texts: I can't add a New library in Blender 2.8

texts:
I want to create my own library in order to have access to very complicated shading materials in all my projects.
So I go to materials, click "+" in Material Library VX, and then when I click "OK" an error message says "select a library" which makes no sense to me.

But whatever, I select Cycles library and try again. Blender tells me "Library added" but I can't see it even if I close and launch Blender again.

I know we can append materials from files but in the long run it's not possible for me to work without my library.

I really want a library for my own materials so please help :/


texts: Key frames don't paste and flip properly or at all in dope sheet

texts:
okay so I am trying to make a walk cycle and have the first 13 frames set up with the following sequence Contact > down > passing > up > Contact and I would like to mirror and flip this animation to complete the loop. However when I paste the flipped pose it only pastes the spine or any single bone that doesn't have a left/right equivalent of itself.

Flipping each bone individually doesn't work either and messes up the animation. I checked every bone and each of them have been marked correctly with a left and right tag with all of them correctly parented to the right bones. I'm not sure how to fix this. Please help, I could do it manually but i would prefer to find out how to fix it since i have to do this again for a run/sprint animation as well and it would make things go much smoother.


texts:
There is a template script:
operator_modal_view3d_raycast.py
That show how use the ray_cast() to find the the coordinates of hit face.
But I want to measure the distance of the opposite face from the hit face.
The depth of the object from the 3d view.


texts: Get π in python scripted expression for a driver?


texts:
I can't find the Rendering Toggle button in Blender 2.8
Someone help me.


texts: Transparent alpha channel not working on imported .tif files

texts: I'm trying to import a series of .tif images as planes but I can't get the alpha channel to work. During the import process the Alpha channel box is checked and set to "straight". Under the materials tab the Blend mode is set to "Alpha Blend". However the result (see picture) does not use the transparent alpha channel and instead displays it as white. I have spent hours and hours trying to figure out what seems like a very simple problem, it is driving me crazy. It doesn't work for eevee or cycles. When I open any of the images in photoshop the alpha channel is transparent and clearly exists.


texts: Is there a way to hide the mesh outlines/vertices highlights when weight painting with a mask?

texts: I'm weighting a dense mesh and using a mask to limit the blend tool to a certain area (a workaround for not being able to limit the blur to to visible mesh).  But when painting with a mask the active face outlines obscure the temperature gradients.  Is there any way to hide the outlines?  Alternatively, is there a way to limit the blur tool to visible vertices yet?


texts: Blender particle system with video layer

texts: Very new to Blender...but I'm attempting to create animated rain ripples with just a texture layer. I have set up a video layer as a plane in Blender then plugged it through a particle system to display across a plane. The only thing I can't figure out is how I can randomize the playback of the video layer so that the ripples aren't all playing back in sync. I know you can offset frames for playback, but I need to randomize it for the particle system. Is this possible?[


texts:
this is something that's been bothering me for a while and i've yet to find a solution.

sometimes when i'm editing a model the object is transparent in edit mode, i do not have wire turned on in display and limit selection is off.

Have tried to change face in preferences > theme but no luck. Also tried to change my clipping and it didn't help.

Is this a bug or am i missing something obvious?

Thanks.


texts: Is there a way to stop Blender from replacing part of a Python Tooltip with an ellipsis?

texts:
If you have Python tooltips enabled you will be able to see the property type and datapath by hovering over something like a button or similar:

However, in some cases Blender replaces parts of the datapath with an ellipsis:

(In this case the actual datapath is bpy.data.objects["Subdiv Plane"].vertex_groups.active_index)
My Question: Is there a way to stop Blender from replacing parts of a datapath with an ellipsis?
I know that there are some ways to manually investigate what the ellipsis could stand for in a given example (and I also know how to use them), but disabling ellipses altogether would save the time needed for those investigations.


texts: I am creating particle systems using python.  I'd like to be able to comb the hair using python (iterate through the control hairs and set their control points).  What are the APIs for doing this?


texts: Support for AMD GPUs for smoke rendering

texts: AMD GPUs currently don't support smoke in cycles rendering - does anyone have any idea when they will? Or if this is being pursued?


texts:
When I import a certain model (which doesn't come with an animation), blender creates keyframes on "odd" times. They are not placed at times 0, 1, 2, 3, etc.
Instead they are placed at 1, 1.85, 2.75, 3.5, etc.
Why is that so?


texts:
I'm new to blender so this is probably going to be a noob question. So I've been following Brackey's tutorial on a pow poly barrel. Because the tutorial is fairly old, I had to stray from it a little because I couldn't figure some of the stuff in the video out.
Right now, I have a barrel, made of 3 cylinders joined together (the actual barrel part, and 2 rings that go around the barrel). I have a different material selected for the barrel (brown color) and the 2 rings (black color), and 2 UV Maps, one for the barrel, and another for the rings. I also have an image for attached to each material, both of which are color grids.
I'm trying to bake ambient occlusion, as done in the tutorial, for the barrel part I the material for the metal rings is applied to the barrel and the barrel basically turns black. How can I fix this and why is this happening? Also, I'v tried baking the object as a whole, barrel and rings, and that just turns the barrel part white with some black at the top and bottom.


texts: Timed Modal Operator causes delay for serial data

texts:
I want to apply data send by an Arduino to a blender object to rotate it. Now I use this script, which works, but blocks blender so I can not see the rotation:

obj = bpy.data.objects['cube']
obj.rotation_mode = 'QUATERNION'

ser = serial.Serial(SerialConnectionPath,57600, timeout=1)
time.sleep(2)
ser.write('x'.encode('ascii'))

while 1:
  try :
    x = ser.readline().decode().strip('\r\n')
    print(x)

    # apply rotation here....
  except ValueError:
    error = "Error"

ser.close()

The next way I tried is to use a timed modal operator from the templates which I only changed slightly. The one I use looks the following:

class cl(bpy.types.Operator):
   """Operator which runs its self from a timer"""
   bl_idname = "object.op"
   bl_label = "Modal Timer Operator"

  _timer = None
  ser = None
  obj = None

  def __init__(self):
    self.ser = serial.Serial(SerialConnectionPath,57600, timeout=1)
    time.sleep(2)
    self.ser.write('x'.encode('ascii'))     #tell the arduino to begin sending data

    self.obj = bpy.data.objects['cube']

  def modal(self, context, event):
    if event.type in {'RIGHTMOUSE', 'ESC'}:
        self.cancel(context)
        self.ser.close()
        return {'CANCELLED'}

    if event.type == 'TIMER':
        try :
            x = self.ser.readline().decode().strip('\r\n')
            print(x)

            # apply rotation here

        except ValueError:
            error = "SomeError"

    return {'PASS_THROUGH'}

def execute(self, context):
    wm = context.window_manager
    self._timer = wm.event_timer_add(0.1, context.window)
    wm.modal_handler_add(self)
    return {'RUNNING_MODAL'}

def cancel(self, context):
    wm = context.window_manager
    wm.event_timer_remove(self._timer)
    return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()
    bpy.ops.object.op()

The problem is, that it works, it prints out the received values, but there is a massive delay in the data (about a few seconds).
Does anyone know what could cause this?
Another strange thing, is that it works maybe one out of ten times when I run the script.


texts:
So I've started using Blender Game Engine again to try to make an inventory system COMPLETELY out of Logic bricks :O

So far, it is going very good!

But when I tried to make the items snap to the slots when placing it, I came to a halt...

I have no idea how to do it by using logic bricks! I've tried giving it a Constraint when it collides with one of the slots but that gets EXTREMELY complex extremely fast, and doesn't even work some times!

I am desperate for advice from anyone! Please help, and keep in mind that I'm trying to use as less as possible scripting!


texts: Save window layout instead of startup file?

texts:
How can I save a customized window layout so that every time when I open a .blend file, this window layout is displayed?

Currently, I only know how to save as startup file, but apparently this isn't the same as saving window layout.


texts: Paper model effect from Royal Institution titles

texts:
There's a clip in the Blender 2013 demo reel that consists of a fly-through of a paper cut-out model. (32 seconds in)

I'd like to have a go at recreating that look. Does anybody have any tips? What are the characteristics that make it instantly recognizable as paper? Is it a subtle texture on the paper itself? Is it the hand-drawn outlines on the edges? Or is it something else, such as the indoor lighting or the focal length?


texts:
so i'm currently working with

unity 2018.2.21f1
vuforia
blender 2.80

and im finding it impossible to export this file to unity (linked at the bottom)

the animation doesn't export properly, neither does the textures its just a mess

any ideas or help where i've gone wrong?

Download Blend File Link

greatly appreciate any feedback and help!


texts: Execute operator of Custom Node Tree not open on screen?

texts:
Of course the following gives an error that the context is not correct:
bpy.ops.node.tn_execute_node_tree()

I also tried adding a function inside the node to call tn_execute_node_tree() and the context was still not correct.
I cannot change context before running the operator, because in my use case the Custom Node Tree is not open on screen and I do not know another way to get the context.


texts: I'm trying to make a 20 of my instances which are separated meshes, to look like on in particular (indicated in Red). I'm using ctrl+L to link the object data, but once it's applied, all the instances disappear except for the one (indicated in Red)


texts: Beveling from tutorial not working for me, can't find a work around

texts:
So I'm just a beginner and I'm just learning some basic modeling, I'm following this tutorial.

https://www.youtube.com/watch?v=ICBP-7x7Chc&index=2&list=PLs2aOcA-EaLNX5j2yxVQhEBpFgD3zDR9P

And at 21:00 he adds 2 loop cuts in the middle of the chest and then adds 2 more edges to the bevel but when I do it you get the following. I've already exhausted my limited knowledge and I just don't know what to do. The only way I can think of to fix it is to manually move and rotate the edges so they line up the way they did in the tutorial I cited earlier.


texts:
im creating a popup menu with invoke_props_dialog and i want to add a already existing panel, kind of like layout.popover but i want the content directly in my menu.

import bpy

class Test_Popup(bpy.types.Operator):
    bl_idname = 'test.popup'
    bl_description = 'test'
    bl_label = 'test'

    bl_options = {'UNDO'}

    @classmethod
    def poll(cls, context):
        return True

    def invoke(self, context, event):

        return context.window_manager.invoke_props_dialog(self, width=250)

    def execute(self, context):
        return {'FINISHED'}

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

        #NOT this, like this but i want the content directly in the panel
        layout.popover('CYCLES_RENDER_PT_sampling')

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

register()
bpy.ops.test.popup('INVOKE_DEFAULT')


texts: Please keep in mind I am not trying to offend anyone!!! I realize that Blender is a powerful and a wonderfully free tool for people wanting to learn every inch of being a 3d artist and animator. However is there a way strip away stuff I am never going to use? It is just so cluttered I really only need a way to make 3 model's, Maybe a way to texture the models but even so I hear there are better tools for doing that? The Unreal Engine which is the game engine I am working with at current so I don't need the blender one. I have no interest in making short films or using the other tools in the package.


texts: Is there any way set the render border to be a different shape?

texts:
I want to render multiple 10000 pixel large image in blender, but the render border only has a rectangular shape (at least from my current knowledge), and it certainly causes unnecessary time because it will render the corner of rectangle render shape. Is there any way to customize thae render border shape?

It would be better if you provide Python solution!Thanks!


texts: Rigify->Generate Rig doesn't create all rig layers in the properties ui

texts:
For some reason, after clicking Generate Rig for my armature I only get the following rig layers:

Torso, Fingers, Arm.L (IK), Arm.R (IK), Arm.R (FK), Arm.R (Tweak), Leg.L (IK), Leg.R (IK) buttons are all missing. The controllers themselves are actually there, but I have to manually unhide them using Alt-H or switching bone layers.

Adding a default metarig in a new empty blender file, and then using it to generate rig with Rigify correctly produces all of the above, so the problem must be something with my armature, but I have no clue what might be causing this.

EDIT: I was able to solve this by adding a new metarig into the scene and copying all the bone LocRotScale properties from the old one, using the script provided in this topic (thank you sambler): How to copy position, size from one armature to another?. Whatever the problem was, this fixed it and spared me from re-rigging everything from scratch.


texts: Is there an Attach Option in Blender for Splines?

texts:
Update 2
I achieved the needed model by using the Knife Projection tool. Thanks to all the suggestions.

I am trying to create an object using Splines and would like to sort of "Attach" other splines and do some boolean operations on them before extruding.

As an example in the picture below there are multiple spline shapes,a ractangular one, a set of circles, and another rectangle.

I am trying to attach (using the word attach here referring to a similar concept in 3ds MAX) all of them together and then subtract the inner circles and the rectangle.

I can not find a way to do that, can someone point me in the right direction please.

Update 1
I followed the idea of going with the Join as suggested by the answer and somehow that does not work as desired.
Let me explain. Here is a simple image that I am trying to create.

Created the desired number of individual spline polygons and placed them like so:

And after the Join:

Notice the extrusions/extra faces below the tall rectangles?
Any idea how I can make it not take the lower part of the door way?

Thanks & Regards.


texts: I'd like to make a hologram pyramid project and I'd like it to work in realtime using blender game engine. I need help to set up the 3 cameras to work simultaniously, can anybody help me?


texts: Offsetting "hair" particles from their emitting mesh

texts:
I have been following along @BlenderGuru's "Blender Beginner Tutorial Series".

At this moment of the last video, Andrew suggests duplicating the doughnut "Sprinkles" particles system from the "icing" to the plate below.

I did so and ended with the following setup:

So: the sparkles sometimes entering the icing feels realistic (both are partly melted sugar). But I do not want them to intersect with the plate.

How would you keep some random look to them while ensuring they are at a strict distance from (and parallel to) the plate mesh (half their radius typically)?

Here are the most significant particle system settings:

I shared my .blend file here: https://files.fm/u/ncqy88rn

I have made a research for similar questions on Blender Stack Exchange, but most seem to ask the opposite question (how to ensure hairs are properly rooted in their emitting mesh).


texts: Create empty texture and modify pixel contents from Python

texts:
I have data in a numpy array that includes coordinates and colors, from a RGB point cloud. I have managed to create a grid which fairly accurately captures the geometry of my data, but I am having trouble creating a matching texture to apply the colors to the object. Ideally I would like to create an empty image texture and then set the individual pixel values.

I've checked the API documentation and google and haven't found much.

I'm aware of the ply import extension for blender, but I don't have my point cloud data in that format.

If I have to do any UV mapping to make this work, I'm happy to do that manually for now.

So, how can I create a texture (with given dimensions) with python in blender, and set the pixel values?


texts: This is probably a simple question, but I would really appreciate some help here. I am trying to replicate the material of the attached image. I'm a little lost so far and have tried several different methods in the last few hours, like using a mix shader with a noise texture, but can't quite get anything near what I'm looking for. If anyone has any ideas on how I could replicate the look of these sunglasses, I'd really appreciate it.


texts:
I'm following this tutorial:

https://www.youtube.com/watch?v=WxMwa0njGSM

on modeling. At 18:52 before adding a subdivision surface modifier my object looks like:

After subsurf:

It looks like two overlapping planes but I don't see the vertices that create them (I've already cleaned
up double vertices).

How can I remove that face so that I don't get that wedge after subsurf?


texts: Reduce/Remove Sub-edges in Skin Modifier

texts:
When using Skin Modifier it will create sub-edges/intermediate edges (Marked Green on the picture) between two control vertices (Red dots on the picture).
 As far as the shape of the object goes, it is only the Edges produced by control points (Red) I'm interested in, so I have to delete all the unwanted (Green) sub-edges after applying the modifier. Which is fine if the model is simple enough (Just select main edges, invert selection and delete the rest), but with a complex one it gets really time-consuming and at times confusing very fast.
 Is there a way to make Skin Modifier go without creating those sub-edges at all somehow?


texts: Can i offset soft body simulation start?

texts:
I have a rope and i am using soft body simulation to animate it. For the first 80 frames rope is twitching before it gets to it's physically-correct resting state. I don't need that 80 frames in my scene, only the animation that goes afterwards.  Can i somehow get the state of that rope on frame 80, bring it to frame 1 and continue the simulation with the same parameters from there?
I've tried to apply soft-body modifier on frame 80. It saved the result but the rope became static. Then i decided to duplicate the rope, apply modifier on one of them and then link modifiers from the animated one. Didn't work. Any suggestions?


texts: Writing to internal textblock is slower than writing to external .txt file

texts:
Writing 20million entries to Blenders internal textblock takes 38sec.
Wiriting to an external .txt file takes 29sec.

import bpy
import time

tb = bpy.data.texts.new("text_block")
txt = open(bpy.path.abspath("//")+"vertex_data.txt", "w")
then = time.time()

for i in range(20000000):
    tb.write(str(i)+"\n")
    #txt.write(str(i)+"\n")

#txt.close()

now = time.time()
print(now-then)

I like to keep the custom data in the internal textblock of Blender,
is there a way to speed this up?


texts: Mesh does the mesh deform when I move a bone

texts:
Why does my mesh not deform correctly when I move a bone?
Before rotating:

After rotating:

Here is the file (please don't use it/publish it and claim it as yours)


texts: Can the Operator Panel in 2.8+ be moved?

texts:
I'm not liking how far the new Operator Panel encroaches into the working area of the Viewport. Is there a way to move it?

The ability to truly minimize it now is a huge help. I'm just wondering if it can be repositioned too.


texts: Rendered aspect ratio appears stretched even at 1:1

texts:
I have the render aspect ratio set to 1:1 under the 'Output properties' tab.

And yet my scene is still coming out stretched like this

I also noticed that the width of the render is much wider than the output resolution. What else is affecting the aspect ratio/resolution? Thank you.
**I have figured it out. The aspect ratio in the image editor was different. I put it to 1:1 there and it fixed it.


texts:
I am trying to use bezier curves to make animatable 2d objects for an animation of mine, but for some reason, whenever I click on the 2d button for making a curve 2d, there is no fill of surface. Here is the problem illustrated below.

What I want is the shape to be fill with surface mesh, but I don't know how.
Thanks for helping me!


texts:
I am new at blender, and as I was orbiting w/ middle mouse button on my logitech mouse, releasing the middle mouse button didn't stop the orbit. The only way I could stop the display from orbiting with my cursor was pressing escape. After that, orbiting didn't work anymore, and I had to restart my mouse.

Any idea what's causing this?
Thanks


texts: dynamic paint canvas waves in viewport is different in render

texts:
I have a blender scene and there is a dynamic paint simulation with objects going into water however the thing is that in the viewport the fluid simulation spreads out fully and good however in the render its really short.
this is frame 59 in viewport:

this is frame  59 render:

frame 78 render viewport:

frame 78 render:

so yeah the dynamic paint simulations are completely different from the render how can I fix this?


texts: My tablet won't work correctly in Blender, I am unsure if it is a problem with Blender or the tablet

texts:
I downloaded blender not too long ago. I have a 8x6" Enthusiast Graphic Tablet by Monoprice. I am unsure if that information matters, but I know some people use a Wacom Tablet in Blender successfully. I don't know if I need to change the settings in Blender or if its just the Tablet. I have looked up tutorials for my problem but so far, nothing has come up. I have already gone to other websites for help but so far, nothing. I was hoping you guys would be able to help me out.

The issue I am having is when I try and use my tablet in Blender, as soon as the pen touches the tablet, the cursor goes to the top left corner and if I click, it closes me out. It will not go anywhere else in Blender no matter where I put the tablet pen, it always goes to that same spot in the corner.

I am unable to Sculpt because of so. I do have a mouse, the mouse works perfectly fine and allows me to work in blender- But I am horrible when it comes to using a mouse since my hands shake. Tablets are easier for me since the pressure sensitivity depends on how hard you press the pen, not by clicking. If that makes sense, haha.
I am taking classes at school for 3D modeling/ animation that require me to work on them at home, too. My finished products are not coming out as good as i meant to make them and I am afraid I may fail.
Thank you for reading.


texts: Pulling in one edge of a cube. I cant get the right movemen

texts:
Hello all I am trying to learn some basics to Blender modelling. I want to make a snooker table. Currently I am making the cushions which hang over the edge of the table.

I just want it to be simple so I want the cushion to be just a triangular shape 2 inches high.

I've made the cube fit along the table and all I want to do is move the bottom left edge (from the view in my pic) inwards on itself so that the cube isnt square anymore (eventually i'll make it more detailed something like this:

I've tried hotkey "G" when in vertex,edge and face select edit mode. But I can't get that darn corner side to pull inwards.

Annoyingly I can do the opposite side, so I could have already made it opposite and then rotated it, but that makes me think doing it that way would be really annoying if I was trying to make some highly detailed objects (such as robotic infantry, spaceships , etc etc for games) in the future.

Here is the screenshot that I hope shows what I mean. I'm really new to Blender and so I hope im just missing something simple. Many thanks

NOTE: To be very clear of what im trying to achieve exactly here... The highlighted edge in my screenshot needs to be pulled on Y-axis so that the bottom face is smaller on Y. BUT the bottom-right corner needs to stay exactly where it is (ie. at right-angle with the rest of the cushion). Hope that makes sense. thanks


texts: How to move an object's origin to the center of its bounding box?

texts:
What I want:
I want to set the origin of an object to the center of its bounding box using a python command.

What I've tried:

bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')

and

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

What happened:

As you can see, the origin isn't centered to the bounding box.

EDIT: I asked the same question as Get center of geometry of an object with the addition of setting the origin to this center.


texts: Can you anybody tell me how can I delete these mark seams please? In edit mode I can't find any mark seams but when I unwrap the model there they are! why? Ctrl+E - not working.


texts: Perpendicular view on corners/edges in sculpting mod

texts:
would like to ask if there is a possibility to make our view perpendicular on edges/corners/sides (ecs) while we are in sculpting mod in other angles beside the front/right/top (so on) ortho views that we have. Perhaps some kind of ... line that will be show when we are exactly 90° on the specific corner/edge/side that we wish to work.

I know it sounds silly the question, but I'm confronting a small issue with this matter when I try to use smooth brush on ecs. If there is not a 90° view on the specific zone where I want to edit (ecs) the brush won't work, and if it will work and still not on the right angle, it will distort the model badly on the one side while on the other might not even touched it.

Thank you in advance.


texts:
The axis constraint hotkeys only work for momentary tweak mode, aka "Transform Modal Map". I.e. one must press G and then immediately press X. Then after performing the transform, the tool reverts to whatever the user was previously doing. I want to choose an axis constraint and have it stick. I don't want to have to keep repeating the G, X hotkey combination a million times over and over and over.
In 3ds Max, I can invoke axis constraints using hotkeys or the transform gizmo. That means I can choose a transform axis, then zoom in super close on something, click and drag any wireframe, and the object only moves in the axis I previously chose. The transform gizmo does not need to be visible. If I want, I can reveal a toolbar that displays the current axis constraint, but it's not required.
This workflow is critical for making fine adjustments. Please tell me how I can do this in Blender without having to press G, X every single time I want to move an object in X.


texts: How to add a modifier to a collection(group? linked objects? IDK) which it has modifiers inside

texts:
I'm a beginner to blender and I'm trying to make a cnc model using some different objects which have mirror modifier inside the group(e.g. the bars).
And now I want to add an array modifier to let it line up in a row.
Here is the problem: If I add this modifier, only the first object will be applied,like this pic I put:

I tried using ctrl+j to make them toghther and then add modifier,
but this will erase the mirror modifier I added just like the pic below:

The last thing I can do is to save it as another type of model file then imput, but I think there must be a better way. So any suggestions would be greatly appreciated.


texts: How to join 3 planes into one, for a floor that isnt square

texts:
I am making a room that has a weird floor. I split it into 3 sections when making the floor, but now when I try to combine the three planes with ⌃ Ctrl + J to combine grand, but one still has a line separating it and the other section of the floor.
How can I get them to combine without the line running through the middle?


texts:
This is a very old question, but I just lost track as to whether it has been done.

Is there a way to simply import an .obj file by dragging and dropping it onto your blender window?

This will make my workflow quite a bit faster, since I am just checking meshes.


texts: Combining denoise node with other nodes in compositor?

texts: I'm rendering a thing in cycles and I think I put the Intel denoise node in the wrong spot, because it won't mix with the rest of my nodes in the composite. I've been using Blender for a couple of weeks so I'm pretty new, and also my brain just...has trouble wrapping itself around nodes. What do I need to change about this node set-up so that the denoising node works with the other ones? Thanks in advance!


texts: I'm trying to port some models for a mapping software (Hammer), and 1 meter in Blender is equal to 1 unit in Hammer (Otherwise it's extremely hard to adjust door frames, etc.). Is there a way to resize objects in a precise way so it's approximately x meters on each side and somehow seeing their current size? Thanks in advance!


texts: Lighting inside transparent material is not working ideally. (Cycles, Ray Visibility Uncheck shadow not working)

texts:
I am creating a house exterior and setting lighting from inside the house. However, the point light through the glass (transmission = 1.0) looks like a ball along with its radius.
Could you please advise how I can make it naturally?
In eevee, it does not have this problem.
I uncheck on the glass material Object Property > Ray Visibility > Shadow but not working

Node for glass

Light Setting

Render Properties


texts: Where do I have to put the Bump on my nodes?

texts:
I made a material, added a bump before but it didn't worked at all.
where do I need to put the 'Bump' option on my nodes? Which is the correct place? I'm pretty new about using this.

Please help me!


texts: How to make some value sliders of a node in a node group display on the group node

texts: I made my first node group , now i want the node group to display some fields inside it on the node itself , how do i do that.


texts:
i'm trying to reproduce this answer : Possible to bake texture to new UV map? in latest blender version (2.92)
The UV are baked on the texture but everything is black ( + transparency outside of the UV)
So i was wonderning, if something change in the process.
For theUVMap Camera i tried both but got the same result...

Thanks a lot !


texts: Armature with Spline IK Constraint animation problem

texts:
I've created a track with skeletal animation. I have a bone, that has Spline IK constraint, which target is bezier curve. This bezier curve has curve modifier, which target is also bezier. All I need is export animation of this track working into fbx for UE4, but after inserting keyframes, nothing happens. I also notices, that locaton and translation of bones changes only visualy after I move the Spline IK's bezier curve. I' ve tried many of variations, but nothing helps.

And this is what I have in UE.
It has a gap and it is something like skewed. It is the best I have achieve


texts:
I'm trying to render using HDRI, I'm using a setup I learned in a  cgmastersnet course. You take the EXR, load it into the world with nodes, set the strength, choose transparency (so the background doesn't show) and render.

It seems with this setup, I'm not really getting any shadowing. I've played around with the settings, put AO on or off, not much seems to change. The render seems washed out and dirty. I've watched a few videos on it but only have come away more confused. Below are settings and the render. Any tips are appreciated.


texts: I am following a doughnut tutorial. The weighted paint is showing on the opposite side of the object I am painting. This is making it difficult as I have to keep going underneath the object to paint the top.


texts:
I have a height map (grayscale mode).

It looks nice but it gives very bad result when i plug in it in displacement either bump node.

Actually i can zoom out and i won't see this but i need to bake normals with this displacement...

Any suggestions?


texts: Real-time symmetrical modeling with distinct objects in Blender

texts:
I would like to create a 3D model that has a wide variety of individually selectable objects on the right side of the x-axis, and then all of those same objects mirrored dynamically across to the other side of the x-axis. How do I do it?

What I want to achieve

Create an object with an origin at 0,0,0 and no parts jutting into the left side of the x-axis.
Create another object (say, a cube) somewhere on the right side of the x-axis.
Somehow create an association between these two objects that lets me still select them easily later.
Apply a mirror modifier to the association.
Create more objects on the right side of the x-axis and add them to the association so that they are also mirrored on the other side of the x-axis.
Add objects, move objects, change objects, and have them update in real time across the axis.

What I've tried
 - Grouping objects and then putting a modifier on the group (I wasn't able to get this to work)
 - Ctrl+J to join the meshes (but then I can't select them easily individually)


texts: Custom Picture-In-Picture Camera Aspect Ratio

texts:
I have a video I am overlaying animations on for illustrations. I have layers which have different instrumentation, and depending on the moment I want to overlay different instruments in different locations via an alpha overlay. The problem I want to solve is that the camera seems tied to the video output rendering.

I want to instead make some very odd cameras with very unusual aspect ratios which will be added or removed at various key frames. Do I need to make every single instrument in a separate blender file, render every single instrument as a custom video resolution, and then overlay them all?? All I really need is to make different cameras which have no dependency on the actual output resolution...e.g., something like a virtual format. I don't know how to pick camera aspect ratio without changing the video rendering itself and I want to keep my video output settings unchanged.

If it helps I am using cycles renderer.

EDIT: I have a camera inside of a transparent sphere pointed outwards from center. I have different objects on the surface which are instrumentation markings...their materials will change depending on conditions. What is seen will depend on the camera orientation relative to the sphere (which uses quaternion rotations matching an aircraft)...and depending on what is seen I will want to reshape the camera width and height to specific angles. I will actually have multiple cameras in that same sphere pointed the same direction to place different views of the same model in different locations.

I have no images, I just want the camera such that I can manually select vertical and horizontal fields of view to a specific angle. This won't render to an external file, it will be an overlay on top of a video. Example: I want the camera to be 110 degree vertical field, and 15 degree horizontal field...this will occupy a location on top of a video which is perhaps 10 percent of the total video size. Imagine an aircraft with an artificial horizon plus a HUD view of the same instrument.


texts: After upgrading from 2.73 to 2.74, I no longer have the Cycles Render Engine available. It shows that it is enabled in the User Preferences Add Ons. I am using the Windows version, 64-bit. I am running Windows 7 Home Premium 64-bit.


texts: I applied an edge split a while ago on my model and now I want to separate parts of it. It's going to take me a long time to individually select each face because none of the edges are touching the other. So I can't use some of the auto-select features in Blender...


texts: Can you change the color of camera composition lines?

texts: Sometimes, its hard to see the composition lines with white objects in the background. I know it is probably in the themes in the settings I just can't find it.


texts: Very less particles are spawning in fluid simulation

texts:
I was following default cube's honey tutorial https://youtu.be/viiOpt0JhfU?t=154 and ran into some problems.
The number of particles that are spawning are very less than they should be.
MY RESULT:

DEFAULT CUBE'S RESULT:

BLEND FILE(WITH CACHE): https://drive.google.com/file/d/1D0acGD0vPbkLnJ7hS5N2ZytsLoCiEbJQ/view?usp=sharing
When I increased the resolution, I got this weird effect:


texts:
I have a game-ready revolver i want to bake normals with, I prefer substance painter for baking normals. So here are my UV's (low poly only) in blender:

Then after exporting my revolver as a .obj file, and importing into SP, here is what i get:

Also, when I left click and hold parts of my object disapear. Here it is before left clicking:

Here it is after left clicking:

I UV-unwrapped every part of my revolver, yet 90% of my UV's are missing. Why is that?


texts:
I have a cylinder with a hole in it.
The top face of it should be a flat plane but it isn't,
even if there are no edges on it which could cause the unevenness.

I inserted an additional edge (the marked one) so that you could see what I mean.

Why isn't the face a flat plane and how can I make it flat?
I tried to delete the top face and replace it with "fill hole" but that is not possible.


texts: Smoothing groups in FBX are always set to 1

texts: I started using the Blender 2.80.75 and when exporting to .FBX with Face/Edge smoothing groups I get all triangles having smoothing group = 1 regardless of the model.


texts: how to go back to a previous grease pencil frame?

texts:
so when using grease pencil it gives the option to add a frame, however once a Frame has been added how do I go back to the previous frame? EG; on frame 1 I drew some vertical lines, then selected new frame and drew some horizontal lines but how do I get back to the vertical ones?
difficult to explain but I hope u understand the question and can give me an answer XO


texts: My Viewport looks like im having a graphics bug

texts:
My viewport is looking weird..

Problem:

See below for Solution


texts: Keep objects from intersecting each other when positioning them?

texts: I'd like to position objects in the 3D view, but constrain them as to not intersect with another. I don't want to snap them together, rather have some fixed 3D object like a wall and be able to move cubes around and not allow them to penetrate other cubes or the wall when manipulating them.


texts: As you cansee the little guns coming out of the wings do not show up in the render. The guns are the object named cylinder which has the render icon checked in the outliner. Why is this not showing up in the render (right picture)?


texts:
I am fairly new to blender, so bare with me, please. :-)

I think I made a total mess trying to solve my problem, that is, as follows:

My blender scene, containting 3 objects, everyone of them out of "glas". I tried to add different light sources, currently I'm up to 7...there was a slight change as each lght was added, but it is still too dark.

Can anyone help me out?

https://drive.google.com/open?id=1IBr6q76fXbIgBsZb8Yq-mEUry2l3fd9M


texts: After entering a value for dimensions Blender shows zero

texts:
I have a plane and when I enter a value in the Z dimension Blender shows me the value zero. Simply said I cannot enter a value in the Z dimension of this plane. But when I change the value of the Y dimension then in the viewport the Z dimension is changed. Anyone ?

As you can probably see the Z dimension of the plane is 10m but in the properties panel Blender says that the Y dimension is 10m


texts: How do I create a reflective white material?

texts:
I'm pretty new to this and this is my first question here, any help would be greatly appreciated.

So basically what I want to achieve is a floor material as seen in this photo...

...the reflections are very crisp but dim.

With a glossy shader I get the following results:

First picture: reflections are blurry

Second picture: roughness of the material looks right but reflection is bright red

Third picture: If tinted in any other color than white, it seems to produce the result I want. Reflection is sharp and gets tinted blue. What I need is the reflection to be tinted white.

Thanks for any help.


texts: How would you draw wood encased in clear epoxy?

texts: I am trying to create a table that has wood encased in epoxy. Some of the ways I thought of was to draw a wood plank than merge it with a glass top. Not have much luck doing this. Looking for any suggestions on the best way to approach this. I also am drawing voids and cracks in the wood. I will be adding a clear glass/epoxy to these voids.


texts: Interface. Join areas is not working properly

texts: I made a mess with areas trying to merge them into 2. Is there a way to remove areas without aiming at the corner and then dragging them with LMB?


texts: When I try to call a mode_set operator from one of these handlers, the traceback blender crashes

texts:
I tryied to come with a elegant solution fot easily removing handlers from blender.

I was thinking in something like that.
The cool part is that in this case you can have independent namespaces for each handler that is a instance of class.

But I would like to hear from the experient addon writers if that gona work well, I find handlers a bit scary to work with.

like:
when I try to call an mode_set operator from one of these handlers, the traceback freak out and blender craches.

import bpy
from bpy.app.handlers import persistent

class WrappingHandler:

    def __init__(self, handler_list = None):

        self.setup()
        self.handler_list = handler_list
        if handler_list is not None:
            print("handler appended")
            handler_list.append(self.wrapper)

    def setup(self):
        pass

    def __call__(self, scene):
        pass

    def destroy(self):
        self.handler_list.remove(self.wrapper)

    @persistent
    def wrapper(self, scene):
        return self.__call__(scene)

class AutoDestructibleHandler(WrappingHandler):

    def __call__(self, scene):

        bpy.ops.object.mode_set(mode="OBJECT")

        self.destroy()

if __name__ == "__main__":
    AutoDestructibleHandler(bpy.app.handlers.scene_update_pre)


texts: Material and Texture to Achieve an appearance

texts:
How to do this in Blender render:
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man/Light_Effects

Settings are there but I couldn't recreated it because some of them were replaced with new ones.

I need B.render because I'm using halo material specific in the scene.
Thanks

I want to look like this

EDIT:
Still need a bit of tweak. How to get this white color on top of the wave ?
https://dl.dropboxusercontent.com/u/13451287/bsphere.blend


texts: Driving Shape Keys by proximity of an Empty

texts:
How can shape keys be driven by an Empty's coordinates relative to the object?
I'm guessing this can be done with a Python expression but not sure how to write it.

Also, how might we specify the falloff curve for that Empty's influence?


texts: How to append a Rig with a python interface at the same time

texts: I'm making a rig that has a python interface and I was wondering if their was anyway to append the rig and the script at the same time so the script runs as soon as it's appended.


texts:
Can you append an object, specifically 3 cameras together with their keyframes?
I have an old blend file that already has the camera movements that I want to replicate in a new blend file.

Is this even possible?

Thanks


texts:
I want my mesh to connect so I attempted Intersect (Knife). As you can see these edges are not connected, I pulled it away for the picture so you can see the topology.

So I selected these faces and used Intersect (Knife)...

Then it looks like there was added vertices. However if the vertex is grabbed and pulled away, you will see that only one of the faces, meaning that I can't merge doubles because the other face doesn't have any vertices added from this operation.


texts: How can you transfer details from high poly to low poly?

texts:
I sculpted a hand with dyntopo and since it got too dense I tried to retopologize it. I want to transfer the details from the high poly to the low poly mesh. I tried baking the normal map, but the result is not what I was expecting. Is the low poly mesh's geometry bad for this approach ?
Here are a few pictures:

I wanted to have the nails, knuckles, veins etc more visible, but this is my result (material preview mode)
EDIT:
I baked the map again(I used the jbake addon) (both hands were at the same position this time and the result is slightly better)

Here is my node setup of the low poly mesh.

And this is the normap map:

Here is my blend file: https://drive.google.com/file/d/1yUh3FVXKVvFmVQt5IQbHaO__fRTtEA-Y/view?usp=sharing


texts: How to apply an orientation transformation to smooth vertices?

texts:
I have been studying blender and 3d modeling for about a month and ran into a problem. The orientation transform does not affect the smooth vertices.
For example, an orientation transform is applied on Move / Rotate / Scale (Fig. 1, Fig. 2).
But the smooth vertices always uses the local orientation and the Z-axis of the normal orientation is not applied, the Z-axis of the local orientation is used (Fig. 3).

Is there a way to apply orientation normals to smooth vertices? (What would have happened like this (Fig. 4)).
If the blender does not have this function, perhaps you would advise an Addon for this?


texts:
I followed that instruction add optix device for installing Nvidia driver, Optix and compiling Blender. No errors but also no Optix in Blender. Here is debug:

  CPU flags:
    AVX        : TrueAVX2       : True
    AVX        : True
    SSE4.1     : True
    SSE3       : True
    SSE2       : True
    BVH layout : BVH8
    Split      : False
  CUDA flags:
    Adaptive Compile : False
  OptiX flags:
    CUDA streams : 1
  OpenCL flags:
    Device type    : ALL
    Debug          : False
    Memory limit   : 0

My system is based on amd Ryzen 2700x, Nvidia rtx 2080, running 19.04 with Nvidia 435.17, Optix v.7
Really not sure what to think about, where to look for errors.

I don't know if my CPU is the problem and the question is which directory should I put the OptixSdk in for compiling with Blender?


texts: I finished up a scene with a tree, but when I activate the hair particle of some roots, all shadows disappear, is it a bug?


texts: Fire Simulation completely disappears from scene (2.8)

texts: Im making an Iron Man flying over city sort of clip, and i had perfectly good fire sim yesterday. I woke up today and came back to the project and there is no sim in my renders, viewport, nothing. I looked at my domain material and it looked right. But it's just not existing anymore. maybe I have too much in my scene? Here's some pics to see:


texts:
I just started to learn Blender and met a problem when using Bevel modifier when creating a cogwheel. Most edges where processed fine, but a few of them got errors:

I have checked all the normals, they are correct. Here is the model without the modifier:

It seems ok, but I worry about black color of the edge exactly where the bevel makes mistakes


texts: How do I get the Color value from an RGB node with Python?

texts:
I'm a seasoned programmer, but fairly new to blender and 3D-modeling in general. So to get an understanding of different properties I want to write  python scripts to create multiple renderings with different settings of various values.

In the example below I have figured out how to change the Volume Absorption Density, ex:

bpy.data.materials['MyMaterial'].node_tree.nodes['Volume Absorption'].inputs['Density'].default_value = 100

But not the RGB-node. It seems I cant even get the current values out of it. Some things I have tried:

bpy.data.materials['MyMaterial'].node_tree.nodes['RGB'].color
bpy.data.materials['MyMaterial'].node_tree.nodes['RGB'].color.r
bpy.data.materials['MyMaterial'].node_tree.nodes['RGB'].color.outputs['Color']

How do I get and set output values of the RGB-node in py python-script?


texts:
First of all, I'm a new user of Blender. I have no experience.
I was doing the typical forest with a tree and using a particlesystem in hair mode. I have a collection of the tree but the original tree is not a grouped or combined mesh. So, the result of the particlesystem is the trunk in one way and the leafs in other way. If i click the "whole collection" option in the particlesystem, the tree have a good composition but under the terrain mesh. How can I solve it?
Thank you!


texts: X-ray mode doesn't look the same as video

texts:
I decided to try my hand at blender. I got the donut tutorial done and just have do the beginner modeling and the intermediate tutorials from Mr. Blender Guru. I ran into a bit of an issue with the x-ray mode where it doesn't look the same as the video. (I use Blender 2.90.1)
 Here is his x-ray mode.
 Here is mine.
I am very confused.


texts: Can animations created with Animation Nodes be exported to Unity3D

texts:
If I have a rigged character in Blender and use Animation Nodes add-on to create a walking and a running animation. Can I export that character with those animations to Unity3D? If so, is there any documentation on how to do that?
Thank you.


texts: Can't edit particle fluid or boid physics settings through python

texts:
I'm getting an error when I try to edit particle fluid physics through python. Using Blender 2.79.
Here's some test code that fails when run from the Blender text editor (or from the script runner addon).
import bpy

bpy.ops.mesh.primitive_plane_add()
emitter = bpy.context.object

mod = emitter.modifiers.new("ParticleSystem", type = 'PARTICLE_SYSTEM')
stngs = mod.particle_system.settings

stngs.physics_type = 'FLUID'
stngs.fluid.solver = 'CLASSICAL'    #This line results in the error
stngs.fluid.fluid_radius = 0.05     #So does this one if I skip the one above

The error is: AttributeError: 'NoneType' object has no attribute 'solver', and if I print stngs.fluid before the offending line, it indeed prints None. The same thing happens for boid physics.
Strangely, if I type the lines one at a time into the Blender python console, stngs.fluid is not None, and everything works as desired.
I thought there might be a race condition with some process that makes stngs.fluid not None, but time.sleep(10) before the offending line didn't help.
I've also tried updating the scene with bpy.context.scene.update(), which also didn't work. Is there something analogous to the scene that I could update?
Edit: Solved
Updating the scene actually does make the test script work. Thanks to J. Bakker for pointing this out. In the main script I'm working on, the emitter object wasn't linked to the scene at the time of the scene update, so it didn't work.
So, to edit fluid- or boid-specific settings for particle system physics via python, you need to make sure the emitter is linked and then update the scene after switching the physics type to 'FLUID' or 'BOID'. Interestingly, settings for other physics types can be edited before the emitter object is linked to a scene, which I suppose has something to do with the .fluid and .boid properties being type None by default, and therefore not having the other properties at all. I'm not sure why setting the physics type doesn't change .fluid or .boid without a scene update. If anyone has insights, I'm curious!


texts: Vertex is visible to the camera or obscured

texts:
How can you know if a vertex is visible to the camera, or is it obscured by some faces of the same mesh or a mesh of other objects?
I need a python solution for Blender 2.92 or above. At the input of the algorithm there is a Blender scene with objects (meshes) and a perspective camera, at the output I need to get a list of all the vertices of each object that got into the rendering.
This algorithm is needed for automatic preparation of 2D images with marking of visible parts of objects (for example, a person's face, which can be turned with the back of the head towards the camera, or wearing a helmet) for training neural networks.


texts: Is there a way to create a pause between movements in Animation Nodes?

texts: I want to create a translation or a rotation, but with pauses every custom number of frames (Preferable with an interpolation) , like in the GIF. How can I do this?


texts: How do I deleted a scene collection without deleting the scences inside that collection

texts: Pretty self-explanatory. In the Outliner Window, I have a few scenes. However, all the scenes are under a 'scene collection' and I would like to remove the scene collection from the hierarchy.


texts: mirror modifier and then Rotate symmetrically

texts:
I want to Rotate symmetrically after add mirror modifier
But I can not rotate symmetrically.
How should I do ?

I want to copy like this
rotate and copy


texts:
I am trying to run Blender 2.80 with another install of Python 3.7 (the one coming with SageMath located on my computer in /opt/sage/local/bin/python3.7)

I followed the instruction of the page "Tips and tricks", i.e.

Removed the Blender Python sub-directory
Run Blender, with the appropriate PYTHONPATH

Blender runs correctly. However when I print "sys.executable" I get

/Applications/blender/blender.app/Contents/MacOS/blender

where I expected

/opt/sage/local/bin/python3.7

As a consequence the property "sys.prefix" is

/Users/brecht/dev/build_darwin/deps/Release/python

instead of

/opt/sage/local

It follows that I cannnot use some of the modules installed with SageMath, as they use external files whose locations is given starting from sys.prefix.

Is it the normal behavior, when removing the the Blender Python sub-directory ? If so is there a way to set up "sys.prefix" differently ?

Thank you very much for the help !!


texts:
I installed the new version and the world (default HDRI maps of world) doesn't appear correctly in viewport shading. I can see it in viewport just like in ortho mode or some kind of. How can i fix it?

I reinstalled Blender - same result.

The problem is with Evee, Cycles works fine in this situation.

I've tried installing version 2.80 - same thing. Looks like my harware doesn't support Evee... I've got Intel core i5 660.

If i mark "scene light" and "scene world" Evee seems to work well
though...:


texts: How to make an army-style march with particles following landscape?

texts:
I need to set up a quite huge army of characters. My goal is to make them walk inline, rhythmically, and following the shape of the landscape.
I know it's possible to make something similar with boid particles, but the best I can do is to make a hord, following a leader particle, but in that case the slave particles aren't walking inline, but more like a zombie group, whereas I need inline walk.

Any idea how to do that ?


texts: Is there a way to limit influences-per-vertex weighting?

texts:
Apparently there is a limit on how many vertices can be influenced on skeletal meshes on Android and that limit is 4.

Is there a way to set limits for bone-vertices influence in Blender so that when I do weight painting (or better yet assigning weights automatically when parenting mesh to armature) that limit is not exceeded ?

Thanks


texts: How to add a node tree and a Object Separate Text in Blender 2.79b

texts:
I'm trying to follow this tutorial Animation Nodes Letter Wiggle
There is created a node tree at minute 2:10 an after that it's added an Text Object Separate, but in the version that I have I can't find how to do that, because I don't know how to add the node tree and also the Add menu is different. Have I to install something? Thank you.


texts:
I can see the test scene which comprises of the 3D text Loom-Tastic in the VSE, but when I render it disappears, Why?

VSE

RENDERED RESULT

here is a link to my

blender file


texts: Is Z-Render Pass accuracy dependent on sample count? Are others like object id? (Cycles)

texts:
So I have a single-frame project and want to send it to a renderfarm that does not support OpenEXR or compositing (SheepIt).
Can I simply do a 1 sample pass on my computer and still get high accuracy compositing passes like Z-Buffer, Object ID and so on, to combine them later with the renderfarm result?


texts: Is exporting 2d planes within a 3d object file possible?

texts: I know you can track the camera to make planes face the camera to appear 2d (for effects, fake lights, etc which need to always face the camera/view to work right), but I'm wondering if there's another way, which can be exported and loaded within whatever 3d viewer you use (like a .glb or .gltf). Or if there's an illusion that can achieve this.


texts: Convert sequence of 3D points into a BVH file

texts:
[I reformulate the question to something more concrete]

I have 2 different .bvh files with 2 poses. From one pose I want to find the transform to get the second pose.
If I compute the rotation to align one bone to the other bone (see Figure  1)

I get that I should rotate Z axis 45º, and if I put this rotation in Pose mode I can align the 2 bones (see Figure 2)

However, if I write 45º in the .bvh file the alignment goes completely wrong (see Figure 3)

I think probably rotation should be expressed in armature coordinates but I can't find how to do that in the .bvh files.


texts: Trouble referencing images on local Viewport

texts:
I'm facing issues when I tried to draw with reference images aside to help with complex topology. I add them in Quad View area, they are fine and appear in local view, but the moment I disable perspective mode, they started to act strange. I don't know what's going on, please help.
(With Display Perspective enabled)

(Without Display Perspective enabled)

Everything was supposed to be well after re-enabling Display Perspective.


texts:
I am actually trying to move a car along a path. The path is stored in a file.

Right now I am reading each and every position from the file, moving the car to that position followed by appropriate rotation, then I assign a key.
following is the code I am using:

    ob = bpy.data.objects['car']
    bpy.context.scene.objects.active = ob
    ob.select = True
    frame_num = 0
    pos = [list(a) for a in positions]
    m = [0.0,0.0,0.0]
    for j in range(len(pos)-1):
        for k in range(3):
            m[k] = pos[j+1][k] - pos[j][k]
        DirectionVector = mathutils.Vector(tuple(m))
        bpy.context.scene.frame_set(frame_num)
        ob.location = pos[j]
        ob.rotation_mode = 'QUATERNION'
        ob.rotation_quaternion = DirectionVector.to_track_quat('X','Y')
        bpy.ops.anim.keyframe_insert_menu(type="Location")
        bpy.ops.anim.keyframe_insert_menu(type="Rotation")
        frame_num += 30
        j += 1

Even after all this I am not satisfied with my result. In real life when we see an obstacle in front of us we rotate to our left or right. But here the car rotates far before it reaches the position. I know it is because I have defined the keyframes like that.
I tried using two for loops, but even the end result in that is not that good.

My goal is to have the car avoid obstacles by making a tighter turn around them. How do I achieve this?I feel that there should be some easy way to do this. Can someone help me?

This is a part of my environment.


texts:
I am rendering my scene with only one sample but all the renders of the same picture have a different seed value.
How can I combine them correctly?
I wrote a java-program that loads all the images and takes the average pixel color for each pixel of the images. Is that a correct way of combining the images? It doesn't reduce the noise very much so I am not happy with it. What can I do?


texts: Hello I am currently working on a VFX series and in the scene I am working on I have a CGI Croagunk (a Pokemon) and he is in a forest I guess you could say so for the leaves casting shadows I rendered a musgrave texture rotating (I am also open to suggestions on another way I could do the leaves) I then imported the images into my scene to cast shadows onto croagunk as well as the shadow catcher. I am wondering how do I composite it so that croagunk remains in the scene and the leaves are not but their shadows are because when I render it the shadows that the leaves cast are there but the shadows on the plane appear in the scene. How do I get rid of those? Unfortunately I cant upload a picture on this but if you need one I can link you to my twitter.


texts: Export FBX with nested Empties to Unity correctly?

texts:
Okay, so basically I got a huge industrial machine with complex and deep hierarchy in blender. The Empties within my hierarchy will later be animated with Timeline in Unity.
I tried different things for exporting and importing but nothing really helped me. Most Forum Posts I read about don't adress Objects with a lot of nested Children.
The following Lines try to describe some of my attempts of solving the problem but none of this actually did.

There is a Ticket where it's stated, that it is a known limitation for the Experimental Apply Transform Option https://developer.blender.org/T50405

I also tried the Rotation Fix for Unity (basically the 90° "Hack" you could do manually as well) https://forum.unity.com/threads/blender-unity-rotation-fix.181870/

I work with blender for quite a time now but never really had the need of such complex hierarchies. Any Suggestions?
Maybe the only option is to export dozens of single components to prevent a deep hierarchy and compose the whole machine in unity out of several FBX files?
So am I missing something big or is there really no viable workflow after all these years of unity and blender to bring a complex object to unity in one piece without messing up rotations?

Here are the .fbx files with the different Cases https://we.tl/t-GtoZXBIIAO


texts: I am a beginner and when I am making a rifle I am using 3 or 4 cubes and then use verts to give it shape but when the rifle is complete, even in the render, it shows separations in the different parts. Like there is a separation between the handle and the top, sort of like lines. How do I make it look like there only one object in the render ?


texts: I-beam pointer background color inversion

texts:
The background color of the I-beam cursor inverted as follows (only in Blender):

Seems that something got toggled…

N.B. Loading the factory settings couldn't solve the problem.

Specs: blender 2.79b - f4dc9f9 // MacOS 10.13.6

Thanks in advance for your suggestions!

Following: User Preferences > Themes

Extra:


texts: How to play action actuator logic brick via python

texts: I want to know how to play(send true pulse) to an action actuator via script (logic brick with all the settings) since playAction doesn't have animation property which I need.


texts: Importing a 3d model already texturized with substance painter in blender

texts: I'm trying to learn the substance painter tool. So,I have a question to ask. So, I'm planning to texture a model using Substance Painter and will render it using the Cycles Render Engine. Is there a way to import the 3D model in the fbx format already texturized in substance painter directly in blender without applying the shaders and the textures within blender itself ? Thanks.


texts:
I do some testing for further learning python.

My setup is an Empty that spawns a cube every 60 tics on a random position. Now what I want is those cubes also get a random color. This is my code for it (attached to the cube on a seperate layer)

def objColor():

    obstacle = scene.objects ["obstacle"]

    r = random.random()
    g = random.random()
    b = random.random()

    obstacle.color = (r,g,b,True)

What happens is that the first spawned cube gets a random color, but all others that follow don't. I assume that has something to do with blender changing the name of the following cubes to obstacle.001, 002 etc.

But how can I make sure that all the following cubes also get a random color?

Thanks for any help,
cheers


texts: In Zbrush there is an option to sculpt using texture as a mask. Is it possible also in Blender? If yes, than could you tell me how can I do that? I have textured model, and wherever is bright colour, I would like to have bump, and wherever is dark colour, I would like to have cavity.


texts: How to mirror a box around given point, not selection center

texts: How can I set the location of the mirror tool? I followed the documentation and while I can set the axis of the operation the mirroring always happens at the center of the selection and I have no idea how to set it to somehere else.


texts: Strange liquid in glass and thick glass behavior

texts:
I am doing a chemistry render but I am struggling with my cupric sulfate solution in a flask in Blender : the Volume Absorption node doesn't really works as expected.

I have a too light area and a thin dark zone (instead of the thick one).

I also have a dark area in the thick glass.

Render

Mesh of the thick glass part with sub surface disabled

Node setups
The colors are light shades of blue, darker ones gave a really dark result.

Texture assignment (with normals)

Light Paths

Color Management

I think I gave enough information to solve the problem, but feel free to ask me for more. So what am I doing wrong ?

Thanks for your help in advance.


texts: "wire_mat_gui" add-on, how to render wireframe with visible edges only?

texts:
I'm trying to render a wireframe combined with solid using this addon, but for some reason it shows some edges that should be hidden. I made some research but couldn't find anything as I don't know what to look for exactly. I assume it has something to do with the clipping values, but experimenting with them doesn't seem to change anything, it even happens on a new scene.

Any thoughts?


texts: how to mirror a texture so that its uvs match

texts:
hi i'm new to editing models and uv maps but i'm trying to edit a model from a nintendo game, it's a simple forklift i'm editing the tire but its uvs are foreign to me http://prntscr.com/igkmgi

as you can see they go over the edge, what seems to be the case is if the texture were mirrored the uv wouldn't have a problem adjusting to it. problem, i don't know how to make it do so.

someone else asked this question and they were in a similar problem with a different nintendo model, and it was suggested to repeat it in image mapping. I've done so but it only seems to affect the preview and not the actual scene
http://prntscr.com/igknq2

the uvs are fine, i just want to mirror the texture itself. how do i do that?


texts: How to turn object into this for sculpting?

texts: Hi.I'm trying to make a realistic looking model and i watched a few tutorials and they used the 2nd cube for scuplting.But they didn't mention how to get the 2nd cube.Can anyone tell me what's the name of the 2nd cube and how to turn the 1st cube to the 2nd cube?


texts:
I'm developing a videogame, so I started creating my assets on blender. I have made a human with a walk and idle animations (Everything fine here :) ). For unity can detect that the main character's walking animation I need to apply a path to it. So I added a path as a constraint and everthing is OK, BUT also my idle animation starts moving according to this path...

There is a way that I can apply ONLY the path to the walking animation and not to the idle one?

Ty!!


texts: How do I fix certain parts of my character not moving with the armatures placed?

texts:
So this is my first somewhat decent looking  character,, and I am trying to place armatures inside to see what I can do with him. However, once I finished doing what I thought would work, this happened. Can anyone help me and tell me what I did wrong? I can post the .blend file somewhere so you guys can get a better look if you need.

.blend file link: https://www.dropbox.com/s/95lo4tixzu795yn/NatureFile.blend?dl=0

Update:

Added link to .blend file


texts: How to not select objects behind main camera with script in Python?

texts:
With python, I search to select objects in the field of view of the main camera. I found this great script by ideasman42.

It's half perfect. I don't understand why the script also selects objects behind the main camera. I need help please: How to not select objects behind main camera?


texts: Problem when rendering fire and smoke in Blender Render

texts:
I'm having a problem when I render my fire and smoke in blender render.  Here is the problem.  In the first picture it shows what smoke looks like in my regular animation, and the second 2 pictures are what it looks like when I render it.  There is no smoke or fire in the rendered versions.  I am using quick smoke and Blender Render, can somebody tell me why I can't see the fire or smoke in the render? Thanks

Edit:
I am using the Blender Render engine for rendering, and all of the settings for the domain and flow are default other then a few things to get a different look for the smoke, and also the smoke cache has been edited in order to choose at what frame the smoke and fire will appear and disappear.

All objects are available for rendering in the outliner.

I have uploaded 2 more pictures, they are the last 2 (the last 2 pictures in the list, not the last 2 forever.. :) ).  The second last shows what the smoke looks like in the viewport, and the last is what the render looks like.  As you can see there are particles coming out of his mouth (the grey object in his mouth is the sphere used as the flow) but they are very faint and almost invisible.  They are there, though.  The flow object I have inside the cigarette is very tiny, and I believe that is why I cannot see the flame in the render.  So how can I alter the render so that the flames are more prominent? Or perhaps make the flames themselves more prominent, along with the smoke?

I have tried changing density and other settings but they seem to make no difference once I render the image, and the renders turn out basically the exact same as in the pictures I have posted below.

The goal of this was to make an animation of somebody smoking a cigarette, where I have shape keys to allow the cigarette to get smaller, while at the same time I have shape keys moving the domain and flow of the smoke and fire with the cigarette's shrinking (to give the illusion of a cigarette burning and getting smaller).  The character shortly after leans back and breathes out, where I have a smoke domain and flow object move into his mouth (again from shape keys, the object is originally under the ground until it moves in 1 frame to his mouth, and then after the smoke has been given off it moves back into the ground).  The smoke is propelled by a wind force field, which is how it moves horizontally to give the illusion of smoke being puffed out.

I don't know if this is the proper way of doing it, but it is what I came up with and seems to work other then the rendering.  If you know of another way of doing this without changing to much, I would love to hear it.

Update: I have tried rendering an image without both domains in it, and the smoke still looks the same, so I do not believe it is the problem of having 2 domains in one scene.  From what I've read, that only becomes a problem if the 2 domains overlap, and in my case they do not.

Here is the .blend file, so we can cut to the chase here:
https://drive.google.com/open?id=0B3lBHOw4Hc3tWmVPYlJscFNydjA

Here is the link to my Flow and Domain settings:

https://imgur.com/a/9RfYJ

Please don't hesitate to ask for more information. Thanks


texts: I edited a video and added different audio to it. After rendering the video it has no audio in it. Whenever i render the video its has totally no sound , not even its own sound, its totally mute. What am i doing wrong please help. I tried everything possible but couldn't work it out. I even tried to find encoding in my properties panel so that i will check whether none is selected in audio codec but i could not find encoding and audio codec in my properties panel. kindly help


texts: How to create a simple extruded box model?

texts:
I am new to Blender and was wondering how I'd build a shape like so in blender? I.e. what tools are usually used for these type of organic curves?! the walls are 1mm thick and im wondering how would I draw that shape and set a depth and then give it a flat back as a piece I could then separate to illustrate the bezel and the shape of the curve?

Front view

side view to illustrate depth


texts: Fastest method for retopology in Blender?

texts:
I've modeled a head in Zbrush but it's a very dense mesh. This is my very first 3D project so I'm not really sure how to go about doing the retopology. Can anyone point me toward some good tutorials or provide an answer to help me?

This is what I'm trying to get a low-poly mesh for (I'm trying to make a video game)

When I try to do retopology in Zbrush, this is what I get:

As you can probably see, there are 9 holes in the retopo.


texts: Where is the volume step size option in Blender 2.83?

texts:
Here is a picture of what I see in the volumes dropdown:

I tried going through all of the dropdowns in the render settings but still, no such luck.


texts: Can't make circle of objects using array modifier

texts:
Not sure what I'm doing wrong here.  As you can see in the .blend file, my cylinders are super wonky and distorted.  Trying to get them all the same size and in a tight circle with 5 cylinders.

http://www.pasteall.org/blend/39103

Thanks


texts: Increase size of column width in save dialogue short list view

texts:
our filename conventions are rather long and i can't see and/or edit them in the Blender save dialogue short (or long) list view.

Is there a way to make the columns wider?

Thanks
JK


texts:
Every time I create a script to create text it adds the text into layer 1, when in fact I am working in layer 3. I realize the "True" relates to layer 1, so I possibly require a script in its place.?

bpy.ops.object.text_add(
        radius=3,
        view_align=True,
        enter_editmode=False,
        layers=(True, False, False, False,
                False, False, False, False,
                False, False, False, False,
                False, False, False, False,
                False, False, False, False))

bpy.ops.transform.translate(
        value=(0, 0, 2),
        constraint_axis=(False, False, True),
        constraint_orientation='LOCAL',
        mirror=False,
        proportional='DISABLED',
        proportional_edit_falloff='SMOOTH',
        proportional_size=1)


texts:
I am asking this question as I cannot get this to work using the suggestions in other peoples posts.

I am trying to un parent my mesh from the armature, whilst keeping the pose and the corresponding weights.

Before applying the armature I have :

I have attempted to set the pose to the rest pose
Attempted to set the rotation and scale and location (this makes my mesh do weird things)
Attempted ctrl P > armature deform
I have attempted baking the action and clearing the parent

None of these have worked. They either retard the mesh, or, when the armature is applied, the mesh loses the pose.

Any help is appreciated. Thank you.


texts: Extrude or move or give length in millimeters

texts:
So I have established that I need to work in metric and have set this in scene settings I have also set the units to millimeters.

I have then specified the appropriate scaling on the properties shelf (N).

However the major increments on the grid remain 1 meter and showing "User Ortho Meters x0.001" as the legend in the top left corner of the 3D Viewer.

But when I extrude for example :

Select Face E 2 This extrudes 2m

Select Face E 0.2 This extrudes 20cm

Select Face E 0.02 This extrudes 2mm

This is not what I was expecting. How would I go about setting this up so that I am working in mm. I.e. to extrude 2m I would:

Select Face E 2000

Thank you in advance of any ideas.


texts: Is it possible to enhance the animation(where all animations are instanced as unique Actions from the Nla Editor)  by changing the object's property (like material color etc)  whenever a particular action is instanced ?(eg.For a battle scene ,whenever a  slashing action is played the sword material color changes to "Red" .)


texts: Mesh is Weirdly Deformed in Object & Sculpt Modes

texts:
I'm following a video tutorial on sculpting and when I switch back to object mode to review my work there are weird random spikes jutting out from my mesh, as best as I can determine they arise from attempting to work around the neck area.

Attempting the smooth or polish tool around the neckline causes this:

Here's edit mode.

Here's sculpt mode:

In sculpt mode the original deformations didn't appear, I only noticed when I went to object mode. Back in sculpt mode the neckline deformations occured and all attempts to smooth it out haven't fixed it.


texts: How to discover default values of properties via python script?

texts: I am still gnawing stubbornly on the concept "dump active object to python script," and gathering snippets that I think can be glued together into the tool I want.  But one piece of the puzzle still eludes me.  I would like to find out, for any property of an object, what its default value is.  I think if I were more familiar with Blender and/or Python this might be a no-brainer, but despite googling around a bit I still haven't found the clue.  If someone can throw a small snippet my way that shows how to discover the default value of some property such as, say, Diffuse Intensity, I think I can generalise to other cases.


texts:
What am I doing wrong? I have tried twice with this specific pbr, it comes out super dark. Am I missing something?
I have tried to make completely serperate textures as well, with the same result. Is it the object, the lighting (everything else is lit fine)?


texts: UV Map remains black or checkerboard even when I tried baking: used node shade editor, uv unwrap and more

texts: I am constantly having trouble baking my materials into a texture. So I've tried using tutorials like: https://www.youtube.com/watch?v=TImdwwM75cE but when I try baking my colors, I get the error " Baking map saved to internal image, save it externally or pack it". My colors don't appear automatically on my image that I set up like in the video and it just simply remains black or a checkerboard color. I UV unwrapped my object and while it was selected in objected mode, I baked it with these settings. I also made sure to set up the image texture node, that is not connected as mentioned in the video..


texts: How to get indices of the faces to which a material has been applied, using Python?

texts:
I have many objects similar to this and I import them into the scene using bpy.ops.import_scene.obj(filepath='model.obj', split_mode="OFF") to do some renderings using Blender's internal rendering engine. I want to loop over all of the materials and get the indices of the faces/polygons to which each of the materials have been applied to. However, I do not know how to do that. I initially tried to get the indices of the faces that use the same material_index as shown below:

matDict = {}
polys = bpy.context.scene.objects.active.data.polygons
mats = bpy.context.scene.objects.active.data.materials
for idx, poly in enumerate(polys):
    if mats[poly.material_index].name not in matDict:
        matDict[mats[poly.material_index].name] = []
        matDict[mats[poly.material_index].name].append(idx)
    else:
        matDict[mats[poly.material_index].name].append(idx)

However this method does not give me back the list of all materials and misses most of the materials in mats and therefore, the number of keys in matDict is not equal to the number of materials. I'm not entirely sure why, but it could be because some of the materials are applied to the same faces and material_index returns only one of them. I wonder if someone can offer a better solution?


texts: Unwrap UVs preserving seams AND proportional face area?

texts:
I am trying to figure out Blender's UV unwrapping options. I need to preserve seams so that seam borders correspond to UV islands/shells. I also need to preserve proportional face area, so UV face area corresponds to polygon face area, with no stretching.
Ordinary "Unwrap" preserves seams but does not preserve proportional face area.
"Smart UV Project" preserves proportional face area but does not preserve seams. It creates a jillion UV islands.
The best result I've seen so far is "Unwrap" followed by "Minimize Stretch". Is this the best workflow?
Thanks,
Aaron


texts: Turning off texture smoothing in Blender Render (Exclusive to Blender Render)

texts: I want to make a render of a PSX model and the model's render looks horrible. It's really just the textures, and all the answers I look up and people deal with it in Cycles, which I don't understand one bit.


texts: Set Vertex Colors as Freestyle Line Colors

texts: I was trying to figure out how to make the Freestyle line colors the same colors as the vertex paint but couldn't figure it out. Is this possible? If so how do I do it?


texts:
I have a simple mesh and like to render it as halo and wireframe.

Unfortunately they render only wireframe OR halo. I tried to mix halo and wireframe but i guess it affects only to the color.

What i also tried to assign the halo material to vertices and the wireframe material to the edges.

Any idea?


texts: A while back I saw a video where the user used XBOX Kinect 360 with Blender 3D to rig and capture facial movement. I'm trying to find that video and how to do that.  All I see are third party people who want money for something that was done in open source.


texts: Why is the outside of my foreground black?

texts:
I am currently following Cg geek's vfx tutorial. When I render the foreground, everything is black except my robot. I moved the ground to the background archive and i don't know why its showing in the foreground.

I added motion tracking and I am combining the 2 layers in the compositing window.You may have to render the 2 layers for them to appear in the compositing window. I followed his steps, but i don't know why its black. If you could help me out, I would really appreciate it! Thanks!


texts: How to circumscribe a cilinder around an irregular shape using edges of irregular shape?

texts:
How can I create a cylinder using these edges shown in the picture?

Is there an easy way or any tutorial?

Cylinder not with only 7 faces, round shape.


texts: Detect two objects colliding, and write the frame number when collision happened

texts:
Yes, I know it is similar to this question, but I want further explanation.

I would like to detect two objects colliding, and write the frame number if on that frame the collision happened. Collision itself can be detected using the method described in the previous link, but I don't know on which 'operation', for example, 'scale' in the linked page, should I apply that driver.

Furthermore, I wonder I can run a simple python script for file writing, if a collision is detected using the driver method.


texts: Creating an irregular array for these rooftop tiles

texts:
I'm trying to create this pattern of rooftop tiles I saw while travelling, I'm pretty new to Blender so I'm trying to work this out using two arrays but I'm not quite getting there.
This is what I got so far

Are there certain methods I could use to achieve this pattern? Since they also have an offset of 50% on the x-axis.


texts: How do I deform one object using another object as a guide?

texts:
I am not too sure if I am making myself clear, but is it possible to have, say,
object A with 20 vertices and object B with 15 vertices.

Is there an automated way to deform object A to resemble object B? I'm horrible at judging shape/sculpting and was wondering if there was an easier way to shape things.


texts: I'm new to animation with blender, I can animate the rotation, position and scale of a light, but not the energy that it emits. Can anyone tell me how to animate the Energy value?


texts: How to add a UV Map to a Mesh Using Python

texts:
I've made a script that creates a mesh in Blender using a binary file containing mesh data. That works fine, but now I need to get textures on the mesh and I want to create a UV map from the UV data in the file. However, I can't figure out how to add the UVs to the mesh.

Ideally, I'd like some system that lets me add a UV per vertex as I add the vertices. Should I be using UV loops? I don't really know what they are, but there is some information about BMLoopUV at the following url, although no example usage:
http://www.blender.org/documentation/blender_python_api_2_67_release/bmesh.types.html#bmesh.types.BMLoopUV


texts:
I'm new with blender and I have some issues with my rendering time.

I have made an animation that is 2:35 longer. I left the computer rendering the full weekend (it is in my office so I couldn't take a look during the process) and when I arrive to the office the rendering process is around the 1:35. I thought that is enough just to make my test and I stopped it.

But when I saw the video that blender generated, the video is 25 seconds long.

I don't know why can it be, I thought about the problem of the screen saver and the computer shut down, but that shouldn't allowed me to see that the rendering process was until 1:35, isn't it?

I'm working with Blender 2,75a for Mac.

I'm new here so I don't know which kind of information can be useful or not. I'm using blender for short time so I don't know either if I have done something wrong with the setups and all those stuffs.

I will try to upload the file, if you can take a look on it.

Thanks for your attention.

Jezujr.


texts: I have a problem when I design models for 3d printing: I always add features that are too small for my printer settings.  Is there a way for me to visualize the resolution of my printer.  I imagine splitting the scene into voxels of size .1 mm cubed, and then viewing only the voxels with intersect with any of the objects in the scene.   Is there anything out there that is even close to this?


texts: New Blender not Working with Animation Nodes

texts:
I have gotten the latest version of Blender (from Thomas' PPA), but it no longer works with Animation Nodes (any version of AN, 1.5 or older).

I get the error like I do not have numpy installed, but I do have Python Numpy installed and Python 3 Numpy. (I had this problem the first time I tried activating with older AN, but I have fixed it and have Python3 Numpy (and all the rest of Python3).

Getting out some of my older versions of Blender it works as well, like the 2.77 pre-release test build. It is only with the current version (Hash:22a2853, Date: 2016-03-18) that it doesn't work.

I downloaded the latest development build and it works as well. I think it's just this official build where it doesn't work.

Anyone have any suggestions? Thanks.


texts: Control several different materials via one slider

texts:
I have to set up an exterior architecture scene… to make it more lively I put a lot of silhouettes into the scene. They are planes mapped to transparency with a mask in cycles. Now I have to change color of all of these "people".

Because this will take lots of clicks to do, I was wondering if there is a way to set up a property in an object that controls a property (RGB in this case) for many objects. I tried a driver but didn't fully grasp it. To do this in post-production is not so ideal because the reflection doesn't work… (if I mask the people out).

Alternatively, is there a way to copy only one property of an object to several others? (Like linking only the RGB between these objects?)


texts: How to animate dynamic scaling and z offset in Array modifier

texts: I want to achieve an effect simmmilar to one in THIS video. Basically I want to animate the scale of the specific (e.g. top ones) parts of objects' "layers"  created via Array modifier as well as the z value of them, so they appear as they are not all the same distance one from another...


texts: On this model of a deer i noticed i can not longer select the bones with right click, i also noticed two bone icons in the Outliner, when i select the one on the right it selects the bones but not the model, and i right click a new bone it selects the mesh instead.


texts: is there a useable "hair collition to emitter"-solution yet?

texts: does it is sutch a solution, and if it exists, do that collition-solution work with a computer that dont have more than 32 gb ram and not bigger graphic card than nvidia gforce 1070 with 2 gm ram inside, or not faster cpu than a amd ryzen 7 (8 core 16 tread) prosessor?


texts: Show crease value for selected edge. Python

texts:
I need a help with this.
I know it exist in N panel Item tab

I want this block in my custom addon panel, no need to be editable fields, just show values if edge/s selected.


texts: Flatten the base of STL file & cut it into a regular shape

texts:
I want to flatten the base of my STL file & cut it into a regular shape (e.g., round, square...).
The results I expected should be the same as this video shows (https://www.youtube.com/watch?v=bSNy9iUqDbI). I tried but I did not succeed with his method in blender.
If anyone can help me, I would be appreciated. It is best to give a detailed method because I am a beginner in this. Thank you in advance.
My STL file is here: https://www.dropbox.com/s/by7fdw49x05savj/terrain_test01.stl?dl=0.


texts: Copy Rotation Constraint with Offset doesn't work like expected

texts:
Trying to constraint deform armature with bad bone rotations to a copied but fixed armature with proper bone rotations for animation. Some kind of puppetering. (I can't change position or hierarchy of a deform armature, because of my reasons)
The problem is when i try to copy rotation:

The Bone I copy rotation to, snaps to exact same rotation as it's parent (but want it to stay in the original place), Rotation behaviour is fine, like if it was direct parented
Tried fixing it with Local Space - Local Space. Bone snapped to it's original rotation, but... When i try to rotate the parent, child goes to opposite rotation, depending on the axis of the parent i rotate. Totally not what i want. I rotate parent up, child goes left and down or something like that. Tried all possible combinations of invert XZY axies, mixes, target-owner, Legacy Offset. Nothing works.
Tried Child-Of, it works, but double transformation ruins it for my pipeline.

What i expected:
I wanted to parent one bone to another, but with COPY ROTATION Constraint (with child keeping it's original rotation). Its so easy to do in maya. You just tick the Offset option.

https://youtu.be/zX9vLTbFnB0


texts:
Follow up of:
How to remove duplicate verts after spin tool?
How can I add bolts onto an existing mesh? If I create a separate object (as a single bolt) and duplicate it so that it looks like the inner part of the rim (ITALIERI) below:

how can I merge them with the existing mesh so that there are no ngons? Additionally, the new vertexes will also inherit the subsurf, right? meaning that each needs an  extra edge loop or crease.


texts: Why the mirror modifier ruins the boolean shape

texts:
The top shape is the one I try to replicate. I can use the boolean modifier to create those shapes, but as long as I put the mirror modifier below the boolean modifier, the faces, for some reason, are lost. Does anyone know what caused this problem?

My Blend File


texts:
This question seems to be asked before but the answer did not work for me.

I arrayed an object using an empty and a cube.

Then I changed mode to Edit to use Separate by typing P.

As suggested I tried to select all object before doing this.

But when type A only one object has been selected in edit mode the original object I used to create the array.

After that I used P then the clicked the By Loose Parts and went

back to the Object Mode and select one object, vala, all the object in array has been selected.

What is the reason it is not working.


texts: When I set geometry to origin my character's head gets messed up

texts: I wanted my character to align down to 3D cursor. When I set origin to Geometry to origin my character's head gets messed up. Please help.


texts: How can I inspect the links between DataBlocks as a graph?

texts: For instance, how can I inspect which object instances are linked to which mesh instances in a user interface similar to the Node Editor?


texts: How to obtain segmentation map using script

texts: I want to obtain 2D segmentation map of objects using python script. So effectively I am interested in the same problem as in here: Create a segmentation picture with each object class rendered in different color ? but I want to do it in python (so that I can automatically generate many examples)


texts: I'm pretty new to blender, and I followed this tutorial on how to make poly hair using bezier curves. The problem is, I want to make cc for the Sims 4, and I need to place a texture on my mesh. And I have no idea how to do it. I've tried to convert the bezier to mesh, then UV unwrapping, but it has too many polys and it gets messy. Could anyone help me out? (In case it's easier this way: I have Autodesk Maya 2018 aswell)


texts: Is there any way to generate perpendicular faces while deforming geometry?

texts:
Weird question probably, but this is the part where I elaborate!

Lets say I have a plane and subdivide it with 4 so that the plane is now a grid of 5x5 faces.

Is there some magical script or perhaps built-in way to have it so that when I move the central face, perpendicular faces are generated to prevent surrounding faces from deforming? Pic attached. Left portion is normal behavior, right portion is desired behavior. Which would occur regardless of what face is extruded.

So basically when any given face is moved, rather than the adjacent faces being deformed, perpendicular ones are generated.


texts:
New guy here,
My question is of a workflow nature. I am trying to animate a "fly-in" zoom shot (similar to the shot in Sintel) that zooms in from the air over a landscape ultimately down to a close up of the character's face, much like a shot from a drone.
 Would a good workflow be to do it in several .blends getting more detail in each one progressively while deleting more and more geometry as well, or, to try and do it in one .blend file?


texts:
I wish to use Blender to model a level for a 3D game.
The level is a set of Meshes.
I have to set special (additional) properties per face (triangle).
These properties are integer number (TAG1), vector (TAG2), and color (TAG3).

Ideally I would select a set of faces and set TAG1 to be 7 and TAG2 to be (1.0, 0.0, 0.0) and TAG3 to be Red for these faces.

Also I would like to be able to export that model in some format like Collada or OBJ.
I use ASSIMP to convert model in my game internal format.

I believe OBJ does not support extra properties.

It sounds like a very common task for game development, but I can't find any simple solution that does not require creating my own 3D editing tool.

I can consider using other 3D modelling tools if any have such functionality.


texts: Bevel with specified radius in python script

texts:
I think this is kinda simple. I currently make a Bezier curve and set a circle curve as the bevel object.
R = 0.1

bpy.ops.curve.primitive_bezier_curve_add(align='WORLD', location=(0, 0, 0))
curve = bpy.context.active_object

bpy.ops.curve.primitive_bezier_circle_add(radius=R, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
cross_section = bpy.context.active_object

curve.data.bevel_object = cross_section
curve.data.use_fill_caps = True
curve.data.bevel_mode = 'OBJECT'

This is all fine and I can set the circle radius to control the bevel radius. But I would like to make different radii at each end but still specified by a simple parameter:
R_1 = 0.1
R_2 = 0.3

I know this can be done with a taper curve but it not clear how to set the radius with parameters. Is there some simple/obvious/clever way to do this


texts: Changing the distance between vanishing points

texts:
I'm trying to teach myself two-point perspective in drawing, and to do so, I want to create different cube-like objects in a 3D modeling program, and see how they related to the vanishing points. I downloaded and installed Blender, essentially yesterday, just for this project.

However, when I try to render a cube, the vanishing points are spaced so far apart, opposite edges are nearly parallel. Is there a way to somehow adjust the vanishing points, to make the parallel-line convergence effect stronger?

This is what I've got going for myself so far:


texts: Can I change the default increment amount for an object's Transform properties?

texts:
In object mode when modifying scale, rotation or location of an object. How does one:

Choose the amount of units changed when clicking the small arrow in the "Object" --> "Transform" menu next to the current value? Is it even possible.
Example: your object's X location is -1.0000 and you want to modify it with (10,000 = 0.1) each click. (default change is 1,000 = 0.01)
Change the position, rotation or scale with the mouse and having even numbers when moving the object. With (Ctrl+mouse) you can move and snap the object every 1.0 unit, but it's kind of a large movement, and when normally using mouse to drag the object it results something like "-2.45459".
So is there any way other than making all symmetric objects in a huge scale where the Ctrl+ mouse snap 1.0 movement would be called smallish movement.

For both of these I tried to find a settings menu to change the default values, but I found nothing. Also the 2) can be done in some way, since I saw one guy in some video moving object while it snapped every 0.01 units.