texts: Copying bone transforms from Blender to Unity, charcater get twisted up

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I am attempting to store rest-pose transform data from a rig in Blender to a .Json file so I may reference it later (in Unity) to set my character exactly as the Blender rest pose.

But when I apply the json to my Unity character, only the world postions work correctly, while if I set the rotations then my character becomes twisted up.

The below script I wrote in Blender to generate the .json result for each bone in the armature.

import bpy, json, math

armature = bpy.data.objects['Armature.001']

metaTpose = []

for bone in armature.pose.bones:

    e = armature.data.bones[bone.name].matrix.to_euler()

    rot = e#bone.matrix.to_euler()
    loc = bone.matrix.to_translation()

    rtd = 180/math.pi

    metaTpose.append( {"bone": bone.name, "position": {'x':loc.x,'y':loc.y,'z':loc.z}, "rotation": {'x':rot.x*rtd,'y':rot.y*rtd,'z':rot.z*rtd}} )

print("START OF DATA")
print(json.dumps( {"metadata":metaTpose} ))

#Example:
#START OF DATA
#{"metadata": [{"bone": "CC_Base_BoneRoot", "rotation": {"z": 0.0, "y": -0.0, "x": 0.0}, "position": {"z": 0.0, "y": 0.0, "x": 0.0}}, {"bone": "CC_Base_Hip", "rotation": {"z": 0.0004707553847656733, "y": 0.007201206346398633, "x": 90.00000250447816}, "position": {"z": 1.1287070512771606, "y": 0.024592161178588867, "x": 2.5310534965683473e-06}}, {"bone": "CC_Base_Pelvis", "rotation": {"z": -0.0003318526292683416, "y": 6.767367057499983e-05, "x": 11.542036150081067}, "position": {"z": 1.128706932067871, "y": 0.02459215186.....

Then in Unity I use those json results to apply the transform for each bone to my Unity character and attempt to position all bones exactly as the rest pose in Blender:

#LOCATION ONLY
foreach (var meta in metadata.metadata) {
    if (meta.bone.Equals (childBone.name)) {

        //childBone.localRotation = Quaternion.Euler (meta.rotation.x, meta.rotation.y, -meta.rotation.z); #Notice this line is commented out!
        childBone.position = new Vector3 (-meta.position.x, meta.position.z, -meta.position.y);

        break;
    }
}

But notice that in the above I was only setting the position, and everything works as expected with the bones moving to the proper locations.

However I am having trouble when I attempt to also set the rotations:

#ROTATION AND LOCATION
foreach (var meta in metadata.metadata) {
    if (meta.bone.Equals (childBone.name)) {

        childBone.localRotation = Quaternion.Euler (meta.rotation.x, meta.rotation.y, -meta.rotation.z);
        childBone.position = new Vector3 (-meta.position.x, meta.position.z, -meta.position.y);

        break;
    }
}

It seems that the local rotation that Blender is providing does not agree with Unity for some reason (or I'm calculating it incorrectly).

I have looked closely at the angles for some bones in both applications. I can see the angles of some bones are very close.

An example would be the "CC_Base_L_Upperarm" bone. Notice the rotation euler coming from Blender is almost the same as what is shown in Unity:

{"bone": "CC_Base_L_Upperarm", "rotation": {"z": -1.4407705622496563, "y": 0.07225991295297718, "x": 14.486447031456231},

But they are slightly different values, sign and different order.

How can I get the rotations/locations of all bones from a Blender rig so that I can use them directly on my Unity character?

I think I have gotten close, but I am struggling to make progress and am hoping someone can help me understand why it's not working or what I am doing wrong.


texts:
How to scale two UV islands of different sizes to be an identical size?

I have UV unwrapped my model but want islands to be the same size as each other.


texts: export of multiple animated objects multiplies animations by objects count

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I have for example 3 animated objects, with 1 animation per object (so a total of 3 animations). But when exporting (FBX), I get 3x3=9 animations, Like if all animations were distribued to all objects (it don't know which animation is linked to wich object?). That causes undesirable data.

What I Want :

ObjectA + AnimA
ObjectB + AnimB
ObjectC + AnimC

But what I get :

ObjectA + AnimA + AnimB + AnimC
ObjectB + AnimA + AnimB + AnimC
ObjectC + AnimA + AnimB + AnimC

Why does it multiplies the number of animations by the number of objects?

I Tried FBX, Collada, all options checking/unchecking, with and without NLA Strips... I always have this unexpected result.

I tried with two add-ons : FBX Bundle & Unity Tools to batch them in separate FBX files, but as always, I have all my 3 animations on each object...

It is for a real-time non-interactive animation (motion design) so I don't want to have to animate separated files because timing is very important between all objects (and I have a plenty to animate on a long timeline), also a lot of parenting within each others, so I can't separate them in multiple .blend files because of hierarchical dependencies and complex timings.

How can I have the right amount of animations without all these duplicata ?

Thanks for your help!


texts: Why do my meshes do weird things after subdividing with the multires modifier?

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This is how I usually sculpt:

-start with the multires modifier on 1 subdivision
-when I need more detail I increase the subdivisions

But every time I click subdivide it does weird things to my mesh. It add weird creases shaped like a crate around my mesh. And every time that happens I have
to smooth it out manually.

Here is an example:

Before pressing subdivide:

After pressing subdivide:

Anybody know what is going on?

Here's how my mesh looks like:

I had the same problem while sculpting the shell and also on every other project where I used the multires modifier.


texts: In game engine with python, add appendage to object

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I'm doing scripting in the game engine.  I have two basic objects, a "SeaFloor" and "Kelp".  I have python classes for each and the game engine.

My goal is to add the Kelp object to the scene and root it to the SeaFloor, so in the physics of the game it won't be moved by fish or current.  Also, as the kelp grows, I only want it to grow "up".

I can get the kelp to appear using:

kelp = self.scene.addObject("Kelp", "SeaFloor")
kelp.worldPosition = pos

I think I have to do this with constraints, but I don't understand them very well.  I would appreciate some advice on how to lock those two together.


texts: How to blend rays with hologram seamlessly

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OK before this question gets marked as a duplicate of How to create a hologram projection with light rays? I would like to say that my question is different in that I am trying to get the rays to look like they are streaming down from the hologram and are connected to the variations of colour in the hologram image itself.

To illustrate, this is what I currently have:

Ideally, it would something similar to this (done in this example with hair particles) but obviously not as jagged and not emanating from the inner parts of the image, but rather the outer parts.

Is there a way to do this?  I tried using weight paint for the image texture to make the hair particles only come from the bottom but it didn't work.


texts: Storing Path in a Variable and Reading it in another py file?

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Quick question:
I have a panel.py file, a operator.py file, and a __init__ that puts it all together.

My panel has a class that uses a bpy.types.PropertyGroup to store a PropertyString into a variable called file_path. It also has a class that uses bpy.types.Panel to create the PropertyString like this:

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

    tools = context.scene.worth_group_tools
    selected_path = col.prop(tools, "file_path")

My question is, how do I access this variable on my operator.py page? I've tried:

from . Tools_panel import PT_Panel
def execute(self, context):
   print(PT_Panel.draw.selected_path)
   return {'FINISHED'}

But that doesn't work.  Any suggestions?  My code works fine until I try to print with PT_Panel.draw.selected_path.


texts: Problem with render animation in Blender 2.8 : black screen

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Hello all Blender users and fans.
I am currentyl using Blender for adding animation to video editing. With Blender 2.8 I have got problem to render animation.
In the main view I have added a background picture (Add -> Image -> Background) and after a more little picture which is a simple circle (Add -> Image -> Background). I have animated this picture with keyframes to move from left to right as you can see on this picture of my screen :

When I wanted to make a render on the animation as a video first Blender when suddenly crashing. It was because of the render engine which was checked on Eevee by default :

After I have changed the render engine to Workbench or Cycles Blender doesn't crash when I render the video but this video is now rendered as a black screen ! I have changed the parameters of Workbench and the video render has changed from a black screen to a grey screen but of course my animation is not rendered.

And now I don't know what to do. I had never this problem of black screen or crash with Blender 2.79. That's why I suppose this is a problem with parameters of the Render Engine. If somebody could help me or a at least recommend me a way to find a solution I would be very very grateful.


texts: Is there a way to save a material's preview?

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Edit: I'm talking about the material tab preview, NOT the render preview. Here's an image of what it looks like on your screen. I think everyone can agree that it's ridiculous for this little image to be re-rendered every time you click that material.  Hopefully, this image makes it clear exactly what I'm talking about when I say "Materials window with its Preview section".

Original question:
When I'm jumping between objects in the project, if I happen to have the Materials window open with its Preview section expanded, Blender re-renders that material preview every time I switch objects - even if it's the exact same material. And even worse, the preview is never rendered to the same quality that the final project will be rendered to, so the preview isn't as good as it could be. The computer may render that same low-quality preview hundreds of times, always rendering the same ball or monkey head.

So is there any way to save this preview for a material that is shared between many objects? That would avoid the constant jumps in CPU usage, and maybe could allow Blender to efficiently render that preview in much higher quality. Even if it isn't saved between sessions, it would be useful to keep it in the memory cache.


texts:
I have some objects which are animated, some by keying values (mostly shape keys) and some keying location and scale. The end result is a flower growing:

I would like to easily be able to duplicate the flower and modify it as a whole without having to select every part, and perhaps use it in a particle system but currently most of the objects are separate (the end of the flower is all parented to an empty). I have tried to parent the whole object to something but the animation starts to do interesting things...

Ideally I would like something like groups in Photoshop where the whole object can be duplicated and manipulated as a whole but you can still modify the components. If I have to somehow "bake" the animation first this is not much of a problem though.


texts: "Internal error setting the array" during FBX export

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I am trying to export a 3D model from blender 2.81 to an FBX file.  After clicking 'Export FBX', I receive the following error:

Traceback (most recent call last):
File "C:Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_fbx\_init_.py", line 634, in execute
    return export_fbx_bin.save(self, context, **keywords)
File "C:Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
File "C:Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
File "C:Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
File "C:Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1163, in fbx_data_mesh_elements
    uvlayer.data.foreach_get("uv", t_luv)
RuntimeError: internal error setting the array

location: <unknown location>:-1

This is a .blend file I got from someone else.  The only change  made was to separate part of one of the meshes into its own mesh.  Initially, it exported to FBX with no problem.  When I went back and separated another mesh, saved, and tried to export to FBX, it started giving me this error.

I'm new to 3D modeling and blender, I have no idea what any of this code stuff means.  I've tried googling this error and I'm seeing a lot of "nevermind, fixed it" type responses without explaining what they did to fix it.  Thanks in advance!


texts: Blender animatons not working properly in unity 3d

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Its my first game and im working on blender for the first time, so please answer in brief.

I made an animation using four objects in blender, one hand, one gun, and two curved plates. Everything looked fine in blender but when i imported it in unity, the objects were placed in wrong locations. Though the animations were working!

I'm attaching side view pictures of the animation that i get to see in unity and blender

Please help me!
I'm stuck here
Thanks in advance!


texts: Blender animation constraint "Track to" not working for soft bodies

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I have a super simple scene, a block, a plane, a camera with track to block.
The block falls on the floor as rigid body, collides with plane, camera tracks -> works.
if i change the block to soft body, the camera won't track it's location.
What am i missing?
Video here:
https://www.dropbox.com/s/wjurcce3cz7silv/softbody.mov?dl=0


texts: I've been working on this sculpt for over two hours now and all I am doing right now is I have disabled DynTopo to move the mouth a bit more inwards. It works like a charm. After that I hit ctrl+S to save. Then it suddenly reverts to the state before I have moved the mouth inwards and when I hit ctrl+Z that abomination happens you see in the second screenshot. A bit help in that would be highly appreciated, I would hate to loose the work. If I Ctrl-Z further the artifacts just keep getting worse.


texts:
I'm trying to create a traffic light in blender, I assigned all the needed materials(3 colors), I created animation for each color, but in the Dope Sheet Window, when I choose Action Editor there is no any actions.  And when I exported the object as fbx and imported to Unity the animated colors doesn't work.

Any solutions? Thank you very much


texts: Packaging external libraries in the game engine 'Create Runtime'

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I'm wondering if I create a game using the game engine that relies on external libraries, for instance midi device libraries like pyGame.midi, if those can be bundled in the executable created by the game engine?  I want to generate midi to external devices from the game engine, but I want to be able to use python modules that use ctypes etc to connect to native dll's/.so's.

What are the rules for packing external resources into the game engine?
Does anyone have an example where this is being done?

I have seen a lot of posts describing using socketed IO to communicate with externally packaged apps, but I would like to be able to bundle everything for an architecture into one executable.

Or just not possible?


texts:
How can I bevel a curve without fattening it?

For example, beveling a mesh object will not increase the size, but beveling a curve will:

The obvious solution is simply to use the Offset to counter the fattening cause by bevel:

However, using offset results in artifacts at sharp corners:

How can I bevel a curve without increasing it's size?


texts:
I baked a Normal Map and a Diffuse Map.

I tried to duplicate the object in new file and new scene by adding these maps to a plane, but I did not see the desired effect.

How can I use nodes to correctly add a Normal Map to an object?


texts: My VDB from embergen is blocky and pixelated

texts: apparently I have exported my vdb from embergen, and I have imported them to blender, they seem to be too blocky and pixelated, I have spent hours on trying to find a fix but no sauce. Any help will be appreciated!


texts: Blender render background image distorted

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I am trying to add an image as render background in 2.75, using Blender Render, not Cycles. I add a world texture, mapping set to "view". What I want is an image mapped 1:1 to the rendered background, meaning when I render the same dimensions as the input image, I want to get the same image as render output. What I get is an image with a pillow distortion, which amount depends heavily on the focal length/field of view of the camera:

(This uses a rectangular grid as input)

Looks like some kind of spherical projection to me, but I set mapping coordinates to "view". I remember this working in previous Blender versions without having to use the compositor, what am I doing wrong?


texts: How do you move the vertices of one UV island without moving the same vertices part of the other one?

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When UV unwrapping, the some UV islands will share vertices with other islands. So when I select a vertex in one island that is shared with another island, both vertexes will be selected.
How do you move one UV island without moving the vertices of another island at the same time?


texts: How to see RGB and XYZ image info in Blender 2.8?

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Where is the rendered image info in Blender 2.8?

An example screenshot I found from Blender Artists highlights some info near the blue cube in the rendered image.  In previous versions of Blender there was a status bar with handy image info showing XYZ and RGB data.


texts: Why does blender cover the whole cube and not selected areas with materials?

texts: I have tried a lot of different ways to cover the Roof of my cube with a material, but every time I tried, blender covers the whole cube with the painting color. How can I simply coloring just parts of a cube?


texts: How can I reassign or move vertexes of a vertex group

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How can I update/modify the xyz coordinates of a vertex group.
I can get the vertex coordinates of the vertex group. BUT, what I want to do is reassign or move the vertex coordinates to a new list of coordinates.

I'm completely lost. It seems that I have the right context and data, but then I cannot figure out how to update/change the coords of the vertices. I've tried a number of things.

So here is the code raw. I first get the coords of the target vertices which are selected in the viewport (object), then I 'get' and print the vertices of the vertex group that I want to update coordinates to (see code).
BUT I can't figure out how to update the vertex coordinates. It's probably a noob easy-do but I can't figure it out!! Any help thanks!!! I'm going crazy here trying to figure this out.

import bpy
import bmesh

obj = bpy.context.active_object
objdata = bpy.context.active_object.data

vertices = obj.data.vertices
vertstarg = [obj.matrix_world * vert.co for vert in vertices]

# coordinates as tuples if needed
vertstargtup = [vert.to_tuple() for vert in vertstarg]
#print(vertstarg)

#bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    obj.select = False

#holy cow. have to make the object active before selecting. makes sense now.
bpy.context.scene.objects.active = bpy.data.objects['crvface.001']
bpy.data.objects['crvface.001'].select = True

obcage = bpy.context.object

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.vertex_group_set_active(group='cagefacepts')
bpy.ops.object.vertex_group_select()

vgVerts = [ v for v in obcage.data.vertices if v.select ]

print(vgVerts)

#Ok so clearly I can access the vertices of obcage.data vertex group,
#but how to I update the coords from objcage.data.vertices to the list from
#vertstarg, which is a list of vector coords [or tuples if needed]???


texts: Blender - Set blending mode(Porter-Duff) for a material

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I am using Blender as the 3d asset creation suite for my projects.
I have an exporter that is able to export mesh, materials, animations and skeletons.

In my home-grown engine, I want to render some materials with alpha blending.
Specifically, I with to be able to set one of the Porter/Duff operators to the materials.

Is there a way I can set this from within Blender?
All I can see is a tranlucency adjustment under material properties.

Is there a settings for alpha Blending mode?
Or should I use custom property?

Thanks in Advance,
-Valyannan.


texts: How does UV mapping effect value of a pixel in cycles render?

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I've found that a mesh in my scene has huge uvs.

Because of this, I am getting weird artefact as seen this image.

Value of a certain pixel after render (with denoising):

Value of the pixel after uvs normalized (uv coordinate value clamped to 1000).

This couldn't have been due to denoising as I've disabled denoising and confirmed that the pixel still get high values.

So, my question is, why is changing uvs effecting the light value of a pixel in cycles render by such huge magnitudes?

Also, here's the node setup for my material if it's relevant.


texts: How can I set default values for the Principled BSDF shader?

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It's pretty simple, I just want to be able to make it so when I add a Principled BDSF Shader, that the "Base Color" (or any other value for that matter) is always set to pure white, opposed to off-white by default.
When you right click the color, there is no option to set as default value.
Any help is appreciated!


texts: Object is not being cut by Boolean Modifier (Cylinder). How do I make it work

texts: I have a Plane that has been rotated and extruded into a "Square" shape, that I am trying to take an ovular chunk out of with a deformed Cylinder. I have had a multitude of problem with this and have spent the last several hours trying to work out why it won't work. As you can see in the image: It shows me where it should cut, but doesn't cut it. The Edges it has made inside the shape aren't attached to a Vertex and they are intangible. The other problem is obviously the shape hasnt been cut so the faces / edges / vertex are still on the side. I honestly have no clue what to do. and because of this I cant even begin to fix them for the Subsurf mod.


texts:
If you are in the mesh Edit mode, you can find a button called Set normals from faces in the Tool Shelf, Shading tab, Normals section. The Blender manual seems to have no information about this feature (or at least I can't find any).

What does it do and in which cases could it help? I would like more information than the brief message from the tooltip.


texts: Weird reflection in glossy material when camera is in front of the object

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I noticed this problem also through glass.
When my camera is looking in front of the object, I see a dark circle in the reflection. It only happen with metal or glass material.

I think it comes from the camera, as if it was the camera shadow.

I tried to render without the camera visible, does not change anything.

Does someone encountered this problem before or is it still the beta ? I use 2.8

Thx


texts: Can we use the poll() required operations without a context

texts: I was trying to use Blender from external python console using RPC. I was able to establish the connections and some basic operations. But, I cannot change the mode of an object, it is showing poll() error, context is incorrect. I know that these operations requires a context to run. Since it is running from external, current context is None. Is there is an alternative option to do so?


texts: How to merge 4 adjacent, coplanar faces into a single face

texts: I have a plane consisting of 4 squares - take as an example a subdivided plane. How can I merge these faces into one?


texts:
So I am a huge Blender newbie and had a very basic question. I'm importing models from a posing studio to edit in Blender, but when I switch to Edit mode and attempt to delete vertices I'm stuck on selecting bones instead of vertices, edges, and faces. I was able to successfully switch to editing vertices once, but I don't know how I did it. I'm wondering if there's a hotkey or easy way to switch to selecting and editing vertices rather than bones?
I included a picture of the bone select mode that I seem to be stuck in.

I apologize for the newbie question. Thanks in advance for any and all help!


texts: When I trying to scale/grab/rotate face or verticle,it works to whole mesh, like in object mode, but selection is working


texts: How to remove Armature bone from Binary fbx export?

texts:
Exporting from any blender version with binary fbx support leads to addition of a redundant bone at root with same name as the armature.

How do I disable addition of that root bone for binary fbx export?


texts:
Don't know if it's just because 2.8 is still in the process of making, but here's my problem. I have this man mesh (from cgtrader) that came with a normal map and this texture that matches it to put color in the right place. The problem: It comes out black. I've looked everywhere and this seems to be the right node setup, but help is appreciated. Thanks!

BTW here's the link to the mesh I downloaded if you wanna try: https://www.cgtrader.com/free-3d-models/character/man/3d-character-96a5df4b-49ab-411b-9e1d-fd6e47537e41


texts: Changing ChildOf constraint influence to 0, but keeping the position it had as a child

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I had a sword object rigged with a single bone, with a ChildOf constraint making it a child of a sheath (with an influence of 1). Throughout an animation i move the sheath, and the sword bone follows as expected.

However, i cant seem to lower the influence of the sheath to zero and still have the sword retain the position it was just at, and I am wondering how i should go about making this happen.

Thanks for your time.


texts: How to make a flexible "garden" hose that can be controlled from both ends without losing shape?

texts:
I've been spinning my brain for the last few days trying to figure out how to do this. Basically, I need to make a hose (single tube shape, it doesn't have to be twisted like the image) that:

(1) Is naturally affected by gravity.

(2) Can be controlled from both ends of the hose, so both end points can be manipulated in keyframes.

(3) Won't deform or lose it's hose-like appearance when being moved around (like if someone was to literally move a garden house around in their front lawn).

Can anyone offer some insight into how I could accomplish this? Any advice would be greatly appreciated.

Thanks!


texts:
I've recently found this piece of artwork by Janice Chu (https://www.artstation.com/klangoda):

The character is wearing a kind of poncho that's draped over both shoulders. Now, the rig I'm making is going into Unity, so the blender cloth simulation is out of the question, because the character in the game is going to have changeable clothes. So I tried to go with the standart rigging method of "Automatic Weights", and this came out:

So far so good, but then when I move the arms this happens (Green = Where is should be, Red = Where it is now):

Would you guys have any tips or ideas on how I might make this work?
If nothing works I guess I can always go back to Unity's cloth system but that's expensive in both performance and workload.
Any help would be greatly appreciated,
Thanks!


texts: "Copy To selected" How do i copy only the material diffuse colour?

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How do I copy from one object to other selected object only the "diffuse colour"?

Or any other material property to other multiple selected objects materials?

Why "Copy To selected" is greyed out in right click menu?

Copy diffuse colour from B to all objects in the column A

Note 1: i know to the manual or long process of hovering over th colour and copying it "Ctr+C". And then select target object go to material and hover on colour and paste "Ctrl+V"

Note 2: I don't intend to copy complete or all material properties


texts:
I'm facing a problem when I'm about to start animating my character. So when I one of the point view, side of a character and I pulled the leg up, but when I go to other perspectives, it gave me a shock. It shows that the leg was a little slanted.

Is there anything wrong with my rigging??? Wish to hear a reply soon, thank you.


texts:
Hello is possible to remove subdivision surface from object after applied ? In some history or something?
I applied a subdivision surface and saved the file.....

Thank you!


texts:
I am working with a robotic arm animation which uses an armature with an IK Solver. I need the tip of the robot (at the moment it is a polishing wheel) to always remain leveled. The default behavior when posing the controller bone is that the tip of the bone always follows the axis of movement, causing the polishing head to twist and turn. Is there any way to keep that polishing head always leveled?
Thank you.


texts:
I have a shadow in this scene that only shadows his head and a part of his leggs, if you look closer you can see that the shadow goes away.
How can I make my character's shadow 100% on the ground?

Thanks

Kind regards,
Gamer_io


texts:
While modelling hand of Lego man, i found something really weird.

The cylinder i created in it contained all the vertices of the individual circle loops things inside it(At least that's what it looked like,see in the image)

But in the object mode, i see disconnected loops in that cylinder like shown in the image below. I'm not really sure why that is happening, and after messing around for a while i decided to ask it here.Thanks.


texts: Rigged model seperates torso from the legs when moving the bones

texts:
So when I try moving the legs for example, this happens:
I understand this is because the model is seperated into different objects. But is there any way to make them share the weight without joining the objects together?


texts: How to make one sharp edge in subd modeling?

texts:
Like picture below i want to make a sharp edge same way Crease does.
I tried to make one sharp edge with loop cut, inset, and bevel tool.
I can't figure it out how to do it in organic way.
Is there any technique?


texts:
I was making a game with blender like creating buttons and stuff but um... I don't know how to use Blenders API, or GUI. I wanted to create functioning buttons and creating user input on the screen like you would in Tkinter for python. I am really confused on what to do with Blenders GUI stuff... I meanm like how to access and create stuff with it. So is there a way to use Blenders API (mainly I want to have control over blenders GUI to do what ever I want)?

And when I import blenders game engine like this "import bge" or "from bge import *" but it says model don't exist. What should I do? am I missing a module?


texts:
I want to model powder in a dish like in this picture.

I have tried to create the powder using the particle system by following some suggestions in an earlier answer, but so far I had no success.

I can't control the overall shape of the powder, and the particles seem to pass through the dish even with collisions enabled.

Can someone please tell me how to create powder in Blender?


texts:
My blender will not run and it's been suggested that I run blender from the command line with a factory reset option however I am not familiar with how to do that.

What is the actual command after c:> ?


texts: Baking camera property drivers to keyframe

texts:
I know its possible to bake the values of drivers to keyframes using Object > Animation > Bake Action but is there a way to bake a driver that is controlling a Camera's properties? I want to delete these drivers while keeping the same Camera animation.

Edit: Link to Blend

link to comparison video


texts: What is needed to load/reload an addon during development?

texts:
I wonder what is the best practice to develop an addon for blender on Linux.

To my understanding I need to place the python file that implements the addon
in ~/.config/blender/2.76/scripts/addon

In the content there needs to be the dict bl_info, containing some keys like "name", "category", ...
Also the functions register() and unregister() need to be there.

I have all this, but the addon is not shown in the list of addons, also after a refresh.

Is the location ~/.config/blender/2.76/scripts/addon not correct?

If I do changes to the file, how do i best get these changes into the running blender process?
I don't think I need to restart blender, each time I edit the addon source?


texts:
A number of fields of the Smoke Domain in my blend file are "suddenly" not editable anymore.

Some fields are editable, others are not. How can this happen ? And how to solve this ?


texts: Pixelated paint strokes on transparent Blender-created texture

texts:
Version: 2.76b, Renderer: Cycles

I have a material on an object. This material is made up of two textures: One created in Photoshop, which is semi-complete, and a second one that was created within Blender that has it's alpha channel decreased to zero.

I want to add painted details to the object on this transparent texture, so that I can export that texture into Photoshop and use it as a layer.

I also want to paint on this transparent texture while both textures are displayed in the 3D view. So, I have to change the shading mode to Material, which shows the 'finalized' material with both textures mixed together.

However, when I paint in the view the strokes have pixelated edges, despite them being completely normal in other rendering modes (these are useless as Renderered is laggy while painting and Solid/Texture modes do not show the finalized material, obviously). This is an obvious issue as I'm not able to see what the 'real' stroke looks like on the finalized material.

I may have tracked the problem down to the fact that I'm painting on a transparent texture. When the alpha is put back to 100%, the strokes are correctly smooth, but then it's an opaque image when exported to Photoshop, which is not what I want.

Is there any way to do this non-destructive way of painting textures or do I have to simply paint on the original semi-complete diffuse texture and export that one?


texts: Denoising with AIDenoiser makes some colors black

texts:
I'm using Blender 2.83.3
I've set up a denoiser node setup in the compositor.
When I lead the noisy image into the denoiser most of my colors turn black. If I use the original image this doesn't happen.
Below you can see my node setup, the "before" denoising pic, and the after denoising pic.
Any ideas?


texts: object turns black when rotating in view

texts:
Hi I i'm trying to render this logo out but I notice that it is black when it is sideways. No idea why it's doing this, any help or tips would be great. Thanks

[![enter image description here][2]][2]


texts:
I was working on a something and I thought, wouldn't sunbeams look great with this.
So I searched in google and everywhere but didn't find any answer. So my question is how to make sunbeams in blender?


texts: Animating scale of edge loop to cover texture, not stretch

texts:
I have a circle with a inner loopcut, and would like to be able to scale the ring without affecting the UV texture on the circle. Currently it warps it, as Blender tries to fit the UV to the (now thinner) ring.

I also need the ability to animate the scale of the inner loop.

When scaling the inner ring, I'd like it to simply "crop" the outer UV texture, instead of "squashing" it.


texts: Are there any restrictions on model file-formats? (OBJ, 3DS, PLY... etc)

texts:
I know that Blender can be used for both commercial and non-commercial use, almost limitlessly.

My question is that I heard once that a file with a specific extension can have problems/restrictions (which sounds weird to me but I want to make sure), so I want to know if there may be any legal or technical restrictions exporting files and using files with the .obj extension or can it be used the same as a .blend file?
I need the .obj extension because when saving to a .blend, it rotates my model incorrectly when opened in Unity and when I export to .obj and add it to unity, it works fine.


texts: Return list of associated vertex index, weight values for a given vertex_group

texts:
I am currently porting some code from the 2.49 API to the 2.6 API and looking for a nice way to replace this function call

vert_list["bone"] = b_obj.data.getVertsFromGroup("bone", 1)

This function returned a list of vertex tuples (index, weight).

Edit: A nice side effect of this function was that it also threw an AttributeError if the had no associated vertices group. Empty VertGroups are not allowed by our exporter.

I coded up a working sample for what I think I need based on the 2.49 API to show how I intend to access these values. This has been simplified with hard coded values.

import bpy

b_obj = bpy.data.objects['Cube']
b_verts = b_obj.data.vertices
b_arm = bpy.data.objects['Armature']

b_vert_group = b_obj.vertex_groups['Bone']
b_group_index = b_vert_group.index
b_list = []

for b_vert in b_verts:
    for g in b_vert.groups:
        if g.group == b_group_index:
            b_list.append((b_vert.index, g.weight))

What I am wondering is if anyone has an alternative way of accessing these values or perhaps someone would give a more pythonic version.

Most of the samples I have encountered relating to vertex groups are geared towards assignment rather than access. Even if I don't get an answer it might help someone else down the road.


texts:
I am unable to separate all the loose parts of an object which I combined from several objects.

After combining all the objects, I removed doubles.

Now I want to separate the parts again to do some additional editing.

I used the following steps to try to separate the parts

selected the object
tabbed into edit mode
clicked p
clicked on "By loose Parts"
tabbed back into object mode
unselected everything with A
clicked on part I wanted to edit and noticed two other parts  were still connected.

I repeated the process of separating by loose parts, but they will not separate.

How can I disconnect the two side panels?

I have highlighted the faces/vertices, I think might be causing the problem.  When the file is opened they should be visible.  At this stage all the components of the arm assembly are joined.  When separated by loose parts the two side panels stay joined to the main arm.

Is it possible the problem occurs because I extruded the highlighted parts through the two side panels without cutting a hole in them first?

Thank you in advance for any suggestions you may have to help me solve this issue.


texts: Create paint pour with fluids, needs to fill with a round mesh

texts:
Hello I need the create an effect with fluids where the fluid fills with a perfect circular form. Viscosity must be like paint, see picture below.

I have tried tweaking the fluids, but I cannot get it to "stick together" as a round form as it fills. All I can get is results as below:

I have tried to change the resolution, but it only makes the liquid break apart more...

Can anyone point me i the right direction? Thank you in advance


texts: I am using Blender 2.8 with 20.04 Kubuntu. I have an SVG made using Inkscape 1.0 with 3 layers which I tried to import into Blender and extrude each layer with different heights. Sadly when going to Edit mode and trying the extrude option, I get almost zero results. Please see the image below. If possible, a helping hand will be great.


texts: Rigid body fixed constraints looks like springs

texts:
I building simple car animation. I started with one axis with wheels. I have problem with fixed constraint, it behave like some spring, i connect cylinders and cube like on picture. I attached also video what happens :-/ Do you know why something like this occur ?
Picture:

Video:
https://www.youtube.com/watch?v=qTU5fxMvxbk


texts: How to read a pixel from an image texture with Python

texts:
My Python script needs to read RGBA values from a specific pixel of a texture bitmap.

How can I do this in Blender?


texts:
I was trying to look up what a Transmission Color pass was in the Blender docs, and I only got this:

  Same as above, but for transmission BSDFs.

This was pretty vague, and I didn't understand what transmission was, so I tried a test scene. With the default scene in Cycles Render, I added a plane scaled by 5 at (0,0,-1). I moved the default point light at (-0.7, -5, 6). I changed the default cube's material to a Glass BSDF (I guessed transmission had to do with an object that's translucent), and I selected the "Color" Option in Properties -> Render Layers -> Passes -> Transmission to use the Transmission Color pass in the Compositing Tab. I rendered the scene, hooked up the "Transmission Color" output to the Compositing node, and got this.

I still didn't understand what was going on, so I tried to google "transmission color pass", and I found a site that said this:

  Transmission takes place when light passes through an object without being essentially changed

I also got this from 1:02 in this YouTube video about what happens to light in transmission:

  It can be granted safe passage through the medium itself. Sometimes it'll be refracted...

So from all of this, I'm guessing a Transmission Color pass is a pass where white parts show areas that allow light to pass through freely and black parts show areas where no light passes through. I'm not entirely sure on this, so I was wondering if someone has a different answer as to what a Transmission Color pass is. Also, does this pass only output a black/white image, no gray/color?


texts: How would I lock vertex transforms to a certain axis?

texts:
I'm sculpting squares of terrain, and I was wondering if it were possible to lock vertex groups to, let's say, the x axis. I still want to modify the height of the verts, although I want to maintain the square profile of the borders.

Is this possible?


texts: I dont know why the island is twisted it should be display as a rectangular in uv editor. I marked seam as in ss, the very top of my mesh then hit unwrap. And yes I already applied all transformations.


texts: Animation Key Frame Summary - Change editor text color

texts:
The screen capture shows the area I am trying to change.
Currently the text color is light grey, which I can barely see.
I am using Auto Rig Pro which looks to be changing the background colors, though I do not see where to change the text color. Not sure if that part helps.

I looked at Preferences > Themes
I was not able to find anything that would change the above IK title color.

If anyone can point out where it is I would be grateful.


texts: How to paint a gradient with TexDraw brush?

texts:
In texture painting mode, the TexDraw brush has a functional "Use Gradient" checkbox (functionnal meaning it will actually let you chose a gradient, compared with the Smear brush for instance which does not). However, I can't seem to make it work in pressure mode: it only paints with the rightmost color. Repeat mode works by making selecting colors randomly within the gradient and clamp mode uses one color on clicking and the other on dragging (I have no idea why anyone would want to use it this way...)

Basically I would like to make it work with the stroke set to "Line", that is being able to draw a straight line whose color is that of the gradient. Can this be done? The only brush that seems to work with gradients is the Fill brush, but I just need to draw lines, not to fill an area.


texts: is there a way to speed up the render process?

texts: i have to render a project for university. The computer i'm using has Titan z and a i7 5th gen. The project is a large city (100+ Gb of project) and i have 2400 frames in 720p resolution. Using default 32x32 tiles and cuda for rendering i have 20+ minutes for a single frame. There is a way to speed up the entire process? Thank You all!


texts:
I'm using this code the access the uv maps array:

import bpy

selection_ = bpy.context.selected_objects

for selected_ in selection_:
    selected_.data.uv_layers[0]

How can I delete certain channel?

I'v got tons of objects with extra uv map in channel 0.
Isn't there something like
 selected_.data.uv_layers[0].Remove()?...


texts: Scripting: Get object transformation for every render frame (depsgraph issue)

texts:
Whenever an animation is rendered, I want to extract the camera transformation matrix and save it to a file. My problem is that the transformation is not updated during render. This is a known issue and after some search I figured out that I have to use the depsgraph to retrieve the information. The problem is that neither render_pre nor render_post have the depsgraph argument.
So what is the correct way to retrieve object data in one of those application handlers? Am I supposed to register for depsgraph_update_post and store the information in a member until needed?


texts: How to make objects not pass through each other when animating

texts: Is there some kind of way that I can make meshes not pass through each other when I'm animating them? Like maybe use rigid bodies or physics or something like that (sorry, i'm still new to Blender)? Like for example, if I want two people to handshake, how do I make it so that the hands don't go through each other? Or do I just have to animate it in such a way so that they don't?


texts: Is it there any way to view armatures in blender 2.8?

texts: I have characters with armatures in blender 2.8 and I would like to view the armatures and change the pose. Is it possible with blender 2.8? If yes, how?


texts: How do I make a model solid in order to 3D print it?

texts: I have a 3D model of a house done via drone and photogrammetry to stitch them together.  The model is hollow and I'm wondering how to extrude it down from the inside to make the entire model solid.  I will be 3D printing the model and need it solid.  Any ideas inside of Blender?  Or, do I need another program to do this?


texts: Why does the difference Boolean not work with high subdivision levels?

texts:
I am trying to use the difference Boolean modifier to remove a smooth curved shape from another smooth curved shape, but Blender will only do it when the subdivisions are so low that the quality is terrible. I know I could use shade smooth but you can still see the harsh lines and I want a smoother look. What causes the modifier to fail?

Unless perhaps I am missing something but from what I can tell, the subdivisions are fighting the boolean and I am curious as to how they even relate. I figured more geometry would make it easier for the boolean to bind the new geometry.

If you're curious about the project I am working on, I posted the question yesterday


texts:
It's really complicated for me to describe this situation, but I'll try my best.

When I applied particles on my drupelet everything seems to work fine.

Then when I try to use the drupelet as a particle on the other object it doesn't have any hair particles. Can anyone explain what am I doing wrong?

Tank you soo much kind people for your time and effort to explain everything!


texts: Can I make animated body interact with rigid body object

texts: If anyone knows about this please help, I'm trying to make this rigged robot knock over a piles of rigid body blocks. Is their any way to do so? I have tried to make the arm a rigid body but then it gets stuck in place, I made it a collision object and it stays with the rigged body but doesnt interact with the objects.


texts: How to remove object of type FONT in Blender Python

texts:
I want to clear a scene's master collection in order to ensure I am working with an empty collection before I run my script which will build the scene for me.

I search for answers on how to achieve that and they suggest selecting all desired objects and triggering the deletion operation with that selection. I attempted to adapt that code, but found that the object of type FONT actually lacks the select property/attribute and as a result I can't include my Texts in the selection to clear them.

# Clear all objects in the master collection to reset to a blank scene
for object in bpy.data.scenes[0].collection.objects:
    print(object.type)
    if hasattr(object, 'select'):
        object.select = True

bpy.ops.object.delete()

Is there an alternative way of selecting Texts? Or even better, can I clear the collection completely without "macroing" it by creating a selection and calling the delete operation?


texts: Convert Molecular Particles to Keyframes

texts:
I have a baked particle system that uses the Molecular Physics addon, and I'd like to convert the particles into keyframed objects... Is there any way I can achieve that?
I know it's possible with rigid bodies, and others etc, but I haven't seen anyone do it with particles before (it might be a several step process).
Any and all help is appreciated!


texts: Can i include blender scripts in each other?

texts:
I created two blender scripts :

a MeshCleaner : that cleans the meshes for my glb file
a HierarchyCleaner :  that cleans the hierarchy for my glb files

To clean the code , i added an IOHandler for reading and writing glb files so i can reuse the IOHandler in both the MeshCleaner and the HierarchyCleaner .
When running one of the scripts i run blender in the background

MeshCleaner.py

import bpy
from .IOHandler import import_gltf_file , export_gltf_file , read_filename

def remove_default_cube ():
    objs = bpy.data.objects
    objs.remove(objs["Cube"], do_unlink=True)

def clean_heavy_gltf_file(filename):
    import_gltf_file(filename)
    export_gltf_file(filename)

if __name__=="__main__":
    remove_default_cube()
    filename = read_filename()
    clean_heavy_gltf_file(filename)

HierarchyCleaner.py

import bpy
from IOHandler import import_gltf_file , export_gltf_file , read_filename
from MeshCleaner import remove_default_cube

def clean_hierarchy():
    objs = bpy.data.objects
    nodes=objs.values()
    print(nodes)
    for node in nodes :
        if(len(node.children)==0):
            node.name=node.data.name

def correct_file(filename):
    import_gltf_file(filename)
    remove_default_cube()
    clean_hierarchy()
    export_gltf_file(filename)

if __name__=="__main__":
    correct_file()

IOHandler.py:

import bpy
import sys

def import_gltf_file(filename):
    bpy.ops.import_scene.gltf(filepath = filename)

def export_gltf_file(filename):
    bpy.ops.export_scene.gltf(filepath = filename)

def read_filename():
    filename=sys.argv[4]
    return filename

I run the code using sh scripts running :
GLB_FILE=$1 ;

blender --background --python HierarchyCleaner.py $GLB_FILE ;

or
GLB_FILE=$1 ;

blender --background --python MeshCleaner.py $GLB_FILE ;

when trying to run the code i have an ImportError stating that there is no such module as IOHandler . all the scripts are within the same directory .
Is there a way to make this work and  ?


texts: Texture Paint multiple Objects in Blender 2.8

texts:
In 2.8, there's a new feature to edit multiple objects.

I can also unwarp multiple objects in the UV editor. Everything works great but I can't find a way to texture-paint multiple objects at the same time.

Does this feature exist or is it planned in the future?

Thanks


texts:
I've been recently trying to do a render of a cliffside with a lighthouse, water, and some fog. For some reason whenever I render the image, black and white specs will obstruct some of the little boxes in the scene, instead of throughout the entire scene.

Thank you for any insight and help.


texts: Problems using bone symmetry in Blender 2.80

texts:
I did what was taught in this tutorial:

https://www.youtube.com/watch?v=ovzG9T5KKso

I selected the bones on the side that I made, right-clicked and selected the symmetrize option:

But it did not work:

I tried to do the bones on both sides at once, but I didn't know how to do that in this version of blender.

If I'm not mistaken in previous versions, it was just extruding using shift/control (I'm not sure which of the keys exactly) + E.


texts: Hey guys, my eevee render is sorta double-reflecting my PNG sequence. Is this a known issue?


texts: Maintain volume bone constraint 2x too big

texts:
I'm using Blender 2.79 and have a pretty plain scene. Cube (2x2x2) and a plane.

I added vertex group called cube to the cube, assigned all vertices to the vertex group, added a single bone, called it cube. Added an armature modifier to the cube.

Enter pose mode on the bone, add bone constraint maintain volume, leave at default Y,1,World,1 and scale the bone by 0.5 in the world z axis (bone y) now it looks too stretched.

I measured it with a new cube and it's 5.65685x5.65685x0.5, giving a volume of 16 instead of 8.
Is this a bug, am I misunderstanding how it should work or have I done something wrong?


texts: UV Unwrap Order Of Operations (Cloth Sim)

texts: I am making a shirt for a character I have made, and I want to get a UV unwrap so I can properly apply textures and such after it is made. I am going to be using a cloth simulation to get the shirt to drape on the body properly. I have already created the base mesh for the shirt, and marked out seams for where I want the UVs to unwrap. My question is this: Do I need to do the UV unwrap BEFORE doing the cloth sim and baking it in, AFTERWARDS, or does it not matter? Thanks in advance for any help with this topic!


texts: How do I add a bump map to a texture I made in blender?

texts: This is more of a theoretical question. I was looking around on youtube and saw a video on texture painting and was wondering if I could make it more realistic. I don't want to use the Internet for this because I want to challenge myself and two I just started learning about blender and three my wifi like my imagination is obviously terrible.


texts: geometry nodes finger pillow push alike effect

texts:
would it be possible with geometry nodes to make a shrinkwrap alike effect
In such that farther away of the object the effect of impressing becomes increasingly less.
In the simple analogy, I mean the effect of pushing a finger into a pillow.
There is nothing that needs to be fixed for a problem.
I'm just very curious about if this now possible.
And if so how would that look like in nodes ?
I think such an example would make me better understand this topic.
And if this becomes possible several boolean alike effects might be very interesting to workout in nodes.


texts: Merging vertices in Blender - 3DS Max style

texts:
I'm having a problem here and I hope someone could help me find an answer to it. So, as the title suggests, I'm coming from 3DS Max, relatively new to Blender.
When I finish creating a mesh inside another 3D software, I bring it to Blender for further editing. One of the main things I do is to merge separate parts into one. So, naturally, I use the merge by distance option. And here lies the problem. By giving the exact same distance here and in the weld option in 3DS Max I get different results and sadly - Max handles this better. I'm not really sure how merging vertices by the same distance can give different results but apparently, it does. So my question is: Does anybody know why this happens? If so, can you tell me how to get the same result in Blender?
To further explain the difference: When having a dense geometry and trying to weld-by-distance 2 separate objects, in Max they weld vertex to vertex from one object to the other. In Blender however, if the distance between 2 vertices of the same object is lower than that of the vertex corresponding to it from the other object, it merges them instead. So, in a way, Blender does it as you'd think it should - it merges the 2 vertices that are closer to one another. But in reality, when merging, it would be great if I could somehow "tell" Blender to consider objects when merging and ONLY merge vertices of different objects.
So, to sum it up:
I'd like this:

to be merged like this:

instead of this:

And, while in this simple case the method with scale to middle + auto weld would work, in the case of a more complex geometry, like a Jacket's sleeves for example, this wouldn't work.
If there's no way to do this, I think it should be possible for a script to be created that only merges vertices IF they are not directly connected or if they're not part of the same object (or in Blender's understanding if they're not linked). Also could work by checking if the UV's are connected somehow and only merge vertices of parts that don't have connected UV.
P.S:
I tried the suggestion with the bridge and it doesn't work the way I want it to.. So, as with the Jacket case mentioned above, I'm showing now an example with the bottom elastic of a hoodie.
This is how it looks before bridging:

And this is how it looks after that:

I tried all connect loops variations and nothing does the job. This is a simple example with just the elastics, but you can imagine what happens with the whole hoodie. So in order for this bridge method to work, I need to bridge loop by loop and that would take forever for something that takes a second in 3DS Max.


texts: Need advices on the topology of this mesh

texts:
how can I improve the topology of this mesh?

It's just an exercise to improve my topology management.


texts: Rain Animation : how can I figure it out some key that can't control

texts:
I'm a 3ds max user.
recently, I've move on to blender.
I Got the model Free rig : Rain:V2.
But, I got some trouble. keys of some couldn't move on dope sheet.
Press a in the scene view to scale the animation, but there are keys that are hidden or not selected.
Perhaps IK/FK on/off and hidden, or freeze.
It is clearly marked on the dope sheet / summary, but it does not move even if I make a selection or adjust it to adjust it.
Please let me know how to solve these.


texts: Shrinkwrap modifier not moving vertices to nearest target surface point

texts:
I am attempting to animate a book opening. In order to keep my pages attached to the book binding as it opens, I am using a shrinkwrap modifier on the page meshes which transform the bottom page vertices to the nearest surface point of the book binding.

the modifier works when the book is closed, but the page does not stay attached to the binding as the book opens. Anyone have an idea as to what is going wrong?


texts: Why the material showing white (different color)

texts:
I have 2 mesh with same material. In the slot i have 1 material (red material) applied on both mesh and curve. Why in render and view-port its showing white color

Any suggestion why its showing white material to curve.


texts:
I want to add a property to an MeshEdge type object called "curvature". I declared it in register() like this: bpy.types.MeshEdge.curvature = FloatProperty(name = "Curvature", default = 0)
When I try to assign a value to it I get an AttributeError: 'MeshEdge' object attribute 'curvature' is read-only.
Is it possible or am I missing something?


texts:
Using
What is the fastest way to add vertices to a curve at a specific point?
I've create a curve, and tried attaching a mesh with an array modifier set. This is what happened (.blend atached):

My guess is that where the tiles are merged, the "steps" of the curve are too close. Is there a way to make them equidistant?

Something identically related to:
https://stackoverflow.com/questions/11980166/equally-distribute-objects-across-a-bezier-curve


texts:
I use Windows 10

Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 09:41 AM Windows
argv[0] = blender
argv[1] = --debug
argv[2] = --python-expr
argv[3] = import bpy; bpy.ops.wm.sysinfo(filepath=r'AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
read file
  Version 280 sub 39 date unknown hash unknown
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x5801B2C4
Module  : C:\Windows\SYSTEM32\atioglxx.dll


texts:
I'm using blender 2.83 beta and I'm in the middle of a nightmare with a blender project that is randomly considering my scenes as 0 users datablocks.

It gives a red background on the scene name and a 0 on the left if I open the scenes list.

I didn't even know a scene can have 0 users, but I don't even see a fake user option so...

I'm using the 2.83 beta (updating to the today's version didn't help) on windows 10. I temporarily solved the problem by creating a full copy of every scene (all the scene were actually full copies of the master one) as backup.

Is this a feature? Is this a bug?


texts: Better way to remesh from a solidworks file?

texts:
I was wondering if someone had some advice for me. I'd say im intermediate with blender after being on and off with it for 6 years. I am not currently using 2.8 but thats a different story. I work at a watch company as a Videographer and I thought about putting some 3d animations into the mix. I saw a tutorial on youtube that showed a way to import an STL file into blender but the mesh is really gross. I get the STL's directly from our watch designiners who use solidworks. I have been joining verticies and removing doubles while also using "tris to quads" and it cleans it up pretty good but theres still work to be done.

My plan is to simplify the meshes so that mapping looks correct for shaders and then I want to be able to import into element 3d in after effects for quick simple animations of say just a watch spinning in circles and yes I do know how to animate the hands on the watch.

I am just trying to see if theres a much faster easier way to keep the mesh the way it is but making the topology less... Dynamic? Making the mesh just quads

So heres what I have figured out so far.
-joining verticies and removing doubles
-tris to quads
-shrinkwrap modifier
-mirror modifier (most of the watch parts are symmetrical)

The shrink wrap seems to work a little bit but on some more complex curves, it tends to get lost. For instance trying to shrink wrap from the watches strap lug holder...um... thingy to the actual case itself.

are there some other quicker better methods to remesh/ retopologize an existing object other than what I mentioned or is it basically what im already doing.

just to be clear I will be using subsurf mod once I have a better mesh

heres the youtube video I watched for solidworks to blender.
https://www.youtube.com/watch?v=r1nlNYSxvMs&t=318s


texts: Problem with Texture Mapping (Brick Texture works only on on surface and not on that ones who are normal to it)

texts: I want to make a headphone with a fabrik patern. But when I want to use the Brick Texture with a UV map, I get the pattern only on one the sides and not on top and at the bottom of the model. What I'm doing wrong? (Every advice is welcome, also tips for my shader).


texts: How to set options before script execution

texts: Let's say I want to create UI for addon which allows to choose options (eg delete meshes only) before script execution. How can I achieve that? I know about F6 panel (and options in the T-panel) but it works only after I run a script.


texts:
I'm new to Blender. I'm using Blender 2.83 and I saw in some youtube tutorials that you can  make a cube's edge round using bevel (edit mode), however I wasn't able to replicate it.
Here is what I did:

go to edit mode
select edge
ctrl+B and mouse wheel up to create more segments

The final result created a flat cut not a curved one. Here is a screenshot:


texts:
I am having a seam exactly where the two mirrored part of my object are clipping together. I have been redoing it a couple of times without solving the problem. Does anyone know how to get rid of it?
Thank you,
V


texts: Python: How to identify (by index) the edge closest to a given location?

texts:
I want to find the edge index of an edge, for the purpose of performing some operation on that edge programmatically.
If I know where that edge is in a simple mesh (for example if I know its Z location will always be higher than that of the other edges), how can I use that coordinate data to get the edge index?


texts: Overlapping Grease pencil showing jagged white or black edges

texts:
Sometimes when I put two grease pencil objects on top of each other at a distance you see a black or white line appear around the edge of the object closest to the camera. From examining it in the viewport it seems as if the grease pencil object has a thickness the edge of which is catching the light from the scene.

Any ideas of how to deal with this?


texts: Any bubbles simulation + Eevee Tutorials?

texts:
I am actually trying to make steam from a hot drink cup. But in a cartoon style. This is the reason I am not using the Smoke simulator. So maybe the Particle System settings for soap bubbles would do, I would just replace the bubbles with my own meshes.
Needless to say I have searched and searched only to find old tutorials for Cycles and even Blender Internal.
Could anyone care to share a tutorial on making floating thingies (not necessarily bubbles)? I am only interested in the Particle System/Physics workflow and settings.
Thanks a bunch in advance guys :slight_smile:

Cheers!


texts: Axis flip when using Matrix.to_euler() - how to avoid?

texts:
I have a little script that export a camera out of blender and it uses the Matrix.as_euler("ZXY") to extract the rotation values. It all works great as long as it doesn't cross 180 degrees. When it does it can become negative values (-179.9999 instead of 180.0).
Is there a way to avoid this old problem (when exporting to euler)? I see that the alembic exporter avoids it, does it have some kind of built-in filtering?


texts:
So I have a .FBX file of someone running and I have a simple 3D object and I want to apply the .FBX file to the 3D figure. But the problem is, the start of the .FBX animation is a different pose then the 3D figure. What I'm asking is, how do I get the 3D figure to line up with thwe .FBX file? Thanks!
Here's an image.


texts: I can not have environmental map and volume lighting at the same time?

texts:
I am doing a scene, where I need to have a environmental texture as the background,and that texture is called an equirectangular map. I also need to have a volume lighting in the world as well. But when I add both the enviromental texture and the volume lighting, and when I render, I get a pure black render, with nothing on it.

These are my material notes for the world.

Does anybody, know if its possible to have both an environmental map, and volume lighting ? If so, how can I do it ?

Thank You


texts: What kind of units does the Cycles emission strength use?

texts:
I understand that the emission shader strength value is Watt/m^2.  However, I haven't been able to find any documentation stating what type of light source this wattage is coming from.

Is it based on the wattage of a regular incandescent bulb?  Halogen?  Different light sources have different efficacy levels and a 15W LED can output the same luminous flux as a 95W tungsten incandescent bulb.


texts: What Free 2D CAD programs can export to Blender?

texts: I find it very difficult to use curves in blender. I used to use Corel Draw X4 but it does not work on windows 10. Is there a free program which I could use for 2D drawings which could then be exported to blender ?


texts:
All.
I'm trying to rig a rather long insect -- a centipede -- in Blender.
As such, I would like to mimic the movement of a centipede, which is pretty much a sine wave. How can i rig the individual segments of the body, including the legs, in a way that the segments follow a sine wave?
The idea is that I have a control bone or empty to move the entire centipede, but while moving, it should wiggle its body in a sine wave pattern.
I have a little test rig with a head and two segments to play with, but I don't really know how to tackle the movement along the sine wave.
Thanks you for the help!


texts: How to copy animation from one object to another on Mac

texts:
I am trying to copy the animations from one object to the other and the Key command CTRL + L does not bring anything up for me.
Is there any other way to access this menu, or is CTRL + L the only way? If so, what's the Mac version?


texts: How do I add ambient occlusion or show shadows for the craters in my moon object?

texts:
I really don't know how to use nodes so I'm wondering how to use ambient occlusion to show that there are craters on my moon while the moon has emissions on. I want to do this by having some shadows on the craters.
I am also wondering how I can use emissions as a light source because now I am using a sunlight source inside the moon for my background.


texts: Blender doesn't recognize Cython created module

texts:
I'm trying to speed up some erosion simulations (simulating 10's of thousands of raindrops) I have in python but I cannot get Blender to even import a cython created module. I've created a super simple example in hopes of figuring it out but haven't yet. Any Cython advice is welcome! I'm working with the 2.83 LTS version, using/compiling with python version 3.7.4, and I am using easycython to build my cython files.
I tried Dr. Sybren's answer but to no avail -
Here's the python code:
bl_info = {
"name": "Test",
"description": "",
"author": "Zach Eastin",
"version": (0, 5, 1),
"blender": (2, 83, 0),
"location": "View 3D > Properties Panel",
"support": "COMMUNITY",
"category": "Mesh"
}

import bpy
from os.path import dirname,join
import sys
fpath = join( dirname(__file__),"simple.pyd" )
if fpath not in sys.path:
    sys.path.append(fpath)
# import simple
from . simple import f

class MyClassName(bpy.types.Operator):
    bl_idname = "my_operator.my_class_name"
    bl_label = "My Class Name"
    bl_description = "Description that shows in blender tooltips"
    bl_options = {"REGISTER"}

    def execute(self, context):
        # print("Cy:",simple.f(3,4))

        print("Cy:", f(3, 4))
        return {"FINISHED"}

class PanelClassName(bpy.types.Panel):
    bl_idname = "panelname"
    bl_label = "Panelname"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        layout.operator("my_operator.my_class_name")

clss = [
    MyClassName,
    PanelClassName
]

def register():
    for cls in clss :
        bpy.utils.register_class(cls)

def unregister():
    for cls in clss :
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

And then my Cython code
def f(int x, int y):
    return x*y

Really any help would be sooo appreciated! Thanks in advance!


texts: Why isn't the modifier icon appearing when an object is selected?

texts:
I'm brand new to Blender, and am attempting to subtract one object from another. Simple, I know, and all I have read says to use the modifier tool, which is a wrench.  However, I can not find this wrench.

attached is a screen shot of my toolbar showing where I thought the wrench should be.

Can anyone please tell me what I am doing wrong?

I thank you kindly,
Matt


texts:
Rendering the VDB in viewport will give me the same, hollow-looking result as in the final render,
but messing with the "wireframe" option underneath viewport display will give me a thicker and a seemingly more accurate result, but only in the viewport..

Can someone tell me how to fix this or at least tell me what the hell i'm supposed to be seeing?


texts: Get "No render output node in scene" when trying to render object in blender

texts: Looking for solutions to this error all I could find was people saying to add a composite node, or turn off compositing in post processing, but if I add a composite node to the nodes (there were no nodes because I made an object I am trying to render not working with nodes) it just renders a black screen, if I turn off compositing in post processing it renders a yellow and black textured screen. I am very new to blender and was watching a tutorial that said to render the object I tried and got this error.


texts: Which VR headset works smoothly with Blender?

texts:
I'm about to buy a VR headset. My choices are: Valve Index, Oculus Rift-S and Vive. Which one of them is 100% Blender compatible? I must say I'm leaning towards Valve.

Thank-you very much !


texts: still learning Blender, I find myself dealing with textures. I downloaded models and among the .obj file, I also have a normal, bump, glow, diffuse and specular image. Now, in the shading panel, I connected the diffuse to the base color of the Principal BSDF, the specular to the specular of the Principal. I want to connect the other images the proper and correct way. Is there an easy way or a template I can follow teaching me how to correctly attach the nodes to the Principal? I checked the blender manual but it really doesn't assist me. Thank you.


texts: What is the point of locking greyed out locations?

texts:
I'm doing a tutorial about rigging. Now I'm at the step of polishing the rig.
This is locking transformations that are not needed for the rig to work.
He also lock's bones that have a parrent, so the ones that are greyed out.
See the image for more clarity:

Is there any purpose for this apart from perfectionism?


texts: Shortcut for Back View (Ctrl 1) doesn't work

texts:
This is really strange.

When I press Ctrl1 the view should switch to Back View, according to my preferences.

It's even listed correctly in the menu:

It doesn't do anything.

Ctrl3 for Left View is working, and Ctrl7 for Bottom View is also working.

I use Emulate Numpad as a standard always, even on machines where a numpad keyboard is available.

My OS is macOS Sierra. Blender version is 2.79.

The most bizarre thing is that it still doesn't work even after I Load Factory Settings (and re-enable Emulate Numpad). This makes me think it might not be my settings at all. (Possible bug?)

My Ctrl key and my 1 key are working just fine for all other uses, in Blender and in other apps.

It's really a hindrance when modeling. Any ideas?

Thanks.


texts: How to reset EnumProperty value when the enumeration items are changed

texts:
I tried to make and display the EnumProperty whose items are object name existing in Blender.
However, the value of EnumProperty becomes empty string after deleting the object.
I expected that EnumProperty will point to another item after deleting the object, but EnumProperty didn't point any items.
This behavior can be reproduced by using below code.
import bpy
from bpy.props import EnumProperty

bl_info = {
    "name": "EnumProperty",
    "author": "nutti",
    "version": (1, 0, 0),
    "blender": (2, 91, 0),
    "location": "",
    "description": "",
    "support": "COMMUNITY",
    "category": "UV"
}

class EP_PT_EnumPropertyPanel(bpy.types.Panel):

    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_label = "EnumProperty Panel"
    bl_category = "EnumProperty Panel"

    def draw(self, context):
        sc = context.scene
        layout = self.layout
        layout.prop(sc, "obj_list")

def get_object_list(self, context):
    items = []
    for o in bpy.data.objects:
        items.append((o.name, o.name, o.name))
    return items

def make_props():
    sc = bpy.types.Scene
    sc.obj_list = EnumProperty(
        name="Object List",
        items=get_object_list
    )

def delete_props():
    sc = bpy.types.Scene
    del sc.obj_list

def register():
    make_props()
    bpy.utils.register_class(EP_PT_EnumPropertyPanel)

def unregister():
    bpy.utils.unregister_class(EP_PT_EnumPropertyPanel)
    delete_props()

if __name__ == "__main__":
    register()

To reproduce the issue, follow below processes.

Load factory settings.
Install & Enable above add-on.
Go View3D > EnumProperty Panel > EnumProperty Panel
Select 'Cube' for Object List property.
Delete the object 'Cube'
Property 'Cube' will be empty string.

I think this issue will be solved by resetting the value of EnumProperty when the object is deleted.
But I could not find how to reset EnumProperty when the items of EnumProperty is changed by the get_object_list function.
Is there any way to solve this issue?


texts: I am trying to cut one Object plane using another object plane

texts:
https://imgur.com/m6H0Kn6

I am trying to cut that cross out of the plane you see around it. The cross is made of multiple objects because it can fold up. The problem is I can't seem to get the bool tool to cut them out of the large plane. Maybe its not working because they are both flat. Anyways I need solution to this problem. any suggestions would be helpful.


texts: How can I execute a function from a separate script?

texts:
I have two objects and two python scripts: each object has a python script. Both python scripts contain a basic function that is different from the other script's function. This is all simple. However, since I have the two functions in separate python scripts, I cannot execute them as I do not know how to do so.

I have tried using the messaging mechanic from the Game Engine itself, but that is too slow, as it takes at least one tick. I would like a faster way, if possible.

How can I do this?


texts: Why does editing a material on one object change lots of other object's materials as well?

texts:
I'm relatively new to Blender (2 weeks in), and I'm working on Blender 2.81. Every time I edit my material it spreads out to the other objects as well. I am super confused, because the other objects are on different scenes and should react individually when materials are applied. I attached a photo below, and as seen, the pink color as an example spreads all over the place instead of the specific object. Any ideas? Let me know if I need to supply anything more.

As seen here, I'm trying to color the roof, but it colors everything else.


texts: I can't make freestyle to work in blender 2.8 (file provided)

texts:
I can make freestyle to work when I start a new project. But I can't make it work when I'm working in my scene. I tried reading lots of post everywhere but I can't solve this problem. Please help me.

Here is the file in case someone is willing to help.

http://www.mediafire.com/file/fcf321ap1lntuk8/Test_Anime.blend/file


texts:
I'm working on a relatively large project and have several blend files with assets in addition to blend files with scenes. My folder structure is set up like below:
- Asset #1
     - Asset1.blend
     - [textures]
- Asset #2
     - Asset2.blend
     - [textures]
- ..Etc

And elsewhere:
- Scene1.blend
- Scene2.blend
- ..Etc

I need to be able to transfer all of these between computers so I'd like to keep using relative paths for textures in each of the asset files if I can.
When I link Asset 1 into Scene1.blend, however, the textures used in Asset 1 are missing. I can only presume this is because Blender is searching for the files using the relative paths listed in Asset1.blend, but using Scene1.blend as the "root" location.
Is there a way to make sure linked assets use the linked file's directory when searching for textures?
If not, should all asset textures be packed? Should there be one master folder with all textures that can be relinked easily with Find Missing Files? Or is there a different/better way to approach this and structure these files?


texts: How to make metaballs particles appear only inside an object?

texts: I need to have a particle system with metaballs that floats around but appear only inside an object, like if I was using an boolean intersect modifier, are there any other way?


texts: How to bake all animation from ik to fk in blender2.66

texts:
I need to export animation to my game which doesn't support ik.
So i need to bake ik to fk before export.
I can bake one animation via bake action (with clear constraint toggle on because there is no visual keyframe option in 2.66)
, but this will delete the constraints,then i have to recreate these constraints to bake other actions .

Any help would be greatly appreciated.


texts: glove: proper way to create/apply It to an hand?

texts:
I made a particular kind of glove for this hand, I archived this using a shrinkwarp and solidify modifier

But this works well if the glove goes not on the "fingers" part of the hand!

as a shrinkwarp modifier, It does what It is suppoused to, so It refers to the mesh Itself and not the form "finger" or "palm"

Am I building these gloves in the wrong way? suggestions?

It works sufficiently well only when the hand is open but I get these kinda bad points:

Attack the blend file, It's a little a mess and middle italian/english but e.thing is in the armature parent ^^

problem solved applying the modifiers in advice!


texts: I'm working on a model for the VR game for school. But for some reason it refuses to move. Before it was working fine then I had to fix the tail and now it refuses to do anything. the weight painting is ok. noting is locked. the model works but it just refuses to turn the bones in pose mode... is there a fix?


texts: How do I flip my finished eyeball to the other side?

texts:
I just finished creating an eyeball with procedural textures fully rigged and everything, and I'm trying to duplicate it on the opposite eye and I've had a frustrating time and it's not working at all.

I tried duplicating the left eyeball, selecting the eye then pressing R for rotate, S for scale, X for x-Axis and negative 1 and Enter, and the eyeball ended up exactly in the right eye in the correct position, but it's parented to the left eye.

When I try to clear the old parent of the right eye and parent it to the right eye bone, the eyeball jumps really high up above the character! I tried to manually put it in its socket, and eventually, I got it to work, but then when I apply the rotation, location and scale, the eyeball turns around 180 degrees and the procedural texture is backwards on the eyeball.

Is this supposed to be this complicated? Is there an easy way to transfer the eyeball to the other side without all these problems? Thanks in advance.


texts: What Am I Doing Wrong? (Armature Issue, .blend included for reference)

texts:
Link to download .blend file is at bottom of post.

I am currently attempting to parent a rig that I made to a female figure that I am working on for animation practice. After selecting the figure, then the armature, and pressing control-P, I selected the option "with automatic weights" in the parenting menu, as per the tutorial I was watching on the subject. When I did this, however, an error was thrown up, explaining that a solution was not found for one or more bones. Googling this error, I saw that this is not an uncommon problem, and began checking solutions others had posted that worked for some people. None worked for me. Here are some relevant points, in case the solution jumps out at one of the more knowledgeable users here:

My mesh is currently a single object with no modifiers or materials applied.
My armature is pretty basic; since I am new to this, I am not trying to make anything too fancy yet, I want to get the basics down before trying for more advanced animations.
The figure itself, being a modified figure from Daz Studio, is fairly complex; lots of vertices to worry about.
While in the included blend file there are some doubled verts, because I accidentally uploaded an earlier iteration of the file, I have removed all doubles and tried again prior to asking; so far, no dice.

My question is two-fold: First, what am I doing wrong? And second, what steps should I take to prevent myself from getting this error in the future?

FemaleRigFail.blend Download Link: http://s000.tinyupload.com/?file_id=97767392906038212085


texts: Locking translation axis for multiple objects

texts: Selecting multiple objects and pushing lock button in properties panel "transformation" locks the axis only for one object in the selection of objects.


texts: When operators work on active objects and when on selected?

texts:
After spending some hours debugging Active object does not match selected after duplicate() I've got more generic question.

How do I know if operator works on active object or on selected?


texts: Compositing: how to render object on top of background?

texts:
I am doing an animation with a camera to add 3D elements to it (don't really know what it is called) when I press shift z to render my scene, things look great.

but when I try to actually render an image from my animation it only shows the monkey with the shadow, but no background.

I know that it has something to do with compositing nodes and stuff, but I am not sure how to works.. could someone please help?
A also I used the new shadow catcher thing to make the shadow appear.
Thank you.


texts: How to create rounded shape of the grill?

texts:
Hello and best regards to everyone viewing this post!

I am quite new to 3d art and blender in particular, so seeking for some help out here.
I am creating a 3d model of B&W 803 D3 speaker The problem is that I can't really create a rounded shape for the grill. I've created grill itself by using mirror modifier and a couple of arrays. Then I added lattice and bent it with proportional falloff. however disadvantage is corners of the grill which are sticking out of the body of twitter itself.
question is: is there any other way to bend it properly? or some other approaches?

Many thanks in advance!


texts: Is there any standard way of measuring SSS according to real-life objects?

texts: I was wondering if there is a standard way measuring SSS in comparison to objects in the real world like the index of refraction measurements. I know that scale plays a large role in its appearance and intensity but it has to be estimated visually on trial and error. Is there some sort listing of comparisons of the types of material with SSS measurement, such as 'wax=1.000' or 'skin=0.541'or is it better to guess the amount?


texts: Exporting the animation of an object to a text file with custom code

texts:
I've seen a lot of discussion on how to animate an object from a text file, and I'm attempting to do the opposite of that.

To clarify, I want a program that goes frame by frame and writes the location of an object to the file, line by line.
(line one has the X,Y,Z of the object on frame 1, line two has the X,Y,Z of the object on frame 2, etc...)

The problem that I am having is that when I run the code it writes down the location of the object 5 times, all from the same frame. (It writes down a bunch of [5.0 0.0 0.0]'s). So I believe that this is a problem with the line that changes the frame not being updated correctly when I run the code.

I should state that I'm coming from basic java knowledge and have almost no idea how python works. I'm using a for loop and I want the frame to be bumped up one every time it goes through a cycle. I know how to do this in java, but not in python.

Hope I explained this correctly, thanks for the help!

My code:

obj = "Cube"
filename = "file"
filepath = 'FILEPATH'
combinedpath = os.path.join(filepath + filename + ".txt")
SAVEFILE = open(combinedpath,'a')

for i in range (0, 5):

    #frame set line (is this the problem?)
    bpy.data.scenes["Scene"].frame_current = i

    #location grabbers
    locnab0 = bpy.data.objects[obj].location[0]
    locnab1 = bpy.data.objects[obj].location[1]
    locnab2 = bpy.data.objects[obj].location[2]

    #location converters
    ink0 = str(locnab0)
    ink1 = str(locnab1)
    ink2 = str(locnab2)

    #write to file
    SAVEFILE.write("\n" + ink0 + " " + ink1 + " " + ink2)

SAVEFILE.close()


texts: How to make softer, more natural lighting?

texts:
I'm trying to recreate this image:

This is what I have so far:

The lighting doesn't look as soft and natural as the first picture. Lighting has always been that hurdle I can't jump across, but now it's starting to become more of an issue. Right now I am just using two emission planes for the light source.

https://drive.google.com/file/d/0BzgDIjhDOu6EbGVhZEtHQ2d1V3M/view?usp=sharing


texts: Where is the collapse edges option in 2.70?

texts: I can't find the collapse edges button for dynamic topology sculpting in the new 2.70 blender update. Where is it?


texts:
Is Blender capable of producing draft angle analysis and undercut analysis with STL files? I see that it can produce a heat map for wall thickness, find overhang faces, etc., but I can't seem to find anything for draft angle and undercut.

Any help appreciated.


texts: How to pass command line arguments to a Blender Python script?

texts:
Let's say we have a Python script my_script.py that does some data processing with Blender. This script accepts some arguments (e.g. arg1 arg2). How can I forward arguments to the script when using it with the CLI?

blender --background --python my_script.py

The only trick I could find was this one:

echo "arg1 arg2" > my_input.txt && blender --background --python my_script.py

Is this really the only way to do that?

Update

I found a similar question on Stack Overflow.


texts: Flipping the direction of bezier curve path for a crown molding

texts: I am trying to make a crown molding with bezier curves where I make a path along the wall, and then in Bevel object, selecting a profile of the molding that I made with another bezier curve. When I do this, it works, but is in the wrong direction. I need the molding to be facing outwards, away from the wall, rather than inwards.


texts:
Just getting started with UV unwrapping and not sure how best to proceed. I have a 2d race track that I want to unwrap to begin creating a texture.

If I use standard unwrap with seams, I get the unwrap without any stretching but the UV map is then going to be quite hard to work with as it distorted to look at.

Alternatively, to keep the straights and corners relatively sized to one another I unwrapped using project from View which obviously unwrapped in a way that's easier to manage but now a lot of the mesh has stretching.

I'm new to UVs so I'm a little stuck. Any help would be appreciated.


texts:
For reasons of collision detection, I am attempting to iterate through all the triangles in my model.

However, how can I get them with an OBJ file?

OBJ files start each vertex position information with a "V". I cannot see how to get a triangle of three vertices from that, since I can't know which vertices make up the triangle.

I don't care what order the triangles are iterated through in, as long as I am able to get the triangle. How can I get it?


texts: how can i add backgrounds and animate them in blender 2.80 2d animation?

texts: Im making a 2d animation and added a background but the background doesn't appear in the render and neither in the frames.


texts: Select random faces but no adjacent faces

texts: If I execute "Select random faces", even if I set the selection ratio lower than I want, I can still see adjacent selected faces. Is there a way to make selected faces not adjacent (no shared vertices), other than manually deselecting such faces?


texts: How to enable CUDA on Ubunutu 14.04 for a GTX 970?

texts:
Yes, I've read this post already. But it didn't work. Now I'm looking for more information and ways to diagnose the problem... and perhaps find a solution.

The base system is an Ubuntu machine (14.04 LTS), 64 bit, and a GTX 970.

The GTX 970 is a "rather new" card and is not supported by the proprietary nvidia driver that "comes" with 14.04.  You have to install version 343.22 which is available via the xorg/edgers ppa repo.

Additionally, as mentioned here, the utility nvidia-moprobe has to be installed, to give non-root users access to CUDA.

Furthermore, they also recommend to install the newest development build from https://builder.blender.org/download/, as 2.72b does not support the GTX 970/980 (no idea why), and to install CUDA 6.5 from nvidia for the CUDA 6.5 toolkit.

I've done all this, but it's still not working. Along the way, I came across some conflicting information, which I hope some of you can clarify.

I've read on various sites, that the GTX 970/980 is only supported starting from nvidia driver 343.22, and CUDA 6.5. So I think this is a given fact.

Which means, that I can't use the CUDA library from the main Ubuntu repo, which is v5.5.

In some postings I've read that the builds from the buildbot contain a pre-compiled CUDA kernel and installing the CUDA toolkit is not necessary, in other places a CUDA update is recommended for better performance.

There is an Ubuntu bug report regarding the nvidia-modprobe, however I have no idea if this also relates to Blender.

Apparently the current Blender build (2240c26, Nov. 28, 2014) does not recognize the GTX 970 in the described configuration.

The nvidia-settings utility confirms that 343.22 is running on my system. And the GTX 970 is listed there.

My questions are:

Does the builderbot version come with a CUDA kernel and if so, is it 6.5 compatible? If not, is there a way to tell Blender to use the external toolkit (short of compiling from source)?
Which devices does Blender use under Linux to access CUDA? I.e. is  nvidida-modprobe necessary, and if so, how can I tell that it is working?
What does the developer build have, that 2.72b hasn't, that is needed here?
Are there any switches when starting blender, that might shed some light why it does not use CUDA?

Thank you for reading this far :) - any help is welcome.


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I'm kind of new to motion tracking, and I need some help. I'm trying to replace the face on some footage of a LEGO minifigure. (You can see the footage in the GIF below):

So, I added tracking markers to the eyes and mouth of my minifigure, and tracked them. When I go to Reconstruction>Link Empty to Track, it makes empties in my 3D view. They look fine from the camera angle, but in 3D space, all of the empties are lined up throughout the entire frame sequence, they just wobble around instead of move in 3D space.

Since they don't move in 3D space, my new 3D face I am trying to add will not rotate with the head, instead, it just sticks there.

So, my question is, what do I need to do to do this? The face needs to rotate. The backface culling will take care of the other side of it so it isn't seen, but my tracking markers are not moving correctly, so it ruins the entire thing.

Thanks for the help in advance! =D


texts: Animation Nodes: Create Polygon Indices List

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I want to create a Mesh from scratch, using Animation Nodes (V2.1.4 in Blender 2.8).

In the first step, I want to create a triangle fan with n individual triangles.

So I have a loop, that creates the vertices - no problem here:

But it seems like I sill don't understand polygon indices.

The way i thought it functions is:
I have my polygon p1 with three vertices v1, v2, v3 and poligon indices: p1: 0,1,2

My lists produce exactly that - but that doesnt work.

The full loop:

and the error I'm getting:

Any hints?


texts: Need help finding an efficient way to export spritesheets with many animations and directions

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I’m the solo developer of a game called Conscript, which uses 3D models animated and exported at low resolution sprites: https://twitter.com/ConscriptGame. There is a topdown angled view so every animation technically needs 5 different sprite directions to cover the full 8 cardinal directions.
Admittedly I am a massive noob when it comes to blender, and have managed to make things work so far - but I’m in need of a more optimised solution.
So far I’ve been using this add on: https://blendermarket.com/products/get-sheet-done to export every animation as an individual sprite sheet with all 5 camera directions needed for the game. I do this for every animation separately (aim, run, etc) and then combine all the separate sprite sheets into one big one on Photoshop. After this massive sprite sheet is created, I just import them all into GameMaker so I can use them in the game. This is of course very time consuming, because there are many animations and 5 directions for all of them. And, if god forbid I have to change a character design or colour, I have to do it all over again.
Would it hypothetically be possible to have Blender create one enormous spritesheet with all 5 directions for every single animation in one single process? Without me having to stitch together all the separate spritesheets afterwards. If so I can just get Game Maker to create sprites directly off the spritesheet, meaning if I ever had to swap the spritesheet out with a new one it wouldn’t cause any issues.
The only way I can figure doing this with my limited Blender knowledge would be to set up separate copies of the same character model each with their own 5 cameras in the same workspace. This seems silly though as there are 15+ different animations needed. And if I wanted to change the character model I’d have to do it 15 times…
Ideally, if I could just swap the character model and run some sort of batch process to create a new spritesheet but with a different model, it could save massive amounts of time and frustration. GameMaker is a 2D engine so I don’t really have any other alternatives other than sprites. If I can figure out a solution to this it would allow me to have alternate costumes within the game, and just greater character model variety in general.
I’m not sure if this would even be possible but I figure it’s worth asking some Blender experts anyway. Hopefully this makes sense to some of you. Any help or guidance would be appreciated.


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I'm working on a sort of idea that you can make an unique 'drawing' by downloading this blendfile, run the animation and get a truely unique drawing. Key of the concept is that designing needs no skill or knowledge.

Problem: I created a 'drawing machine' that emits random particles (size and life) and paints the canvas by using dynamic paint. But everytime I play the animation the exact same drawing comes out.

Of course I could use seed, but it will contradict the concept.


texts: Blender crashes when entering rendered view

texts: I recently downloaded Blender 2.8 on my Windows 7 PC. Whenever I try to enter rendered or textured view, Blender crashes.


texts: I was trying to add hair dynamics to a mesh. While hair particles without any dynamics render fine, as soon as I turn on the simulation the hair disappears from the render. I've checked and it's not a clipping issue, and the simulated hair is perfectly visible in render view, but not in the final render. I really have no ideas of what's happening. I'm running Blender v2.83.0 .