texts: Blender Add-on Dev: Unregister is never called on Blender Exit?

texts:
In my add-on __init__.py file, I have a function defined def unregister(): which unregisters all other modules. But when I exit Blender normally (Windows 10, X button), this function is never called.

Edit Note: This is normal behavior - see answer

Is there something that needs to be done before Blender executes unregister() on exit? Or perhaps some error in my add-on may be causing this behavior? I get no warnings or errors. Only two lines print out on exit:

Saved session recovery to 'C:\Users\Moats\AppData\Local\Temp\quit.blend'
Blender quit

Maybe this is normal? Blender is saying - its over, so it doesn't matter? One other unlikely possibility is that print() doesn't function after a certain exit point. I can probably confirm this, but not easily.

If anyone knows what might be happening, or can confirm that their own unregister() is being called on exit, I'd really appreciate it.


texts: How to export aimation based on IK with a non bone object as target?

texts: I have setup a rigged character with bone chains having cylinder objects as their IK target, So far I can animate them by keyframing the cylinder transforms with I key (locRot keys). how do I export these animations?


texts: I want to use mean crease in my python script, but i cant access its code via "edit source". I need a button which clears all creases on selected edges with single click, and put it in my custom pie menu. I've found some info on it : mean crease function is scripted with C. Any ideas how to get "mean crease" in python?


texts:
Can Blender VSE do something like in this video ?

I have been looking on the net for motion trail effect, ghost effect, but cannot seem to find a way to do this.

Would I have to use a script to achieve this?

If so can someone please give me some pointers.

Kind regards,
Reggie.
Addition) I've found this, with linked script. Could this be modified in some way?


texts:
want to ask a simple thing that when I separate the one face of the cube and now want to apply the material to only that one face but it's applying on the whole cube any reason what I am doing wrong
https://i.stack.imgur.com/7zo1Y.png


texts: I have a blender model of an aircraft which has been rigged using Blender motion constraint system. I am new to blender and need to get this model into another program (modo or 3ds max). Is there any way to export this file with rigging intact?


texts: My objects "exploaded" instead of playing the animation

texts:
So I'm new to Blender and doing my first project.
This is the one I'm following: https://www.youtube.com/watch?v=bpvh-9H8S1g
But the Tear It Down part for me looked different. Instead of playing the animation my objects "exploaded", and when I have rewinded this is what I got:

And now I cant go back, with Alt+Z
ps:
this is the animation that I got

Is there a fix for this?
Even if not, I just want to know what happened, or what may have cased this.
Thanks.


texts: Properly export blender scene with materials format to three.js scene

texts:
Completely beginner in blender and 3d graphics in general here.

My goal is to export a blender scene with models and materials (including textures) and import back in three.js scene.

According to here it seems I should use use the KhronosGroup glTF exporter for Blender (the json exporter for Blender seems to be removed). If I got it correctly the only materials that can be exported in glTF format are glTF Metallic Roughness and glTF Specular Glossiness (all the other materials are ignored during export).
Thus here is the question: if the Blender scene use other materials like Principled BSDF or other ones, how should I convert them to use the Metallic Roughness or Specular Glossiness to get a result like the originals?

I've tried to do it manually, connecting for example diffuse or normal textures to the respective input in the Metallic Roughness but I got poor results.

Any guideline on how to do this correctly would be appreciated (or any resource which explain how to do it).


texts: I am taking a course currently and part of the sculpting portion includes symmetric application, but the sculpting is not being mirrored along any axis. You can see my settings in the image below:


texts: Collision is not working with multiple object

texts:
I want to roll ball soft balls down a slide or chute but the soft body balls are passing through the surface.

Here are screenshots at a point in the animation showing the soft body objects passing through the surface

What could be causing the collision not to work as would be expected?


texts: Do Bones and custom bone shapes account for vertices/edges/ and faces?

texts:
By that I mean do bones or custom bone shapes take up vertex or mesh data?

Just a simple yes or no answer is all I want.


texts: Blender 2.83 - Hair particles with big diameter showing cuts in strands

texts:
I am trying to make an anemone like model and want to render the tentacles as hair particles. So I need to increase the root diameter quite a lot. It is actually a few meters now (which of course is not realistic), but I don't think that adds to the problem.
In the render preview you can see cuts in some hair strands and I wonder why this happens.

For the shader I do not use Hair BDSF but a simple custom one for now. I tried to adjust render steps, segments, render path settings, shader .. but nothing has an effect on the issue. I'll append the file to fiddle with.
If you increase the render steps (Render Tab -> Path) to 5 and check the B-Spline option the result gets smoother, but then the strand will look like an elephant's trunk (more cuts) :-) like so:

The interpolations just does not seem smooth. I forgot to check "Close Tips" for the screenshots, but this also does not have an effect on these cuts.
I could always make a few tentacle objects and use a particle group instead, but I wonder if is not possible to solve this using the standard hair system.
Happy if you have an idea.


texts: Set grease pencil drawings on one level?

texts:
I am working on a project where I rely heavily on grease pencil drawings (for sculpting), always looking straight on top with 7 on keypad. I just noticed that my drawings are on different levels on the Z axis.

Is it possible to align them together to a certain level and decide on what level new drawings should be? I don't think a screenshot is necessary.

It's not really bothering my workflow, but it would be nice to know.


texts: I made an IK foot bone and it moves the entire body while bending the foot. Anyone have any idea's why this is happening?

texts: Here's the file if anyone needs it so they can help figure out the problem, thanks.


texts:
I'm trying to do something with scripting in Blender 2.8.
I have an stl model of cube. It has 12 polygons (12 triangles). I access them by using:

cube = py.data.meshes["Cube.001"]
polygons = cube.polygons

In some loop i select some of polygons:

for polygon in polygons:
    if some_condition:
        polygon.select = True

How can i delete them using code? May be I'm doing something wrong? I'm new to blender, do not be angry for this silly question.


texts: How to change "View port" background color in v 2.8 Grease Pencil

texts: Hi and thank you in advance - I would like to draw on a dark gray or black background, but I do not yet know how to change the background color in grease pencil mode.


texts: Why is my fire simulation blocky even with 5000 resolution divisions?

texts:
For some reason, my fire simulation is really low resolution even if i set it to a crazy number of divisions. why is this happening?

here it is with 5000 resolution divisions

here it is rendered out


texts: How to change dimensions of an object proportionally?

texts:
I need to change the 3 dimensions of an object, but only by changing one dimension.

That is, if the object has the following dimensions:

height: 2 units (Z)
width: 0.5 units (Y)
depth: 0.1 units (X)

When I change the height of 2 units to 3 units, then the other width dimensions (Y) and depth (X) should automatically change to 0.75 and 0.15 respectively.

I do this by scaling (S):

I press the S key
I press the = key
After Income Division 3/2. 3 is the new dimension and 2 above.

But I would like to know if there is a better way to do so through the properties panel (N).
The options in the properties panel, when I change the height of 2 units to 3 units, the width and depth do not change.


texts: How to bake normals using modifiers only?

texts: I have an UV-unwrapped base mesh that I want to bake tangent normals into. Only detail I need is a few bevel modifiers and a subdivision surface. How can I bake the smooth version without using cage objects etc?


texts: The lambda problem - how to send a constant value through it

texts:
Is it possible to send a constant value to a (function-pointer-like) variable that makes use of lambda? Here is a very simplified version of what I want to do:

for p in range(property):
    property[p].update = lambda s, c: DoUpdate( s, c, p )

I would like the third arg p to be converted into a constant value. Or to send the value rather than the variable. Is this possible? To have p evaluated immediately?

I've seen answers that show to do it this way:

for p in range(property):
    property[p].update = lambda s, c, arg=p: DoUpdate( s, c, arg )

But I'm getting TypeError: update keyword: expected a function taking 2 arguments, not 3

Does this solution not work for Blender specifically? Or maybe I am doing it wrong? Does anyone know of a trick to convince lambda to record the value instead of the variable?


texts: Is it possible to make randomly colored objects via the compositor in Blender Internal?

texts:
Is it possible to have a per object random value between 0-1 that can be used to mix two colors in Blender Internal?

I am used to using the Object Info node in Cycles to accomplish this effect, however I have been unable to find an equivalent in Blender Internal without using third party addons.


texts: I'm having trouble with getting hair right. I'm making a ushanka and am using the particle system for adding fur, but it isn't putting hair in certain places (it's not the normals), heres a few examples I know, rough, but im trying to get the fur right. i have the emission coming out of the verts, interpolated children. uniform, endpoint and random are set to 0.01 and the length and threshold are 0.5. Also, there is no kink... I might abandon the hair/fur all together because it was supposed to be a cartoon look.


texts: How to add initial velocity to a rigid body object?

texts:
I want to simulate flying knife (rigid body) then it fall down and hit the ground/floor. How to give the knife an initial velocity to make it flying ? I can't find the setting.

Thanks


texts: How do I make an object in my scene into an object I can instance using python?

texts:
I'm in the process of writing an addon that generates buildings based on a group of assets such as bits of wall and roofing.

My current plan is to somehow dynamically save custom assets, including UV coordinate, textures, etc. to an object that I can create using python. (Much in the same way objects are typically created in python, only they would be defined by an object in the scene, rather than pre-defined by another piece of code)

For instance, when I want to create a Monkey with python, (and who wouldn't?) I can just call bpy.ops.mesh.primitive_monkey_add() and viola, I have a monkey. Is there a way to take my active object and dynamically create a function that is able to recreate it?

Feel free to ask further questions on my dilemma, as I feel I may not be explaining it very well!

Thanks!


texts: Noob.  Working at using particle system to model fringe for a theatre curtain similar to this. 1 I've made a single row of vertex emitting hair particles as tassel objects no problem, and activated physics.  I want the individual strands to sway side to side when I animate the emitter, but find they bounce up and down (get longer and shorter) instead.  I've tried what seems like every parameter on the particle panel but nothing seems to change bouncing to swaying behavior.  What am I missing?


texts:
In my scene I have a text object I'm rendering over a photograph with nice natural depth of field. I am matching the depth of field effect with a defocus node in the compositor. Since the camera doesn't move for the duration of the sequence, I'd like to hold the first frame. Effectively rendering the defocus node for one frame and extending that frame in the VSE for the length of the sequence.

I do not want to render the frame out to a file and then import it back in. I will be doing this many time and want to avoid any manual two step process. I need a non-destructive way to do this in one step. In NUKE, this is a 'HoldFrame' node, in After Effect you can use TimeRempaing, FUSION also has a solution for this.


texts:
Is there a way to add fog - mist -dust or any other effect like glare etc to an already rendered animation in blender cycles?

Many Thanks


texts: Mountain texture (rock) looks very unrealistic?

texts:
I made a mountain in blender I used a rock texture I found and when I first rendered it looked very realistic, I lost the file so I recreated it, but it now looks fake.

The first original.

The recreation of the first one

Thank you for your help!


texts: 3D Scene in VSE: Hide an object keeping the shadow

texts:
I have a scene (add / scene) in my VSE, and I made the lights and shadow to match those of the background footage. Now what would be the best way/strategy/approach to hide the plane, only retaining the shadow?

PS - The plane has the basic "new" material for now ; I'll make adjustments later, I just want to know if what I want to achieve is possible..?

EDIT: YES, I know you can use an image as the background/drop of a 3d scene, but this is not what I'm trying to do at all, thank you very much.
EDIT2: Apparently, it is simply not possible. The "only shadows" material checkbox of Blender Internal didn't make it into cycles. I guess it was too handy, intuitive and straightforward ;p


texts: when i try to uv unwrap my mesh , blender hangs and become unresponsive, why?

texts:
I am new to blender, when i try to uv unwrap my mesh, blender hangs and become unresponsive. the mesh has nearly 35000 faces. it is a subdivided sphere which i used for sculpting.
when i uv unwrap a simple cube , it works fine. is there a workaround for this, or a better alternative way to apply texture?


texts:
I'm writing an addon to import game models into Blender. But sometimes, there is a mismatch between a bone's name from the animation file and the name from the object file.

So I'd like, when the script encounters an unknown bone, to open a popup with a list of existing bones (plus an option to ignore the bone), that would pause the script until the user has chosen his result, and to get back the chosen option.

I've seen
How to call invoke_popup?
to create a popup, but I'm stuck on several points :

how to call it from my python code
how to change its name (label) before calling it (to say for example "bone X not found")
how to get the result of the selection
how to get the user see and interact with the popup before the end of the script


texts:
so I made an animation in Blender but everytime I try to render it only the first frame gets rendered and Blender freezes after that. I am using Eevee and the animation is 850 frames long. I also tried rendering different sets of frames. I think it could be my CPU which is at 100% usage during the render but I had renders with the same usage in the past and it worked just fine. But since that was my only idea it tried lowering the settings but it's still at 100% and crashes.
Any ideas?


texts: Blender material issue while snapping two objects snaps together

texts:
This is two half-sphere snap to each other by the center line.
I am working on a modeling project which run into this problem.

I want to make it like a whole sphere while render it out, but it like this

The vertex at the center line are perfectly aligned.

And I would like to keep it two objects.

Is there any way to make it like one single object but without that center line?


texts: Eevee Won't Clear the Color Buffer When I Render

texts:
What I mean by this is that for some reason, when I switch my rendering engine from Cycles to EEVEE, the object will look like this if you move around it

The thing is, it's only this object. I even tried remaking all the materials but since I got it online, I think it might be something else because this didn't work.

EDIT:
It does the same thing in material view mode.


texts: which is best for blender rendering cpu or gpu

texts:
I am trying to learn Blender , my current system with i5 3230M with 8GB works all right but struggling , So I am planning to build a budget pc. It ll be really helpful if you anyone could help me out on important question . is it best to have a good cpu (like i7 7700) and no graphics or to have mediocre cpu (like Ryzen 3 1200) and a graphics card (like GTX 1050Ti 8GB).

I read cpu can take advantage of copious ram for large scenes and gpu can be faster under normal rendering circumstances.

Any suggestions save for a particular cpu or gpu , Thanks a lot in advance.


texts: Depth of field in EEVEE not focusing on selected object, works fine in cycles

texts:
I can't wrap my head around this. For some reason, no matter how much I try, I can't get the depth of field setting to do anything but make my entire shot blurry. My goal here is to have the F/C in focus and everything behind out of focus. When I switch to cycles, it works perfectly!

Here are some screenshots:

Cycles, works as wanted:

Eevee, not working:

I currently have it just clicked to focus on the F through the camera menu, but I did also earlier set up an empty and connect it to my camera as explained in this video:https://cgboost.com/blender-2-8-eevee-autofocus-fun/ for autofocus based off what the empty's point was projected at. That also wasn't working though. It does work perfectly for him though, so I'm thinking it's a user error but I can't figure out where I went wrong ha.

Here is the .blend file:

Any ideas?


texts: i'm having a problem where some edges are shown orange while in object mode and won't go away.


texts: Can't render smoke on GPU in 2.77 testbuild 1

texts: It says smoke/fire in cycles has CUDA support now, but I can't seem to get it to work, even on the experimental feature set. Running a GTX 770, 4GB.


texts: Edge Selection - Selection highlights vertices only?

texts:
The first picture is showing how the edge selection should look. The second picture is mine, it is showing how my selection looks.

I'm trying to join the bridge of the nose and my selection looks different on
screen, only the vertices seems to be selected but the edges are not.


texts:
I have several meta-strips with lots of sound strips in each. I want to edit one of these meta-strips, but when I playback the meta-strip from inside, Blender still plays all sounds from all other meta-strips.
I decided to mute all meta-strips except from the current, but it did't help. Sounds are playing from all strips, even from muted off. Even if I mute all of the strips, sound is still playing (video behaves as expected, though).
In 2.79 it works just fine.
What happened in 2.80? Is it a bug or I missed some tiny option?


texts: Why is the animation not working properly after I sculpted a pre-rigged mesh?

texts:
so a client asked me to resculpt this wolf cub mesh that he purchased online into a dog.
The wolf cub mesh comes pre-rigged and animated in Unity.
After I sculpted it into a dog and parent it to the armature in Blender the animation has slight deformation no matter what I tried. I reassigned vertex groups, applied transformation but still.
Deformations occure around frames 17 to 25 where the original wolf blinks.
The client wants me to make sure that the animation will work exactly the same with this edited mesh in Unity.
I have no experience in Unity but can anybody please tell me what I can do to make the newly edited mesh works smoothly with the original armature? I will attach my blend.file down below!
Here is a screenshot of the weight painting of the right eyelid. The right eye has even more influence on the face.


texts: Is it possible to model this padding with "inverted snake scale"-like pattern?

texts:
I`m new to Blender. There is a extruded square-like geometry on the surface of the headphones. As the geometry gets close to the boundaries, it changes shape. The shape changes from center to edges.

How do I make this effect?


texts: Can someone explain how I can make this corner flat and flow into an incline?

texts: I'm trying to build a track for Assetto Corsa for the first time and I'm having trouble making the corner flat and curve into an incline.


texts: The problem is that the scene renders perfectly on all of my Linux and windows machines, but the textures get messed up on friend's windows machines.


texts: How can I toggle on and off 2 materials for a single mesh?

texts:
I am creating a hair asset for a video game to be used within a character creator menu.
We want to have a second hair material which can be toggled on and off. Depending on which hair mesh this can be like highlights in the hair or partly gray hair, ect.
I have very little experience with material nodes so let me explain the purpose of what I am doing first.
We have an early version of this working in Unreal Engine 4 already with the experimenting we have done but for the most part is figured out. In the UV map I put all of the "second type" parts to the right and the rest of the hair on the left. My programmer then uses an image with solid red and green to key out the two parts.
The problem is Unreal uses completely different terms from Blender so I can't preview anything before sending assets to him.
I have followed this tutorial but the problem with it is this guy can't toggle on or off a full solid color for the monkey, it's always two colors.
https://www.youtube.com/watch?v=ms89wP8m4ZU
Thank you to anyone who can help me with this <3


texts: I updated my mesh on an animated armature. When I export as FBX none of my changes appear to have been made. When I drag the blend file itself into Unity, the mesh appears perfect. I need to use FBX in Unity however due to diffusing materials, but the FBX is showing the old mesh. I've saved this FBX as a new file, not replacing the old. Any direction on what could be wrong? Thanks


texts:
I have design in illustrator and exported in Autocad DXF format. And imported the file. Its in curve format so i have converted to mesh. After converting to mesh i Press F to fill face and Selected the verts and Press Alt+F to fill. Its not working. Im getting different result compare with my original design.

Original Design

Result im getting from F and Alt+F key

I want to fill reverse way. Any suggestion or Help. Thanks


texts: For some very weird reason, blender uses my plane object as a camera. possible bug?

texts:
I do not know if this is a bug or not, but I just went onto blender this afternoon, and I am not sure what the heck I did wrong, but all of a sudden, whenever I pressed Numpad 0, (which is the hotkey to see through the camera's perspective,) it took me into the object's perspective, as if the object were a camera itself, even though I already have a real camera in the scene.  Sorry if I worded that weird, but basically, my problem is that I need to be able to look through the perspective of my actual camera, and not my plane object.
also, whenever I press the "camera to view" button, it rotates and moves my plane object around as if it were the camera.  I've made sure that I have no camera objects that are parented to the mesh, so I have no clue what the heck is happening.
I will give a link to my file below, although if it is some sort of bug it might not work for everyone.
And before you ask, yes I have tried restarting blender and even my computer and that has changed nothing.


texts:
I want to access BPY in standard python console on windows 64bit operating system.
I searched, and found this link "http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule".
I did all the steps. but unable to import BPY in my python IDLE, also version of both are same. It shows error which is :"

>>> import bpy

Traceback (most recent call last):
  File "<pyshell#1>", line 1, in <module>

import bpy

ImportError: dynamic module does not define init function (initbpy)

please help me.
thanks


texts: Warp image to fit UV unwrap, without using projection unwrapping

texts:
I am trying to make my volcano. I want to apply a normal texture to the volcano, which is very warped as I am currently using Project from View (Bounds) as my UV map unwrapping. This is currently the texture for my volcano model:

It currently works well for just the image texture:

However, applying a normal does not work so well, and looks more like this:

This bad normal mapping is due to the steep gradient. This is why I need to somehow warp my original UV map to fit the simple Unwrap, which currently looks like this:

How can I manipulate my original image texture to fit the new UV map from the old UV map? Is there a tool for this in Blender?

Sorry for all the images. I am trying to make this question as clear as possible. If you have questions, please ask me!


texts: How do I randomise a glossy node's roughness within a specific range?

texts:
I have a glossy node with the roughness set to 0.05. I am using this material on many objects, and want to randomize the roughness by a small bit on each model (to be specific, between 0.02 and 0.05). I know that the way to randomize is to add an Object Info node, but what should I put between the Object Info node and the Glossy node to put the values 0.02 and 0.05 and plug into the roughness?

Thanks in advance!


texts: How to find out bug list for particular versions?

texts:
Hi I have installed blender 2.81 and it has issues that are different to 2.8.

How can I find out what bugs are for my version rather than all versions like bug tracker etc?

Geodesic domes crashes my computer, rock generator is not working, and sometimes (not often) materials have to be deleted as they stay pink even with changes.

Probably lots more I don't know of.  Also push pull is still not updated, though that was on blender today yesterday so it's known.

Also bool tool tab does not work but fast carve does (which is nice), my preferred.

But how can I know if 2.82 is better or worse without having to figure it out myself, or 2.83?  They all have different issues.


texts: How can I join these two meshs together?

texts: This question refers to my previous question 'How to transform a plane into a honeycomb?' I'm trying to join the hnoneycomb with the face surrounded by a red border. Thanks for your help.


texts: Blender 2.72 No Cycles Hair Rendering/Settings Tabs

texts:
I have tried blender versions from 2.69 to present and have yet to see the Cycles Hair Rendering or Settings Tabs.

My steps
1.  New blender project with the cube present
2.  Go to particles and hit +
3.  Choose Type: Hair

and no Cycle Hair tabs??
My crazy cube hair renders just fine, but the Cycle Hair tabs are never visible.  Am I missing a setting somewhere?


texts: How to NOT duplicate data when copy-pasting?

texts:
In Blender, there are two ways of duplicating things:

The Duplicate Objects (Shift + D) command, and
The Copy and Paste function that we're all familiar with (Ctrl + C and Ctrl + V).

Both of these create new instances of objects... That can be manipulated without affecting the other...

As many of us know, we can disable data duplication for the first method by simply going to:
File > User Preferences > Editing > Duplicate Data, and unchecking the things they want to be linked to the original instance, rather than copied.

As a result, it does not create new instances of the texture file (in the image viewer) or material data, etc.
Question:
How do you do that with copy-paste?
Of course, things that do not exist that are copied in should have an instance created.
tl;dr Is it possible to merge Duplicate Objects with Copy and Paste?


texts:
So I was modelling and suddenly when I pressed "z" it meant "y" and started grabbing the vertex in the y axis. Also in text editor it typed y instead of z.

When I typed z in notes it typed as expected.

It keeps doing it still, it just suddenly swaps random and stays until I quit and go back.

I use 2.79 on Windows 7


texts:
How can I model this?I have it modeled from the front view, but how can I make it match the right view? What ever I do on the right view messes up the front view. How can I do this?
Thanks!


texts: How to cycle through Global and Normal orientation?

texts: Is there any way to toggle between Global and Normal orientation via a hotkey or with an add-on?


texts: How to access Density/Flame grid via Python in 2.82 (Mantaflow)

texts:
Does anyone know how do I access the density/flame grid for the new Mantaflow fluid simulation engine in Blender 2.82?

The old path still exists:

bpy.context.object.modifiers["Fluid"].domain_settings.density_grid

But this returns an empty list.


texts: How to duplicate an object in 2.8 via the Python API

texts:
I know how to successfully duplicate an object by using

bpy.ops.object.add_named(name = 'TemplateObjectName')

If the template object named 'TemplateObjectName' has animations, particle systems and modifiers attached to it, the previous call will create a duplicate object that also has those components. However, if I duplicate an object using

template_object = bpy.data.objects['TemplateObjectName']
new_object = bpy.data.objects.new('NewObjectName', template_object.data)
collection.objects.link(new_object)

how do I attach the template object's animation, modifiers, particle systems...?


texts:
I have a blender install that was previously working great, but the machine was reformatted and reinstalled windows. No blender 2.83 LTS and 2.91 have the issue that the interface is slow to react and even rotating the standard cube is all sluggish. I have an Nvidia Quadro RTX 4000 and have tried a few driver versions with the same result.
I checked for the Open GL file in the blender folder but it was not present. Not sure what else we can try?


texts:
I want to add the outline effect in all, not only border.

How and can do this in Cycles fast?

I've searched for many pages, but all the methods did not work because I did something wrong.


texts: How to apply texture on material with cartoon style?

texts:
Hello! So for the character i'm making, it has a toon style (i use 'constant' for the interpolation for the color ramp, node is on the image.) I want to add line details on the body using textures while still having that toon shading for the body. I don't know how to. Can somebody explain to me how to do it?
(note I'm quite new to Blender, so please explain in a way I can understand if you can :))
Thanks


texts: How do you apply a glossy node to a specific image texture when using alpha and RGB mix nodes?

texts:
I bet it's an easy fix but considering I'm a newbie take it easy will ya, anyway here's my node setup.

the highlighted nodes contain the transparent image texture I'm attempting to make glossy.


texts: how to use hair particle system for a maze?

texts:
I used a maze generator to create a 10 by 10 maze and I would like to replace the walls with a tree object I made using the hair particle system but doenst work. I imported the maze as an svg then converted all the curves(chose 3d curve type) into a mesh.

I created a hair particle system for the maze and selected my object tree. As shown above, the tree is only one, but i want it on all the lines, doesnt work even when i randomize it

it turns into the wheel of fortune, instead of moving all aroud the line. How to solve please?


texts: Missing Blender Prefs folder on other Mac user account

texts:
Today I decided to make Blender available to another user account on my Mac.
(Blender 2.92, macOS Mojave 10.14.6)
The first obstacle was a permissions issue, that persisted no matter what, to the extent that I had to re-download Blender while logged in as that user, and copy the .app file into Applications and authorize it as Admin. (Had to make sure the file names were different, of course.)
But even after that, there is no Blender Prefs folder for that user.
When I go to ~/Library/Application Support/Blender/ on my admin account, of course I see Blender's preference data.
But on the other account (which can launch Blender, only with default settings) there is no Blender folder in Application Support. See screenshot:

What's going on here? And how do I copy my Blender preference data over for that other user?
(I say "copy" rather than "sync" or "share" because I don't want changes they make to their prefs to affect mine.)


texts:
I am modeling a viking longboat similar to this one. I would like to use blenders' cloth simulation to accurately model the deformation of the sail such as the bottom two corners of the square are attached to ropes.

So far I have that :

(the red circles indicate the vertex group used to pin the sail). It consists of a square plane with the top row and the two bottom vertices in a pin group. The sail has a cloth modifier and a wind force field deforms the shape (same as the accepted answer in this question).

Which approach should I take to add ropes on each side at the bottom of the sail and achieve a more realistic deformation such as this one ?


texts:
I was wondering if I can change order of objects because of my animation exporter script only exports their transformation data with their index number -not names. I do it for efficiency in my game, in that way instead of using dictionary classes I use arrays.

I tried copying, deleting then pasting back but it didn't work. I need a simple way of doing this but if someone can show me a script to reorder it's also appropriate.


texts: How am I supposed to handle muscle deformation while rigging?

texts:
Sorry for this broad question, but I can't figure out how to put it succinctly in title.
My situation is that I'm able to:

Sculpt a semi-realistic human body in T-pose.

Rig and animate a wooden mannequin.

But when I try to make something from a reference like this:

I have completely no idea how to handle all the muscle deformations. Like the "squash" at her back waist, between the hamstring and calf, etc.
Where should I even start?


texts: Problem with my rig, the feet stick to the ground

texts:
I'm a beginner and I'm following a tutorial but
the 3D person I try to rig has his feet stick to the ground and deform them.
What should I do ?
The project : https://pasteall.org/blend/55639e03aefb4f9fa2b227da6732c238
Thanks !


texts: Use World Lighting, but Render Without it

texts: I want to render a PNG image from a scene which uses an environment texture (HDR file) to provide lighting on my materials. However, I want the render to have a transparent (alpha) background -- without the world appearing. How can I configure my render so that my materials are lit by the environment, while hiding the environment texture from the render?


texts: How to access all selected files from a file selector in Python?

texts:
I'm working on an addon that uses an ExportHelper class to implement a file import dialog.  I want the user to be able to select multiple files, but the filepath variable that is populated is just a string with one filename in it.

How can I modify my class to be able to import multiple files at once?

My current operator looks like this:

class SlideshowAddSlide(bpy.types.Operator, ExportHelper):
    bl_idname = 'slideshow.add_slide'
    filename_ext = ''
    filter_glob = bpy.props.StringProperty(
        default=types,
        options={'HIDDEN'},
    )
    def execute(self, context):
        print(self.filepath)
        return{'FINISHED'}


texts:
I'm new to Blender but want to edit video,I need to replace faces. I will cut face from picture and put there. Found this Overlaying an image to cover a face in a video? but don't get it. Can't found  2D Stabilization
I need to replace and track faces in video.I'm beginner and need explanation step by step.I will cut face from picture and put on actor face in video. It's not that easy,video is long 4min It's fight scene from movie,they jumping ,spinning and I need to track all that.Don't even know how to add image :) I'm new to this and is all complicated :) If somebody can help me step by step I will really appreciate that.  And I hope that is clear now what I want to say.


texts:
In Blender 2.92, I'm trying to simulate a thin liquid, like a syrup, running down a soft ice cream cone, like the picture attached (ice cream in glass jar)
The closest I got is on the second picture. The liquid is too thick, not in the sense of too viscous, but the thickness of the run out is too thick, it should be thinner, like a syrup, less like melted choc or honey. I tried to reduce viscosity, but the thickness remains the same. I tried reducing the size of my inflow object (cylinder), but now i'm at the minimum, below that, it won't flow out of the cylinder. I'm not sure which other parameters I can play with. The liquid should stick and spread more, but here it kind of lumps together.
My settings(particle radius was 1 in my picture, not 1.9):

Edit 22.4:
following proposal below, I have changed the resolution from 32 to 64. It's going in the right direction, see picture below. But processing time jumps from a few seconds to more than 20 min, for a simple scene like this. So I hesitate to crank up to 128. The liquid is still voxelized. I need to find a way to continue to improve without exploding processing time. Any idea ? Can I reduce the scale of my objects ?


texts: How to create individual Objects out of Object with applied Array Modifier?

texts:
When I watched some tutorial videos, they often use outdated commands.

Most of the time I can find the ones for the current version on the internet but I have not been able to find the command for turning an array into individual objects.


texts: How to merge two faces of different normals to create a corner?

texts: I want to merge the faces and make sure the vertices match up.


texts: Exporting multiple meshes individually at once

texts:
I need to export around 200 meshes into FBX, individually, organized with object names. The old method I used before was creating an export preset and export them one-by-one, with the right names. That was bearable with 70 meshes, but rather frustrating with anything beyond.

So my question is the given:
Can I export 200 meshes into 200 files with their object names as names?

I have a few complex, animated meshes that I would rather export the old-fashioned way, but if I could skip the other 190 meshes, that would be sweet.


texts:
Is there a simple way to curve my rope along the red line?

Everything I find on curves seems quite complex, and I just make a mess of it.


texts: Reconstructing the Principled Shader SSS with standard nodes

texts:
I am trying to reproduce an SSS shader that I created using Principled BSDF with standard nodes. (I want to add some complexity to the shader but I really like basic results of Principled).

In the image below you can see my attempt to recreate the Principled shader with individual nodes. As you can see in the monkies the results are not the same. The results of Principled appear to have more variation of the scattering effect depending on the volume thickness.

According to the Blender manual the "Subsurface" slider in Principled mixes Diffuse and SSS. So in my custom shader I Mixed diffuse and SSS shaders with the same mix factor of 0.1.

What I am I missing? Does the Principled SSS do something else under the hood?

(The rest of the shader attempts to recreate the glossy/roughness part. This one is fine. I am interested in recreating the SSS component exactly).


texts: Global Slow-mo effect - Animating Time scale

texts:
Is there a way to animate the timescale of a scene for a small amount of time?
I'm looking to create an animation, and in the middle it goes from 1.0x speed, to 0.125x speed (1/8th normal speed), but with a smooth transition. So it's start at 1.0x speed, and over the course of 10 frames, for example, it slows down to 0.125x speed for a bit, then goes back to normal speed.
Ideally, I'd just keyframe the time-remapping to do it, but apparently it's not animate-able.
Going into the action editor and changing the scale of the clips won't be viable, as it's important that the whole scene is slowed down (nearly everything in the scene is in motion, so slowing down the main subject won't cut it). So it needs to affect the scene globally.
I've also seen solutions that say to do it in the VSE on another scene with an effect strip (i.e. using the main scene in the VSE as a source, and then attaching an effect strip to it), but it doesn't seem to have any effect on anything when I go back to the main scene. Which kind of makes it pointless as a solution, as you can't iterate on it unless you render, and re-render it after a tweak.
I'd rather not have to render out that section with 8x the frame rate and slow it down in post if I can help it, as that seems rather wasteful.
I'm also sure this could be done easily with animation nodes. But as this is a project with a strict deadline, I can't set aside the time to learn the addon's ins and outs at the moment.


texts: How to share shaders among different materials

texts:
In order to model a better quality Earth without distortion at the poles, I decided to use a cube, subdivide it 3 times and then to-sphere it. It works much better than a UV Sphere and than an Ico Sphere for the same reasons. All the faces are squares of similar size and if you use a cube projection, you will have no distortions and best texture quality.
As the material properties of the ocean and the continent are different, I used a Principled BSDF shader for each one and mixed using a texture of the ocean mask.

My problem is that as I need 6 images, one for each side of the cube, I duplicated the same material and just changed the texture. But if I work on the shader of the ocean, only one side is affected.  I want that all sides share the same ocean and continent shaders since only the texture is side dependent.

How can I do it?  Thank you in advance for any hint.


texts:
So I'm watching this tutorial

https://www.youtube.com/watch?v=CVPcT0dJmoY

And at 42:37 he instructs us to "Extrude outward". I'm not sure how to do this, because just scaling seems to not do what he's doing.


texts: I tried Blender today but my Spacemouse operated in reverse direction. Where can I change this setting?


texts: How do I update old blender projects to the newest version of blender?

texts: I have some unfinished projects I want to get done and I want to update to the newest blender version, but, when I install the new one, all my old files don't seem to update, they still say .81 when opening... I'm confused... and I don't know  how to fix it... because it auto updated when I went from 2.79 to 2.81, and I have tried uninstalling blender and reinstalling it, but to no avail.


texts:
I am just learning Blender.
I am going through the second part of the coffee mug tutorial on YouTube.

The first part was good. I was able to follow it. Coming from SketchUp, it is taking some adjustment. But I am getting it.

I am just starting the second video. At the beginning, the instructor selects the top of the mug to extrude it. When he presses the E key and Enter, the red, green blue axis moves to the center of those vertices. That does not happen when I press the E key and Enter.

This is only 1:30 into the video.

How can I get the axis in the middle of this circle of vertices?
The next step is to scale. I need the reference point in the middle of this circle of vertices. I cannot left-click accurately enough to position the axis/reference point.

I am using 2.69. The video uses 2.64.


texts: Looping Through Frames of Physics Simulation and Getting Object Info with Blender Python

texts:
Hey there Blender Community,

I'm trying to figure out the optimal way to use Blender's physics engine to perform simulations and access the information from each frame of the simulation for various other purposes. The idea, ultimately, is to be able to loop through the frames of the animation once the simulation is complete and get information about an object's location, for example, after a rigid body collision.

I was able to successfully accomplish something like this with the following method:

def analyze_scene():
    scene = bpy.data.scenes['Scene'].frame_end
    object = bpy.data.objects[object]
    frameInfo = []
    for frame in range(1, scene.frame_end):
        scene.frame_current = frame
        bpy.ops.ptcache.bake_all(bake=False)
        frameInfo.append({"name": object.name, "frame": frame,
            "translation": object.matrix_world.translation})

    return frameInfo

(Note: There may be an error in this code, but it's just an outline of what I'm doing).

The issue with this is having to call "update all to frame" (bake_all) with every frame. Is there a better way of doing this that isn't so computationally expensive? I've experimented with Scene.update() to no avail.

My thanks in advance for any assistance.


texts: Faint duplication of elements seen through glass

texts:
Made these simple lightbulbs in a quest to understand blender lighting when I encountered a problem with the render not only faintly duplicating my light source but also the thin wires in the other lightbulb too...
Also I'm using the filmic log encoding color management and cycles render.

Object mode shows one wire inside

But render preview already shows 3 wires on 5 samples

I think something is up with my glass


texts: Can Blender Make 2D Flash Animations? (Like Adobe Animate)

texts:
I'm trying to use Blender as a 2D animation tool. Hard to do this if layers don't work the same way they do in Photoshop, or Adobe Animate.

Can't seem to add a plane background (and lock it), or add an object on a layer that goes on top of it.

Anyway around this? Or should I just give it up and use Adobe Animate?


texts: blender running so slow i can take a nap when clicking a menu

texts:
I have a big problem. It's been happening for a long time and it's really urgent as this is payed work.

For some reason my project is running so slow I can't even click on the menus. I literally went to bed yesterday after clicking a menu just so it could load in the option to delete it.

I am like 4 days over the deadline and I need urgent help (tell me if you want the packed file, I'm uploading the normal one now, please tell me if you have the same problem as it might be my pc).

Oh  and yes i am working with really big particle systems but even with those completely deleted i get this performance. (for some reason the problems usually start after I have put in something really demanding so it might be that the demanding tasks are still doing the pc from behind even after I've deleted them)

thank you btw for any answers


texts: CUDA Compute Device says "(dislplay)" beside it. What does that mean?

texts:
When I choose CUDA under Cycles Compute Device in user preferences, it gives me the option to use my GPU, but it also says "(Display)" beside it.

GeForce GTX 1080 Ti (Display)

Does this mean that my CPU will still be rendering my scene while my GPU just simply keeps the rest of my program updated visually? Or is this all in my head?

It seems to me like I'm going to need another GPU so that I can run both display AND rendering, which is very strange to me. Is this true? Because I really don't want to have to buy another one if I don't have to.


texts: I'd like to know how to rotate all of the selected edges like the one that's shown below


texts: How do I make Mantaflow fire appear less blocky and more realistic?

texts:
The other objects in the scene are set to fire and smoke with sampling sub steps set to 2 and initial velocity turned on, but other than that, they are at the default settings. I'm also using the cycles engine. Here are the settings of the smoke domain:
[


texts: Eyes follow rig in pose mode but not in object mode

texts:
So I able to rig the eye and it can move with the head bone in POSE mode but when I try to move around the character in OBJECT mode, the eyes not following the head.
I tried apply armature modifier to the eye mesh and connect it with the body rig, still does not work.

Below image is when I try to parent the eye mesh to the body/head mesh


texts: Can we measure the brightness intensity of a Model(Cube)

texts:
I wanted to know is it possible to measure the intensity of the brightness falling on a cube in blender 2.8.
Example: I have attched an image, in the image the brightness of the light falling on the face of box-1 is higher than the brightness of the light falling the face of box-2. Is there any way to measure the intensity of brightness falling on those boxes in blender.


texts: After updating to 2.81, my previous works (done in 2.80) doesn't show colors

texts:
This image is what's supposed to look like in Edit Mode/Object Mode(although I still can make these screenshots even after the update by pressing F12 which is rendering) but the following is what my donut looks like now in Blender.

It shows no shadows and colors. The only thing I did is updating blender to 2.81 from 2.80. And I don't know what but something seems off with blender. Sometimes I can't click any objects so I just pressed tab and then now it's all clickable. Seems like I was in edit mode, but to me, it looked exactly like object mode.
I don't know what is wrong with it. How do I make my colors show up again?


texts:
I can't get my animation to render, the panel doesn't look like the tutorial's.

The bottom one is what it's supposed to look like, but the top image is what it looks like for me. This is probably an easy fix I just need help.


texts:
i  want to make curved surface , so i add a Nurbs path and play with it to have the curve profile that i want to bevel it with  Nurbs curve , the proble is start to overlapping and make some sort of triangular shape , i can avoid this issue by change the curve ( path ) and stretch it . put i want have the same profile of the curve that shown below ;
i tried to change the resolution and the loop cuts but nothing happen .


texts:
I need to clean up a mesh and thought of using boolean operation to remove the unwanted part. But the 'hanging' edges don't seem to be affected by the boolean operation. For example: if I have a cube and I extrude an edge, I thought a booeal difference with another object overlapping this edge would slice it off. Which doesn't seem to be the case. I get similar results with other boolean operations and even boolean modifier behaves the same way.

Is there a way I can achieve the objective of cutting off a portion of an object via another suitably shaped object?


texts: What's the difference between using eevee and cycles for video editing and rendering?

texts:
I understand that they are two completely different rendering engines that have their own ways of rendering the 3D world (See already answered question "How does Eevee work"), but...

Is there a difference when using blender as a video editor?
Is there a difference in performance and/or speed when using one engine vs another for rendering videos?
Is eevee the preferred render engine for video editing?

Note: This is regarding the video editing aspect of blender, NOT about the 3D aspect.


texts: how to increase the size of the pivot in blender 2.8 , i need to increase the size to large


texts: I am using Rigify and created an armature. If I select anything on the left side of the body (arm or leg bones) thee selection is not visible in the side/right view. What could cause this? I tried selecting all, hiding and then unhiding all.


texts: Determine/Find any usage of a bone in a rig...how?

texts:
Suppose there is a highly advanced rig (human "skeleton") with many functions like a face rig etc...
And there is no documentation at all.
How can I find/list/explore the function of certain "entity" (bone) in that rig - how can I find/list/explore all (for example but not exclusive) actions, it is used in, all bone constraints, in which it is used, all parents, all children, all drivers and so on, in other ways then by clicking each single bone of the rig separtely and look for exactly that?


texts: How can I apply adding object in a collection to other linked collections automatically?

texts:
As you can see in the picture above, adding objects in a collection do not applied to other linked collections contrary to editing existing objects.

If there's only one collection linked, it is easy problem solved by linking the added objects to linked collection.

But if there are many liked collections, linking new objects to those linked collections one by one would require a great deal of effort.

So I want adding some new objects to a collection applied to other linked collections automatically just like editing existing objects.

Is there any way that this is possible?


texts: How could i make a clean unwrap with the array modifier?

texts:
I´m new to Blender

I´m making a sauna bench asset for UE4, and I make the planks with the array modifier, when I tried to make de UVs, I watch tutorials but its like I cant find the solution that I want**

So how do you recommend to do it? I would like to know how to randomize the way that the material is applied in the planks, so they don't have all the planks with the same look.


texts: Why is Blender rendering my vertical image distorted?

texts:
I want to render out an vertical image of my model. It should be complete visible but with no unused space.

I've changed the Dimensions of the output like that:

In Blender the camera view looks now like that:

but the output looks like that:

How can I print out the expected result?


texts: Messed up geometry when stitching a hand to an arm

texts: I tried stitching a hand onto an arm. The results are unusual. I've checked the normals. What could be happening?


texts: Normal map rendering blocky shading/ shadows

texts:
I hope I don't seem like I'm spamming but I've looked around this site and google for advice and non of it is really helping.

My problem is that if I use the normal map I baked from my high-poly rock model (2nd one in the image) then the normals are completely fine. If I use the normal map I created from the diffuse using Bitmap2Material and specify that it's an OpenGL normal map I still get these blocky shadow areas on my normal map but the map itself is totally fine:

(I've intentionally used a jped in this example so I can upload, but the real file itself is a PNG, about 4.7mb)

Anyone know why this is happening and how I can fix it? The reason I want to use the normal map generated from the diffuse is that it contains more of a bumpy texture and it looks nicer than the baked normal in comparison.

Here's the normal map working totally fine in the texture program:

Solutions tried: smoothing edges, vertecies, faces in edit mode. Setting faces to smooth shaded. Opening my normal map in photoshop and re-saving it to see if it alters the data somehow. Changing from colour to non-colour data. Playing with normal intensity.


texts: Cannot select mesh after putting my armature in pose mode

texts:
My problem is pretty straightforward. To weight paint my character I must
  1) Select the armature and put it in pose mode
  2) Select mesh and put it in weight painting mode
For some reason after I put my armature in pose mode I can no longer select the mesh. I attempted to put my mesh in weight paint mode first, but then I could not select the bones. I used automatic weighting to see if the armature would deform, and it does so there is no problem there. Just the auto weights are horrible for this character.

I am using version 2.8
https://drive.google.com/open?id=1RnFKtQMpJs4CX91MXeYArBxmO-Zcu5zg
And there is the shareable link. You will see I have a character and an armature.


texts: Blender performance not improving when disabling viewport physics but does when deleting it

texts:
I'm having a very simple problem. I'm using dynamic paint to create ripples on a plane mesh. Something perplexing is happening; when I disable the Dynamic Paint viewport icon (so that it will only happen in render), I still have a huge drop in framerate in the Solid view as if it was turned on, down to around 2 FPS (it's a very fine resolution, I understand that).
However, if I delete the Dynamic Paint physics entirely, my framerate shoots up to 24 FPS. My question is, why is the Dynamic Paint still taking such enormous processing headroom if I've disabled it in the viewport? I don't mind long render times, but viewport performance affects my ability to work. Is there something I am doing wrong?


texts: How to build an operator that corrects StringProperty("subtype = 'DIR_PATH') from relative path?

texts:
I'm trying to build a "smart" operator, this has to transform a relative path (Cause of a lot of trouble sometimes for novice users), so I was thinking something like this, if the StringProperty(subtype = 'DIR_PATH') property is relative
I have written a script that demonstrates what I would like to do, but I don't know how to continue and if it is possible to do this.
As you understand (I hope) I try to build an operator which is passed the right argument to interact with it (In this case 2 distinct properties).
import bpy, os

bl_info = {
    "name": "Test",
    "author": "NoobCat",
    "version": (1, 0, 0),
    "blender": (2, 92, 0)
    }

class MYADDON_OT_Realpath(bpy.types.Operator):
    """Convert to Realpath"""
    bl_idname = "myaddon.realpath"
    bl_label = "Realpath"
    bl_options = {'INTERNAL'}

    path: bpy.props.StringProperty() # <-- Is useful?

    def execute(self,context):
        context.path # <-- Is Useful?
        os.path.realpath(bpy.path.abspath(context.path))# Im very confused
        return{'FINISHED'}

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        scn = context.scene
        preferences = bpy.context.preferences.addons[__name__].preferences
        scn_prop = scn.my_props

        layout = self.layout
        col = layout.column()
        #Case 1:
        col.prop(scn_prop, 'my_scene_path', text = "Add your scene prop path")
        if scn_prop.my_scene_path.startswith("//"):
            path = scn_prop.my_scene_path
            row = col.row()
            #row.context_pointer_set(name="path", data=path) <-- Is Useful?
            row.operator("myaddon.realpath", text = "Convert to realpath").path = path
        #Case 2:
        col.prop(preferences, 'my_preferences_path', text = "Add your preferences path")
        if preferences.my_preferences_path.startswith("//"):
            path = preferences.my_preferences_path
            row = col.row()
            #row.context_pointer_set(name="path", data=path) <-- Is Useful?
            row.operator("myaddon.realpath", text = "Convert to realpath").path = path

class MyAddonPreferences(bpy.types.AddonPreferences):
    bl_idname = __name__
    my_preferences_path: bpy.props.StringProperty(subtype = 'DIR_PATH')

class SceneProperties(bpy.types.PropertyGroup):
    my_scene_path: bpy.props.StringProperty(subtype = 'DIR_PATH')

classes = (MyAddonPreferences,
           SceneProperties,
           LayoutDemoPanel,
           MYADDON_OT_Realpath)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.my_props = bpy.props.PointerProperty(type=SceneProperties)
def unregister():

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)
if __name__ == "__main__":
    register()


texts: Shape key driver posing affects the resting pose?

texts:
So I'm working on a rig with eyelids that close via shape keys run by a driver. But when I go into pose mode to play with it and then switch back to rest mode or go into edit mode which would usually reset the pose, the eyelids don't go back to their own rest position.
Is this just a quirk of using shape key drivers? I'd assume there to be a setting somewhere to make it... not do that, and instead behave like all of the other bones in the armature. It's otherwise really inconvenient to always have to be resetting the eyelids to work on my model in its neutral state.
I'm using 2.82, I tried to google an answer but I don't really know how to word it simply I guess. Sorry if it's a dumb question, I'm still very new to blender and 3D in general, this is my first rig ever and I'm learning a lot :)


texts: Invisible object that hides other objects (as a mask)

texts:
I'm trying to have an object set as invisible that hides other objects, but only when they are behind it.
I tried to use the object as a mask (by Compositing) but it works even if they are ahead it.

Thanks!

please note, I'm using the Blender Internal rendering engine


texts:
All the objects in my scene are suddenly circled with a dark orange stroke.
I can't seem to modify, delete or even select some of them...

Just a beginner at Blender, but I couldn't get an answer anywhere I looked.


texts: Glossiness map with reflection in the BGE

texts:
I know that the blender game engine doesn't support real-time reflections, but I want to be able to make some areas of my gun model look like it has some edge wear (the paint is gone on the edges and the bare reflective metal underneath is visible), I have been able to achieve this effect in cycles with a sky color and just the diffuse color and a glossiness map generated in substance painter, it looked like this:
So I tried to do basically the same thing in BGE (except I used the glossiness map image as a specular map) but it just looked more specular, which is not what I want. So I want to be able to use a reflection image, for instance a sky texture, like I did here:
Except the fake reflection should only show up on the edges using a glossiness or a metalness map, like on the fisrt image. I know using a fake reflection like this is not very realistic, and I know it's still going to show a sky reflection even when the gun is inside a house or whatever, but I just want the edges to look like metal.
Thanks in advance for any help you are able to provide.


texts:
I have strange shading after importing an obj file:

When I zoom in, the face seem perfectly flat. I checked normals, they are ok. I also tried the "clear sharp" function, nothing changed. Also tried "remove by distance" but no vertecies were deleted.
I searched a bit around here for an answer that already exists, but shading issues are dime-a-dozen with very specific issues, non of them helped me.
Does anyone know what's the problem here and how to fix?
Thanks in advance!


texts: Conversion of fine organic surface mesh to a few patches of NURBS

texts:
Note: cross-posted in stackoverflow as well. Would this be OK?

I have a very fine mesh (STL) of some organic shapes (e.g., a bone) and would like to convert it to a few patches of NURBS, which will be much smoother with reasonable simplification.

I can do this manually with Solidworks ScanTo3D function, but it is not scriptable. It's a pain when I need to do hundreds of them.

Would there be a way to automate it, e.g., with blender or some other open source libraries available? I am perfectly fine with quite some loss in accuracy. I use mainly Python, but I don't mind if it is in other languages and I can work my way around it.

Note that one thing I'd like to avoid is to convert an STL of 10,000 triangles to a NURBS with 10,000 patches. I'd like to automatically (programmatically, could be with some parameter tunings) divide the mesh into a few patches and then fit it. Again, I'm perfect fine with quite some loss in accuracy.


texts: Advantages/disadvantages of various file formats for storing non-color texture data?

texts:
We use normal maps, bump maps, and a lot of other special maps that contain non-color texture data. They are stored in image files but in linear color space (without gamma correction), and therefore we set the Color Space in the Image Texture node to Non-Color Data, as explained here: What exactly does the "Non-color data" option for image/environment textures do?

So far so good, but which is the best format? PNG seems to be popular, it can store 8 or 16 bits per channel, and unlike JPEG it does not suffer from compression artifacts since it uses lossless compression. I was satisfied with PNG, until in the comments of this question, color management expert troy_s said that he thinks EXR should be used for these files.

Since there was not enough space in the comments to go into details, I am asking this separately.

My biggest problem with EXR is that few programs can open it, and those programs start slowly, so I can't quickly check the contents outside Blender.


texts: Timer that can interact with context.object?

texts:
i'd like to create a timer that can interract with the active object.
every time the active object is not the same as the object in my pointer prop it automatically replace pointer object with the active object.

i don't understand why they restric us doing this kind of things.
how can i achieve something similar ?

class SCATTER_OT_terrain_is_active(bpy.types.Operator):
    bl_idname = "scatter.terrain_is_active"
    bl_label = ""
    bl_description = "Constantly use the active object as Terrain"

    def execute(self, context):
        addon_prefs = bpy.context.preferences.addons[__name__].preferences
        C_Slots     = bpy.context.scene.C_Slots_settings

        addon_prefs.active_is_terrain = not addon_prefs.active_is_terrain

        if addon_prefs.active_is_terrain == True:
            print("start timer")
            bpy.app.timers.register(check_active)
        else: print("stop timer")
        return {'FINISHED'}

def check_active():
    addon_prefs = context.preferences.addons[__name__].preferences
    C_Slots     = bpy.context.scene.C_Slots_settings
    Active      = bpy.context.object

    print("check")
    if addon_prefs.active_is_terrain == False:
        return None

    if Active != C_Slots.Terrain_pointer:
        C_Slots.Terrain_pointer = Active
    return 0.65


texts:
Blender newbie here. I have a problem mirroring poses that's giving me a headache.
When I mirror, for example, the left leg, the right leg isn't
correctly mirrored; it's rotated for some reason.

I've read possible solutions and watched some videos,
but I still get bad results.

This is what I do:
First, I create the bones I need:

I placed the 3D cursor at (0, 0, 0).
I select all of them except the torso and head bones. I key Shift + D, then Esc, then Ctrl + M, then X, and finally Enter
to create a mirrored copy. Afterwards, I key W to open the Edit Mode Specials Menu and select to Flip Names.

Once that is done, I go to Pose Mode and move some bones on the right side:

Then, with those bones selected, I press Ctrl + C, then Ctrl + Shift + V to paste mirrored,
but this is what happens:

What could I be doing wrong?


texts: transfer value (a.k.a score) in bge from scene to another in BGE

texts:
So I have a quiz set to where they can press a letter, if they press the right letter they get 10pts.

so the logic bricks look like

Keyboard (a) ->and ->property (mode: assign, property: -score, vale:10)
Keyboard (b) ->and ->property (mode: assign, property: -score, vale:0)
Keyboard (c) ->and ->property (mode: assign, property: -score, vale:0)
Keyboard (d) ->and ->property (mode: assign, property: -score, vale:0)

So you can press A which sets points to 10 then press B,C, or D which sets points back to 0 then press A again and set the points back to 10 again.

So let's say they press A and ready to go to question 2 they press Enter which takes them to scene 2.

When this happens points are set back to 0.

How do I get the 10 points from scene 1 to transfer to scene 2, scene 3, scene 4, and so on and so forth?


texts:
So... I want to make a cut within a cut. I made a hill with a plane, made a cube inside of it and did a boolean difference cut to subtract the section I wanted to remove from the hillside. Now, I want to make a similar cut within the cut, this time, for the foundation of my wall. Except, no matter what I do to the highlighted cube, it just makes a darker grey like shadow with "cube" where it intersects with "001".
What do I need to do to make this happen?
My end goal is to animate a retention wall being built into a hillside.

Hill
Cut dirt from hill.
Cut foundation imprint from first hillside cut.
Fill 3 with concrete.
add re bar.
Add mold
Fill mold with concrete.
Remove 6 to reveal a wall.
fill backside of wall with compacted dirt.

Scene.
I know this is possible in blender even though I have done nothing like this with it. If you could help me with how to complete step three I would forever be your simp. lol
Thanks in advance!


texts:
I'm using a track pad. The settings I had for moving around, zooming, etc. were two finger pinch for zoom, one finger touch and drag for moving around.

Now I can only scroll up and down to zoom! How do I change the setting back to how it was? It was fine an hour ago. Maybe I accidentally pressed something.


texts: Blender 2.76b and Three.js exporter not showing in Addons list after install?

texts:
I've been trying to install the Three.js exporter in Blender 2.76b on Ubuntu 14.04 and it's not showing up in the Addon's list in Blender.

I put the io_three folder in /usr/libs/Blender/scripts/Addons folder using Nautilus in gksudo mode and it's still not showing up when I open blender, any suggestions?

I even tried installing an older version of the addon as well and still no go. Do I need to install an older version of Blender to get it to work? I got it to work in Windows no problem.


texts: How do unparent my model from plain axis(object) while keeping rotation

texts: There is a empty plain axis that is like parent of my model(s), id like to unparent the model(s) from the empty plain axis but if i delete the plain axis my model gets rotated 180, which is something i cant allow. I need to get the model inside the empty plain axes out whitout it changing model(s) rotation(esentially keeping the same rotation and xyz placement it has inside the plain axis object, aka unparent cant not move the model(s) or worse to rotate the model(s)...


texts:
I'm learning rigging and most of the rig systems I found pretty easy to reproduce by watching videos and demos. I understand local\global\parent coordinates even creating complex bone based facial rigs, but...

I found realy dificult to create a more advanced rig for a torso.
something like that: https://youtu.be/im5XhbpGXjw
and even do not have ways to think how to describe this kind of rig.

how this hinge and pivot slide works?

Please, don't tell me to use the rigfy addon or blenrig, this is not my goal.
I'm trying to learn how does this stuff work, think will be usefull in future.


texts: My main mesh hides everything around it. For example, i cant see my character's eye in the eye socket nor the lashes above it . But when i render the meshes they are all there. Also, i cant see the bones in the mesh even when the x-ray is enabled. How can i solve this?


texts: When I move a single bone in pose mode, the whole mesh is moving, not only the eye-lid, as I wish. What am I doing wrong? I set the parent: mesh to bone (armature deform, with autom. weights). How should I precise, I want only the specific eyelid to move with that specific bone and not the whole mesh?


texts: Blender 2.8 render contains bad stripes?

texts:
Trying to render an image, only to find the result contains bad stripes, both in Eevee and in Cycles. What is going on here? The viewport render looks okay, though...

Blend file: enter link description here


texts:
I just installed Blender v2.8 but I can't seem to find any Transform tool.
Has it been removed or do I have to show it?


texts: Want to undo a step but it is not in undo history

texts: I applied subsurf modifier, saved the file and then quit the blender but when I reopned it I realized that I need to go back but it doesn't undo it and my undo history is empty. Can anyone help me?


texts: I'm trying to render an imported obj mesh file. I think I could successfully put the object in the field of view of active camera. But while rendering it doesn't show anything but a black image. I've attached the screenshot of the blender (In the attached image, I've intentionally black out a portion of the object).


texts: I want to make mist easily. Can someone teach me? I use a MAC and I use Blender 2.79b, making a MineCraft scene. Oh, I'm also a noob.


texts:
Oh, mighty Blender elders.

I'd like to know if this is a bug, or intended behavior.

What is going on
I have three textures with different aspect ratios. 1:1, 2:1, 3:1.
But when unwrapping, the UV map aspect ratio is always based on the image selected in the shader editor.

It seems that unwrapping depends on your shader editor image texture, not the texture in the UV editor.

So, in some cases, there's no way to match the correct aspect ratio.

Example:
2:1 in UV editor, 3:1 in shader editor.  And no way to match the correct ratio.

Additional notes:
This concerns all UV unwrap methods and projections.
Correct aspect ✓ doesn't work either - it only switches to 1:1 ratio.
Even after removing an image from file, Blender still unwraps in it's ratio.

Question

Is this intended behavior?
Or is this a bug that should be reported?

Here is the file for testing, images included.


texts: How to make part of the model not be subdivided？

texts:
I would like to create a standard square groove in the plane, just like this.

But when i switch to object mode, it just almost disappear because I used subdivision.


texts: Unintended movement when animating a character in blender!

texts:
So I have a LEGO minifigure model I have built.
I only want to animate a walk cycle.
I grab a leg and rotate it out.
Then I move down to another frame and now the head has turned as well!
 Has anybody else had this kind of experience and what can cause this?
TIA!


texts: Snap an animated rig to another static rig position while keeping the animation of the first one (MoCap, Kinect)

texts:
I'm trying to make motion capture thanks to Royal Skies' tutorials, using a Xbox One Kinect. Here's the tutorial part (1,38min in total) : https://www.youtube.com/watch?v=2FGu-g8qsww
So I have a Kinect rig, which is animated.
I also have a character with his proper rig.
So I need to put every bone of the Animated Kinect Rig at the same position of their equivalents in my character rig. Then I just have to check that my animation still works well before linking both rigs together but it is not the subject here
So Royal Skies goes in Edit mode, select a bone and snap it to the correct position, in Front View.
If I do the same, and then check the animation of the Kinect Rig, it is completely messed up, especially because of the UpperArm Bones. Of course, before the snapping step in Edit Mode, the animation is perfectly captured by the Kinect rig. Please check my gif to see what it looks like : https://ibb.co/kSVmfBq (yes there's a big offset between the rigs while playing the animation but thats not a problem).
I have two ideas:

It is a Bone Roll problem. In fact, snapping a Kinect bone to the
position of my character's rig bones changes the bone roll. But
first, resetting the bone roll to the original one (by writing it on
paper before snapping a bone) does not fix the issue. Secondly, I
tried every "Recalculate Bone Roll" option, and it does not fix it
either. I really don't want to enter a "guess the bone roll angle"
game here.
My character rig is in A pose, whilst the Kinect rig is
in T pose. Maybe it is part of the issue. I don't want to set my
character to a T pose.

Anyway, can you help me please, I'm running out of ideas here...


texts: Components of animation flicker and disappear/reappear

texts:
I am having an issue with a rendered animation not showing all the parts of all the components. Some parts of some of the objects flicker in and out of existence. The animation video can be found here: http://youtu.be/R0ohe7N5rmQ I have made this with 2.71 and cycles. How do I stop the flickering issue? The blend file can be downloaded here: http://www.pasteall.org/blend/32356

I have made an animation of objects (carbon nanotubes) being ejected from a tube. I want to the tubes to land on the substrate through shadow mask, and stick there. Then I pull of the mask to reveal some rectangular collections of tubes.

Any help would be much appreciated!

Edit: Removed second question: "Also, if anyone has a good idea of how to speed up the animation, especially concerning the treatment of the particle object."

EDIT 2: The expanded camera limits did not fix my problem, as I have now figured out. I have changed the animation around a bit with the new blend file here: http://www.pasteall.org/blend/32448 For example, in frame 100, if I have the "emission circle" visible in the render, I can see only half of some of my other objects and some of the objects disappear completely. If I turn off the visibility of the "emission circle" I can see those objects again. I tried reducing the number of particles being emitted. I show here two screenshots with and without the particle emitting object visible. Doe anyone have a recommendation?


texts:
I have this weird texture problem. These white areas
keep appearing in my render. Here is a screenshot of
my shaders, UV map and my final render.
Thnx.


texts: How to keep the view from snapping to another location when exiting camera view?

texts:
After placing camera, when one orbits with MMB the view snaps to another place (wherever it was before I entered camera view) which makes one disoriented (see image, notice the selected object and viewer location). Are there any settings in Blender that can change this?

location before orbit command

location after orbit command


texts:
I would like to be able to clean unused keyframes from my dope sheet, ones that aren't doing anything.

I read online that you press 'O' in the dope sheet to do this, but I tried it and it didn't work. So, I looked for the hotkey and preferences, and it isn't there!

Is there a way to do this?


texts: Ok, I have fully colored/textured a pretty decently sized hatchet I made in blender a few times now and each time I saved and closed my blender. When I reopen the blender file it is completely unpainted.... Being very frustrated what am I doing wrong? I've tried saving the image of the texture but it keeps telling me "invalid path:" and I can't see the rest of the error message. I think my problem is that I'm saving the blend but not the texture mapping thing. (sorry don't know the correct terminology for everything)


texts: How to find and remove duplicate image texture files

texts: I have a kit with a lot of models and a couple of dozen textures. If I browse the blender file in the Outliner some images are listed as xxx.jpg and xxx.jpg.001 so I’m assuming they are duplicates and wish to get rid of them. If I open one of the .001 files in the image editor it indicates that it has no users, but I can find a material that is using that file in the shader editor. Is there any reliable way to determine if an image actually has no users. I’m hoping to avoid having to manually go through every texture and reassign the non .001 version of the image to the Image Texture node.


texts: Is there a way to quickly setup a scene to show one object each frame? ie object A to render on frame 1, object B to object on frame 2, etc...(I just want to change a group of objects, but want the ground/room setting untouched). Thanks!


texts: Texture showing differently on 2 Objects

texts:
Could someone tell me, why a texture shows differently on 2 Objects?

This is my material setup


texts: trying to export mask animation but data dont change when changing frames!

texts:
trying to export mask data i managed to do so for a single frame successfully by doing for each point:

bpy.data.masks[mask].layers[0].splines[0].points[0].co

then i change the frame by using to export mask coordinates animation:

bpy.context.scene.frame_current = i

when i do it from the console it works, but the problem is when i do it using a loop it does not update the data?

any help would be appreciated.


texts: Boolean is not working correctly when trying to subtract a collection

texts:
The models are very simple: it's a dice created entirely with the use of modifiers, and the holes I want to put in the dice are made with spheres that were replicated into arrays, then converted to meshes, and then I removed the spheres in excess.

I hid the collection to show the holes.
As you can see, only the last object is worked, which was the first that I did of the 3. The other 2 are copies, reworked.
BLEND FILE:
https://mega.nz/file/GW4l2YjA#pcQzawo0I38ptbmlAYEOzEm6noovJRTTV0ulYmaZiFU


texts: I cannot cut using knife tool to make a polygon with 4 vertices

texts:
I have started using blender today, I saw a video on Youtube and was trying the create a similar model but I am unable to cut the vertices to make it a polygon using knife tool.

Whenever I hit Enter it just doesn't cut and make it a polygon. Please help me to make this face polygon instead of NGON.

I want to make the bottom face which you can see a collection of polygons not ngons.


texts: Global variable visibility during script/operator execution?

texts:
I wanted to have some global variables in an addon.

But doing so, some parts of the script were not able to access these variables. I had an error message saying I can not use them as they are not initialized.

In this addon, I took some parts of code I have found here, in order to draw on the 3D View. The draw callback of the 'DrawingClass' in this code is able to see these global variables.

But in the operator itself, it does not work.

I have found a workaround setting these variables as class variable of the operator. So... 'it works' (even if the code is not very nice, currently).

But why some execution contexts (the drawing callback) allow to use these globals and not some others (invoke or execute of an operator) ?

I don't put the code directly here, as it is a bit long. But here is the blend file :

The variables are "inactive" and "replaceMode" which can be found in the "grsOperator" class. The script simply replaces the G, R, S keys standard behavior by the corresponding manipulator. On the bottom left of the 3D view, you can click on a square in order to change the mode ("replaceMode") or disable the key interception ("inactive").


texts: How to create this type of gradient background lighting?

texts:
How to create this kind of lighting in blender?

This image itself was create from blender!
But whenever I try to make this kind of lighting I always get all white results like this,

Can anyone help me with it? :)
Just the light setup.


texts:
I made tree with modular tree addon and leafs rotated. I tried to change origin of object and rotate object, but nothing helps. Leafs rotated in generator, they are default rotated like on the wind. I want to make them straihgt, like on real tree. In file I uploaded you may be will not see textures, but you just can go into 3d Viewport and see problem.

I see question there and it is not working, because I have rotated leafs, not textures:
Leaf images rotated wrong way on Sapling tree Gen
Updated: I tried to change origin point, chande rotating of plane, import image as planes or just create plane, nothing helps. I noiced, that leaves rotated wrong if something wrong with origin point. My solution is trying different locations of origin point and then look for that one, when leaves not rotated. In that situation I still need to scale plane as I want and rotate UV.
It is temporally solution. I am hope to find solution with no resizin plane and no rotating UV.


texts: Script to UV split and translate dynamically

texts:
I want to apply the uv.select_split and after that the transform.traslate, but dynamically.

Manually is really easy, you press Y and then press G.

With python I tried this in the Image-Editor:

bpy.ops.uv.select_split()
bpy.ops.transform.translate()

But I always need specify the values to transform.translate and I don't want that. I want to set it like the G key.

Any ideas on how to do this?


texts: CUDA error: out of mem aloc result line 855. Does anyone experience the same issue?

texts: Hey guys i recently bought a razer laptop with rtx 2080 to improve my renders. But everytime i start rendering i get this error. CUDA error: out of mem aloc result line 855. Does anyone experience the same issue ?


texts: my python script says,"python script fail,look in console for now"

texts:
my code:

import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    #variables

    ACCEL=0.01
    MAXSPEED=1
    BRAKE=0.1
    TURN=0.5
    speed=0
    gear=1

    #sensors and actuators

    up = cont.sensors['u']
    back = cont.sensors['d']
    left = cont.sensors['l']
    right= cont.sensors['r']
    brake = cont.sensors['b']
    clutch= cont.sensors['c']
    gearUp = cont.sensors['g']
    move = cont.actuators['movement']

    ##############program##########

    #throttle

    if up.positive :
        speed+=ACCEL*gear

    #gearup

    if speed*gear >= MAXSPEED*gear and gearUp.positive:
        gear+=1

    #turn
    if left.positive:
        speed-=TURN
        motion.DRot(0,0,-10)

    if right.positive:
        speed-=TURN
        motion.DRot(0,0,10)

main()


texts: How to export Blender file so it can be opened with the textures on another machine?

texts:
Basically, my client wants to open the Blender file I'm working on but every time I send him the blender file he manually has to connect the textures with the objects.

Is there any way he can just simply open the .blender file with everything ready to go?


texts: How can I make a texture flow along a bent mesh?

texts:
My Goal is to create a texture that flows along a path.
An analogy would be like liquid flowing through a crazy straw.

As an example, I've created a Texture Coordinate. This links to a Checker Texture node. Then plugs into a Material Output

To animate the texture, I animate an Empty to move along it's Y axis. This Empty is linked to the Object selector in the Texture Coordinate node and the Checker Texture's Vector input is hooked up to the Object output from the Texture Coordinate node.

This works pretty well on a stretched out cube:

But fails when I bend that geometry. Technically, it's doing exactly what we might expect given the order of the nodes, but my goal is to have the pattern flow down the geometry and through deformations.

The solution that comes to mind is to change the node order, but Texture Coordinates doesn't have an input.

I get this when I remove the Texture Coordinate node, but lose the ability to manipulate the texture position along the mesh:

If anyone can help me figure this out, I'd appreciate it.

Note: controlling the texture with an Empty isn't a requirement. I just need something that can be key framed, such as a Math node.


texts: Better practices with subdivisions surface modifier

texts:
I'm learning blender with help of the wiki, and other articles around the web(including blenderguru and blender artists).

I'm trying to make a model for a character that I've sketched, but Im having some problens with the junctions of his neck, this makes me wonder what's the best practice for creating a junction such as this one.

First try render result

Mesh of the first try

Second try with subdivision modifier

Any light on this matter?


texts:
I've baked my normal from high res mesh and applied to a low res one, the result is here in the image. The shadow is weird and straight.
How to fix this please?


texts:
I'm exporting to my own format, and there's a few special vertices (not necessarily part of any triangles) but should move with the other vertices when the bones are posed and otherwise behave as part of the mesh. For example a few such vertices around the palm of the hand would keep track of where held items would be anchored to the mesh, or even a few unattached points within the torso representing the location of various internal organs. Probably one between the eyes where the camera is mounted, or for testing what is within it's field of vision. That sort of thing.

My problem is 1) how to uniquely identify certain vertices, preferably with a string of text, and 2) how to identify these vertices within the python export script.

The ability to name lines or triangles would be even better, but naming vertices would be sufficient.

The only method I can think of is adding specially named bones and treating them as vertices in the export script.

Is there a cleaner way?


texts: Is there a way to add texture to a Metaball following a curve guide?

texts:
I have a Metaball following a curve guide dropping out of a bucket. I originally had UV Spheres as the collection following the curve guide, but the pattern was too ball-like.
As you can see below the UV Sphere's easily have the texture applied that I want.
Is there a way to add textures to a Metaball?


texts: Eliminating seam between liquid and foam

texts:
Bit of a complicated issue here so let me preface this by saying that I am very new to blender, and complex solutions may go over my head. I followed along with Blender Guru's beginner doughnut series up to near completion, but I wanted to step it up a notch and take the time to get used to nodes and materials.

I decided to try to make the coffee into a cappuccino, and I'm fairly content with the look of the liquid & foam (liquid could use more work if anything). However, my main issue here is finding the proper way to seamlessly transition between the two objects. I've included a picture to better demonstrate what I'm talking about:

The coffee liquid and milk foam are currently separated into two individual objects, with texture painting applied to each. I tried to research some potential solutions, but I'm honestly afraid to overwrite my texture painting for each object. I would like to have as much control over that seam as possible, and really blur the line between foam and liquid. It seems that somehow merging the two objects back together and vertex painting between the two materials may be my best bet?

I would greatly appreciate any kind of input or even a nudge in the right direction, I really want to get past this roadblock! Thanks in advance


texts:
Im a beginner and am following a tutorial for a donut, im at the point where i am trying to render it but i must have clicked something or done something wrong as my object no longer shows up in the render view when i click Z and switch.
If i select all before going into the render mode i can see the outlines are there just not the object.
If anyone could help it would be appreciated.


texts: How do i insert object in parenting structure?

texts:
I have object A and B. A is a child of B (B is the parent):
A --> B

Now i want to insert new object C into that structure , in the middle so between A and B :
A --> C --> B

B parent of C and C is parent of A.
Is there any single function for this ? so i don't need to do it twice (A to C then C to B) ?
second question, the opposite of above. How then i can remove C from structure without breaking ? If C has transformation then deleting C will cause A to jump. Any tip?


texts: Join blocks at the corners (Starter Block)

texts: I want to match two blocks at the corners. If I hold CTRL the block is moving in steps but i want that the block attaches to the other. Thx for our help.


texts: How can I use photoshop files as brushes?

texts:
I have some .psd files and I want to use them as brushes for sculpting, but I can not find an way to import them. I've already tried to add the brushes using append, but don't get how to use them.
Q: Is there any way to use brushes from a .psd file?


texts: I am new to Blender an am following a course on LinkedInLearning 2.8. The tutorial mentions selecting the 3d cursor and then opening the Tools panel and choosing Options/ Align/ Geometry but in my Tools panel I only have Workspace showing. Where can I find Options?


texts:
I have a large and very complicated mesh, currently broken into a few separate parts. It is a game asset.
Part of it is a main Body, it is a hard body mesh, so I use AutoSmooth set to 30d to add the correct smoothing group detail all over the body.
The pipes, however, are set to 60d. When combining the two, one will mess up and inherent the Auto-Smooth data from the other.
Is there a way to combine the two whilst still retaining the AutoSmooth data without individually marking Sharps ALL over the massive mesh.
Thanks!

PS. I can't use Edge split for obvious reason :S


texts:
I have a cube where I am trying to move one UV edge that happens to be a seam. My understanding is that since the edge is marked as a seam, it should be separate from surrounding edges, but when I move the edge other vertices/edges move as well. Why does it do this? Specifically, since the edge is marked as a seem, shouldn't it be moving independently?

Thanks,


texts: How do i start the rigid body dynamic in the keyframe i want?

texts: I’ve been trying to animate a blowing skull, but, when i try to add the active rigid body dynamic, it stars from keyframe 1, when what i want is to start it in the keyframe 267.


texts: How to set Import Units when importing a collada file with python script?

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Blender shows the python command in the tooltip, for example, hover the mouse over File > Import > Collada (Default) (.dae), it shows:

  Load a Collada file
  Python: bpy.ops.wm.collada_import()

Then I can find the bpy.ops.wm.collada_import() command in the script console.

I want to set the Import Units to True before I import the collada file, hover the mouse over the ticker it says

  Python: WM_OT_collada_import.import_units

But I can't find any clue on how to use this piece of code.


texts: Can undefinied nodes be converted via scripts?

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I have a blend file that was made in a earlier version of blender and now a lot of nodes are labeled as "undefined". I don't remember what these nodes were, but I do know how to replace them. All of these Undefined nodes need to be converted into 'Mapping' nodes. Is there a way to automate this process of changing these undefined nodes into these mapping nodes?
In the pic below I simply manually added the Mapping node and changed the flow. Example file: http://www.mediafire.com/file/ypbtuinri3ntzmq/file


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I am looking at improving a characters Skin material node setup.

Most of the Node setups I have seen for cycles, including the Arnold Skin port basically involve (not including gloss, bump etc) several SSS shaders mixed together to provide Epidermal, Sub dermal and deep scattering. With the surface colour input on the SSS shader used to provide the various scatter colours.

I do not think this is physically correct. Surely the surface colour for these SSS shaders should be the Diffuse colour not the scatter colour?

Most of the other Non-blender skin shaders I have seen seem to separate surface colour and Scatter colour.

If I plug for instance, a sub dermal colour map into the radius input will this effect the scatter colour of the shader? Or is this input only for vector information?

Or do I need to set the colour input to the diffuse colour - radius and scale to an appropriate value and then use a texture map to mix this SSS shader with other SSS shaders?


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i'm trying to create an LED screen in Blender and i've noticed the UV mapping isn't carrying over from 2.7 to 2.8 and it appears completely greyed out in cycles.

I've been following this tutorial but it doesn't seem to work in 2.8: https://www.youtube.com/watch?v=m7Zfa1yc5eM

I've tried creating it from scratch in 2.8 but the instancing/dupli option on the texture coordinate node, doesn't seem to yield the same whole image result as it did in 2.7 rather it just maps the desert image individually to each sphere if that makes sense.

Any help would be greatly appreciated thank you :)


texts: Problem to install my addon on blender without use __init__

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I made a little addon with a library. My problem is i have 2 version for 2.79 and 2.8
I would like to call the .py file in a recognizable way for example addon_2.8.py and addon_2.79.py but this case addon not work ... addon is a single module/file .py and the only way to make it work is call it __init__.py (this is confusing about the distribution of my addon)


texts: How to remove reflected light from glass? [Blender 2.92]

texts: As you can see, at the image above, I used 4 lights to illuminate my scene but their area light squares is showing up and I don't want it to show up. What can I do using Blender 2.92?


texts: How can I have a property represent how far away an object is from another?

texts: I have an object in a scene which, for this example, is called "centerobject." Lets say we have 20 object scattered all over our scene. To get the objects, I could use a near sensor, which will trigger when the object is near a property/material. I am looking for something similar to this. Here's what I'm looking for: all objects with a property ("detectable") that are in x range (near sensor) have a property ("distance") which reads the distance between the object itself and the centerobject. How can I do this? I am looking to have an answer in python. Thanks!


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When importing/exporting images, for example to place a background image or texture a model with an image, it will stop responding. It does this any way I attempt to add textures. Latest version of Blender. I've used multiple images also and they aren't high res.
UPDATE: error message says this: Graphics hardware encountered an error and was reset: 0x00000003
I am on mac
Model Name:   MacBook Air
Processor Name:   Dual-Core Intel Core i3
Processor Speed:  1.1 GHz
Number of Processors: 1
Total Number of Cores:    2
L2 Cache (per Core):  512 KB
L3 Cache: 4 MB
Hyper-Threading Technology:   Enabled
Memory: 8 GB