texts:
I'm trying to make a mask around the edges of the metal circles to look shiny wail having the wrest of the faces black/dark grey. So what I did was use the Input>Geometry and then use converter>ColorRamp (Color Ramp) to clamp the values together to get the edge to show up. No matter how I put it, it wont work...
 There shouldn't be wrong I'm doing I dont think, I'm following the exact instructions shown on a tutorial on the exact same thing Link: https://www.youtube.com/watch?v=lYseMQDkPAI
If someone knows what the problem is please help me


texts: Say that I have a collection of points, as shown below with the circle, and I have a plane that I want to merge them onto. The points and plane are perfectly parallel, and the end goal is that the plane I'm merging onto doesn't move. Is there a way to do this? I think it could be done in a roundabout way with a boolean modifier, but there must be a better way.


texts: Funny rotation differences between Quaternion wxyz and xyz Euler

texts:
I am rigging my character.  The Central thigh bone has copy rotation of FK thigh control bone.  Pls refer the picture for clearer circumstances.  I hit R -> Y -> -90 to open the leg to test rig.  Then a puzzle ensues.

If I use Global orientation with Quaternion wxyz for rotation, the central thigh bone immediately misaligned.  Any minor change to rotation any attribute will realign central thigh bone with FK thigh control bone.

If I use Global orientation with XYZ Euler for rotation, the rig works fine.

I also find out that the rig works fine using any other orientation (normal, local, etc.) with Global orientation.

If I grab the FK thigh control and rotate it manually, the rig also works fine.

Window console has not shown anything funny.

What gives?
Is my file broken?
How can I fix it?

I would hate to redo all the works.

THX


texts: Making a shader that would "fill" an open mesh?

texts:
I made a material that mixes two shaders using an empty which acts like a kind of mask for those shaders.
If I move my empty up, there will be more blue shader.
If I move it down, there will be more transparent shader.

My goal here is to make a glass that would be filled with water; using a single mesh with this special material, and moving my empty to "fill" the glass.

It is working quite well, but...
As the material goes along the mesh, it shows up like if the mesh missed a face; has its "cap not filled".
I was wondering if it was possible to tweak my blue shader so the mesh would always seems closed ?

Thanks !


texts: Operator bpy.ops.object.modifier_add.poll() failed, context is incorrect. How to apply modifiers to an .obj file?

texts:
I' m trying to add some modifiers to an imported .obj file but I have several issues. The code that I' m running is:
import bpy

#Element selection and removal
bpy.ops.object.select_all(action = "SELECT")
bpy.ops.object.delete(use_global = False)

#Model loading
full_path_to_file = "path"
Obj = bpy.ops.import_scene.obj(filepath=full_path_to_file)

def surface_refinement(Render,Vista):

    bpy.ops.object.modifier_add(type = 'SUBSURF')
    bpy.context.object.modifiers["Subdivision"].render_levels = Render
    bpy.context.object.modifiers["Subdivision"].levels = Vista
    #bpy.context.object.modifiers["Subdivision"].quality = 3
    bpy.ops.object.shade_smooth()

Render = 2
Vista = 1

surface_refinement(Render,Vista)

The error occurs at bpy.ops.object.modifier_add(type = 'SUBSURF')


texts: I am seeing a lot of low poly candle holders on thingiverse for printing but would like to make my own. I haven't seen many tutorials. Can someone point me in the right direction to make something like this http://www.thingiverse.com/thing:18672


texts: I can't import a COLLADA (.DAE) file into my scene

texts:
There's a COLLADA file that I've been trying to Import into my scene but it's not working right.
When I hit the "Import COLLADA" button after selecting it in the import screen nothing happens. It's not just my clipping distance either, the object doesn't exist in my outliner either and it's no where in my scene at all. It just isn't importing.
I opened the file in Notepad to see if something was fishy in there, but the only thing I saw that might be causing the problem is that this files is a COLLADA version 1.40 I'm not familiar enough with blender or COLLADA to know if blender still supports this version, but it's just an observation I've made.

I opened up the System Console and saw this error message:
Sax FWL Error: Texture with sid "Map__1-image" not found in effect with id "_3___Default-fx".

I've looked into the issue a bit and I think that the image is trying to communicate with a material and failing somehow. My only guess is that this file is out of date and the material it's referencing doesn't exist in blender (but I know very little about this stuff so I'm probably be wrong.)

I honestly don't even care about the material's or textures as long as I can import the model and have the Armature be functional. If I have to import it without the textures applied so be it (as long as the UV is still there and I can just slap them on later.)
So I guess my question is, how do I fix this problem and Import my COLLADA model?

Contains the COLLADA file and associated textures:
https://www.dropbox.com/sh/4wly62hjgjxduym/AADEkuOZ4XiRu5TuTfyyb1jsa?dl=0


texts:
I've written a pair of functions for exporting the currently selected indicies to a file, then reimporting them.

There's no particular reason for this other than to get more comfortable with writing scripts for Blender.

Here's what I have:

import bmesh
import bpy
import json

def exportSelectedIndicies(filename):
    mesh = bmesh.from_edit_mesh(bpy.context.active_object.data)
    selectedIndicies = [i.index for i in mesh.verts if i.select]
    with open(filename, 'w') as f:
        json.dump(selectedIndicies, f)

def importSelectedIndicies(filename):
    mesh = bmesh.from_edit_mesh(bpy.context.active_object.data)
    with open(filename) as f:
        selectedIndicies = json.load(f)

    for i in mesh.verts:
        i.select = i.index in selectedIndicies

    mesh.select_flush_mode()

The export portion does exactly what I want. I'm happy with it.

The import portion doesn't seem to do anything when you run it at first. It's not until you click away from the console and into the 3D View that it suddenly updates your selection.

It seems to me that the import portion is just missing a little part to tell the 3D View that it needs to redraw itself. I searched around online and found some stuff saying that there's a Blender.Redraw method that can be used, but there's no such module Blender or Redraw that I can import. I suspect that either those functions aren't exposed to the Python API, or they're from an older version of Blender and have since been deprecated.

I see that I can access the SpaceView3D object, but it doesn't seem to have any redraw method that I can use.

So what am I missing here? Is there some kind of flush, mark_dirty, draw, refresh, or redraw method that needs to be called for it to trigger that it needs to be redrawn (and on what object, and how would I get at that object?)

Is this a bug? I am using version 2.74... do newer versions have the bug fixed? On that note, do newer versions add in a function that I need (I just haven't updated because I don't use Blender much, and because my network is slow so updating takes several hours. But I'll go ahead and update if that'll fix my problems.)

If it is a bug or something that's been overlooked... is there a workaround I can use? Maybe something to emulate clicking on the 3D View, then clicking back on the Console (so I can enter more commands afterwards...)?


texts: How do NodeSockets determine if a link between them is possible?

texts:
I have two NodeSockets class SockA(NodeSocket) and class SockA(NodeSocket).
Now when I define a Node class in a custom NodeTree with both A and B inputs and outputs, I can create links between A and B sockets.

Example code:
https://gist.github.com/IARI/fd9957b18689c2e1937233e4fcc284e0

I had instead expected, that it would only be possible, to connect sockets of the same type (or different socket types that define their compatibility somehow).

How can a restriction like this on the linkability of sockets be achieved?

Note:
I have looked through the source of animation_nodes for some time.
it seems to define this restriction with variables on the sockets like this:

dataType = "Color"
allowedInputTypes = ["Color"]

AN source: https://github.com/JacquesLucke/animation_nodes/blob/master/animation_nodes/sockets/color.py#L9

However, by checking the source for these variable names, I could not find any place where this would be enforced by the AN code, so I am left puzzled.


texts: If Cycles is Physically Based, Why Doesn't it Calculate Fresnel Automatically?

texts: So, supposedly Cycles calculates light bouncing around fairly accurately to life.  If this is the case, and if Fresnel truly is an optical property due to the viewing angle, why doesn't it just happen? Why does there have to be a node for it?


texts: Looking for a character rig equal to AnimSchools Malcom quality, or high quality cartoonish human rig

texts: Trying to find a high quality cartoony human male rig. Looking for help. Also a working skateboard rig would be nice, im using the new version of blender 2.80 beta, and the skateboard rigs from blendswap dont work with the beta blender version. hmm... basically i have a little animation/film i have in mind i would like to make and would like to use the new version of blender to get used to it. thank you for your help :)


texts: I know I must have toggled something but for the life of me I can't figure it out. In this one Blender file any time I make a curve and go into Edit mode I cannot adjust the handles of the curve. The handles are there but whatever point I click on(be it vertex or handle) and try to move it, the whole curve moves. However if I open up a different or new project the curve handles work just fine and I can change the shape of the curve with ease. I can't seem to find the solution anywhere. If someone could help be I would truly appreciate it.


texts:
This is an animation question.

I have made a chrome tube, and set the Active Rigid Body settings for it to bounce on a concrete floor (passive Rigid Body) once or twice, then settle and stop rolling. (1.3 feet diameter, 19 feet length, mass = 8lbs., Shape: Cylinder, Friction: .5, Bounciness: 0, Collision Margin: 1.6)
I then duplicated it 15 times. However, some of the duplicates, despite having the same settings and belonging to the same Rigid Body World, and applying the transformation (adjusting x/y/z coordinates and size) do not behave the same way. They bounce like they're on steroids, and some of them fall through the concrete floor. The ones that stay on the surface refuse to stop rolling despite working with the friction settings.

I need them to stop bouncing, stop rolling after about 3 seconds (24fps), and then I'll proceed with the next part: changing shape.

Floor settings:
Type: Passive; Shape: Mesh; Source: Base; Friction: 1.5; Margin: 1.575; Bounciness: 0

EDIT 10-27-16
Thanks for your suggestion. The floor has 100 subdivisions. Tubes #1 - #4 have 50 subdivisions.

I turned on the Copy Attributes Add-On. This allows the familiar Copy/Paste, and includes all attributes or selections as available. It performs better than the Duplicate for this animation. NONE of the copied/pasted tubes have the bouncing problem, or the falling through the floor problem.
However, getting them to stop rolling is tricky. It seems to involve a careful tweak of the Friction and the Bounciness and the Collision Margin settings.

The number of tubes will be tripled to 15 for the next version. That seems to greatly change how they interact and bounce.


texts: Slow fps on animation playback, even without modifiers in solid mode

texts:
In Blender 2.83, I'm getting extremely slow playback speed on animations. The fps is at solid 60 before any keyframes are added, but as soon as just a single keyframe is added the fps plummits to around 8 fps. I have nothing but the character model in the scene.
I've looked at other posts here on the same issue to no avail. I've tried the following:

Turning subdivisions
Using the simplify option in rendering properties
Turning on both my CPU and GPU in preferences
turned off normalmaps

My specs:

Ryzen 7 3700x
GTX 2060 Super
32 gigs of RAM

I've tried this across 2 PC's and multiple character models now, and it's the exact same problem. Any ideas  out there?
Thanks :)


texts: A script for automatically assigning images textures to materials

texts:
I'm using a program called Noesis to convert game map files to .obj files. The output gives me an .obj and .tga image files. After importing the .obj, I noticed that there are many materials in its index which have the same names as the .tga files. I have manually repeated this action to assign all image textures to the materials:
Select Material #0-27> Select "Image Texture" in the "Base Color" option under "Surface" > Open the .tga

Is there a way to automate this process using loops?

I've been searching for answers and I found some similar questions, but my question isn't really getting answered in my search. I'm really interested in learning Python, and I thought this would be a great first project, but I need a little help to get me going.

I determined I need to do at least two things:

1. bpy.data.objects["The Sanctuaryof Zi'tah"].active_material_index = #
2. bpy.ops.image.open(filepath="C:\Users\\admin\\Desktop\\noesisv4423\\Zitah\\rt_w01c.tga", directory="C:\Users\\admin\\Desktop\\noesisv4423\\Zitah", files=[{"name":"model rt_w01c.tga", "name":"model rt_w01c.tga"}]

The index number identifies the material as a number in the order of the index, so how I do I get it to identify it by its set name, and then go into the folder the obj is located in to get the corresponding image texture?

EDIT 1:

When I select "Base Color" here and choose "Image Texture" before opening the file, an image texture node is created.


texts: Create a folder dialog box for an addon (2.91)

texts:
I'm trying to add a folder dialog box in the add-on I'm working on.
I managed to add a button that opens a folder dialog and setup the path, but I'd like to be able to see that path rather than just printing it in the console.
Something like that :

I'm currently using an operator and I found out that I need to use a Property, here's what I tried :
class project_path(bpy.types.PropertyGroup):
path: bpy.props.StringProperty(subtype="DIR_PATH")

and then tried to call it in my Panel with :
class PT_Panel(Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type ="UI"
    bl_label = "Operations"
    bl_category = "Tools"

    def draw(self, context):

        layout = self.layout

        sce = context.scene

        box = layout.box()
        box.label( text = "Project Path")

        row = box.row()
        row.prop(sce.project_path,"path",text='Project Path')

But then I got that error :
AttributeError: 'Scene' object has no attribute 'project_path'

Can't find any help on that, I guess I'm not using the correct attribute, but I've tried a bunch of different things without success, am I not supposed to use the class as an attribute ?
I found this question that is relevant, but it's also not explaining where the attribute is taken from.


texts: How to make the armature affect the objects children too

texts:
I am trying to do a small wind animation on a tree, and I am struggling with the rigging process.
My current setup is that the low-poly leaves are parented to the main tree. I created an armature and when I parent it with automatic weights, it affects only the main body of the tree and not the leaves.
Here is a screenshot to help visualize my problem:


texts: 2.91 - where can I change animation size

texts:
I just want to change the output of the rendered animation (CTRL+F12)

it used to be accessible, but I cannot find it anymore
where can I post a feature request so that the dev's make it even more hidden and cryptic ?

I tried looking in blender of course, then outlook, and thunderbird, I tried "device manager" in windows, and I tried to search for these settings on my android phone....one never knows
next step, I'll apply for a trip on mars, these settings got to be there...everywhere but in blender since v 2.8
thanks


texts:
So im having an issue with boolean. I have a screenshot here and ive searched everywhere i could but i really cannot even explain it properly enough to find a solution. If yall need more information i will provide what i can, i just have never seen this before.

The cylinder is to difference from the back of the model here, but the left side of the model is clipping to the right side of the cylinder. If i make the overlap threshold .025, it no longer shows this clipping but when hitting apply, it does not even create the difference inside of the model. If i make the cylinder smaller, the pulling section dissapears, but then still after hitting apply, it does not create the actual difference. I was able to do this on a different part of the body and it turned out fine, but doing this part and the same thing to the body of the model im getting this weird magnet style clipping.

This next image i took the face off the cylinder and youre able to see how its melding?

This image here i removed the back of the model so it is hollow and it still pulls as i thought maybe it was how i closed the object off

Please let me know if any more detail is needed, i am currently at a loss and too tired to google any longer.


texts:
I have a low resolution image. It is 16 by 16 pixels. I want to use this texture in cycles. When I apply this texture to a mesh it becomes blurry. This is because blender uses linear pixel blending, I would want the pixel blending to be set to closest. I see no options in cycles to change this. I want to image to look blocky, even in cycles. How can maintain the low resolution of the image? I could create a larger version of the same image, but that would be a waste of disk space.

blend file


texts: Is it possible to use two GPUs in viewport rendered preview, and not only for final render?

texts:
I have two Nvidia GPUs and they work fine in normal rendering (when I press F12, both are working).

However, in viewport, when I select "Rendered" as a viewport shading mode, only one is used. Is it possible to use both of them in viewport?


texts:
There must be an easy answer to this. I'm in 2.82 and I made 10 dupliverts of a mesh on a plane with 12 points. I made them all real in object mode, selected all in edit mode, did P - separate by loose parts. I thought all was well as I could move each mesh independently and they each had their own origin. No trouble moving them independently etc. However when I go into edit mode for any of the 'independent' meshes, all the other ex-dupliverts are selected too! I cannot make them individual mesh-wise, even though they appear to be independent objects and are listed as such. I cannot even colour them independently. Any ideas?
Edit: here is the file.


texts: Best way of connecting two meshes, one with many faces

texts:
I am trying to model a gas mask. I've made three separate meshes and planned on attaching them to the main head mesh. Those three comprise of the two lenses and frontal gas mask filter. But I've run into a problem with that.

I'm unsure of the best of attaching a mesh with many faces to another mesh with less faces. I don't know what the most efficient way of doing this would be.


texts: Replace object with another on collision

texts:
I'm trying to make a grass cutting animation. A blade rotates and when it collides with grass, I want to replace the grass object with the sliced variant.
I tried the particle system with 'die on hit' ticked, and to the blade I added collision with 'kill particles' ticked, but that didn't work.
But even if it worked, I still don't know how to replace them.
Sample video: https://youtu.be/YpSQlPAyW3g


texts: I'm inexperienced with 3D modeling and have tried to solve this issue to no luck.  I have a cube with beveled edges that I am trying to use in a game but unfortunately when I export the beveled edges don't show.


texts: See vertex count of subdivided object before applying modifier

texts: There are answers about the info bar (by default at the bottom right of Blender 2.8) but it seems it only shows current stats on the selected object (when in edit mode) and not what the stats will be after a modifier like Subdivision is applied.


texts: Can't resize armature without it disappearing or worse

texts:
I downloaded a 3d model of a character, but it's armature is way bigger then the mesh and it's even far above and behind the mesh. I've tried to move and resize the armature in editor mode, but anytime I try to do ir, the armature just dissapears or stops working. I'm really new with the program and I just can't figure out what to do, nor have I seen anyone else with the same problem... I will leave the link to download the model if anyone wants to help...

https://www.mediafire.com/file/49llyc9laijcl2y/Jesmon_X.zip/file


texts: How does exporting a hierarchical model to obj manage coordinates?

texts: I'm debugging an .obj parser a colleague of mine wrote for a simple Lua game, and I'm having trouble with understanding something. Since the .obj file does not preserve the tree structure I create in a Blender model, but only has the separate objects (the o wheel-like lines), how are the coordinates treated? Let's say I have wheels as children of a car's chassis in Blender, the car is translated from the origin and the wheels have a relative translation, rotation and scale from the car to be in the appropriate position. If I export them to .obj, are the coordinates of their vertices recalculated as global ones (meaning they already are where they should be if I put both the chassis and the wheels in as separate objects) or are they in relative coordinates (meaning I have to recreate the parent-child relation to have them in the right place)?


texts: How to record a Blender tutorial for others

texts:
I've gotten so much from this great Blender community, I'd like to give back. Before I start I'd like to ask how to do this best.

Questions:

How do you record a Blender tutorial in Windows?
What do you have to set to see the keystrokes and mouse presses (or anything else that is worth showing)?
Which recording software do you use to record the Blender window? Or can Blender do the recording itself?
Can you record the Blender window alone or do you have to let it run in fullscreen to hide other elements like a taskbar?
Any additional suggestions?


texts: What is the fastest way to get pixel data out of the camera?

texts:
I'm trying to speed up a script that has to generate a black and transparent object (those are the only two RGBA colors), and use the pixel data coming from pictures of it shot from multiple angles. At the moment I'm using Blender Internal to render the whole scene for every position and then reload the saved images inside PIL to use the pixel data.

I would like to avoid having to save every image just to use said data.

I found out that:

rendering without write_still=True is not useful to me, since I can't access the rendered image or its data without saving it to a filepath;
using nodes set up a Viewer Node is currently useless, since the script will run in background mode (see this, this, and this I can't do);
baking doesn't seem to work either.

I think baking might be the way, but my code isn't outputting a different render for every camera position. What I'm doing is:

# setup image to bake to
bpy.data.images.new('test', 500, 500, alpha=True)

# uvm in my code is an existing uvm, but this works as an example
uvm = bpy.data.objects['Plane'].data.uv_textures['uvmPlane']

# unwrap test on the uv layer
for d in uvm.data:
    d.image = D.images['test']

# setup baking and bake
bpy.data.scenes['Scene'].render.bake_type = 'FULL'
bpy.ops.object.bake_image()

The output is the same transparent and black texture that exists on the Plane object, regardless of the camera position.


texts: How to set Viewport camera (NOT 3D scene camera) default settings?

texts:
How do you set the default settings of the Viewport camera (the 'camera' that allows you to see into a viewport as you open blender.)(NOT 3D scene camera)? Because of our workflow in the office I have to change the default units and that result in the scene camera zoomed way in and when I dolly out the whole scene disappears because the clip limits are now super small! I know to change the properties of this camera in the'View' dropdown on the RHS of the 3D window but that is not a setting that 'sticks'? Where can i set those default values? Is it in preferences somewhere? Thanks

EDIT: Attached test .blend file

So the 'Save as Startup' cameras are fine (see below):

But when I change any other window to a 3D viewport (ie: the Shader Editor, below) the camera in that view reverts to the not very useful 'default' 50mm. It's that 'default' I want to change.

Thanks


texts: saved blender file doesn't play any audio or video

texts: As the title says. I have rendered this file before and saved it. But now when I open the blender file, the strips are all in the same locations but when I try to render or play video in VSE it shows with nothing. What is weird is, if I import a new audio or video it will play.


texts:
I would like to recreate an effect similar to that seen at this timestamp in the following video of Zelda: Majora's Mask 3d: https://www.youtube.com/watch?v=M-FoQ1XNoGM&t=462

I believe this was accomplished by having each frame fade slowly away (and travel northeast) after it played.

Is there any simple way to achieve this in Blender? I'd prefer this to be accomplished in the VSE, without any custom scripts (if possible).


texts:
I have created the side material and want to make the edge thickness material of the corrugated board.

I want to make with material not with texture. So how can i create the wave like shape. Is it possible. Any suggestion. Thanks


texts: How to make it so that your object doesn't move when you resize it

texts: I'm trying to resize this cube, but whenever I do that, it moves out of place, anyone know how to fix this?


texts: how to create a Pop up dialog and link the property to an object

texts:
I am still really new to Python and I am working through some new things. I would like to create a Pop up dialog box that the user can input some text. I would like to then use that Text for something else, for example changing the Name of the default cube.

I have read through some posts and I see that creating the pop up dialog box is pretty simple but I am not sure how I can then use the user's defined text for the object name.

Here is what I have so far (which is just the pop up dialog box which works fine) I need to know how I can then use the text that the user inputs into that Dialog box and use it to change the name of the cube.

import bpy

class WM_OT_myop(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "wm.myop"
    bl_label = "Simple Object Operator"

    text = bpy.props.StringProperty(name="Name", default="")

    def execute(self, context):
        bpy.data.objects['Cube'].name = #rename cube to User Input?

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

def register():
    bpy.utils.register_class(WM_OT_myop)
    bpy.ops.wm.myop('INVOKE_DEFAULT')

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

if __name__ == "__main__":
    register()

Edit, Thanks to @Matt's explanation I made an addition:

text = self.text

here is the full script:

import bpy

class WM_OT_myop(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "wm.myop"
    bl_label = "Simple Object Operator"

    text = bpy.props.StringProperty(name="Name", default="")

    def execute(self, context):
        text = self.text
        bpy.data.objects[0].name = text

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

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

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

if __name__ == "__main__":
    register()
    # test call
    bpy.ops.wm.myop('INVOKE_DEFAULT')


texts: How can I connect two edge loops with different numbers of vertices?

texts:
I can't use the F function because the number of vertices in each circle is not same.
The big one has 48 and the small one has 32 vertices.


texts: Refraction bending with planar surfaces in Cycles (2.78b)

texts:
I was always under the impression that straight lines should refract and reflect via planar surfaces into straight lines.  Cycles seems not to do this in certain instances.  In the video below you can see it best on the left face at the start and the right face at the end of the sequence. At first I thought it was a problem with my HDRi but it seems surrounding geometry creates the same effect.  Am I wrong in my assumptions, do I have some settings or parameters incorrect in my materials or environment or is this a "feature" of Cycles?

Refraction example on YouTube

Here's the Blend file (slightly edited since this video was made):

Here's a single face of the cube and no HDRi showing the effect.


texts: exporting a collection to re import into blender?

texts:
Hi I am trying to re import a layer/collection back to a newer blender file. I noticed that I can not export as blender. I managed to export my collection as FBX, but all the modifiers got applied.

What I am trying to do is to import a layer into a blender newer file (with all the modifiers).

Is this possible ? Thanks

Bruno


texts: I want to rip it from top to bottom. Maybe I can also do hand animation.


texts: Importing multiple movie clips inside one directory via script

texts:
I want to import multiple movie files via script and add an offset to each file. What I came up with so far returns an error:

"Python script fail, look in the console for now"
but there is nothing in the console.

import os, bpy, sys
from bpy import context
scene = context.scene

path = "/Volumes/Temp/Grau_Benjamin/VIDEO/STab_Kippe_Einzelbilder"

files = os.listdir(path)
files.sort()

file_start_increase = 12
end = 5
i = 0 # count variable

# create the sequencer data

scene.sequence_editor_create()

while i <= end :

    starta = i * 48 + i * file_start_increase

    print (frame_range_back_start)

    bpy.ops.sequencer.movie_strip_add(
                filepath=os.path.join(path, files[i]),
                channel=i + 1, frame_start=starta)

    i += 1

Thank you!


texts: Blender API documentation - where are the constructors?

texts:
I am new to Blender scripting and relatively new to Python (I do betterin Java). I am using this doc while I work, among others:

https://www.blender.org/api/blender_python_api_2_60_1/mathutils.html

And my question is, essentially, about the layout/convention of this doc. Where are the constructors explained (or __init__ functions, if you will)?

I mean, I can see the examples of, say, instantiating a Vector or Euler with a tuple of 3 floats. But are these the only arguments the constructor can take? Are there conversion constructors? What is the order of axes the Euler constructor takes as arguments?

It feels very odd to have to deduct this information from code examples. Am I missing something? It may be just me, because I haven't spent a lot of time with Python docs this seems to be modelled after (like I have with Oracle docs).


texts: Object looks different when rendering in Cycles

texts:
The object doesn't have any texture, only with color.
I changed it to Cycles and it looks like the following picture.
I have many objects and some appear this problem.

What is wrong with this apple?


texts: How to change the Orientation of the Local Origin?

texts:
I have a mesh with a crooked origin. I understand how to center the Origin to its center of mass, a component selection or to the 3D Cursor. No issues here.
What I can't seem to find is how to Align, or Oriente the origin to affect the Local Origin of my Object permanently.
It seems that all Origin tools affect the Location of the Origin, but not the Rotation.
Thoughts?
-Berube


texts: Can I use blender to make construction plans for furniture I want to build?

texts:
I know I can use the metric measure unit.
What I want is some sort of export function to save all parts of the furniture as an image or PDF, containing all the metrics etc.

Can I use blender for that?


texts:
How do I get rid of an edge?
How can I get rid of the selected line?


texts: Sculpting on 2 joined meshes is not working as intended

texts:
The problem I'm having is that when I join 2 object and make them into one and continue sculpting as a result I start getting these blobs and won't connect with previous second mesh

These were the 2 meshes that I joined (the upper rectangle one and the lower cylindric one). I intended for them to be smooth surfaces but their "geometry" is never connecting.


texts: How to Convert Material Displacement to a Mesh?

texts:
So I created this complex (for me) node network to create mountains. I didn't sculpt them, it's just a plane subdivided a lot with a subdivision surface mod. So the actual mountain is only visible in render mode. So in 3d space it's just a plane. My question is: How can I make the displacement as actual mesh? Like in 3d view I can see and edit the mountains. I want to do this because: 1) decrease render time and 2) I want to create a village underneath the mountain.
Please tell me the process of how to do this. I tried searching for tutorials but all of them already have a high poly mesh that the want to bake. I hope you will understand what I want and go easy on me because this is new for me :)

the rest of the images:
https://imgur.com/a/8saQdIY

I baked my noise nodes and in the bake settings used the emit option. I got a black and white image and saved it as a openexr because I used a 32 bit image. Then I used a displacement mod with the image I baked. But I'm getting only a small part of my mountains. What did I do wrong?

[![enter image description here][4]][4]
what i get with normal in displacement mod
[4]: https://i.stack.imgur.com/BrrbQ.jpg


texts:
I'm trying to do a steady stream of liquid in a horizontal line. The idea is squirting out a straight stream of honey out of a nozzle. I've got gravity turned off so it never falls.
I can't seem to find any decent tutorials on 2.91, and the documentation basically states you need an inflow, domain, and any possible collisions, but I find it vague otherwise. I sometimes get it sorta working, and sometimes it does nothing. Not quite sure where I'm going wrong.
File attached, hopefully.
link to file


texts:
I have a building with a lot of glass, when i render i get this.

The reflection on the glass its awfull.

I have a proper HDRI, and tried to just place lights and same result.
Some idea?


texts: When I create a NURBs path and try to add depth and resolution to it it creates half a cylinder rather than a full one... Any idea what's causing that??


texts: How to use linked objects with an Array modifier?

texts:
I need to create a bricks wall with linkeds option, for use less memory. But i want use this with a Array modifier(a procedural method) . How do this?
Addendum:


texts: I have a problem. I'm making an animation for project and all I need is to animate bending arm. I have a mesh, but when I add armature and pose it it doesn't seems good. Any ideas what's wrong?


texts: Open GL Render. Anti-aliasing differences

texts:
I have a simple scene setup:

Cube and a Sphere lighted decently.
Blender Internal renderer.
Shading - GLSL
Viewport Shading - Material.
I add the Scene in VSE and use Open GL Preview and Sequencer Preview Shading to Material.

Now when I hit the Open GL render button in the 3D View the scene renders with good anti-aliasing of the objects edges. But when I hit the Open GL render button in Video Sequencer Editor the objects are rendered with jagged edges.

Why is that difference and is there a way to Open GL render in VSE with proper anti-aliasing?

Thanks!


texts: How to bake an air brick with all holes inside

texts:
how to bake an air brick

If i start with a cube i can have this result with a baked texture?


texts: Mesh Cleanup - Self Intersection and Dual Face Removal

texts:
I am super new to Blender and been working on a simple mesh (for 3D-printing if that matters). Long story short I screwed up big time and now have a mesh which has a lot of co-planar intersecting faces (see image). My question is how do I make Blender join up the co-planer faces and create vertices where edges intersect planes so I can remove interior faces? And if this isn't possible how do I do it myself in the best (read proper) way? Obviously I should try to avoid creating this problem in the first place so any general guidelines for that would be great as well. Maybe it just requires practise and a little bit of thought ahead of time, what do I know.

Thanks in advance.

EDIT: Here is the Blender file:


texts: How to slice a disc, and yet keep the pieces locked in together?

texts:
I have a bit of a complicated challenge

Could some one show how I can slice 22 perfect slices out of disc with the primary diameter line starting at the top like in this image like this

https://www.biblewheel.com//images/BibleWheel_Color_550.gif

The first slice I am referring to is the line between the 1st and 22nd spoke, which then goes through in between the 11th and 12th spokes

I have to cut them, however, keep them altogether so I can move the disc around when needed.


texts: I have animated a character with texture. I want to composite / integrate it into my reallife footage. I have heard about multipass compositing is it possible to get different passes rendered from blender? And what is cryptomatte? Is it same as the multipass?


texts:
I got a question. How do I create custom rigs in rigify made from an armature that I didn't rig to a mesh yet but I created the armature? I believe I would be able to do this because I read somewhere that you can add samples or even generate a rigify rig from a rig you built yourself from bones. But I have been unable to find a good tutorial on how to do this. Any help would be appreciated thanks.
The reason I am asking this is because I get the impression that rigify allows you to make non humanoid rigs and rigs with unusual anatomy.


texts: How to unparent children and keep them (where they are)?

texts:
So, I don't really know how to formulate the problem to begin with, so here's a picture. The object in the middle is child of the two circles, with instancing set to vertices. How can I unparent the objects and keep the ones on the vertices where they are?

TIA


texts: How to select a near by face without its center being in view?

texts:
I have a big model and I am zoomed in the view, so I can not see the center of a face. Usually I select a face in Edit mode by clicking its center dot. But how can I select a face, let us say by nearest to mouse point. The images below show the situation (Unselected, Selected, Center of face).

Edit: It turns out selection with RMB is not working only for my model, I will check what might be the reason for this.

Blender 2.77


texts: How can I increase my UV unwrap Resolution?

texts:
My apologies if this is an odd question but I recently created several image/textures in my UV editor in Blender in order to paint my textures onto them. This has been going well but I have realized my resolution is too low to draw the thinner lines I want to and not have them begin wobbling or cutting out sharply.

I know I could create new versions but I thought I might as well ask.

Is there a way to increase the images Resolution inside Blender?


texts: How to place objects on the center of the ground plane via python?

texts:
I put a model at the center of the scene using this method:

bpy.ops.object.origin_set(type="GEOMETRY_ORIGIN")

but I can't put model over the scene after this command. Because it is not at the center of Z axis.

e.g.:
when comman is executed model location looks like this.

I thought that command

bpy.ops.object.origin_set(type="GEOMETRY_ORIGIN")

will put model to the center about all axis, and I can just pick it up at half height

obj.location[2] += obj.dimensions[2]/2

but after this I had:

How can I find this offset value?


texts:
This is happening on multiple projects now... I create a cube, assign materials and when I click on render > render image it shows all cubes as spheres instead. This happens with both Cycles render and Blender render.

I am very new to blender. Is there something I am doing that would cause this? Any help is appreciated!


texts:
I'm working on a low poly style scene, meaning that individual triangles are intentionally visible.  I need to subdivide the scene while preserving the original geometry.

Basically, for every triangle I'd like to add 3 new vertices to create 4 triangles like this, so that it's still flat:

It may seem odd that I'm basically just increasing vertex count, but this is because I have a vertex shader that is warping the points, and I need more vertices for the effect to look nice.

I know about the 'poke face' but this does not work because I must reduce edge lengths for the effect.

Is there any built in tool I can use to accomplish my goal?
Thank you


texts: How to mirror a pose for a keyframe (ctrl c + shift ctrl v not working)

texts:
This is probably a pretty noob question, but I can't get the pose to mirror. I'm making a running/walking animation for my character. I'm at the half way point, where the left leg and the right leg are just about to cross (left leg becomes the front leg, and right leg becomes the back leg).
I looked up how to mirror a pose, and I tried out the ctrl c + ctrl shift v to flip it over the x axis, but the pose ends up really funky, with joints bent backwards and such. I got what I needed by doing ctrl m + x. But when I do that, it mirrors the whole animation, not just the pose for that keyframe.
How can I mirror just that one keyframe, or do something that achieves the same effect?


texts: Why the lenses won't follow the glasses?

texts:
I have joint both the lenses and the glasses frames.
Before that I Parented the lenses to the glasses.
I also used the same Armature modifier.
All the above without avail.

badglasses.blend


texts: Hi there, so I've been sculpting a face and I wanted to pull back and take a look at it, but I realized I have no idea how to turn off all the vertices and edges, someone please help me out.


texts: How can I render a fire and smoke simulation in Cycles with alpha channel?

texts: How can I render a fire and smoke simulation in the Cycles render, with alpha channel for further compositing?


texts:
How do we render to TIFF Float 32 output? I.e. 32 bits per channel (NOT 32 bits per pixel) TIFF file.

Blender UI only seems to give me the option of choosing between 8 bit and 16 bit for TIFF.

The workaround it seems is rendering in OpenEXR and then converting the files to TIFF Float 32 outside of Blender, but I would rather not do this if possible because even using macro will take some time for a lot frames.

Context:

I need to render animations into individual frames, TIFF 32

Thanks in advance!


texts: Accidentally made a partial wireframe. Does anyone know a fix?

texts:
I'm new to Blender and I stumbled into a problem where my model suddenly became partially wireframe when I deleted some edges. Is there a way to get my faces to fill themselves back out?

So far all I've done was create a cylinder, add some edge loops, scale said edge loops, then select every second vertical line and delete them to reduce poly count. When I deleted the edges, the model turned into this:


texts:
I'm following this tutorial to get started with blender: https://www.youtube.com/watch?v=Vp1sH6Cm1ww

When I try selecting an edge or a face, the program does not let me. However, I can select vertices, and I can, by result, select edges and face by Ctrl+clicking other vertices, but this is very inefficient and annoying.

Does anyone know a solution?


texts: Edge effects on almost completely transparent objects

texts:
I've got a semi-transparent outer block, and two semi-transparent inner blocks. I'm trying to animate the inner blocks fading out by bringing the transparency alpha to zero. I'm using Blender Internal.

My model looks like this:

These are wax blocks, with objects embedded inside. First, the small inner blocks are created separately as 2x1 blocks. Then they're placed next to each other to make a large 2x2 block. Once the outer wax is in place (a boolean modifier/plane reveals the outer wax) the inner wax should fade away, "melting" as it's replaced by the the outer wax.

The problem I'm having is that the sharp edges of the inner wax don't fade away as alpha approaches zero. My guess about what's going on is the amount of light that's reflected off the inner faces is unaffected by their material's transparency.

Effectively, I don't like the discontinuity between when alpha is very small, and when alpha is zero. Here's is the difference between the inner blocks transparency alpha at 0.001, and 0.000:


texts: Is there a way to use local transforms without pressing keys twice?

texts:
If you give any object a different rotation it also has a new local orientation. You can still rotate around local axes by using R and XX or YY/ZZ.

First press switches to global orientation.
Second press switches to local orientation.

I usually work 90% with local orientations, so its not very comfortable for my workflow.

Can I change the order to
first press = local
and second press = global?
Is there a way to jump right into local mode (RX = local)?
Is it even possible to access actions of double keys like RR in the user preferences and for example switch to Trackball Rotation without pressing twice and also with a different key?


texts: How can I paint and animate a mask with the new Grease Pencil?

texts:
does anyone know how to paint (and animate) a mask within the new Grease Pencil (Blender 2.8) ?

I guess that it should be possible to either define a Grease Pencil layer as mask; or to use an holdout material or something ?

Thanks !


texts: Shutter time not affecting motion blur on alembic objects (eevee)

texts:
I have some objects exported from houdini as alembic I am bringing into blender. It renders with motion blur, but its blurred too much. So I adjust the shutter time, but it doesn't affect my alembic objects. If I animate within blender, adjusting the shutter time works accordingly. But my alembic objects always have the same amount of motion blur no matter what the shutter time is.
Any thoughts?


texts:
I added a HDRI on cycles, but the image is not appearing on the preview or in the reflection of my material on the model i'm using...
What i'm doing wrong? :/


texts: Shrinkwrap to project in the direction of view

texts:
I require some help with the shrinkwrap modifier to project in the direction of "VIEW". Currently I have a few choices. positive, negative, X,Y,Z.

Is there a script for this.. kindly appreciate any help. In the photo you can see that it projects in the z direction.

This I use to block out undercuts.


texts: Wrapping flat artwork onto a sphere with no distortion to create a football

texts:
Apologies if this is a very dumb question but I don't even use blender at all but I'm hoping it will be a solution to problem I keep coming across. I get asked to design footballs so I need the ability to design flat artwork to supply factories as well as render a 3D model for an accurate visual. I must have the ability to create different panel shapes too so that all footballs aren't simply the common 32 panel ball for example.
Is this all possible with blender?


texts:
I have a video in 4k that i would like to downscale to 1080p. What i want to do is having the video with the same quality and carachteristics as the original but at 1080p.

I have tried the following:

1.- changing the output resolution to 1080p.
2.- stablished the "Percentage scale for render resolution" to 100%.
3.- Output: FFmepg
4.- Encoding:
       - output quality: Losless

the problem is that I ended up with a file with a size of 8 GB when the original video file 2GB.

Any help, please?


texts: What are the advantages and disadvantages of different ways of obtaining Blender?

texts: Blender can be downloaded as an installer file, a zipped directory, or from Steam, among other places. What are the advantages and disadvantages of the various methods of obtaining Blender?


texts: I have a function for a driver that expects 2 objects as arguments, and I can't find a way to set the variable as the Object ID, only a single property of that object. Is that possible?


texts:
:)
I am a retired (Sort of retired) Electrical and Computer and Graphics Artist soon to start my PhD in Physics. Something I really don't understand. Why is "Draw Curves" broke? I use the switching back and forth from Object Edit draw curve to get it to work. Leave a curve in a start up file I can just delete. That is a bit faster. Are you planning a major re-write of Blender? Only reason I could think of for just not fixing it? Just curious! :) Oh! I am running Ubuntu. The latest!
Thank You for your time!
Steven Nerad


texts:
I have a scene in blender with objects placed at strategic locations.The main object in the scene is just one human character. I would want to be able to have events such as:

Human character walks past a box and a script sends a response such as sound.

How do I go about implementing that in blender


texts: With the mesh and curve selected . Pressing Ctrl+P to follow path. But the mesh not following the shape of the curve. Some are inside some out side the path. Any suggestion or help how it works. Thanks


texts: Split a plane into smaller plane objects

texts: I just started using Blender and I'm trying to cut a plane in equal squares and have each square be its own separate object. My main goal is create the plane and add a displace and decimate modifier to create a low poly terrain. By cutting the plane in equal squares I'll be able to tile them in a 3D maze game I'm working on. If anyone know a better way to approach this it would also be greatly appreciated.


texts: How to setup particles rotation to follow the camera?

texts:
I'm struggling to adjust the rotation of particles in a particle system as desired.
What I intent is to make my particles follow the camera so I have attached a constrain to the main particle_object (which is to be instanced) and used the particle rotation for particles_(of particle system), still no luck.
I have also tried many combinations of the track contain buy nothing is doing the exact thing.
Any help will be appreciated.
Here is the link to the blend file:
https://drive.google.com/file/d/10JzWAvpLUdNhW2EUrcfuiFxf4kw-7t9B/view?usp=sharing
Here is a screenshot of the project:


texts:
I have a material I no longer need, but it has a 'fake' user attached. I don't see any way to remove the fake user so the material can be garbage-collected out.

Someone in another answer on here talked about a "Make Local" button which could (apparently) do this disconnect, but I don't see that button anywhere. Where should I be looking?

Or is there another way to do this?


texts: How can I fix inversion of light and shade of normal map?

texts:
I made a normal map of cloth by bake and set it to low-polygon object. Then I checked it on render view, the light and shade of cloth had  inverted between front and back.
But I can't find what probrem is and I can't fix it though tried to.
Could you give me some advise. Thank you.


texts:
I want to create a collision of two objects when one of them is weighted much more than the other.
In the example attached the cube is weighted 150 Kg and the sphere only 1 Kg. I expected the cube to barely move after the collision since it weights much more than the sphere but it is not the case. The friction of the plane is set to default and equal to 0.5.
How can it be done? how to make collisions look more realistic in terms of differently weighted objects interaction.


texts: "'NoneType' object has no attribute 'action'" error when looping over objects with Python

texts:
I keep getting an error when running this. Without the first for loop it does exactly what I needed, but i need it to work on all selected objects, or objects in scene. I am still very new to python. any help is appreciated.

sel_objs = [obj for obj in bpy.context.selected_objects]
for obj in sel_objs:
    obj.select = True
    ob = bpy.context.active_object
    action = ob.animation_data.action
    keyframes = []
    for fcu in action.fcurves:
        for kp in fcu.keyframe_points:
            if kp.co[0] not in keyframes:
                keyframes.append(kp.co[0])
    with open('blender_data.txt' , 'w') as f:
        for i in range(len(keyframes)):
            k = keyframes[i]
            bpy.context.scene.frame_set(k)
            f.write(ob.name + ', ')
            f.write(str(float(ob.location.x)) + ', ' + str(float(ob.location.y)) + ', ' + str(float(ob.location.z)) + ', ')
            f.write(str(float(ob.scale.x)) + ', ' + str(float(ob.scale.y)) + ', ' + str(float(ob.scale.z)) + ', ')
            f.write('%s \n' % (k))
    obj.select = False

Here is the error I am getting

Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'action'

I seem to have the same problem as this looping through selected objects one at a time but his solution did not work, or I dont fully understand. appreciate any input or direction.


texts: Why texture size must be multiple of two?

texts: Why in all video tutorials people create textures with sizes like 1024x1024 or 2048x2048 or like that? I understand that this numbers related with powers of two, but why I cant use texture 800x800 for example? It will be works slower or what?


texts: What is the right term, properties panel or shelf?

texts:
I heard it being called "viewport properties panel"

even though panels are the things inside the shelf.

I heard it being called the "tool shelf"

But I get the feeling that tool shelf refers to only the (t) shortcut shelf that appears to the left side.

Maybe the right term is "properties shelf"?


texts: How can I control the texturing of the pieces created by cell fracture?

texts:
I am trying to make a simple box explode to some extent. I have chosen to try out cell fracture and it works fine but how would I fix the inside of my object looking so weird? Is there a different approach required?

Here is object before explosion:

Box after explosion, the pieces look weird, I was hoping to see just wood textures on the inside, would this require me to redo the UV map after I applied the cell fracture?


texts: How to apply axis conversion to quaternion keyframes

texts:
I'm trying to write an exporter for Blender, but i can't wrap my head around how to get the rotations straight. In the format I'm trying to export to, the initial orientation is always neutral relative to the pivot point (= bone position in world space). Rotations and translations are represented as relative to the parent (so basically, expressed in world space, since initial bone matrices are identity matrices). I'm using the OrientationHelper class to create a global_matrix, same as in most exporters - the resulting matrix in this case rotates 90 degrees around the Z axis. My idea was then to multiply each quaternion keyframe for each bone with this matrix in the export (global_matrix * rot), but this results in each bone contorting 90 degrees relative to its parent. My most successful attempt so far has been to do it like this:

for x, y, z, w in zip(xcurve.keyframe_points, ycurve.keyframe_points, zcurve.keyframe_points, wcurve.keyframe_points):
        rot = Quaternion((x.co[1], y.co[1], z.co[1], w.co[1]))
        rot = global_matrix.inverted().to_quaternion() * rot.inverted() * global_matrix.to_quaternion()
        rot.normalize()
        fw("\t\t%d: {%f, %f, %f, %f},\n" % (f2ms * int(x.co[0]), rnd(rot.x), rnd(rot.y), rnd(rot.z), rnd(rot.w)))

The result becomes 90% correct, but some joints still rotate the wrong way. I just came to this formula by randomly testing things and seeing what works. I have no idea why inverting the rotation makes it twist the right way. My intuition would say that the correct method would be to first multiply the keyframe quat with bone.matrix_local (bone space to armature space), then rotate it by global_matrix, and finally rotate it by bone.matrix_local.inverted() to get it back to bone space. This fails miserably though, and my character ends up as a curled ball. So, to summarize, i guess my question is:

What space are rotation (quaternion) keyframes for bones stored in?
What would be the proper way to apply an axis conversion matrix to a quaternion keyframe animation, if the (exported) rest state of each bone is always the identity matrix, and animations should be exported as being relative to their parent bone?

Note: to keep things simple, I'm not mixing in the armature's world matrix yet, since it's the identity matrix in this case. If anyone has a solution which includes this though, it would make me very happy.


texts: How to change the Quick Favorites key in Blender 2.80 Beta?

texts:
Today I started using a newer version of Blender 2.80 and they changed the quick favorites key binding from q to ^. While this in itself is okay, I'd still like to change that back.

But I can not find the key binding option for Quick Favorites in the keymaper in the preferences. Is this hard coded? Is this a bug?
How can I change that back?

Thanks already!


texts:
I don't want to change the bone roll, that doesn't accomplish anything.

When I have a bone, I want the Y and Z axis to stay the same, but I want the X axis to reflect across the local Y axis. If I try and change the bone roll, it always changes both the Z and X at the same time, even though all I want to do is flip the X axis of the bone in edit mode. "Switch Direction" almost accomplishes this, except then it reverse the head and tail location.


texts: How can I get HDRI shadows in an Eevee scene?

texts:
I'm currently testing Eevee.  Seems so promising !

Here, i'm trying to make my Eevee render the closest I can to my previous render Cycles of the same scene.
This scene do not have any lights but an HDRI background.

Thing is, the renders looks very, very different.  How can I improve this ?

Cycles:

Eevee:

And here's the blend file.

Thanks a lot.


texts: Light areas appearing larger and dark areas appearing smaller in Cycles

texts:
As part of a scene I have a white diffuse surface with some black icons on it. Right below it I have the same icons in white on a black surface.

I use the same texture for both surfaces, with a node set up like this:

As a minimal example I have a texture containing the letter A. I have it applied to two surfaces like this:

However, when the camera is further away (or it is rendered at a super low resolution) The white A looks significantly thicker than the black one:

When rendered at a higher resolution and scaled down the results are as expected:

The difference between the white and the black A's becomes even greater the smaller it is on the rendered image. Top is rensered at a higher resolution and scaled down, bottom is rendered at low resolution:

Currently the only way I can think of working around this issue is rendering at a higher resolution and scaling down the final image. This is fine for this example, but for the scene I'm working on render times are already high and I really don't want to increase the resolution.

Is there any way I can fix this and have both render at an equal thickness? Is it just a product of how the Cycles works? Is there a setting that can compensate for it? Or am I doing something completely wrong? The only possibly related question I found was this unanswered one here.

Here is the .blend file for this example:


texts: How does Blender figure out the normal of a face?

texts:
I want to use bpy module to create a polygon in blender.

However, I have some problem with the normal of faces.

See the following example (adopt from this post):

Works:

import bpy

verts = [(1.0, 1.0, -1.0),
         (1.0, -1.0, -1.0),
         (-1.0, -1.0, -1.0),
         (-1.0, 1.0, -1.0),
         (1.0, 1.0, 1.0),
         (1.0, -1.0, 1.0),
         (-1.0, -1.0, 1.0),
         (-1.0, 1.0, 1.0)]

faces = [(0, 1, 2, 3),
         (4, 7, 6, 5),
         (0, 4, 5, 1),
         (1, 5, 6, 2),
         (2, 6, 7, 3),
         (4, 0, 3, 7)]

mesh = bpy.data.meshes.new('CubeMesh')
mesh.from_pydata(verts, [], faces)
mesh.update()
cube = bpy.data.objects.new('Cube', mesh)
scn = bpy.context.scene
scn.objects.link(cube)

The normals in the edit mode are correctly outward.

Then, I did some experiment on the same example code like this:

Don't Work:

import bpy

verts = [(1.0, 1.0, -1.0),
         (1.0, -1.0, -1.0),
         (-1.0, -1.0, -1.0),
         (-1.0, 1.0, -1.0),
         (1.0, 1.0, 1.0),
         (1.0, -1.0, 1.0),
         (-1.0, -1.0, 1.0),
         (-1.0, 1.0, 1.0)]

faces = [(0, 1, 2, 3),
         (4, 5, 6, 7),         # (4, 7, 6, 5) --> (4, 5, 6, 7)
         (0, 4, 5, 1),
         (1, 5, 6, 2),
         (2, 6, 7, 3),
         (4, 0, 3, 7)]

mesh = bpy.data.meshes.new('CubeMesh')
mesh.from_pydata(verts, [], faces)
mesh.update()
cube = bpy.data.objects.new('Cube', mesh)
scn = bpy.context.scene
scn.objects.link(cube)

If you copy and paste above code, you will see the face defined by (4, 5, 6, 7) flipped down.

It seems like the order of the vertices which define a face are critical on determining the direction of the normal.

My question is then how Blender internally determines the direction of normal of a face given the vertices? Is it the right-hand rule or something else? If it is so, is there any helper function or module that can help me with ensuring an outward normal of a face with respect to the world origin (0, 0, 0)?

Thanks.


texts: Hot key/shortcut for point, edge and face select?

texts: Is there a default hotkey or shortcut for changing between point edge and face select in edit mode? It can be annoying to have to click the bottom every time. Thanks in advance


texts: Can not edit only a part of my object in edit mode blender: 2.90.1

texts:
I am fairly new to blender, so please don't assume I have tried to do something that seems obvious to you.
Blender: 2.90.1
I am trying to make an airplane in blender, I am following a tutorial (its a two part tutorial, this us the part I was on), when I go into edit mode, it allows me to edit almost any part of the object (there is one object and 3 empties, which are pictures), but it does not allow me to edit one specific part of the object. it allows me to select that part of the object using the face select and edge select, but for some reason not the vertex select, it also does not allow me move or resize that part of the object (I tried both with the shortcuts and with the side-bar), but it does let me delete.
Here is a picture of my blender in object mode:

Here is a picture of my blender in edit mode with vertex select (the red circles are indicating the parts that are not select-able):

There is a reflection (I forgot the exact terminology), so whatever is edited on this side of the plane will be replicated onto the other side.
It is very probable that I pressed the wrong short-cut at the wrong time, I have done that many times, but I couldn't find a correction for this anywhere, so here I am.
Thank you in advance :D


texts: I have 2 mesh with color white and green. The white (no color on it). I want to copy the green material on to the white mesh. Just i selected the white and then green and in the properties tab i click on copy to material. It copy the material to the mesh but when i click on preview render it show glass material on it. Whats the magic. Any suggestion. Thanks


texts: Substance Painter hegiht map texture is missing details in Blender (Low poly)

texts:
I made this texture in substance painter with some little details in the handle and handle protection:

But after exporting the textures and importing them in blender most of the details are missing:

You have to look very closely to see them, I set-up a principled bsdf with all the textures connected correctly and cycles as render engine.
Could this be because my model is very low poly? Or I am missing something?


texts:
I have downloaded a material off the internet and appended the material into my scene, but when I went to the node editor and tried to change the nodes, I can't.
They are simply locked:

Notice how the nodes are slightly transparent. How can I unlock the material?


texts: How do I update textures in the viewport from the textures properties?

texts:
So when I set my texture up with UV and change a value such as Blue on the texture properties, my texture stays the same. I looked in the UV Editor and my texture is the same, is there a way to update my UV Editor Image live by changing a property in the texture properties area?

EX: Change blue in the texture area and the UV texture turns less blue than before


texts: FBX seems to be empty when imported into Blender

texts:
I'm making a roblox game with a tutorial (https://www.youtube.com/watch?v=_PlYzgQyco8).

When I export a file as fbx the project exists, but when you open the fbx in blender it just appears as the default...


texts: Optimizing Crystal Render Times in Cycles: Blender 2.8

texts:
I don't know if i get an answer here but I have an optimization question.
I made a crystal in blender (star wars kyber crystal). The way i did it is 3 parts.  A small crystal on the inside that has a ton of spec and reflectivity so the color can come through. A translucent semi transparent outside krystal with slight scratch displacement on the outside of that. And then another bigger and rougher crystal with stronger displacement on the outside of that but covering only half.
I am using cycles and the renders take up to 8 minutes per frame. This is only 1 object rendering in 25560x1440 resolution. Is a rendertime like this normal? I am seeing full scenes with houses and grass in blender that take 5 minutes.

What should I be optimizing in order to get a faster render but also have a clear render without noise?

I am having a 1080Ti card with 32gb of ram


texts: Anyway to clone mesh from one object to another?

texts:
Is there anyway to clone a mesh type to another object? For example, I have a mesh generated from a 360 photo, but is not a procedural texture or material that's been applied. The actual geometry comes from the photo scan itself, which was then turned into an FBX and imported into Blender. Can I somehow copy this geometry to the newly created top part of my object? Or turn it into a texture/material to use on the top object? Currently the top is a plane I created and beveled but has no type of geometry that matches the main model.
Edit: I do am not looking to just grab the verts and paste them somewhere else on the model. Can I create some sort of geometry brush based off a certain area to re-apply on others?


texts:
Can anyone explain how to use the bpy.ops.mesh.bisect operator.

bpy.ops.mesh.bisect(plane_co=(0, 0, 0), plane_no=(0, 0, 1.0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=100, xend=101, ystart=100, yend=101, cursor=1002)

I undertand how everything works except for the 5 last fields (xstart, xend, ystart, yend and cursor).

So far, I was able to cut anything in any plane, but I want to use a semiplane not an entire plane.

ok it may be possible to do it with bpy_extras.view3d_utils.location_3d_to_region_2d, but my version of blender is 2.77 and unless i am doing something really wrong, it does not esem to have the view3d_utils.

is there any other way, even may be do it by myself all the calculations?
i know a lot of 3d and math so i feel able just, need to know where to get the data i need from.

by now i managed to set my view apropiately to have the data i want (for example i set it from left, and ortho instead of perspective so, it will not be messed up.

and i found a 3dpoint to camera, but that does it to camera not to a viewport, and in camera its distorted


texts: I was recently working on a blender game. It was cloning the idea of flappy bird.. I was doing it for my own purposes to teach myself (not to put up a clone on the app store.) So I made a cube( I haven't textured anything yet) and made it a rigid body after I put in a motion for the spacebar key. Then set the force on the motion option to 20. The gravity of the world is 9.80. Then put an always sensor on the Y axis and started to flap. When I flap to a certain point it glitches out hard on me. My cube goes out of control and it starts spinning around. My camera (which is parented to that object) Spins out of control too. It then falls into the abyss. I'm on Blender Game Engine and I need help on getting it to stop the glitch.


texts: Good day to everyone! I know that lots of people asked this question, but I tried those solutions, and nothing changed. It still "explodes". When I started playback and in nearly 4 frames it explodes. Thanks everyone in advance.


texts: How to achieve animated handwriting with variable thickness?

texts:
There's a nice tutorial here showing how to get such an effect by tracing a real text object and creating a cruve from it.
https://www.youtube.com/watch?v=QUVUR9jupMY

The problem is this makes all the text lines be the same thickness which is unnatural for handwriting.
There's a trick mentioned in the tutorial which is having a plane behind the text curve and moving the sections of the curve you don't want to see behind the plane which could also be used to make same section of the curve less thick but that would take very long to prepare. Is there a less time consuming way to do it?


texts: I'm Trying to inset circles on the corner of the mouth but I can't quite figure it out

texts:
I bought this model for 3d printing and I've been doing some customization to make it look like different characters in the anime.

Current State of Model:

Circles I'm talking about:

Any help would be appreciated, thanks!


texts: I would like to subtract cylindrical holes in this object, centered over each of the highlighted vertices and aligned with the object's center.  Can somebody show me how to do this?


texts: Posing a character with the help of motion tracking

texts:
I'm new to blender and motion tracking, and I need some help.
I'm wanna know that Can I pose a character with the help of motion tracking from video footage in blender?How?

Thanks for the help in advance.


texts: Simple Boolean Intersect issue Blender 2.82a

texts: Still very much a learner of Blender, although I have used some other 3D tools. I am trying to intersect a sphere with a cube so I selected the sphere in Object mode, went into edit mode and choose a boolean intersect modifier. In Edit mode (left pic) nothing appears to change (until I press "Apply") which is fair enough. In Object mode (right pic) I see the result but there appears to be an extraneous face left across the top of the remaining sphere. I cannot select that circle and delete it in either mode, whether or not I subsequently choose "Apply"  What have I missed? Thanks, John


texts: How do I make material like emission but not bloom?

texts:
Do you have any idea how to make a material node likes emission but

Doesn't shine or bloom

It's still has a shadow

Doesn't catch any shadow on its surface

Just likes Default material + emission

IMPORTANT Node for Blender EEVEE


texts: Setup Particle gap between different particle systems

texts: I don't want an object to collide with each other. How do I set up to have a distance between 3 groups of particle?


texts: How to get vertex snapping to snap to one vertex

texts: The following image is my failed attempt to make a sword handle's surface meet the blade's bottom. How can I snap the blade's bottom to the handle?


texts:
I've had a lot of trouble rendering hair on my first character. I can't figure out how to get it to render. The hair looks just how I want it on the 3D view page and I've tried several of the suggestions from other posts but they just don't seem to work for me. (in one case crashed my blender). What I've tried so far is making the hair into it's own object and adding tried and failed at adding a screw modifier. Below is a screenshot comparing the render to the 3D view. Is there any way I can fix it?
Help will be much appreciated! :-)


texts: I'm working on my first character that I want to rig and animate. I created the raw body and added clothes, everything looks fine so far. I want to keep the render time down so should I delete the unseen vertices under the clothes or mask? Will deleting the vertices effect the clothes shape? By that I mean, will the clothes collapse because there is no body underneath? I am, of course, copying the entire character before manipulating but was concerned that any clothes physics would collapse with nothing under it.I'm using Blender 2.8a


texts: Why render settings are not related to the active camera?

texts:
I am doing some interior design rendering and I have multiple cameras in the sceen to show different details, and I also have a few panoramic cameras (equirectangular) to show the entire room.
I find annoing that when I switch the active camera, I need to manually tweek the render settings to match the selected camera (2/1 for equirectangular, 16/9 or 4/3 for still, ecc.).
I believe that the settings like dimensions, resolution, sampling (and so on) settings should be tied to the camera in order to have the possibility to have cameras dedicated to different needs (low res, high res, panoramic ...)
Do you know why it is not working like this?
And do you know if there is an addon that can do that for me?
(otherwise I may write one... ;)
Thanks.
Regards.
Mau.


texts:
Is there a way to catch the application quit event ?
We have a plugin that runs an xml rpc server and we would like to kill it upon application quit as it keeps running in the background after we quit the blender session.

Thank you,

-H.


texts:
I was trying to render this two smokes being generated by following particles along a path determined by a force, I already applied all transforms for both domain and emitters and it still renders like this.
The last thing I tried, before posting, was to change density in hopes it was going to become more soft but it stills renders like its.
The smoke is emitted from a cube and I dont know if this changed anything but right know I just truly dont know how to fix this blocky look.

Also, here is the blend file, I cleared the scene and just left the particles there.


texts: change dyntopo mesh color away from white WITHOUT matcaps?

texts:
WITHOUT changing the viewport shading or using matcaps (which darken the rest of the scene so colors do not match the current sculpt object's color), I need to change the dyntopo color of an object to make it dark green like grass, to aid in sculpting. Since every other color in blender is customizable, I assume this one is, too, and that I just cannot find the correct setting.
Land color is white instead of green while sculpting.

Turning on a dark green matcap makes the current sculpt look great but darkens everything else, making it a bad option.

I just want to be able to select a solid color for the current dyntopo. it would not make sense to be forced to use white all the time so can anyone tell me where to change this default solid color?


texts: Weighted mesh doesn't animate when I import it to unity

texts:
I've made a model that is a single mesh for a head and attached it to an armature, the model doesn't have a body, it's just an object where a head would be. The idea behind this is so it can move this object around like a head would move, but it is just a floating object.

I used a child of constraint on the mesh to attach it to the head bone of the armature, however when I import it into unity and test it with a simple walking animation, it doesn't move. I'm not sure why this is, because when I use pose mode in blender and move the head bone, the entire mesh moves with it, but it just won't animate in unity.


texts: Blender outliner what are the differences between the little green men?

texts: I've imported a mesh and an armature and parented them. There are two little green men in the outliner and one is the Pose I have worked hours on. What is the other one, where the little man is holding a square. Is this reset pose? When i click it, i loose all my work.


texts: Where is the options menu for Convert mesh to Grease Pencil?

texts:
I dont understand how to find the options menu for Convert to Grease Pencil.

https://docs.blender.org/manual/en/latest/scene_layout/object/editing/convert.html?highlight=convert%20grease
Object ‣ Convert to ‣ Grease Pencil from Curve/Mesh
Converts the selected curve or mesh object to a Grease Pencil object with strokes matching the curve/mesh; basic materials are also add. When multiple curves/meshes are selected, they are all converted into the same Grease Pencil object.
Options
Keep Original
Duplicates the original object before converting it.
Thickness
Strokes thickness.
Threshold Angle
Threshold value that determines the strokes end.
Stroke Offset
Sets offset to separate strokes from filled strokes.
Only Seam Edges
Convert only edges marked as seam.
Export Faces
Convert faces as filled strokes.


texts: Viewport shading in Blender 2.8 (want to select vertices like old method)

texts:
I want to be able to select back faces/vertices of an object like in the older versions of Blender.

The issue is that I cannot switch between view modes like we were able to in the older versions using Shift-z, z, etc.  This is preventing me from b-selecting vertices since they are hidden behind a solid.

In the other versions I could swap between solid and wire-frame with a shortcut key and did not have to switch into Blender Internal to get a wire-frame.

So in the example above, how can I change the viewport render mode to allow selection through the rest of the object?


texts: How to apply Subdivision Surface for fluent bone animation

texts:
I created simple model with Subdivision Surface modifier and I also added some bones to animate it. Now I need apply the modifier in order to have fully prepared model, but I encountered a problem with animation: before I apply the modifier, the model is animated correctly, i.e. polygons which are near end of animated area are animated fluently, but if apply the modifier and then animate, these parts are transformed exactly as the rest of animated area, which creates ugly glitches. Clearly I need to add some "weight" to vertexes at the end of the area (less then one).

So, my question is: how can I do it automatically during application of the modifier?

For better description, see the image bellow:

Top right: original model.

Top left: model with Subdivision Surface modifier.

Bottom left: correctly transformed model (this is how it looks like and animates if I don't apply the modifier in Blender).

Bottom right: glitched model (this is how it looks like when I apply the modifier and then animate; note: at the same time this is how it looks like when I switch order of modifiers, which is what I would expect).

Notes:

OS: Windows 7
Blender version: 2.70
Why I need to apply the modifier: it shouldn't matter why, but because there are people who will try convince me that I don't need that, here you are: I want to animate the model in Unity 3D which animates the model badly - it first applies the modifier and then the animation is glitched. I want the model to be animated in it correctly.
Yes, the model is from a tutorial, not my original work (but I created it).

Edit: requested weights:

Description (from top to bottom):

Model without applied modifier.
Applied modifier.
Applied modifier and rotated with given bone.


texts:
I'm trying to use freestyle, to draw a cylinder that goes though a circle:

I'd like to add lines around the green part above like this:

I tried several freestyle parameters, including QI Range, Visible, Hidden, material boundaries, but I can't manage to do that...

Any idea?

Thank you!


texts: Is There a Good Way to Change Many Joined Meshes in Order to Make One Mesh With No Inside?

texts:
I'm attempting to kitbash a number of different models together to make a new one. The problem that I now have a lot of badly joined together meshes. Ideally, what I would like to do is to join them on the correct vertices (So I can do things like sculpting). Also, it would be great if it removed all of the vertices which were inside the model.
Is there anything we can do to do this automatically, like a plug-in or some other  option? Or do I need to do this by hand?


texts: When I animate, I get 10 different actions?

texts: I'm animating a hand animation, but the dope sheet has ended up with around 10 different actions and I have no idea how to merge them:


texts: Why does voronoi texture switch use intensity coloring when ramped?

texts:
I am using a voronoi texture set to position coloring to drive a displacement modifier.  But I want to control the interpolation of the texture with a color ramp.  However when I go to the texture panel and check ramp the effect of the displacement modifier seems to switch to intensity coloring, even though the texture is still set to position.  Why does it do this and how can I ramp a position voronoi texture?

Here is the texture setup with no ramp, working as expected:

Here is the texture setup when I check ramp, the displacement now seems to be using intensity:

Also notice that the preview has gone blank, I have no idea why.

This is the kind of result I would like to achive:

This was made using the experimental cycles true displacement option, which is not an option for my final application.


texts:
I am working on a simple monitor with some thin extrusions that follow the outer rim, If I bevel first before extruding the rim I get weird geometry once I start insetting and extruding.

If I extrude the rim first I lose the ability to bevel the corners as much as I need. What is the best way to do this?

This is an add on question to
this.

This is what I want

This is my bevel being restricted because the holding lines that I will eventually extrude out a little.

This is the weird mesh I get when I bevel first and then extrude and inset to layout the screen of the monitor.

This is what the image looks like, the outer gray part is slightly extruded out.

This is the geometry of the mesh, I know its not good, hence this question.

I am just asking what is the correct way to model this so it has good topology?


texts: I have modeled a screw(like a wood screw) and I want it to fall onto a rigid body plane.  When it falls it hits the plane and has a little bit of movement after that, but mostly stays in the same exact position, which is against all physics...I've pushed a bunch of buttons in the rigid body settings, nothing really helps.  Any suggestions?  Also, where is the option to 'multiply volume by mass'(I don't know if that will help, but I want to try.)  Thanks!


texts: I tried to rig but always fail. Failure message is Bone Heat weighting:failed to find solution for one or more bones.


texts: How do I get the selected object during bpy.app.handlers.frame_change_pre callback while rendering?

texts:
I would like to import an OBJ file, find its mesh object, and get its name. I'd like to do this during the bpy.app.handlers.frame_change_pre callback function. I have the following code, which is not working:

directoryPath = "C:\some\path\to\my\directory"
def load_mesh(dummy):
    frameNumber = bpy.scene.frame_current
    filePath = os.path.join(directoryPath, "someFile_" + frameNumber + ".obj")

    # import the file
    bpy.ops.import_scene.obj(filepath = filePath)

    # get the recently-imported and hopefully-selected object
    currentMesh = bpy.context.selected_objects[0]

    meshName = currentMesh.name_full

# add my callback function
bpy.app.handlers.frame_change_pre.append(load_mesh)

When I render an animation (Ctrl+F12), it's able to load the .OBJ file, but when I try to access bpy.context.selected_objects[0], I get the error AttributeError: 'Context' object has no attribute 'selected_objects' By contrast, this code works fine if I simply play the animation in the timeline.

I did a little investigation to see what attributes bpy.context has access to. It looks like it can access everything in the Global Context (including collection and scene) as well as bl_rna, copy, evaluated_depsgraph_get, and rna_type.

How do I get a list of selected objects from within a render_pre handler callback function? Or just the object that was just imported?

Blender 2.82


texts: Texture problem, mapping looks like washed together

texts:
I am texturing a model, and i encountered this problem, which i dont know the name of so i cant google it :(
I have marked my problem with a blue circle, it looks good at every other point, but not this one. I have tried moving the vertices & project sphere again & minimize stretches, but it just moves the problematic part to another point.

Thank you in advance.

edit: i added another picture with the UV map.


texts: How can I extrude all faces evenly and scale faces inwards separately?

texts:
How can I extrude all of these faces on the rim of this cylinder, and then further be able to scale both edges of the newly formed face inwards?

I am trying to make a part of a wheel to a Tiger H1 Heavy Tank, similar to this part here:

I have already figured out how to extrude all faces evenly, however I'm stuck on how to scale the edges for all of them inwards. The problem is, I can't simply just select all of the edges and scale them, because that turns out very wonky looking!

Here is what I have as of now:


texts: solidify modifier adding non uniform thickness to the mesh

texts:
I have a simple table without any thickness, I started with a cube and deleted 3 of the faces, applied a subdivision surface modifier and did a few loop cuts to achieve this shape shown here:

however when I try to add a solidify modifier to it, the thickness is not evenly distributed so the sides are thicker than the middle and the mesh also gets distorted shown here:

I want the table to have a uniform thickness just like in real life, and get rid of the weird distortion, I am relatively new to blender and this might seem obvious but any help will be appreciated, thanks.


texts: Is there a software to reverse normal maps?

texts:
Said software would combine normal map with low poly mesh and re-create the high poly that was used to create it.
Does this software exist?


texts:
How would you go about modeling a hoodie on a tictac shape model like the image below?
For example I started with a outline with a bezier curve but it just doesn't look good.


texts: When would you use Simple subdivision rather than Catmull-Clark subdivision?

texts:
Subdivision is selected as Catmull-Clark by default. However, the Blender development team still includes the Simple subdivision in Blender 2.72. Does it serve a purpose? Why should I use the Simple subdivision instead of the Catmull-Clark subdivision?

Here is a picture of the Subsurface panel. You can clearly see the options Catmull-Clark and Simple.


texts:
I have the model of a man formed by jacket, trousers, shoes, hands and head, all joined with CTRL J.
When I go to create the armor he gives me "heat-weighting-failed-to-find-solution-for-one-or-more-bones". I tried to apply the scale, rotation, and location but nothing. I tried to remove doubles but nothing, and I even deleted a lot of faces, vertices and edges. I don't know what to do anymore!


texts: How to move all parts to the center, based on selected object

texts: I have a gun and its way to off center to use in a game, and I need it to be so that the sight is at the center so that the aim animation is at the center of the screen exactly. So How can I move the whole gun so that the sight is on the cursor or center? I Have many parts to the gun not just one part.


texts: A shape I haven't included keeps appearing, don't know how to fix it

texts:
The issue I've been having is: this shape (the half-empty green "pyramid") wasn't meant to be there. I was using proportional editing to lower pieces of land (grid object) to make it look like a bit of the land was lowered to build the construction. However, during the editing, a face disappeared and left this weird small pyramid-like structure. The shape can't be seen on the mesh (it rather disappears on edit mode with the grid object selected):

I also can't find any other object containing the shape. It's as if it doesn't exist but it pretty much is there on Object Mode (and on edit mode with other object selected).
Here a view underneath (I have no clue what those shapes there are, and if they have any relation to the issue):

Some info that may be important for the issue:

A face of the object was missing when the issue happened
When I first attempted to create a new face to replace the missing one, it appeared (underneath the land) in a vivid green, as if the sides were reversed
After deleting the surrounding vertices, I created new faces again and the vivid appearance disappeared. It resulted in the current visualization (like the screenshot)
After doing so, half of the "pyramid" disappeared, causing the current visualization of the surface (the initial screenshot - beforehand, it was a full pyramid, there werent only 2 faces


texts: I can't get HDRI to work right with EEVEE

texts: I've been following some tutorials where they use HDRI to light a scene in EEVEE.  For some reason it is not working when I do it.  I don't get it.  What am I doing wrong with HDRI in EEVEE ?  In Cycles, no problem, but in EEVEE its as if the HDRI is not lighting my scene.  I'm not new to Blender, I know how nodes work etc... but this has me going around in circles getting nowhere.  I've attached 2 screen grabs to illustrate.  The scene is very simple, all I do is switch between Cycles and EEVEE.  As you can see, in EEVEE the plane and the object are just blue.


texts: Texture paint was working as expected, now is not

texts:
I have a weird issue I can't quite figure out. I was able to texture the handle, no issue, but I didn't notice until I started texturing the blade that I think my UVs were off. So I went back and "re-seamed" the full knife. Now all the islands are in place and not overlapping (as they were).

Now, however, as I try to paint the handle again, the texture is painting on very dark. Is there something I should have reset when I unwrapped the UV for a second time?

I tried creating a new knife and handle in a different project, appended them to this one (since this is where the bulk of my work is.  I have "unlinked data block" in the left window with the UV islands.

I have "unlinked the data block" in the texture slot" for the handle.  Handle turns purple to confirm no texture attached.

I "unlocked the data block" for the texture image in the texture panel.

I have created a new image in the left window.

Now when I try to attach the knife image in the context area, I no longer have "texture" or even "brush" options. Kinda going insane here :O

Thank you a ton in advance!

Ven


texts:
I created this model of a racetrack with the curve and array modifier and deleted the curve after I applied the modifiers. Since I've messed around with the model too many times, there's no way I can bring the curve back by simply undoing. So my question is, is there a way I can have the camera always constrain the the edges of a model? Here's a better example:

I've tried duplicating the track itself and pressing the keys Alt+C and clicking Curve from Mesh/Text, but the curve isn't a regular single ongoing bezier line which a camera can follow, but instead a double line (where the edges would be)

The part where there is a bridge with a lot of vertices was not converted into a curve, but instead a bunch of just empty vertices. Here's an example:

I can't seem to figure out what I can do, I appreciate any help! Here's the .blend file:


texts: How to convert a CSV file to 3D Text objects with Python?

texts:
I want to take a simple CSV file and specify 2 rows then print them next to each other or below each other as separate objects:
eg. row 6 = NAME row 7 = TITLE

I am trying to read the list to reconstruct them as varying elements of a base title. I thought that I could place them on their own layers but I run out of layers quickly. So then I thought that I could allocate each pair to a series of frames or single frames to render.

Heres my text file

My code snippet reads out one row but I'm not sure how to iterate the rows and positions of each new row?

import bpy # THIS IS A MUST TO IMPORT ALL BLENDER PYTHON MODULE
import csv # IMPORT CSV MODULE

 # READ INPUT FILE

file = csv.reader(open('D:\daves\WBD\wbd filtered text', newline=''), delimiter=',')

curRow = [] #empty placeholder for current row

for idx, row in enumerate(file):
    if idx<22: # this is hard coded but you can use

        curRow = row

        # display first data index as string
        bpy.ops.object.text_add(location=(0,idx,0), rotation=(0,0,0))
        bpy.ops.object.editmode_toggle()
        bpy.ops.font.delete()
        bpy.ops.font.text_insert(text=curRow[7], curRow[6])
        bpy.ops.object.editmode_toggle()


texts: Is there a way to delete bones and transfer weight to parent bone

texts:
I have an armature with a lot of bones that each have some weight paint on a part part of the body, I want to delete pretty much all the bones and transfer their weight to their parent bone.
I cant use vertex weight mix cuz it would take a long time and would be complicated since there are a lot of bones


texts:
I'm scripting my own mesh class but don't manage to access to it.
import bpy
from math import sqrt
from mathutils import Vector
import bmesh

class Triangle(bpy.types.Mesh):
    bl_idname = "Triangle"

    def __init__(self, origin, depth=1):
        Mesh.__init__(name="Triangle.001")
        self.origin = origin
        self.depth = depth

        bm = bmesh.new()

        bm.verts.ensure_lookup_table()
        v1 = Vector((- sqrt(3)/2, -.5, 0))
        v2 = Vector((0, 1, 0))
        v3 = Vector((sqrt(3)/2, -.5, 0))

        bmv1 = bm.verts.new(v1)
        bmv2 = bm.verts.new(v2)
        bmv3 = bm.verts.new(v3)

        bm.edges.new([bmv1, bmv2])
        bm.edges.new([bmv2, bmv3])
        bm.edges.new([bmv3, bmv1])
        bm.faces.new([bmv1, bmv2, bmv3])

        bm.to_mesh(self)
        bm.free()

When I try to instanciate it, it is unknown:
>>> steeve = Triangle()

Traceback (most recent call last):   File "<blender_console>", line 1,
in  NameError: name 'Triangle' is not defined

Blender says, I'm not meant to register this class:

ValueError: register_class(...): expected a subclass of a registerable RNA type (Mesh does not support registration)

How can I access this class into console?
EDIT
My script is imported like this:
import bpy
import os

filename = os.path.join("C:\\yMAK\\triangle", "triangle.py")
exec(compile(open(filename).read(), filename, 'exec'))


texts: How to use the smooth tool in weight paint mode?

texts:
I'm curious as to what I need to do to use the smooth tool in weight paint mode in Blender. The notice says:

  Vertex select needs to be enabled in weight paint mode.

Great!  How does one enable vertex select in weight paint mode?


texts: How to nicely render mathematical object made from slices

texts:
I want to render a certain geometrical object for a scientific paper. It should look nice, but the main point is that I want to make the shape as evident as possible. I would like to get a result similar to what one would get with Jmol (though I would hope for a much nicer look).

You can take a look at the shape here. For those who know about this stuff, it is sort of like a smoothed cuboctahedron. It has two kinds of "faces", triangular ones and square ones. I would like that to be clearly visible in the render.

Maybe it helps to know how the mesh was created. I generated each slice of the solid along the z-axis and wrote a script to generate the whole mesh. Maybe the reason why I can't seem to get a nice looking render is related to the way I generated the mesh? Or maybe I am just very incompetent in dealing with Blender (most likely this is the case).

Any help would be welcome!


texts: How can I create a rope like object, that can attach object on the bottom and they will both respond to force field

texts:
So for my scene, I've created a lantern and I want to hang it on a rope so it will swang with a wind force field. So my idea is to create a long strip of plane and use cloth physics and pinpoint one end, and it seems alright, but I got no idea how to do the other end.

I've tried using physics constrain but I realize it will not move with the end of the rope so the lantern is just fixed in the space.:(


texts: Multi layered image textures problem in Blender Cycles

texts: I'm a total newbie at Blender... I've been trying to simulate foil effects on a mylar balloon design. All fine until I add holographic foil effects via video textures. I can't make the black elements of the design (a drop shadow on the text) visible. Blender just renders it as alpha. Any ideas? Have I just got too many textures working at once?


texts:
I'm a newbie here trying to rig a character that was made with a3d scanner-
the rigging went relatively well but it seems that once I test my character using the rig it breaks in certain places, looks like there are cracks in the model, I saw that different 3d editing apps have automatic tools to find and fix these by welding edges, is there a way to do this the automatically in blender?

thanks !


texts:
Having discovered the mirror modifier I have been assuming I should always use it when modeling a symmetrical object.
For instance, take a simple stool. Is it more efficient to model one half with a mirror, or model the round top, and one leg, and then copy the leg around to each quarter?
Can I make a mirror of a mirror and model just a quarter of the chair? Should I?
Basically I am asking for alternatives work flows to mirroring, and the relative merits of them.