texts: Updating text object in Blender 2.81 using python

texts:
I'm trying to update multiple text objects by testing it with changing the current frame (Please note this will be replaced with different field variables with decimal values in it) but instead of replacing the number it writes over it and creates several font objects.

How can I fix this so it replaces the previous value and doesn't create all those font objects?

import bpy

scene = bpy.context.scene

def recalculate_text(self):
    font_curve = bpy.data.curves.new(type="FONT",name="Font Curve")
    font_curve.body = 'Current Frame: ' + str(scene.frame_current)
    font_obj = bpy.data.objects.update("Font Object", font_curve)
    bpy.context.scene.collection.objects.link(font_obj)

    font_curve2 = bpy.data.curves.new(type="FONT",name="Font Curve")
    font_curve2.body = '2nd Field value: ' + str(scene.frame_current)
    font_obj2 = bpy.data.objects.update("Font Object", font_curve2)
    bpy.context.scene.collection.objects.link(font_obj2)

def register():
    bpy.app.handlers.frame_change_post.append(recalculate_text)

def unregister():
    bpy.app.handlers.frame_change_post.remove(recalculate_text)

register()

PS: I know I could do this with Animation nodes but I'm trying to get better at scripting.


texts: Unexpected result adding the Array modifier

texts:
I have created a 3d curve from a group of points. I have done this by reading point coordinates from a CSV file and created the curve within Blender using Python. The curve is available here.
I am wanting to use this curve as the target curve in the Array modifier. I am currently testing with Suzanne. But you can try almost any mesh (eg a cube).
The issue is the array result is not what I am expecting as each mesh is rotated weirdly(!) along the curve.
Everything is fine when I build up a curve in Blender. But for some reason, it's not working as expected when the curve is imported or created with python.
The following image shows Suzanne's orientation at the beginning of the curve. It is almost facing up after the first round in the helix.

and here is the end of the curve where Suzanne is almost upside down:

I have tried to tweak the Array modifier properties but that obviously is not the right solution.
I am looking for a way to have Suzanne's front normal aligned with the curve tangent vector all along the way. Pretty similar to how a vehicle sits on a road or a trolly on a roller coaster rail, always following while facing the same direction as the curve's front normal.


texts: Set emission strength with alpha port of image texture node?

texts:
I encoded the colors and brightnesses of stars in the pixels of an image texture. The colors are in the first three components of the pixels' (r,g,b,a) arrays. The brightnesses are in the fourth component (a).

I subsequently connected the Color port of the Image Texture node to the Color port of an Emission node. (See image below.) It worked and the stars have the appropriate colors.

I also connected the Alpha port of the same Image Texture node to the Strength port of the Emission node. My hope was to use the alpha values to set the relative brightnesses of the stars. This... doesn't seem to work.

I did a test in which I set all the alpha values to 0. This would correspond to an emission strength of zero, which would make the stars dark. Yet, despite the alpha values being zero, the output of the Alpha port seems to be nonzero, since it makes the stars very bright.

So I'm wondering—what exactly is the output of the Alpha port and should I not use it to encode emission strength? Why would it output any value other than the 0 that I encoded in the (r,g,b,a) arrays of the image texture?

Many thanks in advance for any help you can give!

EDIT: I'm noticing now that the alpha values in my image texture affect the emission strength when the two nodes are connected via the Color ports alone. This seems strange, since I expected the Color port of the Emission node to accept only the emission color, not its strength.

The other possibility is that it's the transparency of the emission color that is being affected so that lower alpha values make the star look dimmer. However, when I disconnect the Color port and try to set the Emission color manually, setting its Alpha value to zero has no effect.

Confused! Any light shed on this would be greatly appreciated...

EDIT: Added screenshot of simplified node setup.


texts: How to delete or hide reflections, bounces and refractions from a geometry on render?

texts:
I'm making a Prism. It's not based totally on reality, so it can count as a basic representation of it.

As you can see on the image, there are reflections made by the objects, but how can I erase exactly those reflections? I already unchecked the box on the objects that are from 'Transmission' and 'Shadow'...but still I see them on there.

Is there any solution to this?

If i add more Roughness to the Glass BSDF, the reflections dissapear, but the transparency isnt the same.


texts: Why does my blender crash when I open a file?

texts:
So I have an i5 8th gen mobile processor, a nvidia mx110, and 8gb of ram. I know the specs are laughable, but I used to be able to run blender without any problems a few days ago. Now when ever I launch a file that previously worked flawlessly my blender crashes. I've noticed it happens when loading the material textures in the material preview mode (not render mode, sorry I don't know the proper terms.) When I launch a file I can see the basic shape with no textures but when I see the "shaders compilation" loading in the bottom right of the screen it always crashes and says blender isn't responding.
Additional information is that I'm using the latest version of blender and I also have the latest drivers for my laptop. Please someone help me I'm really new to blender, but it's something I really want to get the hang of.


texts:
I'm trying to UV unwrap the inside of a barrel I made.

The problem is, when I select the inside of my barrel, and use the
Mesh > UV Unwrap... > Cylinder Projection, I get a weird unwrapped form. How can I solve this?


texts:
I have a 3d model (.stl) of building and I want to use it in other software.
The walls of the model are built with shapes, and I need the walls as volume.
There problem is that the model was made by shapes instead of volume.
How can I convert the shape to volume in blender now? any functions?


texts: How to add a background image so that they appear in the render programmatically (w/ python)?

texts: I want to load image in blender using the python API such that it appears in the background whenever I render a 3D model.


texts: Convert whole grease pencil animation to mesh?

texts: I know it's possible to convert a grease pencil drawing into a mesh but how about a full animation ? I've tried with "convert Grease Pencil" but it creates a Bézier curve that freezes the animation on the frame I am on.


texts:
I learning Blender. I have understood some basics in modeling and trying to understand how to work with materials.

Can anyone give me examples when is it better to use Shaders and when is it better to use Texturing?

I'm trying to distinguish the difference in these two approaches.


texts:
I need to fade the circular mesh to transparent, but leave the three blue diamonds visible (see attached pic)
After searching, I haven't seen anything recent that addresses this task.
I did find one answer 6 years old that suggests adding a new material to the mesh, then set a keyframe with the transparency to 0 then another with transparency to 100%. Problem is, I can't find transparency under the new material--differing versions obviously. As you can see I've got 2.81.16

I also need the three diamonds (mesh planes) to appear at a certain keyframe, but I don't recall where that command was.
Thanks again ;)
Edit:Additional info
I did as Moonboots suggested (cool name. I had a pair many moons ago :) )
But now my texture is black the entire animation, instead of starting at the set keyframe. Do I have the nodes connected correctly? Also, I am unsure of how to tell if it is going count 0 to 1. I've tried both setting it to 1 and 0.
The good news is I at got it doing something
...but playing with it a little I realized I initially set the new nodes up on the wrong material first and just left it that way. After deleting those nodes, my texture came back and does not change at all at the set keyframe.
What am I missing, or misunderstanding?
Thanks again.


texts:
I'm trying to get the outer holes going in a circular direction the circular mesh in the middle is clean, and so are the holes when left intact without applying the loop tools> circle.

I tried 2 methods of getting a better result, but both times I'm moving the mesh around and needs cleaning up, using knife tool to make more faces, which result in triangle faces.

What would be the best way to approach this type of modelling getting good topology and clean circular ellipses?

Thank you.

Reference image:

An example done in Adobe Illustrator. Its basically just smaller globes going around the larger globe which is in the middle.


texts: Get an object scanned for use in blender

texts: i have a few objects as prototypes and would like to get them 3d scanned for use in blender, anyone know if this is possible and where I could get this done...thanks


texts:
I've been using Blender for decades, and like many, I am sure, I had a hard time adapting to the changes introduced in 2.8. It's going much more smoothly now, after having to relearn a few things, and am quite happy with the way things are now.

I am having a very nasty problem though, and I can't seem to unlearn the way I've been doing things. In 2.82, I am somehow unable to select object in the viewport (orthographic, wireframe, with the right click select enabled, because how to ever unlearn that !). It seems to be related to that X-ray setting in the viewport option. It has to be disabled (or perhaps enabled and set to 0 ?) in order for me to select any object (mesh, it looks like empties, cameras, lights, etc... still work), and I think I'm just used to having no occlusion in the wireframe viewport, previous version were always see-through. I'm not having any problem in edit mode, its really just in object mode. It feels super weird, I'm not sure on what I have to click to be able to select anything, it's erratic to say the least.

Am I supposed to just use the outliner from now on ? Am I doing something wrong ? It seemed more consistent in 2.81, but I'm not sure.

Sorry if this has been reported and discussed previously, I looked around and found related topics, but didn't seem to find any conclusive solution or the cause of the problem.

Many thanks.

Edit: This topic is the closest I've found - it doesn't look like there is a way to get the old behaviour back yet.


texts: how to make an object look wet in Eevee? (blender 2.8.3 at least)

texts:
I was going to answer here How do I make an object look wet? as it does not specify the rendering engine, but it was closed...
I created a UV Sphere.
Then I used sculpt to make some irregularities to let it shine.
There is 2 lights above, one to the left, other to the right.
Using Principled BSDF (w/o texture).
at Principled BSDF:
Metallic is not what I want, doesnt look wet anyway.
Changing Specular doesnt help, the shine is not sharp/thin.


texts: Right Clicking Deforms instead of moving points?

texts:
New to blender,
I just made a simple model, but now when I try to change the mesh, the entire mesh stays together and is moved as well as deforming. For example, attempting to shape a cube by grabbing one vertex no longer pulls that vertex, but moves the entire cube in that direction, and subtly deforms it. I don't have this problem when I 'load factory settings' but every time I load this particular project the problem persists.

After some googling, it seems like it is acting like I'm deforming a shape key, but I haven't learned much about those yet, and it doesn't look like the mesh even has a basis shape key yet. Does anyone know how to get back to normal editing? And maybe what I accidentally pushed to cause this in the first place?


texts:
I want to sculpt this ball but the polygons are too big, I want to add more, but I don't know how.

Thanks in advance.


texts: I was wondering if it's possible to change the splash screen of the newest Blender version (2.68a). You could change the splash in previous versions via splash.png but I can't find it in 2.68a?


texts: Why is quadratic remesh removing detail in a line down the centre of my model?

texts: Whenever I try to use quadratic remesh on this sculpt, it splits it in the middle like this and removes all the detail from the center. How do I fix this?


texts: I just downloaded blender and its very bright. I want it darker. How can I change the color of it?


texts: How do I prepare models for baking in Marmoset Toolbag 3?

texts: I'm very much a beginner when it comes to baking, but I understand that the models must be unwrapped. When baking in Marmoset, I don't see anywhere to import any kind of UV mesh. Could someone walk me through how to set up models for baking?


texts: Smoke is not appearing in the "render" viewport, version 2.82

texts:
I am in need of help. I was trying to complete a smoke tutorial, but I needed to update Blender. After I had updated to 2.82, I had put in all of the desired values into their designated slots. I pressed Bake, and afterwards I tried to look at the results through all four Viewport Shading displays (Wireframe, Solid, Material Preview, and Rendered). At first I could see the smoke in Wireframe and Solid, but only if I don't place a Principled BSDF node. If I do, it is invisible no matter what.
If anyone has any suggestions, please let me know. Below is the screenshot. The emitter is in the red circle, a small plane.

Edit: I searched some more on the internet for answers. It appears that I have a Graphics Card that is incompatible with Blender, a Radeon Pro Vega 64 16 GB. The only graphics cards that are supported are from NVIDIA, Intel, AMD, and Macs with software with an IOS version of 10.12 or older. That is most likely why it shows up with the message "No compatible GPUs found for path tracing" when I try to render the smoke with CUDA or OpenCL. The CPU works fine, so that is why only Cycles works. However, even if I switched to Cycles and CPU processing, the "Render" Viewport Shading Display just fills up with blocky black and red pixels, instead of a single cloud.

Edit 2: I believe I found the solution! I now was able to see both modular and replay in WINDOWS rather than Apple, but now I found out that it renders the same image over and over again when I wanted to hit Render Animation. I created a new question that is more related to that rendering issue, rather than this Viewport issue.


texts: How do you rig and orbit an object while it follows a path simultaneously?

texts: What's the best way to have the flat cylinder plate follow along the path(s) drawn, and then have those two vertical cylinders above simultaneously orbit around the empty?


texts: How can I make a part of my mesh more round after it's already made?

texts:
I bought this model of a microscope but noticed the eye piece is not perfectly round, you can see its made of sides, how can i make it perfectly round? I tried Subdividing but that only increases the poly count but the shape stays the same! checking smoothing also doesnt affect it. Is it possible?

Thanks.


texts:
Not sure if anyone around he re knows but I have tried to use BlenRig to rig a character I made. Everything works except certain controls from the mouth_ctrl control bone.

I can move it side to side and the mouth moves correctly but when I move it up and down the mouth does not open like it is supposed to. The Vincent Character that is rigged using BlenRig works fine. Is there a control or setting I am missing?


texts: How do I fix this problem with vertices?

texts: I'm modeling a car. the middle of the hood (the centerline of the model) was originally a single edge but then subdivided. When I grab any vertex along that line, this happens. It pulls up a single vertex like so. I am using a mirror modifier. What am I doing wrong? Comment and ask for any additional information you need. Thanks.


texts: I have an object which is accidently got animated. I have other objects in the scene but only that particular object is moving up and down as I scroll timeline. I can see an orange line under timeline but I can not see any keyframe. I tried to delete keyframes by several ways but no use and that orange line is also not disabled. I checked other objects which are not animated and they don't have that orange line in timeline.


texts: Combine Sky texture with other layers with alpha channel

texts: I have a scene with two different render layers. The first one is a background with Sky texture. The second one is some images of mountains with alpha channel. For second layer I need Transparency to have an alpha channel to get a background with Sky texture as a sky. The thing is if I enable transparency, the first layer renders as one total alpha channel. If I disable transparency the second layer renders without alpha channel and I can't apply the first layer as sky because the second layer overlaps it by solid black. if I render them separately I lose one of them.


texts: Connecting two planes together successfully

texts: My question is how do I connect two vertices together to make two planes one object? I used tiny cad to do the intersections but they didn't really connect


texts:
So what to do. I have a problem with topology. I'm still getting used to a 3D way of thinking. I was fixing topology on the other side of the knife, dissolving edges to keep the shape smooth (deleting part of the loop cut). The problem occurs when I have a transition from smooth to not so smooth :D.

If it's possible draw the lines on how to retopology my knife.


texts: Why is my Smooth tool causing the surface of my sculpt to be reflective?

texts:
While sculpting something - inexplicably after I boolean joined two meshes - the newly joined mesh has an issue where the smooth tool will cause the normals to become reflective!

I've tried recalculating surface normals to no effect. What the butt is going on?


texts:
I've created a simple procedural wood texture for a ceiling fan I'm modeling. Unfortunately the usually excellent AI denoiser from 2.81 is smoothing out most of the texture details. Any suggestions for how to preserve the details better besides cranking up my samples a ton? Even at 1000 samples it washed out a lot of the details, though it was better.

Here's comparison pics, with a evee render up top showing the wood detail and the denoised image at the bottom.

And here's how I have my denoiser node setup based on tutorials I've seen (I'm not at all familiar with the compositor stuff so I keep wondering if there's something there I'm doing wrong).


texts:
So I am working on an addon which will help to make procedural animation. Up to now, I am implementing the possibility to animation a mesh's polygons using a reference animated object.

Here is an example:

The basic process is the next one:

On each frame and on each polygon:
I get the data of the animated reference at the required frame(depending of the falloff options) and I apply the transformation to the polygon's vertices.

The problem is that when I do this on huge meshes, it's very slow and blender crash during the render (memory issue I guess).

I would like to know if there is some possibilities regarding dynamic mesh with python. Also, it would have been nice to make it in C++ but there isn't any API (tell me if I'm wrong). And in the future, I would like to use this tool for other type of data like groups, arrays, texts. I guess I have no choice than using python.

Here is the blend file of the example. https://framadrop.org/r/lE61zHEGMX#An6enLpjxdsw4uILLdbtwRbiTIXr1+TIoO62fAIEaoo=


texts:
Hi, Im newbie at blender 3d.

I just saw this at motion graphic, but don't understand how to model this shape.

Can I get any advise for modeling this shape?


texts: How do I use dyntopo and mirror together?

texts:
Blender newbie here!

I made an animal following the method used in this youtube tutorial: https://www.youtube.com/watch?v=JjW6r10Mlqs

I now want to make it more detailed, so I tried sculpting on it. To get detail, I turned dyntopo on, but that turned the mirror modifier off. When I turned dyntopo off after I did some sculpting, and turned mirror back on, I noticed some holes formed around the 'seams'/ the edge where the mirrored sides meet.

Am I going about adding detail to the low poly creature in the right way? How can I fix these holes? Is there a way to keep mirror and dyntopo both on at the same time?

Thanks in advance!


texts: How to import procedural texture with nodes?

texts:
There are websites full of procedural textures and shaders which you can download, but using Append to bring in the files does not bring in a working material. Even though all the files appear in the materials and texture lists, all I get is a flat colour in the material preview.

In other words the setup with the nodes, which forms the procedural texture does not come in with the texture or materials files via Append or link.

If anyone does know how to import an entire material and not just it's component  I would be eternally grateful!


texts:
I'm making a cushion and when I render it, there are square shadows. Is this because I didn't subdivide surface enough? Or did I touch something wrong? In Edit mode, it looks already to have a lot of faces. Is there way to smooth the shadow?

I'm not using lamp object but world with Pro lighting Skies add-on.


texts: Boolean problems, object is left as a hollow mess

texts: I'm extremely new to 3D modeling, just started today actually. But there have been some problems with the boolean modifier that I just cannot google my way out of. First, when I'm trying to carve out a chunk instead of making a hole right through an object, the two meshes just combine instead of subtracting. The second is when I finally get it to work it leaves my object a hollowed mess. In the screenshots, you can see the left object is the one I want to keep, and the right one is what I want to subtract from the left one. If I select Difference the objects just combine, but if I select Union I get what I actually want but the resulting object is hollow and with some weird planes all over the inside. How can I fix these problems?


texts: Blender VSE 40 minutes for a 3 min proxy rebuild? Is there no way to make a proxy for only a single strip?

texts:
Is there no way to make a proxy only for a Xamount min strip?
I imported a 3hr video, cut a portion so that it's 20mins
Went to build proxy (strip proxy tab> 25%> rebuild)
And it said it would take around 40-50mins
That didn't feel right since I've made proxies for a 1hr video with less ETA time
So I decided to test it with only 3 minutes, sure enough, it said over 40min again
I then further tested it by making a whole new project (new .blend file)
Added  20 min video, started the proxy build process
And the ETA said 1min 27seconds, the completion bar was also flying
Sooo.. Really??
I guess I gotta wait till all 3 hrs of the video are proxied
I just wanted to be able to work on the first half-hour by only making a proxy for it
Then make another proxy for the rest of the video
I guess the checkbox option is just there for show
Since it still goes through the whole video instead of just the selected strip
I've tried letting it run while I edited but it would cancel everytime I did the undo/redo command
So then I started it again n did not use undo/redo commands
I don't recall what I did but it ended up canceling the build again
I must of rendered a frame or something, mayb even moving a strip cancels it


texts: Is there any way to keyframe specific points with AnimAll?

texts:
I've recently discovered an included plugin called AnimAll which allows you to animate... Pretty much anything, including UV mappings.
But I've noticed that it keyframes every single possible node/point that's possible (ie. for UV maps), as opposed to just the selected vertexes which armature and pretty much nearly everything in the properties tabs allows keyframing for.
For example, in the picture below, every single UV point has a keyframe on that model, and not just the eyes.

Is it possible to limit keyframing to specific vertexes, just like object keys?
While deleting keys is a practical solution to remove the amount of calculations that need to be calculated (less keys = less changes, even if those changes are literally 'no change at all') there is no feasible way to identify which vertex belongs to which set of keys.


texts: Where is the color selection for text menus?

texts:
I want to change the color of the File, Edit and View menus:

And all the similar menus such as the 3D view menu:

Where can I find the settings for these text menus?


texts: What is the best approach to do boolean operations with multi meshes in Sverchok?

texts:
I need to do boolean operations with multiple meshes, i found this solution as you can see in the image and in the script attached, but i think there are other possibilities; Probably with a script should be the best efficient solution ( with a script_lite node i mean), but maybe my nodetree could be also improved.

note few points:

list decompose node became a bit oddy if you have to handle many meshes.
i don't want to use metaballs.
i want to do boolean union and subtraction.
in the example i left the subdivision level at minimum for obviuos reasons.

Thank you for the attention.

Walter
@kalwalt

ico_boolean script


texts: Clarifying UIList - Using parameters in list_template() and draw_item()?

texts:
I may have gotten some misinformation or have crossed wires from reading a number of different demos on UIList. I'm trying to clarify what I don't understand.
To place a UIList in a panel, according to Blender API docs, template_list() is called:
template_list(listtype_name, list_id, dataptr, propname, active_dataptr, active_propname, item_dyntip_propname='', rows=5, maxrows=5, type='DEFAULT', columns=9, sort_reverse=False, sort_lock=False)
This starts with 6 positional parameters (the only ones I'm dealing with at this point): listtype_name, list_id, dataptr, propname, active_dataptr, active_propname. I'm working from a demo that calls it with this line:
row.template_list("MY_UL_List", "The_List", scene, "my_list", scene, "list_index")
From what I understand, the last 4 items are:

dataptr - the parent object of the list being used for data in the UIList class
propname - the name of the list being used
active_dataptr - the parent of the object being used as the index of the active item
active_propname - the name of the index being used

What I don't understand is why the list object and the index aren't just passed as parameters instead of passing their parent object and their name, in string form. Along with that, when I'm writing my own draw_item() for my UIList class, how can I use this info? I'd especially like to get the propname or the actual list object being used by the UIList class or list_id. (I tried getting self.propname from inside draw_item() but it's not there. The same with self.list_id.)
My questions about draw_item() are similar. According to Blender API docs, this is a call to that routine:
draw_item(context, layout, data, item, icon, active_data, active_property, index=0, flt_flag=0)
Again, I'm only dealing with the positional parameters, skipping context and layout, which leaves data, item, icon, active_data, and active_property. Why, in the parameter data, the parent object that contains our list (the CollectionProperty list) is passed, instead of the actual list object. Also, the name of the property used as an index is given in string form in active_property, but not the property or object itself.
It seems to me it'd be easier to just pass, in draw_item() the actual list and index objects than passing their parent and a name in string form. I'm assuming the answers to "Why isn't just the item passed?" are the same as they are for list_template(), but included this just in case they are different.
To summarize my questions:

Why are these parameters passed as the parent object of the list and list index (and then their names in string form) instead of the actual list and list index?
How do I access the list name passed to list_template() (or the list object)?


texts: I have simple mesh and its visible in solid view. But when click on render view its disappear.


texts: Freestyle line color from underlying material not working as expected

texts:
I'm trying to color freestyle lines using the underlying material. It looks like it should be able to pick up the RGBAa diffuse and specular channels, and the documentation agrees. But I can't make it work, it seems to only pick up the workbench-related "viewport color".
Is this supposed to work on 2.90?
https://docs.blender.org/manual/en/latest/render/freestyle/parameter_editor/line_style/modifiers/color/material.html


texts: I am unable to preview any game play in blender

texts:
I have a simple FPS setup, but pressing p to play will not do anything. Is there any information available for this kind of problem? I set as blender game, and it will not do anything but animations. The file came from blender artist thing.  if you can tell me how I can put the file here, so someone else can try it and see if there is something I am doing wrong.

I posted the link to the file I am having trouble with.  It is from 2006 apparently, so maybe it is from an older version of blender.  however if anyone can get it to work I learn much easier by seeing something in action than trying to follow fast talking tutorials on youtube.

As I am Aware now that this can be fixed using an older version, I think it should be amended to work in the current version, so myself and others are not frustrated learning to use blender.  I am not familiar yet enough to fix it, but I think it might be looked at as a tutorial file.


texts: When I render my UV mapped object it shows fine in the design stage but the rendering looks very wrong. What is happening and how do I fix this?


texts: keeping UV textures going from Cycles to Blender Render

texts: So, i wanna keep my UV maps moving to Blender Render. Is it possible to do that?


texts:
I started to mess around with the key configurations in Blender 2.8 to make it feel like Maya LT.

And there I see Gesture Border under Border Select. It seems to affect how Border Select works. I tried to find its definition on Blender Python API Reference, but, I found... nothing.

Anyway, I still haven't figured out how to make Selection in Blender feel like Maya. Please tell me if you ever encountered this too and what did you do. Thanks!

EDIT 1 (2018/6/1 10:20 SMT+8):
I didn't notice it before I ask this question but actually, Gesture Border input settings can also be found in previous versions. Maybe it's irrelevant to version, though I'm not entirely sure.

At this moment I think I should remove "in Blender 2.8" from the title, but I decided to keep it for clarification since there's a comment telling why this question was downvoted.

I still want to know how Gesture Border works though. But I won't talk about experimental versions anymore.


texts: Principled volume shader's weird behavior in Eevee

texts:
I applied a material with Principled Volume (or Volume Scatter) shader only to the cube but it seems like the whole world is affected too.
This only happens with EEVEE render or in Material Preview, it works fine when I render with Cycles though.
I sent the file to a fellow blenderer and it actually had no problem on his computer, so I think this has to be my laptop or settings.
EEVEE without the cube:

EEVEE with the cube:

Solutions I've tried:

Creating new file with factory settings.
Using another version (Blender 2.9 beta)

Rendering with Cycles works fine
Cycles without the cube:

Cycles with the cube:


texts: Python Script to Convert SVG to OBJ Not Working

texts:
My intention is to run Blender headless on a server and automatically import an SVG object, convert it to OBJ, and export it. I can run my create_function line by line within Blender and it works perfectly. When I try to run it as a python script externally it fails. It says RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect.

I got this type of error before when developing the script in Blender, but I made corrections and don't get it anymore. My script is a near duplicate of the background_job.py sample from Blender with this function added. I was printing my import and export path variables and they appear fine. My SVG is a single object that comes in as a closed curve.

Any idea why this is happening? I have no experience in Python, so please keep that in mind when helping.

def create_function(import_path, export_path):
    # Clear existing objects.
    bpy.ops.wm.read_factory_settings(use_empty=True)
    print("import path ",import_path," export path ",export_path)
    if import_path:
        bpy.ops.import_curve.svg(filepath=import_path)

    pattern = bpy.context.scene.objects["pOutline"]
    bpy.ops.object.select_all(action="DESELECT")
    bpy.context.view_layer.objects.active = pattern
    pattern.select_set(True)
    bpy.data.curves["pOutline"].dimensions = "2D"
    bpy.data.curves["pOutline"].fill_mode = "BOTH"
    bpy.ops.object.convert(target="MESH")
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action="DESELECT")
    bpy.ops.mesh.select_all(action="SELECT")
    bpy.ops.uv.unwrap()
    bpy.ops.object.mode_set(mode='OBJECT')

    if export_path:
        bpy.ops.export_scene.obj(filepath=export_path, use_selection=True,
                                 use_materials=False)


texts: How to make different materials for different objects?

texts:
When I change one material, it changes it on another object. Why and how do I fix it? is there some link between the objects?

Here is my blender file of Iron Man's faceplate.

Here is my whole screen with the main portion of the face selected. On the right, you can see the material, and I can tell you that that is the same as the eyes part:


texts: XBOX Controller setup in BGE not working

texts: I am trying to use the "joystick" sensor to use with a wired Xbox 360 controller.  I found a thing online that shows how to setup the buttons, triggers, and thumbsticks.  I want the character to move forward when the left joystick is UP.  It doesn't seem to be working.  I'm pretty sure I have the drivers and everything installed right because I have played games with it before.  I have the index as 0, axis, axis number 1, and a threshold of 6200, and Up Axis.  If you could find out what I am doing wrong that would be great.  Thanks!


texts: Particle color from emitter's shader color without any textures

texts:
Using the Texture Coordinate node with From Instancer checked, I can assign particle's color based on the emitter's texture.

NOTE: I am aware of previous questions that address a generally similar issue, such as this one, for instance. However, none of the answers in these questions address my problem. They are all related to inheriting color from a texture. I want to inherit the surface color from Blender shaders, when using multiple materials on the emitter.

However, I can't seem to find a way to assign the particle color if I am only using simple shaders with no textures.
Let me show you an example of what I am trying to achieve. Let's say I have a plane that looks like this:

This plane uses two simple emission shaders, one for each half.

If I create a hair particle system, this is what I get:

By default, the particle system is using the Path option in the Render panel, and it seems to give me the option to use only one of the available material slots.

What I want to do is to swith the Render As setting to Object and create a material for the particle that inherits the surface color of the face from which the particle was emitted.
So, if I have something that looks like:

...I would like the cones on the red side to be red and the cones on the green side to be green.
I can of course achieve this result by creating two different particle systems that use different materials and then control where these particles appear using vertex groups. However, I would like to see if there is a way to achieve what I want using just one particle system and the material assigned to the particle object.
Any ideas?


texts: Render problem. Mesh is cut on final render or in render display

texts: I used mirror mod., have 2 objects. The problem is that in final render (F12) it is cutted in some strange way. Part of the mesh is vanished, but it exists on my 'solid' view. It makes me mad. Please, help me. THx.


texts:
I'm experimenting with the tree gen addon in blender, and I'm trying to make a cypress preset, but to no avail. I just can't get it right. Someone who is willing to help me? :)
Maybe we could put the preset on blendswap for others to enjoy as well.
Kind regards,
Lukas


texts: How to make texture smear? (using textures for eyes)

texts:
Hi i'm trying to make eyes that act like hand drawn ones but i'm unsure of how that kind of stuff can be made.
I'm trying to make a character with a TV for a head so the head will be 3d but the face will be 2d
(also i'm trying to find a way to pixelate the animations for the eyes)
I've thought about using grease pencil but i'm unsure of how to turn that into a texture or stick on the face
I'm trying to go for an effect like this (except just the eyes the rest is 3d):


texts: How to achieve this look/unwrap (Swirl texture on tree)

texts:
Trying to reproduce the following tree :

I fail miserably; how to achieve it ? Is it the mesh rotating or the texture ?


texts: Extruding curve and editing non destructively

texts:
How would the following be possible using Blender? The example image is from Cinema 4D where this is easy. The shape is made with one spline of which two instances are made and set as children for the extrude modifier.

I have a curve, which is extruded into two different parts. The two parts are mainly needed because I need to different textures for the different surfaces ("Top" and "Side" in the example).

I tried to use the curve's bevel/extrude options in Blender and can get about this shape, while still maintaining the object as a curve (ie. not transforming to mesh). But how can I apply different textures to the different sides?

The main point of this exercise is to keep the curve editable, so that the extrusions follow the editing (if I convert to a mesh I can't easily change the shape of the curve for the surfaces afterwards).


texts: How to apply material selectively on a single object for a downloaded 3d model

texts:
Hi I am new to blender and am trying my hands on creating a house from different 3d models imported from freely available websites.

So I downloaded a few study rooms and bedrooms from http://tf3dm.com/. However now when I try to apply texture specifically to (say) a bedsheet, it is commonly applied to all the walls and the floors and a lot of furniture around.

How do I unlink all these objects and apply materials specifically to individual components of the house?


texts: Brush effect only on 1 Canvas in Dynamic paint

texts:
Why does Dynamic paint Brushes affect all Canvases in the scene even if they are on different layers? How do make certain brush affect only certain canvas?

OK, I figured it out how to fix it. Just need to add group of brushes to this canvas.


texts: What should i do if my fluid falls through an object?

texts: I want to make a shoreline scene, but my fluid always falls through my "floor". I dont know why (it's my first time with fluid sim). Does anybody know what the problem is?


texts: N Panel (Location & Rotation Boxes are YELLOW) ... Makes my Mesh Load up in the Blend file in a new location with different scale

texts: I have this mesh inside my blend file. Whenever I load this/open this blend in Blender, the mesh appears in a new location as opposed to how I saved it. The only thing I see is that the boxes in the panels are yellow as opposed to normal color. How can I change this so that this mesh appears with its same scale and location when I open the blend file?


texts: Moving Square to Sit onto Sphere's Face?

texts: I am trying to move a square onto a face of a sphere, so that the pivot of the square is at the center of the face I selected. I also need the square to be rotated so that the faces of the square are parallel/perpendicular (depending on the face) to the face of sphere.


texts: How can I change a Text color in Blender?

texts:
I did in Object Mode > Add > Text
Now I want to change the text color to red. Now it's in gray.


texts: I have an object that is made up of different pieces, its all under one object, but for some reason some of the pieces don't have vertices but they have faces? I want to know what caused it, and how I can get the vertices back.


texts: How do I import many textures from an OBJ file?

texts: I am importing a Minecraft world's area from Mineways and its given me both an OBJ and an MTL, but the MTL, when imported from Import OBJ, doesn't change any textures. Is there a way to mass texture an OBJ very easily? I have a beefy computer, so resources are no problem.


texts: Bake Displacement Map from Tangent Normal mapped object

texts:
I have a model from a game that I want to 3D print. The model is not high poly, and a good deal of its surface detail comes from a tangent space normal map. I want to apply this surface detail to the mesh itself before printing, using the Displace Modifier.
I cannot find a way to use a Tangent Normal Map with the Displace Modifier. I tried baking Object Space Normals but that doesn't seem to be an option either, as the Displace Modifier works with black and white displacement maps. So I need to somehow get one. I've found various Displacement baking tutorials out there, but they are all talking about baking a high detail model (using multires modifier) to a lower detail one.
So, I somehow need to get the displacement change of the tangent normal map as a black and white displacement map with .5 Mid Level, and then Bake it to a texture. Is there nodes that I can run a normal map through to convert it to a black and white height map? In that case, I could just plug those into an emission shader and bake that. Or is there some other option?


texts: Textures are stripey after importing obj and mtl

texts:
I'm using shapenet and after importing my airplanes (from the obj and mtl files), the textures are striped, for some reason.
I've looked into it but cannot find much. Here is an example image:

Does anybody have a clue on why this is happening/how to fix it?
Thanks


texts: I had just recently switch from blender render to cycles and am having trouble with the node editor.I want some mist on my animation background.As you can see from the picture below , I did it but when i render it out to png , it does not have the effect that shows in the node editor. How do i get the effect for the png rendering?


texts:
I've got contour lines (from AutoCad) that represent a topography. The lines are already in the correct z (height) position.

What's the best way to create a mesh out of this in Blender?
What I'd like to end up with is something like this:

Thanks for your input which is greatly appreciated!


texts:
I've never used physics in Blender before so I just have a quick question about the workflow. I've created a chain using the Array Modifier and made sure none of the meshes are intersecting, but what I would like to do is attach the first and last link to a fixed point and let gravity work its magic. However... I have no idea where to even start. Any help will be greatly appreciated. Thanks.

UPDATE: I've applied Rigid Body physics to each link and also a Constraint between each, but when I run the simulation the links just go crazy. Does anyone happen to know where I'm going wrong?:

UPDATE 2 (final): I removed the constraints and set the shape to "Mesh" rather than "Convex Hull" and everything is working perfectly. Thanks.


texts: Help needed to get a specific jewelry metal and diamond look in Cycles! Any tips would be greatly appreciated!

texts:
I have a 3D model of a ring and I want to setup a scene in blender (cycles) that will give me renders exactly like this:

https://www.jamesallen.com/wedding-rings/womens-stackable/14k-white-gold-round-and-marquise-diamond-wedding-ring-item-49418

I’m having trouble getting the "glossy" blend of black, white and silver reflections on the ring. You can see my render on the top of the attached picture (with the reference render on the bottom). Any help, tips or comments would be greatly appreciated!


texts: how do I... comp/blur/depth of field an object so that it comes into view as the camera dollys?

texts:
Bad headline sorry,
here's a frog in a cage

the idea is, we first see froggy through the bars, which are so blurry we cant really figure them out.

as shown in this comp attempt ^above^ .because the most extreme depth of field just dont cut it -below-.

but using the current comp setup, when trying to blend the two layers together, I cant nicely merge them.
its sposed to look like pic 1 after the blur transition (and the camera pulls back)

so my next aattempt will be to animate froggy bouncing in his cage for a bit, duplicating him, making his duplicate vantablack and sending frog noir to the cage layer to act as a mask
and then blacking out everything behind the cage or just making its own alpha-relevant movie to put in top.
the next part of the animation is that the cage and frog interact in ways that make separate layers a pain. so i guess i'd make a duplicate cage and hide it out of sight until the blur transition finishes and then swap them over.
and maybe this will look good, but it will take days to find out (i'm slow).
also considering motion blur and using the graph editor modifiers to shake the shit outta the cage until the camera moves back, but..
anyone got an elegant solution?


texts: Infinite Animation Loop for one thing while I animate other things?

texts:
I made a character in Blender that is holding a Raygun.

The raygun currently has an animation from frame 0-5 where a light moves and blinks on and off. The Raygun animation is what I want to have loop forever while I make a walking animation for my character.

I know I could simply duplicate the frames for the Raygun animation throughout the whole walking animation, but is there a more efficient way?

Thank you for any help!
PS: I'm using Blender 2.80 if that matters


texts:
This message is displayed in the command prompt when I launch Blender:

    Switching to fully guarded memory allocator.
read file
  Version 272 sub 2 date unknown hash unknown

ordered
 OBCube
 OBLamp
 OBCamera
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
ED_screen_refresh: set screen
found bundled python: C:\program files\blender foundation\blender\2.78\python
Fatal Python error: Py_Initialize: unable to load the file system codec
  File "C:\Python26\Lib\encodings\__init__.py", line 123
    raise CodecRegistryError,\
                            ^
SyntaxError: invalid syntax

Current thread 0x00000e0c (most recent call first):
AL lib: (EE) alc_cleanup: 1 device not closed

Any idea why Blender is crashing? Is my python version wrong? :(


texts: If i rotate in animation, shape breakdown!

texts: If i rotate in animation, shape breakdown like above. Why??


texts: Sun Lamp doesn't show when background lighting is used

texts:
Situation: I'm creating an ocean scene. I have an ocean with reflecting material. Therefore, I used a picture on a plane as to have the background image reflected on the ocean.

Problem: However, a sun lamp doesn't seem to work when rendered with the background plane. When I just rendered the sun lamp and the ocean, the ocean is lighted. However, with the background image rendered, the sun lamp doesn't seem to show up. (I had tried increasing intensity and changing color to bright purple first). How could I have the lamp reflected on the ocean together with the background plane on the scene?
Here's the blend file.

Rendering only ocean and light

Rendering with ocean, light, and background image (there should be a purple light, but it doesn't show)


texts: Character Motion in BGE: Hold Two keys at the same time

texts: I am making an FPS in BGE and I am confused on something.  Before I upgraded to Blender 2.74 it make it so if you would hold the W and A key at the same time then the character would move both along the x and y axis at the same time to make the character go diagonally.  Now it will not move at both axis at the same time, but whatever is pressed last.  The problem is that you can't move left and go forward at the same time, or right and forward ect.  I am probably making some simple mistake.  I have an example below. Thanks!


texts:
I'm using Blender 2.8 on Windows.
So I finished animation and hit render animation and it was fine
but when I took that animated file to add sounds using a blender video editor
it always comes out as a grey gradient image, and sometimes even half of the whole
video.
I had it set to Eevee all the others like Render and Viewpoint I've tried every combination!
Set to FFmpeg and AudioAac
I have no idea what could cause this!!!!!!!


texts: How can I test a python code in blender?

texts:
I want to run a code when I change the frame. I figured out that this may be useful but I don't know how to test it:
import bpy

def my_handler(scene):
    print("Frame Change", scene.frame_current)

bpy.app.handlers.frame_change_pre.append(my_handler)

I entered the codes in the Python Console but nothing happens when I change the frame:

How can I see the output of this basic code?


texts: Pasting the flipped pose on my armature causes distortions

texts: I've got a problem with pasting the flipped pose on my armature of a human, essential for a walk cycle. I've tried some stuff to fix it... But it keeps not working. Every time I copy the initial pose and try to paste flipped pose, it just goes all wonky and I just can't sort it out. Could anyone help me?


texts: I`m new in blender, anyone can tell me what I have done wrong, my object messes up while animating, take a look at the eyes from the image.. and edges became very strange, armatures of the arms are out of places.


texts: So I know this has been asked a million times but I am pretty new to Blender and not finding a resolution that works for me. How can I smooth out these ridges in the attached image? I have tried sculpting and modifiers, etc and feel like I am just missing something, so asking for some clear direction to solve this. Basically as you see this is a pig face, and needs to be rounded out and playing with edges, faces, etc is just not working out either. Please help a brother out!


texts: trying to put a hole in a rigged character for animation

texts: For an animation I'm making, my character grabs a piece of his chest and removes it from his body, leaving a hole. I'm struggling to accomplish this, I'm currently trying to use the add-on AnimAll which allows key-framing in edit mode but when I try to put in the hole, it ruins the whole character and I'm not sure how I could achieve this effect without ruining the rigged character.


texts:
Im trying to translate a vertex in 3D space while it should snap to closest point if it finds one.
I have tried with all the snapping parameters listed in the API can’t seem to make it work anyone has any idea? I have also forced to snapping mode with these lines:

  bpy.context.scene.tool_settings.snap_elements = {'VERTEX'}
  bpy.context.scene.tool_settings.snap_target = 'ACTIVE'
  bpy.context.scene.tool_settings.use_snap = True


texts: How can I disable rendering for a large amount of objects quickly using, say a keyboard short cut. I want it to be equivalent to clicking the camera icon in the outliner.


texts: Can I install both RTX 2080 ti and GTX 1080 ti on same machine

texts:
I have a spare 1080 ti GPU, can i install it along with RTX 2080 ti on the same machine?
Will it be effective in rendering?


texts: Why do I get different Denoising Normal Information when exporting as HDR and EXR files?

texts:
At the moment I am rendering images and need to also export their albedo and normal information.
When I export them as .hdr images I get following result:

When rendered for EXR (or PNG) I get the following result:

It seems like the .hdr version is incorrect.
Is this possibly a bug or is there a proper explanation?


texts: How do I keyframe the location, rotation and scale for all bones in an armature at once?


texts: The problem from my previous question is partly fixed, it still has a strange shading to it


texts: Camera Tracking, What focal length to choose for a cell-phone cam if unknown?

texts:
I am watching a tutorial on Cam Tracking, but I already met an obstacle in the beginning.
I shot a footage, which I want to use for cam tracking, with a Cubot S350,
a cheap cell phone from mainland China.

After having distributed the markers on the footage and calculated their tracks, I have to input at least two information about the cam:

width of the CCD sensor
focal length

I have searched for a long time, but I found only the sensor width and a couple of other parameters but none of them the focal length. Even on the internet page of the manufacturer inside the specs, there is just a blank space next to focal length.

Is there a way to find it out, do cellphones have a few typical focal lengths I could try, can I calculate the focal length from other given features?


texts: Is it possible to create a node group in animation nodes?

texts:
I have a big node tree that I would like to collapse into a single node with custom inputs  (in shading you can do that pressing ctrl-g), is that possible?
Thanks!


texts:
Another hole cutting question. I think what I really don't understand about modelling is the topology.

I created following body using cylinder and already cut one screw hole on one of
the sides. But I'm not happy with the topology used as it created n-gons. mesh is smooth and I don't see any artefacts. I also need to cut two more holes this way. This is tedious and looking for better way to model this.

finally, how do I go about something like this? cutting hole pattern, that is not even around axis.


texts: How to copy a Cutout from one Object to another

texts:
I have created a number of bearings.  All are now positioned where I want them. I cut out a center hole for the axle in one of the bearings.  Is there a way to copy that feature to the other bearings?

I know I should have duplicated the bearing after I had made all my changes.  I just want to learn if there is a way to copy shapes from object to object.


texts: Rigging multiple outfits for Unreal Engine character

texts:
I am making a character to use in Unreal Engine. I have been able to rig the character body as a test, and now I would like to proceed and do a few outfit variations of such character. I plan to then retarget the animation as I've seen on some tutorials.
What I struggle to understand is how should I approach the rigging when multiple meshes (in this case the garments) have to be moved and deformed together and how to export them. Whenever I tried to export multiple meshes as a single .fbx, in Unreal they are imported as individual meshes, so I wonder how this will work with characters.
I don't think that selecting all meshes and joining them is an option, as this messes up all my textures. What is the right way to go?


texts: What is causing pinching artifacts in this mesh?

texts:
So, I just was trying to get back into blender, and I made a cup.  Unfortunately, this cup has some issues right at the bottom of the inside, and I can't figure out why.

You can download the blend file here.  And just for good measure, here is a screenshot of the problem.


texts: Can I define a coordinate system based on a mesh, as generated coordinates are based on a bounding box?

texts:
I am making a procedural cloud based on CGMatter's which takes the shape of the mesh assigned the cloud material, with the added ability to 'shrink' the initial (pre-distortion) volume box so the cloud does not have hard edges where the mesh stops. My problem is that since I am using generated volume coordinates, the shrunk volume takes the shape of a smaller version of the cloud meshes bounding box, instead of the mesh. I want to define a coordinate system that is 1 or -1 at the edges of the mesh, or a similarly effective approach.
Here is a pic of the cloud and mesh in ortho view:


texts: I tried uninstalling and loading factory settings. Whenever I open my Preferences -> Addons window, I get a blank screen. Help I cant use addons on this machine anymore. It happened after installing a supposedly 2.8 compatible addon.


texts:
I am using blender for minor video editing. I added my movie using the sequencer, and adjusted the start and end frames to trim down the length. When I hit animate or render the progress bar in the top right flashes 0% and then goes away. The resulting file in my blender output directory is a 0:00:00 mp4 file.

edit: uploaded userpref.blend


texts:
I want to export an FBX mesh with texture, following the steps below, always getting the same result: a grey mesh
This is the result I would expect:

Presets I used:

aaaaaand...

great... a grey mesh
What did I do wrong ???


texts: Flame Render Problem with Eevee, but it renders Completely in Cycles

texts:
I'm trying to render some torch flames, for a scene. my simulation renders completely in cycles, but it shows nothing in Eevee Render Engine. here is my Cycles Render:

And Here is My Eevee Render:

and my node Setup:


texts: Mesh problem after subdivision and boolean in blender

texts:
I apply subdivision modifier both cylinder and mesh (watch), I boolean the cylinder on my mesh (watch) after that remove unwanted vertexes then bevel it, everything is fine except the four sides of hole kind of stretched, it's hard to see in solid mood but still there I'm using blender 2.9.
I really appreciate if someone help me.

Also ruined the shade.

In solid mode, it's hard to see the area where been stretched.


texts:
Is there a way to export a GreasePencil object to a .svg file?
I am looking for a way to export it directly through Blender, hopefully without any third-party add-ons.
In this tutorial by blender, they have given that the .svg can be exported through File>Export>GreasePencil.
But, in my version of Blender, I am not able to find these options...I only have these:

Also, I have the latest version of Blender (2.92)


texts:
this is a face in my object.

I initially planned to have it this form and let the white part be transparent. However, because of a few reasons I now want to cut the white part from the plane. How would I do this?

The nearest I found is this solution:

https://blender.stackexchange.com/a/63815

This comes close to what I want to do, but I need the corner the other way round


texts: Teeth popping out of gums when mouth mesh parented to armature

texts:
I’m having a weird problem where a single mesh made of several manifolds (ie, gums and teeth) is having the teeth transform differently after I parent it to my armature and enter pose mode.

The first picture shows my mesh not parented to anything. All the modifiers have been applied and rotate and scale have been applied too.  After binding it to my armature, the teeth move out of the gums like in the second picture.  I don't see how this is possible since it's all a single mesh.

Any idea what’s going on or how to fix it?


texts:
I ended up creating an eyeball from this tutorial, but I don't know how to bake these two materials into one image. Only one material is baked. Tell me how to solve this problem, please
Eyeball

Answer for user Geri. This is the result:


texts:
A Cycles node group in a file of mine seems to have lost its data block somehow. The group still shows its inputs and outputs properly, but the name of it has changed to Missing Data-Block, and no group name shows in the data block dropdown. This happened after several crashes in the file, so I assume it is some sort of corruption.

The node group itself is missing from the file completely. I can append it from an earlier version, but then I have the problem of setting all the now broken node groups back to it. This group is used many times, inside many groups, and across many materials.

Is there a proper fix to this? Or, is there a way to replace these broken groups with the appended fixed group?


texts: I can't get an acceptable bevel, is there any way to fix it?


texts:
Is is possible to remove the curves and only have the mesh of a tree that was created with the saplings add-on?

I'd like to apply a decimate modifier to have a few low-poly trees, but this doesn't work because of the curves. I get this message: "Cannot apply constructive modifiers on a curve."


texts:
I am trying to model this hammer. I used Looptools instead of Boolean as less destructive but it seems these artifacts are inevitable. I included the .blend file.
It was mainly a combination of Looptools and insetting/extruding parts that caused this mesh to be a bit of a mess.


texts: How to use numpad / on a keyboard without a numpad?

texts: I've just got into Blender, and I like it a lot. But as I just switched from a stationary computer to a MacBook, I've got some new problems regarding the numpad. I can use 1-9 perfectly, But I have no idea how to emulate buttons like / (used to enter local view). I've searched the web for an answer, but I can't find any.


texts: How does "Max Angle" work when using Tris to Quads?

texts:
According to Wiki:

  This value (between 0 and 180) controls the threshold for
  this tool to work on adjacent triangles. With a threshold of 0.0, it
  will only join adjacent triangles that form a perfect rectangle (i.e.
  right-angled triangles sharing their hypotenuses). Larger values are
  required for triangles with a shared edge that is small, relative to
  the size of the other edges of the triangles.

However, I don't quite follow that part (even trying my best to), and still puzzling on how it works exactly.

Can anyone explain more about it, for easier understanding?

P.S.: I know what it is for, just can hardly understand how it works from Wiki.


texts: How to set bpy.context.window.scene in the right context?

texts:
I would like to set the active scene with bpy.context.window.scene = my_scene

Now the problem is that normally this works if you are in the right context, the problem (in my specific case) is inside a function that is executed immediately after bpy.ops.render.render ('INVOKE_DEFAULT')
immediately after the end of the render I get:

for s in bpy.data.scenes:
     if s == my_scene:
         context.window.scene = s

AttributeError: 'NoneType' object has no attribute 'scene'

so I guess currently the context has changed to that of rendering, am I wrong?

How can I solve this?


texts: How to have freestyle render change to outline only at a distance

texts:
I've been playing with making coloring pages from some low-poly models of mine. To give my coloring pages variety without too much work on my part, I created a scene, populated it with all the models, and created cameras looking at it from different angles, with a different focus on each one.

https://www.youtube.com/watch?v=Z7OWs0-pGmA

However, with this method, sometimes objects in the background get very line-dense, and I'd like if Blender could pick those object out and remove the extra lines, perhaps even switching to just outlines in those cases. Is there any way to accomplish this?


texts: I have a Mac Book Pro (High Sierra 10.13.6), with an Intel I7 processor and an NVIDIA GeForce GT 750M Graphics card with the very latest drivers installed. My problem is that when I look at the Systems tab in Blenders preferences I cannot see any mention of CUDA under the 'cycles compute device'. My graphics card is there with a ticked checkbox, but I just have a 'None' or 'OpenCL' option above that. How do I get the CUDA option to appear, so that I can use my GPU to render instead of my CPU?


texts: Should i parent the eyes to the mesh or join them?

texts: I want to rigg and animate my character and my question is if i should parent the eyes to the body or join it, which way is better? Does parenting things work in games?


texts: I'm having trouble with imported images in Blender, they don't respond the same way as the native images on Blender do. I save .svg files with Illustrator and it is vector art. I'm just trying to get an embossed look on these images.


texts:
I am making a game where you walk around and gather items from various gathering spots. My initial problem was that my rigid body player was not colliding with my static plant model, then I thought to make my player a character physics type.

However, once I changed the physics, it no longer collided with my floor plane properly, and when I press a key to move the player, the motion does not stop (it is perpetual motion).

I've attached both of my .blend files. the first is with a rigid body physics type and the second is with character.

Here are the files: Rigid Body,
 Character


texts:
For an addon, I want to transform the mesh of an object into multiple meshes to create an array using from_pydata. My problem is that the vertices of the meshes are not welded in the final object :

Could you tell me what i do wrong ? Why the vertices are not welded, is this a normal behaviour ?

You can try the script on a startup file with a 'Cube' :

import bpy
import bmesh

vertices = []
face = []
verts = []
edges = []
faces = []
numface = 0
nbcol = 2
nbrow = 2
scale_x = 1
scale_y = 1

#--Gap between each row / column
gapx = 1.2
gapy = 1.2

#--Width of each row / column
widthx = 1 * scale_x
widthy = 1 * scale_y

#--Compute the corners so the new object will be always at the center
left = -((widthx * (nbcol-1)) + (gapx * (nbcol-1)) ) / 2
right = left + widthx
start = -((widthy * (nbrow-1)) + (gapy * (nbrow-1))) / 2
end = start + widthy

#---Get the data from the object
brush = bpy.data.objects["Cube"]
obj = bpy.context.selected_objects[0]
obverts = brush.data.vertices
obfaces = brush.data.polygons

for vertex in obverts:
    vertices.append(tuple(vertex.co))
for f in obfaces:
    face.append(tuple(f.vertices))

for x in range(nbcol):
#---Create Verts, Faces on X axis
    for f in face:
        for i in range (0, len(f)):
            verts.extend([(vertices[f[i]][0]-left, vertices[f[i]][1]-start, vertices[f[i]][2])])
        faces.append([r for r in range(numface,numface+len(f))])
        numface += len(f)
    start2 = end + gapy
    end2 = start2 + widthy

    for y in range(nbrow-1):
    #---Create Verts, Faces on Y axis
        for f in face:
            for i in range (0, len(f)):
                verts.extend([(vertices[f[i]][0]-left, vertices[f[i]][1]-start2, vertices[f[i]][2])])
            faces.append([r for r in range(numface,numface+len(f))])
            numface += len(f)
        start2 = end2 + gapy
        end2 = start2 + widthy

    left = right + gapx
    right = left + widthx

#---Update the mesh
# Create mesh data
mymesh = bpy.data.meshes.new("Cube")
# Generate mesh data
mymesh.from_pydata(verts, edges, faces)
# Calculate the edges
mymesh.update(calc_edges=True)
# Update data
obj.data = mymesh
# Make the the object the active one to remove double
bpy.context.scene.objects.active = obj

Thanks a lot for your help.
C.


texts: How to fill an object with curve/splines using Geometry Nodes?

texts:
Such effects are possible by using Extra curves addon (Add > Curve > Knots > Bounce Spline] and by animation nodes add-on (As explained in this tutorial: https://www.youtube.com/watch?v=K3CwKkiJZN0 )
As the Geometry Nodes was added into Blender 2.92+, I was thinking if such results are achievable using Geometry nodes?
This can be theoretically done by these methods:
In the geometry node, create a "Point distribution node" and then derive the "Position" attribute of Control points of a curve, using the "Position" attribute of the Points created using aforementioned "Point Distribution Node".
If Geometry Nodes do not allow manipulation of Curve's control points procedurally then a line with adequate number of verts can be used to fill in the edges between the points created in method 1 by a similar transfer of position attribute from points to verts of the "line" object. This can then be smoothed out using Subdiv node. Then, a "Skin Modifier" followed by "Subdiv surface" modifier can lead to a similar visual result.
The problem is that Blender Geometry node system seems not to allow transfer of attribute from one object [curve or line] to another object [the main object to be filled e.g. Suzanne]


texts: Mixamo 3D Character fbx Cycles Render Issue

texts: I've imported a Mixamo.com 3D character as an fbx file and imported it into Blender. My scene is in Cycles render mode and it appears that the character's materials are not compatible with Cycles. The character looks fine in Eevee but in Cycles, much of the materials are translucent (image attached). Is it possible to fix this issue within the material settings?


texts: How to render some of view layers only (instead of single or all of them)

texts:
I have LOTS of View Layers (generated in Python), and I only want to render and composite several of them at once.

When I checked "Render Single Layer" in View Layer options, only the active one in the UI would be rendered.

When I unchecked "Render Single Layer", all of them are rendered, including those I'm not using in compositor. Even I have only one Render Layers node and one Composite node in the compositor, when I press F12 Blender still renders every single view layer.

Is it possible to only render the layers I'm using in the compositor? Or it can only be achieved by more scripting?


texts: Will Blender still work on Windows 10, and if so, will the full screen functionality still work? Are there any issues with Blender and Windows 10 I should be aware of before upgrading?


texts:
I am trying to comb the hair on a bust I made however the hair particles keep disappearing into the mesh.
I added a large amount of hairs to show the issue in the images below.
Before combing:

After combing:

After combing a large amount of hairs disappear leaving bald spots. Does anyone know why this is happening?


texts: Why the dark objects won't be differenced from the base object?

texts:
I made the objects by creating a cube in Object mode, going into Edit mode, deleting the vertices, clicking shift+LMB new vertices, making a face and extruding.

On the light colored objects, I can add a Boolean modifier and set it to Difference, and it would make a hole in the base object the shape of the new object. However, inspite of these dark objects were made the same way as the lighter ones, when I try to apply a Boolean modifier, it deletes the base object.


texts: Why does the Blender 2.9 download for linux install 2.79b

texts: so I am trying to install Blender on a chromebook through the linux terminal and by through trial and error,finally got blender working but its running on version 2.79b even though i used the latest download link for linux on the official blender website.


texts: Several different multi user objects to single user

texts:
What is the most effective workflow for making several (20) different multi-user models each into single user?
My use case is: I have 3 different objects each distributed manually several times through Alt-D (what I would call an instance). I now need to join all the 20 models into one mesh.
To get you all to my level I understand that I can make a unique copy of an object through Shift-D and an instance of an object through Alt-D. And I know I can click the number besides the object name in the Object Data panel to make it single user. I have no idea how to do this as a batch operation.
To be honest I am having a hard time grasping the terminology used to describe blenders instantiation of 3D objects (multiuser, single user, data block). I come from a 3Ds max background where an object instance means that changes made to an object is in effect in all instances of that object.


texts: Custom Properties in space_data or region3d

texts:
is it possible to create custom properties in context.space_data or context.space_data.region3d?

I created a property in bpy.types.SpaceView3D.my_prop but couldn't access it via bpy.context.space_data.my_prop.

Is there a way to do that?


texts: I have a character model and a full body armor model both having humanoid rigs. I want to be able to remove parts of the armor so how do I make the armor sit on top of the character and make both of them move at the same time?


texts: I was studying rigs done by pros the other week and ran into a unique style of rigging I have never seen before. After trying it out I learned that it is so much better than the OG style everyone is taught. I am curious as to the downfalls of this style? I mean it may be really painful for higher bone count is all I can really think of. I am sharing this to show the style, but also because I am intrigued by it. It has so many questions to be tossed at it, and to be honest I suck at rigging and animation but this style is really comfy if that makes sense. If you haven't tried it out give it a try and then for the pros who do maybe you can help me out with this intriguing puzzle. Is this an old style, or this some weird new hybrid monstrosity? My model is a bit separated but that is okay for what I am doing.


texts: Why is the 'Object ID Key' node in Animation Nodes saying that my objects don't exist and don't have a location?

texts:
Got my hands on V1.7.5 of Animation Nodes and there is something I can't understand.
I create a group with 4 cubes and as I plug in an "Objects from Group" node to an "Object ID key" the Debug drawer show that those cubes don't exist and don't have any locations.
Yet I know this set up is supposed to work : https://www.youtube.com/watch?v=JgozUx0KFBU
Any idea ?


texts: How to add an animated glint running through the edge of my alphabet?

texts:
I want to show an animated glint/shine running through the edge of my 3-D alphabet. I basically want the animated shine to trace over the edges of the alphabet once. Basically this but running over the edges of the alphabet.

I'm working in blender render.


texts:
I have a mesh imported from a game that consists of multiple objects. The fact that there are multiple body sections is confusing auto weights when rigging, and is causing solve errors. Is there any way to remove the intersections so that it is one object? I was thinking of using some kind of boolean tool but rigging it manually would be much easier than de-sembiling the mesh and using booleans to reassemble it. Any ideas on how I could do it?

I want to remove all intersecting geometry so that the object is homogenous, not having extra mesh inside it but an empty shell so that weight paints wont get confused
Just so you know, I know how to rig, and am just looking for an easier way to weight paint
In conclusion, all I want to do is clean up excess geometry inside the mesh and overlapping geometry


texts: Blender exported gltf model doesn't look as it should

texts: I followed a course and managed to create a 3D model,this is my very first attempt.I rendered the image ,it was all good.But when I tried to view it on a gltf viewer,it does not appear to be same as the rendered image.I would really appreciate if someone could help me with this,since I am a beginner,stuck up with this and not being able to figure out the issue.


texts: DecalMachine problem with decal creation

texts:
When I try to create decal this error appears.
How can I fix it?


texts: Are features from Blender daily builds typically in next release?

texts:
I have a script which is not working on Blender 2.69, but it works fine on the latest build from builder.blender.org/download. Perhaps they tweaked something in how rigid body simulations are baked to keyframes.

Should I expect my script to work with the next Blender release?

In other words, do the daily builds have experimental features which will be removed or is it typically just features that are planned to be included with the next release?


texts: Object texture 1 pixel lines on some sides of model

texts:
I want to add textures to a model (which is mostly cube-shaped) without the use of UV maps.

I use object mapping which looks good on the bottom of the cube but on the sides, it seems like a 1px border of the texture is used and stretched upwards along the sides. Moving a node makes the texture projection even stranger.

It is as if the texture's colors were 3d-printed and the 3d model is being cut out of the texture "block".

How can I make the textures be "printed" on the surfaces, so it doesn't matter which way they are facing, without using UV maps.


texts: How to reduce graviation on single object?

texts: I want to know how to make object's gravitation low(something like 1.0) or turn it off at all when actuator gives positive pulse. It should keep dynamics, evrything should stay as it is except it shouldn't go down so fast(note so it has also a control that makes it to move on Z axis using linear velocity).


texts: Add object constraint to a number of selected objects

texts: I have a large number of objects, and I wish to add a Track to constraint to each object.  When I select the group of them and then add the constraint, it is added to only the active object, of course.  How can I add the constraint to all selected objects?


texts: Precise Mechanical Rigging (Intuitive method)

texts:
https://youtu.be/86DtgBiUDvI

Hi,
I have done this using the y-rotation of the Blue rod to drive its z-location. The Top rod is driven by the z-location of the Blue rod.

As you can see, the animation looks imprecise, and the calculation behind it is also not intuitive (for one, the reverse control using asin(x) does not work). Sure I could tweak things to fit, but I'm instead looking for some method to precisely rig these bodies intuitively. So far I have known these methods for mechanical rigging: a) Constraints b) Drivers c) Armatures and d) Physics.

My questions:

a) Is there any way to actually rig (complexity does not matter)
by simply constraining the bodies wrt each other without actually calculating any of the mechanics of motion that the setup will entail?

b) Are there other methods that I have not mentioned above.

Thanks.

Note: I do not need a complete solution, just some useful directions and/or resources will suffice.


texts: Moving object while following it with camera

texts:
I'm looking for a shortcut to lock camera (3D view, not the object: "Camera") temporarily onto an object while moving it (object). For example if I move a cube in x-axis and it leaves the visible area in viewport, I could press a shortcut to follow the object without the need the disencage from the action of moving the cube (and scrolling back etc..). This is a feature I found really helpful in Unreal Engine 4 and I've been trying to find a way to do it in Blender, without success.
Also, I know this is pretty lazy, but aren't that what shortcuts are made for :)
Thanks!


texts: Python: Checking whether a certain shapekey exists at active mesh

texts:
I want to check whether a certain shapekey exists at the active mesh. How can I do that?
(Background: I have written a script, which dumps all shapekeys of a mesh with the associated values into a a textfile. Another scripts reads this files and assigns the values back to another mesh of a newer version. If the set of defined shapekeys changes, the latter scripts fails with
"shapekey not found". I want to check for this case beforehand)


texts: Why are some of my nodes different to nodes in tutorials I watch?

texts: I watch tutorials for references from time to time and I noticed some of the nodes in my version Blender 2.81 are different from tutorials on Youtube. I don't see Voronoi texture has no Fac socket and I cannot check volumetric in EVEEE or Cycle. I do have the Blender 2.81. I believe I am not getting the benefits they were meant to create.


texts: With the image node setup with Node wangler addon. Im trying to add emission to the texture. I mix with the node but the image got black & white and there is no emission to the texture. I plug the color of texture to Principle BSDF. Yet to same result Black & White. Whats wrong with my nodes. Any suggestion.


texts:
I need to make some pebbles for my scene. How do I get the realistic looking pebble shader in Cycles? This is what I am going for:

And I have got this:


texts: How to rotate a mask in blender (Vfx not sculpting)

texts:
Within blender I was doing some vfx and got to the masking stage, It was going well till I wanted to rotate it, and I couldn't.
I intended to rotate it because certain parts the thing I'm masking it doesn't change it just rotates.
I pressed R on the mask and it didn't do anything.
I've already looked through google and other similar questions.
Before pressing R

After pressing R


texts: disconnected face bones after generating rig

texts: After hit generate rig, generated rig is with disconnected all face bones, just parented, any solutions?


texts: Move multiple faces towards single point

texts: I want to achieve similar effect to scaling multiple faces but I don't want to scale individual faces.


texts: Mesh becomes extremely wrinkled around the hips and shoulders

texts: I have been trying to fully model, rig, and animate my own character with Blender.  So far, it's been going great.  However, I have come across an issue that has impeded my progress.  Whenever I lift up a leg or arm, it looks okay until I put on a multiresolution modifier.  My mesh becomes extremely wrinkled, and looks terrible.  My gut tells me that it's in my weight paint, although after repeated weight paint combinations, it has resulted in no solution.  Any help is appreciated!


texts:
How to procedurally deform shape of an object?
I'm looking for something like this in c4d, is it even possible to make something similar in blender?
Object in gif was created in c4d using noise texture displacement
I believe there're a few ways to make it in blender using curve or displace modifier
As a result I want to deform a bell pepper shape to many many variations procedurally

Bell Pepper model:


texts: Origin point different in editmode / objectmode

texts:
Edited due to comment by Serge L.

I'm following a tutorial to make a worm shaft - https://www.youtube.com/watch?v=OVTOSOKpx6I

In objectmode my object has it's origin set to the 3D cursor, which is 30cm to left on the x axis. If I rotate on Y, it rotates around the 3D cursor point - which is what I expect/want.

When switching to editmode however, a 3D manipulator jumps into the object like this...

So if I try to rotate the mesh on Y, it just rotates around on it's own axis, instead of using the origin from the object/3D cursor.

If I search Manipulator 3D - I can turn it off, but the object still ignores the origin set for the object, and rotates around its own center.


texts: Cannot deform mesh with automatic weights during rigify process. Tried all solutions

texts:
So this is my first time messing with blender, and models in general. I ripped a model as a temporary placeholder for my first game project in UE4. The likely cause of my problem is that it has a non-standard pose.

Im trying to add bones using rigify, and that has gone well enough but when I try to parent the metarig to the mesh with auomatic weights it gives me an error: "Bone heat weighting, cannot find solution for one or more bones."

I've tried goolging for solutions but neither of them work:
set subsurf to on.

set X axis mirroring to on (tried on all possible entries of the scene list).

set a decimate modifier.

resetting rotation values.

remove doubles.

So I'd like someone to open up the file and see what the problem is because I think i've reached the point where I'm in over my head.

EDIT I figured there was an upload file option but I can't seem to find it. I've uploaded my file to dropbox instead:
https://dl.dropboxusercontent.com/u/28736905/Pizzabella%20v1.42%20-%20metarig%20rotation%20reset%20in%20pose%20mode%20with%20ALT%2BG%20and%20ALT%2BR.blend


texts: Glass texture has Voronoi like texture on it when using glass BSDF

texts:
I followed a tutorial on how to make a good paint texture
(found here: https://www.youtube.com/watch?v=jlfBvt0O6Dk).

The texture came out nice, but when i go to add a glass texture for the windows it always looks as if it has Voronoi applied to it.

I note that there is a distinct possibility that it has nothing to do with Voronoi, but it is the best way i can describe the way the glass looks.

The final render (showing how the glass is keeping Voronoi?)

The nodes used to create the paint texture (This shouldn't have anything to do with the glass, but i'll keep it here just in case)

The nodes used to create glass texture

https://imgur.com/a/6sL8T

The desired output would look something like this:

(this was done by removing the glass and thus isn't really adequate as a solution)

Here is a copy of the Blender file:
https://www.dropbox.com/s/toms123eho2w589/2017fordfocus.zip?dl=0


texts: Need help recreating crazy colors/material from example

texts:
I found this three.js website that has a somewhat whacky color scheme that I really like: http://one-billion-cat.com/test/galerie/scene.html

Here it is as a youtube video: https://www.youtube.com/watch?v=q4e6yFQgu6U

I'm trying to find a material in blender that could give me this kind of look, but I'm not getting anywhere, so I thought maybe one of you guys might have an idea of how to go about achieving this.

I'd really appreciate some help with this, thanks folks =)


texts:
I made a head using the mirror modifier, and for the hair duplicated the scalp so I could add hair particles across the whole head and not just the side that I had sculpted the actual mesh. I flipped the half of the scalp using Ctrl+M along the X axis, and joined the two halves together into one object. When I went to add hair particles though, all the hair particles coming from the mirrored side were facing inwards.

After a bit of googling around, I though it might be that the normals had become flipped, and that was causing the hair to grow inwards. However, flipping the normals did not seem to change anything in regards to the hair.


texts: How to get dirtiness on a simple texture?

texts:
Whenever i downloaded a texture it looks very simple like the image bellow

so i want to add dirtiness like the image below
I am using Photoshop to prepare my textures so somebody please tell me how to do it in Photoshop. Thanks in advance.


texts:
I was trying to do this simple tutorial but when I tried to join the circles these just smashed into one and I can't even move them along the z axys.
Thanks in advance!.

EDIT: Adding de blend file, sorry fot the wait


texts: Glossy material affecting color of another objects

texts:
I need to make this blue vectors appears blue inside this orange material.

In other words, how I can "preserve" material color from color interferences of another objects?

I'm using cycles render.

Thank you very much.

I made the steps proposed and achieved this result:


texts: Animation with "frame_change_pre" does not works on render

texts:
I am doing an animation, I decided to use code for it for the first time, and it has been really cool but I got into the problem and I can't find a solution.
What I am doing is getting a value of a bone and display in it on a text object, with this code:
import bpy
from math import degrees

scene = bpy.context.scene
incidente = scene.objects[ 'angulo_incidente']
refractado = scene.objects[ 'angulo_refractado']

#rotationX = bpy.data.objects["Armature"].pose.bones['ctr_principal'].matrix.to_euler().x

def animacion_angulo_incidente (scene):

    rotationX = bpy.data.objects["Armature"].pose.bones['ctr_principal'].rotation_euler[0]
    rotationXD= -degrees ( rotationX )
    incidente.data.body = str( int(rotationXD) )

    print ()
    print (rotationX )
    print (rotationXD)

def animacion_angulo_refractado (scene):

    rotationX = bpy.data.objects["Armature"].pose.bones['refractado'].rotation_euler[0]
    rotationXD= degrees ( rotationX )
    refractado.data.body = str( int(rotationXD) )

#animacion_angulo_incidente(scene)
bpy.app.handlers.frame_change_pre.append(animacion_angulo_incidente)
bpy.app.handlers.frame_change_pre.append(animacion_angulo_refractado)

it does works on the viewport(sometimes it stops working but returning the code solves it)but when I try to render it does not update for each frame. I found a similar question here but I either didn't understand it or the solution didn't work for me.
I try to use "frame_change_post", "render_post", "render_pre". like this:
bpy.app.handlers.frame_change_post.append(animacion_angulo_incidente)
bpy.app.handlers.render_post.append(animacion_angulo_incidente)
bpy.app.handlers.render_pre.append(animacion_angulo_incidente)

but it didn't solve it
I would appreciate any help
Thank you :)


texts: How to make a permanent spot of light in a characters eyes?

texts:
At the moment, my character's eyes look lifeless and for the way, I made them, a spot of light in the eye usually fixes it. I'm wondering if there is a way to permanently make a spot of light in the eye so it looks better and something more like this:

(This isn't mine obviously) If anyone has any suggestions, I'd love to hear it, thanks.


texts: How do I change camera views using python?

texts:
I want to change camera views using python.  I changed it using the gui, and then go to the "info" window log to see what
the python commands are for that.  But when I cut+paste that into the "Python Console", I get this error:

>>> bpy.context.space_data.camera = bpy.data.objects["Camera1"]
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'SpaceConsole' object has no attribute 'camera'

Any hints on how to change camera views using python?

Thanks.


texts: PointerProperty can not dispaly in UILayout

texts:
import bpy
class AddPreset(bpy.types.Operator):
    bl_label = "Add Preset"
    bl_idname = "test.preset_add"
    mat_name: bpy.props.StringProperty(name="Str Props")
    mat: bpy.props.PointerProperty(name="Pointer Props", type=bpy.types.Material)

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

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

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        #row.prop_search(self, "mat", bpy.data, "materials")
        #row.prop_search(self, "mat_name", bpy.data, "materials")
        row.prop(self, "mat")

bpy.utils.register_class(AddPreset)
bpy.ops.test.preset_add('INVOKE_DEFAULT')

output info

rna_uiItemR: property not found: TEST_OT_preset_add.mat

My Temporary method is use StringProperty.
So is that possible to use PointerProperty？


texts: This menu from left doesnt work anymore, is always greyed out

texts:
I can't change segments or anything.

https://i.imgur.com/vqCl2zO.png

As soon when I create a UV sphere or cylinder the menu from left pops up but is already greyed out.


texts: Follow Path interpolation problem: numerical instability?

texts:
I am trying to get good camera paths and pointing.  I've been trying to use an Empty that follows a path as the "Track To" constraint object for my camera.  I noticed some bad jumping and think I have tracked it down to a problem in the evaluation of the path.  Up through frame 17 the empty tracks the path nicely:

At frame 18 the Empty "Leaps" off the path by .1 Blender units.  This is quite a distance to be jumping off the path in 1 frame when the camera is only 2 Blender units away.  This causes an annoying jump in the camera angle that I cannot seem to get rid of:

Is there a better way to get smooth positioning?  I don't really want to have to keyframe the Empty position for this as it would be an enormous number of keyframes (curved path).  This looks like some sort of numerical instability.  If it were a more gradual deviation, I could adjust for it by moving the control points of the path.  I'd really like suggestions on how to address this.

To reproduce this:

Start a fresh Blender session & delete everything.
Add a path
Add an Empty
Add a "follow path" constraint to the Empty
Choose the path you created as the target
Select the path.
Edit the path to have the following 10 points:
-2  0 0,     -2 -2 0,
0 -2 0,     2 -2 0,
2  0 0,     2 90 0,
2 92 0,     0 92 0,
-2 92 0,     -2 90 0
Under Path Animation set 2 keyframes for "Evaluation Time": frame 1 to 0.0, frame 100 to 100.0
Now toggle between frames 17 and 18 and see the "jump" to the right.

I've tried a number of things including inserting a lot more control points into
the path, but the problem persists in one form or another.


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I want to adjust the color of a material based on an object's rotation. I cannot do this with a driver, because the same material is used over a large number of objects: I would like each object to change color based on its own rotation value.

Is there a way to do this in either BI or Cycles? More generally, is there a way to change color based on an object property other than position?


texts: python script to move another object when a certain object is moved

texts: Suppose I have a cube and a sphere. I want to write a python script such that when I move the cube by a vector (x,y,z), the sphere also moves by the same vector. I want to be able to move the cube by hand, and have the sphere move automatically. I realize that I can do this by selecting both before moving, but I would like to accomplish this with code. Is this possible?


texts: How can I reset or place the center of gravity for an active ridged body object? I am having an issue where the center of gravity for an object is placed far too high for accurate physics.


texts: How could I make a rocket exhaust with a smoke / fire simulation?

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How would I be able to make an accurate rocket engine exhaust effect in blender? I hav the model done, but I would like to make this effect better.. Here's my model

and here's some examples of the effect I want...


texts: How could I make an object semi-rigid or or semi-cloth?

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I'd like to make a film roll, complete with the film itself sticking out a few cm from the canister.
However, as I'll be running a simulation with a bunch of them colliding, I believe I'd first have to find a way to make the film part bendy, as it is essentially a thin piece of plastic connected to the canister by only one edge.
There could possibly be a lot of info out there on this, however, I don't even know what to look for, does this physics property have a specific name I could read up on?


texts: I have a problem setting up the reflections for my water in the blender internal rendering engine, as you can see on the picture, the grass doesn't appear in the mirror...they are hair particles over the land mesh. I tried to convert them into a mesh but it doesn't render either. Water mirror is set to 1 with a fresnel of 0.5 and a blend of 3.


texts: Placing different animations on the timeline

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I'm animating an art project. I've animated multiple objects that form a single fluent animation. I want to duplicate this animation to a different file where I can make one animation seem like 50. It can be compared to a scene with a growing bush with flowers.I've just animated the flower blooming and now I want to have the same flower blooming on 10-30 different twigs.
The first idea was to just isolate the flower blooming - then append this animation and just instance it and place all the instances where I want them. The problem I'm facing is that I can't choose when the animations start, they all start at frame 0 and that's that. Did some digging, finds out that's one limitation with blender.
I've read up on action strips. Sounds cool but it's kind of complicated to wrap my head around and when I watch tutorials it mainly focuses on rigging characters and blending different animations. I still tried but couldn't get it to work.
So what's a good solution for working with multiple animations in blender?  To make duplicates of the flower blooming and redo all the keyframes is useless, there are too many. Besides it sounds like a stupid solution for what i think should be a pretty straight forward job.


texts: How can I flatten a torus only on certain axes so that it looks more like a flattened band?

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I would like to flatten a torus so that it looks more like this:

I have already tried playing with the basic torus parameters but without success.

How can I do this?


texts: How to make multiple pivot points on one object (BGE)

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This is a Tee shaped object to extend the pivot range of the arm on the left of the .png.

At the bottom link, where the 3D cursor is right now is the object origin and pivot point. How do the other two pivot points get...appointed?...to make the linkage work.
I've looked in the Blender manual, multiple videos on pivot points, vector groups, linkages, and more. I've considered adding separate objects and parenting them to the Tee object, but I'm sure there must be something better than that. Your help is appreciated, thanks!


texts: We are trying to rotate an object in blender according to an external accelerometer. We have no issues in obtaining the data from the accelerometer. However, when we rotate the object along two axis the third rotates on its own. How can we rotate the object in blender according to the accelerometer's relative angle to the ground?


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A bunch of my textures just straight up disappear/turn into solid colours when I hit P to go into game mode on Blender (beds/walls). Im confused because some of them work fine (floor) and i did the exact same thing for all, and cant find any differences in any of the properties for why this would be. They all show up normally in default/edit modes, but as soon as I start the game they are gone. I looked up similar peoples problems to this but couldnt find anything, also idk anything about uv mapping and didnt apply it.
enter image description here

https://drive.google.com/file/d/1cOP8LoLIfezu4raAme4Eag1uDDN-PMta/view?usp=sharing