff in Andrew's Donut Tutorial.

I am currently in trying to make my first project without following a specific tutorial.

The project I am working on is an entertainment bed for a furniture design class I attend.

I started out creating a UV Sphere and as far as I remember I gave it 32 segments and a radius of 1m.

Afterwards I cut the sphere in half, chose some of the vertices(?) and began to extrude the top and bottom part that extends from sphere to form the desired shape.

The problem is that when I render the image there is some pixelation inside of the sphere.

The reason it is lit up is because I have put a small strip/piece with an emission material that functions as a light panel on the inside. (as you can see that in the pic below) And the pixelation is even worse on the ins

I am thinking this might be because I have cut a sphere in half and normally you would only see the outside of the sphere.

But is there a way I can fix this without having to model the bed again?

On beforehand thanks!

(Other feedback on the bed & project is also welcomed)


texts:
For some reason I can't unhide my objects anymore in this file. Is it a bug?
blend file


texts: How to smoothly rotate an object from one direction to other

texts:
I am trying to rotate an object from one direction to other direction. How can we make it smooth rotation? Right now it is making a jumpy rotation with the following code. Thanks in advance

import bpy
import mathutils

context = bpy.context
scene = context.scene

obA = scene.objects.get("Cone")
obA["speed"] = 0.1

def setloc(scene):

  a = bpy.data.scenes["Scene"].frame_current
  if a < 60:
    loc = mathutils.Vector((8.0, -0.05, 0.0))
    dv = loc - obA.location
  else:
    loc = mathutils.Vector((-10.0, 14.05, 7.0))
    dv = loc - obA.location

#rotation
  rot_quat = dv.to_track_quat('Z', 'Y')
  obA.rotation_euler = rot_quat.to_euler()
  speed = obA["speed"]

  if speed > 0.000001 and dv.length > 0.000001:
    obA.location += speed * dv.normalized()

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(setloc)


texts: Could I see a simple example of using a color picker in a script?

texts:
I've seen a lot of variations of using color pickers, but I want to see just a simple, clear example of being able to bring up a color picker (with a default color set), pick a color, and being able to get the value from that color picker either as a return value after it's picked, or being able to access that value at another time.
One resource that has helped me some is this answer on another SE:Blender question. In that case, the script provided 5 color pickers. I edited it some, both to help me understand it and to make it work as just a single color picker:
import bpy

class ColorItem(bpy.types.PropertyGroup):
    color = bpy.props.FloatVectorProperty(
                 name = "Color Picker",
                 subtype = "COLOR",
                 size = 4,
                 min = 0.0,
                 max = 1.0,
                 default = (1.0,1.0,1.0,1.0)
                 )

class ColorPanel(bpy.types.Panel):
    """Creates a Panel in the Scene properties window"""
    bl_label = "Colors"
    bl_idname = "SCENE_PT_colors"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        row = self.layout.row()
        row.prop(context.scene.colors[0], "color", text='Pick Color')

def register():
    bpy.utils.register_class(ColorPanel)
    bpy.utils.register_class(ColorItem)

def unregister():
    bpy.utils.unregister_class(ColorPanel)
    bpy.utils.unregister_class(ColorItem)

if __name__ == "__main__":
    register()
    bpy.types.Scene.colors = bpy.props.CollectionProperty(type=ColorItem)
    bpy.context.scene.colors.add()

While just a simple example would provide me with what I need (again, with me being able to set the default color and being able to get the color value either as a return value or to get it when I need it), there are parts in this script I don't understand and would like to. Also, on that 2nd to last line, I'm not sure just how the object creation is done. By passing "type=ColorItem" to bpy.props.CollectionProperty(), is it returning an object of that class? (I'm assuming it does, but realize I don't understand all that's going on there.)
Also, on the last line, just what is being added to bpy.context.scene.colors?
I don't see the difference (in the last part) between "Scene" (2nd to last line) and using "scene," but capitalizing it instead of keeping it lower case. There's also the object in the draw subroutine context.scene.colors. Are they the same object?
When I've tried to figure out just what kind of object I'm working with, even with the ColorItem class in this code, I'm not clear how there are 16 of this item, and not just one, and why that class is not just a single floating point vector with 4 parts that makes up the color.
Any explanation of this that would clarify things for me would be a big help.


texts:
So I am making a video in blender, and it was originally an Adobe After Effects thing:

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

So I'm using indirect lighting in the world tab, and the emit in the materials tab.
But I cant get the text/circles to disappear after it shows up.
At first I tried the mask option of the transparency option, but that showed up on the floor object.
Then I tried using the Boolean modifier, but when the circle hit the cube used to make it disappear, the cube would get the same material settings, which included the emit property.
So I really need help!
Any advice?


texts: Can you have multiple rest states for an armature?

texts:
I want to make a character that wears heels, so that would naturally change her height and the way her feet bones are placed.
I could just duplicate the armature with the new default position, but I was wondering if there is another option for having several rest states?


texts: How to tilt (rotate in all axis) a video strip in when editing videos?

texts:
The tilted video will be played over a tilted Phone image.

I added a Transform Effect Strip  by winch I can rotate a video in Z axis only.

How do I make it rotate in Y and X axis as well?


texts: Anyone know a technique for blending these two smoothly? It's a sword handle attaching to guard

texts:
I tried bridging, it kind of works but ruins the normals, I also tried extruding and the "to sphere" function. That was even worse.
Thanks.


texts: Is there a way to keyframe a modifier to turn on or off?

texts:
I'm trying to fracture an object after it hits the ground.  Basically, it's falling and hits the ground, then another object smashes it.  I don't see any way to keyframe the execution of a fracture from the fracture modifier, so I'm wondering if I could simply turn the entire modifier on or off with keyframes.

Thanks


texts: I made nice shot with my camera but had some problem with focus and the video is a little blurry. Is there any good node setups for fix it? Moreover i have some night shots, which have quite bad quality, what can I do to get a nice quality, when sharpen node produce only grain?


texts: Baking cloth simulation use only 20% of cpu ressources, how to get 100%?

texts:
Baking a cloth use only 20% of CPU, inactive process of cpu is 78%, is there a way to use those extra 78% ?
Blender 2.75
Windows 10


texts: Open 3D Viewport from blender started with --python-console --background

texts:
I start from scratch a project and would like to use blender as the backend.
I start blender with --python-console --background and would like to open a new window with the 3D Viewport.
I did spend some time looking for resources / examples but without any good approach.
Do you know how to init a 3D Viewport, add it to the shell and make it visible?
Any help would be really appreciated.


texts: How do I remap pan hotkey in UV image editor?

texts:
I've made a number of changes to the hotkeys, and I have managed to remove the hotkey for 'pan' in the UV image editor (currently the MMB will set my 2D cursor position). Does anyone know where the key mapping is located for pan in 2D mode or UV image editor mode? I can't find it anywhere and would rather not do a "factory reset" on all the hotkeys due to the number of changes I have made.

This is what I see when I filter on 'pan' for user input:


texts: Modify the label of a predefined property Python

texts:
I'm using the location property as shown below but I wonder how I can change the label of it to be "New Location" instead of "Location"?

ob = bpy.data.objects['Rock']
row = layout.row()
row.column().prop(ob, "location")

This is what appears:


texts: Texture UVUnwrap Follow Up-- What did I do wrong?

texts:
Previously I asked a question about textures not appearing correctly. I tried unwrapping it manually and it really hasn't helped very much, as you can see:

I'm starting to wonder if the texture itself is just too small an image or something, or too large?


texts:
How to capture a single key user input in the UI panel of the add-on?

The UILayout documentation mentions an event parameter in the prop method. If this is set to True, there appears a single key input control in the UI Panel. But I am unable to capture the key pressed on this control.

Would appreciate any help.


texts: How to rotate textures? Or how to set texture coordinates?

texts:
I'm currently trying to texture a road with textures from CC0Textures. I've got an asphalt texture and a road lines texture both Principled BDSF with their own colour, roughness and normal maps. The only problem is, is that the road lines come out facing the wrong way.

My node setup looks like this.


texts: How to get rid of double faces on my mesh?


texts: What does this icon mean ? and How can I erase it at once?

texts:
Is this need ?
And How can I erase it at once?
I can not select all by shift + click in list.


texts: Is there a way to automatically unwrap my character? If not, is there a tutorial or something?


texts:
How to export animated camera (and basic geometry of scene) from Blender to Nuke?

For example I want to create a ship in the ocean in Blender and to add a people to the ship , using Nuke. I definitely need to add people to the ship in Nuke, not in Blender.

How to transfer animated camera (and the scene) from Blender to Nuke ? In scene I need only basic geometry, (texture, etc. not important).

I tried to use FBX, 6.1 ascii version of the exporter (thanks to @cegaton for help), but in this case, the camera was looking in the wrong direction. In Nuke, in the camera settings I turned on "Compute rotation", then the camera began to look almost in the right direction, but still wrong.

For the test, I used a simple scene with an animated cube and animated camera.
https://youtu.be/RMTmptv-Suc - VIDEO TEST (Blender and Nuke)

First Frame in Blender and Nuke:


texts: How to gradually blend two materials together?

texts:
I have a simple stick whose one end has material A and the other one has material B assigned to its faces. How do I blend these materials gradually, instead of a hard line, so that I can control the location and smoothness of the blend?
I have found many solutions for older Blender versions but not for 2.8 and Eevee.


texts: Smoothing Bezier Curves in Animation Nodes

texts:
I have a strange curvature showing when I generate a curve with animation nodes. I can "fix" the appearance by choosing "Cyclic" but I need a start and an end in order to animate.

The first screenshot below shows the curve I am getting and the second, the curve I would like but not cyclical.

The curve starts and stops on the large sphere.

Here is a screenshot showing the results with a center point added.


texts:
is it possible to retrieve the selection history(the specific sequence) of vertices selected using "shortest path"?

Using bmesh, I can get the selection history by doing:

vertlist = [elem.index for elem in bm.select_history if isinstance(elem, bmesh.types.BMVert)]

But this unfortunately only works for verts, that have been manually selected(by hand and via "next active").

If anybody has any insight into this, I'd appreciate it.


texts: Using the 'Project from view' option for unwrapping?

texts:
I have ready eyes (a mirrored pair of eyeballs) with an annular section coloured by a material. I want the annulus to serve as the iris. So I got a jpg image of the iris from an eye photo and want this to be applied to the annulus.
I opened a UV window and imported this iris image.  I next selected the annulus in Edit mode in the 3D window picked the 'Project from view option' and in the material panel, I opened this image as a texture.
 But the image does not appear on the mesh.


texts:
I am using Blender v2.79 Cycles and have tried computing with both GPU and CPU, the results are the same.

(Edit): So there is the domain of the fire + smoke is overlaying a blue tint(the color of my fire) in the volume it takes up, but my material nodes seem to be "Correct". Also, I know it has to be the smoke domain since the rectangle disappears when I disable it while rendering.

The rendered picture(partially rendered)

Here are the Material Nodes

In case it would be helpful: here is the border of the domain


texts: Is it possible to isolate parts of an armature so the mesh will never deform?

texts:
I'm attempting to create a turtle character. I'm new to rigging & animation, so apologies if this doesn't make sense.

Everything has been pretty straightforward thus far, but I'm having problems with the weights. I did the rigging, and then set the meshes to have it as a parent with automatic weights.

I thought that I could paint the weights by bone, but it looks like it's only possible to do so by the whole armature (at least from what I can tell). My goal is to have the shell be completely rigid, and not deform with the rest of the limb movements. However, I still want the shell to be animatable so it can jostle around and such, just not deform like a traditional body.

Is it possible to isolate the shell? Maybe multiple armatures or some feature I'm missing? My goal is to export this as an FBX to Unity, if that has any bearing.

Any input is appreciated.


texts: Blend shadow casted by a 3d object over an object in real-life footage (VFX)

texts: I blend my character (to the right) into the scene. I want some shadow casted by the character over the doll (real-life). How do I do it in CYCLES?


texts: How to bake in Cycles without hidden objects affecting the bake

texts: I have a clothing piece over a model and I am trying to bake the clothing piece in its location.  There is also a hidden object underneath the clothing, and i think this is affecting my bake.


texts: How can I slice an object horizontally into equal pieces?

texts:
My question is how can I split or slice up horizontally a 3D object into ten (or more) equal pieces, and every piece observe and rotate individually?
Thanx!


texts: I'm having some trouble modeling the bottom part og a sword, which you can see in the pictures below. I was wondering if anyone could give me some pointers on how to model something like that, because I'm a little lost ~


texts:
where is "View Selected" in blender 2.83?
(i used to bind this to "Numpad ." with emulate numpad on using 2.7 style keys)
now i am disabled, i can't just centre the view on objects


texts: How to make precisely defined trails along orbits in space

texts:
I'll be animating a large number of small objects following pre-calculated orbits. I'd like to add glowing trails that follow the orbit with an intensity that drops off with a specified decay function. Actually I'd like to emulate this effect as close as possible.

Below is a small demo example to give a rough idea. The script generates an animation ready to run, but the trails are implemented as zillions of mesh objects. This obviously wouldn't scale.

The real thing will be bigger (imagine asteroid belt or Oort cloud or space junk), so I need those narrow, but beautifully defined trails as seen in the first link or here also.

I am thinking of creating one-dimensional mesh objects (a line of connected vertices) and assigning some kind of non-linear material ramp (would that even work?), but maybe there is a better approach.

Run the animation generated by the script...

def RK4(x, v, n, h, F):

    for i in range(n):  # written for readability, not speed

        kv1 = F( x[:, i]                   )
        kx1 =    v[:, i]

        kv2 = F( x[:, i] + kx1 * (h/2.0) )
        kx2 =    v[:, i] + kv1 * (h/2.0)

        kv3 = F( x[:, i] + kx2 * (h/2.0) )
        kx3 =    v[:, i] + kv2 * (h/2.0)

        kv4 = F( x[:, i] + kx3 * h          )
        kx4 =    v[:, i] + kv3 * h

        v[:, i+1] = v[:, i] + (h/6.0) * (kv1 + 2.*(kv2 + kv3) + kv4)
        x[:, i+1] = x[:, i] + (h/6.0) * (kx1 + 2.*(kx2 + kx3) + kx4)

def acc(x):
    """ acceleration due to the sun's gravity (NumPy version) """
    return -Gm * x / ( ((x**2).sum(axis=1)**1.5)[:,None] )

import bpy
import numpy as np

Gm     = 1.3271244002E+20  # m^3 s^-2   (Wikipedia Standard Gravitational Parameter)
t_year = 31558464.         # s  (roughly)
scale = 4.0E-11    # blender units per meter

n_frames = 250
Dt       = t_year / float(n_frames)   # time step

n = 8

X = np.zeros((n, 1000, 3))
V = np.zeros((n, 1000, 3))
T = np.zeros((n, 1000))

tilt = 30. * (np.pi/180.)  #radians
sin_tilt, cos_tilt = np.sin(tilt), np.cos(tilt)

X[:,0] = np.array([1.5E+11, 0.0, 0.0])[None, :] # start in the same place...

V[:,0] = 29300. * (np.linspace(0.5, 1.2, n)[:, None] *
                   np.array([0.0, cos_tilt, sin_tilt])[None, :] ) # ...but different initial velocities

# NOTE!! This is just for quickie demos only.
# Will give wrong result if step size too big.

RK4(X, V, n_frames, Dt, acc)  # pre-calculate orbits

p_size, s_size = 0.2, 0.5

# Create the Universe
ok = bpy.ops.mesh.primitive_ico_sphere_add(size=s_size, location=(0.0, 0.0, 0.0))
sun = bpy.context.active_object
sun.name = "Sun"

n_echos, frames_per_echo = 20, 1
e_sizes = np.linspace(p_size, 0, n_echos+1)[:-1]

things, trails = [], []

for i in range(n):

    ok = bpy.ops.mesh.primitive_ico_sphere_add(size=p_size, location=(0.0, 0.0, 0.0))

    p = bpy.context.active_object
    p.name = "p" + str(i)
    things.append(p)

    echos = []

    for i_echo in range(n_echos):

        ok = bpy.ops.mesh.primitive_ico_sphere_add(size=e_sizes[i_echo], location=(0.0, 0.0, 0.0))

        e = bpy.context.active_object
        e.name = "p" + str(i) + "e" + str(i_echo)
        echos.append(e)

    trails.append(echos)

# Animate the Universe
bpy.context.scene.frame_end = n_frames

for i_frame in range(n_frames):

    for i, p in enumerate(things):

        p.location = scale * X[i, i_frame]
        p.keyframe_insert(data_path="location", frame = i_frame + 1, index=-1)

        for iecho, echo in enumerate(trails[i]):

            i_frame_echo = max(0, i_frame - frames_per_echo*(iecho+1))
            echo.location = scale * X[i, i_frame_echo]
            echo.keyframe_insert(data_path="location", frame = i_frame + 1, index=-1)


texts: Data path for driver: secret of 'node_tree.'

texts:
1) I prepared two objects for driving.

2) I copied the data path of the color property of diffuse shader in Suzanne's material node to drive the box.
nodes["Diffuse BSDF"].inputs[0].default_value : failure

3) This time, I found the Data Api in the outliner, do copy data path, and created an index at the end of the path.
nodes["Diffuse BSDF"].inputs[0].default_value[0] : failure

4) This time I copied the property values that are displayed in the info window.
bpy.data.node_groups["Shader Nodetree"].nodes["Diffuse BSDF"].inputs[0].default_value[0] : failure

5) I found a solution to use the node_tree. prefix via googling.
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[0] : Eventually succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[1] : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[2] : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value[3] : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value.r : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value.g : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value.b : succeed
node_tree.nodes["Diffuse BSDF"].inputs[0].default_value.a : succeed
But I can't figure out what node_tree. Is and where it comes from.

6) I want to figure out exactly the rules for dealing with data paths.

Thank you in advance.


texts:
When LMB clicking the mouse is replaced by a red circle. This unfortunate behaviour occasionally disappears.

How can I get rid of that?
(I can't connect nodes properly, because the cursor changes.)


texts: How to fix wrong bone axes to edit the animation in the graph editor?

texts:
Downloaded a simple character from http://www.blendswap.com/blends/view/54875 to play with animations, moved it a little bit, but when opened the graph editor to tweak the animation I've got something scary. Axes are completely wrong and do not correspond to the world directions. Tried to recalculate the roll and everything else but it just stays all wrong. Actually I've already made a question about it but I think there was some misunderstanding because the answer that I've got (or rather understood it like this) was something like "the graph editor edits values in the local space so cope with it", but then I've found this http://www.cgmasters.net/free-tutorials/animator-tutorial-series-01-landing/ tutorial with samples and it works perfectly well, no matter how much I'm rotating the bones.

So what is the problem in the first model and how to fix it?


texts: Make strength of emmision independent from the surface brightness

texts: How can I make that sphere glow less but still keep the luminance. I've tried to mess around with the options but without results.


texts: Incompatible operator return type in simple empty adding operator

texts:
I have a simple script:

import bpy
from bpy.types import Panel,Operator

class MarkerAdd(Operator):
    bl_idname = 'marker.add'
    bl_label = 'Add Marker'
    def execute(self,context):
        bpy.ops.object.empty_add(type='PLAIN_AXES',radius=0.5,location=context.scene.cursor_location)
        return '{FINISHED}'

class AddObject(bpy.types.Panel):
    bl_label = "Add Object"
    bl_idname = "add_object"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"
    def draw(self, context):
        layout = self.layout
        scn = context.scene
        row = layout.row()
        row.operator('marker.add')

def register():
    bpy.utils.register_class(AddObject)
    bpy.utils.register_class(MarkerAdd)
def unregister():
    bpy.utils.unregister_class(AddObject)
    bpy.utils.unregister_class(MarkerAdd)

if __name__ == "__main__":
    register()

Which seems to work, but after pressing the button, a huge error appears:

RuntimeError: class MARKER_OT_add, function execute: incompatible return value , str(, Function.result expected a set, not a NoneType)

which I have no idea why. Is the execute function from MarkerAdd operator supposed to have a different result type? It does not matter whether I put there '{FINISHED}' or not.


texts: Mirror an object feet away from parent object instead right next to it?

texts: How can i get this chunk of geometry to mirror to the other side of the room instead of right next to the object mirroring it?. Also are there any camera settings that would benefit me doing the exterior then working on the interior instead of vice versa?. I ended up pulling up the back wall starting the wood work on that wall then i'm going to pull up a side wall when that's done and start it's wood work i.e trim and inlays etc.because the camera becomes unresponsive otherwise there has to be way to build a structure then work on the guts of it.


texts: Is the 'X Mirror' option under the 'Mesh Options' working in 2.8 Beta? It appears to do nothing at the moment. Or am I doing something wrong? Simply enabling it on the default cube doesn't allow me to move one vertex and have the other vertex on the X axis move.


texts: keframe error: no suitable context info for active keying set

texts:
I am trying to animate Minecraft with a rig, but every time I press I, or G, it comes up with the error message.
no suitable context info for active keying set

Why, and how do I fix this so I can animate?


texts:
I made an object with a thickness to be transparent but on the render it looks rather foggy and not completely transparent. Tried to make a glass casing with setting the material surface with Glass BDSF and having a roughness of 0 with screen face refraction yet i am unable to make the object completely transparent.
Any help is appreciated.

AFter removing denoise and setting the sample to 1024, it still looks foggy.


texts: The Boolean modifier is additive rather than removing mesh

texts:
I have tried to find a solution to my problem online, but nothing seems to be helping. I am trying to use the boolean modifier to cut complex shapes into my mesh, but it is merging the meshes rather than cutting one using the other. Any and all advice is appreciated. I have attached the file for your viewing.

I've already checked for doubles and inverted normals.

https://we.tl/t-DxevPVADhS


texts: Can't change material color, diffuse doesn't do anything

texts:
I'm trying to give a part of a blender model a wooden texture, however, the diffuse option stays white in the preview/renderer even though in the color bar under the "Diffuse" section of the properties displays the brown color I want.

I followed a tutorial on making just a cube have the texture, and that seems to work fine. I do the same thing to the part, even meticulously going through and making sure all the options are the same, but the color still doesn't change.

Further, another part doesn't seem to render the same color as in the preview, even though, with that part, the preview is exactly what I want.

I imported the model from a Solidworks assembly as a .wrl and re-saved as .blend. Not sure if that screws with it. Any help appreciated!


texts: Awful deformation when rigging clothes to a character model with data transfer

texts:
I'm trying rig a jacket and shirt to a character model I've created. In order to get them to share the character rig, I used the data transfer modifier. However, I'm getting some terrible deformation around the armpits as a result.
Can anyone suggest which settings within the modifier might solve the issue? Or is there perhaps something else I've overlooked?
Any help is greatly appreciated. Here's a screenshot of the issue.


texts: How do I make car acceleration in my game?

texts:
I also want to know how to make my car accelerate. Here are my nodes in logic:

My car uses Dynamic physics because Character ones make the car shake all the time...


texts: Rigging is not working in one Area, it has no affect on the mesh. Other areas fine

texts:
I am focusing on character animation this week, and have a object that was not rigged in Blender files.  So I decided to rig it myself.
I had great success on MOST of the body.  However the mouth area is not working properly.
I did a re-rigging using Rigafy, and still no movement.  Everything else works as expected.
I am attaching the Blender file as well.  Normally I end up answering my own questions, but this one has me stymied.


texts:
So down below is the current 3D viewport of the project I'm working on:

As you can see, I have my camera selected and all I want to do is enter the camera view so that I can position it properly to face my car, but the problem is that when I enter the camera view, it's not working properly at all. Here's what I mean:

When I press 0 on my number pad, this comes:

That's what it shows for some reason even though I clearly positioned the camera to face the car. Once I press 0, I noticed that the viewport goes down inside the car instead of going to the view of the camera for some reason.

Then when I pan away and zoom out from that view by using the middle mouse button then press CTRL + ALT + 0, something worse happens:

In the first pic, you can see that my camera is still in the same position where I placed it at and it hasn't moved to the position where I pressed CTRL + ALT + 0.
Then at the second pic, when I pressed the middle mouse button to pan around and see what happened, my car has suddenly moved to the position where I pressed CTRL + ALT + 0 at and I have no clue how that happened.

Can someone pls help me fix my camera? I feel like the car is acting as the camera but I'm not so sure. I'm using the latest version of Blender, 2.82.


texts: I am trying to add a decal to a sphere. This question has been asked before, but the answers aren't really helpful.  Is there a way that I can apply an Image plane to a sphere using the shrink-wrap modifier, and be able to still animate it on the sphere? I have already tried subdividing the image, and using the shrinkwrap mod., but the result is a distorted image.


texts: How to avoid weird topology with shrink-wrap when trying to retopologize really high mesh

texts:
I don't really know what i'm doing wrong in the whole process of sculpting and re-topology.
is not like it's a horrible topology but is not smooth.

It is has to do withe the fact that the mesh is 5 million polys and shrink wrap is not precis with that many polys and i should do it the hard way just using snap to faces?


texts: Blender 2.8+, How to execute an operator in another window?

texts:
Some operators are global. Some are not. Transform for example is bound to the window where it gets executed in. As an example let's say i want to perform the transform.rotate from the UV Editor in the UV menu of the 3D view?
All I found so far was some advice in the manual regarding execution context. This example maximizes the screen in all open 3D Views, from: https://docs.blender.org/api/current/bpy.ops.html
# maximize 3d view in all windows
import bpy

for window in bpy.context.window_manager.windows:
    screen = window.screen

    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.screen.screen_full_area(override)
            break

But how would transform.translate fit in here? I'd like to get a button in 3D View .
To make it a bit more complicated, I don't only want to transform actually, I'd like to add back the old transform by 90 degrees back into its location. Which was:
layout.operator("transform.rotate", text="Rotate Minus 90").value = math.pi / -2

Do I still would have to write my own operator here? Or is there an easier way meanwhile?


texts: Change Pivot Point of Bone Without Changing Child Bones

texts:
There is a bone in an already completed and weight painted rig that I want to change the pivot point for. If I move the head in edit mode, the child bones move as well.

How do I change the pivot point without affecting the child bones?


texts: When in rendered mode Blender displays material only on upper side of the object. How can I fix that?


texts: Disable trackball toggle (R) when rotating objects

texts: I want to disable the “R” hotkey which toggles trackball rotation when I’m already in object rotation mode. How do I do this?


texts: I have an issue on selections (outlines do not appear anymore)

texts:
It has been a while I have been using Blender with little knowledge of it. I often use key shortcuts to get quicker in modeling, but it happens sometimes that I miss a letter or press a wrong letter instead, that creates some issues. Long time ago I had the problem by clicking "h", which was hiding the model and I couldn't figure out what I was doing.
This time I cannot see my selections anymore, whether in object/edit mode. Neither the full orange model outlines appear, nor the vertices.. So it is very uncomfortable to use. I may have triggered/toggled something relating to the view. I tried to restart Blender, but nothing changed.
If somebody knows what is it about, I'd be happy to get this problem solved! :)
Thank you


texts: Rendered glossy texture does not match preview

texts:
I have a problem with a texture/Shader. The Mesh was created from a bezier curve.

Above is the texture preview. And below is the result once rendered.

There is no gloss at all, It is just matte. Obviously I am doing something wrong. How can I make it glossy?


texts: How to automatically get a Add-on folder's path regardless of OS?

texts: In Blender, is there a command to query what's the current path to the Add-on folder - regardless of what system I'm using?


texts:
I am experimenting a bit with Eevee to get used to it but I can't render correctly objects with a thin glass surface (a sphere with solidify modifier for instance). Instead Eevee renders an object filled with glass (a ball with the same example). And it is the same with non closed surfaces.

Is there any way to make Eevee interpret it as a hollow object instead of a plain one ?

Here is a scene rendered both with Cycles (which renders it correctly) and Eevee to illustrate :

Thanks for you answers !


texts:
I have a cube which is not rotated. And I have a bone that I want to add a copy rotation constraints where the target will be the cube. The problem is that when I add this constraint the bone is rotated in a wrong direction, as normally it should point to the x-direction but when I I make the copy rotation it points to the y-direction. If anyone could please advise why this is happening. I added screenshots below.

Before copy rotation

Cube properties showing there is no rotation

after copy rotation

copy rotation constraint

Edit:

After applying rotation -90 in x-direction the axis was good in edit mode, but once switching to pose mode the axis is wrong

After applying -90 in x-direction in edit mode:

After applying -90 in x-direction in pose mode:

And this is after adding the copy rotation constraint:


texts: How to remove extra materials from a mesh if the mesh has more than 1 material?

texts:
I am trying to write a little script that checks if mesh has more than one material, and if it does, remove materials until there is only one left on the item. Here is what I have so far:
import bpy
for ob in bpy.data.objects:
    number_of_mats = len(ob.material_slots.items())
    if number_of_mats > 1:
        for i in range(number_of_mats-1):
            # remove material here?

I cannot seem to figure out the method to remove a mat at this point. Any suggestions?


texts: 2.8 Beta Walk/Fly Mode No Wall Collisions?

texts:
Is there any way to add collision to walls when in walking mode.  i'm trying to explore my scene without walking through walls and falling off into the void.  yeah i know there's fly mode also, but walking and jumping is more immersive.

i've checked in the preferences in the walk/fly section but there's no options for wall collisions.  i'm assuming one would have to apply some kind of script to activate the wall collision.  any ideas? thanx!


texts:
I want to do two things:

Set the yaw, pitch and roll of the camera and the reverse, extract yaw, pitch and roll from the camera.

I got some confusions using the rotations in Blender. I use the Euler rotation modes. As I understand, for example XYZ Euler means first a rotation around the local (and global) z axis, followed by rotation around the global Y and then X axis. Thus, to set yaw pitch roll for a normal object, one would use YXZ as z is the yaw, x the pitch and y the roll.
The problem comes when using cameras: For cameras the typical z axis (pointing upwards) would be the y axis, while x is still pitch and z is roll. However, it does not simply work to use ZXY Euler since one has to first turn the camera about 90 degrees in x direction to align local y and global z axis.

Does anyone know to to solve this problem? Is it for example possible to change the axis system of the camera?


texts: Blender or smooth normals of intersecting meshes

texts:
Is there an easy way of smoothing the normals of an intersection of 2 meshes (1 object) in the shader properties? I know it can be done with modeling but it could be a real time safer if it can be done some other way.
Any tips are welcome


texts: Pressing 'Tab' will move certain bones slightly

texts:
I know that pressing Tab does not change the position of the skeleton in edit mode and pose mode.

When I press Tab, the skeleton of hand are moves a little strangely.Other bones do not move.

What causes this problem?

Here's a video that shows the problem: https://youtu.be/BGQlwQkXdns

Here's the .blend file: https://www.dropbox.com/s/ji4xjti2umhoxcd/2b_08_middle%20of%20additory%20bones.blend?dl=0


texts:
How can I animate a curve extending? I'd like the animation to look like a circle extruding along the path.

I've found lots of tutorials like this, using the taper/bevel objects in the curve settings, but I'm trying to do to it without the funky taper off the front of the extrusion.


texts: How to move 4 objects symmetrically outward/inward on the same origin?

texts:
I have 4 cubes symmetrically placed at the 4 corners of a plane and I want to move them along the x/y axis outward/inward the center of the plane witch is also the origin of the 4 cubes?

Here is the Mirrored Object i would like to use:


texts: how do I bevel the control point of a curve?

texts: This is a really simple issue but I can't find a way to do what I need, nor a hint on the web. I have a simple 2D curve with vector type handles. The control points form 90 degrees edges. I'm looking for a way to bevel some edges, to round them up. On the attached image: white is the control point I have, green is what I need (right now I need the rounded edge)


texts:
While using AN 2.1 and following a few online tutorials that use AN 2.0 I've found out that the 'Offset Matrix' node is missing the options for Start/End. Is there a workaround to imitate these options by adding another node?

A solution will be enough, but if somebody can explain it a bit better that would be amazing.


texts: How do I set up a Follow Path constraint and also control its influence?

texts:
I need to add a Follow Path constraint to an object and also set up key frames to turn off the influence of that constraint after one rotation around the path: https://docs.blender.org/api/current/bpy.types.FollowPathConstraint.html#bpy.types.FollowPathConstraint
I found an influence adjustment here but I can't seem to even get the constraint working in the first place. Some guidance on this issue would help my overall understanding of the Docs.


texts:
Trying to use blender on ubuntu 18.04 and I get the following error:

libGL error: No matching fbConfigs or visuals found
libGL error: failed to load driver: swrast

Followed by a sigsegv.  I have an Nvidia graphics card and the output of the crash file is:

# Blender 2.79 (sub 0), Unknown revision

# backtrace
blender(BLI_system_backtrace+0x33) [0x555bdc475e93]
blender(+0x1040453) [0x555bdb9ff453]
/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7f5e92df9f20]
blender(GHOST_GetDPIHint+0) [0x555bdc493290]
blender(WM_window_set_dpi+0x12) [0x555bdba1f932]
blender(ED_screen_refresh+0xe9) [0x555bdbd171a9]
blender(ED_screens_initialize+0x2b) [0x555bdbd177eb]
blender(WM_check+0x68) [0x555bdb9fff58]
blender(wm_homefile_read+0x3c9) [0x555bdba0d5e9]
blender(WM_init+0x14b) [0x555bdba0fccb]
blender(main+0x241) [0x555bdb9bf0c1]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f5e92ddcb97]
blender(_start+0x2a) [0x555bdb9fc09a]

How do you fix this.


texts: Cannot rotate or scale imported .obj from Sketchup

texts: Have tried to import this .obj into Blender. Cannot rotate or scale the object itself like other objects I have imported.


texts: How could I make this a Memphis material from the picture?


texts:
I am interested in 3D Printing an iris mechanism but tinkercad doesn't give me the versatility I need, so I am using blender but I am trying to figure out how to split a circle into the iris blades so they're all even. I have split my octogon into triangle divisions, but I'm having a hard time trying to separate the triangles to mimic the shapes in the similar to the blades in the image below:
(I apologize in advance for any improper verbiage, but I am still new to blender.)

Does anyone know if there is a modifier or a tool to separate my shapes below?


texts:
I am modeling a house in solid view. I have some problems with the visualization. Expecially where non complanar faces have the same colours, this is confusing and pretty much annoying since it is quite difficult to have a real vision of the solid that appears flattened and with no depth.
Are there some particular settings that I should modify?


texts: Backside of object will not get dark, why not?

texts: I put only one spotlight to the left side of my photo setup and the ambience light (world) is set to full black. Ambient occlusion is at 0.33 and 120 m distance. Why does my object get light from the right side, when it should be almost black, similar to the preview in layout mode? There is no light coming from the right. I tried all types of nodes as described in similar questions here on this site but nothing comes near to the desired effect. I'm using version 2.9.2.


texts: What is the difference between the displace socket and a bump map?

texts:
Aside from the fact that you can control the bump mapping per shader with a bump node, are there any differences between these materials?

As far  as I can tell, they are the same. Is the displacement socket just a convenience thing? Is there a performance advantage?


texts: Blender 2.76b crashes windows xp on startup

texts:
I appreciate all your helps.  I find this software incompatibility very frustrating.  I think I remember Blender v2.76b running successfully on my laptop machine in the past.  There have been many application updates on my machine since then and today Blender no longer runs for me.  Tried some other Blender versions (v2.76a, v2.70a) but they do not run either.  The runtime result (hung program then blue screen) is the same whether Blender is started from the cmd line or from a windows shortcut.  Yes, I updated all the vcredist_x86_year files.

Then I tried the following from the cmd line:

C:\Program Files\Blender276a\blender.exe --debug-memory --debug-gpumem --debug-all > C:\Temp\results.txt

And here is the contents of the file results.txt:

Switching to fully guarded memory allocator.
read file
  Version 272 sub 2 date unknown hash unknown

ordered
 OBCube
 OBLamp
 OBCamera
ED_screen_refresh: set screen
found bundled python: C:\Program Files\Blender276b\2.76\python
FRS_set_context: context 0x0027A4C8 scene 0x0DACD558

The windows system event manager reports two log errors:

(#1) Event Type:    Error
Event Source:   System Error
Event Category: (102)
Event ID:   1003

Event ID - 1003
This error may caused by corrupted or improper driver, or may be due to a bug in device driver program that you installed for any of the hardware. Check the memory dump file that may usually generated by this event (Windows XP), which will help you to troubleshoot which is the driver causing this error.

(#2) Event Type:    Error
Event Source:   DCOM
Event Category: None
Event ID:   10010

Description:
The server {7F6316B4-4D69-4765-B0A3-B2598F2FA80A}
did not register with DCOM within the required timeout.

I think this #2 error predates the Blender issue.


texts: How to not affect UV while editing geometry?

texts:
I want to move an edge to a precise point and I don't want to affect the uv.
So I use Shit+E Edge Slide or the command Shift+V (same for vertex I guess).
But I can't snap to a vertex. The point where I want to bring the edge is on the grid.

I'm making pieces of walls. I just want to copy my wall and add a window, a door etc, without affecting the uv.


texts: How to properly render a curve/thin object in Cycles?

texts: I was rendering a bezier curve made on Blender Cycles in 4K resolution but it looks pretty awful, it looks too pixelated and the image doesnt even looks like the curve on preview, how can i configure this?


texts: Why the Softbody mesh is not reacting with the collision object?

texts:
Collision : Face;
Softbody: Plane
As in the snap, it appears like nose of the face is coming out of the plane (subdivided into 40) instead of deforming the plane mesh. Any solution to avoid this?
Thanks


texts: Multiple Objects don't move correctly in same armature

texts:
I made a own model for my game, everything worked well despite some difficulties, but now I have a problem. My mesh is built up by seperate objects, such as teeth, eyes and the body. I already made an armature and now the upper teeth and the eyes don't move correctly.

I tried putting all objects into a group and also just made a single object (Although it's not an option for my model since I need different materials for these objects in the game itself), but still this problem occurs. Already checked the vertex groups, the weight and everything but couldn't find anything suspicious.

This is a nasty stop for my project, hopefully you guys can help me somehow?

EDIT:
.blend file:
http://www.mediafire.com/download/gksxei1emlgp0ta/watcher_mesh_rigging1.blend

Cheers to all,
Johann


texts: How would i go about creating a material where i can use a color ramp to control areas or total transparency?

texts: Title pretty much says it. I want to make a material where certain areas are completely see through. For reference i want the black areas of this material to be see through like air not glass.


texts: Boolean trouble: union and intersect work, difference doesn't

texts: Newb here.  I'm going through Blender Guru's intermediate tutorial and have roughed out an anvil.  I've created a cylinder to subtract form the side of the anvil using a Boolean difference modifier.  The modifier is having no effect, though switching it to union or intersect causes it to do what it's supposed to.  I've confirmed that all normals are pointing out.  I'd attach the file but I don't see any way to do that (screenshot of what I'm looking at below).  Hopefully my description is enough for someone to point me in the right direction.  Thanks.


texts:
I am making a sprinkles on donut using particles but blender (2.79a) changes the size of the particles even though, random size is on 0 value.

Edit:

I tried changing type to emitter which made the them all same size but, also resulted in sprinkles placed randomly around glazing

I also have a box under my glazing which is only place I can use to move the glazing and I wonder if this is a cause of my problem.


texts:
When I import a FBX model with a pose, the model is in rest pose, and I can't seem to apply the pose supplied. I tried selecting the pose and the meshes and Ctrl + P. I even tried all options in the menu. I also tried making it the default rest pose but that didn't work either.
The object in question is the Mandalorian from Sketchfab: https://sketchfab.com/3d-models/mandalorian-the-fortnite-season-6-skin-updated-92cc2754e8d649b4846047175f234566


texts: The object's shadow appears cut when it's moved over certain areas (i'm using blender game engine and GLSL shadows). I've tried flipping faces and that doesn't seem to be the problem.


texts: How to store area of each quad mesh from a mesh?

texts:
Somewhere knows how to store the area from each triangle/quad from a mesh into a txt file or something like that in Blender instead of simply showing it?
(It is possible to show all the areas doing Display -> Face info Area, but I dont know how to save all the measurements it provides)

Thanks a lot!!!

B.


texts:
Say I've got a thin plate, like a cylinder, that's only 1mm thick - i.e. a disc. I want to bevel the edge all the way around.
Whenever I use the bevel tool, it puts the initial slice proportional to the depth of the surfaces. So, the "plate" surface that's get 90% of the bevel while the "edges" that are only .1mm wide get only 10% (making an angle of about 80deg).
I want the same bevel on both surfaces - i.e. the initial cut is at 45deg, not 80 ,so that he bevel is a smooth arc of constant curvature.
It doesn't seem to matter how I play with the popup setting: width or profile, it always stays at that 90/10 ratio.
Alternately, is there a simpler way of just rounding thin "edges"? (My actual shape is more complex than just a cylinder, so any solutions can't be too generic. As long as I can select the edges or faces I want to bevel, and by how much.)


texts: the problem is simple, I often work with models that are prepared for animation. So lots of planes, non closed object and so on. For 3D print I need to close all holes, make planes solid and merge all the object so there are no intersection. This is a hell of a proces when the model has about 200 pieces and you have to check them all and the process has lots of errors, is there something that makes this kind of automatic?


texts: Does Blender have a way to simulate skin and muscle?

texts:
I can't find any solid documentation on it but the technique is:
Instead of building the entire mesh like you normally would, you would model the muscles and bones only. Then you would use a cloth to cover said mesh and it is now the skin for that character. All animations would need to be baked with the cloth simulation...  Is this a myth? I don't see why this wouldn't work, (I plan to try it now). Is there a name for this technique or is it an urban legend? If so, are there any big benefits to using it?
I've heard a folklore Kong from the Skull Island movie was made this way. Not sure about the lizards or Brie Larson though.


texts: Apply rotation and translation to bones(Math)

texts:
https://stackoverflow.com/q/38541723/2495562

I posted the question on stackoverflow ealier before I realised here might be the right place to ask blender related questions.

I'm using blender 2.49 because the script was originally written for that version.

I'm trying to create animations using some transform data.

The original data contains a sequence of joints. Each joint has its own rotation and translation values, it may or may not have a parent joint. This sounds pretty much like bones in blender, right?

To set up the skeleton:

#pseudocode
for joint in joints:
    v = Vector(0,0,0)
    j=joint
    while j:
        v = j.rotation*v
        v = v + j.location
        j = j.parent
    joint.position = v

To process a certain frame:

#pseudocode
for joint in joints:
    v = Vector(0,0,0)
    j=joint
    while j:
        rot=j.rotation+j.curFrame.dRotation
        loc=j.location+j.curFrame.dLocation
        v = rot*v
        v = v + loc
        j = j.parent
    joint.position = v

To make things simple, I convert each joint into a small bone.

    for i in range(0, len(bones)):
        bone = Blender.Armature.Editbone()
        bone.head = Mathutils.Vector(0,0,0)
        bone.tail = Mathutils.Vector(0,1,0)
        bone.name = 'Bone.' + str(i)
        bone.parent = armature.bones['Bone.' + str(bones[i].parent)]
        armature.bones[bone.name] = bone

Then I move the bones to their desired locations, using the posebone trick to create the skeleton:

    pose=armObject.getPose()
    pose_bones=pose.bones
    #pose the bones
    for i in range(0, len(bones)):
        name = 'Bone.'+str(i)
        tran = transforms[i]
        pose.bones[name].quat = Mathutils.Euler(tran.rotX,tran.rotY,tran.rotZ).toQuat()
        pose.bones[name].loc = Mathutils.Vector(tran.locX, tran.locY, tran.locZ)
    pose.update()
    #update editbones
    armature.makeEditable()
    for i in range(0, len(bones)):
        name = 'Bone.'+str(i)
        armature.bones[name].matrix = pose.bones[name].poseMatrix
    armature.update()
    #reset pose
    for i in range(0, len(bones)):
        name = 'Bone.'+str(i)
        pose.bones[name].quat = Mathutils.Euler(0,0,0).toQuat()
        pose.bones[name].loc = Mathutils.Vector(0,0,0)
    pose.update()

So far so good. But when I apply the transform to a certain frame, the results are incorrect.

    for i in range(0, len(bones)):
        name = 'Bone.'+str(i)
        tran = frame.dTransforms[i]
        pose.bones[name].quat = Mathutils.Euler(tran.rotX,tran.rotY,tran.rotZ).toQuat()
        pose.bones[name].loc = Mathutils.Vector(tran.locX, tran.locY, tran.locZ)

By incorrect I mean the rotations seem correct, but the translations are all wrong. I guess it is because the transforms should be applied to the posebone's local space(the skeleton is correct because all transforms start from the center )? But how do I do that?


texts: No save startup file or load factory settings option?

texts: I'm trying to save a default startup, and online tutorials say File > Save Startup File... but I do not find this option


texts: Can't texture paint on model while using alpha

texts:
Hello! Please, can anybody help me, I am stuck.

So, here is the model and I wanted to paint over my base color using texture slot with alpha. The problem is I am not able to paint on my model, when I do it nothing happens and I can see only canvas of the mesh. But if I paint over UV's it works and it shows on the model. What am I doing wrong?

Here I've painted over UV's

Then I switched a viewport


texts: I've created a character mesh, but I still have certain parts to tweak like the face for an example and still have to decide how I want it to look. Is it safe to edit a mesh/model after uv unwrapping it?


texts: Any function to morph to very similar mesh?

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I have two meshes by different authors for one particular character of video game. Those are pretty same shape but different number of vertices/faces.

My attempt is trying to reshape A.mech as same as B.mesh, much closer to another one while keep number of vertices/faces.

Attached image is displaying A.mesh and B.mesh same time.

All I know is proportional edit/scaling/moving. Is there any other ways to morph to reference mesh(with different number of vertices/faces)?

Thanks for your thoughts and advices!


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While modeling an Audi R8 I have the following problem. The thing I want to create is seen in this image:

I want to create a sharp crease (outlined in red) which starts around the first exhaust and then goes to the second.
Is there an efficient way to do this (I also use the Subdivision Surface Modifier for this model).


texts: Why does a UV Map cover the entire model?

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Briefly, I have done extensive research with tutorials etc regarding a problem I am experiencing and it is my hope that perhaps someone could allow some insight!
I am successfully utilizing projection painting of an image to a model's head, however, upon exporting the model and observing through a web page the uv map covers the entire model rather than just the head area. which has remained the selected in edit mode. The uv map only suggests the head area which is continually repeated over the entire model even after attempting to deselect "Repeat" in image mapping which I changed to "Clip".


texts: Copy transforms from one object to another

texts: I want an object to have the same Transforms (location, rotation, and scale) as another object. How can I copy the Transforms from one object to another?


texts: Blender 2.8 Selection issue in Edit mode

texts: Problem with selecting multiple vertices/edges in edit mode. When i want to select vertices one by one or using box select/ lasso select etc. blender behaves like in wireframe or x-ray mode. It grabs vertices from backside of the mesh. This issue i have since 2.8 beta and it still here in 2.81 alpha. The same problem in stable version. May be here is some feature that could turn off this or this is a strange behavior of 2.8?


texts: exported .obj files have now 3 seperate parts

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I have an object with 3 separate layers/meshes. I need it to be only 1 layer to import and attached various scripts in unity.
I have brought it into blender and joined the separate meshes so now only one mesh and also one UV layer.
But when I export it out again as a.obj file and then import the .obj file to unity it separate it again into 3 separate layers. am I exporting it incorrectly?


texts: How to remove artifacts from a equirectangluar projection with a displacement material

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I have notice some strange behavior when rendering equirectangular images in blender 2.79b (also happens in the 2.80 alpha).
Whenever I have a material with a displacement added to it, it results in a strange artifacts at the poles of the image.

Does anyone know how to get rid of this?

Rotating the camera 180 degrees does the job because it always stays at the right side of the image, but having to render each half individually all the time is way too much of a hassle and it's clearly not the solution to the problem.

Thanks in advance!

2nv2u

I created this simple example below.

The actual render:

Screenshot from viewer:

Material used:


texts: Why is blender rendering a different file from my current one?

texts: When I go to render, for some reason Blender opens a finished render from another file. Why is this happening?


texts: Object rotated in the wrong direction while snapping

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I'm relatively new to Blender. I'm trying to snap an arch for a door into a face of a building (a cylinder), but everytime I try, it goes sideways. Im'm using snap to face (closest) with "align rotation to target" and "project individual elements". I made the arch from a cube, using the warp tool and haven't rotated the object at all.
Btw, sorry for my bad english and thanks for your help.


texts: Glossy screen print on a bottle surface in Blender 2.9

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Total noob here. I a trying to create a glossy screen print effect on a bottle I am designing.
I am using principled BDSF for the bottle material, and I have a label texture bringing in a transparent PSD as the "label" that would be screen printed on.
I would like the type in the label to be glossy, while the bottle texture (in blue) remains matte.
Attaching my nodes setup here. I see a lot of content around how to do this with the Glass BDSF material in 2.8, but none for 2.9.
Any ideas here would help. Thank you!


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I have hair settings on the neck

I have made a new vertex group for the top head part. I want to have few hairs of same settings of the neck part. As the neck part hairs are comb and now its not editable. I tried duplicating the particles and rename on top area but cant rename below as its not editable. When change the top hair setting the neck part change. Any way to have same setting without disturbing the neck part hairs.
I tried to create a vertex group and assign.

There are no hairs still hairs are grown.

I want to add new hairs but with the neck hair settings. How it works. Any suggestion or help. Thanks


texts: Get visual transform of object through python

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I'm trying to save transform matrices of objects into a text file using python. These objects are animated using armatures. I tried to use the "matrix_world" field but that only contains the base value. It's possible to do similar to a mesh which gives a transformed mesh (using the animations and modifiers, etc) but that does not contain the transformation matrix that I need.

Is is possible to get that transformation matrix which is used to render the mesh in the view (basically that matrix which is created using the base matrix plus the animations)?


texts: Removing doubles for auto-rig pro welds mouth shut?

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I'm pretty new to Blender and just started to learn how to rig characters.
I'm using Auto-Rig Pro 3.5 with Blender 2.83 to rig a character originating from DAZ Studio. I imported it as a .obj mesh to learn UV mapping and how to rig characters in Blender.
Initially, the binding fails when doing it as is. I went through the ARP FAQ (http://www.lucky3d.fr/auto-rig-pro/doc/faq.html) and tried both recalculating the normals and removing the doubles (approx 600 vertices removed). After that, the binding works, but the character's mouth ends up welded shut at least from a few locations. It clearly shows when I move the jaw bone, and parts of the upper lip follow the jaw bone.

I'm suspecting that the removing doubles (Vertex->Merge Vertices->By Distance) might the culprit. But as I understand it, the command should not merge vertices if they are on two different surfaces(?). I've checked that the mesh is appropriately open between the lips, at least initially. Or is the APR's binding or weight painting just failing some other way in this case?
EDIT: I tried to reproduce the results for another screenshot showing the ARP settings, for the comment asking for one, but had problems doing it. I reasoned that I must have also selected the Voxelize after removing the doubles. So it is the Voxelize option that is causing the mouth to misbehave. And the mesh doesn't bind at all without the Voxelize option selected. I have some ideas about why it happens and how to fix it, but all tips are still welcome.
EDIT2: I think the reason why things do not work so well, is that DAZ uses cm units and I rescaled the model down to 1:100 size imported to keep physical units correct. I scaled x20, reskinned, and scaled x0.05. That helped. After that, only the teeth and gums acted up. I guess that is just the downside of using Voxelize and needs to be fixed manually in any case. Already did that, but probably didn't do it the most straightforward way :).


texts: Get smoke simulation to observe emitter's pose?

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Right now I am making a model of a wind elemental in blender, and was trying to use the smoke simulation to make a small whirlwind that swirls around its main body.

However, the smoke simulation doesn't appear to observe the emitter mesh's current pose.  Rather than emitting from the model itself, it appears to emit from an invisible figure in a T-pose.

Is there a way to correct this problem, or is this something I should file a bug report on?

EDIT: I've rendered the first frame of the smoke simulation to show where it starts off from, in order to better demonstrate the issue:


texts: sculpting vs. proportional editing differences?

texts: What are the differences between sculpting and proportional editing? They seem superficially similar to me.


texts: How to set all selected vertices to height of another vertex?

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Let's say i have selected all these vertices which you can see in this screenshot, and i want to set the height to the same height as the marked vertex (see red arrow in screenshot)

I always copy the height from the target vertex, then i select each vertex one by one and paste the height into it.  But this takes a very long time, especially if you have big models. Is there an easier way to do this?

Result should look like this:


texts: There is a Thick line in the mesh, making a slight bulge and I can't do anything about it

texts: Hi I pretty much just started 3D and I was following the blender guru's tutorials making a cup.(https://www.youtube.com/watch?v=SBtDix7xGOg) I thought I was done so I saved and was about to exit when I discovered this problem. I don't know how it happened but I did some searching and tried merging and dissolving vertices. I looked like a bunch of vertices jammed up in two spots so I even tried dragging some out and deleting them but none seems to work without breaking the object. Do I just have to redo it? is there a soluton?


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I'm trying to give a mesh a Circuit board texture with an image as the refrence.

I need the green lines to extrude out of a mesh. Here's my setup

and here's what i got:

As you can see, the lines are fuzzy and distorted. how can I get them crisp and extruded?


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How can I use the Dynamic Sky feature in Blender and Volume absorption and Volume Scatter at the same time? The problem is that when applying the Volume Absorption, the sky becomes all black.
Thank you very much for your time!


texts: Pinned cloths wont follow the rig movements

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I have a character properly rigged. The body follows the rig in Pose Mode.

Then, I have clothes with physics, here is my workflow :

Select the cloth, then the rig, Ctrl-P (with Empty groups, or armature deform nothing changes).
Select a bone, then the cloth, and I weight paint the proper areas to pin. Then I have a vertex group which I select in the cloths physics settings. Physics effects works well.

But in the end, if I move the rig, the body follows but not the cloths.

The best I had was to parent the cloth to the body (which is following the rig), but the cloth only moves on the X axis if I move a bone on the X axis (as if its following the bone I selected before weight painting), but the rotation of the cloth is not done (and I cleared parent before). I don't understand how it is possible, I can't figure it out...
None of the solutions found on this website helped.

Can you help me please, I'm going crazy here


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I have just a default plane, scale down to make a rectangular shape. I have just array it with fit curve modifier. I have applied rotation scale to both curve and plane. All the mesh are equally distributed, In edit mode i can scale and adjusted it but. Why is a single mesh close / merge to each other.

Any suggestion or help whats going wrong. Thanks


texts: Parent to bone (by only rotation), or snap head to origin of other object

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I'm creating a model with many separate moving parts.
As shown in the image my bone rotates the part according to the bones axis.

Is there any way to snap the bones head to the position of said parts origin, so it rotates on it's own axis?


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Keep in mind that I am almost completely new to blender.

I was wondering how to create a spherical array. I have Googled and Googled, but I can only find ways to make circular arrays (two dimensional arrays).
Basically I want a way to make an array that simulates the proton and neutron structure of an atom. Atoms have both protons and neutrons in the nucleus, and I want a way to reproduce this using blender.

As you can see in this picture, the Uranium-235 atom has a heck-of-a-lot of protons and neutrons (ignore the one neutron shooting off due to nuclear fission). I do not need the disorganization of the actual protons and neutrons, I just want an array to simulate the structural look.

Thanks.

(Note: I am using the latest version of blender (2.74)


texts: Why does my hair particles look so thick in cycles

texts: I exported a genesis 8 female character as .fbx to blender bald. So I decided to create hair for my character in blender but it's looking very bad in cycles. I'm using blender 2.92. I've tried everything I could but I don't seem to find the solution. Please help guys.