texts: object x parented to Armature bone, object y parented to object x, Y doesn't move when i move the bone

texts:
enter link description here

so object x has the parent armature and weight painted to "bone", all the "y" objects are parented to Object x, when i move object x the y's move along with it just fine, but when i move Bone the Y objects dont move along and just stay there.
What do i do?


texts: Help making extruded vent on a circle flat surface

texts:
I've been racking my brain trying to figure out how to do these air vent folds that actually look like their coming out of the flat surface (pic 1).  Any ideas on how to achieve this given my current geometry? (pic 2)

Many thanks


texts: Normal Map image being used for texturing

texts:
Here's a link to my files and texture images

For some reason certain parts of my mesh are using their normal maps for texturing/color instead of the texture images I have selected for color with their respective blender materials. The result is shown below:

You can see that the hair and fins on the arm are affected. Their colors should be closer to this:


texts: how to link a 2.4 blender file to the 2.7 blender version?

texts: I have tried linking older blender files to the newest version of blender and I get a warning saying that it is too old and it will not work with the recent version.


texts:
Apologies if this seems very basic, but I am really struggling with how to do this and am not sure where I am going wrong.
I have a found an L-System addon on Github (https://github.com/krljg/lsystem) that I am trying to use in Blender.
I have tried downloading the .zip file and saving within my Blender Installation: C:\Desktop\Blender Foundation\Blender 2.82\2.82\scripts\addons but I cannot find it when I install the file in User Preferences -> addons.
I have tried installing both the .zip folder and extracting it then installing the .init file but nothing shows up in the addons.
Is there something I am missing or doing wrong? Any suggestions would be greatly appreciated.


texts: How can I render Volume Scattering on all my layers?

texts:
I have an interior scene in witch I want to have atmospheric falloff (dust effect).
I've created an object that contains my room and I gave it a volume scatter shader (I'm working in Cycles).

The problem that I have is that my scene is very big and I need to render seperate layers. How do I deal with my volume in such a case ? I can't add it to each layer because when I combine them the volume will be to dense. I tried adding it only to the lights layer but it doesn't work.
As I said, it's a very big scene and I need to light it with a sun (can't use a spot light) so world volumetrics can't help.

I can do that in the compositor with my Z pass but this is not the answer I'm looking for.

I hope you understand the question.


texts: Blender 2.90 Material outputs and Diffuse BSDF nodes missing

texts: I'm new to Blender, and wanted to try out making a quick Shader. The tutorial I'm following calls for a Diffuse BSDF node, however: When I create a new material, both the BSDF and the default Material output nodes are missing. Does anyone know why this might be happening?


texts:
Is it possible to make Undo/Redo for Modal Mode?
For example in blender's Templates there is a modal test (Templates->Python->Modal Operator). It looks like this: http://pastebin.com/Vs1NteED

the operator makes selection of objects. Is it possible to make Undo/Redo for the Modal Mode to revert some modal operations?


texts: Blender wouldn't paint neither face sets not the mask anymore

texts:
I got blender into a somewhat strange state after I decided to add some vertex colours to my sculpt for better visibility.
As I load the save file I cannot paint the face sets anymore, not can I paint the mask. 'Invert mask' would do nothing.
Creating a new mesh and trying to sculpt it won't work.
Effectively, I'm forced to go back to my older save, or copy everything to a new document.
I think the only things I did to get here was:

set up the vertex paint material
tinker with the viewport display to show vertex colours
actually paint some over the mesh

Any advice on how can I force the document back into an usable state?
Note 1: Here's the blend file featuring the problem.
Note 2: The overlays are indeed enabled.


texts: Poll Error -Finding the Right Context (2.8VSE)

texts:
The script below is meant to add an effect like "Cross" to the active strip in the VSE..However,after adding 2 colorstrips ,selecting them (alternatively and  both together)and  on running the script,it gives the following error -

RuntimeError: Operator bpy.ops.sequencer.effect_strip_add.poll() failed, context is incorrectError:

On using the Bruteforce method here,to override the context the terminal throws new error's. TypeError: bpy_struct: item.attr = val: enum "TIMELINE" not found in (, 'VIEW_3D', 'IMAGE_EDITOR', 'NODE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'DOPESHEET_EDITOR', 'GRAPH_EDITOR', 'NLA_EDITOR', 'TEXT_EDITOR', 'CONSOLE', 'INFO', 'OUTLINER', 'PROPERTIES', 'FILE_BROWSER', 'PREFERENCES')

However ,on running the following command ,the 'TIMELINE' window opens ,as expected -

bpy.context.area.ui_type ="TIMELINE"

Please let me know, how to overide this Poll error .

import bpy

#check poll data
#all the area types except 'EMPTY' from blender.org/api/blender_python_api_current/bpy.types.Area.html#bpy.types.Area.type
types = {'VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR', 'NLA_EDITOR', 'IMAGE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'TEXT_EDITOR', 'NODE_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINER', 'USER_PREFERENCES', 'INFO', 'FILE_BROWSER', 'CONSOLE'}
#save the current area
area = bpy.context.area.type

#try each type
for type in types:
    #set the context
    bpy.context.area.type = type

    #print out context where operator works (change the ops below to check a different operator)
    if bpy.ops.sequencer.duplicate.poll():
        print(type)

#leave the context where it was
bpy.context.area.type = area

#Script to apply a Cross effect at the end of the selected strip
activeStrip = bpy.context.scene.sequence_editor.active_strip

aEnd =  activeStrip.frame_final_end

bpy.ops.sequencer.effect_strip_add(frame_start= aEnd, frame_end=aEnd +10, channel=1, replace_sel=True, overlap=False, type='CROSS', color=(0.0, 0.0, 0.0))


texts: Can honey bee colony simulation be done in Blender?

texts:
I am fairly new to blender and I want to simulate an environment of bees flying in and out of a bee hive, collecting nectar from flowers which are randomly placed in the environment and go back to the hive. In the hive, a few bees should be simply flying around.

Can this be done in blender? Should I use additional modules?


texts: How to find correspondence between an image and its projection onto an object?

texts: Complete newbie here. I have set up a projector (following these insructions) where a point light projects an image pattern onto another object (ie. cube or sphere or whatever). Now I need a script that can find correspondences between (u, v) coordinates of the 2D image that is being projected and the (x, y, z) coordinates of the object onto which the image is being projected. How can I accomplish this?


texts: why is add skin data used in skin modifier? I found it always inactive

texts: we find an inactive button in skin modifier named add skin data what is it used for?


texts: How to convert a normal map into a curvature map (per pixel curvature)

texts:
I am trying to generate a sharp curvature / cavity map in the compositor from a normal map but I don't know the node setup.

Here is my reference: http://polycount.com/discussion/comment/2273084/#Comment_2273084


texts:
I'm trying to create a door handle with smooth rounded edges, like this:

I'm having a problem when trying to bevel or apply a subdivision surface modifier, mainly that I'm not able to correctly apply loop cuts to sort out the modifier.

Also bevelling the edges both with a modifier and with ctrl+b isnt having the desired effect, sometimes it doesnt even give me the option to bevel.

Here are some pictures of the nasty creases i get across some edges after i apply the subdivision surface modifier and add loop cuts


texts: Fluid simulation pours into the cup in a box shape and won't spill

texts:
I was working with the fluid simulator in Blender, and I wanted to make an animation where water flows into a cup and spills out. When I bake the fluid it pours into the cup in a box shape, even if the bounds are the same shape of the cup. The other problem is that the fluid won't spill out when the cup is knocked over.

Is there a way to fix either of these problems?


texts: triangles are showing but I don't have an edge connecting the vertices, I just want the poly to render as flat but it renders as 2 angled triangles. Also when i connect the vertices the opposite way it still creates an extrusion shown in render. I cant really think of anything besides maybe shading smooth but I don't think I should have to.


texts: How can I make a cone of light be more realistic?

texts:
Any way I can make the light more realistic? Probably just a bit less opaque.
Probably some tips to reduce noise too, thanks!

The light is a cone with the nodes on the left. Lit up with spot. Made in cycles.


texts: Why is my mesh not fully taking the location constraint serious?

texts: I animated the ROOT bone, and added a 'Limit Location' on the BottomRR set to be fixed on Z=0. But somehow the ROOT bone forces the mesh to dip under Z=0 during the rotation (while the bone BottomRR stays perfectly in place). How can I solve this?


texts: First of all I do not want to do anything with pathing simply because I am still super new to Blender. I am doing it the simple way where I keyframe my camera in blender so I get point A to point B. However, once my camera reaches point B the position of the camera stops immediately and doesn't slow down right before it reaches point B. Making it look unprofessional. Any way I can do this without using the pathing tool of any sort. Thanks for the help!


texts: How to select how many subdivisions will a curve have?

texts: I have a path curve, I want it to give it 100+ subdivisions, but I don't have the time to do it manually, is there any way to select the number subdivisions?


texts: Getting started with animation accelartion?

texts:
My animations look completely robotic and lack any acceleration, how can I solve this?

I saw something similar using curve graphs, but I'm not that advanced yet, if someone could give me a get started tutorial.

I knew blender well just not the graph stuff.


texts:
I have a problem with flipping pose, I try to do the same thing as in this tutorial. On 3:25, he flips the pose by Ctrl+C, Ctrl+Shift+V. In my case, it only flips some rotations, but legs stay in the same place:

I did everything exactly like in this video.
I've tried to changing from "ZYX Euler" to "Quaternion" (saw this in some other question here) but it didn't helped.

Here is my blend file: http://www.pasteall.org/blend/37298


texts: How do I paint (wrap) a texture around a mesh with even texture dimensions?

texts:
Blender Version 2.8

I try to paint a texture on a surface and want to have the same texture, no matter what zoom, distance or face direction I use.

I played around with the different texture mapping options:

Stencil: disoriented, once the face is not perfect aligned with view, size depends on distance to face

Tiled: disoriented, once the face is not perfect aligned with view, size depends on distance to face and the size of the brush

3D: disoriented once the face is not perfect aligned to x-y axis.

So far it seems 3D is the right otion (as stated in another thread I lost the link). But how do I solve the disorientation?

As one can see, it looks like the texture is projected in z direction only and any face not x-y direction is disoriented.
So far there might be an option to project the texture not in global but in normals direction, but I couldn't find it.


texts: Hi I'm having a problem with this mesh of mine. It's a relatively simple object, but it keeps appearing as transparent in UE4. I think it has something to do with normal but I'm not sure what exactly. I have already tried recalculating the normal and flipping the normals, but it just keeps appearing the same to no avail.


texts: Particle start frame not exceeding 200 with python code

texts: When I am writing the code to start the emitter type particle at a particular frame, the start frame is not going beyond 200. Like if I give frame_start = 300 its starting at 200. But if I give frame_start = 190 its taking the value. But the frame end is taking whichever value I give. I attach the picture for reference. Please help. I am stuck


texts:
I want to print a sign with my FDM printer in wood look. (Tried to laser cut it with not so beautiful results).
With my wood filament, I want to achieve a wood like surface pattern like a topology map with different heights like in the drawing.

I tried to play with a displacement modifier and some wood texture from blenderkit but al what I get is a noisy plane which looks just random.
Like this

So the question is how to achieve this pattern for a mesh or a curve pattern, best with a displacement modifier.


texts:
I am  trying to export a scene to gltf format, and load it with threejs gltf2loader. However after I the export the edges are more visible, I'm not sure if it is the exporter issue or I must do something to my scene in Blener. I do not see this problem when I render my scene with cycles

Do somebody have this issue before?

this is how my material looks like

myexporting settings are the following:


texts: Hi I am trying to render my Picture with glow on a transparent Background. I dont get why it does not work. If i set up any background the glow effects works, if i make the Background transparent it does not work.


texts: Dynamic Reaction Control System Animation

texts:
I'm attempting to create a node tree using the Animation Nodes addon to have automatically scaling "Reaction Control System" plumes on any arbitrary mesh.

Essentially, I am hoping to create a single "RCS Plume" object (in my test case, a simple cone), which is then instanced via the object instancer node to occur once per face, with its local z axis facing along the normal of each face. After that, I run the object list of each "plume" through a loop that is supposed to scale each plume depending on the acceleration (currently only rotational, to make things simpler in my test cases), using ClockMender's My-AN-Nodes Object Speed & Acceleration node.

However, I've only been able to get all the plumes to scale the same amounts simultaneously, or to not scale at all. Is this something that's possible with Animation Nodes and Blender?

My attempts so far are:

The uppermost nodes, creating the instances of the cones.

The nodes being used to calculate the scale when provided the value of one axis on the current, previous, and previous previous frames.

The loop itself, and where I suspect the issue lies.

Specifically, I'm unsure as to why all three object transform inputs are providing the exact same value from their rotation output, given that each should be giving a different frame. (The "Use Current Transforms" option on the two using offsets is unchecked). If instead of giving the loop a object list of each plume, I instead give it the single object that the plumes are being created on, the rotation values are different, as expected. However, this results in the same scaling occurring to each plume regardless of position, as mentioned above.

Finally, a view of my test setup:

The cube is the object that the cones are being created on, and the selected objects are the cones, currently stuck at a local z scale of 0.

My desired result would consist of each cone only scaling when it is tangent (this may be the incorrect term, apologies) to some component of the rotation, and not on the half of the object that is in the direction of motion. Additionally, the scaling would be in proportion to the acceleration, up to cap. Effectively, I would like it to appear as if the cones "firing" are the cause of the rotation, and eventually translation.

Edit 2018-03-11 13:59 EDT:
To better explain the effect I'm looking for I've created a small animation manually doing what I'm hoping to do automatically. In the dynamic version I would want a cone to scale to "slow down" the cube on the appropriate/opposite side, rather than it stopping itself.

Edit2 2018-03-13 00:28 EDT:

I've come up with a partial solution, which doesn't fulfill all of my initial requirements, but does come fairly close, and most importantly, looks decent. For reference to anyone looking to implement a RCS animation in blender with animation nodes in the future, who are looking for a (potentially useful) starting point, I've uploaded the file to Blend-Exchange:  (Look at NodeTree.001, I forgot to rename it before uploading)

This solution seems computationally heavy, in addition to not being completely physically accurate. It requires each object being instanced to become an RCS plume to have fcurves for translation and rotation. This is accomplished via Animation Nodes' Set Keyframes node, inside a loop.

The RCS effect only fires appropriately for rotation, but if translating and rotating, it will take the translation into account. This can be removed by removing the translational acceleration frame in the nodegroup.

The key to getting only one side to fire, instead of the opposite firing at the same time, was to multiply the scales for each plume by the normals of each face of the base mesh. I've absolutely no idea why this seems to mostly work.

Again, this is not physically accurate, and doesn't take relative position on the base object into account, but hopefully may be useful to someone in the future.


texts: Snapping to faces problem, they snap to the inside of the item instead of the outside

texts:
I'm trying to make a simple blade but I have a problem when trying to snap spikes onto my blade. They snap to the inside of the item instead of the outside.
Any ideas what could be the problem here? Again I'm fresh to Blender but I could not find a solution to this on my own I tried rotating the object but with no success.


texts: Can the name field of the WindowManager´s "invoke_search_popup" method be reset?

texts:
I´m using the "invoke_search_popup" method of the Window Manager to create a search box which enables me to find some items in a predefined collection of objects.

The thing is, that sometimes I switch from some type of collection to another. Let´s say that I first search in a collection of Objects, and then in a collection of Groups. If I just selected an Object the first time, on the next one it´s name will appear as a suggestion or as the "last item used" in the name field of the new Groups search box, filtering all search results.

I understand that this happens globally because the window manager instance is created once, and then on, used again and again. So I want to know if at least there is some way to recreate or reload the instance, so that the name field becomes empty again.

It happens that when working on long sessions it´s annoying to first have to delete the name field everytime to clean the search results.
I would like to have it clean everytime I call it, because it makes much more sense for the workflow I´m using. If there´s a way to achieve this, I could even clean it only when switching collections type, which is smarter.

Try this code. Select an item, and then, call the script again.

import bpy

class Operator(bpy.types.Operator):
    bl_idname = "operator.menu"
    bl_label = "Search"
    bl_description = "Whatever"
    bl_options = {'REGISTER', 'INTERNAL'}
    bl_property = "enum"

    def scene_items(self, context):
        return [(ob.name, ob.name, '') for ob in bpy.data.objects]
    enum = bpy.props.EnumProperty(items=scene_items)

    def execute(self, context):
        self.report({'INFO'}, "The item just got selected")
        return {"FINISHED"}

    def invoke(self, context, event):
        context.window_manager.invoke_search_popup(self)
        return {"FINISHED"}

def register():
    bpy.utils.register_module(__name__)
def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()
    bpy.ops.operator.menu("INVOKE_DEFAULT")


texts: My system is slow, but can I run Blender better anyway?

texts: this is my computer's system, I'm trying to use Blender 2.78, but it works so slow. Is there anything I can do about it?


texts: Object surface be cracked when move too far grid center

texts:
I have a problem but i dont know how to describe it.
I have one object. It is look good if I put it in (0,0,0) xyz axis or about +- 100 unit location. But when i moved it to (1000,0,0) it became weird with some cracked on surface and it worse than that.
I applied locrotsccale already, just subsur modifier (but it not better when I removed modifier)
Some one help me how to fix it. Thank you
Here is my screenshot:

Update:
Here is my file to check FILE


texts: I'm trying to wrap my head around this for a while now. It's a simple question for what I think will be a not so simple answer. How would you go about modeling one leg of this stool? I would like to do it without using sculpt mode because I can't get things quite clean enough.


texts:
I have a problem with physics. I am trying to make a spoon removing a fluid in a cauldron. The problem is when I introduce the spoon into the liquid the liquid splashes a lot.

I tried changing a lot of parameters, even viscosity from Water to Honey but it changed not enough. Resolution is 150 for Domain.

Maybe is because of keyframes? The spoon moves too fast?

I attach the blend file if it helps you.

Thank you.


texts: Hi I have a scene with a fence as the single mesh. I have a HDRI as an environment texture and a sun lamp, to add some colour to my light. But the shadows from my fence don't point in relation to my sun. Can anyone help please?


texts: Topology for a disk with circular holes?

texts:
I'm trying to create the center body of a grinder. I always start of with a cylinder and tried variations of high-low vertices/different fill types in different attempts at the beginning to star off right.
Above the body, Ive already created the hole (2 sets/rows) and spike arrangement using array and curve modifiers. But it seems that no matter how many edge loops or subdivisions and variations of such I try on the actual body of the grinder, every time I intersect everything using Boolean, 1 at a time, the center always distorts making a subdivision modifier act crazy and not creating the holes properly with or without the submod.
Since this is gonna be printed out, I need to make sure that based off what all tutorials have told me and info I've read here, that the topology is precise for best printing results. I don't know what else to try. I really wanted to get this "on my own" and so I couldn't find any more helpful youtube videos so here I am.
I should mention that at this point, Ive erased the body and am ready to start from zero creating it if someone can guide me and explain why it has to be created such way. I really want to get good at this. I'm super impressed with some of the things people have been able to create with Blender. The type of images that you know are real until they show you the wireframe version.

Out of all the times I made and remade the body, I managed to get one variation that I used in a video to be able to show my idea. This model didn't have the holes in the middle, because as soon as I added them, the submod went crazy.
https://www.youtube.com/watch?v=_6CewS_i8Yo
While those black shadow areas do look interesting, they're not a result of my modeling but of the submodifiers effect. Not sure if actual size of the objects to be printed out matters in the specs but heres the idea. So it is the topology? Whats the best strategy to begin building it correctly? Empty cylinder and extremely extrude from there?


texts: Multiple sets of seams for multiple UVs?

texts: When UV mapping and lightmapping an asset for game use, I find that I need to erase my seams after UV mapping in order to place new seams for the lightmapping. Is there anyway to preserve them, or use two different sets?


texts: Smoke and fire not showing up in my eevee render

texts:
In my render the fire with smoke physics are not rendering for some reason, I've been breaking my head about this. I use blender 2.8 and the Eevee renderer.
I'll have a download link to my file.
Somebody please help!


texts:
I am trying to recreate the usual grooves you'd see in a common machined key at the area shown in the image:

So far, I have tried both beveling an area and extruding down and even resorted to a Boolean difference. The latter obviously introduces extremely bad topology, so I guess there's a better way of doing it. Beveling results in a groove that's 1) too 'rectangular' instead of a nice cylindrical shape and 2) faces at the sharp end of the key that are not level with the groove, as shown below:

Is there a more efficient way to achieve that result? I've been away from modeling for a while, so excuse me if the question has an obvious answer. Any other feedback about my topology will be greatly appreciated. This is a model destined for a PC game and PBR texturing.


texts: Unity model is distorting when animation is running

texts:
I'm developing a game with animated models, like 'Ethan'. I'm getting new 3D Modes and replace with ethan in Blender. But when I start animation in Unity, model is distorting.

Model in Blender:

Distorting Example:


texts:
I know it is possible to force a camera to follow an object by crt + t to Make a Track and follow a constraint, but this does not let me to force a camera to follow a particular joint of a skeleton – it follows the global position of the entire skeleton instead.

Is there any way to enforce a camera to follow a particular joint of a skeleton?


texts: Why does the right leg's bone in my rig move when I move the left?

texts:
For some reason, when I moved the left leg's bone, the right leg has also moved and the bone of the right leg doesn't control anything at all.

I think this is because I used Mirror to make the model, but I'm not sure I'm a complete beginner.


texts: How to create a property in a panel for selecting one face?

texts:
I'm new to python and blender scripting. I'm making an operator addon that will operate on a specific face. i want to create something like the 'lock to object' element in the view panel.

Firstly how do i make a selection box?

Secondly, how do i make is so it can select only faces?

Thirdly, how do i make it so it is limited to selecting one face?

I've tried searching around but can't find much on it at all, so any links will be much appeciated as iknow it's a loaded question.


texts: Placing a finished 3D model in a photograph: matching the camera (workflow)

texts:
I could really use some advice on this, I just can't seem to figure it out and may be missing something obvious.
At work I often have to make visualisations of street renovations, which need to be integrated into photographs. So I prepare the 3D model of the new street (or house) and go on location myself to take the photographs, so I also know where the real camera was positioned. So far so good, but when the time comes to put the 3D model into the photos the client has chosen things get annoying for me and I never can seem to get a good fit. Here's my workflow:

Put the camera in the scene at the position and height I took the photo.
Copy the right resolution, focal length and sensor size from the photograph.
Point the camera at the same spot that's in the middle of the photograph.

As far as I know this should provide a pretty good match in theory? But in practice I need to spend a LOT of time playing around with the focal length and location, often the initital result isn't even close..
Am I missing something, or does anyone have any good tips? I tried addons like BLAM and Fspy, but they often give very weird results and don't seem suited for scenes that are already finished. I'm also not particularly experienced with the technicals behind photography. We use this camera at work (https://www.imaging-resource.com/PRODS/AA290/AA290A.HTM), so i guess the important thing to copy from that is the sensor size of 23.7?
Thanks for any help guys!


texts: Fire and smoke to transparent in final render

texts:
I'm having a hard time rendering a fire and smoke simulation. I wanted to  record a animation and get the .pngs wiht alpha channel, but in the final render the objects in my case a meteor is transparent.
My goal is to achieve a animation file that works like an rgba.

How do achieve the correct results ?

I tried rendering .png looks transparent
I tried composition nodes and with a blue and black background and it looks awful.
Ill tried rendering .png and converting into .MOV with png rgba format and it looks like the final render , transparent thing and also I went to Adobe after effects and followed this steps ---> https://www.rocketstock.com/blog/quickly-keying-out-black-backgrounds-in-after-effects/` and is gets some of the solution but is still 70% transparent.

I am ussing Blender 2.79 for windows 10 and using cycles.

Here is my example.


texts: How get object possition after action in Blender_Game

texts:
I have big problem with python scripts in the game engine. I have a cube with an action in the X axis. Another cube which after clicked with mouse, starts a script.

button=bpy.data.objects['buttonLogic1'].location
print('button[0]')

But this gives me back only the location before action, and not after the action.


texts: Could someone take a quick look at this node tree and tell me what i'm doing wrong? The colour ramps have no effect at all on the target....unless you swap the white and black around completely .......not just this node tree either . I'm getting this a lot. The only way I seem to be able to get stuff to change is by changing the mix shaders to other settings such as soft light and burn??!]1


texts: Why 'bridge edge loops' do not cut holes in my work?

texts:
I know that faces enclosed by loops disappear after 'bridge edge loops'.

But in my work, square caps still exist after bridge edge loops.

Why they didn't disappear?

In this example square caps did disappear.


texts: More than one playaction() in same BGE script

texts:
I my BGE python script, I have

obj.playAction('man_clothAction',0,20,layer=0,play_mode=bge.logic.KX_ACTION_MODE_PLAY)
obj.playAction('man_clothAction',30,42,layer=0,play_mode=bge.logic.KX_ACTION_MODE_LOOP)

But when I run the code only last one runs.The difference is in the timeline. One is from 0-20 and other is from 30 to 42.


texts: Material question - how to make this reflective?

texts:
Ok, I have a diffuse/emissive material applied to the large blue cube below:

This is created with these nodeS:

Ive tried adding in some sort of glossy node but am not versed with in depth making materials- I need the large blue glowing cube to also REFLECT the glowing things/lights around it (i.e. the emissive ring)

I need it to have some reflection like the black cubes do. How can I integrate this?


texts: Modelling for a game engine, stuff I should know?

texts:
Good evening. I would like some help, if someone would be willing to tell me for what I should watch out and what I should know when I make a model for any kind of game Engine.

I do know I have to keep the model as simple as Its possible (poly count) and to use Normal maps to add complexion (...)

I remember that game engines see the structure of a model in triangles, Should I learn how to model in a triangles? or does Blender have build in conversion. I remember once hearing about other software that can convert a model while keeping the same structure,complexion, from quads to triangles (i don't think thats the proper way of saying it)

Any help would be nice, point me to a video, text or you can explain here.

Thank you for reading.


texts:
I am kind of new to this whole blender program, and I'm currently trying to make a text animation where the letters are made out metaballs.

By now I have made 850 metaballs and I'm not even done with a single letter, I was wondering if there was any way to copy the or duplicate the metaballs and in some way make my work easier?

The way I'm doing is most likely the slowest.


texts:
I have a very big problem in my gas simulation, whenever I make the bake, in the first sequences (0 - 30) the smoke looks like very large pixels and not sharpness.
I thought about increasing the resolution of Bake, but it didn't work. I increased the number of segments of the sphere and also nothing.

I tried to send an image to show my problem, but the forum for some reason, does not let me put the image.
in short, information to add is. I use blender 2.92 and there is no plug out of it


texts: Poliigon textures reflection map with PBR

texts: At the moment Im using Blender 2.78. Im using Blender Guru's PBR Workaround for materials. In the scene I'm working on I use textures from Poliigon.com. In the Poliigon help guide it says that reflection maps should not be used in a PBR workflow. So that socket will have no node connected to it. Is it then up to me to estimate the reflection value for the material? That doesn't feel right.


texts: Proportional editing: Unintended vertex is influenced though it is out of the circle

texts:
I've recently started practicing blender with tutorials by Belender Guru, and been stuck with Part4 of level1 due to this problem.
When I try to use proportional editing, unintended vertices also move although it's out of the circle of influence (You can see what is happening in the image: the vertex at the right of the circle). I tried what I could think of (changing the size of the circle, turning off and on the snap (When it was off, the same problem occurred.), moving other vertices, etc.. (When I tried putting the unintended vertex beck to the position one by one, another vertex moved!! Although I turned off both snap and proportional editing.))
I am using Blender version 2.83.7. I would like someone to help me. I would appreciate it! Thank you for reading.


texts: Unfold 2 polygons into a plane, without distorting the dimensions of the polygons

texts:
I have a bunch of 2 polygon objects, each with a fold between 2 vertices. I need to figure out the angle of the bend and then "Unfold" into a flat plane without distorting the dims of the two polygons. These will be exported as 2D for waterjet cutting.

Picture is an example of the objects.


texts: Curve to Mesh - Not all faces are not connected

texts:
I have a Bezier curve, which has the following settings:

When converting this to a mesh, in Edit Mode, some of the faces are connected and others are not. Not sure if this is intended, but is there a way to convert it, where all the neighbouring faces are connected?

This is the original curve

Here the curve has been converted to a mesh, with two vertices raised upward. You can see that one is connected, and the one selected is not.


texts: How do I remove the overlap from merged meshes?

texts:
I have recently decided to delve back into 3D modeling, I am a hobbyist I guess you could say.  I have been trying to find a solution for this particular problem for days now.  I have scoured this as well as other forums and have yet to find an answer to this dilemma.  This is my first post here so I hope I don't make too much of a fool of myself :P
I am currently trying to merge three rectangular cubes to form a symbol:

The problem arises when I goto render the picture:

I have tried Joining the objects then going back with the Knife and removing doubles, which seems to be the answer to this, but I keep getting the overlap.
I am sure it is a simple fix but I have probably burned myself out on finding it.
Thanks in advance for any help or advice.
If I have managed to miss another answer to this in my search could you please link it.


texts: How do I Backup my User Preferences File?

texts:
Blender 2.83 crashed because I pressed Ctrl + Z  one too many times (this pitfall is still a thing. At this late stage. Yes). Now one of my more recent User Preferences hotkey changes is reverted to the default. Maybe more have reverted also, but I don't yet know the extent of this annoyance.
I know better than to expect to enjoy a crash-free Blender experience. But at the very least, I want to enjoy a shortcut losing-free experience. So I want to know how to prevent the need to manually rebuild these shortcuts. I know there is a User Preference file somewhere that could probably be re-loaded, provided I had a backed up version located somewhere else. I would create one, if I knew where the User Preference file is stored. But I don't. I don't even know what the exact file I'm needing is called. I'm running Ubuntu Studio 19.10, and I don't know where to look for this file.


texts: BGE - Model is white instead of it's given textures

texts:
I am trying to make a game in BGE, but when I play, the models are all bright white.

I read on a forum that you have to change the shading to GLSL, but it stayed white.

.blend file:


texts: How do I export multiple separate objects in an obj file?


texts: How do I enable cloth sewing for this imported SVG?

texts:
I have a question about sewing 2D pattern to 3d cloth in the Blender.
My previous question was on this link:
clothing 2D pattern from Inkscape and simulate in Blender?
I imported an SVG file made with Inkscape.
By helping with this answers, I could import 2D pattern to Blender and fill the object line in both (front & back).
Now, I tried to follow second answer to my previous question, but in object properties, my patterns are recognised differently than the makehuman body model.
Therefore, in the object properties, some menus are not visible.
How can I solve this problem and how to sew these two patterns into 3D cloth?

This picture is human model from Makehuman

And this picture is my pattern selected.
If you see the pictures, on the right side pallet, the green icon is also different on right upper as well as "enable physics for" menu which is shown now on right below.


texts: Is there an OBJ Sequence import script or add-on?

texts:
An OBJ sequence is necessary for making complex animations using other 3D programs. I want to use blender and realflow together.

Realflow particle simulations and meshed realflow simulations are in *.bin format.

These images suggest this was at some point in development:

How can I import an OBJ sequence?


texts: Is there a way to free-transform (distort) an image in the VSE. But not in a perspective way but by moving the corner pins?


texts: Is there a way to increase visibility of the "Edge lines" in blender 2.8

texts:
I'm currently following a tutorial using blender 2.8. As you can see in the pictures the "edge lines" are much more visible in pre 2.8 which makes it a lot easier to see the direction of the edge loops. Is there any way to change this so it becomes more like the old interface?

Cheers!


texts:
I've been trying to rig this character I made, but his sleeves keep clipping into his arms. I tried using the weight paint with no luck, although I'm new to blender so I'm probably just not doing it right. If anyone could take a look and help me, it'd be greatly appreciated!

File download:
https://drive.google.com/file/d/1pwAWNtHNoZQqR0a16x20eeXyXb78do0y/view?usp=sharing


texts:
I'm trying to render a scene that heavily features micropolygon displacements. It works just fine at 50% 1080x1920 resolution, but at 100% my memory usage goes through the roof, to around 36gigs.

I believe this is due to the higher pixel count of a full resolution render, creating an inordinately high number of polygons per pixel.

How would one cap this adaptive subdivision to be limited at a certain amount?


texts: How to prevent selection of other objects while in edit mode

texts:
I use ctrl+click a lot to quickly select segments of edge loops in edit mode, but sometimes this results in accidentally clicking other objects outside of the one I'm editing (which means I've selected both the object I'm editing and some other object).

This gets kind of annoying because it interferes with my view any time I switch to wireframe viewport mode, not to mention I don't want to later accidentally affect objects I didn't notice I selected.

Is there any way to prevent selecting objects while in edit mode?


texts: Expand / Collapse all hierarchy in Outliner

texts:
How do I twirl down everything in a hierarchy in the Outliner? For example, on armatures it's sometimes tiresome having to click on the twirl down-arrow on every single bone if you want an overview of the armature in the Outliner. Is there a quicker way to do this?

Starting point.

This is what I would like to achieve without having to manually click on the twirl down-arrow on every single bone.

Please note: This is just an example armature and maybe not the best example. Sometimes there's armatures with over 100 bones, and I'm more specially talking about those cases where it actually gets very tiresome twirling down everything.


texts: How to make hollow object with only surface into solid?

texts:
I kept creating a hollow cylinder by spinning a curve [Example].
This is the hollow cylinder I made by spinning a second-order polynomial curve. The cylinder would be hollow but not "filled" or not "solid".

After I exported it into STL, it is still hollow. However, I need the cylinder to be solid. So is there a function to spin a surface to make a solid object using python script? If not, is there any other way to do it?
Thank you


texts:
For a Cycles render, how can I know the number of samples in the rendered image?

Normally, I would go to the "Render Properties" tab and look at the number of samples there.

I am now trying out a render farm but they do not tell me how many samples are used. They only give the final rendered image. By comparing the render farm's rendered image and my own rendered image, I know that they do not use the number of samples I have set (it is higher than mine).

One way I can do this is by trial and error (keyframe render samples and set step rate then render animation).

Is there a way I can use the compositor (by setting the first few pixels' value to the sample number or cropping image into [samples]x[samples]), burn into image feature, cycles material node setup or some other way to determine the number of samples used in rendering the image?


texts: Are there significant differences between Filmic shipped with Blender and its development version?

texts:
I've just read that Filmic is not completely implemented: https://developer.blender.org/D2659.

  Notes:

  The results appear to be identical to the original Filmic config, but I left out some parts like the renaming of color spaces, BT.1886, grayscale and new roles. Some of those things might be worth adding as well if they are backwards compatible.

  ...

Q: Are there significant differences between Filmic shipped with Blender and its repository? Before going down the rabbit hole: What does that mean to us and what version is preferred?


texts: Python: drive a shape key with scripting

texts:
How can I drive a shape key with a custom property slider using only Python scripting?

I intend to do a facial rig setup based on blendshapes and I want to do all the curves - shape key connections by scripting.


texts:
I have created a model with some animations that I'd like to export to FBX in order to use in Unity. However, when I export the file and play back the animations in Unity, they are messed up and glitchy. I have confirmed this is not a Unity error, as the animations are messed up (in exactly the same way) when importing the FBX file back into Blender. I have tried disabling NLA strips and All Actions and toggling every other relevant export setting separately, but nothing seems to work.
Here's the blend file: https://pasteall.org/blend/5ee27dfea5724bd2b750fa21bd54a336
Using Blender 2.83.4 Windows 64.
Thanks a bunch for any help.


texts: How does Blender know what color is the background color for a texture?

texts:
You can add multiple texture slots in texture paint mode, to act as a sort of 'layers'. You then add all of them with their own texture node and combine the 'layers' with MixRGB nodes.
But, you can create textures with different background colors and somehow Blender knows for each of the textures what that color is and to treat it as 'transparent' when blending the texture layers. How does it know that color?


texts: Issue with grid and Blender Unit (Screenshot attached)

texts:
I hope all is well. I've been having an issue with Grids and the Blender Unit during my 3D designs.

For context, I want to set the Blender Unit (length) to be 1:1 with millimeters. I'm expecting that to mean that every subdivision of the grids should equal 1 mm. But, as you can see from the screenshot, it still equals 1000 mm or 1 meter.

Does anyone happen to know what I'm doing wrong here?


texts: How to batch remove zero-weight vertices from vgroup?

texts:
It seems that vertices with zero weight will remain in the vgroup by default, and there appears to be no straightforward way to batch remove all zero-weight vertices from it except having to manually delete one by one from Vertex Paint panel from N sidebar.

So I wonder if there are some possible ways to batch remove them from the group. Since it does lead to unexpected results when using some modifiers.

(Or is there any operators can do something like "Select by Weight"?)


texts: How can I make a shadow disappear in Cycles?

texts:
I'm doing an acetate animation effect: Text on 'transparent plastic' lays down on a white surface, and as the text lays down its shadow, from a sun lamp, plays on the white surface.

All achieved. A subdivided plane, cloth sim, UV text, the usual diff/transparency/factor node set up.

The problem is I want there to be no residual shadow once the text has hit the white base plane. And the cloth sim won't let me hit the base plane, due to the cloth sim tolerances. It floats just above the base plane.

So I'm looking for a way to 'fade' this thin drop-shadow away in the compositor.

I can't change the world surface node colour (which gives the shadow colour) from black to white: that affects the ambient light of the entire scene. I can't raise or lower the sun lamp strength for the same reason.

I guess I'm looking for more info on the shadow pass... I'm not sure how to use it in this example. I'm looking for a parameter that allows me to fade out the lamp's ability to cast a shadow... or to fade out the ability of the base plane to receive a shadow. Any tips?

Blend file: https://dl.dropboxusercontent.com/u/13900881/flop2.blend


texts: How can I blend between bones sizes during this animal morph?

texts:
I have made a morph between 2 animal meshes that are in the same pose, a human and a dog which are both on all 4's. I've done this using shape keys and I'm not worried about anything regarding color, only about shape. I have only rigged the human but have a skeleton that will work for all animals.
My morph looks pretty much like this: https://www.youtube.com/watch?v=0pRAxUCzN7Y&ab_channel=MitchellLyons
The idea is that the human takes around 1 second to change shape entirely into a dog and the bone sizes are different even though the skeletal structure is the same which means there are problems with the animations in this 1 second section as the bones don't morph.
How could I morph the bones between the human and dog during this phase so that the animations work for both nicely?
Appreciate any help with this, cheers!


texts: How do I make every vertex to be associated with the same number of bones?

texts: If I want to make every vertex to be associated with three joints, no more or less, is there a way that doesn't involve manually setting the vertex?


texts:
When I look at my explosion in the 3D Viewport I see this:

But when I go into render mode, I see a black rectangular prism. How would I go about making it so when I render I see the explosion


texts: Why is my diffuse color pass spotty when rendered?

texts: The diffuse color pass seems normal when viewed in the viewport, but when it's rendered, the pass has a spotty look. Closer than a  particular distance there is no issue, but farther from that distance, the issue is more pronounced. Can someone please help out?  Image 1:  closer camera (no issue), Image 2: farther camera, Image 3: solid view.


texts:
How can I get the absolute position in 3d space of a face using python. I can get the position relative to the object origin using face.calc_center_median() this is not the absolute 3d position.

Here is how I got the relative position:

import bpy
import bmesh

# get current mesh
current_mesh = bpy.context.object.data

# create empty bmesh, add current mesh into empty bmesh
current_bm = bmesh.new()
current_bm.from_mesh(current_mesh)

# TODO: get absolute position
# get location of face (atm it relative to object origin)
for face in current_bm.faces:
    face_location = face.calc_center_median()
    normal = face.normal
    x = face_location[0]
    y = face_location[1]
    z = face_location[2]
    print('index: '+str(face.index), x, y, z)  # DEBUG

# current_bmesh back to mesh
current_bm.to_mesh(current_mesh)
current_bm.free()

In this scene for example the cube is a good distance from the world origin, the absolute 3d shall reflect this.

These are the reported coordinates of each face (they are relative to the origin of the object)


texts: Blender file exported to obj/gltf/glb doesn't show skeleton in babylon

texts:
I tried to export file I created in Blender to obj/gltf/glb.
But it doesn't show any skeleton, only nodes.
I created meshes, then I created armature, then I connected each bone with related bone.
Here is my file
Here is basic example with predefined dummy3.babylon (I see skeleton with console log) https://playground.babylonjs.com/#CN4KJL#42
Here is example with my file (I don't see skeleton with console log) https://playground.babylonjs.com/#CN4KJL#41 1
Here is what I see in blender before export


texts:
When I look at the render preview it shows up lit and I have the lamp active on the same layer. I don't know what happened and it seems that all the settings are the same as a new file.

Here's it supposed to look like in texture mode.


texts: getting a weird raisin texture on liquid texture?

texts: im getting a weird raisin texture on my liquid from blender guru's tutorial. I've followed it 100% through so far and I can't find a way to fix this.


texts: Converting a lattice in to mesh, best way to connect the edges?

texts:
I am writing a script to convert a lattice into a poly mesh.
I was wondering if there is a better optimized way to create the edges the way I am doing in the code below:

import bpy
import bmesh
from mathutils import Vector
lattice= bpy.data.objects["Lattice"]

u = lattice.data.points_u
v = lattice.data.points_v
w = lattice.data.points_w

w_cap = u*v*(w-1)
v_cap = v*u
verts=[]
edges=[]
faces=[]

for point in lattice.data.points:
    verts.append(point.co)

x=0

for i in range(0,len(verts)):
    if i % u:
        edges.append((i-1, i)) #creating u edges

    if (i-x) % (v_cap ):
        edges.append((i, i-u)) #creating v edges
    if (x+1) % u:
        x+=1
    else:
        x=0

    if i<w_cap:
        edges.append((i, i+v_cap)) #creating w edges

mesh = bpy.data.meshes.new('Poly_mesh')
object = bpy.data.objects.new('Poly_Lattice', mesh)
mesh.from_pydata(verts,edges,faces)

bpy.context.scene.collection.objects.link (object)

Any help is highly appreciated.
Thank you!
Maurizio


texts: How to get the name of the property that has a bad driver in Python?

texts:
I’d like to write a script that will tell me which drivers in a scene have problems. For example, the driver that I’ve highlighted in yellow has problems:

I want to return a list of every driver that has problems, rather than having to look at each driver in a scene individually and determine if it is valid.

Here’s what I have so far:

 import bpy
 for obj in bpy.context.scene.objects:
     if obj.animation_data:
         if obj.animation_data.drivers:
             for d in obj.animation_data.drivers:
                 if d.driver.is_valid == False:
                     # Now what??

The issue is trying to figure out the name of the property that has the driver. I’ve looked in the API documentation and it’s not immediately obvious how to get that.

In the case of the screenshot above, I want to get (or create) the string value "Y Euler Rotation (forearm.IK.L)".

How do I do that?


texts: How to create a spaceship and force field transition effect

texts:
I have put together a scene in which a space fighter exits a force field from a carrier. I would like to create an effect that when the fighter flies through the force field, the field glows darker as the ship transitions through it, then the field returns to it's original status once the ship passed through. The force field was created with a mesh and some shading. I then added a dynamic paint canvass to the field, and a dynamic paint brush to the ship but that isn't working. I am including an image of my setup. Am unsure at this point what to do. Maybe add a collision object? Can someone please assist me with setting this up? Am using Blender 2.91. With thanks
The effect I am looking for wouold be similar to this video on Youtube.
https://www.youtube.com/watch?v=q6IW4Y9i-vE


texts: Blender 2.8 only renders the first frame of an animation

texts:
When I render an animation -a simple camera movement over the objects-, Blender 2.8 only renders the first frame continously. Problem repeates in Eevee and also in Cycles. I have checked the parameters and everything appears to be fine. It is getting me crazy.

pg


texts: Unwanted black triangles and transparent faces in object

texts:
I tried to apply a boolean modifier to create an object but the result was completely buggy with non-manifold occurrences. The problem was apparent after using Mirror and Subdivision Surface with many black triangular faces or transparent faces. Triangles changes after operations, e.g. operations on normals.

Unable to fix the object, I recreated it from scratch manually (using only edge extrusion), but similar problems still exist. Object + Mirror:

Adding SubSurf leads to a complete mess (also assigning different materials to groups of faces). No non-manifold is detected (except the open extremities before mirroring).

After several hours on useless experiments, some help will be appreciated (file available here).

I read this and tried some of the suggestions with no positive result.
Using Blender 2.81.


texts:
I would like to perform the following things:

for the selected object get all the vertices, treat the vertices as a vector, perform a Matrix x Vector multiplication
do the same Matrix x Vector multiplication for all the objects on a scene

The purpose of this is to visualize the result of a given operation using concepts from linear algebra, but also have a quick way to manipulate the source (the 3D mesh).

So far I don't understand the reasoning behind the naming and the general design of the python API under Blender. Multiple things access the same information which is not always related to the name of the access methods used.

Sometimes the autocomplete feature CTRLSPACE gets in the way, for example

bpy.context.selected_objects[0]

with CTRLSPACE becomes

bpy.context.selected_objects[0]['cycles'].name

which doesn't seem to be a useful piece of information when there is no object named cycles.  Instead what I want is something like

bpy.context.selected_objects[0].name

Can show me how to perform these tasks simply?


texts: How we can send ideas to the devel team?

texts:
First, I'm sorry to create a post for this question, but I'm not able to find the awser by myself.
I have a idea to improve a little the modeling / sculpting work flow in blender, but I don't know how can I send the ideia to the developeres, so they can judge and do it, or not.
Any help is welcome, TYVM.


texts: Disabling "use frame rate" slows logic/animation/etc?

texts:
I've recently solved an issue to remove my frame-rate cap, but it caused another issue. I have my animation tic rate at 60, my framerate at 60, and that's always been working only when I have "use frame rate" enabled. This option can be found here: Render > System. When disabled, I can go above 60 framerate which is ideal and it fixes other issues but my animation and logic are slowed down. I tried increasing/decreasing my animation frame rate and world FPS separately and together, but I can't get anywhere with it. How can I keep my animation framerate and world FPS at what it was before disabling "use frame rate"? Any help is appreciated. Thanks!

EDIT: It comes out, "use frame rate" allows you to surpass the cap of 60, but the game will run as fast as your framtime. In other words, if you are running the game at 10 frametime, everything will be running at 10 frames, but if you are running at 300 frames, everything will be running at 300 frames. Higher frametime means higher animation and logic speed. To sum it up, "use frame rate" disables the cap but changes animation/logic fps to whatever you are running. As a solution, I am looking for a way to only surpass 60 framtime freely without any other changes. In other words, we need an alternative solution from "use frame rate", an alternative that only removes the 60 frametime cap and no other changes.


texts: Why can't my materials show color? I need to add a texture?

texts: I've followed a lot of tutorials. Every time, in the tutorial they add a material and change the base color and the object changes color. But when I do that I get a pink -Texture Missing- type of color. What am I missing?


texts:
how can I make a good 3d model ...
This is what i made and this is when i try to open it in Unity, is there a way that i can export it in high quality...


texts: Hei, i'm working on a mograph project in blender and i'm wondering if anyone knows a way to get the outliner to updat in realtime during play back? Currently if i scrub an animation or play frame by frame (by tapping left or right key) it will show just fine, how ever any time i simply play the animation (alt+a) it will only update this information on the frame i pause on.


texts: Is there a way to disable curve normals by default?

texts:
Every time I create a new curve and go into edit mode, the default view looks like a centipede, with an excess of arrows to show the curve normal and direction. Although I can disable this in the Shading panel with the curve selected, I'm getting sick of doing so for each curve and was wondering if there is a way to disable it by default. I tried doing it once and saving the start up scene, but this didn't work.

Note: I think it might be possible to change the initial setup for the curve if it is specified in the python code somewhere. However, I had a look around, but couldn't find anything defined in the Python code, so perhaps the setup is handled in the C part of blender :/ If anyone with knowledge of the codebase has some ideas, I'd love to hear them.


texts: What are these strange shades in the BGE?

texts: What are these strange shades in the BGE and how can I fix them?


texts: Can I "impress" one object's shape upon another object?

texts:
I have a landscape, but it turns out it is rotated by approximately 15°. Yet, I like the shape of it.

I would very much like to transfer the shape (the height of the various points on this plane) onto another plane, that has its grid aligned with the world grid:

So, my question is
Is there a method to do this? If so, how?

Note:
Yes, I'm aware that some information would be lost, both on the non-overlapping edges and because the two grids don't exactly match up. Both this loss of information would still be much better than trying to recreate the height information by hand.

Note 2:
I have a feeling this should be possible with scripting, and I would be willing to try and program one, but for now, I would prefer some non-custom script solution :-)


texts: How to use Texture Paint on two and more different objects at the same time

texts: I have two separated objects, the have to be separated. How can I paint on them at the same time? Their textures must perfectly match each other. I tried look for solution in internet but only what i found is that somebody wrote script to make it possible but he didn't share it. On picture two objects, on the right I started to paint and I want to tool continue paint on another object on the left.


texts: Can you keyframe effects in grease pencil? If so how?

texts: Im creating a fire animation in blender grease pencil. I added glow and transparency effects. In certain parts of my animation it would make sense for glow and transparency to get stronger/weaker. Is it possible to keyframe effects (from the visual effects tab in properties if your lost) and if so, how?


texts: I just want to make sure I keep all my user preferences. When I install the updated version of blender, how can I keep all my user preferences?


texts: I want to recess the three triangular faces shown in the image into the back of the hand, but want them to "hinge" on the highlighted edges so the recess is at an angle. Second image is what I am trying to accomplish. How would I go about doing this?


texts:
I've been using blender for a while now - mainly just messing around. So all things being equal - this is a beginners question. (I tried searching, but only found the standard loop cut and slide questions)

If you take the default cube, and use loop-cuts to split it @ 50% (so all your faces are slit into 4 equal ones). Then if you grab a vertex in the middle of those 4 faces and move it perpendicular to the face (creating a pointed face) - why do some of the adjoining faces come out different than the others?

Either one of the two is OK with me, but i dislike that all equal faces do not have the same behavior.

Maybe someone can shed some light on this for me?


texts: Re-Polygonize a tessellated / triangulated mesh?

texts:
I have this mesh:

As you can see, the faces are triangulated. I want to know if there is a way to re-polygonize the entire mesh (make use of NGon support in Blender 2.63+), or a modifier or something else


texts: How to get a clean Ambient Occlusion map with Cycles with low samples?

texts: I want to get a clean ambient occlusion without having to increase the samples, is there a way to hide the noise and maybe to fake Anti-Aliasing?


texts:
I made the following add-on by the test and tried it with Blender2.8.

import bpy

bl_info = {
    "name": "modalTest",
    "author": "taichi",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "3DView > Add > Mesh",
    "description": "modalTestOperator",
    "warning": "",
    "support": "COMMUNITY",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Object"
}

class modalTest_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.modal_test_operator"
    bl_label = "Modal Test Operator"
    _timer = None
    def __init__(self):
        self.s = None
    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return{'CANCELLED'}
        if event.type=='TIMER':
            print('test')
        return{'PASS_THROUGH'}
    def execute(self, context):
        self.socketFunction()
        wm = context.window_manager
        self._timer = wm.event_timer_add(1.00/200.00, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}
    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

def register():
    bpy.utils.register_class(modalTest_OT_Operator)

def unregister():
    bpy.utils.unregister_class(modalTest_OT_Operator)

if __name__ == "__main__":
    register()

bpy.ops.wm.modal_test_operator()

I checked the following buttons and tried to activate the add-on.
I got the following error:

Traceback (most recent call last):
  File "C:\Users\taichi\Documents\Blender\2.80\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\taichi\Documents\Blender\2.80\scripts\addons\modalTest.py", line 49, in <module>
    bpy.ops.wm.modal_test_operator()
  File "C:\Users\taichi\Documents\Blender\2.80\scripts\modules\bpy\ops.py", line 194, in __call__
    BPyOpsSubModOp._view_layer_update(context)
  File "C:\Users\taichi\Documents\Blender\2.80\scripts\modules\bpy\ops.py", line 157, in _view_layer_update
    view_layer = context.view_layer
AttributeError: '_RestrictContext' object has no attribute 'view_layer'

How can I fix the error?


texts:
is it possible to have a water material that reveals the beach sand below it like in the photo below?
and the color of the water interacts with the color of the underlying material aka, sand.

thank you.


texts: Different operations if operator is pressed with "Ctrl", "Alt" or "Shift" within the UI?

texts:
I saw multiple add-ons that are using alternative operator action when pressing Shift, Alt or Ctrl within the operator interface (I think it's only one of the 3).

I created an operator and draw it in in properties>Object and it'd like to batch use this operator with my selection while pressing Alt as it is a default blender behavior when changing properties.

I was hoping that this feature could do the trick? maybe?
Are any templates available?


texts: Updated - Import problem in the mesh (from Umake app)

texts:
[ New info and possible work around at the end of the post. ]

I searched for help but didn't find a solution for this.

Also, I'm sure this is not a Blender problem, it's a Umake app problem, but maybe you can help me to find a way to get around the problem.

Right now it would be very important to me to able to make some work using first Umake to create some rough ideas.

I've exported some OBJ files from Umake, and I'm trying to open them in Blender.
But the mesh created is not usable at all.
I tried pressing ALT+J but that didn't help.
Also tried to remesh but didn't fix it.

I'm new to Blender, can you tell me if there is a simple way to clean this up?
It just want to have a simpler mesh. Alt + J  seemed to do the job, but then I realized it did not.

UPDATE 1 - Found a workaround:

Import the OBJ file.
Go to "Object Data Properties > Geometry Data" and press "Clear Custom Split Normals Data".
Press Alt+J to clean the mesh of triangles.
Go to "Edit Mode" and "Select All", then do right click > Merge Vertices > By Distance.
Press "F" (or do right click > New Edge/Face from Vertices).
Do a remesh.

Now the object is "fixed" and it's safe to sculpt, etc.

So, Blender experts:

With this info can someone explain us what is happening with this kind of .obj files?
Can someone explain why those steps are neccesary to "fix" this?
There is a better/cleaner work around for this?

As I said before, I'm new to this. Understanding what is going on, and how this "fix" works is very important to keep learning Blender.  I found this solution just trying dozens of tutorials founded on google and youtube, some how I was able to create this solution, but I'm not sure why this worked.

Thanks!

OBJ file on Dropbox

This is how the OBJ is imported:

After Alt + J

But didn't work


texts: How to do a cloth simulation in Blender?

texts:
I have the following scene:

I applied the cloth simulation property to the cloth that is floating over the sphere. When the scene is animated, the cloth goes right through the ball.

How do I make a realistic simulation?


texts: Trouble importing a directx file into blender

texts:
I am using blender 2.6 and want to import a x. file using the io_directx_bel - addon. I have placed the script in the addons folder of blender.
However upon trying to import a .x file I get the following error:

I hope you can help me out to resolve the error.

Thanks


texts: broken 3d viewport on different linux kernel

texts:
I'm running blender 2.83.5 on Ubuntu 20.04 with a newer kernel 5.7.13
and everything works fine except sometimes it crashes.
My problem is when I switch back to the supported 5.4 kernel my 3d viewport is broken.
in kernel 5.7.13:

in kernel 5.4:

I tried to render a image and everything seems to be the same.
what is going on here?


texts:
Now, I know the common method of using an array in conjunction with a curve modifier to get the desired result. But, I'm facing some issues.

(1) The tread segments do not go around the curve completely.

(2) The tread segments get distorted at places.

If I'm not being clear, this is my set up:

Edit: This is a screen shot of the problem. The blue highlight is where the  array is getting distorted. The red highlight is where the array is not following the curve.


texts:
Is it possible to make fluid rotate a rigid body, like in water wheel?
I have a stick, which is constrained to rotate around one axis, but fluid, falling from pipe, doesn't affect it


texts: Duplicating non primitive mesh with Python

texts: I've created a mesh I want to duplicate using python with specifications for the new duplicate's coordinates. How do I do that?


texts: Blender texture painting appearing on the backside

texts:
I'm following a long tutorial on using Blender with Unity.
After having modeled my character and drawn in the seams like the instructor, we move to UV unwrapping and then saving an image on which to paint on.
However my problem occurs when i start to paint. When i paint on the character front the colors appear on the characters back. When I rotate around and paint the back it appears on the front. Note the mirrored textures work correctly on side ways. When I re-unwrapped the whole model as one object thereby sepparating mirrored UV islands the problem persists.
Figure 1: Initial figure seen from front.

Figure 2: Having painted a green stroke across the figures belly, we see nothing on the model however a spot of the belt is green and as you can see on the texture right parts have been colored.

Figure 3: When i rotate, we see the green does infact show up but on the backside. Placing dots of different color next to one another on the front will similarily show the dots on the back as if they were painted through (blue on right seen from front will be on left seen on back as if shot through model)

I have tried to flip or rotate the texture ( https://www.versluis.com/2016/11/how-to-flip-or-rotate-a-texture-in-blender/ ) but this didn't help.

I think it may have something to do with when I applied the mirror modifier to objects. I used a different order on unwrapping then mirroring or vice versa for the head which paints correctly in contrast to the body.

Any way i can troubleshoot this or maybe even solve it?


texts: Optix / OIDN De-noiser functionality in Command line renders

texts:
In short I can't find any information on this, but does blender command line rendering support OIDN and Optix denoisers?
Our renders denoise through the renders on local machines (not in command line), but once they come out of the command line renderer there is no denoising when using either. It seems to do everything else in the compositor minus the denoising node.
Server is running Linux, blender 2.9, using 8 Tesla K80's. All documentation says this should function, is there anything special needed to trigger the denoising passes?


texts:
I'm animating a product and I want to rotate an object along an edge which is not aligned to any global axis.
I found out that rotation is possible in Edit mode, set Pivot Point as Active Element and change Transform Orientation to Normal.
It just doesn't seem possible to Insert Keyframe for Location & Rotation in Edit mode. This way, I just change the overall specs of the object without animating the rotation of it.
Here is a video example of the problem where I attempt to rotate the object 20 degrees.
Does anyone know how to solve this / make this work?


texts: Where have my objects camara and lights gone?

texts: I have misplaced objects camera and lights. They do not show in the 3d viewport yet the object shows up in the rendered window. I thought perhaps I had accidentally moved the entire lot away from the grid, however the location of the object still shows to be x0 y0 z0. They are also not hidden or in another layer. They do show in Outliner and the rendered preview window. There is a strange gray line. What have I done?


texts: Bevel goes in wrong direction and creates disortion

texts:
I am trying to use bevel on the edge of my circle. When I select only on edge it causes the following problem:

The Bevel is inverted and it stretched over the other two edges.

If I try to do the half circle:

My first Idea was to try to change the vaule of the profile, which didn't help at all. At custom profile didn't help either.

Greetings Dr Deep

//EDIT:
I tried editing the whole circle:

//EDIT 2
Using Inset to remove the Nogone:

The File:


texts: Change image "Color Space" setting from script

texts:
I`m loading some images from script and I need to be able to change their "Color Space" setting from python. Some of the images are normal maps and it took me a while to get what was going on and how to fix that. Changing the parameter manually via Image Editor works, but I need to change it automatically.
Referring to doc: https://docs.blender.org/api/current/bpy.types.Image.html it seems that the name is "colorspace_settings", but appears to be read-only.
Does anybody know how I can change it? I tried browsing Blender source, but it`ll take me some time to find and understand how to do it.
Thanks for your time. :-)


texts: Apply static bump map to normals in Blender 2.82

texts:
I'm new to Blender and graphics. I'm trying to apply a bump map to a mesh and export it in OBJ format, but I have two problems:

The .obj file nor the .mtl file contains any information about the bump map, in fact by reimporting the obj in blender the mesh doesn't have any bump mapping applied.
By looking into the obj, normals are just very slightly modified and there's no map_Bump entry in the mtl either.

If I undestood well the bump map needs to be computed and applied each time the mesh is imported in a software, using the bump image.
Is there a way to apply "statically" the bump map to the normals, so that the normals are modified just once using the bump image and saved with the mesh? So that I do not need to keep the image and recompute the bump map each time.

Thanks.


texts: Set Driver Target Object from the Console

texts:
Setting a Target Object for a constraint is fairly straight forward:

path = bpy.data.objects["Nurbspath"]
bpy.data.objects["Armature"].pose.bones["Bone"].constraints["Follow Path"].target = path

I'm still very new to this and I can't figure out how to do the same thing for a driver. Specifically I would like to be able to set a the Target Object for a specific variable of a specific Driver from the console. I think it would go something like this:

path = bpy.data.objects["NurbsPath"]
bpy.data.objects["Armature"].animation_data.drivers.driver.driver.variables.var["var"].targets.driver_target.ID = path

But as far as I can tell drivers don't have names so how does one specify them?

The python tooltip isn't particularly helpful either...

bpy.data.objects["Armature"] ... id

Thanks for your assistance.


texts: Deform/Displace a mesh but keep perimeter

texts:
I am currently working on a device called APOBS and a key part of the model is a rope which contains explosive devices shaped like grenades.

After I worked on the mesh of the roping inside the container I now have to deform parts of the mesh to look like its made of fabric.(The model obviously needs more polishing)

Thats where I have been struggling. My approach has been using the deform modifier in combination with a cloud texture. However by doing so the mesh is being deformed and the proportions of the mesh change. Meaning that the diameter of the roping also changes. Obviously the roping is supposed to have the same proportions and I only want to achieve the displacement to make it look more realistic.

So to conclude the approach I have been using does not lead to a statisfying result and my question is "Is there maybe a different way that actually achieves the fabric displacement I am striving for?"

Edit1:
After asking someone who has mainly experience with 3DSMax he was able to come up with something that is approximately what I need.

Edit2: edited title


texts:
I think this effect can be done with Blender grease-pencil.

I understand 3D tracking camera and object.

But how to record the drawing process in Blender?


texts: How to snap all vertices to face(s) of another object correspondingly only by Z-axis?

texts:
Here is what I have:

"Grid"-object at the top
another modified at the bottom

So how to snap 1 to 2? Thanks.


texts:
I cannot model this simple thing. This is the closest I could get:

I tried the screw modifier with simple deform to taper the worm, but it didn't work. I ended up using a lattice modifier, but it still doesn't work.


texts: Why doesn't choosing different object change Shading nodes?

texts:
When I choose a different object I don't see the associated nodes in the Shading tab change. I can see the Preview changes but not the nodes, notice the diffuse material is the same:

Q: What am I doing wrong here?


texts: How to change an object's material or texture with python script in blender game and for it to be visible?

texts:
I have tried this with the materials:

import bpy

D = bpy.data

D.objects['Cube'].material_slots[0].material = D.materials['Material.001']

# material slot 0 is a material that is applied to the object.

But the effect is only visible "out of the game"


texts: Is there a way to render beyond the black/transparent area created by the Distortion Node added in compositing? A simple crop or perhaps an overscan might fix this, but hoping to have it just render. What causes the black area to begin with?


texts: How can I straighten my character's legs?

texts:
I'm following this tutorial by Grant Abbitt on the deadpool Funko Pop. When I came to the legs part, I extruded / grabbed it the same way he did, followed his same steps and even redid it a few times. But my legs are slanted, whereas his isn't.
In the pictures below, the reason my front view has the feet but his doesn't is because I couldn't fine a scene where he turned to the front view.
My front view:

His front view:

My side view:

His side view:

So my question is, how can I straighten my character's legs? I have tried rotating, grabbing, etc. but it still doesn't help.
Thank you!

EDIT: Umm also, I can't undo the legs and feet...unless I make another torso.


texts: Out of Memory in Cycles when changing render engines

texts:
When i change render engine to cycles it can't render until i reboot blender. This is caused because of a high res textures.
How can i fix this?


texts: Now, I want to input a key value automatically in the selected key frame bpy.context.object.animation_ data.action.fcurves[0].keyframe_Points[0].co[0], but in this case, it can only be obtained manually, and the value of the currently selected key frame cannot be obtained automatically. Is there any other way?


texts: Object in Cycles is getting illuminated but stays black in Eevee

texts:
I am working on a space scene using a 3D model of a starbase that I downloaded online. There's a sun in the scene that illuminates the starbase. The starbase gets illuminated in Cycles, but when I switch to Eevee, it does not receive any light from the sun.

The node tree of one of the "head" of the mushroom-shaped starbase looks like this:

Am I missing something fundamental that you more seasoned pretzels can see at the first glance?


texts: When I set sun or spot lamp on my scene,I don't know why I get those strange 'square' shadows on some areas of the mesh.I tried to increase the size and the angle of the lamp but they are still present on some more complex objects.I would like to get rid of these but don't want to change the direction of the lamp,what should I do?


texts: How to animate Rotation of a PNG image in VSE?

texts:
I selected the Transform effect green rectangle, then I moved to frame #10, and lastly, I changed the Rotation value. Shouldn't a Keyframe have been made at that moment?
I am starting to suspect that of all things animatable, this is not one of them, is it?


texts: Local translation fail due to wrong rotated origin

texts:
I have messed up with rotation (rotated object in edit mode, not object, and now object's origin rotated in wrong direction and i can't correctly scale my plank)

I know that i can simply create new one, but i would like to know how can i reset my origin or model rotation, without creating new object.

P.s. Origin to geometry doesn't help same as geometry to origin.


texts: Mesh text individual letters change colors

texts: Is it possible once you change a single text object to mesh, change each word a different colors within the key frames. I thought you could just select the word change the colors within the key frame. Unfortunately, this changes the entire text no matter which word I choose. Any help is appreciated. Using Blender 8.1


texts:
I have a blend file that contains the following scenes:

• Clothing
• Compositing
• Paper
• Social Media
• Van

The idea is that guys in my office who aren't 3d literate can save a logo design as a texture file, then open this Blend file, hit render and it spits out a bunch of images showing off the logo in different scenarios.

The only sticking point is that they may need to change the colour of parts of the files so I have put together the following python script which when run allows them to just use colour pickers to change the colours.

import bpy
from bpy.types import Panel

class ExamplePanel(Panel):
bl_label = "Background Colours"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'

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

     #Paper Scene Inputs

    obj = bpy.data.objects["OfficePaper"]

    mat = obj.active_material
    if not mat:
        layout.label("Create a material")
        return

    nodes = mat.node_tree.nodes

    # Define the Specific Node
    paper_colour = nodes["Principled BSDF.001"]
    mix = nodes["Mix Shader"]

    layout.label("Office Paper Scene")
    layout.prop(paper_colour.inputs["Base Color"], "default_value", text="Paper Colour")

     #Clothing Scene Inputs

    obj = bpy.data.objects["Embroidered_Cloth"]

    mat = obj.active_material
    if not mat:
        layout.label("Create a material")
        return

    nodes = mat.node_tree.nodes

    # Define the specific node
    clothing_colour = nodes["Principled BSDF"]
    mix = nodes["Mix Shader"]

    layout.label("Printed Clothing Scene")
    layout.prop(clothing_colour.inputs["Base Color"], "default_value", text="Clothing Colour")

     #Social Media Scene Inputs

    obj = bpy.data.objects["iPhone"]

    mat = obj.active_material
    if not mat:
        layout.label("Create a material")
        return

    nodes = mat.node_tree.nodes

    # Define the specific node
    postbg_colour = nodes["MixBGColour"]

    layout.label("Social Media Scene")
    layout.prop(postbg_colour.inputs["Color1"], "default_value", text="Background Colour")

     #Vehicle Graphics Scene Inputs

    obj = bpy.data.objects["Van"]

    mat = obj.active_material
    if not mat:
        layout.label("Create a material")
        return

    nodes = mat.node_tree.nodes

    # Define the specific node
    vanpaint_colour = nodes["VanColour"]

    layout.label("Social Media Scene")
    layout.prop(vanpaint_colour.inputs["Base Color"], "default_value", text="Van Colour")

if __name__ == "__main__":  # only for live edit.
from bpy.utils import register_class
register_class(ExamplePanel)

This script, micraculously given my limited scripting experience, works fine.

The final hurdle though is that I want this script to be loaded ready for them so that they don't even have to worry themselves with clicking the Run Script button and hence having to leave the code open to the risk of accidental editing.

I have the the Register Check box checked and I have the name of the text datablock as cp.py  I have also set the preferences to Auto Execute but so far nothing works at all.


texts: How to fix this UV distortion on a face?

texts:
I am trying to UV map a model of some robot tracks, so that a texture with horizontal lines wraps evenly around it. However I am running into an issue whereby everything looks okay, except for the outer faces, where instead of the line traveling straight across to the other side, there is some kind distortion running diagonally across the face. I know this is related to the face being made up of 2 triangles but how do I go about fixing this?

Here is a screen shot of the issue:


texts: Can't bake a proper normal map in Blender 2.9

texts:
I'm trying to follow Andrew Price's anvil tutorial but I'm completely stuck at the point where he bakes the normal map from a high-poly sculpted mesh to a basic mesh...
I have tried changing the ray distance and extrusion, I've also tried to Alt +  S the low-poly mesh and use it as a cage, but no matter what I do, the best normal map I get looks like this.

Most of it is blue-ish/purple, so the color scheme is matching a "proper" normal map, however it still looks really weird once I apply this image as a normal input to the low-poly mesh material. Does anyone know what I'm doing wrong?


texts:
Thank you for your time reader!

I want a particle system to shoot (laz0rs) at an object (in this scenario a plane / ground).

So far I learned that keyed physics is the way to go.
I got three Objects now:

Ground / target plane (particle system with no physics)
Shooter cube / emitter (same particle system)
Helper cube / (particle system with keyed physics)

But I cant manage to rotate particles toward the "target"

Does someone have an advice for me? :)


texts: How to make custom "create options" panel in bottom left

texts:
I want a panel in the bottom left to accept "create options"; like what you get when adding an mesh object.
I've got a panel but no combination of bl_space_type bl_region_type and bl_context I try seems to work

I found the answer to this. Panels down there are associated with the current operation.  https://b3d.interplanety.org/en/calling-functions-by-pressing-buttons-in-blender-custom-ui/
Though I can't figure out the relationship between the operation and the panel e.g. how Blender knows which panel to show for the operation.  I also haven't found a way from python to call the operator and get it to show the UI e.g. if I do bpy.ops.test.test_op() it runs my operator but never shows the UI; I want to show the UI, like it does when run using F3


texts:
I'd like to be able to rotate my VIEW (not my model, not my camera either) around the Y-axis. This would allow me to select some vertices using a box selection. I fear it cannot be done, but I hope some one proves me wrong.

My research so far is little promising:

http://forums.cgsociety.org/archive/index.php/t-981266.html

http://en.wikibooks.org/wiki/Blender_3D:_HotKeys/3D_View/Object_Mode

Q: How to rotate my view around the Y-axis?


texts: How to read pixels of a video from python API?

texts:
How to access pixel values in a video footage frames from python API?
Sequence or clip editor? Or loading data directly perhaps?

I'd like to make a primitive laser 3D scanning addon utilizing same principle as
http://en.myinventions.pl/index.php?page=3Dscanner

Edit: Ok, half way there - able to load file, but can read only the first frame.
Is there a way to change frame?

import bpy
img = bpy.data.images.load('H:\\Data\\_blender\\Fluid\\Video_Edit.mov')
print(img.frame_duration)

#getting data
pixels = list(img.pixels)

#testing data
tmp = bpy.data.images.new(name="sample"+str(frame), width=w, height=h, alpha=False, float_buffer=False)
tmp.pixels = pixels


texts: Changing 'data block' name of object from python script

texts:
I am trying to change the name of the object in the data block from the python script. The operation name is: bpy.ops.outliner.id_operation(type='RENAME').

But I am not experienced on Blender and I don't know how to use that function, so can someone help me on that subject please?

Thanks in advance.


texts: Trying to Make Zero-G Manipulatable Liquid

texts:
I’m basically trying to find a way to control a fluid simulation, or something that looks like fluid, in a way that would allow me to have the fluid follow one point, but still allow it to deform based on how fast that point moves, pretty much just basic squash/stretch on a blob, but I also need to control how much the simulation is effected by that squash/stretch, or if it just stays spherical. Figured I’d post here and see if anyone had any ideas, or if there’s a better way to get this kind effect.
So far, I’ve tried using an animated force field, but the particles are either not able to keep up with the field when it moves too fast, or they orbit too fast, and it just look too active.
I’ve also tried using a small sphere as a guide effector, but it didn’t seem to follow it properly; as soon as the sphere touched the fluid, it all just flew up and exploded against the domain. I probably didn’t set it up properly, but I’m not sure it would’ve worked anyway.
I’ve seen tutorials where they animate the fluid to go along a curve, but that doesn’t offer the kind of control I need, since it’ll only follow the curve like a stream, instead of being able to squash and stretch, or even being able to just pause on command, and merge back into a floating sphere.
I’ve also tried using cloth simulations instead of fluid, to get that kind of floating blobby shape, I figured I could change the pressure up when I need it round, and bring it back down when I need it to look blobby/liquidy, but it just flaps and spins around, and looks horrible, it doesn't seem like there's any hope there, but it also might just be because I set the sim up badly.
I've considered hand-animating a mesh frame by frame to look exactly the way I want, but I'm worried it'll look like stop-motion, and I wanted to shoot for a more realistic look.
I feel like there’s an obvious way to do this that I’m missing, but I just don’t have enough animating experience. If anyone has any ideas, I’d really appreciate some help. Thanks in advance!


texts: How to ask Python if a sensor is activated, BGE?

texts:
I am a total beginner with python combined with BGE.
I wrote that:

import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    if MessageSensor.positive or MouseSensor.positive:
        MessageActuator.activate

main()

it doesn't work, what's wrong?


texts: Installed add ons are not visible as separate tabs in sidebar

texts: I have a problem with addons in all 2.8x blender versions (in 2.79 version it works propertly). All of addons are NOT visible in the right sidebar, as separate tabs. There are only visible in option "Tools"->Workspace (also right sidebar). You can select them, but it doesn't change anything because there is no possibility to use it (e.x TextFX Addon). Or maybe I don't know how to use it?... I tried to find any tutorial, but in every tutorial there is this same situation - everybody (after installing addons and activated it) have them visible in the right sidebar as separate tab. What do I do wrong? Is it preferences case? Can you help?


texts: How to perform Mesh/Sort Elements for objects through Python?

texts:
I've many objects that i need to Sort its faces with the same criteria(As example according to VIEW Z Axis.
I do iterate through selected objects through:

import bpy
for obj in bpy.context.selected_objects:
bpy.context.scene.objects.active = obj

but haven't succeeded performing the view dependant part.


texts: How solve "AttributeError: 'NoneType' object has no attribute 'ui_type'"?

texts:
in Jupyter notebook i have loaded bpy module :

import bpy

with no problem. But if i load the 3D view :

bpy.context.area.ui_type = 'VIEW_3D'

give me this error :

AttributeError: 'NoneType' object has no attribute 'ui_type'

How to solve this?


texts: Applying over 200 textures to a single model

texts: I downloaded a bus model from a website that came with a fbx file and a folder containing 226 png texture files. I just don't know how to apply all those texture files to model. The screenshot shows the shading editor with a purple coloured bus (indicating that textures have not yet been applied I guess). On the left side are some of the listed textures.


texts: location Transform does not effect childs origin

texts:
I am working on poseestimation and segmentation and generating data for this in blender. I try to segment a bipolar electrode and as some extra Information I want to get the 2d position of the tip of the bipolar electrode in the render.
I got some code which gives me the 2d coordinates of 3d point. So i made the tips of the bipolar electrode child-objects of the electrode, with their origin inside the tip.
After moving the parent i wanted to get the location of the childs origin, to know the coordinates in the 2d render.
But the childs-origin is not moving with with the parent, how can i change this, or is there an other way to get data in the 2d img.
Thanks for the help

# code to get 2d data
def tryLud(toolname):
    scn = bpy.context.scene
    cam = bpy.data.objects['Camera']
    res_x = scn.render.resolution_x * scn.render.resolution_percentage / 100
    res_y = scn.render.resolution_y * scn.render.resolution_percentage / 100

    #v = Vector((-1,0,0))
    v1 = bpy.data.objects["s1_"+toolname].location
    v2 = bpy.data.objects["s2_"+toolname].location

    p1_camera = world_to_camera_view(scn, cam, v1)
    p2_camera = world_to_camera_view(scn, cam, v2)

    rnd = lambda i: round(i)

    p1_camera.x *= res_x
    p1_camera.y = scn.render.resolution_y - (p1_camera.y * res_y)
    #p1_camera.y = p1_camera.y * res_y

    p2_camera.x *= res_x
    p2_camera.y = scn.render.resolution_y - (p2_camera.y * res_y)
    #p2_camera.y = p2_camera.y * res_y
    return [[rnd(p1_camera.x), rnd(p1_camera.y)],[rnd(p2_camera.x), rnd(p2_camera.y)]]


texts: How to draw or copy a image as realistic texture for 3d models?

texts:
How to draw or copy a image as texture for 3d models?
I've tried to copy some images from Internet but they can't fill my model smoothly since they aren't seamless texture.
So I want to draw my own texture, and I want to know if there are some methods or tools that can draw realistic texture easily.
I've had problems with car tire there is repeat pattern problem.
This texture is from the game model file.

,and this one is from my own model.

How to make texture more realistic like the first image?


texts: Why does this mesh deform while weightpainting?

texts:
When trying to weightpaint my mesh some mesh gets deformed.

I searched for an answer and found this question, but the solution does not work. The problem only affect some bones - all bones which have a IK. If I subtract the weight paint the deformation goes back to normal.

The .blend file can be found here


texts: Why is my texture shaded in the viewport?

texts:
I have a problem, with UV editing in Blender. When I added this texture to this tower model, the texture is shaded for no good reason, and I copy pasted lights everywhere around it, but it still doesn't work. I have no idea what is going on with this.

PS For any other information, I only know the basics of Blender and it's UV editing, so please write stuff that I will be easy for me to understand.


texts: How to make several objects free fall at different keyframes?

texts:
Im strugling at simulating free fall physics interaction. What i want to achieve is resumed in this steps:
1)object 1 falls from certain height
2)object 1 is set to passive at frame (lets say frame=50). When i consider.
3)object 2 is added into scene at frame 50, it free falls and collides with object 1.
3)Repeat
I got everything settled except simulating interaction. I can't make objects fall at certain keyframe and make active/passive transformations at that specific key frame.
I must do it via script, I need to automate the process.
Any ideas?
Thanks so much.


texts: take screenshots programmatically in bge?

texts:
import bge

from bge import render, logic

def makescreenshot():
    path = logic.expandPath("//")

    def main():

        cont = bge.logic.getCurrentController()
        own = cont.owner

        render.makeScreenshot(path+"image.png")

    main()
makescreenshot()

^This is the code I have to take a screenshot of the current scene and I want to connect this with an always sensor to the camera, but the only way I know to do so is by using bpy...is there any way to take screenshots using bpy or is there any way to add logic bricks using bge?

Thanks!


texts: Cloth simulation acting wonky in render. Correct in viewport

texts:
I've baked a cloth simulation and parented it to another object. The animation looks right in the viewport but when I render it, it jumps to the right on the X axis and then gradually floats to the left.

Animation starts at frame 118. The initial jump changes based on what frame i start the bake on: closer to 0 means further to the right.

Here's the viewport render to show what the animation is supposed to look like.

https://gfycat.com/victoriousoldfashionedhydatidtapeworm

Any ideas how to solve it?


texts: 2.83 and 2.9x trackBall navigation mode is a different operation experience, I think it is not easy to operate when carving

texts:
I found that the 2.9x traceBall navigation mode has a big change compared with 2.83. Does anyone know why it changed? I think such operating habits should not be changed because of the version...can someone help me?
PS.
Comparison video of 2.83 and 2.9x trackBall navigation mode :
https://youtu.be/Td_8o_qPuMY


texts: Why selecting nodes in shading mode is not working?

texts:
I clicked on B then with the mouse left button hold down dragging it top cover the nodes. I want to select the 4 nodes but when I'm leaving the mouse left button the selection is gone.

I want to duplicate this 4 nodes so they will keep be connected only between them self. Like this :


texts: Which is better, cycles or LuxCore? The problem is that lve been using cycles for a long time but i see that luxcore has better results and i dont know what i should be using. My objective is to get the most realistic result as posible. The mechanics of LuxCore look easy but ive seen that is hard to use. And also, is it unbiased?