texts: I've made a simple rigid body simulation and when I try to render it, it does not work. It gives the same results as if there was no camera, however I replaced a camera with the new one but the problems remains. Here is the picture:


texts: Smoke simulation not working in Blender 2.77a

texts:
I understand at least 100 people have asked this question before. I am going to be as specific as possible and provide a screenshot. I used "Quick Smoke" on a circle with an Ngon fill type. Nothing shows up. I stretch out the cache and the maximum frames available, it simply does not work. Rendered mode for internal and cycles, nothing shows. If anyone wants the .blend file, here, I will provide it, but I have no idea what I am doing wrong, and I am using an integrated CPU.

http://www.pasteall.org/blend/41482

What is missing or incorrect here? Any ideas?


texts: How do I hide an object from the camera but keep the shadow in Blender Internal?

texts: I can do it in Cycles but I don't know how to do it in Blender Internal. I'm using Blender 2.79 btw.


texts: Imported genesis 8 female's vertex groups are not following bone they should be parented to (I'm a noob)

texts: I recently brought my Genesis 8 Female to blender using the Daz to Blender bridge. I was happy with the results until I tried to pose the figure. It seems the vertex maps for the "upper jaw" and center forehead are not parented correctly so when I rotate the head, they do not follow (I believe this is the root of the issue). I feel like I've looked at dozens of solutions online but I haven't been able to find something that works. I have no idea how to simply tell those vertex groups to follow the head's movement. Please help if you can.


texts: In the image below all of my loop cut vertices are off track from each other. From a front ortho view they are placed very messy on the faces and are out of line with each other. How do I make them more in line with each other like the above loop cuts?


texts: Overriding Node Wrangler Keyboard Shortcuts

texts:
I use Linux Mint, and unfortunately, I can't use a lot of the Node Wrangler shortcuts because they conflict with the Operating System shortcuts.  For example, I can't use Lazy Mix because it moves the window instead.  I went inside the Node Wrangler source code and tried to change it to a differnt short cut (which kind of works...) but I still have to release the right mouse button and such.  Can anybody explain how to get around this OR what each of these parameters represent in the Node Wrangler addon?:

# Lazy Mix
(NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, None, "Lazy Mix"),

Edit: If I can do what gandalf3 suggested in the comments, that would work too.


texts: Copy bones with weights to another mesh, is it possible?

texts:
Is there a way to copy the bones from one mesh to another mesh in the same project?
I've done Ctrl + V with the bones but they don't stick with the weights, is there a way?


texts:
This is my low poly

Here a shot

Don't look hands, i'm finishing it these days.
I would like to understand one thing, making me crazy.
I'm trying to check if my low poly was made well for animation (topology of vertices, the shape of muscles in particular the back the shoulders and the chest/pectorals)

Now it seems working all pretty well except one thing: PECTORALS and AREAS NEAR THEM

Here the situation

If i move my upper arms down the deformation is this one

Now it isn't so impressive but the mesh of chest goes inside the shoulder in point 1 and in point 2 it deforms inside the body. I have tried weight paint but i don't think it's the definitive solution. I have doubts for my mesh and vertices.

Now my question is:

1)Is a problem of topology? (i have followed a very useful tutorial for doing that in particular this picture) Too few vertices? I think 5800 for a low poly was too much^^

2)Is a problem of my mesh: did i make pectorals too bad, too large or something near the chest isn't right?

Can someone help me??

Here the link of my file


texts: How do I fix my tree leaves turning black when I increase their number?

texts:
I've been working on this tree, following a tutorial on YouTube, and performing every detail in the video.

Everything has been looking alright except for my particle system which I have set up for my leaves which are a png I made with photoshop and taking a picture of tree leaves outside.

Now in this particle system, if I set the number of emitted particles to higher than 100, all heck breaks loose. If the number is under 100, it looks perfect, but looks like a dying tree as I lose many leaves. That is cool and all, but I also want a live looking tree. Whenever I set this number above 100 like 200 or 500, I get these giant black lumps that seem to disappear when I try to zoom in and inspect them.

I didn't seem to have this problem before when I used a different leaf png, but I really like this one I made and it is the one I need for the tree.

I've inspected the png and I can't seem to find anything wrong with it. I even erased the stems thinking maybe they were too numerous and caused the black masses, but to no avail. I even flipped the leaf plane normal thinking maybe it's a simple thing, but still no fix.

Here is an image that explains the problem. On the left is the tree with a low emission or number of leaves, on the right is the tree with a lot of leaves where the blackness becomes a problem.


texts: Projecting a grid of points unto a model and displaying collision output

texts:
I was wondering if there is a way to use blender to project a grid unto a model and only keep the points that the projection collides with, basically I want to simulate a Time of flight sensor that emits a laser grid and receives the reflection of that laser which indicates the presense of an object and its distance, ideally slanted objects would reveive the laser but reflect it to a different direction and thus would not show up on the output of the sensor.
Would this be doable using a python script?
Anything that could set me on the right track would be appreciated.


texts:
What is the Latest Version under WinXP?
I download the Installer and it says WinXP not supported.

Please tell me what latest or most-good Version of Blender is running under WinXP?

Thank you!


texts:
That is the question:
Can I create a tree view similar to the outliner one with python?

The thing is that I want to structure some lists (arrays of objects) as tree-nested arrays, so they could be modified visually in a simple manner.

Can I create this kind of panel using Python?

Cheers and thanks in advance!


texts: How to make an array on a curve always ending itself to the end of the curve (non-destructively)?

texts:
this is a reallys simple question.
how to make the count of this array of cube below changing itself depending on the curve length ? it could be done with drivers but it seems that there is now way to get the curve length non-destructively ? the non destructiveness is important because if i want to change the bezier curve later the array always need to end on the end of the curve.


texts: Problem with Fluids Tespassing Obstacles (bottles, cauldrons)

texts:
I have problems with physics.

I modeled a bottle and I duplicated part of the bottle for the liquid. The liquid has a face on top so it is closed. The bottle is open on top.

I added a cube for the Domain which covers the entire object and the bottle's animation.

Set the bottle as Fluid/Obstacle and selected Shell as Volume Initialization (with Volume it does not work) and had a modifier of thickness 0.1.

Set the fluid as fluid and Volume as Volume Initialization.

And when I bake this is what happens: the Domain, already as a fluid, trespasses the bottle and, later, it does not drop from the bottle.

EDIT: I made a new bottle to try thickness and increase resolution to 150 (also tried 300 but the result was the same quality as for 150). And now, with this new bottle I can't get a glass material for it.

Here you are the Blender file

Thank you in advance for your help.


texts: How to get an object to follow a path in Version 2.78, does not seem to work like it used to before?

texts: Before I would simply create a path, and then add an object and the object would follow the path and would bend with the path if the object was like long enough, but now I can't get the object to follow the path even after adding the follow path constraint. And when I mess with the settings and do get the object to move about a little the object's point of origin moves along the path but the object remains rigid, is this an issue of blender? or have things been changed up?


texts: How to set the value of a MeshPolygonStringProperty to a string?

texts:
I am trying to set a string attribute per polygon on a mesh. To create the property, I use:
a = m.polygon_layers_string.new(name='object')
x = a.data[0]

but when I try to set the data:
x.value = 'blah'
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct: item.attr = val: MeshPolygonStringProperty.value expected a bytes type, not str

When I inspect the types:
type(x)
<class 'bpy.types.MeshPolygonStringProperty'>

and
type(x.value)
<class 'bytes'>

But the documentation here mentions the type of x.value should be a string, or am I misreading?
What is the correct way to store a string per polygon?


texts: BPY Script extreme index errors on complex mesh

texts:
I can't understand why a basic cube selects fine but extruding the cube causes this to no longer work. It runs into seemingly random extreme indexes.
The error is
"Array iterator out of range: (index: <"random" large number, sometimes negative>)"
 which leads me to believe there's something very important I don't understand about selecting faces or materials in the prop collection. Any ideas? This is just a snippet of my code but the bottom line is where the error begins.

import bpy

#list objects
bpy.ops.object.mode_set(mode='OBJECT')
scene = bpy.context.scene
objlist = [obj for obj in scene.objects]

#selects an object and begins the process
for objindex in range(len(objlist)):
    bpy.context.scene.objects.active = bpy.data.objects[objindex]
    active_obj = bpy.context.scene.objects.active
    if active_obj.type == "MESH": #checks we're working with a mesh type object
        mesh = active_obj.data

            #BEGIN FIXING FACES AFTER FIXING OBJECT MATERIALS
            print ("Processing mesh '" + mesh.name + "'")
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.context.tool_settings.mesh_select_mode = [False, False, True] #selects face mode

            face_list = [face for face in mesh.polygons]
            for face in face_list: #deselects all faces
                face.select = False
            for face in range(len(face_list)): #for every face in the mesh do below
                bpy.ops.object.mode_set(mode='EDIT')
                face_list[face].select = True

                #get image from material assigned, assign image to face BELOW
                mat_data = active_obj.material_slots[face_list[face].material_index].material


texts:
Note: I am a beginner at blender.

I'd like to have a mesh appear as though it is being unravelled.

My idea is to have it stand in front of a hole, and then for the hole to suck the model in, but in a long strand rather than the whole mesh at once.

Is this possible?


texts: OSM automate texturing building roofs with satellite image

texts:
I am following CG Geek's tutorial on how to use blender-osm to create a city in blender (https://www.youtube.com/watch?v=NW_djQS_N8U).
He saves the satellite overlay image, then splits the building roofs from the buildings, and sets the color of the roofs to the overlay image. However, the image is not aligned with the buildings yet, so he manually moves it in the UV editor to get the two to match.
I want to automate this process using blender python, but have little idea on how to start/if it is even possible.


texts: Why can't I see the rest of the vertices on my object?

texts: When I go into edit mode a ton of vertices just disappear.


texts: hello I've been modelling a face only got from the eye brows to the mouth. around the left eye there's a dot that is visible only in object mode not in edit mode I thought it was a vert that some how got there after going to edit mode though it was not there when selecting the face the dot seems to also become selected but still not visible in edit mode when clicking on the dot in object mode it also selects the face so they must be connected somehow I have a mirror mod and a sub surf on the mesh


texts: I have upgraded from blender 2.79 to  2.83.1, and then I can not grab mesh, only the origin dot is moving but the mesh stay in place. This was working with 2.79 version.


texts: Export to .STL Format In Correct Scale - Inches

texts:
I've tried and tried to 3D print models that I have created, and I need them in .stl format.  When modeling in Blender, I change the units in Blender to Imperial - Inches.  However, whenever I try exporting it, it becomes super small.  I don't even know that checking "Scene Unit" helps.  I figured out that if I scaled it by 100, it would appear as corrects scale in Fusion 360, but then I try printing it and it's way bigger than it should be.
How can I know for sure that it's gonna print at the right size?  Is there a way I can double-check?


texts: Tips for making Mesh Rigid-body collision shapes more stable

texts:
Using the Mesh option in Properties > Physics > Rigid Body > Rigid Body collisions as the collision shape often makes the simulation unstable (objects jittering, falling through other objects, flying out of the scene, etc.)
This still can happen even after cranking up the Step Per Second value in Properties > Rigid Body World.

What are some methods for getting stable simulations while colliding objects with holes in them that other objects need to fall through? (for example a torus)

The tips below are great, but I noticed that problems still tend to occur with collisions between to objects with Mesh collision shapes.

Are there any other solutions for getting decent collisions with two mesh shapes?


texts: Boolean operation problem with child object after save / load

texts:
I am learning blender.  I made a boolean operation as you can see in the screenshot.  Everything works fine and i can save and load back what i did properly as long as the cylinder object is not a child of the cube.

When the cylinder is a child of the cube, the boolean operation is not displayed after i save and reload that file.  Am i doing something wrong ?

I want the cylinder to be a child of the cube so it always moves with it in translations.  If the cylinder is not a child of the cube, then everything works fine but it's not what i want.

Before closing blender, what i see when i save:

After opening blender and reloading the file i just saved:


texts: Mechanical Simulations With Real-Time Physics

texts:
So, I know this is probably something that would better fit with a full-blown CAD program, but I love Blender, and I know Blender is capable of this sort of thing, I just don't know how to go about it.
What I'd like to simulate is a mechanical object and its movements. The machine is composed of two arms extending form an axle which rotates. Each arm also has two mini-axle extensions which also rotate. I'd like to be able to simulate the forces at work (more notably, the centrifugal and centripetal forces) to see if this mechanism produces the gyroscopic forces I think it will.
Is there a physics library or plugin anyone can recommend? Also, I expect this to be a fairly straining machine in the real-world, and would like to simulate the stress on the materials.
Thanks :)


texts:
I am exporting into half EXR's with ACES_cg (would full help?)

But as you see in the second image the compositor output is blown out. But when I take a look at the EXR it is not blown out but still does not go over 1 why?

Can anybody explain to me why and how to fix it or is it just a limitation of Blender? And Thank you
Here are my Color managment settings:


texts:
Part of this mesh is now shaded in the viewport in solid mode with this look that changes shade when you rotate the view. Like a hologram.
What is it?
Blender... where you hit the wrong key combo and 2 hours later have no idea what obscure hidden feature you've enabled.


texts: Version 2.78, 3D view, Problems displaying a movie clip as background, how to fix it?

texts:
I am using Blender Version 2.78,
in the default layout I did the following:

1 to go into front view
space to enter command: allign camera to viewport
n to open the box on the right
selected image>movie clip

However no movie clip showing up, I tried both orthographic and perspective mode, inside and outside the camera.
When I open an image as a background, it shows up on pressing 7 on the numpad. The movie clips I tried to open as background images already worked in blender inside the video sequence editor.


texts: There is seemingly no way to get a Sketchup model to work properly in Blender. Pls help

texts:
I'm very new to blender, I've had a very frustrating experience trying to get something from Sketchup Make to Blender to Unreal Engine, with seemingly no way to do it.
Sketchup Make only allows me to export as a .dae file or a .kmz file.

Here's a screenshot: https://imgur.com/a/ma0wavU
Here, I tried to import the .dae file.

On the right, you can see that the material still 'exists', as I can click on each individual polygon on the right and have it's assigned texture be recognised.

Unfortunately, for some reason, these don't appear on the actual model. Exporting a model like this to an FBX or OBJ to use in Unreal means I end up with a useless model which is unable to be correctly textured. (Also, every single polygon in the model is a separate object for some reason. Why is that? It means dealing with it in Unreal is a complete nightmare.)

I've read online that you have to assign each texture to each face. Well, for me, that will take literal hours. So I just can't afford to do that.

I also tried importing .skp files straight into blender with a plugin.
https://imgur.com/a/PrtsvJY
When I do that, all the textures become solid colours in blender (yes, I've tried 'Rendered' mode and along with rendering it and everything) and the UV maps are still completely screwed in Unreal, with the maps being so small that any texture just becomes solid colour.

All I want is for a Sketchup model, which I've spent heaps of time making exactly the way want, to be imported into Blender. Or even better, straight into Unreal.

Does anyone have alternatives? Can someone please please help me out? I can't find a single tutorial or forum post that actually works. I run into some sort of different problem every single time. Any help is greatly appreciated.


texts:
Not sure of correct term, but, how do you delete a layer such as the 'body' layer.

Once again, not sure of correct name for this, but the (244) should read (1). How is this deleted or changed?


texts:
Is there a simple script I can use to select a Material texture by name? I have many textures, each ending with a new suffix Texture.001, Texture.002 etc..
I am using a Cloud Texture. I may want to select Texture.002
Below is a photo. Essentially I would like to select Texture.002 with python script. With the object being select, linking the Texture.002 to the object.


texts: How do I get rid of white outlines around objects in Blender Internal Render Engine?

texts: I am rendering a scene in Blender Internal Render Engine and I am noticing white outlines around certain objects. I can't tell if it is happening everywhere or if there just isn't enough contrast to show the problem on other objects. Regardless, I am trying to figure out why this might be happening and how to stop it from rendering this way.


texts:
When a Driver is being evaluated are the final positions of objects finished evaluating?

Does the Dependency Graph take into account references made in a Driver for a topological sort?
The Blender User wants to get the vector between two objects [A] and [B] after the final positions are determined for a frame. Are the object final location transformations calculated before the driver is evaluated.  Are there any arm twisting techniques to make this happen?

Are there any written references that address this topic?  Perhaps my searching is adequate

When I observe the difference vector in the UI, Blender seems to calc a new answer when I click Update Dependencies as opposed to a frame forward event.


texts: Blender glitches in viewport after opening file

texts:
I have been using blender for a pretty long time and I have found this really good model (made in 2.79) ages ago and ran it on my old PC, it worked. When I try to run it on my other PC it just falls apart and looks like blender is having issues displaying it in the viewport. Although this does not affect the final render, it's really annoying to look at this glitch. Note: I am using the exact same file as I used on my older PC and the viewport issue never happened. This error also does not occur in version 2.79.
I am using blender 2.83.5 and these are my PC specs.
16GB Ram
AMD FX(tm)-4100 Quad-Core Processor
NVIDIA GeForce GTX 275 (OLD)
I am running Windows 10.
Here are images showing the glitch.
https://imgur.com/a/0eZBfoh


texts: What is the best way of making an MP4 from an image sequence (PNG)

texts:
I have rendered 80 individual frames from blender in 1080p. what is the best method for creating a high-quality MP4 file with disregard to size limitations for maximum quality. I read that blender re-encodes files which apparently is bad, so is there an alternate program that I must use and what are the optimal settings. Even if I should just use blender, what are the optimal settings as the default settings created a blurry pixelated MP4 from my high quality pngs.
Apologies if this has already been answered somewhere else
Thank you in advance for any support you can provide


texts: Can't import ctypes from Blender's Python

texts:
I'm having trouble importing the ctypes Python module from a 32-bit installation of Blender 2.73 on Windows. I need to use Blender's included Python, not the system Python. From the interactive console inside the Blender GUI with no project or anything loaded, I get the following error:

>>> import ctypes
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files (x86)\Blender Foundation\Blender\2.73\python\lib\ctypes\__init__.py", line 7, in <module>
    from _ctypes import Union, Structure, Array
ImportError: DLL load failed: %1 is not a valid Win32 application.

My Windows installation is 64-bit but I figured that shouldn't matter given that I'm running Python from a 32-bit installation of Blender and ctypes is part of the initial installation.

I have a feeling that the issue is specific to Windows because I cannot reproduce the issue on 64-bit Ubuntu.

Any ideas?


texts: Can I see two vertex group at the same time while weight painting?

texts: I just Wanted To See two Different Vertex groups at the same time so thatwhen i am weight painting i do not overlap each other


texts:
I can't get my GPU to work on any scene.

I have enabled both my CPU and GPU for Cycles rendering. But during render CPU usage gets to 100% and GPU does not go up (below 5%).

Here are my settings:

I tried unchecking the CPU in preferences, and in that case 10% of my CPU is working on the rendering.

The scene I am working on is not the problem because, I tried other scene, like the BMW benchmark for GPU. And still the GPU is not working.

I have all Nvidia drivers up to date (Game ready and Studio).
I tried Blender 2.82a, and 2.83 no difference

I am looking for a solution, thank you for reading this.


texts: How to get rid of subsurface shading artefacts

texts: I notice this radial striping often when I use the subsurface modifier on shapes with curved segments. How can I prevent it or remove it?


texts: Why is mouse accuracy so poor in Blender?

texts:
Just been trying some tutorials for a few days with Blender and it can be so infurating!

Select this bottom poly (which has been split from the rest of the mesh by pressing Y) then trying to do a loop cut with CTRL+R along the X axis and... you can see from the image that the area the mouse has to be in is just a few pixels!

Also tried in bottom and top (orth) views. No chance.

Why is it so hard?!

Updated link... Animated GIF


texts: 3D window renders, but Image Render doesn't?

texts: This is so frustrating. I'm working with Cycles and I have numerous bottom lit panels in my scene that are sucking up lots of CPU cycles (see pic). In the 3D window (set to 'rendered') they are showing up great. My idea was to bake them (combined), but all I ever got was a black plane.  So in desperation I decided I would 'grab' an image of the panel using Render Image (F-12) and save it & then use it directly as a texture node.  Guess what!?? F-12 gives me the same black image I was getting when baking the UV map.


texts: Cannot get noise free realistic render in blender cycles

texts:
I am a beginner modeler, trying to get realistic result. I have tried my best but i cannot remove the white spots from my scene in cycles. Lighting is not looking realistic. Please help me how can i do that i have also attached link below.

download file here


texts: 2 x 1080Ti vs 1 x 2080Ti. So much difference?

texts:
This is my first post and new to blender, was following Blenderguru’s tutorial. I noticed that his quality in viewport rendered mode, is far superior than mine. Sharp shadows and the highlights are very close to final render, mine is just grainy. Andrew’s gpu : 1080Ti x 2, my gpu : 1 x 2080Ti.

Any thoughts guys?

What am I missing? i.e. missing gpu, add-on, tweak settings?

Appreciate


texts: Offsetting flames and/or smoke from the emitter

texts:
I've tried a few times to get emitted smoke and fire to appear slightly offset from the emitter, like for example a gas weld or a flamethrower. I've played with vorticity, temperature difference, density, speed, flame rate and practically every other setting whose name even remotely indicates that it may make a difference. All to no avail. I've also tried to add wind with various strengths and directions, and making a larger portion of the fire colour ramp transparent.

As you can see in this image, Suzanne emits fire from her eyes and whatever that heart shape is meant to represent (mouth or nose?).

I want a small gap before the flame actually appears, similar to what can be seen here.

How, if at all, can this be achieved? I'm using BI.

Blend file for the Suzanne image: http://pasteall.org/blend/33192


texts: Particles system with negative frame start don't work with collider?

texts:
I noticed with particles system negative frame start, the particles are not simulated with collider during the negative frames. The bake work, but particles are affected by collider only after frame 0.

I was wondering if there was a solution to this problem ?
Thanks to anyone who has a solution


texts: How to project a texture on objects in an (fSpy-imported) scene?

texts:
With the amazing tool fSpy I wanted to reconstruct the interior of a house. I was able to import the fSpy project into Blender, do some basic modelling and UV "Project from view" seemed to work fine.
However, some parts of the image are not correctly UV projected, see image below. The corner of the table in the lower left is not projected to, which is to be expected outside the camera view, but not within camera boundaries! Additionally, when looking at the tray on top of the table, the background image does not align with the UV projected lower portion of the tray.

Question 1: In the 3D view (right), why does the UV projection not line up with the preview in the UV editor (left)?
Question 2: How to make it work?

Edit: I was able to answer the questions myself, see below. After some more trial and error I found an even better solution than described below. I will notes on that later this week!

Additional notes
I suspect this UV coordinates that are off boundaries (x<0 or y<0) are somehow being automatically translated somehow, but I don't really know.
I made two small additional changes to better see what's going on. Cutting out those changes did not solve the problem.

In the shader nodes editor, I have set the image texture from Repeat to Clip, so image on the right the problematic area is black and not couch-coloured.
For the table object I added a subdivision modifier set to Simple (not Catmull-Clark). Without it the deformation on the table-top would be based on two triangles with even works deformation.

Related questions

UV unwrapping problem with image mapping
Project from view so that the UVs match the background image
Why am I getting UV distortion on a flat surface?


texts: multiple frame rate movies causing problems

texts:
I have a large number of video strips that are 120f/s and some that are 30f/s that I want to merge together in a scene.

The method I have been using, up until now, is to import all the movie strips. Then set the frame rate for the project to 30f/s and on the 120f/s strips, add a speed control effect strip, to change the speed to that of the audio.

1) For some reason this method doesn't work for the 120f/s, could someone explain why?

2) is there a way to have 120f/s and 30f/s movie strips side by side without converting one frame rate to the other before bringing them into Blender?


texts: new objects are automaticlly locking together

texts:
I am on a layer, I make a dup object, it gets locked to the original one. I do it again, I make an object, then a brand new one to size it smaller to put it inside of it instead, as soon as it touches it they become one object, stuck together. put a different object in to see what that would do ,as soon as I put it in contact with the first object it to is now locked together, I tried using 'U' on the duplicate object "shift D" it did not separate them either.
layer 10 on the first set of layers,


texts:
I have recently been working on a Minecraft animation. I wanted to use a torch to light up the inside of my house, but there is no emission node in the node editor. It works on blocks such as glowstone, but not on torches.
I have tried creating an emission node but it messes it up. I am following a tutorial from Black Plasma Studios on YouTube (12:30 seconds into the third episode). Please help. Tell me if you need more info.


texts: Assigning hotkey to set keyframes without using the menu

texts:
How could I change the " I " hotkey so that it simply sets a keyframe on LocRotScale? If I set key mappings to "industry compatible" this behaviour is mapped to " S " but I can't figure out how to make that work within the default key mappings.

Thanks!


texts:
As with most 3D programs, one can intermix or overlap two 3D objects within the same space. I believe that SolidWorks allows one to treat objects as "solid" objects in that another object can not intersect or pass through the surface of the first object.
Is it possible, perhaps via "physics" to define the surface of a 3D object as "solid" or impenetrable by other objects? I perceive that would make things much easier in my projects.


texts: Quickest way to create UVs for a tileset using a single tiling texture

texts:
I am still fairly new to Blender (couple months in)

Right now I'm working with a tileset that looks like this:

The code in Unity places these tiles procedurally and creates a world out of them. It works pretty well, but we would also ideally want to use a single texture on all of them.

The texture we have looks like this (the green tickmarks are guides for me and don't show up in the final model):

And here is a screenshot of the tile pieces that I have completed the UVs for. They work, and they tile correctly.

The problem is that this process takes a long time. I am basically moving UV vertexes around manually in the UV editor. Is there a better way to do this? As an aside, the seams I've chosen also look like crap in Unity, which is another issue but may be related to how I'm doing this.

We're trying to accomplish a look of "grass transitioning to dirt" in one texture and tileset, with a kind of cartoony, cell-shaded look.


texts:
Is possible to render a scene with separated layers?

Scenario:

I have a room with a single bed inside. I wanted to render the ROOM ONLY then the BED ONLY. The reason is I wanted to animate them in AFTER EFFECTS individually. Can this be done in one operation?

thanks


texts:
Hey everyone!
I'm new to Blender and finishing up my teddy bear model/rig - however, when I turn the head of the bear, the seperate nose layer turns and distorts differently to the mesh.

(The bear front on, vs bear when the head is rotated 90 degrees left)

I've tried joining the objects (CTRL-J) to no avail. Perhaps it's to do with my hierarchy? Please let me know if you're able to help!

BLENDER FILE AVAILABLE HERE


texts:
I'm trying to make rounded off inner edges on a mesh. But I'n not on the right track, (I'm avoiding to use the Boolean.) I'm trying to achieve it using correct geometry. It does look a little bit decent, but that's after bumping up the viewport subdivision,and I've added way too many loop cuts. What would be the best modelling approach?

Thank you.


texts:
What is this rectangles showing when i render the model?
Thanks


texts: Is it possible model a perspective image in orthographic view

texts: I am new to blender and I am not clear that is it possible to model a perspective image in orthographic view because I never succeeded whenever I tried but I could see tutorials put up modeling a perspective image in orthographic view. I am not sure whether the image is perspective or orthographic. This is the link to one of the video    http://youtu.be/86JiuZpbi_w


texts:
I would like to scale an object with object's origin in a certain location. Is it possible to set an object's origin with bpy.ops.transform.resize()?

I’ve examined the official API documentation, but method explanations are still quite scarce.

As far as I understand, there should be an option to set a pivot in float numbers (either in local or global coordininates).


texts: My materials look all scratchy and not cool,

texts: i've given them a texture but when i render it it looks lame, and kind of scratchy any help?


texts:
I have install Blender texture tool from here

Video how Addon works

What this addon do in the UV image Editor when click on Generated it Generates Normal, Specular and Diffuse images automatically.

I want to export those 3 images to my PC folder which are generated from this addon we can see in the material list.

I can select that texture and save as in uv but i want to save all 3. If i have more texture how then

Reason why i need this 3 file with the Node Wrangler addon. With the Principle Base node selected Press Ctrl+Shift+T you have to access this 3 images (Normal, Specular and Diffuse) from the PC folder.

So any suggestion or help how can i export or get this 3 images generated from the addon


texts: My materials seem to be locked on one colour?

texts:
I've created an object that has a specific (in thie case Glossy) colour, then i have two other objects that are diffuse. I can change the colours using the materials tab or the node trees. However when i render the image the original colors return and the new ones are not there and i have no idea why?

any help?


texts: Difference Materials Link vs Copy Material to selected

texts: What is the difference between selecting several objects and using "Copy material to selected" in the Materials Properties pane, versus pressing CTRL+L -> Materials?


texts:
I took a cube, added a few subdivisions, then used edit mode to do this
You can already see it messing up at the edges, but it becomes even more clear as you zoom out

This is a cube with a few subdivisions, reshapened, and beveled at the outer edges, except for the top. Any idea why it's acting like this?
Edit : Here is the file, as you may see the more you zoom out the more it (Cube.001&2) begin to do that


texts:
I'm trying to export camera from Rhino, as soon as the OBJ does not have camera information in it what I'm doing is just copy-paste the camera coordinates and rotation.

With the rotation I have troubles. So what I'm doing is I measure the angle between the Z axis and the camera direction in the ZX plane and ZY plane projection (the camera pointing down). That works only for the small angles, the bigger angle the bigger mistake. I do not touch the third camera coordinate because it is just aligned with the x coordinate.

I will be very appreciated for the help


texts: Best place for Blender add-on user's manual

texts:
I am wondering if the current best format and place to put new Blender add-on user's manuals is as extension scripts in the blender wiki:

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/my_addon

or if this is outdated (it's still at v2.6) and there is a better standardized practice beyond html on our own website.

Thanks for your insights!


texts: blender cycles render bake doesn't uses world emitted light

texts: In blender cycles the world emits light, so the preview shows the objects illuminated by the world light but when I bake the texture ends up black, how do I enable this world light to be in the bake?


texts: I am trying to import a sequence of PLY meshes, but I could not find any full explanation on how to do it. This questions seems to have tackled the same problem, but the answer is not too detailed so I cannot reproduce it. Could somebody provide me with the full details on how to do it please?


texts: I am trying to make some 3d video effect. Is it possible to apply physics simulation on an image/video plane such that it interact with other objects in the scene? E.g. can a video becomes fluid and interact with a obstacle to create splashes?


texts: I am using two viewports, one with a render display filter, one displaying solid for editing. I want the viewport of the render view to mimic the rotations of my view that I'm editing in. Is there a way to parent my views?


texts: Adjust local space scale to fit object size

texts:
I have an I-carrier that I want to have in a certain dimension. I thought about scaling the thing in object mode and then applying the scale. However when I do that, the size of the object in the x-direction seems to be off as it doesn't match what I'm typing in the transform window.
My best bet is that this is because the local space of the object doesn't match the object size, at least in the x-direction. So how can I adjust my local space so that the adjustments I make in the transform window correctly translate to the objects dimension?

Note: Even after applying the scale, the objects dimensions are way off. However, the dimensions in the edit mode are right.


texts: What is the best way to model the intersection of multiple hard-surface pieces?

texts:
What is the best way to model the intersection of multiple hard-surface objects? Not technically different "objects" persay - but where different pieces meet visually.

What are various ways of achieving this, and which ones are good for which use cases?
Curved surfaces, insets of other pieces, panels, etc.
Using paid modifiers is fine; although, ideally there are ways to do without as well.
Thanks in advance!


texts: Can't see any image preview in Video Sequence Editor

texts:
I've added two strips of images after the video strip and converted their blend mode to Alpha Over. But there is still no preview image in VSE when pressing "Play". What should I do?
Filetype of images is PNG, version of Blender is 2.73, graphic card is gtx860, after rendering the part of video with images I see black screen.


texts: Why does Blender installer install 2.83 Alpha version?

texts:
I've been using Blender 2.81 on windows and today decided to upgrade to the latest.  The installer from the download page says it will install version 2.83, but the version actually installed is 2.83 alpha.  I even downloaded the 2.82 installer, but it installs 2.83 Alpha too.
What's going on?  I'd like a non-alpha version because I have some add-ons that I'd like to install and they don't seem to work in 2.83 Alpha.


texts: Capture video from cameras in blender game engine for Artificial Intelligence

texts:
I'm new to programming in blender game engine.
I want to investigate the Q-learning AI using blender game engine. For this purpose I want to make 3d pong. It will look something like this:

The game will contain two boards and one ball. I want to capture data from two cameras and feed it into the Convolutional network and find an optimal actions (Q-values) according them:

I was faced with the problem of obtaining images from cameras in blender game engine. Can anyone help me with this?

Ideally I need transform images to arrays and transfer data using sockets. But, as a last resort, I'll be happy with the option of saving images into folders.

I will not satisfied with the screenshots, using bge.render.makeScreenshot(filename), because I need multiple cameras.

If I succeed in this, I promise to make a tutorial in Youtube about it and share all source files ;)

Sorce files

Many thanks!!!

ADDITION:
I've tried to use script from this link:

from bge import logic, render

camList = logic.getCurrentScene().cameras
cont = logic.getCurrentController()
own = cont.owner

cam1 = camList['Camera_LEFT']
cam2 = camList['Camera_RIGHT']

width = render.getWindowWidth()
height = render.getWindowHeight()

cam1.setViewport(0, 0, int(width/2), height)
cam2.setViewport(int(width/2), 0, width, height)

cam1.useViewport = True
cam2.useViewport = True

folder = '//image-#.png'
render.makeScreenshot(folder)

It gives me right view in viewport:

But, screenshot in my directory is still from 3d view (((:

Please, give the source files.


texts:
As you can see in the picture below by extruding sides that were next to each other I have made weird crossing lines and shapes that messed the entire object up. Is there a way to add a 4th vert (corner) to the 3 already selected verts in order to fill the rectangular hole that I have.

I know I can subdivide the top edge and then move the vert on the edge but it will never be 100% in position and I can't align it to any vert or 3d cursor as you can see on the global orientation there, this is an angular side of a larger object.


texts: Why does Blender slow down when I duplicate a model repeatedly?

texts: Why does Blender slow down when I duplicate a model repeatedly, as in the above screenshot?


texts: How to do you make the verticles to make the triangle curved?

texts: Im quite new to blender and I am wondering on how to make these triangles look curved?


texts: Is there an alternative to point density for rendering with GPU?

texts: Finally working with some clouds. Rendering is horribly slow with my i5 CPU, would be much better with a GTX 970, but if I try that then shaders that use point density no longer work. Is there a good alternative to point density that is renderable with a GPU in Cycles?


texts:
I created a driver for shape keys of a lattice.

Now i want to edit them, but i cant find them in the graph editor. I switched from F-Curve to Driver-editing, selected the object (even switched off the option to only show drivers of the currently selected object) and no driver appears in the graph editor. There must be something like right-click on the property and "edit driver", i just cant't find it
(Maybe important: The Lattice is parented to a mesh, but that shouldn't be a problem)


texts: Blender closes when I right click in Object mode?

texts:
I've never encountered this issue before but I've finished making a model, created the armature then switched to object mode. Everything is working fine until I right click on the model(or anywhere) then the program just closes.

I tried opening the console window to see if it could tell me what the error/issue is but that closes too so I can't even see if this is a code or what.

Any idea what's causing this and how to fix it?

Please do not ask me to upload the model, under no condition will I do this due to theft in the past

I'm using Windows 10 on a MSI all-in-one touchscreen gaming PC and I've never had this happen before.

Update:

In blender it's just the model, I'm not making a movie, I'm just working on a 3D model for a game so the only thing in that scene is the model itself.

Update 2:
For some reason, the model file isn't doing it anymore. I deleted the armature, then brought it back with [ctrl] Z and now it's running normally :/ I can't access the console without starting blender so I can't check it but it would be nice to know why it did this in the first place.


texts: How to use cell fracture add-on to break only part of the mesh?

texts:
When applying cell fracture add-on, the whole object is broken into small pieces. If I would like to keep part of the mesh to be unbroken (remain a big piece of object), how can I do that? Or do I need to use other things beside cell fracture to finish the job?

Thanks in advance.


texts: How to assign vertex groups and bone weights through Blender's Python API?

texts:
I'm making a script to import custom objects, it is still at early stage but so far vertices, faces and uv are created correctly. I want to do weight painting through Blender's Python API but I don't know how to do it properly.

Below an extract of the code that create the objects, how I could add vertex group and relative weights? I know how to extract vertex indices and weights from the input model but don't know how to use them,

(Blender version is 2.72)

    for i in range(0,self. subsetCount):
        subset = self.subset[i]
        coords = subset.getV3(0)
        faces = subset.getIndices()
        me = bpy.data.meshes.new(subset.name+"_Mesh")

        ob = bpy.data.objects.new(str(i).zfill(2)+'_'+subset.name, me)
        ob.location = (0, 0, 0)
        bpy.context.scene.objects.link(ob)

        me.from_pydata(coords, [], faces)
        me.update(calc_edges=True)

        mat = bpy.data.materials.new(subset.name)
        mat.diffuse_color = (random.uniform(0.0, 1.0), \
                             random.uniform(0.0, 1.0), \
                             random.uniform(0.0, 1.0))
        me.materials.append(mat)

        for f in me.polygons:
            f.material_index = 0
            f.use_smooth = 1

        # vert_uvs = subset.getV2(0x28)
        # if len(vert_uvs) > 0:
        #     me.uv_textures.new("UV0")
        #     uvlist = [uv for pair in [vert_uvs[l.vertex_index] for l in me.loops] for uv in pair]
        #     me.uv_layers[-1].data.foreach_set("uv", uvlist)

edit

found this to add the group:

        vxgroup = ob.vertex_groups.new("group")

still don't know how to set weights for vertices (best would be at once)

edit

I was hoping to use something like a foreach_set but can't figure out how to use it, instead solved this way:

        for grp in ob.vertex_groups:
            grp.add(range(0,len(me.vertices)), 1.0, 'REPLACE')

is just an example and set all vertices weight in all groups of the object ob (if you try it in console select another mesh then back to see the weights applied).


texts:
Is there a way to reduce the size of the spines poking out of bezier curves?

Or is there a way to generate smaller bezier curves with smaller spines?


texts:
I need to update a 2.49 blender code to 2.74 but I can't find in Blender 2.74 a module named Ipo. Someone can help me? Below, part of my code in 2.49 version.

  obj = Object.Get('obj'+str(visNames.index(ni)))

  ipo = Ipo.New('Object','obj'+str(visNames.index(ni))+'.ipo')
  obj.setIpo(ipo)

  curveTime = ipo.addCurve('Time')
  curveTime.setInterpolation('Linear')

  curveLocX = ipo.addCurve('LocX')
  curveLocX.setInterpolation('Linear')

  curveLocY = ipo.addCurve('LocY')
  curveLocY.setInterpolation('Linear')

  curveLocZ = ipo.addCurve('LocZ')
  curveLocZ.setInterpolation('Linear')


texts: Particles not spreading evenly over surface, they are clustered at two points (Donut tutorial)

texts:
Overview in viewport: https://i.imgur.com/cQ0tnkt.png
Top part of Particles properties: https://i.imgur.com/RRFSFwj.png
Outliner overview: https://i.imgur.com/YKWGV8g.png
Look at the short sprinkles. They are clustered on the left side and right side of the donut. Maybe something with the Count settings? Not too sure.
Blender 2.92.0
Part 2 level 2 of the tutorial https://www.youtube.com/watch?v=aZ5ungDgFNc


texts: How to make an animation where the colour of the object changes

texts:
I want to make my emision material ball switch colors.
I thought it was as simple as Setting keyframes and changing the color, but it won't work.


texts:
i started to try modeling some pipes, but i'm stucked about subdividing them (the base pipes) as the pictures shown down.

i tried with adding a cylinder, then with a bezier curve then bevel by a circle, any ideas


texts: Utilization of RAM and CPU for normal Operations of Blender

texts:
Please suggest on how to make my Processor and RAM be fully Utilized by Blender for normal Operations like for example,  When I select about 200K faces on a large terrain and try to run "Limited Dissolve", it uses almost no GPU, 3GB RAM(out of 16GB) and only about 18% of Processor  when I check in the Task Manager Performance tab.
I am not interested in Rendering anything, because I export the meshes to other game engines... Only when I have to work with Large terrains, the system runs ok, but only Blender goes numb for 2hrs...
I killed blender about twice(even reinstalled with no addons), and when I restarted the same process, and this time run other applications, they are able to utilze 90% of CPU and 5-8GB of RAM... But only Blender is absolutely shy in using all the resources it is given....
I have also added Blender in all places where GPU can take charge, but it uses only 200mb of GPU.... of the 8GB 1050Ti...
Please Help....


texts:
I am making a racing game, and on the small test track I created, when I play it, the cars sometimes just randomly hit something on the track.

I tried changing it to wireframe and found that blender had put in some edges for some reason.

Why did it create these edges? Is there any way to stop blender from doing this? This is what it looks like before you play the game.


texts: How to add surface Imperfection to Glass in Cycles?

texts:
I'm looking to add a surface imperfection that I got from Poliigon.com to a glass that I'm making.

The surface imperfection is off water droplets. I want to create a condensation sort of look to my model. I'm not too sure how add it in the Node Editor though.

Can anybody help? See below some pictures of the Surface imperfection, my model, and my current Node layout.

Many thanks,

Karl.


texts:
I'm trying to make a world map around a sphere like the one on the left. The problem is that I can't bevel the edge as the more intricate curves overlap.

I've tried every way I could find on the internet to make the map (Displace Modifier as in here, Bolean Modifier, using the svg only as a curve, transforming the curve into a mesh, etc.)

The one on the left is using the Bolean Modifier but even using Bevel After Bolean (returns an error) or Bolean Bevel I can't seem to bevel the map edge. Maybe the back part being only one face could be one of the problems.

The one on the right is made from a Bolean of a plane with 50x100 loopcuts and the map curve transformed into a mesh and then with the bollean applied. After that I tried to bevel the edge but as expected the faces, edges whatever overlap.

I also tried loopcut arround (have to join hundreds of vertexes 2 by 2) so I could scale the part of the sides and then bevel it "by hand" but I can't scale it uniformly.

Can anyone please help me?

I can add the project file if needed, I just don't know how :/

Thank you!


texts: Blender - Material isn't applied on one part of my UV map

texts: I got a problem when I was applying a normal map on my object. Material color isn't applied on one part of my UV Map. It is applied but from the other side and I don't know how to fix that.


texts: What is the technical difference between a diffuse shader and a rough glossy shader?

texts:
If I understand correctly, the roughness value on the glossy shader controls the amount of random scattering of rays that reflect of the surface of the object, with 0 being no scattering and 1 being totally random scattering.

This would make a glossy shader with a roughness of 1 equivalent to a diffuse shader, which is not the case:

What is different about the glossy shader that causes the darkening?


texts: How to get pixelated edges look? (PS1, DS, etc.)

texts:
I've been making low poly models but I'd like them to have the "pixelated" look that models have in some (mainly)older games. This especially includes PS1 games and 3D DS games. I'm not talking about the textures, but the way the overall thing is pixelated/no smooth edges. It seems to be the way the overall graphics were rendered. It's often more apparent when things are moving, but you can still see it in pictures too. Here's a few examples:

The pillar and bookcases here

Just look at the character

This model uses pixel art textures, and pixelated edges compliment the look so well

I don't know how to best get this look but I'd really love to know, it'd help me a lot.


texts: How would you go about making a model transform into another model?

texts: I understand the gist of model animations and rigs and whatnot, but say I want to make a druid-type character. It would normally be a humanoid but I'd like to make an animation that could allow it to, say, transform into a wolf. Is such an animation possible or is that something that would happen entirely in the code? I'd imagine it would require some sort of system for mapping the geometry of the humanoid model to the wolf model but I have no such knowledge.


texts:
My follow up question: How can I use a pivot circle instead of a pivot point

Question

At this moment, I have this:

What is the most efficient way to achieve a quad as cut section, where

all the faces as well as the unselected vertices are duplicated and
overlapping
but share the same vertices (selected).

The cut section would look like this:


texts: Copy and pasting with CTRL + C and CTRL + V from one scene to another isn't working!

texts: I have 2 scenes in blender, i'm making a game in the blender game engine. For some weird reason when I try to copy and object with CTRL + C and then paste it into another scene by pressing CTRL + V, instead of it pasting the copied object into the scene that I want it to be pasted it in, it just creates a copy of the scene I copied the object from,  I don't get it, it doesn't make sense, I know I can just press CTRL + L and link the selected objects into the other scene, but then they always match the same location of which scene they are currently active in, I want to just be able to select an object, press CTRL + C and then switch to the scene I want to paste it in, then press CTRL + V, and the object I copied just simply gets pasted into the scene. Please help if you have a solution to this. Thank you.


texts: How to animate eye texture (move pupils)

texts: I have a character model with flat eyes that use a single texture. Is there a way to make the pupils move in an animation. I've tried rigging but that only works with spheres and uv project messes up the uv map.


texts: How to scale properly HDRI image, to be used in ASC-CDL HDR render?

texts:
I've been test rendering lighting my scene using HDR images, trying to get the right value of light and shade from. The problem is, no matter what I do, I can't get the full spectrum in one image, meaning from red to violet. I've been using the Fake Colours Look in order to scale the HDRI with no luck, most of the values I'm getting in the rest of the image are Cyan, which is mid-range.On the other hand, when I make my own HDRIs in Blender, I'm getting acceptable results, with all the spectrum range showing in the Fake Colours Look! Is it a problem with the HDRI images I'm using, or is me not knowing how to scale the HDRimages properly?
The image below shows a render using strength value of 1.0 with Colour Balance Node set to ASC-CDL, values set to default, Offset:0.0, Power:1.0, Slope:1.0
The image below shows the same render using Colour Balance Node with extreme values, Offset: 0.01, Power: 2.0, Slope: 1.3, I cranked it up just to get some gradation in the image, as you can see, most of it is still Cyan "mid-range", couldn't get any near red values, which is why there are no highlights on the model, and the dark areas are spotty.
I made this render to explain the problem, no matter how much I crank up the strength value in the HDRI map, I'm not getting any highlights "red value in the Fake Colour Look" even where the sun is!! I tried so many HDRI images, I can't even remember how many, this one here is supposed to be one of the best HDRI images available.
Check the images below for the parameters I'm using for Colour Management and Compositor Colour Balance node.


texts: How do I fix the loop cut eror "loop cut does not work well on deformed edit mesh display"?

texts: So, I'm trying to add a loop cut in the middle of the torso because the two bones on the torso weren't working properly, but I get the message "loop cut does not work well on deformed edit mesh display". Does anyone know how to fix this error?


texts: Why isn't local transform orientation doing anything?

texts:
Very easy problem to explain: the local transform orientation is not doing anything. Which is a problem because I want the bottle to move exactly down a certain axis. Tapping the axis twice does not do anything either.

Thank you in advance for any help!


texts: How to draw RGBA 2D image in 3d_view with gpu module (or without)?

texts:
I just copied and pasted from https://docs.blender.org/api/current/gpu.html#d-image:

import bpy
import gpu
import bgl
from gpu_extras.batch import batch_for_shader

IMAGE_NAME = "Untitled"
image = bpy.data.images[IMAGE_NAME]

shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(
    shader, 'TRI_FAN',
    {
        "pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
        "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
    },
)

if image.gl_load():
    raise Exception()

def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

But it rendered in black and white colors.

So,

How to draw colored image?
How to draw with alpha?
It doesn't render it immediately - only when I hover over some view_3d interface widget. How can I force to draw it immediately?

The problem seems to be SOLVED.

I just can't understand why the image I've tested first time rendered noncolored.

Here is some Screenshots.

Second time I add image it was drawn RGB.

But why it doesn't render immediately? Is there some refresh function operator or etc.?


texts:
I am stuck. I am trying to smart unwrap objects individually using script.

I tried this code but it fails. Any help is appreciated

import bpy
import time

for obj in bpy.data.objects:
    if (obj.type == 'MESH'):
        bpy.context.scene.objects.active = obj
        print(obj.name)
        bpy.ops.object.editmode_toggle()
        bpy.context.object.data.uv_textures['LightMap'].active = True
        bpy.ops.uv.smart_project(angle_limit=66, island_margin = 0.02)
        bpy.ops.object.editmode_toggle()


texts: I am using blender 2.7 and the laptop mandates the "Emulated Numpad." Upon attempting to use "Proportional Editing" in a "Bound" within the UV Editor while using projection process, I cannot use "Proportional Editing" while the attempt to grab with G. The attempt simply moves the entire "Bound." The only way I have been able to even move a vertex of the bound is to disable proportional editing. Any ideas? I have tried every imaginable hotkey combination.


texts: How do I add an .obj file from a relative file location?

texts:
I need help adding an .obj file via scripting. I've tried using this line of code, but I'm having issues importing the obj file:

bpy.ops.import_scene.obj(filepath="./example.obj")

I think the problem is how I define the file path, but I don't know how to fix it.


texts: How to add edge outlining to transparent objects in bge

texts: I was wondering how I could take a transparent object in the bge and give it a borderlands style edge outline so that the object is still transparent but has a black edge. Right now Im using a solidify modifier to add the outline but i cant get it to cooperate with the object transparency. Im thinking that this will probably involve some code which im totally fine with. Although i would prefer a solution without code. thanx for all your answers!


texts: Please explain how to extrude a 2D curve from SVG

texts: Can a 2D shape that was created in Illustrator be extruded? The svg file imported successfully, but I have not been able to determine how to extrude the shape into a solid object. Does this require a special add-on?


texts: Dragonfly Wing - combining / cleaning up

texts:
I have been working on some dragonfly wings for a character and am a bit stumped as to the best way of combining the elements and cleaning them up into one.
The wing cells were created by drawing out a flat grid and adding a skin modifier.  The heavier struts are made of extruded and tapered curved tubes. This leaves me with a bunch of randomly intersecting and overlapping objects with varying density of meshes.

What is the best way to combine them into one object without any extra geometry?

A membrane filling the spaces between wing structure will be added separately and does not need to be part of this object.

The .blend file can be found here:


texts: Cannot select anything but an edge highlighted in pink

texts: When I opened a project that was left for a couple weeks, I was stuck in the situation as shown in the picture, where I could not select any other vertices or edges other than the edge highlighted in pink. Even when I tried to click on the other components, it will somehow drag the pink edge and extrude weird faces. How can I solve the problem? Do I need to exit a certain "mode" to get rid of this?


texts: I started with a single block with an image template and ended up at a point where two edges looped around and came into contact with each other. I do not know how to connect them so I ended up extruding a shape from where the arrow is in the image then aligning its edges with the shapes on either side of it, it looked fine so I went to do a subdivision surface and it ended up with this wonky shape sitting between the sides it is supposed to connect to as seen in the other image. Now i have no idea on how to fix this or if there is a way I am still a bit new to using blender and could really use the help.


texts:
Can I set my cache output folder? I'm using Cycles Rendering, with GPU mode, my computer sometimes show a message that I have little space left.
This happens while I work, sometimes without even rendering as preview.


texts:
Is it possible to create a matte shadow material in Blender Cycles?  For example, both 3DS Max and Maya have a preset material that only renders the shadow on the mesh.  It is great for applying to your floor when rendering to composite onto real footage.  I know that when you set up a tracking scene in Blender it automatically creates a node setup that composites the render on the real footage by using background and foreground layers.  But I have had problems with using that setup.  It would be simpler to be able to just apply a material that only renders the shadow on the mesh.

Is it possible to create that kind material in Cycles?


texts: Can I change the font size for mesh display overlays?

texts:
I'm using a 4k monitor, and generally keep the UI elements small, however I find the combination of colour and size make the annotation for 'edge length' on a selected edge just too small to read. I can adjust the DPI setting, but this scales everything (which I could maybe ajust back smaller again individualy).

Is there any setting just for this (or a smaller set) or attributes?


texts: Objects messed up when I re-open the file

texts:
I'm not an expert in Blender (and sorry for my english), so I'm really having troubles with an issue I'll describe here:
I've modeled a body with every part as a different object.

I want to sculpt it now, so I applied the scale of each body part.

The problem is that now, if I close the file and then I re-open it, I find every object completely messed up in scale, location, ecc..
I also tried to apply every transformation but the result is the same.

What am I doing wrong?
I am using Blender 2.91.2
Thank you


texts: How to connect two meshes together when meshes don't line up

texts: I'm am trying to connect a head model to a body model, but the problem is that the head and body don't line up to where I can just merge the vertices. I tried using a boolean modifier but nothing happened for some reason. I have the head at a certain spot where I want it to connect to the body. Is there any easy way to do this?


texts: Is it possible to animate a mesh's geometry without using Shape Keys?

texts: I would like to animate a mesh's geometry without using shape keys. Is this possible?


texts:
Usually I save blend file so that I pack images.
Sometimes tough I find I got blend files with missing referred files.
Obviously I didn't pack them while saving, so the textures are lost.
But how do I remove those lost references from the save file (the .png /.jpg) files are no longer on my system, and I don't like to see the errors of missing files each time I save my file.


texts: I'm new to blender and having a lot of trouble simulating because of bad subdivisions (importing my objects from rhino as OBJs)

texts:
TLDR: I want the subdivides on this to look like this so that it simulates properly
I'm planning to do a thick cloth simulation using mesh deform in a couple of days, and I've been practicing with simple geometries-- the problem is even these simple geometries seem to import horribly with their subdivisions, and when I go to simulate, the messy subdivisions create a mess.
I've inserted a couple images of the messy subdivides, and a gif showing an error of one simulation I did.
here are the messy subsurface divides from today
here are the messy sub divides from yesterday which are even worse
here is the thick mesh i'm simulating, which works perfectly
gif of the simulation error
But THIS type of subdivisioning is what I need! It's from a tutorial I was watching and I'm assuming he built the object in blender which explains the insanely beautiful clean subdivides.
I've tried cleaning up the subsurface through limited dissolve but that doesnt work because the simulation doesn't work on one face and if I try to add a subsurface modifier it becomes very messy again.  I basically just need an even square/ rectangular divide which currently is only possible for me to do if I make the original object on blender, which I won't be able to do soon once I need to use some more complex rhino models.
The subsurface divide modifier is just very confusing to me in general because it closes holes in my models, and generally doesn't seem to do what I want if it's not just a rectangle. I might just be confused on how it works though.


texts: What does "change" "repair" or "remove" mean in the blender installer?

texts: When I try to install blender, it says change, repair, or remove. I tried clicking change and repair, and install after that but it does nothing. When I delete it and try again the same thing happens.


texts: Why can I see some of the lines on the far side of my object through the near side? And why is it all glitchy?

texts: I can't seem to figure out why my object is so glitchy and odd looking. Even when I delete the object and add a new cylinder it's glitchy like this. This hasn't happened to me before and I don't know how to make it stop.


texts: How to control a short "animation" with a single bone?

texts:
I've never really rigged something before (not counting automatic weights ;).

I've made a simple rig of a landing gear, and I'd like to have a single control bone control the whole unfolding sequence.

I've made a simple animation mostly showing what I want to bone to do by moving it along the Z axis:

I tried to setup various transform constraints to rotate the various bones according to the Z location of the control bone, but I must be doing something
wrong, as they don't work as I expect.

Blendfile

Is this even a good approach to rigging something like this?


texts: Filmic Log: How to render a texture to appear identical to the input image?

texts:
EDIT:
I know this is a hack. The thing is why this hack works in Compositor and not as a texture?
I ran into an issue when editing OpenColorIO config file and I don't know if this is a bug or I misunderstood something. So I created this minimal example:
Let's say I have an image/texture in the 3D scene to serve as a reference - I want to see this image in the viewport with the original colors, while at the same time I would like to work on the 3D environment and render it in Filmic Log (in this example. Normally Filmic no-Log, but I will change the config file anyway, this is an ilustration).
So, the View Transform is sRGB / Filmic Log.

If I load this image in Compositor and assign ALSO "Filmic Log" as its color space, the image is output perfectly intact. However, if I assign this image as a texture, again with Filmic Log colorspace, then there are wrong colors are on the output.
You can see the difference side-by-side here, left half of the parrot is the perfect one from the compositor, right half of the parrot is the washed-out texture.

The material is simple Emission shader, the scene is otherwise empty, just camera and plane with texture.

I thought the textures is converted from preset color space (Filmic Log here) into to reference space (Linear) and then back to Filmic Log on the output, but it seems that something else is happening as well and I don't understand it. Thanks for any explanation! :)


texts: Export/list the control points of a NURBS

texts:
30 minutes ago, I launched blender for the first time. I'm rather overwhelmed by the options, so I dare to ask this novice question.

I'd like to export the control points of a NURBS into a text file. If possible I'd prefer homogeneous coordinates.

For the start, I have created a path and modified it to look like a quadratic Bezier curve.
I've exported to different formats, but didn't find NURBS data in them (e.g. dae file contains lamp and camera, obj contains coordinates of the curve).

  How can I obtain the control points and knot vector?

I found this, but I'm not sure how to use it and if it could be helpful.


texts: I want the object falling start from frame 250 until 350. But, I can't find where to set it. It always starts at 1.


texts: Will add-ons from Blender 2.79 work or be compatible with Blender 2.8?

texts:
The add-ons I use are part of my workflow so I'd like to know if I'll still be able to use them with Blender 2.8.

But if nobody is sure, is there a way i can find out?


texts: So i tried make sunset animation, when i tried to make the water reflect the sun, it won't work. I don't know if it needs a GPU(because i use Integrated graphic, which is Intel HD Graphics 620) or not. Please help me. Also, i tried to search similar question, but i don't find it. Please help me.


texts: Textures working in Blender, but become flat colors when exported to FBX

texts:
I have a model that is already UV-mapped, with the materials and textures assigned in Blender, and when I view it with the "Look Dev" viewport shading mode it looks fine:

However, when I export this model to FBX, it does not work properly. Basically, the entire model looks perfectly smooth. This is what it looks like when I import the FBX in Unity, create materials with the textures, and assign those materials to the mesh:

What I have tried so far:

I tried changing around the materials in Unity. The fur material I created using the texture for this model shows up on other objects. Any other materials I know work elsewhere are still flat colors when applied to this model. So it's not a problem with Unity's materials, it's a problem with the exported model.
I tried exporting as OBJ instead of FBX. This completely breaks the model since it has multiple materials, and the OBJ ends up only having one material, but at least the texture is visible on it, so it's definitely a problem with the FBX export. I would try GLTF too but the version of Unity I'm using doesn't support it.
I tried removing all modifiers from the modifier context menu, no change.

Furthermore, for some reason the material context menu's preview section shows all of the materials as flat colors, could this have something to do with it?

If it helps, here is the Blend file I'm using: https://www.filefaucet.tk/file/?code=NEcghcRD


texts: How to use texture paint in Blender Render

texts: I had to use the edge split modifier and it makes my model IMPOSSIBLE to unwrap, so I just had to project from view, now its basically necessary for me to finish with texture paint but I have to keep it in blender render because the model will be going in a game.  When I select texture paint in blender render the model is just purple.


texts: Animated extruded curve & micro displacement

texts:
I've animated an extruded curve (with the bevel start slider) so it grows and applied some micro displacement to it but it seems that the displacement is calculated for each frame separately looking at the mesh as is by that frame, independently from the previous & next ones, making a sort of animated displacement texture...which is interesting but i'd like a "fixed" deformation instead where the cracks etc...the whole deformation is maintained as the tentacle grows...

Is it possible ?
(maybe it's possible to bake the animated model and then uv unwrap it to apply microdisplacement at the very end of the process ?)


texts: Blender reshaped mesh to voxel - want to keep weight paint and optimize triangles

texts:
I have used the reshape to blocks modifier to turn a lowpoly model into a voxel model. The result it perfect.

But my initial lowpoly model was rigged and animated. The vertex groups and the rig look also good on the reshaped voxel model, but all weight painting has been lost.

Is there a way to keep the weight painting or do I have to weight paint on my own?

I tryed to "Transfer Mesh Data" and played with the options, but here the results of the transfered weight look bad.

I also tryed to assign the weight paint automaticaly (In pose mode assign automatic from bones), but this option is not available for some reason. I cant click on the button, its grey.

One last thing, Eventhough the reshaped result looks great, its not effcient. There could be a lot less triangles. Is there a way to optimize the mesh? Or is it just the way the reshaper works? I have to optimize it myself then?

EDIT:

On the right the lowpoly model rigged and animated, everything works, weight are also there.

On the left the reshaped voxel model. It is also rigged (its the same armature) Vertex Groups exist and are named the same, but the weight paint is lost.


texts:
I am working on a Python script on Blender and I need the location of the focus point of the active camera. I know we can display the limits of a camera but I can't manage to get the exact position of the focus point using Python.
Could you help me to find it ?

Here is an illustration with point of focus display (Yellow cross) :


texts: Lighting doesn't make objects cast shadows

texts: I wanted to make a Solar system in Blender. Everything on the scene is made pitch black (including World), except planets and Sun. I want that planets cast shadows so I added an Emission node to the Sun, but planets are still fully visible.  All planets just have Image Texture nodes like this. And this is Node Tree of the Sun. My render engine is Cycles.


texts: Animation/position of vertices or faces controlled by another object's position relative to it

texts:
So I'm trying to artificially enhance a 3D objects look to look more 2D, by having certain parts of the geometry shift in specific positions when the camera is facing those faces/vertices from specific angles to it.

To explain in an easier to word and grasp way:
Think of a random character
When the camera is facing from the left, the characters eyes look up and smiles,
When camera is facing from the front character has closed eyes and frowns
Etc

However when the character is faced from the front, but the head is turned to the side so that the characters face is viewed from the left, the behavior for the face displays the animation/position displacement for "camera on the left" while the body (the parts faced from the front) would display the position displacement/animation behavior for "camera facing the front"
If this makes any sense?


texts: How to group objects, But only make into a Single big "Mesh"

texts:
I would like to know how to group my Limb pieces all together
yet have all individual parts still move with their correct bones; something like this.

If you select the model, there is one big group, but the individual objects can still be moved.

I would like to know how this can be accomplished. Thanks!


texts: How can i stop the fingers from stretching when i move the body in the Minecraft Rig?

texts:
i have downloaded the Minecraft rig from this website: http://www.rymdnisse.net/download/blender-rigs/minecraft-blender-rig/
,but for some reason, when i move the body around, the fingers streach out. how can i stop this?


texts: Can I create a CollectionProperty of brushes?

texts:
I want to create a collection property with certain sculpt brushes. Can this be done? I tried:

WindowManager.coll = CollectionProperty(type=bpy.types.Brush)

But I'm getting errors:

TypeError: CollectionProperty(...) expected an RNA type derived from ID
Exception in module register(): '/home/antoni4040/Documents/blender-2.79-linux-glibc219-i686/2.79/scripts/addons/Advanced_Brushes/__init__.py'
Traceback (most recent call last):
  File "/home/antoni4040/Documents/blender-2.79-linux-glibc219-i686/2.79/scripts/modules/addon_utils.py", line 350, in enable
    mod.register()
  File "/home/antoni4040/Documents/blender-2.79-linux-glibc219-i686/2.79/scripts/addons/Advanced_Brushes/__init__.py", line 23, in register
    registerBrushSelectionPanel()
  File "/home/antoni4040/Documents/blender-2.79-linux-glibc219-i686/2.79/scripts/addons/Advanced_Brushes/Brush_Menu/Brush_Menu.py", line 120, in registerBrushSelectionPanel
    WindowManager.coll = CollectionProperty(type=bpy.types.Brush)
ValueError: bpy_struct "WindowManager" registration error: coll could not register

Any ideas? Thanks


texts:
This is weird, i'm animating a character using the 2.79's rigify and all of the sudden i'm unable to select the control bones in solid shading method .Only in wireframe and bounding box shade that i'm able to select them.

Also it's not possible to see the rig Object mode while in Solid shading.


texts: How do I link a light only with some specific objects in a scene?

texts:
I am a MAYA user for last 12 years and I am making my transition to Blender these days and I found Blender is far more superior than MAYA only with some exceptions.
Light linking is an one thing I find it easily done in MAYA (I still don't know if there is any easy way Blender does it better)

So what I want to do is, as an example, I have this room in Blender and I want a light illuminate only the walls in the room not any other objects in the scene???

Here is my scene.

Here is a WIP render of it.

As you can see walls are not lighten. I want walls to be seen slightly without adding any more light spill on other objects in the center.

Thanks...


texts: Duplicate rotate vertices around obect origin?

texts:
I have redesigned a repeated part of a larger object, and as a result, had to delete several instances of the "same" vertices. now, I can use SHIFT+D to make a dupe of the corrected vertex group, but I only get translation control, scale control or rotational control. And in rotational control only Cursor, View, Gimbal, Normal, Local and Global are available, yet the obvious ones of Cursor, Global, and Local only rotate around the same axis of the part:

However, I need to rotate around the little "orange dot" demarking the item's origin point.


texts:
As in addon preferences add a button to install hotkeys?

http://take.ms/15Voa


texts: How to make a bone NOT inherit location from parent? Or how to position bone at world location?

texts:
Lets say I have two bones, A "Root" bone and a "Child" bone, the "Child" bone has the "Root" bone set as its parent. How can I make it keep its world position while the parent moves?

Now, the reason I ask is because I want to create some "root motion" animations for UE4 (which I have gotten working) but since the root bone moves during the animation, its really hard(or as far as i can see; impossible) to keep the IK targets I use in the same place while the "Root" bone moves.

As an example see webm-related: http://webmshare.com/nq8qa
(I'm aware that this animation is horrible for root motion and in this case it won't be used)

But in that rig I have the head as the root bone, when it bobs up and down I'd still like to be able to keep the IK targets located at the feet still without bobbing with the head bone!

Any suggestions on how to do this? The easiest thing would obviously be if I could copy the world position of a bone and then paste it on the next keyframe, but I can't for the life of me find that sort of functionality!


texts:
Im noob here. I tried to make a sci-fi car but when I render it, its like this(see photo).

I dont want these black lines


texts: Someone can confirm if Quadro P5000 works fine with EEVEE?

texts:
I didn't find if Quadro P5000 works fine, at least more or less as a GTX1080 or even as a GTX1070, rendering with EEVEE. I'm afraid of more incompabilities, bugs or crashing or things like that than a GTX10xx series... Have I nothing to be afraid of ? could anyone confirm me if EEVEE works fine with this graphic card ?

One of my costumers can only get a P5000 in time for a presentation with EEVEE.

THANKS A LOT ! Happy blending to all !


texts:
I'm trying to make a configuration dialog, which prompts the user for some options and can then be committed or cancelled entirely. The dialog is opened from a node. I would like to copy the existing configuration to be edited in the dialog Operator, and then copy it back when the Operator is done, or not in case it is cancelled.

Something like this:

class Configuration(bpy.types.PropertyGroup):
    configuration_option = bpy.props.StringProperty()
    ... more items

class ConfigurationOperator(bpy.types.Operator):
    ...
    bl_idname = "test.configure"
    conf_to_edit = bpy.props.PointerProperty(type=Configuration)
    def invoke(self, context, event):
        # Copy context.node.conf -> conf_to_edit
        # Store node reference somehow
        return context.window_manager.invoke_props_dialog(self)
    def execute(self, context):
        # Copy conf_to_edit -> node_ref.conf
        return {'FINISHED'}

class ExampleNode(bpy.types.Node):
    ...
    conf = bpy.props.PointerProperty(type=Configuration)
    def draw_buttons(self, context, layout):
        layout.operator("test.configure", "Configure Node")

Is there any cleaner way to do this than copying the contents of the PropertyGroup manually (or with some kind of hacky iteration)? I don't intend to nest PropertyGroups.


texts: Where is the "Legacy Mesh Format" option im the Save As dialog?

texts:
I need to use the "Legacy Mesh Format" option to be able to export Blender meshes. In 2.79 this is available when selecting "Save As", but I cannot find it in 2.82.

Is it somewhere else, or, if not, is it possible to work around this somehow? Right now, I have to first append the mesh to a 2.79 file, resave it as Legacy Mesh Format, and then use the 2.79 file for further processing, which is annoying.

I can of course stick with 2.79, but I much prefer the new user interface, so I would like to be able to solve this.

Thanks, PSD


texts:
Blender newbie here, I made a car in blender 2.75 and used the mirror modifier to create its other side. I created a tire that is basically the part of the car mesh, is it possible to separate the tires from the car body so I can use it in my Unity game.

Here's the image


texts:
I want to make a sculpt map for use in Second Life but all of the tutorials I am finding are for older versions of blender and I don't see the same options or tools in my version (2.77).

I understand that sculpties are an outdated tempory fix that Second Life came up with but I want to be able to animate the model with less land impact.


texts: Rigging problem with IK: why do the bones turn around?

texts:
it's my first time doing this and I have no idea what to do. I have seen a lot of youtube tutorials and at some point my results differ from the video even if I followed it exactly.
As you can see in the picture I cannot animate this rig properly. The leg bone will rotate around when going past the pole bone. Also the control bone doesn't stick to the joint, but moves freely. The control bones were cleared from the parent and deform deactivated. The yellow bones have a chain length of 2, everything else is default.

Thanks for your help


texts:
I tried to add driver to Sphere's RotateX and link it with Cube's LocationX.

However, as shown in the image below, the driver value is 4.651, but the Sphere RotateY is 266.

The value of the driver will be regarded as radians without permission.

I created and tried the following Expression and it worked correctly, is this method recommended by Blender?

var * (3.1415/180)


texts: How to make an object with particles on it looks partially wet

texts:
trying to make an object with a material that looks partially wet.
like these reference photos.

i've tried using a "wet map" nodes group provided on a blender user's website. unfortunately, the material almost wholly became more shiny or glossy than before using that wet map.
i wish the material can have two different characteristics; like different gloss/highlight/reflection, and different IOR perhaps.

any suggestion in the material setup with nodes that we can make for that?
plain material without physics simulation to consider, maybe?
*pardon my english. not a native speaker.

EDIT:

this what i've got with the fluid sim.
and the whole thing get shinier all over it. also, the way the palm sugar syrup is flown on the surface was a bit weird.
i wish there's a way i can learn how to achieve this. either with a better fluid sim. and, especially the way we can set the material up in the node editor. even if the model/scene doesn't involve fluid sim.

by the way, there are two parts of the fluid where it's wet on the surface. and they look quite dark as if close to black.

and this is how i made the material setup, using the wet map nodes group provided by planetblender.


texts: How to change the driver's Expression to "var * 3 + var * 2"?

texts:
I want to make a driver that combines the value of ShapeKey1 multiplied by 3 and the value of ShapeKey2 multiplied by 2.

I set the DriverSettings Type to Sum Values as shown in the image below.

And, I entered "var * 3" and "var * 2" in Expression.

However, an error message like the following image appears.

What should I do?


texts:
I need your help for a small script, because my python skills are very low.

I would like to automate on my selected objects:

Duplicate object "linked"
Constrain duplicate to original object with "Transforms"
Set all material_slots of duplicate to "object"
Override all empty materials with custom material. A black one for example
Move duplicate with black materials to specific layer

It would be nice if this would work on a hierarchy so it would be possible to do this with rigs.

This is what I have done so far, the biggest problem is to set a material to the empty slots.

import bpy

for ob in bpy.context.selected_objects:
    bpy.ops.object.select_all(action='DESELECT')
    ob.select = True

    bpy.ops.object.duplicate_move_linked(OBJECT_OT_duplicate={"linked":True, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0,   0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED',       "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0),     "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})

    ob.select = True

    bpy.context.scene.objects.active = bpy.context.selected_objects[0]

    bpy.ops.object.constraint_add_with_targets(type='COPY_TRANSFORMS')

    mat = bpy.data.materials.get("#BLACK")

    new = bpy.context.selected_objects[1]

    for matslot in new.material_slots:
        i = ob.material_slots.find(matslot.name)

        matslot.link = 'OBJECT'


texts: Cell Fracture Issue | Some cells material is weird - need help! Blender v2.83

texts:
Motion Tracking anomalies in Blender v2.83--My class project for animation VFX. Am attempting to crumble a building via an animated meteorite hit VFX, but after using Cell Fracture, the Image Texture used as the Material is acting weird.
If I delete the odd blocks, that leaves holes in the structure before the meteorite hits Cell Fracture.
I tried 'Flip Normals' but that didn't repair the anomaly.
Any/all help appreciated. Working in Blender v2.83 on my home desktop PC with Windows 10.
Need to finish project by this Sunday night 3/21!! Eek!!
Thanks to whomever is able to help :-)


texts:
I'm a Maya user, I'm trying to understand Link/Append functions in Blender because the reference function is very important for Maya animators.

In Maya, there's "reference editor", I can "add reference", "remove reference", "reload reference" there. I'm trying to figure out how to do these things in Blender. And apparently there's more functions in Blender so I'm also trying to figure them out.

I've read blender manual and watched some youtube tutorials but still not quite understand Link/Append in Blender.

What's "Link" usually used for?


texts: Object has an attribute "polygons" but with no polygons?

texts:
I am new to bpy and I am wondering why although my object has an attribute "polygons", obj.data.polygons actually has no elements?

This is the code I am using:

bpy.ops.object.select_all(action='SELECT')
for obj in bpy.context.selected_objects:
    if obj.data is not None and hasattr(obj.data, "polygons"):
        print("has polygons")
        print(len(obj.data.polygons))

the output is:

has polygons
0

Thank you for your help!


texts: Blender 2.80 not working on AMD Radeon HD 6470M GPU

texts:
I'm not able to open Blender 2.80, it tells me that it requires OpenGL 3.3 Core

So i wanted to make sure that the problem is from my GPU and not from blender itself,

so i wrote a simple OpenGL application using OpenGL 3.3 core profile that renders a simple textured cube, and also check my GPU's driver supported OpenGL version

and here is the result

it looks just fine to me.

it's also not just a static render, you can move around that little cube, and OpenGL didn't complain about my GPU not supporting GL 3.3

i'm i missing something here?

is the problem from my GPU, or is it a bug in blender itself (which is likely since it's just a beta release)

and how to fix it (if possible, of course).

Edit: It's working when i run it in 640 x 480 Resolution.


texts: How rotate the 3D view irrespective to the global Z axis using keyboard?

texts:
I have set the "orbit style" setting to "trackball" but it only works when I use the middle mouse button to rotate the view.

The keyboard shortcut does not seems to honor the "orbit style=trackball" setting as numpad 4 / numpad 6 still uses the "turntable" style rotation, and rotate about the global Z axis.

I need to use the keyboard for rotation because I would like to constrain my 3D view rotation to one axis (vertical/horizontal only).

For example, if I

set orbit style to trackball
hit numpad 7 to align the 3D view to Top View
drag middle mouse button left/right

The 3D view will rotate horizontally as desired, however if I hit numpad 4 / numpad 6 instead, it "roll" along the global Z axis

I want to have the same behavior as mouse using keyboard.

I am using Blender 2.76a.


texts:
iam trying to make a procedural ring texture animation, i have managed to make the ring texture but the animation is not infinite. I use the mapping scale values but the textures just scales. Do you have any idea for different set up?

Here is an image of my node set up:


texts: How to apply existing facial blend shapes to beard

texts: Does anyone know how I could attach a beard to a face/head so it's affected by morph targets (face expressions) of the character? I've tried to combine vertices of the beard with the face thinking like that i could get the beard to move too.. But as soon as I combined a few, all went haywire.. I've thought of locking the vertices too of the beard with the face too but it didn't seem to work.. So question is how to get the existing blend shapes to work with the beard?? Any help is really appreciated, thanks.


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I tried to answer a question on blenderartists from what I already know, and then it was pointed out to me that I should be able to use the property directly in the panel menu instead of creating the operator for it outside the menu like I did here:

import bpy

class AutoMergeBool(bpy.types.Operator):
    """Automerge Toggle"""
    bl_idname = "mesh.automerge_toggle"
    bl_label = "Automerge Toggle Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        #main(context)
        merge = bpy.context.scene.tool_settings

        if merge.use_mesh_automerge != True:
            merge.use_mesh_automerge = True
        else:
            merge.use_mesh_automerge = False
        return {'FINISHED'}

class CustomMenu(bpy.types.Menu):
    bl_label = "Custom Menu"
    bl_idname = "view3D.custom_menu"

    def draw(self, context):

        self.layout.operator("mesh.automerge_toggle")
        self.layout.operator("mesh.primitive_cube_add")

def register():
    bpy.utils.register_class(CustomMenu)
    bpy.utils.register_class(AutoMergeBool)
    bpy.ops.wm.call_menu(name=CustomMenu.bl_idname)

def unregister():
    bpy.utils.unregister_class(CustomMenu)
    bpy.utils.unregister_class(AutoMergeBool)

if __name__ == "__main__":
    register()

Can anyone give me a single line example of how the property should be accessed in the layout so that it results in the bool? I already tried searching here and elsewhere and haven't found anything that works.


texts: How to change dimension of circles without scaling it?

texts:
https://photos.google.com/share/AF1QipM6N7e-ZtVL0fwkwy3ro-GcIc6N8B31TkXccejEsRnbLwbFGzJ-_8oVY9HKey7FxQ?key=VjVvekRZbm5vQzdHUUhEQ0p5dWkySlVWOWJoLV9R

I want to make all circles with same thickness.

Also with different dimensions in circles but scaling changes the thickness of the circle.

Please provide me solution.


texts: Ambient occlusion where two meshes overlap?

texts:
I have a house (cube) that's on an uneven ground. On this example the ground is maybe a little to wavy to be realistic, but I find it looks rather good mesh-wise, with the house intersecting the ground, so it's not on a completely flat surface. See LEFT image.

However, there are no shadows on the house from the ground or vice versa, so it looks kind of fake.

Sun Strength 1.00 straight angle towards the house, which is slightly rotated.
World AO is on 1.00
No more lights

I made a mockup of what I expected (RIGHT) regarding shadows. How can I make it more realistic?

EDIT: Apparently it's something with the ground material, when I change it to simple diffuse, I get the desired result. I need to find out what can cause this though.


texts: I can't connect the nodes in the Shading Editor

texts:
Following this tutorial: https://www.youtube.com/watch?v=fdWUjEMzDhg (4:40) I have reached the part that I want to add color to the liquid but in the shading nod editor panel the elements are not connected as much as I try. Am I missing something? Someone help me please. BTW it can't be connected in the compositing panel either.

I made a video with my issue: https://www.youtube.com/watch?v=9gAA5VdOR3g&feature=youtu.be


texts: Mesh selected, but can not enter Edit Mode

texts:
I have downloaded a model from Blend-Swap, that I wanted to study, to try and learn from it.
But as you can see in the screenshot, there is no Edit Mode. I selected a mesh in the outliner, but I noticed that it isn't outlined in the 3DView. Why would this happen?


texts: My camera is set to an object, and every time i change that, it automatically goes back to the object when i click render

texts: When ever this normally happens i go the the scene tab in properties and just change the camera, or i go to view-camera-set active camera and it works fine but now, when i click render it switches the camera back to the object/rig. not sure why, this is an animation, I don't know if that effects anything


texts: Weight painting does not show weight colouring

texts:
I am going through Andrew Price' grass tuotrial (https://www.youtube.com/watch?v=zhYtJ_VmvXE) and I am stuck with painting weight onto the plane.

I've followed his steps inserting the plance and subdividing it into more vertices.

However brushing the plane object or using "Weight Gradient" does not make a difference, no colours are changed. The vertex group will be created and whatever vertices I was brushing on will be added to the group, but the weight colouring isn't shown.

Am I missing something?


texts: How can i set a line to be an exact measurement

texts:
I want to make a floorplan with exact measurements but cant figure out how to do this
All I want to do is be able to type in say 10 feet and have the selected edge change to 10 feet


texts: Blender Freestyle - how to make line crossings glow more than lines themselves?

texts:
I'm trying to recreate the classic, vintage 1980s look of computer graphics - bright, glowing lines on dark background. However, after analyzing old computer graphics I found out that the intersections of lines glow more than the lines themselves - they turn into little glowing points.

Is there a way to simulate this using Freestyle settings or compositor?

For example: