texts: Why doesn't Blender Game Engine render worm gear mesh with all vertices and textures?

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Worm gear meshes in Blender Game Engine appear to render without many vertices, and without texture, when running the player. Rendering the same model in the viewport works fine. What is causing this? Is BGE supposed to render all vertices and textures?

Also, text with extruded depth, and texture, gets rendered as 2D text without extrusion or texture. Is this the same problem, or something else?

Update: Also a bug report here: https://developer.blender.org/T53181


texts: Slight variance in floor (normal mapping?)

texts:
What I am trying to achieve is

Semi-gloss floor (light grey E7E7E7)
Slight bumps and nicks in the floor (normal map?)

I've taken my floor plane and applied a normal map as seen here (LINK) but now I am trying to figure out...

How do I keep my Glossy BSFD shader of a light grey with roughness of 0.65 AND have the normal map laid out on top of that? When I appoint the normal map to a diffuse and the floor colour to glossy and mix them both, then I end up with a colour different than the floor should be (lighter)
How do I ensure the normal map disrupts the reflection of the Glossy BSFD?
How do I change the intensity of the normal map?

What I'm trying to do here is have a clean semi-gloss floor, but with slight varience


texts: I made a complete frame by frame render for an animation, later on I made changes that didnt show up in the renders, so i moved the old files to another folder, now everytime I render Blender tries to go to an image that already doesnt exist and the result is blank. How can I solve that?


texts: Removing internal surfaces from overlapping spheres

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I have a WRL model generated by a chemistry visualization program. In consists of many overlapping spheres. I would like to remove the parts of the spheres that are internal to other spheres.

A workflow to do this has already been proposed here:

How can I merge these two spherical objects into a single smooth mesh?

However, the models I am working with has almost 5000 spheres. Replicating the above workflow at that scale would be infeasible. I was wondering if it would be possible to do this automatically

Model here for reference:


texts: Understanding (and fixing) non-manifold geometry

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I'm trying to understand Blender constructs and manifold vs non-manifold geometry.
I do a lot of modeling for 3D printing, so really need to get this right.
I've looked at a number of tutorials on YouTube, and Googled the subject extensively, but still cannot find anyone/anywhere that explains the basics.  I have tried all sorts of things, but I'm still confused.
Let me start with an example:
I've created a cube manually.
1)Set Snap-to to "edge"
2)Turn on Snap
3)Add --> Mesh --> Plane
4)Copy plane --> rotate 90 degrees on the x-axis
5)Move new plane and snap to edge of 1st plane.
6)Repeat (similar) steps 4-5 for remaining 4 sides of the cube
7)Join all into one object
8)In edit mode, select all
9)Merge vertices (by distance) and confirm only 8 vertices now exist
10)Using 3D Print addon, do "Check All"
This shows 20 non-manifold edges.  If I use the addon's "Clean Up" --> "Make Manifold" option, it removes three of the six faces and still shows eight non-manifold edges.
I simply don't get it.  Can ANYONE help me with my understanding or point me to a place where I can get it?
Many, many thanks in advance!


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Hi I have a problem where I go to merge two objects, one has incredibly small details and as such when I go to merge, the little edges vanish and I'm left with one solid block.

 Pic related is what I want the end result to be, this is before I merge the two.


texts: Simple question, how to smoothout faces?

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I'm a veteran of 3dsmax who hasn't modeled anything in half a decade trying to get my head around Blender.  So simple reproduction of what I am seeing, I create a cylidner, I add autosmooth, I then add Edge Split modifier but my render still has flat shaded faces.  I am surely missing something?

Thanks!


texts:
I was trying to emulate Default Cube doing an old looking book, but when I tried to make the rounded part of the cover there is some problem: in the video the 2 selected edges converge in a different point.
(What the result should look like)

(What is my result)

As you can see the edges in the example converge closer to the left part of the book, my first attempt is to resize the shape, but this doesn't make any improvement.
Maybe is something stupid, but I don't know how to solve my problem


texts: How do I stop blender from crashing upon rendering?

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whenever i render this animation in eevee in 2.8, but it insta crashes. i have the .blend file here: https://drive.google.com/file/d/10hA-R5YJlBemjBjLV8KPZPjMCKW9yBbQ/view?usp=sharing
can anyone help me?


texts: I'm trying to do some retopology to a simple model with Retopoflow but the symmetry is being miscalculated. I don't see any option to adjust this and the center of the object is already at the center of the mesh and the origin of the scene. How could I repair this? Thanks in advance!


texts: Blender project opens with nothing but basic cube

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I was doing a sculpt project.
I tried to open it and after some waiting, there's only a basic cube in my project. Every other object gone. Blender had not crashed last time when I was working on it. Just re-opened my file and everything is gone. I tried recovering last session and recovering autosave, both didn't work. The file still has about 450mb even with basic cube. Is there any chance I can get my project back?


texts: Connecting two separate objects physically without moving them

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I want to connect the cylinder to the half-sphere without changing their positions (they are separate objects with space between them).  In reality the half-sphere and cylinder have a lot more faces than this simplified version.  What is the most elegant way to do this?  The connecting surfaces can be anywhere, as long as they are inside the hemi-sphere.  In the end I want to 3D-print the model so that the cylinder is floating in the hemi-sphere exactly as it is positioned now.

One idea I came up with is to have a vertical plane be the connector, but the plane must not go through the cylinder, only touch it, and the plane must not go outside of the hemisphere, only touch it.  But I don't know how to do that.

Here is my idea with the plane.  If someone can tell me how to remove the section of the plane that is inside the cylinder and outside the hemisphere, then I am done:

Update:  Adding the difference Boolean modifier to the plane with the cylinder succeeds in removing the plane portion inside the cylinder, but I'm also not sure if the plane is actually touching the cylinder or not during the 3D-print (if it is not, then the cylinder will fall).  Then adding the intersection Boolean modifier to the plane with the hemisphere apparently succeeds in removing the plane section outside the hemisphere (again, I don't know if the plane is actually touching it or not).

However, when I export as obj and import in ZBrush, there is no proper hole of the plane inside the cylinder, so it actually didn't work:

This new blend file is attached (second one):

Update:  This method described totally does not work with my actual (more complex) models.  The Boolean function is really buggy.  Any other way? Here is my only working solution so far, which is really, ugly (protruding faces from the cylinder, and then using the Grab tool to make sure that the protruding faces just touch the hemisphere without going past it).  I'm not even sure if the cylinder will fall or not after the 3d print:


texts: Lets say that I've rolled the view port with ⎈ Ctrl⇧ Shift Scrollwheel, and now want to get it back to its original orientation. How do I do that?


texts: so I hid some masked object with Hide (box) shortcut H, and now I want to unhide hidden objects so I can work with them again. Can't seem to find how.


texts: Why does render to texture camera make armature animation freeze in the Game engine?

texts: I needed to make an in-game, realtime mirror, so I set everyhting up as shown in this video, including the render-to-texture script. However, when my character is outside the range of the mirror's camera, all armature animations suddenly stop. I've set up a control (cube with simple armature inside), and all other animations seem to work fine, as well as movements. Only the armature animations are frozen when not within the range of the mirror's camera. Please help! Here is the .blend file.


texts: Switching resolution wipes rendered layers?

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If you render with the usual F12 render button, then any previously rendered layers get blanked out and re-rendered. If you are manually rendering via the button on nodes in the compositor, you can render 1 layer at a time without blanking your other layers. However, if you render 1 layer manually, then change the resolution, then render another layer, it blanks the first one.

Is there any way to stop this from happening?

The context is that I'm working on a script that renders each layer with different settings, including different resolutions. I'm trying to keep all the layers live in the compositor.


texts: How to create a Round Edges Effect on an object?

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I'm able to import an object into Blender which was created in MagicaVoxel. The object keeps the desired texture in Blender and looks like this in Edit Mode.

I want to add a "Rounded Edges" or "Rounded Grids" effect onto this object so it looks similar to this:
The result should be useable in Unity as well.
Other solutions from this site like How to create a "Rounded Grids" effect like in MagicaVoxel sadly don't work.
I've tried to work with Normal Maps and UV Mapping but these approaches apparently didn't work due to the shape of the object and due to the fact that it comes with material.


texts: Bizarre Outer Shell on a model? Only Appears in pose and object mode

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I'm new to blender (problem 1, I know) and I've been following a tutorial on character modeling, up until now without any issues that I couldn't solve on my own, but now I've run into a tough one. This issue didn't become prevalent until I started rigging the model you see.

This is the model when in edit mode (resting pose as I've learned) but as soon as I attempt any posing with it I get a weird issue where a "ghost" starts to emerge from the body and typically follows the pose the character is doing but to a more twisted extent:

Now, there are two things to note, one being I am 90% sure this has something to do with backfaces, as this screenshot shows what it looks like after I turned on the "Backface Culling" option (before I turned it on the "Ghost" appeared as a solid version of the model with no textures, this has been the only thing to affect the ghost thus far), the other that this problem didn't occur until after I rigged it, chances are I just f'd up the rigging but I can't be too sure, so if anyone knows how to fix this issue I would be grateful!
edit: File can be found here! :


texts: how to join multiple rigged mesh and bones

texts: I rigged and weight painted a finger mesh, and now i need to connect the bones and the mesh to make the hand while maintaining the bone weights so i dont need to redo the weight paint for every finger, how do i go about doing this?


texts: Drawing precision, straight lines on animated surface

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so the problem is that I have a with bones animated plane that moves and bends and so on. Now I need a completely straight, clear and thin line at the exact middle of the surface, what also moves along with the plane. This line also has to be hideable through parts of the animation.

I tried to use lines but I couldn't find out how to make them following the movements of the surface, and I also tried to fix this problem with UV-Mapping, but I can't find out how to make precision lines and how I could hide them in parts of my animation.

I'm very thankful for any help!


texts: Mesh smoothing algorithm to preserve vertex position

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My question is quite general and theoretical, so it could be as well posted on any CG forum.
Is there a mesh smoothing algorithm that preserves (at least more-less) position of vertices? Preferably one available for Blender but not necessarily. Maybe Meshlab or Meshmixer have that kind of toys...
The problem with catmull-clark or laplacian smoothing is that they shrink the mesh and any spikes are pretty much lost. I am looking for a method that can preserve the silhouette better, by adding vertices between existing vertices and moving the new vertices, rather than collapsing existing vertices. Is it not too weird what I'm asking about?
I came across an article that offers some idea, but it's not available for free, so I couldn't read it, just the abstract:
https://onlinelibrary.wiley.com/doi/abs/10.1111/1467-8659.00334
Any suggestions appreciated.


texts: Control what properties displayed in F-Curve Editor

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Using Python, I would like to control what is displayed in the F-Curve Editor (in the Graph Editor window).

For example, say I want to display bpy.context.scene.gravity.

How to display this property if it's already been keyframed?
How to display it if it hasn't been keyframed?
How can I undisplay any other F-curves? (e.g., say a keyframed object also happens to be selected)


texts:
In a brand new project, I'm getting a white "X" instead of the backdrop preview. I can only find one reference to this online, with no solution given. I'm very new to the compositor, so apologies if I'm missing something obvious, tutorials give the impression that it "just works".

As a side note, I'd love to get these per-node previews shown in the video on the left, which I also can't find in the docs.

Cycles engine and "Blender render" have the same problem. Rendering normally or with the "Rendered" viewport shading works fine.

Thanks in advance!


texts:
Is it possible to rename large groups of related objects using a "replace" type capability?

There doesn't appear to be anything in the add-ons for this.

I'd like to be able to add prefixes/suffixes or change a specific characters form "A" to "B".

Thanx in advance for any help.


texts: I open an existing Blender file in blender and I can't export to Milkshape 3D. The option is there under exports but it is greyed out. Why is this?


texts: How to make F12 invoke a render tab and not open a new window?

texts: The new window opening is annoying and I would prefer to just see the render progress in the render tab.


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Trying to setup some mechanics in Blender, I ran into a "challenge". I've used a hinge to setup at gear, so that it only rotates around it's z-axis - simple. But one of my gears should only be able to rotate clockwise. I can't find out how to lock a hinge rotation direction - Is it possible?

Trying to find another solution a tried to add a bar, hinged in one end, acting like a stop block. Now I would have loved this hinge to "auto close" (return to zero like loaded with a spring) But I can't find any info about this being possible either.

I've also tried to connect the bar and gear with a generic spring. This almost did the trick, but not 100% because the bar is to jumpy though bounciness is 0 on both elements. Besides hinge locking on the gear itself, seems like a far easier way then moddeling a one-way gear.

Does anyone have any suggestions? I have no experience with bone rigging, so I don't know if this would be a better way? Nor python, if this is the way to lock z-axis direction on a hinge..?


texts: How to run a script when when baking is finished?

texts: I need sort of an alarm script that will play a loud sound when baking has finished. How can I get such a  script to run when baking is complete?


texts: How to place objects on top of another object and join their geometry

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I have 2 objects.  I want to put the dome right on top of the cylindrical ring.
How do I do this so it's pixel perfect? I need to do this for 3D Printing purposes.
Later I plan to join them together the two objects.  I'm not sure how to do this either so their geometry connects?
I have tried snapping but it doesn't seem to do anything even when I try to snap on faces.  I'm not sure what I'm doing wrong so any help is appreciated!

I should note the two objects have diameters and thickness that are identical.


texts: How to open closed eyelids on pre made models

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I'm "kind of" new to Blender and rigging/animation in general, but I like to jump out in the deep part of the pool. (Sorry)

What I mainly want to do is rigging and animation, so I've kind of not paid too much attention to modeling specifics. To this end, I decided to start with rigging a World of Warcraft Blood Elf Female model. (They seemed more proportionally correct than humans)

I've been using Blender 2.79 with the Rigify addon. (Which includes the face) The armature is assigned with automatic weights. This works good on most parts except for the  face. Now, when I try to go in and manually weight the face, I'm running into issues with the eye lids and the standard bones that was included in the meta-rig.

The character has it's own verticies for the eyelids and they start out closed.

Behind that, you find this, which simulates an eye socket when the eye is open (The eye itself is hidden):

Now, I can get my hands on a version with the eyes open, but that one is already posed, so I'm struggling with getting any kind of shape key to work.

Now, my struggle is how to open the eyelids using something that does not necessarily involve manually editing the verts of the eyes on the non posed model. I find that Blender has a lot of features I yet have to discover. Any tips for opening/rigging the eyelids?

PS: The model itself is accessible through exporting from WoW Model Viewer.(Need to have WoW installed)


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I'm using Blender 2.83.3, Windows 10 x64, AMD rx570 4gb GPU, and intel i5 9400f CPU.
My preference is OpenCL only GPU checked. But when rendering Cycles GPU Compute some unwanted line appears as shown in the picture (like the old movies). But using Cycle CPU, this doesn't occur. Also rendering in Eevee works fine for CPU or GPU. Any solution to this?
[My and drivers are updated and tried reinstalling Blender but still the same. Also when I check GPU and CPU in OpenCL in preferences and then render in Cycles, Blender crashes. Rendering in Eevee works fine for CPU or GPU.]


texts: I'm trying to delete those ugly lines visible in the cylindrical shape of the lens. What is causing them is the added edge loops I made for the protruding detail with the switch. The problem is that if I delete those edges, it'll look even worse because of the n-gons. Any ideas?


texts:
Quick question:

Is it possible to cycle an animation in Blender in such a way that it does not repeat on an exact frame, but so that it is slightly off?

Here is an example to clarify what I'm on about. I want to tell Blender:

"Repeat the animation 30 times for the duration of 1000 frames (= animation repeats every 33.3333333.... frames)"

How can this be achieved?


texts: "Child of" bone constraint on multiple bones, rotation issue

texts: I am looking for a way to get multiples bones to parent a control bone in a particular way. At the front of my cat model I have a bone I call "direction driver." In the cat skeleton I have some bones with a "child of" constraint, the target being the "driver" bone. When I rotate the "driver" I want each of these other bones to rotate the same, but in place. Currently, they all seem to be pivoting around the "driver bone" as if they constituted a single object. Pictures below. Can someone help me achieve my goal of getting them to copy rotation while staying in place? I cannot use the "copy rotation" constraint on them because they are already rotating in and of themselves, and I dont want to simply "replace" their rotation with the "drivers" I want an additive effect. Since I can get bones that have translational movement on the y axis (in and of themselves) to additionally parent y translational movement of the "driver bone" I am hoping that I can achieve the same thing with rotation. Thanks!


texts: Is there a way to use 6DOF for spring in blender physics?

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I wanted to make a bone with an angular spring for animation,
But it seems there's only a spring joint constraint for length not rotation.
(Generic Spring)
But I found 6DOF for spring in game engine, so I assumed there might be a way
to use it in animation? Like from python console or something?
Please tell me if you know something about it.
I aslo want to know how to make angular spring in blender physics
Thank you.


texts:
I found this "Ghost" image online, and I tried recreating it in Blender.

I started with a Cube then applied a Subdivision to get the head, but my problem was creating the tail.

How to get that perfect rounded tail?

I even tried it with Cylinder instead of Cube, still failed. :(


texts: I'm trying to append a Rig that is split up into collections, but whenever I append it, it breaks

texts:
Regular Rig

Regular Scene Collection

Appended Rig

Appended Scene Collection


texts: weights not showing in weight paint mode

texts:
So I have a mesh that's touching another.
I gave it a bendy bone -- and following this tutorial, I added two bones at the head and the tail of the bone that I used as "custom handler references" -- then parented the bone to the mesh "With automatic weight".

Works great, except the base of the mesh lifts off the mesh it's touching for some movements.

I thought this'd be easy to fix, I'd simply weight-paint it in such a way that the bendy bones don't affect a very small portion of the mesh where the two meshes are connected. That way, it would still bend and flex as I want it to but without breaking connection to the other mesh.

Except when I go into weight paint mode, the mesh is all black.

Right, so I have since figured out that the mesh is all black because the light is behind it.

So let's pull the light in front.

Now, the mesh's no longer black and its texture is shown. BUT still no weights.

I tried and I can paint weights. I just cannot see the weights nor what I draw, which renders its usefulness somewhat ... limited.

I clicked through all viewpoint shading options and none of them seem to be helpful.

Using Blender 2.79b.

As far as options go,

"Show Zero Weights" is set to "None"
"Restrict" is off
Ctrl+A didn't do anything

"Custom Weight Paint Range" is off

EDIT: Minimal Working Example
In weight paint mode with Viewpoint Shading set to solid, this mesh will look all grey instead of showing the weights.


texts: How to revolve flat object by twisting it 360 to make it 3D?

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I created this shape in Illustrator and imported the SVG into blender. I want to rotate the flat object by 360 degrees over the Z-Axis to make the object round.I would be pivoting the bend over the flat edge.

I tried creating an empty and adding a twist modifier to and twist over the empty. I also tried adding a simple deform modifier.

My blender object

What I want it to look like


texts: Why Does My Other Software Exported Heightmap Displace My Mesh So Much In Blender?

texts:
I created this with world machine and imported it into blender via a .tif height map and applied it to a subdivided plane with displacement.
But the scale is wrong! It seems that every value I have is twice as powerful as I need.

As you can see in this image, my imported height map in orange is twice as "sharp" compared to my original model exported in .obj from my software. And the two mountains have the same dimensions!
How can I counter this issue in blender?
I think that my white value and black values need to be twice as soft to correct this? Is this right?


texts: Basically, how to I get an edge, or any piece of geometry back to where you can grab it around and the rest og the mesh stays connected like in fig 1


texts:
Background: Originally I was making a water animation using displacement null objects and needed a way to convert them to shape keys and fortunately Chipmasque provided a solution (exporting to .mdd and then importing). The problem now is that I need the animation to loop (and the water must appear to only be moving in 1 direction). Blender does not seem to be able to interpolate the vertex information well enough to maintain the illusion of movement (it will just change Z height back to the original position). I've tried changing the animation on the Null Object used to influence the vertexes, but haven't found anything that looks good (either there is an obvious "jump/snap" or the mesh has to stop, then adjust height, then start cycling again).

Actual Question:
-Does anyone know a good way to loop this type of vertex animation?


texts: Arms repositioned after exporting if animation is not current one?

texts: If I'm on another animation when I export as auto desk, the arms of my animation I'm not on get messed up position wise? I hit f and everything. I don't know if I should press the 3 but maybe? help!!!


texts: Algorithm of Blender's Proportional Editing- verts outside radius

texts: Hi anyone knows why vertices outside the radius get influenced too during proportional editing? The .gif is in right ortho with smooth falloff. Note: Verts outside the radius are the bottom left vert connects to 5654, the vert on the right of 5887,the vert on the right of 5881, the vert on top of 5827, the vert on top of 5928.


texts:
I did some motion tracking and added a plane track, and the camera changes angles somewhat.  When it changes, the plane track slides off a little bit.  Since I can't fix the trackers very well, is it possible to animate the plane track so when the angle changes it will still be in place?  Thanks!

First frame:

Last frame:


texts: Bookshelf Drivers (Possible to add/subtract books using drivers)?

texts: I have a bookshelf modeled and a group of 10 books (so as to not make the bookshelf look repeated), is it possible to create a driver to just drag up/down the amount of books on the shelf???


texts: How can I downgrade the number of elements in a mesh so Blender won't freeze so much? + How to erase flying bits in the stl?

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I have the following stl. I need to fill the hollow ribs and holes in them, join the cartilage to the bone and erase all those little fragments of other stuff that don't belong to the thorax, and downgrade the number of elements. Is there a way I can make all this? Blender keeps freezing...

I've tried the clean up and smoothing, but it doesnt seem to work...I have no idea why blender won't let me erase all those bits without connection...
This is the .stl.  https://drive.google.com/file/d/15qzEGg57-wGEAqz72-DykcWi0BJSQ4ao/view?usp=sharing


texts: How to synch audio with video when both tracks are from same source?

texts:
I am using the VSE in Blender 2.80 on Windows 10 to add cards to an existing video in MP4 format that is about 20 minutes long. I placed my cards and have chosen the following settings:

These are the settings of the original video file:

I changed the Blender audio Bitrate first to 130 but noticed it was "off" from the video. The lips of the speaker don't quite match. Then I read that powers of 2 were useful so I changed it to 128. I also tried The MPEG-4 container but after hitting "render animation" nothing would happen. I also tried FFmpeg video codec #1 but my video player (Matroska) was unable to read the sample animation I rendered from it. Changing the quality settings and keyframe intervals alternate between making the file unreadable and not having any noticeable change. Changing "Output Quality" to "Lossless" gives me a file with audio but no video.

What do I need to do in order to have the audio match the video as closely as I can to the original video file?


texts:
Okay, simple. I'm making a walk cycle for a quadruped creature, and I have just finished animating the Left Front Leg, how can I copy the Keyframes from the Left Leg onto the Right Leg? I know Maya can do this, so how can I do this in Blender?

Ctrl + C and Shift + Ctrl + V doesn't work.  It just copies exactly what I have onto the same bones, which is not what I want.


texts: Cloth Stimulation Not Working (Blender Not Responding)

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I am much new to Blender. I have been following several tutorials online about Cloth Stimulation, and I have followed exactly the same procedure but mine Blender freezes during Cloth Stimulation, and I have to force close Blender and reopen.
I have tried it 20-30 times but no luck. Could it be because of my laptop harware? I use a Sony Vaio i5 processor, 6 GB RAM and NVIDIA GeForce 410M. My laptop may not have best hardware but never had this problem even while using Unity.
I am using Blender 2.90.1
Please check the raw file. Blend File
Thanks in advance.


texts: There´s a way of grouping SVG objects in blender like in Illustrator or Inkscape, where when I have to move the object the entire group move´s on together, without having to append that object to the main object?


texts:
I want to model a pointy mesh but I don't know what the right method is, because I have tried multiple of them and they doesn't seem right.

I tried to do it by linking every vertex to a single vertex at the tip.
The problem with that is that I won't be able to use a loop cut to sharpen the edges if I want to use a subsurf modifier after that, since I believe it doesn't work with triangles.

Then, I tried to do it with four vertex linked in a same position and individually linked to the four others vertex of the mesh.
I'm wondering if this is a clean way to do it because those four vertex are not really necessary, if it is to place the loop cut.

The problem with that tho is that when I work with a mirror modifier on the X and Y axis, there will always be a hole in the middle (invisible when shrinked) since I can only link three vertex. Is that a problem ?

Thanks for the help!


texts:
So I have these non-planar faces forming in my mesh I don't understand why...

Here is the wirframe:

Things I have tried:

Selected all faces and scaled along x-axis to 0 in order to flatten the plane.
Tried to select the rings and (using vertex snap) snap them to the different vertices on the outside.

Here is the .blend file:

Any help is appreciated.


texts: Just started doing some of Blender Tutorials and was wondering why things are slowing down. Not things like pan and orbit, they're fine . But moving booleans around is painfully slow. Like when you try to reposition them to change the effect. This is not a complex model. I have a  newer Dell laptop Core i9-10980 2.4 GHz Nvidia Gforce RTX 2070 Super and 32 gb of ram. I thought this would be more than sufficient to handle the software. I was on the phone with Dell and they checked everything out and there was no difference running Blender afterward. Is there something in the preferences that I need to set?


texts:
I am new to Blender and I could really use some help. The idea was to record a movement and animate a 3d character in Blender, but the problem is I didn't get a bvh file or any other mocap data file and instead I got two videos (we used only two cameras) of marker movement and two matlab programs to get the coordinates.

So after I clicked on every marker in every frame of those videos I used the other matlab program to make a 3D reconstruction of markers. Now I have 3D position of those markers in every frame, but I don't know how to use them in blender.

Matlab coordinate system is different from the one in Blender and even when I rotate the coordinates for 270 degrees around x to get the same one I still have a problem because the markers are not positioned in the center as the 3d model in blender is. So basically the question is is there a way to use those coordinates so that the 3d model could still look like a mocap?

Do I need to write coordinates for parent and children bones or do I subtract the values from one another?
Thank you.


texts: logic editor: delay sensor activates too soon

texts:
I am trying to make a target disappear one second after hitting enter.  However, I am running into a major problem.  The delay sensor starts counting down as soon as the game starts and I need it to count down after I press enter.  I've been all over the internet and I've found no solution to this seemingly novice problem.  Attached is what I see in blender.

Thank you!

John


texts: Create UV mapped texture within blender from multi-textured object

texts:
From what I have seen on-line, one method to get an object textured as desired is to create a separate material for each face of the object and apply a unique texture to each face.

For example if you wanted to create a dice without a UV mapped texture to hand, you could simply use a cube, get images for each of the 6 sides and apply those images to each side of the dice.  The alternative as I understand it, is to export a UV outline to GIMP or photoshop and remember which way is up for each side of the dice and construct a single texture.

So my question is, is it possible for blender to project the final objects textures (you created using multiple materials) onto a flat UV mapped surface so that you can then save that texture and apply it as a single texture to a new cube later?

Essentially going from a complete 3D object using multiple textures, to a complete 3D object using a single texture.


texts: Python: proportional editing vertex move

texts:
I'm new to scripting in blender. Is there a way to proportional-edit a vertex through python?

I want translate a vertex along z, with all vertexes between that and local_Z=0 moving accordingly like they would in proportional editing

This is a graphical representation:


texts: Why when I'm inserting a key frame it's adding only 1 but in the tutorial it's adding 4 ? How can I make it to insert 4 keys like in the tutorial?

texts:
My blender version is : 2.83.1
This is a screenshot from the tutorial on youtube he his doing right click on the offset and insert a keyframe. Like in frame 1 it's adding 4 keys same when he is doing in the frame 120.

This is a screenshot of my blender and it's adding only 1 keyframe on the first frame on frame 120.


texts: How can I get applied mesh normals from a newly created mesh?

texts:
I'm working on an addon to distort the backsides of a mesh along a direction. I'm using a dot product with each vertex's normal to determine whether or not that vertex should or should not be affected, and by how much. This works 100% perfectly if you only move or scale the object, but if you rotate it without applying the rotation, there are issues with the direction not changing.
Here is my code for getting the normals
def global_verts(_obj):

    out_verts = []
    out_norms = []

    mat = _obj.matrix_world

    depsgraph = bpy.context.evaluated_depsgraph_get()
    mesh = _obj.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)

    for vert in mesh.vertices:
        out_norms.append(vert.normal)
        out_verts.append(mat @ vert.co)

    return np.array(out_verts), np.array(out_norms)

This should give me the updated mesh, but when I test if these normals are equal to the original object, it returns as true. So far I have tried multiplying the normals by matrix_world, matrix_local, and matrix_basis, using multiple different methods of getting the mesh, and setting the mesh vertices to world space and then getting the normals, none of which have worked. Is there any way that I could get the applied normals for a mesh, not just for rotates objects but also for rigged ones as well?
Thanks!


texts: Placing cubes in a grid is very slow (using python script)

texts:
I'm trying to generate a scene comprising of voxels generated from a 3D data matrix.
However the script that I'm using is super slow (~1h per image), and most of the time is consumed while building the scene (pyhton loop) instead of the rendering.
Does anyone see where the problem comes from?

import bpy
import bmesh
import numpy as np
import numpy
import scipy.io
import sys

# Data loading
inputFile = sys.argv[-2]
outputFile = sys.argv[-1]
data = scipy.io.loadmat(inputFile)['data']
voxel_dims = np.array([256, 256, 32])
data = np.reshape(data, (voxel_dims))

# Create blender scene
context = bpy.context
scene = context.scene

def clear_scene(scene):
    #Clears the current scene
    for obj in scene.objects:
        scene.objects.unlink(obj)
        bpy.data.objects.remove(obj)
    return

def base_object():
    #Creates base cube
    bpy.ops.mesh.primitive_cube_add(radius=0.4, location=(0,0,0))
    return scene.objects.active

colors = {
          '_1':(1.0,0.0,0.0),
          '_2':(0.0,1.0,0.0),,
          '_3':(0.0,0.0,1.0),
         }
color_map = {
             1: '_1',
             2: '_2',
             3: '_3'
            }

def creatematerial(name, color):
    red = color[0]
    green = color[1]
    blue = color[2]
    alpha = 1.0
    mat=(bpy.data.materials.new(name=name))
    mat.use_nodes = True
    Diffuse_BSDF = mat.node_tree.nodes['Diffuse BSDF']
    Diffuse_BSDF.inputs[0].default_value = [red, green, blue, alpha]
    mat.diffuse_color = [red, green, blue]
    return mat

clear_scene(scene)
bpy.context.scene.render.engine = 'CYCLES'
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0,0,0))
empty = bpy.context.active_object
materials=dict()
for k,v, in colors.items():
    materials[k] = creatematerial(k,v)
bo = base_object()
mesh = bo.data

# Scene creation (This is the loop that takes forever!)
for idx,label in enumerate(color_map):
    col = colors[color_map[label]]
    xx, yy, zz = np.where(data == label)
    bo.data.materials.clear()
    bo.data.materials.append(materials[color_map[label]])
    for i in range(len(xx)):
        (x,y,z) = (xx[i], yy[i], zz[i])
        thiscube = bo.copy()
        thiscube.data = thiscube.data.copy()
        scene.objects.link(thiscube)
        thiscube.location=(x,y,z)
        thiscube.parent=empty

scene.objects.unlink(bo)
bpy.data.objects.remove(bo)

# Place camera and render scene
bpy.ops.object.camera_add(location=(130.409,114.09,46.750),rotation=(1.201,-0.0000464,3.111))
bpy.context.object.data.clip_end = 200
point=bpy.ops.object.lamp_add(type='POINT',location=(15,15,60))
bpy.ops.object.lamp_add(type='SUN',location=(15,15,80))
bpy.context.scene.cycles.film_transparent = True
bpy.context.scene.render.resolution_percentage = 100
bpy.context.scene.cycles.samples = 256
bpy.context.scene.render.resolution_x = 512
bpy.context.scene.render.resolution_y = 480
bpy.context.scene.cycles.device = 'GPU'
bpy.context.scene.camera = bpy.data.objects['Camera']
bpy.context.scene.render.filepath = outputFile
bpy.ops.render.render(write_still=True)

Every entry of the 3D matrix has an id which corresponds to its color. The dimension of the matrix is 256x256x32, however only a subset of the voxels is occupied.


texts:
I have a simple displacement setup as follows:

When I apply this same material to two differently sized objects, the displacement seems stretched on the larger object:

Scale has been applied (Ctrl+A).

Is there a way to make the displacement the same 'scale' on objects of any size?

Here is a link to the sample .blend file:

https://1drv.ms/u/s!AqKxXPZzafVQla8hzonVpxSvpK9jwQ

This was created using Blender 2.8 beta.


texts: Animating grouped meshes with shape keys

texts:
I have designed a model composed of multiple meshes (a palmtree with a trunk and some large leaves) and would now like to animate it using shape keys.

I parented those under an Empty so that I can handle them easily, but I would not like to join them as a unique mesh at this time since I may need to perform some editing later (materials, etc.; I understand that I should not modify topology for shape keys to work properly).

Still, my understanding is that shape keys are specific to each mesh, and that anyway I can only animate one mesh at a time, since only one of them can be on edit mode at a given time. I tried to lift that limitation with the MultiEdit plugin, but shape keys are still tied to one mesh.

It seems tedious to deform each sub-mesh one by one, and I would like to have a unique, shared set of shape keys for easier animation.

What would be an efficient workflow for such an use case? Is definitely joining the meshes the only way?


texts: How to get rid of the odd lines shown in the image?

texts:
I made the texture 2048x2048 in GIMP.
The odd lines are caused by GIMP's blur.
I'm not killer with nodes, so how do I get the height map not to show these odd lines?


texts: I am trying out Particles systems within Blender 2.79. When I have an object emitting particles I can easily see them but when adding a second force and playing with the scene the particles are black on my screen on a dark gray background making it hard to see. I am not looking to render the particles a different color but be able to display them on the screen a different color than black, any help even a link to someone else answering this question would be great.


texts:
There seem to be a few people encountering this problem since I've found no answers online. I just rendered an animation but I need to render it again as the keyframes didn't match up properly because of the lag. I haven't changed any settings or anything since my last render (I think). Has anyone else encountered this problem/know the solution?

Thanks!


texts: How to make UVs islands perfectly overlap?

texts:
As you can see from the image above, this UV is composed by 4 subparts, 4 rectangles. Each of them has exactly the same vertex number and the topology quite equal compared to the others so I could make them to perfectly overlap one over the other. Is there a way-out to do this automatically instead of repositioning all these vertexes one by one?

Here the file blend

Thank you!


texts: Problem with seamlessly fitting objects together

texts:
I am creating an animation where an object has to split into several parts. I used the bisect tool to separate them, and then created a face where parts got separated. However, when I make these faces, I get strange shadows and valleys in the seams that i did not get when the object was just divided (with no faces in between):

Can someone help me fix it, or do I need to go about this process in a different way?


texts: Blender Internal - colorless render (no materials)

texts:
I downloaded a model from BlenderSwap - https://www.blendswap.com/blends/view/88280 - but when I render it the result is almost colorless but not quite (so I am pretty sure it is not greyscale, although have double checked the render settings and they are on RGBA

One of the materials in the model called Clay does seem to be this color but most of the faces are assigned the yellow or green materials which show up fine ... until it is rendered.

There are no textures in use so it can't be missing external files.

I've compared my render settings with other blender files that work and they seem identical.

What am I missing?

Many thanks!


texts: Selecting a new material slot to selected vertices

texts:
I have a few vertices selected and would like to change the colour of those vertices with Python script. This means adding a new material slot.

I have tried this script, however it changes all the vertices and not the ones selected.

activeObject = bpy.context.active_object #Set active object to variable
mat = bpy.data.materials.new(name="MaterialName") #set new material to variable
activeObject.data.materials.append(mat) #add the material to the object
bpy.context.object.active_material.diffuse_color = (0.121583, 0.144091, 0.8, 1)


texts: Exporting UV layout with modifiers applied

texts: I'm trying to export an UV layout with subdivision surface modifier on to paint it in photoshop, but I'm failing to do so. Whenever I export it it gives me my lowpoly model UV map


texts:
I'm new to Blender.
Is there some way to animate a deformation of a hole on a torus by expanding it?
Like in this video. (until 2.5 second, I don't need to completely shrink it)
I tried to use shape keys and manually sliding edges, but that would be a long process, as I can't merge vertices, so with every slide I need to move more and more copies of edges:

I've also tried using parts of Nurbs Circles with Screw modifier to reverse animate it using angle, but I would still need too change curve points' positions for better animation, it would be easier if curve had something like 2 angles, one around axis and one capturing part of used curve. Moreover, curves are not connected.


texts: Workflow for animating a linked armature with bone constraints?

texts:
If you link an entire armature object from another .blend file, it's not possible to enter pose mode.

If you create a new armature object, then link to an armature data block from another file, you lose bone constraints.

You can link the whole object, the Duplicate Linked (Alt+D), and it will keep the original bone constraints. But later, if you change the constraints in the other .blend file, the changes won't propagate to the duplicate.

So, how do you safely animate a linked armature that has bone contraints? Do people just not do this? Do you instead make a copy of the armature in every .blend file, and keep changes in sync manually?


texts: How to execute multiple animation node trees over time in a single scene?

texts: I'm trying to work out how to execute two seperate node trees (with different falloff settings) within the same scene on the same objects for different camera angles... is it possible to start and stop different node trees?


texts: right click not working in outliner - blender 2.8 on a mac

texts:
When I want to delete material in outliner, the right click is not working. I can't delete material. Also, the right click option is not working in all outliner panel (Cameras, Collections,Images etc.)
Hope somebody can help :)


texts: Where are the images/characters/models that someone creates stored?  Privately by the individual and/OR somewhere in Blender?


texts:
I tried a few days ago to 3D scan an object and also my own face.

The scan includes crazy amounts of vertices and My computer probably isn't the best.

How to decrease the "resolution" or amounts of vertices in a 3D scan? As I said, I'm fairly new to this, so a "for Dummies"-guide would be awesome! Hopefully there are some add-ons or something that will make this process easy
Hope some of you can help!

Sincerely
Andreas


texts: Creating cycles background light (world lighting) from Python

texts:
I'm rendering a scene from the Python interface, and I can't get the python API commands to work from a script.

In the Blender UI I would go to world->Surface->Use Nodes
and then adjust the surface color and strength to get the desired light.

From python I run the following commands

bpy.data.scenes['Scene'].render.engine = 'CYCLES'
bpy.data.worlds['World'].use_nodes = True
bpy.data.worlds['World'].node_tree.nodes['Background'].inputs[0].default_value[:3] = (1,1,1)
bpy.data.worlds['World'].node_tree.nodes['Background'].inputs[1].default_value = 2.0

If I run these from the Blender Python console they change the values as expected.
But when running the commands from a script via

blender -b my_scene.blend -P my_script.py

These commands have no effect. Other commands (moving objects around etc) work from the same script.


texts: Blender scene being ruined for no reason?

texts: I've been having this really odd problem lately and haven't seen anything like it before and am getting very frustrated. It might just be a simple fix, but I've been animating water flowing through and every time I save the file to render it later, it just ruins itself. I check the save multiple times and everything is fine but when I close blender and come back later it's just messed up and I don't know how to fix it. The domain box become visible like the pipe, it also become very small and the animation I had for the water is gone. I've tried also to re-bake everything but with no luck found. I would attach the blender file but honestly don't know how, so here's a screenshot instead.


texts:
I want to render my scene in Blender with Motion Blur enabled, but I don't know whether I'm able to render the whole scene in one rush, for it'll last quite long.

Question: When I start rendering at frame 1 and stop rendering at frame 10, when I start rendering frame 10/11 again will the motion blur look the same or does the interruption cause a change in the blur look of the restarted rendering?


texts: How to make towel using particle system?

texts:
I' m trying to follow Bleder Guru - towel tutorial:
https://www.youtube.com/watch?v=PEpsN1-W-Qw
I could do this in previous version of blender(2.79) but not in 2.83
(I can't shorten hair)
How to set particle system properly?
thanks
on 2.83

on 2.79


texts: Why a mesh deforms when I apply Curve modifier?

texts:
I need to move a mesh along a curve. I followed the steps in this tutorial: http://www.youtube.com/watch?v=4z0AD_iXr1I  because is very similiar to what I want to do, but when I apply the curve modifier my mesh deforms. These are the screenshots before and after:

Thanks for your help!


texts: How to remove black box from my cloud, cycles

texts:
First I create my cloud via metaball -> converting it with Alt+C-> pressing generate cloud.

Rendering is ok (it doesn't have this black bounding box), but after some time or some manipulations this black bounding box shows up.

However if I copy everything to new file it's ok again. Can it be something to do with way of creating sky?

Any suggestions?

You can check blend file:
https://yadi.sk/d/BZkRwk6T3DqUda


texts: Where can I find a proper API reference?

texts:
I can't believe I have to ask this, but where do I find an actual API reference for Blender scripting? I just can't seem to find one. I see tutorials but no proper reference documentation.

For instance, this page feels like it should be giving me a list of all the members of bpy.data but I don't see any way to get that information. The "next" button just takes me to the next section, and "modules" takes me somewhere else entirely.

What am I missing?

EDIT: The linked dupe DOES NOT answer the question. Clearly you did not read my question. I can't find the ACTUAL API REFERENCE. I don't understand why this is so complex to answer.

How do I know what each "class" (or whatever the python equivalent is) member variable and function is?


texts:
I'm working on these trees and when I join the the two parts the do this:

Does someone knows why this happen or how to solve it?
Meshes haven't modifiers at all.

EDIT: I have noted, When I join the meshes it became a mesh with two materials. And faound this same problem when using more than one material in a mesh in other case.

Video SHowing the issue:
https://drive.google.com/open?id=1vkm1s97pM9xOuRF5J981CwfwyxQT-GTd

Thanks!!


texts: How to fix some faults on Texture Caused by Wrong Edge Slide?

texts: I have finished my mesh and textured it. Although, i moved some edges with "Edge Slide" and by checking in "Correct UVs", i see some faults (stretched parts) on it as in the picture below. How can i fix it ?1


texts: Copy PoseBone rotation between two bones into a new armature with a different bone hierarchy

texts:
I have two armatures:

In pose mode, I would like to copy the rotation between Bone.001 and Bone.002 on the left armature (yellow circle) and apply it to the connected bones Bone.001 and Bone.002 on the right armature (green circle).
I have tried to calculate this using rotation_difference:
source_bone_001_rot = source_bone_001.matrix.to_3x3().col[1]
source_bone_002_rot = source_bone_002.matrix.to_3x3().col[1]
rotation = source_bone_001_rot.rotation_difference(source_bone_002_rot)

and then tried applying this rotation difference to the target bone (Bone.002):
target_bone002_matrix = target_bone_002.matrix.copy()
loc, rot, sca = target_bone002_matrix.decompose()

newmatrix = rotation.to_matrix()
newmatrix.resize_4x4()
newmatrix[0][3] = loc.x
newmatrix[1][3] = loc.y
newmatrix[2][3] = loc.z

target_bone_002.matrix = newmatrix

I could see the rotations getting close, but not exact. I'm new to Blender scripting.


texts:
Anybody knows why this tool does not work well in my case? Even when I try to add a new material and apply it to the modeling that face disappears, and it looks like the image
I have download the latest version of blender, and my card is an nvidia


texts: Feathering a shader at the edges of the seams

texts:
I am trying to make a dark rim around the uv-seams of a mesh i.e. making the seams of a cusion a little darker. Is there a way in Blender to use the uv layout and blur it a little to use it as a mask mixing two shaders?
So far I only managed to create this effect by making such a mask in photoshop. This is counterintuitive because the shader should be as procedual as possible.

Is there any way to achieve this without using self made texture?


texts: OpenCL option not available in Blender 2.78c running on Ubuntu 17.04

texts:
Dedicated GPU: AMD Radeon R5 M330 (HAINAN), Drivers: radeon + Mesa 17.2.0 obtained from the padoka PPA.
Blender Version 2.78c downloaded from blender.org

Tried running with DRI_PRIME=1, running as root, and both at the same time, but none of those worked.

OpenCL rendering with this GPU works on Windows 10 so I am sure my GPU is supported.


texts: Insert keyframe for active material slot with python

texts:
I am trying to create an animation with python.

For this I want to keyframe the material slot. So I tried:

matFocus = bpy.data.materials.new(name="matFocus")
activeObject.material_slots[0].material=matFocus
activeObject.keyframe_insert(data_path="material_slots[0].material")

If I execute this, I get:

TypeError: bpy_struct.keyframe_insert() property "material_slots[0].material" not animatable

Background is:
I have a scenery with many objects that all share the same material.
My animation should highlight (via color) a sequence of objects one after another. So my approach was to assign a "focus-material" to each of them one by one and to keyframe this.

Is there a solution to this?


texts: Move collection including invisible objects

texts:
How can I move/transform a whole collection of objects, including invisible objects? I have invisible objects to facilitate boolean modifiers.
The popular advice to move a collection is to select all objects and then transform. However, this doesn't select invisible objects.
Another suggestion is to select all objects in the collection using SHIFT. However, I have nested collections with some levels of child collections, and it would be cumbersome to expand everything.
Is there a better way of grouping objects together, in order to use them as one in the scene?


texts: Boolean Union not removing intersecting geometries?

texts:
I need to merge a few objects and remove the resulting internal meshes/geometry, to be able to 3D print it as a single object. I'm pretty new to Blender but I understanded that Boolean Union should do the job, right? Well, for me it's not :( I'm using Blender 2.92 and this is the result of the Boolean Union:

The red highlighted portion is inside the arm, and it's what needs to be removed.
Any help would be highly appreciated :(


texts: How do I imitate "Display Filter" property search with python?

texts:
I'm displaying items in an UIList which represent values in the "Properties" tabs. Now, I would like to add an operator which lets the user jump to the highlighted property (be it - Render Engine: Eevee) selected in the UIList. Very similiar to the Properties Search Bar at the top of the Properties area.
Step by step:

I select "Render Engine: Eevee" in my UIList.
I click the "show" operator beside the UIList.
Render Properties tab in Properties area opens and Render Engine: Eevee is highlighted.

Is there a way to implement that sort of behaviour with python?
Thank you for your help!


texts:
I see FBX is probably the most universally accepted, but what is the one that keeps the most quality between applications?

Examples: .fbx, .bvh, .dae, .cr2, .mi, .c4d, .obj, .blend, .u3d, .mdd (i understand that some of these are application specific)


texts:
I want to achieve the bases of arches (like at the foreground).
I linked vertices with edges (in red)  but I don't kwow how to create new faces based on the edges (before  extruding...)


texts:
I can't find a single guide/tutorial or any reply to help me out on this one.

So how to reset your view so that you can see the selected and focused object from "axis view" so that you can inspect it from x,y,z axis, and i'm not looking for close enough view. But 100% axis view.(for example behind you is x- and infront of you is x) (focused by numbad ","). So you can see it in "2D", meaning if it's a 3D square (with no self-rotation) you can be able to see only 1 side of it.


texts: Issues with bendy bones armature rigging and joining

texts: I am currently having issues with rigging and armatures. I have a mouth armature I rigged a new way for me per a tutorial (https://youtu.be/5zmWmJLfspg) using bone constraints and drivers. I now want to use that mouth to control the beak of a bird mesh I created. The bird mesh is currently the parent of a main armature that controls the body. I want to add the mouth armature. Below in the photos you can see where when I join the armatures it causes the mouth armature to distort strangely. Can anyone help with this? The tutorial also used driver expressions but I just followed it and upon reading do not understand drivers. Any help is greatly appreciated, thank you. Cycles render btw. enter image description here


texts:
I have set up Curve Guide. It will be used for showing how particles are moving inside of pipe.

The particles need to be insisde of 'pipe' object, so I thought that the best particles behaviour would be achived by Curve guides, as particles are good girls in this scenario and they don't fly away or something like that .
The set up works wonderful until I don't Duplicate Collection to create another CurveGuide System... Particles are being 'distracted' by the close Curve Guides...

In final animation the particles in the pipes will be close to eachother, and each particle system needs to be inside of his 'pipe object', it will be something around 36 pipes. The pipes will be slightly different so instance copy won't work.
How to set up these Curve Guides to only effect one particle system for one Curve Guide?


texts: ALSA lib confmisc.c:768:(parse_card) cannot find card '0' and etc Errors happend in Ubuntu Server14.04

texts:
I am using Amazon EC2 VPC, but when I start the Blender I got some errors:

root@ip:/home/ubuntu/blender-2.74-linux-glibc211-x86_64# ./blender -b

ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM default
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory
found bundled python: /home/ubuntu/blender-2.74-linux-glibc211-x86_64/2.74/python

Blender quit

root@ip:/home/ubuntu/blender-2.74-linux-glibc211-x86_64# ll

total 162400
drwxr-xr-x 5 ubuntu ubuntu      4096 Mar 31 14:59 ./
drwxr-xr-x 8 ubuntu ubuntu      4096 May 28 04:47 ../
drwxr-xr-x 5 ubuntu ubuntu      4096 Mar 31 14:54 2.74/
-rwxr-xr-x 1 ubuntu ubuntu 113425328 Mar 31 14:59 blender*
-rwxr-xr-x 1 ubuntu ubuntu  52736328 Mar 31 14:59 blenderplayer*
-rwxr-xr-x 1 ubuntu ubuntu       745 Mar 31 14:59 blender-softwaregl*
-rwxr-xr-x 1 ubuntu ubuntu      5404 Mar  5  2014 blender-thumbnailer.py*
-rw-r--r-- 1 ubuntu ubuntu      4774 Mar 31 14:59 copyright.txt
-rw-r--r-- 1 ubuntu ubuntu     35147 Mar 31 14:59 GPL3-license.txt
-rw-r--r-- 1 ubuntu ubuntu     17997 Mar 31 14:59 GPL-license.txt
drwxr-xr-x 9 ubuntu ubuntu      4096 Mar 31 14:59 icons/
-rw-r--r-- 1 ubuntu ubuntu      1591 Mar 31 14:59 jemalloc-license.txt
drwxr-xr-x 2 ubuntu ubuntu      4096 Nov 22  2012 lib/
-rw-r--r-- 1 ubuntu ubuntu      4947 Feb 19  2014 LICENSE-bfont.ttf.txt
-rw-r--r-- 1 ubuntu ubuntu      3421 Feb 19  2014 LICENSE-bmonofont-i18n.ttf.txt
-rw-r--r-- 1 ubuntu ubuntu      3299 Feb 19  2014 LICENSE-droidsans.ttf.txt
-rw-r--r-- 1 ubuntu ubuntu      2396 Mar 31 14:59 Python-license.txt
-rw-r--r-- 1 ubuntu ubuntu      6180 Mar 31 14:59 readme.html


texts: Do some Bone Constraints only work with Root Bones?

texts:
While the Floor and Limit Distance constraints work well with the root bones of an armature. I don't get them to work with other non root bones. Is there any reason for that or do I miss a detail?

In this setup the armature shown on the right has a Limit Distance constraint when moving the slider Distance the whole armature moves. What I would like to achieve is that the tip is moving but a constraint at the right tip targeting the left tip seems to have  no effect.


texts: How do I bake both the paint texture and sculpted effects into one normal?

texts:
Right now I have a sculpted texture that I used a method I learned on youtube to bake. You have a low poly version of your object and a high poly sculpted version right on top and bake the high poly effects onto the low poly which gives you a normal map. Now I want to begin painting my object however have a question.

How would I go about baking the paint texture part of my object (like effect of wood or stone)?


texts: BGE Mouse Look Min and Max Bounds Changing?

texts:
I have written a script in python that successfully saves and loads the position and rotation of my player cube and camera for use between scene transitions. However, something is going wrong with the minimum and maximum rotation values of the mouse look actuator. I have a feeling that I should be adjusting those values in python at the same time I change the camera rotation from the save, but I'm really hung up on this.

Here is the code I wrote:

import bge
from bge import logic as g

def save():
    s = g.getCurrentScene()
    pos = s.objects["player"].position
    rotP = s.objects["player"].worldOrientation
    rotC = s.objects["player_camera"].localOrientation

    g.globalDict["pos"] = [pos.x, pos.y, pos.z]
    g.globalDict["rotP"] = rotP.to_euler()

    g.globalDict["rotC"] = rotC.to_euler()

    print("SAVED")

def load():
    s = g.getCurrentScene()
    s.objects["player"].position = g.globalDict["pos"]
    s.objects["player"].worldOrientation = g.globalDict["rotP"]
    s.objects["player_camera"].localOrientation = g.globalDict["rotC"]

    print("LOADED")

It's as if these values are being changed by something:

Thank you for your time. I'm really stuck on this.


texts: this most likely has a very simple answer but i can't find the answer anywhere online. I'm trying to get the reflection from the standard blender hdri on an object. It shows it perfectly in Look Dev mode, but in Rendered it just doesn't show up. I tried shifting the lighting, increasing light strength, etc etc. basically everything i could find but it's just not changing. What am I doing wrong?


texts: How can I straigthen vertices along a direction?

texts:
I want to get the bottom half vertices to follow the direction of the top half vertices.
I tried with scaling along an axis to first straighten them, then rotate them, but it didn't work properly.


texts:
I have a sphere I can rotate with click and drag, but when activated, the cursor jumps to a random point on the sphere, which in turn jerks it to a completely different view. I want it to work smoothly in play, just like the regular blender click and drag does.

I added a video to YouTube. The first half is in object mode, where the cursor works the way it is supposed to. The second half is in "Play" and you can see the cursor jumps to the center of the board and the board jumps to a different position. I want it to be nice and smooth, like when in Object or Edit mode.

https://youtu.be/3tP7hjFDgmU


texts: I've created extruded objects and they don't seem to behave correctly

texts:
I've just started picking up blender for some projects at work, and am hitting a stumbling block. I'm building a fairly mechanical object and as such have been creating it in layers, using extrusions from paths. All this seems to have worked fine however when I'm now trying to use a boolean to "cut" holes into them, it leaves open holes into the object. Attached are some images to try and illustrate what I mean.

My overall Object/project
Here you can see me selecting my boolean modifier
Here we have the result. Weirdly, it seems to add it
So I go ahead and delete the extra faces, and I've got holes aplenty

You can see on the front of the first image a boolean that I used to cut away a cruve from a block that worked fine, so I'm stumped.

I wonder if it has something to do with my objects being blue rather than grey, but I don't know if this even means anything.


texts: I tried to import my Roblox character as an .obj. But after I imported it, it totally looks messed up (like holes in it). Usually it worked a while ago! I hope you can help me!


texts: How to make textures follow a certain path?

texts:
I'm working on a fountain made of cobblestone. The base is currently a single object. You can see the the base in full here:  (ignore the clipping of the texture for now, I'm still working on the UV map).

What I'm trying to do now is make the texture pattern on the top of the base to follow the ones on the side, so it seems like it's actually made out of cobblestone bricks. If you move the fountain around a bit, you can see that by coincidence the bricks match up, but it makes clear what I mean:

How would you do such a thing? It would be really helpful, thanks!
If it matters, I'm using cycles render.


texts: Multi-line Text in blf (with multi colour option)

texts:
Further my previuos question, i'd like to know how i cant draw multi line with an array fonction on the Y axis always there concervant the different colors.

for exemple, i'd like draw:

"Ngons: 5"

"Tris: 60"

Ngons and Tris are the label and have to be in red

5 and 60 are the value and have to be in blue.

How can i do that please ?


texts:
I am following a tutorial for making a Christmas hat, and my 'hat' acts slightly weird. Actually it compresses very strangely while there is nothing really paranormal in my settings.

Does anybody know what causes the mesh to deform so weirdly?

Before the simulation:

After few seconds(2s) of simulation:

Simulation settings:

Tutorial: https://www.youtube.com/watch?v=xEp15H4AXfM


texts: How to blur a single object, Layers dont exist anymore? (2.92)(Permanent interface changes confuse every new user)

texts:
I've tried to find a solution for 2.92. As the title suggests I am not able to do this simple thing.
I want to blur a single object, not motion blur with he camera I mean simply blur an object.
I have looked around forever and as usual every video is either too old or the blender version has changed and the buttons are somewhere else, or the way layers work has changed or something else... It is REALLY hard for newcomers to learn properly since it gets so frustrating after searching for up to date tutorials.
So all i could find out (thanks to Stackexchange) is that the render layers don't exist anymore and that i have to work with collections now, i created a collection, put my object in there but all tutorials only talk about render layer nodes in the compositor, but that doesn't let me pick the collection, I also changed the pass ID to greater than 0 and if i pick the pass node i cant connect it to my collection since its so confusing to find out what combo works atm..
Can someone please explain to me where i can find actual up to date infos about blender or a place in general where changes are shown or explained, I wouldn't have any problem with old tutorials if there would be a clear way of checking how to replicate the steps in the newer version.
This is really sucking out the fun of learning.
All help is appreciated.


texts: how can I use a brush CUSTOM re-topology?

texts:
I am aware of the dynamic re-topology options in sculpting and I want to make it clear that what I want is slightly different. Is there a way to get something like a brush that when it paints over the mesh it tries to subdivide/merge tris in the least destructive way?

I think Sculptris had something like what I'm asking for but I've long since abandoned that software for many reasons, but I really miss that in blender.  My current work around is to zoom out with the clay brush, enable dyn-topo, then click.

While this works it doesn't allow for fine control, especially when you just want to merge a few tris.  Going into edit mode isn't feasible due to the lag from the shear number of polys generated while sculpting a complex mesh(for instance a model with 600,000 faces taking 5GB of memory), and it's tedious to do for every spot you want to clean up.

Basically I want a brush that ONLY subdivides and collapses at an amount dependent on it's strength, NOT the brush size.  Can this be done in blender?  If so how?

Also please note that I have no experience modifying/adding brushes in blender so if that is a part of the answer please be patient with me and explain it to me like I'm a three y/o.  I have trouble following complicated answers.

I found a video showing the feature: https://www.youtube.com/watch?v=_Ia-fhpsabQ
Sorry about the quality, it's not my vid, but it I think if makes my question clearer.


texts: Can displacement output be controlled by light?

texts:
Top one is the texture with displacement output material inserted, bottom one is without. My problem is that on lower and top edges the effect is much harder then in the middle of the brick. I tried using a lot of math nodes before displacement output, but i figured out it isn't texture problem. I tried moving camera back and the effect is similar. It looks like it isnt camera angle either, when i lower the angle texture keeps flat in the middle and sharp at top and bottom edges.

Btw: It there some way of using material nodes controled by light or camera?

Blender file:

I tried adding mapping node but no matter how i manipulate coordinates it only moves/stretches texture. It doesnt change the places where displacement is seen better and worse.

I also tried changing displacement type to true (experimental feature). Doesnt help either.

My bricks are not perfectly shaped - example on picture.

What else can I do to manipulate this shadow dependency?

I tried adding mapping node but no matter how i manipulate coordinates it only moves/stretches texture. It doesnt change the places where displacement is seen better and worse.

I also tried changing displacement type to true (experimental feature). Doesnt help either.

My bricks are not perfectly shaped - example on picture.

What else can I do to manipulate this shadow dependency?


texts: Why does model look thinner in Cycles than in Eevee?

texts:
My model looks ok in shader editor and Eevee but "thinner" in Cycles. Seems like someting wrong with camera settings and perspective but I use the same camera for both renders.
Please help me to understand why and how to fix it.


texts: Why doesn't the baked texture match with the render preview?

texts:
I'm totally new to blender and I'm stuck looking for a solution to my problem. I want to bake the texture just like it is in the render preview. How can I do that?

Why is the one side darker in the bake than in the render preview? I am using Cycles and I want to use it in unity.

Here is the blend:


texts: create gaps between spline points with animation nodes

texts:
Following this answer  curve intersection with volume in animation nodes, I've managed to create a spline which i use to distribute objects inside a volume.

Here is how:

But I still need to avoid having distributed objects along the spline when this one gets outside the volume along the gap
:

How can it be done? I've tried substracting those points (outside volume) from the ones that are generating the spline that is used to distribute the objects but as it now look obvious the spline will still be generated. So my second option is to do it inside the distribution objects loop but don't know how, any ideas?

EDIT

AS @Omar Ahmad proposes finding inside points is straight forward using BVHTREE but this way we cant control the distance between the volume faces and the points.

EDIT 2

@Omar Ahmad solution does the job but putting the tool to some tricky situations give inconsistent results like this ones:

I'll be trying the other solution proposed, far more complex, which I'm already struggling to replicate.


texts: How to create a object/mesh that can change colour during an animation

texts: The required effects is that of a changing color light bulb. It would preferably be an emission mesh.


texts: What's the best way to select the same region on multiple meshes?

texts:
Let's say there's an area of space, and I want to remove all vertices which occur in this region. It's easy to do this for one mesh; I just go into edit mode, select and delete. Fine.

Now, I have a second mesh, and I want to delete all vertices which occur in exactly the same area of space for which I deleted vertices on the first one. My initial thought was to select both meshes to begin with, go into edit mode, select and delete. However, it seems that edit mode only works for one mesh at a time.

So, is there an easy way to do this without resorting to CSG or scripting?


texts: Gradient in a Checker Texture's individual cells

texts:
How can I add a gradient in a Checker Texture's individual cells procedurally?
My goal is to create a procedural carbon fiber material.


texts: how to isolate and texture a certain area of a mesh

texts:
hello so i sculpted this beautiful boy over here and i want to make the area around his eyes alot darker than the rest of his body,most of the textures are procedural so is there of doing it in only the node editor.

thanks to moonboot for the answer


texts: UV unwrap: separate maps for separate faces problem

texts:
The problem is:
I have 1 mesh.
I want some faces of the mesh to be in one map (faces A) and other faces of the mesh in another map (faces B).
Now when I unwrap faces A, there is no problem, I get a UV map only with these faces.
When I unwrap faces B to a new UV map, there is faces B and faces A on that map. While on the first map there is only faces A.

Is there a possibility to only get faces B on the second map or can I just move the faces A away?

EDIT:

In the file there is a plane. I first picked some vertices and unwrapped them with U -> Unwrap leading to UVmap1.
Afterwards I picked some other vertices, created a new UV map with the + and then unwrapped them. Now if you select all and switch between the maps you will see that UV map 1 contains only the first vertices and uv map 2 contains the first and the second ones.


texts: What do different execution contexts mean?

texts:
The documentation says that I can invoke an operator with a different execution context, either invoking or executing it. What I know is that invoke will most often set the parameters from the context and execute will execute the operator with already set parameter - most of the time.

Yet, there are many more execution contexts I can pass, namely ‘INVOKE_DEFAULT’, ‘INVOKE_REGION_WIN’, ‘INVOKE_REGION_CHANNELS’, ‘INVOKE_REGION_PREVIEW’, ‘INVOKE_AREA’, ‘INVOKE_SCREEN’, ‘EXEC_DEFAULT’, ‘EXEC_REGION_WIN’, ‘EXEC_REGION_CHANNELS’, ‘EXEC_REGION_PREVIEW’, ‘EXEC_AREA’, ‘EXEC_SCREEN’.

I think that the prefix INVOKE/EXEC decides if the the operator will be invoked or executed respectively. But what is the meaning of the second part of the execution context?

I always use DEFAULT in my scripts, but I wondered, what the effect of using the others were?


texts: How to view Environment texture in Solid / Texture / Material view?

texts:
I saw this happening in some tutorial, but have forgotten for the moment,
What I want is : To make the HDR environment texture appear in 3D viewport without going into Render Mode. I can use the following :

Material Mode
Texture Mode
Solid Mode

Actually, there is some Setting (i suppose)
through which this is achieved. Object textures are available but Environment texture is hidden in these 3 modes, and the Reason behind this question is that I dont want to burn my CPU, just in order to switch b/w modes to see the OBJECTs & HDR that they fit well or Not


texts: Cycles: "Image as plane" show shadow from other objects

texts:
I have an image which has been added by Images as a plane. Now if I create a cube above the plane I want the shadow of the cube to be visible on the texture. How to do this?

Update: this is my plane in nodes view now:


texts: When I switch to weight paint my object turns all black and doesn't respond to me trying to draw on it. My xyz scales are all positive (all 1.000). This is really frustrating. I saw some other people have issues with it but couldn't find the solution to my problem. I'm using blender 2.8


texts: How to make permanent custom tab and removing some submenu in tab tools (T)?

texts:
I create new tab by using phyton template in blender, but I don't know How to make it permanent. and I want removing some submenu in tab.
I want to remove this, do you know how?


texts: I have 2 textures, I put them on the object and edited it with uv. After that, I baked them, but to me the cherry was such a thing! why is that ?


texts:
A reference for what I'm going for. Trying to composite a helmet similar to what is seen below but onto a photo of a dog.

Here is my background plate.

I'm having a difficult time making it look like her head is in the helmet. The approach I've tried is:

Render front & back of helmet (full helmet)
Render front of helmet only (front)

These are rendered out with alpha (no background plate included in the renders).

I'm compositing in photoshop. If it's relevant:

Create mask of dog
Subtract mask from full helmet so that dog shows over helmet

Which results in this.

How can I change my compositing workflow in Blender to make it look like the dog's head is really inside the helmet?


texts: Removing space draw callbacks after losing the handle?

texts:
A small edit of test code from GPU Shader Module (gpu) "Mesh with Random Vertex Colors" to save the handle to the driver namespace ...

import bpy
import gpu
import numpy as np
from random import random
from gpu_extras.batch import batch_for_shader

mesh = bpy.context.active_object.data
mesh.calc_loop_triangles()

vertices = np.empty((len(mesh.vertices), 3), 'f')
indices = np.empty((len(mesh.loop_triangles), 3), 'i')

mesh.vertices.foreach_get(
    "co", np.reshape(vertices, len(mesh.vertices) * 3))
mesh.loop_triangles.foreach_get(
    "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))

vertex_colors = [(random(), random(), random(), 1) for _ in range(len(mesh.vertices))]

shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
batch = batch_for_shader(
    shader, 'TRIS',
    {"pos": vertices, "color": vertex_colors},
    indices=indices,
)

def draw():
    batch.draw(shader)

h = bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

bpy.app.driver_namespace["foo"] = h

Such that we can remove via the python console

>>> dns = bpy.app.driver_namespace
>>> h = dns['foo']
>>> h
<capsule object "RNA_HANDLE" at 0x7f4841cdbf90>

>>> bpy.types.SpaceView3D.draw_handler_remove(h, 'WINDOW')

... otherwise it is drawn on the screen until blender is shut.

Or is it?  Is there a way, via python API,  to remove all or any draw callbacks without the handle?

  Related re making a class to "handle the handles"

  I can't get a SpaceView3D draw callback to work

  How do you remove a draw handler after it's been added?

  handle vertex property changes with msgbus.subscribe_rna


texts: This is my first time using Blender and the shortcut button G + MMB  doesn't seem to be working for moving the object along the axes. Could anyone please help me with this?


texts:
I was basically wondering how you can shorten your object names automatically instead of going in and do it manually on countless of objects.

I know there is a object renaming add-on, but this only renames all the objects.

So, if anybody knows how I can just shorten the object names, I'd be very grateful!


texts:
I'm rigging the wing of the bird Piero training course by CG Cookie but I'm stuck on Episode 23,called : 23_piero_rigging_wing-part1.

I should create 4 new hooks,one for each joints of the wing. In the picture below,You can see that the 4 joints as origin have the point situated inside the black circle. This is the goal that I need to reach as stated by the tutorial. My problem is that though I do the same steps as the author,those 4 joints are placed in a different origin : inside the left eye. Why there ? I created a small video to show you and I added the blender file. Very thanks.

video : what I do


texts: How to remove every inactive/unused screens in python?

texts:
in blender you can easely create thousands of screens.
i'd like to have every screens from bpy.data.screens that are not visible deleted, how can i do that ?

i know that

for screen in bpy.data.screens:
    bpy.ops.screen.delete({'screen': screen})

delete every single screens, that's a goo thing, but i don't know how to detect the visible/invisible ones ?


texts: Snapping Bones to Bones (In Other Armature)

texts:
I am trying to scale and position the bones of one armature to another. And, I was wondering if there was a way to snap the position of the bones in one armature to the position of the bones in the other?
Thank you for your time!


texts:
I'm trying to make Text in blender. I downloaded for example Work Sans font from Google fonts. In text properties I choosed downloaded .ttf files, but for some reason font is broken.

I'm using this font in Inkscape or Gimp without problems. Why it is so weird in Blender?
I also tries to convert it in multiple tools from TTF to TTF without results, or TTF to WOFF but this format is not supported. What else can I try?


texts:
I don't know how this is happening, but I just create a shape, scale it and then the vertices are not aligning. Any help is appreciate.
Here is an step by step process and a link to the video of it:

Create cube
Make it multiresolution
Scale it
Zoom view to sides and front
See the vertices not aligning
Get frustrated

Youtube video of my problem


texts: Animation Nodes: Allign object to direction of vector path/Line path

texts:
Made some random vector going in either x or y direction
 plus constant z increments
Made it pass through a loop and used a 'start/end/step' line generator to make location for the steps

how can i get the rotation between each vector to rotate the steps along the path

Red dots are the main turning point vectors & white dots are the steps


texts: How to speed up rendering of transparent areas?

texts:
This is a bit of a trick question. We know that HOLDOUT will subtract objects from renders. My question is slightly more elaborate. I had a render that I spent a fair amount of money on (render farm), only to find out that a material was set to the wrong settings. So I'm re-rendering the animation with every other object BUT the one I need using the HOLDOUT feature.
However, Blender is crawling all over the rendering even though 80% of the frame is 100% transparent. I'd love a way to have Blender only render the area where the object exists. I know about setting a render area method, but the problem arises where I need the object to be in the EXACT location that its predecessor was that had the material problem, so rendering the entire 4k frame is very helpful for a clean overlay.


texts: How to install Intel Open Image Denoiser node on Blender 2.79

texts: I'm using Blender 2.79 and Cycles Render. And I'm rendering on 2.81 on Cycles Render with Intel denoiser, but 2.81 crashes. Please help me to use this denoiser on 2.79. Help me to install Intel denoiser for Blender 2.79.


texts: My blender animation has been shortened (beginning and ending scenes were cut off)

texts: Whilst viewing my blender animation, after it had finished rendering, I noticed that the entire animation had been shortened and sped up. I made sure my frame range was set correctly at 'start frame: 1' and 'end frame: 66'. I am still new to this, so I'm hoping I can find a fix to this.


texts: Can you have mesh particles that don’t intersect?

texts:
Hey there I’m just wondering what I should be using if I’m after this result where there’s scattered randomly rotated pills that aren’t intersecting each other like this…

istock example

At the moment mine looks like this where I’ve used a particle system but they’re intersecting.

or should I be using something else like rigid bodies?

Thanks in advance.


texts: How can I add loops cuts to all the parent selection within an object?

texts: I have a model, that I have selected specific face loops and I used (Shift G) - > Perimeter, which selected all of the same kinds of face loops around the whole model. I then want to add two loop cuts on one of those face loops, and is it somehow possible for those two loop cuts to be inherited over all of the selected face loops ? This way I can only press Ctrl - R only once, and all of those selections will get the same kind of loops cuts. If there is no way, then I will have to do it manually, and this will be very frustrating, because there is over 30 of those faces, and there is a big chance of missing some. If someone knows a technique to do this in a much faster way, please specify it below.


texts: Tracker dropdown is missing in the Tracking settings (in Movie clip editor)

texts:
In the tracker settings panel, I can choose options like pattern size and search size, but below the search size, I see: "Tracker:", with no option to choose from. Under that line, I see "Motion model:" with some options to choose.

I'm hoping to get better tracking using "hybrid", but I just can set that option. Any suggestion what happened to it?

Note: using blender 2.68a (2.68.0 r58537) on Win7.


texts: How can I jump to the first frame in the timeline?

texts:
As I was making an Animation I found my self to oftenly press AltA to start and stop the green slider, and then when I stopped it I had to get it with my mouse and move it back to the beginning of the Timeline to see the Animation again.

I know that you can cancel the animation, and take the slider to the beginning when its playing by pressing Esc key but I can't get used to that.

You can see what I mean in the video below on Minute 5:40 - 5:44

https://www.youtube.com/watch?v=NsdRUk807qk


texts: Blender hair simulation fine in viewport, but half of it won't render

texts:
I have been creating a 3D character which uses hair simulation. It works fine in the viewport, but when I go to render it, half of it has disappeared. It does work in cycles, but that won't be an option as it takes around 8 minutes to render each frame.

Here is what it looks like in the viewport:

And here is what it looks like rendered (with eevee):

Q: How to get the preview settings for the actual rendering?


texts:
I have a nodegroup which has somehow gotten 3 users. I want to delete it, but I can't find where it's being used and there is no unlink button.

How can I delete it?

Is there someway to force unlink it or find its users?


texts: How to remove grid/graph lines while using zoom in orthographic view?

texts: I'm working with a 2D cad model and need to zoom in and out a lot to make sure what I'm editing is still similar to another part of the model. When I zoom in i'm getting these white graph/grid lines and was wondering if there was a way to remove them or make them lighter as I don't need them.


texts:
As in the following figure if you combine a cylinder with a cube you will find the meshing is something like as in the left; we would like however to have it as in the right.
(at least in the render window when we use a wireframe material for the above.)

How to make something like that?

note: Face beautifier didn't work.


texts: Publishing an addon to Blenders main branch

texts:
I wrote an import/export script for a 3D model format some time ago and would now like to have it added to my portfolio by somehow putting it into Blenders main branch (make it somewhat official and credible).

Is there some group i need to post my addon to for review? How is that process going?


texts: Custom Tab on TOOLS region only appears when there is an object on the scene

texts:
I got a custom coded tab to help me with some tools. But that tab only shows itself when an object is created on the scene. Or when I select an object. Is there a way to make my custom tab on the TOOLS region stay with or without an object selected? I need it to be shown at all times.
Please help.
Thanks.


texts: Mantaflow liquid, Blender 2.82a - Not using the GPU

texts:
I'm baking a liquid simulation with Blender 2.82a.  I have an Nvidia GTX 1060 running in an HP Z600 workstation with twin Xeon CPU's.  The baking is only using my CPU's not the GPU, even though I have CUDA set to use both.  Is this normal for the Mantaflow Liquid sim or is there another setting I need to tweak?

Many thanks in advance.


texts:
Currently editing a short-movie in Blender (~11min), I did reach some limits of the VSE. Some part of the movie is black and white, and for the first time Blender began to give me "not enough colors" like a gif would do. I never had such a problem with the VSE, and hopefully for me troy_s was able to point out the limits that have the VSE, and the compositor don't.

So here comes the question.

The VSE is limited, but has a timeline. It's almost necessary for me, having to deal with 3 audio strips (4 with music, 5,6,7 ... with sounds) for each video strip. On the other hand, the compositor is much more powerful, but doesn't offer a timeline like editing softwares would. You definitively can't visualize the time of your strips, all time-depending properties would be just number, not quite easy to read and work with.

So what is the best way to manage editing of short-movies or longer movies ? Use the VSE and loosing quality and flexibility ? Use the compositor and loosing any sensation of time, trying to align audio strips without even see the waveform ? Or Blender is really limited for editing and I should learn an editing software ?


texts: Does retopology require "transfer texture to new UVs"?

texts:
I wanted to have a low poly version of a perfectly rigged and textured model.

I asked somebody to teach me this retopology because I felt that there was much to take care of.

I was thinking that the UV islands should be kept at their original locations so that the textures still work.

Now my teacher told me that he had to "transfer" the textures because of the new UVs.

Can anybody confirm that this is true and that I'm wrong in my assumption that if we just keep the original UV island locations, we can simply keep working with the original textures without any problems?

Or am I missing something here?

Thank you very much!

Edit: I asked the person to stay very close to the original edge flow. If he did that, shouldn't it be possible to just use the very same textures without "transferring" anything?


texts: Audio was out of sync whenever I didn't play it from the start

texts: Whenever I don't play the animation from the start, the audio would be out of sync (I'm animating a part of a music video), and when its out of sync it'll probably be hell to try to do lip-syncing. I've tried stuff like making the audios length the same of the actual project (which didn't work).


texts:
I've spent a frustrating two hours trying to animate and running into the same problem.

When I move a specific object in object mode, the armature doesn't move.  When I put it into pose and move that object, the armature doesn't move.  When I record an animation and move that object, the armature moves all over the shop, messing up everything attached to it.

I've cleared parent (I think) between the object and the armature, and between the armature and the object.  (There should never have been a parent there).

Unless the problem is somewhere else, I think it might still be a parenting issue.  How can I see what the parent is - other than with the very-un-clear dotted parent lines (of which there are too many in the scene anyway)?

Thanks,

A


texts: How to clean up the mesh around the holes?

texts:
The holes are connected with the edge, how to remove it, when I delete the edges marked red, the whole face is gone, I do not know why the face is gone, and how to clean up the mesh, at least make it a little nice.

Another question is how to erase the bevel, to make it 90 degree, as you can see I want to connect face 1 /2,2/3,1/3 and remove the messy bevel between these three faces.


texts:
I want to know how to create (CMY Cube) in Blender
I tried hard but didn't know what was wrong
Please share with me your project on Blender (.Bland) Who can get it done
Thank you very much


texts: Rendering frames:Black and white instead of colour images, settings are RGBA

texts:
I am trying to render few specific frames through python, both depth and colour images. Script is given below. Output images of depth are correct but rgb images are black and white. What could be the reason, how can I fix it?

 .

render_layers = nodes.new('CompositorNodeRLayers')
output_file_rgb = nodes.new("CompositorNodeOutputFile")
output_file_depth= nodes.new("CompositorNodeOutputFile")
normalizer=nodes.new("CompositorNodeNormalize")
viewer = nodes.new('CompositorNodeViewer')

scene.node_tree.links.new(
    render_layers.outputs['Image'],
    output_file_rgb.inputs['Image']
    )
scene.node_tree.links.new(
    render_layers.outputs['Z'],
    normalizer.inputs['Value']
    )
scene.node_tree.links.new(
    normalizer.outputs['Value'],
    output_file_depth.inputs['Image']
    )
scene.node_tree.links.new(
    normalizer.outputs['Value'],
    viewer.inputs['Image']
    )

.
.
.

for f in frame_numbers:
     scene.frame_set( f )
     scene.update()
     output_file_depth.base_path = "D:/dep/"
     output_file_depth.file_slots[0].path="Imagede"
     output_file_rgb.base_path = "D:/rgb/"
     output_file_rgb.file_slots[0].path="Imagergb"
     bpy.ops.render.render(write_still=True)


texts: The cursor to selection command doesn't consider the normal direction of the face

texts:
gif A) The cursor to selection command doesn't consider the normal orientation of the face.

gif B) You can use the Cursor tool with Geometry as the Orientation option to get the normal orientation of the face, but you cannot position it exactly in the center of the face because you position the cursor manually.

Do you know how to improve this problem?

gif A

gif B


texts: Does anyone know how I could make a similar "stripes/swirl" model (the orange one around the yellow ball) like in the picture? I've been thinking about making several spirals, but it wouldn't be as irregular as in the picture.


texts: Redo after presing often Undo not possible anymore

texts:
I noticed, that  when I want to go back in my work and press "Undo" many times in row, that at some point blender takes me back to the start file and I cannot use Redo anymore. That's pitty, because then I need to rework a lot. I have searched in google, but did not find anything concerning this.

Does somebody know this behaviour?

Thank you, Huxi


texts: What elements go into a good material testing scene

texts: I've been searching a bit for the perfect material testing scene, so I'm curious, what are some of the most important elements in a material testing scene?


texts:
I am trying out the various bone constraints in Blender. To further my understanding I am attempting to create the motion of a leg following the pedal of a bicycle. Please refer the image of the simple setup I am attempting.

I have parented the 'Pedal' to the 'Disc' and have animated a rotation of the 'Disc' in the direction of the Blue arrow.

I am now trying to make the 'Feet' (oops! must be 'Foot') bone to follow the path of the 'Pedal' with an offset. I believe that after achieving this, adding an IK constraint to the 'Feet' bone and affecting all the way to 'Thigh' will give me the necessary motion. However, I am unable to achieve this. I am using Blender 2.7 on Linux.

Attempting to 'Copy Location' constraint on the 'Feet' object while specifying the target as 'Pedal' does not work.


texts: Create a sail with cloth and curves acting as softbodies

texts:
I have a query!

Here is a quick prototype of a sail i want to build. I it comrpises of 2 bezier curves to hold the sail and a traingle plane that I want to be cloth.

I would like the curves to be maybe soft bodies and  attach to the "boat" and hold the sail while it is  an active cloth sim. The bottom bezier holding the corner I would like for it to move with thecorner of the sail.

any suggestions?


texts:
I have been using blender for just a couple of years off and on and wanted some suggestions on this render, things like:

How to add bubbles over the wine?


texts: Generate a repeating mesh pattern without extra geometry - twisted cable/guitar string

texts:
Is there a way to fake a large number of turns of windings? Example: the strings of a guitar, if you gotta model the winding details, how do you fake the windings, so as to reduce the vertices?(because creating them with an array and a curve modifier boosted them up to a 70K vertex count)  I've tried bump mapping and normal mapping but, they don't seem to work well.

Looking to create an effect similar to this :


texts: Baking objects always yields a black image

texts:
I am new to Blender and I am trying to bake some models in order to export them to Unity, but I always get a black image as a result after baking.

Only the land is selected and I haven't connected the image texture node to the diffuse node, since it was like that in the tutorial videos I watched, though it didn't work either when I connected them. I have a sun lamp in the scene.

Used Smart UV unwrap:


texts: can you add subdivision surface modifiers to specific vertex groups

texts: i want to make parts of my model seem more smooth but others i want to stay flat.