texts: Any way to get a specified magnification effect?

texts:
I'm trying to simulate the magnification of a rifle scope. However, I don't want it to be a random amount, as rifle scopes typically have a set range of magnification (for example anywhere from 6x to 14x).
I've done research prior to posting this, and I know having two UV Spheres scaled down from their poles and at different overall sizes would generate the effect I'm looking for, but is there a way to get a specified setting say like 4x zoom? I'm not looking to get a range to adjust from, just one level of magnification.

Also, if it helps, I'd preferably like to do this in the Cycles rendering engine if at all possible.

I made a rough model of the ACOG 4x rifle scope and studied up on the internal parts. It contains two eyepiece lenses, a roof prism and the objective lens, which I modeled. It works somewhat, most likely because I made the prism too square.


texts:
Configuration of my computer is
I9 10th gen 10900k
Nvdia 2080super 8 gb
64gb ram
Blender version: 2.92
I was using blender to sculpt a z brush model of 6 million poly around 4-5 months ago. But when i open the same blender file the software is slow and cant do anything. The frame rate after adding keyframes is 0.2fps. Its the same with any high poly models. Any solution for this?
Thanks Arun


texts:
I'm guessing this would be pretty difficult, but I was wondering if there was a way to get the mesh analysis data to save as a texture. Specifically the thickness setting. The idea being to "bake" the mesh analysis display to save as an image.

I assume there's probably some way to do it with scripting, but that it's probably over my head at the moment.


texts: Create a arrow from cylinder and cone in Blender 2.8 python API

texts:
I know this question is redundant and asked multiple times. Though there are solutions available for the older versions of python API, for 2.80 I couldn't find out.

I want to create an arrow using primitive_cylinder_add and primitive_cone_add. As I want to use many arrows, I want them to act as a single object, so that I can translate and rotate as a whole. Following are my sketch, not a working code. I am wondering, how to merge them?

def draw_arrow():
   # object length and radius will be fed as argument
   bpy.ops.mesh.primitive_cylinder_add(radius=0.1)  # location will be set
   bpy.ops.mesh.primitive_cone_add(radius=0.2)

   **code to merge them as a single object**
   return bpy.context.active_object  # return arrow

def main():

   arrow=draw_arrow()
   ob = bpy.context.object

   # draw, translate, rotate multiple times as needed
   n=5
   for ix in range(-n, n, 2):
       copy = ob.copy()
       copy.data = ob.data.copy()
       copy.location.x = ix
       copy.location.y = jx
       copy.location.z = kx
       copy.rotation_euler[1] = theta
       copy.rotation_euler[2] = phi
       bpy.context.collection.objects.link(copy)

   bpy.context.scene.objects.update()


texts: How can I print just the name of the camera and not the full structure?

texts:
import bpy
context = bpy.context
scene = context.scene
activecamera = bpy.data.scenes["Scene"].camera

if activecamera == None:
    print("No Active Camera Selected")
else:
    print(activecamera)

And yes I'm old timer newbie!


texts: Enable Inherit Rotation but keep visual rotation?

texts:
I just finished an animation where I had the "Inherit Rotation" on the head-bone unchecked because it's easier to animate like that.

Now I want to export the animation and I have a problem: the format I export the animation to doesn't support this setting.

Is there a way/a script that can compute keyframes that have to be added/modified to toggle "Inherit Rotation" on without changing the visual transformation of the bone?


texts: Why do my vehicle's wheels appear to rotate backwards?

texts:
I'm animating the rotation of a truck's wheels, and they have a clearly visible tire tread. Everything works, but I'm getting a severe case of the frame-rate aliasing problem which means that at certain speeds my tires appear to be rotating backwards, or slowly, or even not at all. It's bad enough that I'm not sure I'll be able to deliver a movie that would help people to understand our technology.

My keyframes are designed to show the truck accelerating from a standstill, then decelerating to a standstill, so I run through a wide range of rotation speeds.

I also have rotating gears in a gearbox, and the problem's bad there too. Teeth, you know...

I understand why this is happening (periodic geometry advancing spatially but sampled at the frame-rate - it's a temporal aliasing thing)... but I'm wondering if anyone has come up with any methods for mitigating its visual impact. Note that I'm observing this in the 3D window. I haven't yet tried rendering a movie; but I don't expect I'll escape the problem in the rendered output.

Any wisdom?

Would motion blur help?


texts: The transparent texture on part of my eye is no longer working

texts:
I followed this tutorial a while ago to make an eyeball in blender for my character. Just recently I rotated everything in the to line up with a different axis. I noticed after doing that, that the white cornea part of the eye was no longer showing up. I changed the Mapping node of the cornea to vector and changed the rotation to match the cornea object (-900) but that put a white texture facing the front and blocking the iris. The transparent hole made for the iris seems to face whichever direction I'm looking at it from in the viewport, which I haven't seen before either and I think might be part of the problem.
This is the tutorial I followed: https://youtu.be/gfEyhPXsOCM
Here's a link to the blend file, uploaded on google drive: https://drive.google.com/file/d/1wL9fM5cvxCqIDHo2S_IJ8zBs8X9Tdmdj/view?usp=sharing


texts: So I have been joining meshes and for some reason when I join a mesh and a hand mesh. The hand mesh gets all messes up as you can see in the second picture. But when I combined other meshes together in the same project it worked just fine even with armature but not with the hand mesh I made for some reason...


texts: How to duplicate an object and rename the original to have the "_high" suffix and the duplicate the "_low" suffix

texts:
I'm trying to duplicate an object and add a _low to the duplicated object and _high to the one it was duplicated from. For example, if I had "cylinder" I want the duplicated object moved to the side to be "cylinder_low" and the one it was being duplicated from to be "cylinder_high"
import bpy
for obj in bpy.context.selected_objects:
    suffixL = "_low"
    suffixH = "_high"
    act_obj = bpy.context.view_layer.objects.active

    bpy.ops.object.duplicate(linked=False, mode='TRANSLATION')
    obj.location[1] += 5

    if suffixL not in act_obj.name:
        act_obj.name = act_obj.name + suffixL

    elif suffixH not in act_obj.name:
        act_obj.name = act_object.name + suffixH

This is what I have but when I run it it works, but the original one is named "Cylinder.001" instead of with the suffix "_high".


texts: Subsurface modifier creates gaps on extrude

texts:
So, when using a subsurface modifier, it always creates a kind of gap between the main structure and the extrueded one. I never know why.. here's how it looks like:

Anybody knows how to fix that ?


texts:
I figured I would start by trying something basic, involving three floors, and a pair of stairs. For the top two floors, some sort of hole needs to be created in the floors to allow passage. I did this with a cube mesh and the difference boolean operator. The first floor worked. The second did not.

The screenshots below can provide a little extra detail. In the second half, you can see the operator worked correctly. The floor was cut in to correctly and the inner faces are in place. In the first half of the screenshot, you can see where it did not work properly. This is a view from inside the cut. The inner faces were created when the operator was applied, but the top and bottom faces were never removed.

I'd like to think that I recreated the steps exactly with both applying the operators, as well as creating the cube meshes that make up each floor, but clearly something went wrong along the way. The question is, what is it? And how can I fix the problem?


texts: how to make blender automatically use relative paths 2.8

texts:
How can i make blender always use relative paths?

I looked into the preferences but couldn't find any setting for this. apparently in 2.79 there was such a setting but in the newest version it seems to have disappeared.


texts: Strange object invisibility with no edit mode

texts:
I've been following a tutorial from Youtube on how to create a character from scratch, but I've come across a bizarre problem. I've been following step by step all the way, but somehow I've managed to make a character's eyes and teeth disappear even when they're supposed to be visible.

As you can see, the eyes ARE selected and the Eye Icon is on meaning they should be visible. I've heard something about layers, but after checking it over all my objects are on the same layer, but the dot on the bottom is grey instead of yellow. I can't seem to be in any other mode than Object Mode with them, plus even when I use 'View- View Selected', the viewport doesn't move, so it's not like I've moved them elsewhere and can't find them.

In this picture all I've done is select the 'Hair' object to compare the settings between them. As you can see, the layer dot is yellow, the translation icon is on the object and I can go into all the modes. I'm still new to Blender and am very, very confused where my eyes and teeth have gone. Help please??

I'm using Blender 2.78


texts: Physical simulation- how to create anti-gravity in objects like hot-air balloons

texts:
How do you create objects that "defy" gravity like an hot-air balloon?

Then halfway into animation, how do you make the hot-air balloon drop anti-gravity, as it loses heat?


texts:
I would like to create a nice outside light for my interior scene, but without using hdri image (the rendering time increases a lot on my computer and most of all I can't find the way for correctly positioning the sun from hdri).
What's the best solution? Should I use a jpg image or sky background and then positioning a sun light source?


texts: Prevent light from lighting inside a closed room?

texts: I've got a problem with lighting. I don't want lights that gets through edges :/ I have closed room with floor, ceiling and walls. Point light object is created upper ceiling. And light gets inside the room but it should not. How to fix this? Room should be dark but is bright because of light object :/


texts: Transparent material looks different in render/camera than in preview in Eevee

texts:
I've seen a few different questions with similar problems on here but none of the solutions appear to work for/apply to my issue. This one seems closest to the problem I'm having, but I don't have a volume so I don't think that's what's happening here. I've downloaded an eyeball mesh (from turbosquid, I think? It was a hot second ago) and I've used it in Cycles before with no trouble, but I decided to see how it would look in Eevee, and it looks fine in rendered preview mode:

It looks like that in Cycles, too, which is what I want. But then I go into the camera view, and it looks like this:

Here are the nodes for the transparent material of the eyeballs:

Is it the shading language? I read in the linked post above that the camera and render take more calculations into account than just the preview. I'm just not sure if that's the problem here or not.
Thanks in advance for any insight. I've only used Eevee a few times in the past so I'm not super familiar with it, sorry.


texts: Rigid Body Problem - objects not colliding

texts: I am trying to complete BlenderGuru's Quick Rigid Body Fun tutorial, but keep getting stuck when trying to add Rigid Body to the chain. My top chain link stays in mid-air, while the rest fall and collide with the floor and each other. But they should just hang in mid-air. According to the tutorial, the plane needs to be set to Passive under Rigid Body, and the top chain link should be Active , but unchecked in "Dynamic". The other chain links should all be Active and checked Dynamic. The top chain links stays as it should, but link#2 just falls right through. Any help appreciated :-)


texts: Is it possible to use different object interaction display modes on different objects in the same scene?

texts:
I have a scene consisting of multiple objects, some of which are objects incorporated in the scene. The other objects are not incorporated in the scene, for example, the lamps, the cameras and certain objects I call "helper geometry". Examples of helper geometry include plane objects onto which a reference image is textured, and cube objects of defined size to use as a quick aid to setting exact sizes of other objects.

I'd like to be able to have the object(s) upon which I am actively working in edit mode, wireframe view, other objects which are useful as references in solid view, and the reference geometry objects--especially those textured with reference images--in textured view. How can this be achieved?


texts: Permission denied when opening .txt file with python

texts:
I wrote a script that involves outputting some information to a .txt file.  A couple days ago this script worked just fine with no errors.  Since then I have changed nothing in the script but now when I run it in Blender I get the following error:

traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
PermissionError: [Errno 13] Permission denied: 'input.txt'

With info from the various other Permission denied questions (here, here, here, and here) I have done some troubleshooting and gleaned the following information:

The file is not open anywhere else.
I can save the .blend file and open/import/export other files just fine, unlike the problems the above linked questions are addressing.
I have tried open('input.txt', 'w') from the command line within Blender and it throws the same error.
I have tried open('input.txt', 'r'), and open('input.txt', 'r+') as well, these throw [Errno 2] No such file or directory: 'input.txt', even though the file does in fact exist.
I can open and write to the exact same file from a python script outside of Blender just fine.  So the problem seems to be from within Blender.
This exact same script worked just fine a couple days ago, it has not been modified since.

Any idea what could have changed and caused Blender (and Blender only) to no longer be able to access this file?


texts: How do you import an object from another Blender file without losing textures?

texts:
I built an LP Record in another Blender project (including colors, textures, images, materials) and tried to bring it in to my current Diamond Head project:

I appended the Diamond Head project with the LP object. I got the disc shape rendered in gray. So I tried importing the Materials and Nodes to no avail.

My objective is to have the record spinning in the crater, so I need to merge the two projects. What's the best way, if any, to accomplish this?


texts: How to make objects follow other objects?

texts: I've to make a cricket game in blender. How can I make the fielders follow the ball so that ball can be stopped?


texts: How to externally control the look of volume material?

texts:
The effect that I want to achive looks like this:

The problem I have is with that colorful cube with controllable color gradient. The cones and planes can be ingnored. I have achived similar result using Volume Scatter and Noise Texture node but I cannot find way to replace Noise Texture Node with my input data.

 It can be anything. I thought maybe 3 2D textures in some way could control the Volume look? Maybe there is a way to control it with Python script? Maybe using raw binary voxel data (which i tried and for some reason it doesn't work in Blender 2.8) or maybe totally another way to achive similar effect.

The colors adding up to white is also a little annoying but i can live with that.

It needs to work in Blender 2.8


texts: Image texture is not showing on imported objects

texts:
Using Blender v2.8. When importing Vavefront obj or Stl and trying to assign an image texture, it doesn't show properly. At the same time, a native Blender object, like a cube from the screenshot with the same settings works as expected. Cannot find any differences in the settings between imported and native objects. Is it some kind of limitation, or imported objects needs to be processed differently?

BR
Oleg


texts: Why when I try to join a low poly tree with icospheres they get distorted

texts:
I have created a low poly tree using icospheres as the leaves.
I'm trying to do an Alt +  J to join and get one object and when I do so the icospheres get distorted.
I don't know what is causing it. When I did an Alt +  J (join) on another tree I created (didn't have icoshperes but in the same project), that tree survived the process.
Before join

After join

Any ideas what I'm doing wrong here? (v 2.92.0)


texts:
When I create a new material it is listed last and I don't know how to move it.
I'm trying to render a material together with a "Wire" material and I think that the way that works is when the "Wire" material is on top of other materials and then assign the other materials. In that way on the render the other materials will be on the object together with the "Wire" material Here is an example from blendswap -

http://www.pasteall.org/blend/31068

http://www.blendswap.com/blends/view/67420 (read the description)
What is the way to move a material above another?


texts: How to avoid gradient banding while using a video sequence editor?

texts:
I rendered a 80 frame test animation in jpeg format. Used Blender to create the movie. The output format is mp4. The bottom image shows the first of the rendered image on the left extreme. The image at the center in the snapshot from the video rendered using those frames. The last one on the right is the snapshot of the video rendered as another video (did it to combine multiple videos).

How to avoid these gradient bands?

PS:This is regarding rendering of video using video sequence editor. I tried out increasing dithering value till 2, but still the bands are appearing in the rendered video


texts:
EDIT: This is a bug regarding AMD drivers hence the question is marked off topic. There is a report filed in the comments so the devs will tackle it in the next release.

I leave this here in case others have the same issue. Original question:

When initiating a preview using GPU compute in Cycles, I get a message "errors is console" EDIT: there is the console content.
Point is, I can't use GPU mode on AMD Radeon 8730M (latest driver).
Any way to fix this? or am I stuck here?
OS:
Windows 10 Pro 64 bit, build 1607.
I got help to see the correct console, its content is:

OpenCL kernel build output:
"D:\Applications\BlenderFoundation\2.78\scripts\addons\cycles\kernel\kernels/opencl\../../kernel_projection.h", line 238: error:
      expression must have pointer-to-struct-or-union type
            float altitude = fabsf(safe_asinf(D->z));
                             ^

1 error detected in the compilation of "C:\Users\agoston\AppData\Local\Temp\OCL7644T2.cl".
Frontend phase failed compilation.

OpenCL build failed: errors in console
Build error: CL_BUILD_PROGRAM_FAILURE
Device init success
Compiling base_kernel OpenCL kernel ...
Build flags: -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=15 -D__MAX_CLOSURE__=64 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_PATCH_EVAL__
OpenCL kernel build output:
"D:\Applications\BlenderFoundation\2.78\scripts\addons\cycles\kernel\kernels/opencl\../../kernel_projection.h", line 238: error:
      expression must have pointer-to-struct-or-union type
            float altitude = fabsf(safe_asinf(D->z));
                             ^

1 error detected in the compilation of "C:\Users\agoston\AppData\Local\Temp\OCL7644T3.cl".
Frontend phase failed compilation.

OpenCL build failed: errors in console
Build error: CL_BUILD_PROGRAM_FAILURE
trying to save userpref at C:\Users\agoston\AppData\Roaming\Blender Foundation\Blender\2.78\config\userpref.blend ok
<!> event has invalid window
Device init success
Compiling base_kernel OpenCL kernel ...
Build flags: -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=15 -D__MAX_CLOSURE__=64 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_PATCH_EVAL__
OpenCL kernel build output:
"D:\Applications\BlenderFoundation\2.78\scripts\addons\cycles\kernel\kernels/opencl\../../kernel_projection.h", line 238: error:
      expression must have pointer-to-struct-or-union type
            float altitude = fabsf(safe_asinf(D->z));
                             ^

1 error detected in the compilation of "C:\Users\agoston\AppData\Local\Temp\OCL7644T4.cl".
Frontend phase failed compilation.

OpenCL build failed: errors in console
Build error: CL_BUILD_PROGRAM_FAILURE


texts:
I want to use the Python API to create a sequence of absolute shape keys that deform a mesh over time, however I'm having a lot of trouble figuring out the proper way to do that.

Currently I'm trying to mimic how I would do it by hand, i.e. using bpy.ops, which I'm sure isn't the best way to begin with, but even then I can't get it to work. A minimal sample of what I'm trying to do:

import bpy

if __name__ == '__main__':
    # Create nx*ny points as a starting mesh
    nx = 11
    ny = 11
    data = [(x/10., y/10., (x**2+y**2)/200.) \
        for x in range(nx) for y in range(ny)]

    # Create edge loops to define faces
    faces = []
    count  = 0
    for i in range(ny*(nx-1)):
        if count < ny-1:
            faces.append((i, i+1, i+ny+1, i+ny))
            count += 1
        else:
            count = 0

    # Create mesh and object
    mesh = bpy.data.meshes.new('mesh')
    obj = bpy.data.objects.new('obj', mesh)
    obj.location = (0, 0, 0)
    bpy.context.scene.objects.link(obj)
    mesh.from_pydata(data, [], faces)
    mesh.update(calc_edges = True)

    verts = obj.data.vertices

    # Create a base shape key. This much seems to work.
    bpy.context.scene.objects.active = obj
    bpy.ops.object.shape_key_add()
    bpy.ops.object.shape_key_retime()
    obj.data.shape_keys.use_relative = False
    skeys = obj.data.shape_keys
    skbs = skeys.key_blocks
    skbs[obj.active_shape_key_index].interpolation = 'KEY_LINEAR'

    # Create 10 sequential deformations
    for n in range(10):
        # Create new shape key
        bpy.ops.object.shape_key_add()
        skbs[obj.active_shape_key_index].interpolation = 'KEY_LINEAR'
        bpy.ops.object.shape_key_move(type='BOTTOM')
        bpy.ops.object.mode_set(mode='EDIT')

        # Deform the mesh
        for i in range(len(verts)):
            verts[i].co.z *= data[i][2]
        mesh.update(calc_edges=True)
        bpy.ops.object.mode_set(mode='OBJECT')

This does create the shape keys and put them in the correct order, but the mesh deformations aren't linked to the keys (because I'm modifying the vertices directly instead of using the edit-mode tools?), so the mesh always resembles the initial data. If I manually add another shape key after running this script, it magically takes the geometry of the last iteration, but the ones in between still don't seem to do anything.

What is the proper way to implement this (ideally without as much reliance on bpy.ops)?


texts: I wanted to know if it's possible to take an pre-existing 3D rigged model, specifically this one... https://gumroad.com/l/JJuKG and have the model reworked to look more stylized, like this... https://www.artstation.com/artwork/LEme0 and have the rig expanded to give the model more cartoony exaggerations, squashing and screeching capabilities like this... https://www.youtube.com/watch?v=esYak0NuEP0?


texts: How to make an object fit in a unit cube?

texts:
In my blender object, there are hundreds of vertices, normals, faces and etc and the thing I want to do is to make it fit in a unit cube. I've tried almost everything including

Trying to find an option in file->export.
Selecting all the things using A button,
    assigning into one vertex group and
    pushing normalize all button in "Weight tools" pane.
Scaling the object somehow.

None of them works. So I need a little help. Please show me the way how to do it.


texts:
First time using Blender in years and trying to learn all of the new 2.8 goodness, but my Bisect tool seems to not be working. I select it and all it lets me do is select and move vertices. It doesn't even show the option to bisect in the shortcuts bar.

When it should look like this (Taken from a youtube tutorial)

If anyone else has ran into this issue and can offer help that would be greatly appreciated!


texts: For Blender, which is the better language to learn - OpenGl or OSL? And why?

texts:
I have only yesterday started to learn OSL. Since OSL tutorials are scarce in Youtube, I am beginning to wonder if OSL is becoming obsolete as I get the impression that it is overshadowed by OpenGl. I am confused.

Now, I want to know if I should drop OSL and learn OpenGl instead - or learn both. I want to do many things with the languages, for example: making textures, physics simulations, mechanics, etc.


texts: How to spin in circle instances of metaballs?

texts:
I am working on this loop. Here I have instances of metaballs wiggling location randomly, I duplicated this node tree twice more. Sub-question is how to think about making the random wiggle loop smoother and not so obvious when it restarts.

Now, I am wondering how to approach 3 bundles of wiggling metaballs to rotate around the center. Do I work with an empty? How does one take metaball node tree (shown above) and use it as an input to rotate around empty or something similar.


texts:
Is there a way to get the position (x/y coordinates) of a socket on a node in the node editor?

I'm working on auto layout functionality and having the actual socket position would make it much more useful.


texts: I modeled a shirt and shorts and put them on my character. My character has a collision and they both have cloth simulations. The Shirt is slightly bigger than the pants so that it can rest on top of the pants. I pinned the top of the pants so that they wouldn't fall off but now whenever I play the cloth animation, the shirt goes through the pants and the pin. Do I have to add something to the cloth to make it so that one mesh doesn't go through another or is there something wrong with the pinning?


texts:
I cannot find a way how to change a color to another, say "yellow" of a quadrangle on the torus surface.
I'm also interested in the possibility of changing an entire concentric circle of quadrangles around the torus to some other specific color.


texts: How to connect existing node group in a material in Phyton?

texts:
my code creates a node group and I needed it to be automatically assigned between the principled shader and the output node. It works if I try to connect any nodes, but not with my node group’s input and ouput. I’ve been trying for hours and I am clueless. I appreciate any possible help.

That group there is what my script creates. I just need to connect the "shaderIn" and "shaderOut" outputs between them.
Here is the code, with one of the many failed attempts at linking the node at the bottom. I managed to make the code add the group to the materials, but it’s as far as I could go:
import bpy
pathImg = "D:\\MaxToBlender\\Lightmaps\\"

selection_names = [] #declaring array
for obj in bpy.context.selected_objects: #loop through all the selected objects
  if obj.type == 'MESH':
    selection_names.append(obj) #add to array
    obj.select_set(False)
if selection_names != []:
    count = 00 #set the count
    for obj in selection_names: #loop through array
        count = count + 1
        bpy.context.view_layer.objects.active = obj
        imageNumber = (f"{(count):02d}")
        imageFile = (str(pathImg) + str(imageNumber) + "_c.exr")
        print(imageFile)

        # create a group for this object
        groupName = ("group" + str(imageNumber))
        bakeGroup = bpy.data.node_groups.new(groupName, 'ShaderNodeTree')
        # create group inputs
        group_inputs = bakeGroup.nodes.new('NodeGroupInput')
        group_inputs.location = (0,0)
        bakeGroup.inputs.new('NodeSocketShader','shaderIn')
        # create group outputs
        group_outputs = bakeGroup.nodes.new('NodeGroupOutput')
        group_outputs.location = (300,0)
        bakeGroup.outputs.new('NodeSocketShader','shaderOut')
        # create nodes in a group
        addShader = bakeGroup.nodes.new(type="ShaderNodeAddShader")
        addShader.location = 400,-200
        emissiveShader = bakeGroup.nodes.new(type="ShaderNodeEmission")
        emissiveShader.location = 300, -100
        lightImgNode = bakeGroup.nodes.new(type="ShaderNodeTexImage")
        lightImgNode.image = bpy.data.images.load(imageFile)
        lightImgNode.location = 200,-200
        # link nodes together
        bakeGroup.links.new(addShader.inputs[1], emissiveShader.outputs[0])
        bakeGroup.links.new(emissiveShader.inputs[0], lightImgNode.outputs[0])
        #link input and output of group
        bakeGroup.links.new(group_inputs.outputs['shaderIn'], addShader.inputs[0])
        bakeGroup.links.new(addShader.outputs[0], group_outputs.inputs['shaderOut'])

        for m in bpy.context.object.material_slots: #iterate through all materials on the object
            override = bpy.context.copy() #i don't know what it does. without it it says the context is wrong
            material = m.material.copy()#makes this material unique otherwise the shader will be created multiple times or same material in different objects will have the same lightmap
            m.link = 'OBJECT' #not necessary unless the objects are linked, but just in case...
            m.material = material #reassigns the material that goes away when the link is changed

            nodes = material.node_tree.nodes # get all material nodes
            material_output = nodes.get("Material Output")
            mainShader = nodes.get("Principled BSDF") #get the principled hoping there's only one

            #add the group
            dummy_group_node = material.node_tree.nodes.new(type='ShaderNodeGroup')
            dummy_group_node.node_tree = bakeGroup

            #link input and output of group
            material.node_tree.links.new(bakeGroup.outputs['shaderIn'], mainShader.outputs[0])
            material.node_tree.links.new(material_output.inputs[0], bakeGroup.inputs['shaderOut'])


texts: Why is my fire simulation so blocky in Cycles rendered view?

texts:
I'm making a candle, using a Mantaflow fire simulation, and all looks good in solid view. But when I switch over to Cycles rendered view, the flame looks very blocky and low resolution. It looks the same in the final render too. I followed tutorials using Quick Smoke to set up the flame, but for whatever reason mine always turns out looking way worse than theirs.
I've tried applying the scale of the Smoke Domain and Emitter objects, raising the resolution divisions on the domain from 64 to 128, and lowering the step rate of the domain material. None of these made any noticeable difference.
I'm quite stuck here, so any ideas would be much appreciated.


texts: How to temporarily disable pose transformation in Weight Paint mode?

texts:
Is it possible temporarily disable pose transformation when in Weight Paint mode? Like it happens when a mesh is in Edit mode?
If it's not possible temporarily then maybe I should employ some standard tactics like somehow saving pose transformations into a temporary keyframe, clear all transformations in the original keyframe, weight paint, and restore all pose transformations from the temporary keyframe?
Edit 1: Screenshot based on thibsert answer


texts: Camera rotates around object at awkward angle

texts:
I am using Blender's game engine to make a racing game. To have the camera follow the car, I parented the camera to the car. The camera tracks it fine on straightaways, but not so much on turns. Around the turns, the camera rotates at such an angle that the car goes to the side of the view.

As you can see, the camera does sort of an ovular rotation. How do I stop the camera from doing this?


texts: How to set grease pencil objects priority

texts:
I'm struggling with grease pencil objects. I've created a grease pencil object called Background containing some flat colors. Then I have another grease pencil object called Moon containing the drawing of a moon with a glow effect. Finally I would like to draw some trees on top of that through another grease pencil object. However my trees are drawn behind the moon instead being in front of it. I'm guessing then, how to prioritize between objects ? How to define which object is drawn first, and so on ?
Thanks !


texts: I have a weird error to render images. when I see the object with rendered view it is ok but only when I do real rendering part of the model is broken. Do anyone know how I can fix this?


texts: How to export a 3D model of just a particular frame?

texts: I created an animated cloth stimulation, so I need the object from a particular frame to be exported as a 3D model.


texts: bge - EditObjectActuator.time changed at will?

texts:
with a script, can we change at will the EditObjectActuator.time ? in my case, I want to  add time of life to an object, while the game is running with a property or a message from another object ...
I 'm a newbie in scripting with Python, I used to code with logic bricks but I do not know how to do ...

JL

I've tried many methods uncessfully. So I simplified the code to show what I want to do.
This is the head of the snake

The problem is "How to increase the timelife at will ?"


texts: How do I create a Unity3d-compatible skybox in blender?

texts:
I wish to create skybox textures for use in Unity3D, by baking environment materials to the textures.  How would I go about setting something like this up?

EDIT: I have tried simply putting a camera in the center of the scene and rotating it at 90 degree angles, and rendering to a square texture.  However, the texture edges are not aligned, so I think I can assume that the field of view is wrong.


texts:
I have 1800 frames of animation to render for a school project thing, of which only 1/4 of it has animation. I have 7 more days and my computer just doesn't have the strength to do all of the 1800 frames in that time.

Can you skip frames that have no animation? Because that would really help me if there were only around 400 frames to render.

This is different than the other one because those answers weren't Windows compatible. Also, is there a way to only render 1 frame, then only a section on that frame onwards? I have what is technically a still image for ~800 frames, but only a small section is moving, is there a way to render the whole image, then only render and then use that image for 800 frames but only re render a small part of the 800 frames every frame... I didn't know how to word that right but I hope you get what I mean


texts: During render can I render freestyle lines, then re-insert them back into the scene so other objects may interact with them during their rendering?

texts:
Clarification, May 31st 2017: User Firewill kindly provided an answer for the first version of the problem I stated, but I think I was after a more broadly applicable solution, so I'm re-stating my problem here in the hope that it helps solicit that.

As far as I can tell when using cycles freestyle to draw lines, those lines are placed on top of the rendered scene, so none of the objects in the scene get to interact with them in any way.

Take for example the scene below. The glass cube refracts light and effects the way we see the other items:

To emphasize the effect it has, let's overlay an image on the plane so we can see how the glass cube distorts and reflects a grid:

Super. Now let's see if we can draw that same grid with freestyle and see how it looks. First, take the plane, select its edges, and use "Mark Freestyle Edge":

Now render the scene. Oh dear, that's not at all what we were after. No distortion of the grid, no reflection of the grid, no hiding or coloring of the grid.

So, my question is, could I use compositor to render the plane and its freestyle grid together, then "re-insert" it into the render flow so that it can interact with everything else? Giving us a result like this, but with all the benefits of freestyle:

If it helps, here's the blend file for that scene:

Thanks very much for any help you can offer.

Original question: I have a mesh terrain, and a cube that intersects it to form the surface of a lake.

Here you can see how I've roughly thrown that together, with the cube placed underneath the mesh, poking through it to form the lake surface:

Here's what that looks like when it's rendered:

I'm then using freestyle to draw lines along the terrain's visible edges. Unfortunately the lines aren't drawn beneath the surface of the lake water, because freestyle thinks they aren't visible.

To correct this I initially tried using the QI Range setting in freestyle to additionally render the lines below the water, however that came with two problems: firstly other unwanted hidden lines in the scene were also rendered (those hidden behind the hills); and secondly the lake bottom lines were drawn on top of the water, and so didn't appear to be "hidden in the depths".

Here I've rendered only those hidden lines, to illustrate the problem:

Since I couldn't solve my problem with QI Range my next thought was to render the terrain and freestyle lines as one image, the water as another, and then combine them in the compositor.

However, while I've done some simple experimenting with the compositor, I can't for the life of me think how to achieve the effect I want with it. Does anyone have any advice? Or am I trying to solve this in a silly way?

Here's a blend file where you can more clearly see what I'm working with:

Update, May 30th 2017: I've done some more fiddling and broken out the land, water, and freestyle lines into their own layers. I'm rendering then combining the land and freestyle lines (which works great), and then trying to add in the water afterwards. However that step doesn't really work out as I just end up with a cube of water plonked on top of the land, and the lake floor in that part doesn't include the freestyle lines (I'm not sure how to get them in there).

Here's the file that produced all that:

I'm sure I'm missing a pretty obvious bit of knowledge about how compositing works. Could anyone with more savvy in this area explain what I should do to get all of this combined?

Thanks for any advice you can offer.


texts:
My blender was saving files fine but since a week, it has stopped saving any changes to my blender files.
Im on BigSur macOS. I have updated my blender to 2.92.0, but still there is no solution.
I have tried saving with a different name, saving on a different folder, checking folder rights. All seems to be correct.
Please help!


texts:
I am currently using blender 2.8 and I was putting a texture on a plane, so it shouldn't have to be unwrapped, but it crashed and when I went to put it back on it just comes out as like an average color value of the image rather than the actual image. I have saved and quit, tried different images on new shaders. Nothing. In the screenshot showing image texture should be marble, but instead it's a bright white, it isn't a scaling or lighting problem.

Also worth noting that I'm using cycles to render.

Many Thanks


texts: Grab data from every frame with Python API? without using bpy.context.scene.frame_set(frame)

texts:
Can you obtain data from multiple frames without using bpy.context.scene.frame_set()?
The above command takes too long on my scene, and I also have too many frames, but I only need to grab one numerical data from each frame.

Is there a way to do this without going to each frame or iteration? I'm specifically interested in grabbing Shape Key value from each frame.


texts: For some reason when I add a curve it doesn't show when in object mode only edit mode. Could someone clarify this?


texts: Where is the input box for setting the number of `Vertices` of a circle?

texts: I want to reduce the number of Vertices of a circle but I cannot find out the input box for setting this. I am now at the Edit Mode and already selected a circle. Where is the input box?


texts: Can I color a curve in Cycles by the direction it's running?

texts:
I'd like to colour a beveled curve in Cycles by its tangent (the tangent of the actual curve - not its beveled faces).

For example:

In this image, the curves running up/down are blue, and the left/right curves are green. Is this information accessible in Cycles?


texts: How to import a blender python script in another?

texts:
How can i import a blender python script inside another. I am working a python file using blender api named - generate.py, which contains some functions. I want to call those functions in another file called test.py.
I opened both the files in the blender text editor and on top of the test.py file, i wrote "from generate import *", but when i call a function defined inside generate.py in test.py, i get an error saying module named generate.py does not exist. So what is the right way to define modules in blender. I also have both the files in the same directory


texts: How do I make my armature visible through my mesh

texts:
There seems to be no option to see my armature through my mesh unless I use wireframe but I want to see how it looks while it's textured to see how it stretches the UV's. I can't believe that this question hasn't been asked before since the major 2.8 release came out and swapped everything around.
Someone told me to check the properties tab but no luck.


texts:
I'm running Blender 2.73 with Network Render using VCS setup with Git.

My jobs just get stuck in a queued mode.  I've left it for hours and nothing helps.

All my slaves are on a remote cluster.  Everything (client, master, slaves) are all on Linux.  client&master are on the same Ubuntu 14.04 box, and slaves are all on a CentOS 6 cluster, three nodes including the headnode.

My setup is, my client runs in the GUI on the same box as the master running master.blend.  The slaves all open tunnels back to the master and run blender in CLI mode using slave.blend.

My file, ozone.blend is in git.  On the client I specify everything requested

My slaves nodes all connect as you can see in that image, I also see them in the master console at http://localhost:8000

I go to my slaves which operate out of a clone of my repo, and I pull the newest changes.  These files are shared across the cluster, but /tmp/ is unique to each node.

But my jobs simply stay in my queue

Why do they get stuck?  Am I using the VCS tools poorly?  The manual instructions aren't much help, and while I see other people with issues , I don't see any solutions.

Should I not have clones of my repo on my slaves?  Should the clones be in separate directories?

I've tried restarting everything, including the master.  When doing so I delete everything related to them out of /tmp, etc.

Note, without VCS, the jobs run.


texts: Problem with proportional editing on a curve

texts:
I have a curve (which is a loop) that I am trying to manipulate in edit mode. When I use proportional editing with connected mode, a certain part of the curve is not affected. It only seems to happen between two vertices. On one side they act as expected and on the other side they stay where they are.

I tried converting the curve to a mesh, deleting and the re-adding the vertices that caused the problem, and then converting back to a curve. The same problem occured, but between two different vertices.

If I switch the proportional editing to enabled mode, everything works properly, but I want to know why curves behave this way with connected mode. I assume it's because the curve "ends" somewhere, so even though the loop is closed blender doesn't consider the vertices on the other side connected. I'm unsure though so if anyone knows why this happens or where I could read about it, it would be appreciated.

The verticies that seem to cause the problem:

What happens when I drag the selected vertex up. The left of the curve from point 1 moves, but to the right of point 2 is uneffected:

How it looks when I use enabled mode for the proportional editing:


texts: Why is the node editor showing different kinds of nodes?

texts:
I have been following this tutorial until I started adding nodes. The problem is that he has completely different nodes than I have. Even nodes that are created at start are different (I have Material and Output and he has Render Layers and Composite).
Have I missed something or should I use different nodes than he?


texts:
I'm trying to model a simple rocket but got stuck at the fins.
I've made the rocket body, then proceeded to extract two faces from the place I want the fins to be attached to and converted the faces to a path. There's another path that show the path I want the fin to follow, like in the following picture:

The problem is that when I select the fin guide and select the fin profile as bevel target, I get:

What I was expecting is that the fin begin at the path selected in the first image, and be face to face with the rocket body, something like in this 2d sketch:

How do I achieve what I want?


texts: Applied texture is deformed or pixelated?

texts: Blender noob here. When I apply a texture to my model, sometimes it becomes deformed (circles 1 and 2) or pixelated (circle 3), and sometimes it works perfectly (circle 4). I've tried changing the face to a different texture and back to the desired texture, but it doesn't change anything. This issue persists in textured and rendered viewport shading, as well as in the final rendering.


texts:
How could I match my grass to the terrain instead of being just flat? I'm watching the video by CG Geek and he changes the order of the modifiers but mine just makes the grass go everywhere.

This is mine

Here is the file https://mega.nz/#!ep0xCQaa!E2EziQYLgkIpqCqDO6GR1nKE4KOKUUwUEo0ZgLKXra0


texts: Omit certain bones from Automatic Weight calculations?

texts:
I have a foot rig I've prepared in advance, for use on various characters. It has some bones that are only IK target bones, so I don't want Automatic Weights to be calculated for those when I parent the mesh to the armature.

How can I make Automatic Weights ignore just the bones that shouldn't deform the mesh?

Or if there is not a way to keep those bones from being included, what might an alternative solution be? Maybe there is something obvious I'm overlooking, because I would think this is not an uncommon situation.

Thanks in advance.


texts: How can I use an attribute value from a mesh's material in another material?

texts:
I want a lamp to emit as much light as a fire. I have a property in my fire material that says "flame". It seems like a good value to copy to my point light's material strength value.
I've considered drivers but I'm too new to the concept and I'm not sure how I can pull it off.
If anyone has an idea...

I understand that this question has already been answered in the case of constant input values, but the Attribute node I want to use is linked to a mesh, making it trickier to use for another object.

Here is a blend file with what I want to do: .
Light and fire on separate layers so it is possible to see the effect on the plane behind.


texts: Audio Problem: In Blender video editor and the rendered file having audio but once I uploaded it to twitter the audio doesn't work

texts: I was doing video editing on Blender. The frame rate syncs with the audio and I set the audio to be in .mp3 file. In the Blender's video editing the audio works. I also played the rendered file with VLC and it also played the audio too. I dunno the root of the cause but I think it probably has to do with how I setted up the audio :/


texts:
I've looked over the net and found nothing about this, so it may be some setting I have wrong. I'm using the newest version of 2.8 and it may have some option settings that were carried over from a previous 2.8 version.

I have a hard time aiming the cursor at bones to select them. I can aim directly at  a bone and click it, but nothing happens. I usually have to aim at the edges of them to get a confirmed click, but even that doesn't always work.

Sometimes it seems like I have to aim at the very top or bottom of a bone's center area to get it to react. But these are just crazy theories. Obviously something is wrong. I haven't worked with bones in Blender before this version, so I have no idea if it is something that changed.

It only seems to happen with the octahedral shape. I can select other shapes fine, but I prefer to see the angles of bones more clearly, which only seems to be possible with that shape type (apart from making angles visible).

Is this something everyone deals with? Is there any way to make it better?

Thanks for any help!

EDIT: It is almost as if there is a clickable screen-space border surrounding the bones. If I click in their center, nothing happens. But if I then zoom the view out and click the exact same area, it works.

EDIT2: Apparently it doesn't seem to happen on my laptop, so it must be a specific situation with hardware or settings. Will add another edit if it starts happening on this computer.

EDIT3: Okay, not specific to any computer. It only happens when X-Ray is enabled. Which I usually always have it enabled so I can see the bones inside the skinmesh. Any ideas why this happens or how to improve it?


texts: photorealistic scratched Brushed alluminium

texts:
I want to do a brushed alluminium piece (quite like a cylinder with little rounded corners) but the brushing is radial on the top and then linear on the sides. Making two textures is inconvenient and not seamless.

How I can do this with tha material nodes?

(I thought about 2 displacement maps but I couldn't make the thing work)

heres is a (blurry) photo of what I exactly want

Here Is What I Currently Have


texts: How can I export baked fluid simulations that work in Xcode?

texts:
When I export a baked fluid sim to Alembic, it imports back into Blender just fine, but in Xcode, it's just a static mesh.

I've tried a few dozen different combos of bake and export options, and they all seem to work fine for Blender but not Xcode.  The coder for this iOS app downloaded random Alembic files that use a Mesh Sequence Cach Modifier just like my file and they played back their animation inside Xcode with no issues.

We did notice that it seems like the animation node needs to have an empty parent node, but even after doing that we still just got a static mesh.

So we're at a loss.  I've spent the past ~10 hours looking back and forth in Blender at the random Alembic file that works and my simulation that doesn't and I can't find a difference that would matter to Xcode.  Only that the random Alembic tends to make Blender crash if I poke at it too much.

We're not dead set on using Alembic, we just want a solution that gets the animated fluid into the iOS app.


texts: Object relationships appear intact for some child objects, non-existent for others

texts:
I have an object hierarchy that looks like this:

Head
|-> Eyebrow
|-> Nose
|-> Mouth
|-> Eye_Left
|-> Eye_Right

Some of the child objects have a relationship line drawn from the center of the object to the origin, while others don't.

Three objects have relationship lines being drawn to the origin:

all 'face' objects are children of the head (I'm 'grabbing' the head object and translating it to demonstrate this):

What the heck is going on here? I've observed that the objects without relationship lines have the local transform set to (0,0,0), while the objects that do have relationship lines are set to some non-zero translation.  I really want all the objects to behave as the (0,0,0) ones, but I can't figure out what I need to change to get them to behave that way.

I've tried variations of clearing/resetting the parent and it doesn't result in what I want.


texts: Tryed to install mb-lab- master to blender user preference error message invalid syntax

texts:
tried to install MB-Lab-master from github and receive this message from the user preference menu on Blender 2.79b
see: https://github.com/animate1978/MB-Lab/wiki/Installation
second question is , If I can get it to load , does it add a tab
in the user menu the same way the makehuman add-on did ?
and the entire error message reads :

Traceback(most recent call last):
File"C:\Program files|Blender Foundation\Blender\2.79\scripts\modules\addon_utils.py.line 331 in enable mod=import(module_name)

File "C:\users\thund\App Data\Roaming\Blender\2.79\scripts\addons\MB-Lab-master_init_.py, line 1241 filter_glob: bpy.props.StringProperty(
                      ^
SyntaxError : Invalid Syntax

so can anyone tell me what I am doing wrong here ?


texts: Python Animation - Can change camera location but not always pointing correctly

texts:
This code will randomly place the camera around an object, and point at it, for each frame of an animation. The problem is that sometimes it doesn't seem to be pointing directly at the center.

import bpy
import math
import mathutils
import time

from random import randint

def eraseAllKeyframes(scene,passedOB = None):

    if passedOB != None:

        ad = passedOB.animation_data

        if ad != None:
            print ('ad=',ad)
            passedOB.animation_data_clear()

            #scene.update()

def look_at(obj_camera, point):
    loc_camera = obj_camera.matrix_world.to_translation()
    direction = point - loc_camera
    # point the cameras '-Z' and use its 'Y' as up
    rot_quat = direction.to_track_quat('-Z', 'Y')
    # assume we're using euler rotation
    obj_camera.rotation_euler = rot_quat.to_euler()

scene = bpy.data.scenes["Scene"]

passedOB =  bpy.context.scene.objects.active
eraseAllKeyframes(scene,passedOB = None)

cp = mathutils.Vector((0.0, 0.0, 0.0))
cam = bpy.data.objects['Camera']

scene.frame_start = 1
scene.frame_end = 10

for i in range(10):

  #bpy.context.scene.frame_current=i
  #bpy.ops.anim.keyframe_insert(type='Location')

  x, y, z = randint(4,10), randint(4,10), randint(8,10)
  cam.location = (x, y, z)
  bpy.data.objects['Camera'].keyframe_insert('location', frame=i)

  look_at(cam, cp)
  bpy.data.objects['Camera'].keyframe_insert('rotation_euler', frame=i)

  #bpy.ops.object.paths_calculate()
  #bpy.context.scene.update()

scene.render.filepath = "E:\\testing"
scene.render.image_settings.file_format = "JPEG"
bpy.ops.render.render(animation=True)


texts: Shortcuts are saved immediately to all keymap presets

texts:
I created a new keymap preset, if I try to change something in it, the changes affect ALL other presets.

For example: I reset all the settings to the factory settings, created a new keymap preset and named it "Test", then changed the "Pick Shortest Path" shortcut to another. When I try to switch to other keymap presets (for example, "Blender" or "Industry Compatible"), this change affects them too, how can I fix this? is this a bug?

I uploaded a video where the problem is visible, please watch this:
youtu.be/3LgBPfjSPGU


texts: Equirectangular sky texture in Blender Internal?

texts:
Is it possible to use an equirectangular sky texture as a world background in Blender Internal?

I'm used to doing this in Cycles, but don't know if there's a BI equivalent:

I would like to avoid mapping the environment texture onto a UV sphere if there is a more elegant way. Thanks.


texts: View looks around in first person, rather than orbiting around

texts: If I hold down the middle mouse button and move my mouse around, the view should orbit around, instead just looks around, similar to how it does in fly-mode. If I press the button to enter/exit fly mode, it still does the same thing.


texts: Inset on a cylinder causing pinching when using subsurf modifier and sharp edges

texts:
In my attached picture I have a cyclinder where I'm trying to inset along 3 faces. I've tried every combination of creases, sharp edges, with and without an edge modifier. I can't seem to get the desired result. I just want a sharp edge.

I'd rather not use lots of edge loops as there's a LOT more geometery above the cylinder that I dont want to start splitting.

Does anyone know the proper way to approach this?

Thanks


texts: How to export hair particles to stl file?

texts:
I have created hair for a human model in Blender, but exporting my creation into STL format does not work properly. When I re-import the exported STL file, there is no longer hair on the human model.

How can I combine the human model and the hair into one mesh?


texts:
I have problem with UV layout :
I try this 3 UV models place on 1 layout uv :

This models have the same material, but when i select 3 beams my house i have only one.
I expects this result :

How i can do this ?


texts:
I have a problem that is quite tricky to solve. I have a lot of cool models, but I can't export them into Blender because they're .mesh. I need to convert it to OBJ so Blender can read it, but to no avail.
In case you may wonder:
-XNALara doesn't work
-Any Windows program is useless to me as I have GNU/Linux and WINE does nothing.
So, please, if you have any suggestions on what to do, please tell me! I am pulling my hair out.


texts:
I am creating a shockwave similar to that in a youtube tutorial, and I want to make it multiple colors (Purple and red), but it seems the noise texture node is not available in compositing, which is EXACTLY what I need.

Shockwave tutorial:https://www.youtube.com/watch?v=TWNLOjw5HYc&t=1829s
However, since it's not at my disposal, I need another way of getting this result. Anyone know how to do this? Or, if there  is a way to get access to the noise texture itself, I'd appreciate that as well. Anything helps. Thanks!


texts: How to delete all faces with distance to other object

texts:
I want to delete all faces (of "Mesh") with a distance > 0.5 to the nearest point of an other object ("Sphere").
Unfortunately it deletes the whole object.

Thanks for helping!

import bpy
import bmesh
from math import sqrt

# Get the active mesh

obj_sphere = bpy.data.objects['Sphere']
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)

for face in bm.faces:

    # select face and Sphere
    bpy.ops.mesh.select_all(action='TOGGLE')
    face.select = True
    obj_sphere.select = True

    # get distance for selected objects
    l = []
    for item in bpy.context.selected_objects:
        l.append(item.location)

    distance = sqrt( (l[0][0] - l[1][0])**2 + (l[0][1] - l[1][1])**2 + (l[0][2] - l[1][2])**2)

    # check distance > 0.5 and delete
    if distance > 0.5:
        bpy.ops.mesh.delete(type='FACE')

bmesh.update_edit_mesh(me, True)


texts: blurry textures on fullscreen in blender game engine

texts:
So I made a basic scene composed of point lights and a plane to test my textures in the blender game engine along with a basic fps camera.
the problem that i have is when i play the game using the embedded player, textures look fine (diffuse, normal and specular), when i use the standalone player it works fine too but when i use fullscreen mode in the standalone player the textures are the only thing that looks blurry. i tried changing resolution, using diffuse texture only, updating blender but non of that worked.

Im using GLSL shading btw

this is how its supposed to look like:

but in fullscreen mode (using the standalone player) it looks like this:

(the monkeys are there to see that the blur does not affect game objects, only textures).

does anybody have a solution, it would be really helpfull.

thanks.


texts: What context should be passed to screen.area_move() to make it work?

texts:
It seems it's possible to use screen.area_move because it is accomplished in the Pie Menu Editor addon and there's a thread on blenderartists.org where the author demonstrates using an operator from his addon to run screen.area_move. I'm wondering, how did he accomplish this?

#Just quickly converting the example code from the thread
C = bpy.context
a = C.area
x = a.x + (a.width >> 1)
y = a.y + a.height
C.window.cursor_warp(x, y)

#Replace Pie Menu Editor timeout operator (which I don't have access to) with timer app handler.
#bpy.ops.pme.timeout(delay=0.0001, cmd="bpy.ops.screen.area_move(x=%d, y=%d, delta=-100)" % (x, y))

def move_area():
    bpy.ops.screen.area_move(x=x, y=y, delta=-100)

bpy.app.timers.register(move_area, first_interval=1)

I've tried emulating the code posted on the thread and substituted his timeout operator with a timer apphandler. The apphandler works, but the context is still not correct. Also no combination (that I've tried) of override context passed seems to work.

Examining Blender source screen_ops.c the only poll for the operator SCREEN_OT_area_move seems to be for the position of the cursor:

ot->poll = ED_operator_screen_mainwinactive; /* when mouse is over area-edge */

Which I've managed to provide but still doesn't seem to be enough. Anyone ever get this particular operator working, or in any way figure out how to programmatically change the x, y, width or height of an editor?


texts: Using two different mesh with curve/array modifiers in one nurbs curve?

texts:
I am trying to create a road network with different meshes.

What I want to do is to change the mesh of those inside the red box in the image below to a different mesh(like bridge). Any ideas how to do this? I was thinking of splitting the nurbs curve into two and make 2 meshes using the 2 splitted and separated mesh. But it won't connect properly since its using 2 curves.

What I want is something like this


texts:
I have followed some tutorials and created a nice cartoon looking shoe. That shoe has three different objects(shoe itself, shoelaces and lace holes). I joined them together and everything was fine until i wanted to test rigging. when i added some bones for testing those laces and holes doesn't deform with the shoe. what might be the problem?

Without Rig:

With Rig:


texts: How to make Blender use text file as an input of bones animation?

texts:
I have a text file with coordinates.In each line are positions of x, y, and z, for 9 objects.
How could I for each line make Blender get coordinate from current line and create a keyframe for bone movement with it, using python?
I was trying to solve it by my self, but for some strange reason, when I try to use file.read() and file.readlines() in the same script second one stops working.
Thanks in advance for any answers and useful hints.
Here is the file:
https://www.dropbox.com/s/1eqf0zun2x5s89c/text3.txt?dl=0

First set of numbers is x of the first object second y and third z. Fourth is x of second object and so on. letters "e", "+" sings and 000 or 0001 after the plus signs are irrelevant and should be omitted.


texts: Getting the actual (not default) value of a node socket that is linked to another socket

texts:
I know how to get the default_value from a node socket as described in this answer.  But the answer there doesn't answer the question, namely: how to get the actual computed value of a socket.

How can I get the actual value using python?

For example, how would I determine the final Roughness value in this node structure assuming the value is constant for the material?

(I'm thinking this is not possible in general since it wouldn't work for values that change over the model, e.g., trying to obtain the Pointiness value from a Geometry node, which isn't a constant.)


texts: accessing Blender objects from external Python IDEs

texts:
I would like to manipulate Blender objects from Spyder (not using the internal Python editor). Basically I would like to have Blender running and Spyder running as well, and then interactively access objects in Blender. Examples which allow access to the Python API from external scripts is QGIS and ArcGIS.

A typical user journey would be:

Open Spyder, Rodeo, etc.
import relevant Blender libraries
get list of available objects in scene
get data on one the objects
edit object
write object back to Blender

I found this Blender module:
https://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule
... but I'm not sure if this is what I need.

I'm not looking for using Python modules within Blender as described here:
Using Anaconda Python 3 in Blender Winx64


texts:
HoW could I make braided hose like this, I know I have to use array but I have troubles making piece that should be arrayed.

Here is higher res but I don't need those single threads to be show but just single like in image above.


texts:
New to animation here.
I'm trying to copy the animation I made for the C and paste it onto the 3 other letters and then have them play one shortly after the other. I used Ctrl+L > Animation data which causes the K to move to the C and they play at the same time.
Is there a way to copy the C animation over to the other letters allowing me to edit the delay on the other letters?
Thanks!


texts: Bone moves completely instead of rotating on axis

texts: I made this armature watching a newbie video. The upper arm bone was created on its own and not extruded out of the shoulder bone. So now it has no rotation axis like the other bones. Instead of rotating on an axis in pose mode, it just moves the entire bone. I've parented it to the shoulder. Still it does not have an axis at all. This is my first character. So frustrating. Please help. Thank you.enter image description here


texts: Problem with custom button for apply transformations on model

texts:
want to have button for apply transformations, but when I tried this code, it just doesn't work :(

layout.operator("object.transform_apply(location=False, rotation=True, scale=True)"), text="Reset Trasforms")

can someone please help me?


texts:
I want to put columns in a box, apparently I don't know how I can do this.
I have got the following code:
        split = layout.split(factor = 0.75)
        col = split.column(align = True)

        col.label(text = "select your armor here", icon = "OUTLINER_OB_ARMATURE")
        col.prop(obj, "ArmorHelmetEnum", text = "Helmet")
        col.prop(obj, "ArmorChestplateEnum", text = "Chestplate")
        col.prop(obj, "ArmorLeggingsEnum", text = "Leggings")
        col.prop(obj, "ArmorBootsEnum", text = "Boots")

        col = split.column(align = True)
        col.label(text = "")
        col.prop(obj, "helmet_color", text = "")
        col.prop(obj, "chestplate_color", text = "")
        col.prop(obj, "leggings_color", text = "")
        col.prop(obj, "boots_color", text = "")

It's not in the Box as I would like it to be. I googled it but I haven't found a good answer that has helped me.


texts:
I am a bloody beginner with blender when it comes to rigging which is why I met a problem.
I wanted to rigg my clothes to the body/armature. My Problem is that I created the clothes in A Pose but my model now is in T pose.
When I rig the clothes to the T pose model (with automatic weights) they obviously don't fit the model correctly.
When I changed the T Pose of my model into an A pose (in pose mode) and rigg the clothes with it, the clothes deform in object mode (the sleeves of my clothes pull inwards kinda).
Is there any way to solve this?


texts: How would I join an imported road from OSM to the terrain?

texts:
I am new to Blender (and very impressed).

I have imported a terrain, 3D buildings and roads into Blender using the OpenStreetMap add-on.

The roads are elevated well over the terrain and offset in position.
If z is the altitude, I would like to zero z so that the roads rest on the terrain.
The roads are off in x and y as well. The roads run off the terrain and pass over and directly through buildings.
The default Blender mesh would essentially be underground.

Ideally, I would like to be able to apply actual distances to the Blender model in imperial or SI units and if possible include a light grid throughout a volumetric model.

A possible workflow might be:

Use OpenStreetMap add-on to import an approximate rendering of the location of interest.
Correct placement of roads and buildings.
Apply a scale to the scene in units of miles, kilometers, etc.

I am currently researching 2 and 3.

Blend file:


texts:
Hello, i need to add the LocRotScale keyframe, i have no clue how to add it, and when i search it, i end up with results as to how to add locrotscale to other keyframes, which i know how to.
The problem is, the RIG was in a ba dposition when i made the animations, and now i will have to move all of them, unless i add this keyframe, because that seems to work with the other rig.


texts:
How do I hide the properties panel in the Graph Editor?
Screenshot says it all.


texts:
I try to append several groups from a .blend.

At the moment, i use this code:

with bpy.data.libraries.load(my_blend) as (data_from, data_to):
    if data_from.groups:
        for group in data_from.groups:
            directory = join(my_blend,"Group")
            bpy.ops.wm.append(filename=group, directory=directory)

This code works great but he append the groups one after the other and i need to append them in one steps to keep the groups in groups.

Is somebody would have an idea please ?


texts: Creating floors for an SVG floorplan converted to 3D and exported for use with Unity

texts:
My plan is to convert some floorplans into a map for a simple FPS game in Unity. The building I'm doing has three floors.
My workflow is as follows;

Import svg into Blender
Convert to mesh
Extrude walls to desired height (each path creates 4 vertexes creating nice, thick walls, each with an "inside" and "outside" face
Set each wall to a face for texturing inside Unity (normals are something I'm expecting problems with later on and am yet to deal with)
Import into Unity as OBJ

My problem is creating ceilings and floors. My idea was to simply select the vertices and hit F to fill with a plane, then extrude to the same thickness of the walls created with extruding from the SVG but this isn't a very exact process.
What would be the ideal way to achieve this? Any tips would be greatly appreciated. Needless to say I'm learning as I make this and am a n00b. :)
Thanks!


texts: Blender 2.82 Smoke/fire not working in a specific file

texts:
I'm still new to Blender and am currently following the donut tutorial. Close to finishing the whole series, I figured i'd try to set up some light smoke over the coffee cup.
I have already worked out how to use "Quick smoke" and know how to bake the simulation through the smoke domain. I created a plane over the coffee mesh, used quicked smoke on it. However, after baking (at least my computer seems to bake), nothing shows up.
I have tried several new meshes and planes (circle, cube, monkey) but none seem to work, even when not tweaking anything.
The smoke does not show in any shading mode nor in the renders.
I have created a new file and it works perfectly fine.
I suppose I may have checked or unchecked something somewhere but I didn't find any answer anywhere!

Thanks in advance!


texts: Best practices for masking image layers for compositing?

texts:
I'm looking for a efficient way to do image masking within Blender (using the masking tool) à la After Effects.  Basically, I want to cut out my images from within Blender instead of doing it destructively in an image editor.

Typically, in AE, I would precomp an image then do the masking in that precomp.  I'd like to mimic this workflow in Blender; however, it always seems overly complicated.

I have considered creating a separate scene with the same dimensions as the image and masking there, then bringing it into a master scene to assemble in 3D space, but I'm not sure I can map this to a plane.

Sorry that I may not be explaining this very well. If anyone is familiar with AE, then you'll be familiar with what I'm trying to achieve.


texts:
So I imported a model into Blender that already has vertex groups and a skeleton. I then imported a metarig and made it the exact same shape as the imported skeleton. I applied the armature modifier and deleted the custom skeleton and then  I made another armature modifier and set the object to the Metarig. The mesh deforms fine. So then I generated a rigify for the model and it worked out fine. However, I went to the DEF bones layer and I saw that the arm and leg bones were subdivided. So I then set armature deform of empty groups to the bones and I renamed the original vertex groups to the arm and legs vertex groups. I then cut the weight paint in half for the subdivided bones manually like so:[![enter image description here][1]][1]

But when I pose the arm, the mesh deforms incorrectly at the armpit:

What should I do to fix the mesh deform problem? Auto weights is not an option because this model has too many accessories like a crowbar and many pouches. Thanks for your time.


texts: Particle instance modifier ignoring particle rotation

texts:
I need to use the particle instance modifier to make an object be emitted that bends with the hair of the particle system. Think leaves being emitted and bending along the hair curve. Only thing that doesn't work is that I can't get the "leaves" to always face upwards, adjusting the rotation options in the particle system appears to have no effect. The z-rotation of the leaves always seems random no matter what. How can I make it so that the leaves are always facing upwards?

I am using Blender 2.79b


texts:
Why my active rigid body objects not collide with passive rigid body objects?
I used rigid body for the hair and I want it to collide with the body,so I make some collider.I set the collider as passive and the hair as active,but they do noy collide.


texts: How can I paint the uv only on the outside?

texts:
I'd like a different color for the inside.
I want to make a pumpkin with a uv shell on the outside and just orange on the inside.
it is possible?


texts: Toggle button to occlude geometry missing

texts:
I cannot see this button anymore, even though I am in edit mode.

Is it possible to hide or delete it accidentally? I need this button back pretty badly, since I dont want to select nearby geometry that would normally be hidden.


texts: Having different material for 2 linked object

texts:
HI i have a sphere and duplicate linked it so now they're both are identical. Is it possible to link only for mesh changes ? for example i want these 2 sphere to have its own differnt material while they're both still keep updating itself when i edit the shape (edit mode).

Is it possible ?


texts: Constrain camera parented to mesh in Blender Game Engine

texts:
In the attached blend-file, you will see that I have parented a camera to a (slightly edited cube) mesh to simulate first-person movement along a distorted plane mesh (sort of a test landscape). With sensors and actuators, I use the mouse to turn the player left and right, the W-A-S-D keys to move the player, and the mouse to turn the camera up and down. The player is also constrained to remain perpendicular to the slope of the landscape with an always sensor and a corresponding constraint.

If you play the game in camera view (just hit P in the attached file), you will see the problem: the camera wobbles horribly as the player moves, producing a nauseating effect. I cannot use sensors/actuators nor constraints (in the properties panel) to limit the rotation of the camera around its Y axis, so that it does not wobble with the player.

I would appreciate your kind assistance.


texts: Cloth repels and glitches through object

texts:
So, as I referenced in an earlier question, I made a character with hair made of cloth. I try and animate this hair, and I have managed to pin it in place, and make it look right, but when I start the animation, the cloth seems to almost push away from itself and the head it is attached to. I did not add any force field modifiers, and I am wondering why it won't just lay flat. First it bounces away from everything, and then it hovers a little bit away.
Is there a setting that makes cloth try and hover over other folds of cloth, and/or objects?
I want to figure out how to get the cloth to just sit on her head, without bouncing or constricting or pushing.
Maybe soft body? I don't know the difference between them...


texts: I'm using a plugin called MTree which basically allows you to create your own tree with the use of a tree node editor. The only problem is, though, even when I try joining the leaves and the wood itself as one mesh it still imports into UE4 as multiple meshes. There's over 400 leaf twigs in my tree plus the wood, so I can't really put all of them back together once I import them to UE4. Idk if this is more of a Blender Stack Exchange question or a Game Developement Stack Exchange, though.


texts: Some models doesn´t show up when rendering

texts:
I have modelled a house for a technical information piece and I was trying to test a render just to see if everything was ok, but the walls of the house did not show in the render window. I was using the archipack addon to make walls and windows but something is amiss. I have materials selected and added to the walls, just a simple diffuse shader. This render is from Eevee, but I had the same result when I was rendering in Cycles.
Would love to hear from you experts what I can do to make this better.
Best regards
Ulf


texts: Script to move object to world origin without changing z-axis position

texts:
I have a blender file with 4 objects. Every object has position [0,0,0], rotation [0º,0º,0º] and scale [1,1,1] but they are located in different positions in relation to the world origin - [0,0,0]
I need to move them all to the world origin except the z-axis.
I have a script that I use to rotate all the objects in the scene but I can't figure it out how what to do in this case.
# rotate objects:
sel_objs = [obj for obj in bpy.context.selectable_objects if obj.type == 'MESH']
for obj in sel_objs:
    obj.rotation_euler = (0, radians(-90), radians(270))

I'm using Blender 2.83.0


texts:
I have three layers, i tried using the Data Transfer modifier to combine them all into one, but it ended up with Strongly Highlighted...
SOMEBODY HELP!!!

[
Edit: I wanna achieve the same result as original in combined. I use the same blend modes in the original.


texts: i'm making a racing game and i made this cool F1 car, i ran it at first walf way trough the work it worked. But then i applied the subdivision surface and it gave me a big error (i did twice and each time blender was the problem) so i tried to export it as an .fbx file but it showed me this error. How can i fix it ?


texts: How to create a seamless low poly terrain with displace and multiple planes?

texts:
I'm trying to create a large low poly terrain from a heightmap which is divided into multiple squares. Each square is then used as the texture for the displace modifier applied to a plane. However, when I then place the displaced planes next to each other to form the total terrain the edges don't align seamlessly.

Let me visualize this a little bit:

I'm using the following image (512px x 512px) as the heightmap for testing purposes:

This is going to be sliced into four (= 2 x 2) squares. (The final heightmap is supposed to be about 8 x 8 of these smaller squares). Let's just look at the top two:

I have already checked and there are no pixels lost between the two slices.
In the end each terrain tile is going to be in its own .blend file, but for demonstration purposes I'm going to have them in the same one for now.

Now I take two planes, subdivide them into grids of size 256 x 256 and add the displace modifier with the respective texture. (I'm also adding a decimate modifier but that's not part of the problem)

The texture settings are as follows:

Image Sampling is set to interpolate and image mapping extension to repeat (I've tried all extension options already)

The problem is this:

As you can see there are multiple places where the edges of the different planes don't align. I'm guessing that this is probably because each displace is lacking the information for the pixels of the other heightmap slice and therefore can't properly interpolate between the two.

Is there a way to solve this problem and make the edges align seamlessly? Or is there maybe a completely different and easier approach to this whole idea?


texts: cycle renderer with multiple textures on single mesh

texts:
I have a mesh body, an avatar,  with a  skin texture and a shirt texture on top of the shirt.  Using blender renderer it works perfectly, Using cycles it does not.  the skin texture is fed into one input of a mix shader, the other input gets the shirt texture with one link to the color input and the other to the alpha input.
When I hi-light image texture input with the skin the shirt dissapears completely,  when I hi-light the shirt input the shirt appears and the skin turns black.
Here is a link to the blend file
 http://pasteall.org/blend/index.php?id=50999

The "standard" answer says plug one texture into one input of mix shader, the other texture,the shirt into the other and the alpha of the  shirt into the alpha input on the mix shader.  Does not work :(

I've seen this question posted before and the answers don't work for me.

Following is screen capture showing shaders and render viewport.

I'm using Blender v2.79.6 from 2019-01-14.
Halp :)


texts: How to organise a 3 min particle animation?

texts:
I've got an animation that uses particles over about 3 minutes with several particle emitters that appear and disappear at various times within the animation that would be considered separate scenes in a traditional short film.

My feeling this is a long time in blender, so I'd need to think about a method to organise the animation. I Should mention that ultimately I probably render out using a render farm and edit the renderings together using a traditional video editing program like Premiere, the project also has sound so a workflow that considers tweaking the timing of particles against the soundtrack has to be considered.

I came up with these ideas, I'm not sure which is best, or are they all bad ideas and there is a better way?

Method 1

I thought I'd split the animation in to different blender files and render out separate animations to be edited together later. So for example a scene (not a blender scene, I mean "scene" used in the traditional film sense) for each blender file.

There a few problems with this however, the particles from each scene flow in to each other, so how would I keep continuity over different blender files. Also how would I tweak the timing when the need arises in each part of the animation so it effects other scenes in the animation?

Method 2

Another approach would be to use a single timeline, however this might become difficult with it being so long and with quite a few particle systems coming in and out over the three minutes, I'm thinking scrubbing up and down the timeline would probably screw up the computer.

Method 3

Yet another approach, which I've tried, is to use multiple "blender scenes" and put together scene clips in the Blender VSE. This seemed the most intuitive, but I did find it tricky to preview the scenes together. Should I persist with this method?

Any ideas, tutorial links,  would be greatly appreciated thanks.


texts: How can I get a more realistic looking Tomato?

texts:
I just modelled this tomato in blender 2.80 :

and was wondering how could I get it to look more life like, after fiddling around with nodes I got this:

I used this node setup:

How can I make it more realistic like this:

I used 500 samples to render the image at 1080X1080.


texts: Crashes with backtrace in Ubuntu after few minutes of use

texts:
Blender 2.8 keeps crashing after a bit of use within Ubuntu 18.04 Desktop.

I've run Blender from command-line which on start-up returned this (may not be of much use):

Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 17:17:04 Linux Release
argv[0] = ./blender
argv[1] = -d
Read prefs: /home/user/.config/blender/2.80/config/userpref.blend
read file
  Version 280 sub 39 date unknown hash unknown
Received X11 Error:
    error code:   167
    request code: 152
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   167
    request code: 152
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   8
    request code: 152
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 152
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
found bundled python: /home/user/Downloads/blender-2.80-linux-glibc217-x86_64/2.80/python
Info: Deleted 1 object(s)

Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: added new lib /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Skipping auto-save, modal operator running, retrying in ten seconds...
Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: found library /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Skipping auto-save, modal operator running, retrying in ten seconds...
Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: found library /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Info: Deleted 1 object(s)

Info: Deleted 1 object(s)

Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
nouveau: kernel rejected pushbuf: No such file or directory
nouveau: ch15: krec 0 pushes 1 bufs 18 relocs 0

Then after some use Blender crashed. And when it crashed it my command-line output ended with:

nouveau:    0x0000ca96
nouveau:    0x1000f010
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

And the blender.crash.txt ended with:

# backtrace
./blender(BLI_system_backtrace+0x1d) [0x1369c1d]
./blender() [0x1153279]
/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7fe477c0df20]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x62c9d8) [0x7fe4504259d8]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5ca839) [0x7fe4503c3839]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x6c15c3) [0x7fe4504ba5c3]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5cb7c0) [0x7fe4503c47c0]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5cb932) [0x7fe4503c4932]
./blender(gpu_select_pick_load_id+0x65) [0x40fbe75]
./blender() [0x2a1a6a3]
./blender() [0x2a2f8ed]
./blender() [0x2a13851]
./blender(DRW_draw_select_loop+0x41d) [0x2a13c9d]
./blender(view3d_opengl_select+0x590) [0x2d00e60]
./blender() [0x2cf3055]
./blender() [0x2cf4dea]
./blender() [0x2cf59be]
./blender() [0x1519add]
./blender() [0x151c09a]
./blender() [0x151ccae]
./blender() [0x151ed9e]
./blender(wm_event_do_handlers+0x4e5) [0x151f305]
./blender(WM_main+0x20) [0x1514c20]
./blender(main+0x2fe) [0x10c0abe]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7fe477bf0b97]
./blender() [0x114fb9c]

I've run Blender multiple times and keep getting this same issue. I've run Blender from snap and I've tried downloading it and using the executable.

Additional information: I've got 8Gb of RAM, a I7 4790k, and a GTX 970.


texts: How do I change animated values for multiple keyframes?

texts:
In Blender 2.82 I have lots of keyframes for a camera that I want to change position to altogether at once, how can I do that? The local animation is correct, but the whole location for all of it needs to be changed, like add 2000m for all in Z axis, add X, Y...
If not possible in Blender, can it be done in AE? It's over 700 frames so nothing I want to do manually :) .


texts:
So I've mirrored the faces to make a mouth, but can't select any of the mirrored faces, it's as if they are ghost faces.

I've tried selecting faces, going into edit mode and object mode, But I'm new to this app so I don't ave a lot of knowledge about it:


texts: So I am trying to animate some tectonic plates for my geology class and I want to make the water fall as the plate moves  and then go back up, creating some sort of waterfall loop, but I dont want it to spill to the sides. Any ideas of how I can do It?


texts: How to print a list of enumerated items in Python

texts:
Let's say I want to create a new bone constraint in a script. Blender then tells me that it wants to know which type of constraint I want to create.

Can I print a list of all possible types? I know I could reverse engineer the names by creating the constraints and reading the types, but I'd like to have a more general solution.

So, is there something like print(dir()) that does the job?


texts: complete file name(s) of CompositorNodeOutputFile

texts:
I am working on an Add-on for blender and I want to get the list of files that are written after the completion of a render.
The render structure provides already what I am looking for:
renderFileName = scene.render.frame_path(frame = frame_current)
print ("renderFileName = ", renderFileName)

Will give following output:
renderFileName =  C:\tmp\0001.png

However, the CompositorNodeOutputFile seems to provide only a part of the information. My handler that is called after each render looks as follows (reduced to essentials for my question). I wrote comments to explain where I want to get what.
@persistent
def write_object_data( scene ):
  fileOutputNodes = [ c for c in scene.node_tree.nodes if c.bl_idname == "CompositorNodeOutputFile" ]
  for node in fileOutputNodes:
    for value in node.file_slots.values():
      ext = value.format.file_format
      p = os.path.join( node.base_path, value.path + "." + ext )
      # This is where I want to get the complete file name
      # similar to the frame_path function of the render structure.
      print ( "Another output file = ", p )

def register():
  bpy.app.handlers.render_post.append(write_object_data)

Output of my program is:
Another output file =  /tmp\Image.PNG
Another output file =  /tmp\Depth.OPEN_EXR
Another output file =  /tmp\Normal.PNG
Another output file =  /tmp\OptFlow.PNG
Another output file =  /tmp\IndexDB.PNG

Expected output is:
Another output file = C:\tmp\Image0001.png
Another output file = C:\tmp\Depth0001.exr
Another output file = C:\tmp\Normal0001.png
Another output file = C:\tmp\OptFlow0001.png
Another output file = C:\tmp\IndexDB0001.png

Is there a way to easily get the file name for instances of CompositorNodeOutputFile (or CompositorNodeOutputFileFileSlots) similar to scene.render.frame_path ? I did not find any adequate function in the corresponding help.
Right now, I see the need to write myself this functionality, which feels strange and not necessarily future-proof. Missing parts are: getting the correct string for the frame number and getting the correct file extension based on the output type. The missing parts are totally doable, but it feels strange to build the full path on my own.


texts:
I'm a complete noob when it comes to sculpting. I recently began CGCookie's The Fundamentals of Sculpting course...

...and I can't figure out how to make my Wacom tablet work with Blender. It "left-clicks" just fine (yay, I figured it out! :-P), but I've been unable to figure out how to tumble around the scene...or to select objects...

...embarrassing, I know...

So, if anybody would mind helping a poor naive soul, could somebody please point out how to use these Blender operations that normally are operated with right- and middle-mouse clicks using a Wacom tablet?


texts:
I'm new to Blender (coming from Cinema 4D mainly). I can't figure out how to correctly retarget a mocap rig I got from Mixamo onto a simpler rig.

Before retargeting:

After retargeting:

Using a walking-while-holding-a-gun animation:

I would appreciate if someone could help me figure out the following:
1) Why it makes my rig upside down or perpedicular to the mocap animation
2) Why the animation is not correctly followed as seen in the provided GIF

Here is the blender file which I think should help in figuring this out:
https://files.fm/u/zxke6d27

EDIT:

I've gotten it to this point:

What I'm not sure about how the rigs have their joints point in the same direction yet correlate to the parts as if they were rotated 180 degrees. Here's the current file:
https://files.fm/u/nh88zr4j


texts:
I have files of earlier versions that render when I try it, but my most recent version will not and I can't seem to figure out why. When I press the render shortcut it populates the window but seems to instantly finish (sort of like it isn't trying to execute) but can't find the data. I am using a Radeon RX 580 graphics card, using  Cycles as my render engine, and have the 2.90.1 version of Blender.
enter link description here


texts: Looks distorted is render but fine in material preview

texts:
I have a problem with my character project. This is possibly due to some bad topology of the mouth area.
I modelled a head and applied some materials and textures. Please note that the head and the mouth belong to the same mesh, but are not connected to each other. I find it easier to create mouth shapekeys this way.
In material preview, the mouth blends seamlessly with the rest of the face, but in rendered view you can see a great visual gap between the two parts. Both parts are UV mapped to the same single texture file, using the same single material.
I've tried merging the outermost vertices of the mouth with the ones on the face, but the result is the same.
Is there a way I can blend the two parts and still have them look decent in a render, maintaining the same render quality as the rest of the head, considering I've already added some lights to the scene?
I'm using blender 2.83 and Eevee.
This is how it looks like:
Solid shading

Material preview:

Rendered view:


texts:
I'm new to Blender and I'm trying to add a shortcut to "Set Parent To: Object"

I want the shortcut to go to the action directly without the confirmation dialog, but I can't seem to get it working. Since the shortcut is keyed directly to the menu item "Object", logically it should go there directly without the pop up dialog, right? At least I expected it to work that way.

The UI suggests that P is now connected to the Object action, but this is not the case:

I've removed all other bindings for P just to make sure


texts: Find an object's mesh in bpy.data.meshes

texts:
Simple question: How can I find an objects mesh in bpy.data.meshes?

e.g.

ob = context.scene.active_object
bpy.data.meshes[ob.data]???

Is it possible without looping over the complete bpy.data.meshes and comparing?


texts: Using 'Float Property Layers' value in Node Editor (similar to Vertex Color)

texts:
I have an object called origin with 272 meshes/faces and Float Property Layers (called random_layer), i.e. every mesh has a its own attribute. You can see random values in the Data -> Outliner -> Data API (see screenshot).

Goal: I want to use the values of the random_layer to manipulate shaders/nodes.

Already tried: To get the values, I tried to use the Attribute Node calling it with the name random_layer, or ["random_layer"], but with no luck. I tried to wire the the three output nodes, but all seem to output 0.0. Setting the name to Col (for Vertex Colors) works fine.

The object has a material ('TheOne') using a Vertex Color node, this is working.

I have searched and found this: Use custom properties (variable values) in the node editor
However, this is not actually using the values of the Float Property Layers, but rather the graph editor. Also, my values are static and not dynamic.

Any help or pointers are much appreciated.

Setup

Win10 Pro
Blender 2.81a
Engine: Cycles (also tried Eevee)
Add-ons: 'Node Wrangler' and 'Sun Position'

Update
just to clarify how the float layer is created. mesh_object is an intermediate object for one mesh/cell/face that you see in the screenshot.

random_layer = mesh_object.data.polygon_layers_float.new(name="random_layer")
random_layer.data[mesh_object.data.polygons.active].value = random.uniform(0.0, 1.0)

bpy.ops.object.mode_set(mode='EDIT')

random_layer = bm.faces.layers.float.get(random_layer.name)

Also I am using the experimental 2.82a


texts: I'm trying to make a stream in blender. I have the stream bed with an applied displacement modifier, and an applied solidify modifier. I tried to use the fluid simulation, but it doesn't look the best. Any ideas?


texts: How do I make a collection dissapear and reappear?

texts: In my animation, I want the destructable object to replace the non destructable clone right before the impact frame, but I cant seem to keyframe the renderability of the collection, any way to fix this or to make a collection dissapear and reappear?


texts: How do you make two cubes move at the same time without one lumping at the bottom?

texts:
I have two cubes, one is inside the other, and I have softbody enabled on both of them. The problem is, when I have them fall, the inner cube falls down and dies.
blend file: here


texts: How add primitives or other objects to scene using python

texts:
I found many old information. Where is simple example to add all primitives (completly working example with actual blender)

I need put cylinder, and move it into specyfic location, seting scale and assign color and name. Im not using mesh, faces etc, I need only primitives like box or torus....


texts:
I've been trying for many days to make 3 small holes on a sphere without distorting it with a Subsurf modifier, i tried with shrinkwrap projecting, with hexagons, triangles, ngongs, booleans, to-sphere, there's something beyond my understanding :D
I would appreciate any help. thank you!


texts: How do I select one of two imported models?

texts:
I have two OBJ files.  I Imported the first, then imported the second right after.  When I try to do a shift-drag select on the second model, the first one gets highlighted as well.  Shift drag select doesn't even work on the first model.  How do I select the second only so I can move it next to the other?

Thanks for your time!


texts: How to remove artifacts from difference images

texts:
I want to create difference images including lighting and shadows to combine them later. But I get artifacts at edges and in shadows. How can I minimize the artifacts in the final image?

I have composition nodes and use the difference key node. Can I use another node to improve my result?

See https://imgur.com/a/Fcanz9c for the images.