texts: Assign one material to multiple objects via Python

texts:
I am using ePMV Blender addon to import molecular structures into Blender. It generates multiple objects (protein sub-structures called helices, coils and strands) and it assigns a separate material slot to each of them automatically. This generates hundreds of individual default materials.

The materials are named with the convention:
mat_molecule_A_Strand1, mat_molecule_A_Strand2, mat_molecule_A_Strand3 ...

mat_molecule_B_Helix1, mat_molecule_B_Helix2, mat_molecule_B_Helix3 ...

A and B are different parts of the molecule (called chains).

I would like these parts to have separate materials. On top of that, I would like to change materials WITHIN each chain, for example one shader from object 1 to 15, other shader from object 16 to 30, etc.

I could supposedly change one object material and manually link this material to the rest of them clicking one by one. But some molecules have hundreds of these objects, so I believe I would need to use Python to do it in which I'm not so advanced. Any help with how to bite this highly appreciated.

So the pseudocode would be something like below.

For changing materials for all objects in chain A:

IF object_name CONTAINS "_A_"
   { FOREACH object_name
     {APPLY material_01 to object_name}
   }

For changing materials for only 15 first objects in chain B:

  IF object_name CONTAINS "_B_"
       { $i = 1
         DO {
               APPLY material_02 to object_name$i
               $i++

            } UNTIL $i = 15
       }


texts:
I have created a couple of models (with materials applied to them) that I have applied subdivision surface in adaptive mode. Some of them in Catmull-Clark mode and some other to Simple mode.
I want to import my models into the Unreal Engine, and I am wondering which is the best way to maintain the subdivision.
There are options under the Geometry sector with Smoothing (Normals Only, Face, Edge), Export Subdivision Surface, Apply Modifiers etc.
Additionally, should I export my models as high poly or as low poly? I will apply later in Unreal Engine a specific modifier like in Blender? Or there is not this option?

Thank you!!


texts: Cycles not using transparency in decal texture?

texts:
I'm trying to apply the logo onto the glossy part and cycles render ignores the transparency and just makes it black.

I've tried both png and tga using the multiple builds of blender. And it looks weird in texture mode even though the uv map shows transparency.

Blendfile


texts: Armature keeps spinning around root bone in pose mode when I try to move anything

texts:
I was following a tutorial on rigging (was pretty much done) and now my entire model keeps spinning around the main root bone if I try to move any bone at all. (first picture is where it originally was and still is while in Rest Position, second image is of how it changes when in Pose Position while in Pose Mode or Object mode, Edit Mode seems fine)

I tried clearing All Transforms or hitting the ALT+g, s, r while all were selected and that just caused it to spin in the same direction like everything else does as shown in this picture:

I was nearly finished with this video tutorial here,
https://www.youtube.com/watch?v=QbHAqk7OALw   and near the last part my issue began. 2:28:07 was the last time I was in edit mode and the pose was fine. Right after the little turrets he then went and parented 3 more bones and then he switches back to pose mode with no problem, I suspect somewhere in there is where the problem occurred on my end. I could have sworn I followed it correctly but maybe I went wrong somewhere I have no idea.

I couldn't find another issue like mine exactly so sorry if this question has been asked before, I'm still very new.

Edit: I checked in the video comments to see if it had happened to anyone else but I did not see any mention of it unfortunately.

Edit2: Picture for more detail on the yellow lines.


texts: Cryptomatte Pick isn't working. What have I forgotten?

texts:
Blender 2.81, 2.81a
Windows 10, 2xGTX1080 GPUs, GPU rendering

I've been through the Manual and a few tutorials, but I guess I'm missing something. Why can't I get the Cryptomatte Pick working? Is there another undocumented type of Pass that needs to be activated?

The scene is just the cube. I render the scene, hook up the nodes as below. I've tried both Object and Material options. Tips?


texts: Cycles is painfully slow even for the simplest of scenes

texts:
Google shows that Blender's slow rendering has been questioned numerous number of times before too, but in my case it has gone to a degree that rendering even the simplest things requires ages. I'm using latest 2.78a version on Windows 10.

I understand that my machine is a humble one by any stretch (i5 + 8GB + Samsung 850 Pro SSD), but my expectation was that simple scenes involving a few cubes, one light source, one camera and a handful of materials would render in about a couple of minutes or less. Instead it takes the likes of 15 to 20 minutes every time I press F12 (blender says the scene has 1 lamp, 5 objects, 63 faces and 72 vertices, which I believe is pretty simple).

I have tried the following already. Doesn't make a considerable difference in rendering time:

Changing from CPU to OpenCL: throws error when loading libraries.
Changing Sampling: From 128/32 to 12/6.
Changing Light Bounces: From 12 to 4.
Changing Tile Size: From 64 to 256.

My gut feeling is that this has something to do with Windows 10, but I don't have Windows 7 or XP right now to test if that is the case. Has anyone else experienced this? Any other solutions to make it faster?


texts:
I have a torus object from which i only want to see a certain section? like a quarter of a ring.

The section should be at an arbitrary given angle and should be changeable later on.


texts: How to apply a texture all around a shape?

texts: I am working on this racing track and would like to apply this border grass/dirt texture all around the border. It should be orientated right as well and repeat itself instead of stretching.


texts:
I'm attempting to run my Windows 10 Pro machine with both my 1080 and 970. As soon as I try to start blender I get the infamous "Error: EXCEPTION_ACCESS_VIOLATION". I've ran Blender with both cards indendently but never with them both installed on the machine. Is there some configuration change I have to make. I've done some trouble shooting.

Verified drivers are up to date.
Uninstalled Blender and deleted my %appdata%\Blender folder
Uninstalled video drivers and reinstalled them.

I'm at a loss but would really like the additional rendering capabilities under Cycles.


texts:
I am having an issue where no matter where i click on the sphere while using proportional editing it will grab onto the entire sphere and ot the vertex i have selected that i want to eddit. I just want to grab into the vertex i have selected.

I have one vertex selected i want to use the sphere on connected geometry.
But the entire sphere moves.
Please help.


texts: I can't go to wired weight paint mode, i want to weight paint in wired mode instead of solid, but it wont let me go there, it goes full wired instead of weight paint mode.


texts: How to create a sphere with an outer layer of removable pieces?

texts:
I'm creating a video game which requires an inner sphere ("the core") and an outer sphere. The core is a solid icosphere, but the outer core must be made of individual triangular prisms that fit tightly to the core and each other. During the course of gameplay, the pieces of the outer core are removed one by one until the core is revealed.
After making my core, I tried to make a single triangular prism piece and to use it to construct my outer sphere, but I can't get the pieces to fit together right (see below).

I came to realize that the triangles are not all the same, so I've gone back to blender and extruded and then push/pulled all of my vertices to start an outer layer.

My question is: how can I easily connect all of these dots, create faces for each individual triangular prism (such that the normals are facing outward for each individual prism), and break them apart into individual objects so that I can save an outer sphere and import it into my game? And how can I do this with as little headache as possible?


texts:
When I selected the Blender Render, there is no problem with the texture. When I change the render engine to Cycles Render, all the textures are gone.

I already unwrapped the mesh and mapped the texture onto it.

Now when I render the image in the camera, I got:

What is the reasone to make the texture disappeared in Cycles Render?


texts: What is the best way to animate multiple meshes within "actions editor"?

texts:
Working on a project where I am animating a deck of cards where the cards have multiple different actions/animations which can be triggered.
I need to set up my file with one group/collection of objects which are the cards/box with multiple "actions" for each animation. For example:
action 1 =all cards come out of deck
action 2 =a single card come out of deck
These actions require the entire set of objects/deck to be moved/manipulated for every keyframe inserted. This is causing me to create many many actions within the dope sheet and has caused quite a mess in the action editor.
Im assuming I have to move forward with rigging and skeletons, but many of the animations require the objects to be completely disjointed from one another.
What should I do? Is there some sort of clean/organized way to have all of these different meshes act as one "object" to make the animation process more organized and optimized for actions?


texts: Place an object on each face of a polyhedron

texts:
I made a regular polyhedron - let's say a octahedron - and (again for simplicity) a pyramid whose base face is congruent to the face of the polyhedron.

Now my question is: How can I "glue" a copy of the pyramid on every face of the tetrahedron? (such that the tip is pointing outward?)

Here an example of the two example objects (on the left) and the "desired" result (on the right), but in this one I attached the pyramid manually (very badly, as you can see). They point in all kinds of directions, but not really away from the octahedron.

I tried finding suitable modifiers, but without success.

PS: I'm aware of this question but that does not apply here, as the actual objects I want to glue to the faces are a little bit more complicated.

EDIT1: I just found the Object > Duplication > Faces menu which is getting me a step closer, but then then all duplicates are still facing the same direciton as the original.

EDIT2: Using the Duplication > Faces method the spikes still do not end up in the correct orientation as I stated already in EDIT1. It looks about like this now (I enlarged the octahedron just just to separate the pyramids a little bit):

EDIT3: It seems I can do it with the generic objects, but not wich my own. I added a file: In this case the "cut of cube" should be placed on the faces of the tetrahedron. The cutting plane on the cube exactly matches the faces of the tetrahedron:


texts: Does the bone size influence its relationship with other bones?

texts: For example, does the size of the parent bone affect its influence over unconnected child bones?


texts: I am trying to do a simple simulation of crushing a can between a plane and a can crusher.  The can crusher and planes are collision objects and the can itself has soft body physics on it.  I have tried recalculating normals, adjusting inner and outer settings on the collision objects, I've messed with the order of modifiers that I put on the can, I've applied location, rotation, and scale, the objects are on the same layer etc.  Also, I uploaded a gif.  You notice right away that the object disappears which I couldn't figure out either. Is there something I'm missing here which is making my simulation not work?


texts: Where can I find snapshots of old versions of Blender

texts: I am looking for old versions of Blender (Just Snaps of main screen). Actually, I am writing a report and for that I need to put some snaps of Blender from historical point of view. Any idea, where can I get these old snaps of Blender.


texts: How do I avoid artifacts when using bevel objects with complex curves?

texts:
Prompted by my previous question, I am wondering if it is possible to bevel complex curves with bevel objects.

How can I bevel complex curve objects (such as a text object from this question)?

I have tried using a bevel object as suggested by haunt_house to bevel without fattening, but this creates many artifacts:

How can I fix these? (or failing that, is there another technique I could use?)


texts: IK Pole Target directing to wrong direction

texts: I have no idea why the pole doesn't follow the target, instead, the pole avoid it, i've tried to ROLL the bone to 0 degree. The result still the same.


texts:
I want to make it so that when my cube touches the last red platform, it sticks to the platform. I also want to make it so that the lowering isn't so choppy. See attached video. This is my first Blender game and help would be much appreciated. Thanks!
Video: https://drive.google.com/open?id=1hD-iqA-lWcdqBFSkiBcBhOOusGhU1Oej


texts: How do I make my camera in my main scene move using buttons in an overlay UI scene?

texts:
My logic bricks for the camera in the main scene are set up as follows:

And the logic bricks for the buttons in the interface are:

I'm not sure what is wrong with these, but this wont move the camera at all in the main scene.


texts: How do I mirror the faces of a cube (edit all of them when I edit one)?

texts: I'm trying to create a design for a retro-futuristic computer and I need the faces of a cube to look the same and see the results as I edit them, to see how the edges of the cube interact. Furthermore, if I want to one day be a professional at Blender, it will be a good skill to have. How do I do this? Thank you for any help. :)


texts: Enable experimental features Blender 2.72

texts:
I'm using Blender 2.72 and I want to enable the experimental feature set, which supports OpenCL for my AMD/ATI graphics card (I know what the risks are of doing this). Googling it, I found a Blender Wiki page of 2.6x which said I have to change the feature set to experimental, in the render menu, right under the display options (this is what I'm talking about). However, in my Blender 2.72 I don't have this option:

Could anyone help me to still get the experimental feature set to work?


texts: Make mesh follow other meshes movement like fluid/jelly

texts:
I am creating sort of a mechanical joint (not the weed one ;P) in blender with 4 components and I wanted one of the components to follow the sort of frames of the joint when I move it. The build can be seen in the picture.

(Maybe) important to know:
The both frames above and below are only extrudes circles, so when go to net view with Z I only see few circles.
Second the jellyish part fits exactly inside the two frames and when I do it as in the picture I have first the problem of mesh inside mesh and second the jellyish mesh is going a bit through the frame: The joint will only be able to move up to this angle but on every side.
I hope somebody has a good idea for this and can help. :)
Thanks for the attention.


texts: How to add a base bone after other bones have been created?

texts:
What I'm trying to do is create a robotic hand. I created the mesh and added the bones for the fingers (following CG Cookies' tutorial on rigging fingers), but didn't add a bone for the "arm" part of the mesh.

I've tried adding the bone (the arm bone is named Bone.020), created a vertex group with the same name, then weight painted the part it should move, but that didn't work. I have tried parenting the finger bones to the arm bone, but that didn't work. I don't know what else to do. Any help is greatly appreciated.

View of the Object Data panel

View of the Bone panel

View of the Bone Constraints panel

Showing the fingers are working properly

The problem - Rotating the arm doesn't pivot where the "elbow" would be

Example of weight paint that works with thumb

The weight paint area for the arm and palm

Armature modifier in the modifiers panel


texts: Plane is not appearing as blue in render

texts:
As a beginner I seem to be having a lot of trouble.  Here are some other questions I have asked along the way but found that I have to start again.

This time, my plane is not appearing.  It appears in Object mode, it only appears to be the correct colour in Material view.

Any solutions? I am sure it's simple.

My file is here.


texts:
How should I apply multiple glare filters to rendered frames of an animation? I have an object with an emission shader that is keyframed to glow brighter every now and then. I want it to have a small glare effect when it is glowing dimly, but have multiple more noticeable glare effects that will apply and stack on top of each other when it is glowing more brightly. However, just combining glare filters with different thresholds with an "add" node isn't working predictably. Please help!

Here is a GIF of a preliminary render I have.

https://gfycat.com/JollyUnconsciousInvisiblerail

I want the glare effect to glow extremely brightly for a second to hide the moment when the second line of text appears. (This is the title screen for a movie I am working on.)

How would I accomplish this while compositing? Please help!


texts: Render new stills and not the created video sequence

texts:
Im new to the video editing side of blender and here's the thing:
i was stitching image sequences of a rendered animation i created and i want to take a step baCK and change something on the animation but when i try to render a new image sequence again, only blender does is output a blank, empty gray screen,
my guess is that this is the video sequence rendering and not the animation, because i moved the image sequence strips away from the frame range, because i want it out of the way when rendering the edited animation but alas, blank

what am i not getting here? how can i get blender to render the animation again? and not the video sequence?


texts:
I want to write a simple text on a mug, but can't figure out how, I tried using a lattice and shrink wrapping but it was all jumbled up. That was that only method I found... so i'm guessing it should be something very obvious(?)

EDIT: So the text follows the surface nicely with the curve modifier, and I found out what I messed up with lattice modifier too (thanks to JakeD), however there is a small gap between the mug and the text and it is casting a shadow.
If I move it any closer the mug will hide it here and there.

I kinda wanted to avoid it and only use materials for it, but I guess they way I should do it is to put a transparent texture which contains text I assume? (or something like that)


texts: how to generate more "gusts" of wind with the wind force field?

texts: the noise amount is on max but i'm still not able to get the quick short random bursts of wind i'm looking for. is there a way to increase this amount or a better way of achieving this?


texts: how to properly export my character from blender to mixamo to apply animation

texts:
I downloaded a character from mixamo and then in blender edit some changes in character but when i export the character in FBX and try to upload the character on mixamo it won't let me upload

I can't figure out what I am doing wrong
this is my character

I added the exo suit is it because of that?


texts: How to disable different undo history for Edit Mode and Object Mode?

texts:
I understand the thought process behind having a different undo history for different modes, but to me it seems like an idea that should have been scrapped once it left the idea stage.

I don't know how many times I've destroyed my entire history just because I was in the wrong mode when I hit Ctrl-Z and thus had to redo the part I was working on from scratch. If I need to go back far, it's like navigating a mine field. One wrong undo in the wrong mode and wham! History destroyed!

So... how can I disable this dangerous mechanic?


texts: How to remove dark lines formed when texture painting?

texts: For some reason there are dark thick lines around shoulders, chest and hips. When I try to paint them they just become very dark version of the color. How can I remove them?


texts: How to create a procedural/parametric n-sided star with cycles nodes?

texts:
Using cycles nodes, how do I create a parametric n-sided star?

I've seen Procedural Star Texture in Blender Cycles, but somehow I feel duplicating node groups and manually typing in the rotation is not the way to go. I'm fairly certain there's a more elegant way to do this but the math involved simply eludes me.

Early attempts:
Ideally, this would be it, except the arrows are pointing in the wrong direction! :)

UPDATE:
Following formulas from Wolfram, I've managed to come up with this:
I have no idea if I did it correctly but I've made a pentagram, so at least something in there was correct. However, similar to the tutorial linked above this solution is not very elegant either, requiring me to duplicate the node group and typing in a rotation value per segment/spoke.

I'm hoping one of you blender math heads out there could help me. Thank you!


texts: Why my object do not affected with nodes?

texts: When I use shader on a material it will change but the object connected with this material don't change ??


texts: Unable to apply materials to the entire mesh object correctly

texts:
After loading a mesh into Blender, I want to apply a material on them and color it. I am doing this using the code below:

for ob in bpy.context.selectable_objects:
    #if ob.name.startswith('simplified_model'):
    if ob.type == 'MESH':
        obj = ob            # this is for scoping reasons
        obj.select = True
        self.scene.objects.active = obj
bpy.ops.object.select_all(action='SELECT')

self.model = obj

mat = bpy.data.materials.new('colored')
color = [0., 191./255, 255./255]
mat.diffuse_color = color
mat.specular_intensity = 0.3
self.model.active_material = mat

Using the code above, some of the meshes are colored the way I expect, but as you can see below most of them are painted incompletely and the material has not been applied the way it was expected to:

The meshes are expected to be colored as follow:

Can anyone tell me what I'm doing wrong?

Thank you


texts: I've tried to select all, remove faces, invert from another post etc... however my faces still overlap. It's one mesh, here's a photo. The overlapping is very apparent where the objects intersect.


texts: Can't get area lighting to show on viewport or render

texts:
I can't seem to get the area light to be shining onto the deer head object.
As you can see it is there on the viewport and editable but no light is being emitted from the light.
Is there some setting that toggles the view of lighting in the viewport and render?.
As it doesn't appear in the render either. As you can see from these examples


texts: How to scale snapped measure along with objects?

texts:
I would like to rescale model according to real world measures.
I drew a measure and snapped it to some vertices. Then I am doing rescale of all objects hoping that measure will rescale too, but it doesn't.
How to snap it to verticed harder, so that it doesn't detach on scale?


texts:
is it possible to export a bezier curve as a primitive line? I want to import it in threejs as a visible curve with a line thickness of always 1px. I need to scale the curve and want the thickness to stay the same, thats why it needs to be a primitive line.

My curve in blender

Thats the use case. I wanna import it to threejs and use it as cad door model


texts: In the feature video of version 2.72 the mesh intersection tool is introduced. Which tool is used to bend the scaled and loop-cut cube here?


texts: Simple movie clip sharpening using Compositing - How to do this?

texts:
I'm a novice in using Blender and am looking for an easy way to sharpen movie clips.  I believe I have to use Compositing, but am not being able to find some simple step-by-step methods to achieve this simple goal.  I looked at various tutorials on Youtube, but they are for more advanced users and use images (not movies) as examples.  How does one do this?  I have never done Compositing before.
I could not even load a single movie clip in my compositing window in the 'render layers' node that I had created in my movie project, which I believe is the first step.  If I could use just one filter successfully using the 'add filter...filter...sharpen', and apply it to my movie project, I would consider that to be a success.
I'm probably overlooking a simple step that most users are familiar with already.
I am using the latest 2.90.1 version installed on my Windows 10 laptop. I was able to create and render a short movie by joining several short movie clips shot on my DSLR camera using Blender.  Although, I am pretty sure my camera technique and equipment used was good, the final rendered movie in 24 fps, at 1920x1080 resolution is not sharp.  The built in camera picture profile I used was 'flat' with no sharpening.  I know I nailed the exposure and focus, used a tripod, a professional quality lens, etc...
Thank you


texts: The Model doesn't appear when rendering....? UPDATE

texts:
I'm sorry for my last question I wasn't know what I have to upload to make my question clear also I'm a beginner ...

I have finish my tracking then try to render using F12 the result as shown in the screenshot
it show only a shadow

and as you asked I will upload .blend file

https://www.mediafire.com/?x5d1n0z99iufle3

please help me with this problem ..Thank You


texts:
I'm new to Blender and followed a tutorial I found online https://www.youtube.com/watch?v=lPAYX8z9i8M&t=495s to create a procedural cloud.

I got a single cloud right, however, when I scaled it up things started becoming glitchy.

Anyone have any ideas how to fix it?


texts:
Every time I open Blender the same project is opening, I don't know how I did this but I cant close the project and can't open a new project.
I haven't saved the project that opens anywhere, this window opens every time.


texts: Material that uses Texture Coordinates won't "stick" to meshes in a physics simulation

texts:
My material uses a Texture Coordinate node, so it won't stick to meshes that are part of a physics simulation. I assume this is because the node uses the mesh coordinates but not the delta transforms associated with the simulation.
In the attached blend file you can see how the material sticks to a mesh animated using location keyframes but does not stick to an identical soft body mesh influenced by a wind force. Does anyone know how I can get the material to stick to this mesh?
P.S. this is my first post and I'm new to Blender.


texts: Using Multiple Stencils in Blender Game Engine

texts: I'm trying to texture a large landscape for the Game Engine using several layers of stencils. It looks great in the preview window but when I go to play the game, the texture doesn't show up properly. It's like the stencil is repeating itself over the surface. I double checked the UV's and they are laid out properly. Has anyone else encountered this problem or knows how to fix it? Pictures attached.


texts:
I don't know why, but I cant render anything in CUDA and OptiX but OpenCL work fine. I cant use Cycles render because it's very laggy.
I have newest  version of Blender and an RX 590 Red Dragon 8gb.
Why does that happen?

How can I turn on my gpu?


texts: Why can I see through a face when another is close?

texts:
When I have two faces that are close together I can see through face in front depending on the several factors.

The camera's zoom impacts this a lot. The farther zoomed out I am the worse this is.

Perspective/Orthographic impacts this. Orthographic reducing the problem but not fixing it.

The angle I view this from impacts it. Head on being the worst and 90 degrees being the best.

How can I minimize this issue?

Example:

Zoomed out

Zoomed in

EDIT: This appears in both edit mode and object mode but is much more prevalent in edit mode.


texts: CUDA error: Out of memory in cuMemAlloc(&device_pointer, size)

texts:
My GTX 960 is reporting there there is not enough memory, even when another person the same card is able to render it fine. The other person had the same set up as I do and rendered the same scenes. He did not have this issue.

I'm a render farmer for black plasma studios and I have come across this problem with my rendering recently. I was doing a benchmark test for them and blender gave the error (in the title).

My first test went good:

But I got the error on my second test:

as you can see it renders the first square but then runs out of memory after that. It did not render at all until I updated my graphics drivers with GeForce Experience. This helped a little but the render still didn't finish.

I seem to get this error a lot now and I would assume a better graphics card would be needed but someone else in the group has the same one that I have and he can do it just fine.

Computer info:

Display Device:
name: NVIDIA GeForce GTX 960
DAC type: Integrated RAMDAC
Device Type: Full Display Device
Approx Memory: 6091 MB

System:
OS: Windows 10 Home 64-bit
processor: Intel Core i5-6600K CPU @ 3.50GHz (4 CPUs), about 3.5GHz
Current Display Mode: 1920 x 1080 (32 bit) (60Hz)
Memory: 8148MB RAM

How do I fix this?


texts: How to bend painting frame sections in hollow?

texts:
I am modeling a  picture frame. I would like to have a rounded profile instead of a straight one.
I divided  faces than I want to bend with loop cut tool. but I have no idea.


texts:
I want to import a CAD drawing in STL format, because it seems easier than trying to Model the drawing in Blender.

I am unable to work with the surface textures, colors, and details to make it look real.

Is there a way in Blender to work with an imported STL file?


texts: Make shadows visible only in reflections

texts:
I want to make the shadows of a mesh only show up in the reflection of another mesh. Invisible to the camera.
Imagine a ghost that appears only on mirrors. His shadow would only be visible in the mirror.


texts: When using the boolean modifier, the resulting faces disappear when applying the modifier

texts: I'm trying to make an N64 model, and to make the curve on the top of it i'm trying to use boolean to do it. I've encountered an issue where the boolean preview (before applying it) is exactly what i want, but if i apply the boolean, the face disappears. I've already checked for doubles and inverted faces, and everything was fine. The image attached shows what i mean:


texts: I have modeled a googly eye and added a simple principled shader with full transmission but when I view it in rendered view, there is a weird black thing along it's edge. I have not encountered it before so I don't know what's causing it, the material or the model.


texts: Getting interstitial compositor frames when using frame step

texts:
I'm trying for a really jittery stop-motion like effect by using frame step to render on the twos (or threes, or fours). Rendering this normally and getting a video file out makes the frames happen at the expected speed.

However, I'd also like to get some render passes out of the compositor. I currently have a File Output node set to get the mist, emission, and cryptomatte mask/image passes and make them image sequences. These are named appropriate to the frame step (animating on the fours gets me Mist_0001, Mist_0005, Mist_0009, etc), but since they're single images, importing them as an image sequence into another video editor doesn't get me the intermediate frames. I essentially have one render that's at the correct, jerky speed, and four image sequences that are going twice as fast.

And since I'm using Resolve, they won't even import normally - Resolve likes image sequences to be labeled sequentially. An 0001, 0005, and 0009 would get imported as separate images, rather than a clip.

So: is there a good way, in or out of Blender, to (I'm assuming) copy the intermediate frames, with correct numbering?


texts: Saving compositor File Output without rerendering

texts: Is it possible to save a File Output node in the compositor without rerendering the entire scene?


texts: BUG or Mistake : Weird case of shape key

texts:
Iam trying a lip sync and my character doesnt lets me change the value of the shape key , i mean it does changed when i click and drag but it gets back to 0 again .

Here is the file :https://www.dropbox.com/s/j8vkahgn2lrco0v/error%20mouth.blend?dl=0

plz let me know the mistake iam doing in here

EDIT : So it turns out that when i double to open the file , shape key doesnt turn orange ( while changing the value ) . But when i open blender and import the file in it then it turns orange while changing the value .

Is it some kind of bug or what ??


texts:
I have a fully rigged human character and want this guy to lay flat on a cube with the back. The lower legs should be pulled downwards by gravity at the knees.

How can I add physics to the armature itself, not the whole object as one body?


texts:
I have 2 NVIDIA GTX 1080 Tis with updated drivers and CUDA installed.
I’m currently trying to render my scene in Blender 2.81 (though this happens on other versions of Blender as well) on Ubuntu 18.04.
When I go to Preferences, then System, and finally Cycles Render Devices, the 2 GPUs are listed under the CUDA tab.
However, after rendering a couple of times, it seems that the GPUs stop working all of a sudden, as if I go to check Cycles Render Devices afterwards, it now says
No compatible GPUs found for path tracing. Cycles will render on the CPU
If I list the devices in Blender’s Python Console using:
bpy.context.preferences.addons["cycles"].preferences.devices

it seems that the 2 GPUs are visible to Blender:

CyclesDeviceSettings(“GeForce GTX 1080 Ti”)
CyclesDeviceSettings(“GeForce GTX 1080 Ti”)

I also notice when I try to start Blender up, I get this error:

CUDA cuInit: Unknown error

It seems that the only way to solve this error is to restart my computer, after which the GPU rendering option is available, until this issue repeats itself.
Any ideas on why this might happen?


texts:
I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.

What is the best way of achieving this look?


texts:
Problem: I'm trying to paint roughness and later different colors on a car body. I clicked 'Unwrap'in the UV editor and went to Texture paint. I've created a texture for the roughness and connected it into the material. When I started painting in 3D view, nothing happened except a few huge transitions at unwanted places. Although, when I painted on the unwrapped mesh it worked (however, there's still some problem at the rear). I am relatively new to texturing / unwrapping so I'm not sure what am I doing wrong. Usually in tutorials after unwrapping and setting the texture it's possible to draw/paint directly on the model.
If it makes any difference, the model has subsurf. modifier, boolean and mirror on it.
Question: How could I paint on the actual model so that I can see what I'm doing? Which step I am missing?


texts:
I'm using the Fly-mode to make a video but i have an AZERTY keyboard. For some reason when I go to User Preferences and change the keys to whatever I want to use, it doesn't work. I went to Navigation - 3D view - view3D fly modal and changed them there.
I don't know what I'm doing wrong, I have tried setting it to my keyboards numpad. That didn't work and I have tried setting it to a different letter configuration, but that still didn't do anything.


texts:
I am trying to make skins for CSGO.
I have made a skin I like but I need to export it as a PNG file to then be converted to a file type that csgo understands. (VTF)
I am not able to see the models material in the UV editor, to then export it as a PNG.
My question, how do I see the material assigned to the object in the UV editor?
Please can someone help with this?
Thank you!


texts: Is it possible to animate zooming in on an object, or is moving the object the only option available to get it to appear closer to the camera?


texts: Mirror changes to side of cube across all six sides

texts:
I want to create a cube with some general extrusions. This should be the same across all sides of the cube. Is there a way to make this mirrored across all six sides? I know that I could delete the rest of the cube, copy my changes, rotate it 90°, move it down and to the side, and repeat for all the sides, then remove doubles, but I'm wondering if there's a way to make this work in real time.

In the below image, all six sides should copy the changes shown here on the one side:


texts: I have an Addon I'd like to use, but when I would install the .py file, theres a message on the far right saying I need to "upgrade to 2.8x...". The addon seems to be added into my Addons list, but when I search for it in Blender, it cannot be found.  Is there anything I can do to use this addon?


texts: Revert vertex position to Basis Shape Key

texts: How I can revert the position of a single vertex in a shape key to it's position in the Basis Shape Key?


texts:
I've just finished sculpting a skull and now I want to create a render looking like that:

And freestyle just doesn't provide a similar result.

Here is my model:

And here is with freestyle:

Options:

What is the best way to produce a render looking similar to the very first photo I've posted?
It doesn't matter what engine I'll have to use Blender or Cycles either way is fine by me.


texts:
I want to compute the total scene bounding box, so I can fit the scene in rendered image automatically. I have found bound_box. But why are there so many values

<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>
<bpy_float[3], Object.bound_box>

There should be 6 values (x_min,y_min,z_min) and (x_max,y_max,z_max)


texts: How to wrap multiple 3D objects around a UV sphere?

texts:
I am a total NEWBIE in Blender.

I want to Wrap or Overlay (might be the wrong word to use) a 3D Mesh Object around on a UV Sphere (Mesh) and also want it to be laying on the surface of that Sphere. (Please see to the image I attached)

I have manually tried to lay the 3D Mesh Objects over the surface but it takes me ages to align the 3D Object on the surface of the Sphere.

Please help, thank you.


texts: Can modifiers be computed and applied from the command line?

texts:
For heavy modifiers, the time it  takes to compute can range between a few seconds to half an hour or longer.

Can modifiers be added, computed, and applied from the command line with some sort of indicator of progress?

Running from the command line would be useful for running blender GUI-less without a WM to save memory.
It would also be ideal to have some idea of how far along the modifier is.


texts:
I'm new to Blender and I'm following this cloud tutorial but the person's mapping node is completely different, with inputs I don't have such as this "scale" input. Why is this? Can I change it?
Mine:

Theirs:


texts: So im trying to make a movement script and i want it to have a max speed and min speed iv'e tried using the object.applyForce((0, 10, 0)) but that just keeps adding up the speed of the object.


texts:
Knowing the limitation of the animation system in BGE, I would like to make a eyelid-system for a character. I made a system that works in Blender, but it has a constraint influence driven by a bone, something that doesn't work in Game Engine.

You can download the test file here: http://www.pasteall.org/blend/41543

When eye.anim is animated (by being rotated), the eyelid.deform is influenced (with a Action constraint) to be raised or lowered, to have a natural movement. But, when I close completly the eyelid by animating eyelid.anim, eyelid.deform mustn't be influenced by eye.anim.

Again, the system that is in the file does work in Blender, but not in Game Engine. This is because it uses a constraint influence driven by a bone. And something like this doesn't work in BGE (*). The only way to change an influence is by Python... but I won't do this only for the eyelids.

(*) I reported this some years ago (and, by mistake, again some hours agou), but it is not a bug but a known limitation of the game animation system.


texts:
My use case is to obtain the material coefficients for simple material classes (metals, plastics, wood, fabric, glass etc). As an example, I have created a simple metal gold in Blender 2.79 using the following steps:

Choose the cycles renderer
Add Monkey mesh
Material -> Glossy BSDF
Pick color of gold (#FFD700)
Render (Shift + Z)

Now, I want to see what the .MTL coefficients of this material are. To that end, I exported the .OBJ file (which generated its associated .MTL file). But the values in my .MTL file are default values. Moreover, when I re-import the .OBJ into blender, it doesnt show my metal.

My question is: Is there any way I can view the .MTL coefficients of this simple material?

What has been tried: There is one answer here, but I was not able to "pack" anything. In fact I do not know how to pack material properties.


texts: how one can detect two object contact. with python, for example, I want every sphere becomes the child of the cube it touches.


texts: Is it possible to move grease pencil drawings in 3D?

texts:
I drew the following picture with grease pencil:

Is it possible to move these crosses up in Z dimension?
I can't seem to select any of them.


texts: Can't create new pose library or add new poses to existing library

texts:
I have a file with several armatures, which I duplicated, and tweaked each for another mesh. At some point I couldn't add more pose libraries or add new poses to existing one. Did I lock something somewhere?

Thanks in advance.


texts:
I have been trying to recreate this c4d/Arnold tutorial in blender
and I'm stuck trying to Displace the mesh only in one direction (In the video the displacement is applied to the z axis. min 06:31).

Later in the video he creates a mapping camera for the displacement inside the Arnold node editor.
I was wondering if this can be achived using the Vector Transform node.

Here is the blend file to show my progress on this. I hope that it helps. (I had to upload it to google drive because the file is too big for the stackerexchange server)

I hope that someone can help me out. Thanks in advance.

One little detail that I want to say is that I'm using blender 2.79 daily build.


texts: I have a question. Is it possible to draw a sprite from a side view and then rig that with bones? Maybe I would first have to import the image into blender and then dop that outline with a mesh. Then, if even possible, I could maybe attach the sprite to the mesh and add the bones. I dont really have much experience with blender but I did create a humanoid sculpture and successfully rig it a long time ago. I don't remember being able to paste an image to the mesh in blender, but I do remember something having to do with seams and then maybe I could export those parts and attach it to them in another program (or worse have to draw over them which means having to draw the image all over again.) I'm not much of an art guy, more of a coding guy. I use Unity and would like to only have to draw one image and then do all the animations of that one image in blender so that I can focus more on coding. If it is possible please let me know. Thank you in advance for any response.


texts:
I was just creating a little roblox GFX for someone. I was halfway done, and I logged off for the day, but then the manipulator was gone, I am not sure why. Here is a picture.
Picture
https://gyazo.com/dcc4148edc2fe26bf2639fb6ecac4e2b
Note: I grouped things using shift G, if that has anything to do about it, thanks for helping!


texts:
The Resumable Render for Cycle allows you to add some Samples steps when rendering your image from the command line (as far as I understand)

"This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.

Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such."

https://developer.blender.org/rBf8b9f4e9bbc10675de9bbc3088f2841381e23f78

This new feature is in the master but not on the release yet afaik,

however I cannot find out how to use it ;

the links says:

"Here's a command how to run Blender with the new feature enabled:

blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2

This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based)."

at the moment I am trying:
blender-b test_render_resumable.blend -f 0 -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2

then 3, 4, etc.

I get an image I backup everytime, but don't know how to merge all of them, and not sure that's the correct way to do.

Does anyone know how to use it?


texts: I marked the seams on my object.  Then, I selected one face and hit "A" to select all faces.  I right clicked on my object and selected UV Unwrap Faces/Unwrap for a custom unwrap. But, the unwrapped UV window is not there; just the one window of my object is showing.  The window of the unwrapped faces didn't pop up on the left in a new window.  Where is it? How do I access that missing window if it doesn't come up?


texts: Constant Crashes with Blender mostly from Materials

texts:
Windows 7 Pro x64
Blender 2.74 - 2.75rc2

I'm curious if anyone else has had this error with Blender?

Error: EXCEPTION_ACCESS_VIOLATION

Where is the violation coming from?

I've have been having a lot of issues with crashes since 2.73, and recently it has come down to this error alone. It usually happens when I'm selecting the material menu, creating a material, and even deleting meshes with materials.

I did reload to factory defaults, and created all new userprefs, and of course created a new startup file to go with it. Other issues I was having went away after that, but this one crashing issues still happens, and quite a lot.

Here's my startup file if anyone wants to look at it.

I've really cut down on the addons trying to track this down, but it doesn't seem to be related. There is nothing before the error, just a simple:

Error: EXCEPTION_ACCESS_VIOLATION

I'm hoping someone knows what this violation means, so that hopefully I can remedy this issue.

Thanks in advance.


texts: Keyframe toggle visibilty for child object using parent object in outliner?

texts:
I have a parent object with over twenty child objects. I want these objects to be keyframed to toggle viewport visibility & restrict rendering on and off at a certain points in the timeline, using the parent object alone as a master controller (so I won't have to insert keyframes for every child object every time). I've discovered how to switch the viewport visibility and restrict rendering for all objects at once (ctrl+click on the parent's visibility or restrict rendering buttons), but that doesn't add the keyframes to the child objects in the outline; I have to add those manually.

My question is: is there a way to use the parent object to assign keyframes to all of the child objects for the viewport visibility and restrict renderable options in the outline area?


texts: What version of OpenGL does Blender use?

texts: I know that Blender makes extremely heavy use of OpenGL.  What version of OpenGL does Blender use, and how difficult would it be to port it over to OpenGL ES?


texts:
Not sure if this is possible, but I got a one object A, that is nice textured.
Another object had to be made, but it's a slightly different mesh, not that much though. (a few more edges, and vertices different bones, etc...) overall they look quite the same though. I cannot make the UV unwrap the same for object B.

And now, I wonder is it possible to bake the texture from A upon the modified object B, where B who would use the most nearby color of object A?


texts: How can I see the center of rotation of the 3D view?

texts: Suppose I moved the center of the 3D view using Shift + middle mouse drag. Now the center of rotation is no longer in the center of the 3D view. Where is the center of rotation exactly? How can I see it?


texts: Decrease the number of vertices on the mesh boundary

texts:
I have a mesh converted from filled curve.
Left image is filled curve, and the right is a mesh converted from left in edit mode

As you see the right image arm part, there are a lot of vertices.

Since there are a lot of vertices only those area, when i sew this pattern with cloth function, it has unbalance problem.
What I want to do is that,
Optimally, it would be the best if the shape stays the same but the number of vertices is decreased.
However, it would be also okay, even the shape changes though, I want to reduce vertices on the curve areas which are arm and neck part.
And as you can see, there are no vertical line but all horizontal lines. this is also the problem.
If, I can create horizontal lines on that area, it could be alternative solution instead of reducing the vertices.
How can I do?
Thank you very much:)


texts:
I am animating a cube with a fluid in it falling or'jumping' on two objects and then ending on surface. But my fluid keeps falling towards the side where it was falling on the start. I have turned on animated mesh on fluid

this is how it ends


texts: Texture Painting, problem with bump painting

texts:
Whenever i am painting bump maps, it paints on the color map. I read on one of the other thread and made sure of these five things.

Even though, I have the bump map selected in image editor, when i paint in texture paint mode, it still paints on the color map. What am i doing wrong?


texts: Is it possible to save depth values and rendered image in different formats?

texts:
I render rgb images and depth maps for a series of frames in blender.  For depth, I actually need to store the float values as such, so that I can read them off directly in a python file later.  For that, I wish to use the exr format ( tried png earlier, but the normalization messed up the depth values)
However, I would like to store the rgb images as png.
I have noticed that the output format that is set in output properties is maintained for storing the Z-pass and images as well.
Is there anyway I can have different formats for the two? A solution involving blender's python API is also fine.


texts: how to see the (always) updated render result in the image editor?

texts:
Is it possible to always see the rendered result after compositing in the image editor? I know it shows it if i hit F12, but i want to do it automatically.
"Update autmatically" is checked. I am rendering with Eevee.


texts: How to reference a particular Panel used in the ui?

texts:
I want to change the category value of a panel. And I can get all bpy_class of a module like this:

import bpy_types
typemap_list = bpy_types.TypeMap.get(__name__, ())

for cls_weakref in typemap_list:
    cls = cls_weakref()
    if cls.bl_label == 'My Panel'
        cls.bl_category = 'New category name' # changed here
        break

But is it possible to get the right class without needing the loop?


texts: How to use a mask texture to let part of an object show in front?

texts:
Okay, I've been trying to achieve this kind of result in blender cycles for a while, but still got no clue of how this game makes it in game.
The face of this model has a mask texture (The texture is named in Height though) to make the masking area of the face like eyelashes and eyebrows display in front of the hair and looks like translucency.
The hair and face are two different objects, so I'm not able yo apply the mask texture on the hair to make it transparent.
Mega link of the model(2.92MB):
https://mega.nz/file/jtNUWTJL#UnKBLjKrxj8SmfbutZv2kHEaJZPXdC2cJDs_iIgJq9Y

This is what I'm trying to make

Hoping someone could help me out! Thanks!


texts: I asked a question as an unregistered user earlier, but I can't reply to the answers now

texts:
This is the question I asked:
How to generate Perlin Noise for materials
Now I can't reply because my PC doesn't know that it was really me who asked that question. What can I do?


texts: Vertices seem to be stuck when sculpting

texts:
I'm working on a model, and I can move vertices in edit mode just fine but once I go into sculpting there are certain vertices that refuse to budge the way they should.
This is how it looks unedited.

But then as soon as I go into sculpt mode and try to drag it, stuff like this happens.

I tried recalculating the normals because that seems to be the obvious solution but it didn't change anything.


texts: Looping Fluid Simulation - Boolean Performance

texts:
I am trying to create a looping fluid simulation. This is something that I have never seen done elsewhere, without faking it in post/sequencing, but I think that my method should work. The functionality of the Boolean modifier is preventing it from working well though.

The basic method is one that is frequently used in other looping simulations:

Create fluid sim. Fluid passes through system and is all gone by frame 100.
Duplicate this fluid sim and offset the inflow by e.g. 60 frames.
With both fluid sims, frame 120 is identical to frame 60.
Combine the resulting meshes with a Boolean modifier.

The last step is the one that doesn't work. The Boolean modifier is leaving mesh portions from e.g. fluid sim 1 inside of the mesh of fluid sim 2. Normally this wouldn't be such a big deal, but because the mesh is transparent, these 'inner' mesh portions are visible. Here is a screenshot example:

Here is a video clip showing how the looping actually works, where you can see the two separate fluid meshes:

Video link

Here is the .blend (you'll have to bake the fluids of course):

.blend file link

If anyone has any advice on how to get the boolean modifier to work better, or a better way to achieve this effect, I would be very grateful.

Thanks


texts: How to make a model cast shadows onto the world texture/background?

texts:
In most of my models, I usually end up setting a world background using an HDRI image of some kind or another. This has always been really useful for lighting in general or as a background for my final render.

But what if I want my model to look like it is interacting or touching part of the background? For example, in the image below that I found, the modeled objects look like they're part of the scene, and even appear to cast shadows on the ground. How can I do this?


texts: I need to know how to do double face on objects created via curve mesh. I created this using curve path and used the "bevel object" on another curve. It created the slide that I needed. When I tried to import the 3D object as fbx for unity, the slide has face only on the surface but the moment you look from the bottom, it becomes transparent, obviously the face on the bottom is reversed. Please help.


texts: How can I make the render camera follow my mouse navigation?

texts:
I have a big scene, I want to render many different shots from various angles, is there a way to make the camera to render exactly what I’m looking at in the view port?
I want the camera to follow my mouse movement wherever I go and render what I am seeing without having to switch between cameras.


texts: HDRI Renders in preview but not in final render

texts:
I am having an issue with using an HDRI environmental image to light an indoor scene. It was working correctly when all of the sudden the shadows stopped showing in the render.

I don't recall doing anything particular between one try and the other, except for adding a plane lamp to brighten up the scene a little bit. After this happened I deleted the plane of light just in case that was the reason but still no shadows.

I leave my environment settings, my render settings, the preview of how the shadows should be and the render after hitting F12.

One thing that is worth mentioning is that my graphic card ran out of memory for the first time. I solved this by switching to CPU and back to GPU Compute, but maybe it has something to do with the main problem. I leave also my system info and I have a NVIDIA GeForce GTX 960.


texts: Blender recalculate Vertex Position so no Group Transform Matrices are needed

texts:
I have a Model (I'm sorry I can't upload or show images of that). This Model is a huge bunch of group nodes and geometries and so on.

Some of the group have their own transform matrices and some are identity. This is normaly just fine and how it should be. I know that. But for my problem I need the model only to have ONE (or none) transform matrices in the head node and every other group node should have identity matrices. Is there a way to recalculate every vertex of the model and set all matrices to identity? So all vertex share the same "local space".

It would be super cool if there is something like that in Blender and somebody could explain how to do that.

Maybe this helps:

Model
- Group One Translation -2 0 0
  - Geometry Vertex 1 0 0
- Group Two Translation 5 0 0
  - Geometry Vertex 4 0 0

this should be converted to

Model
- Group One Translation 0 0 0
  - Geometry Vertex -1 0 0
- Group Two Translation 0 0 0
  - Geometry Vertex 9 0 0


texts: Blender exporting only selected action FBX

texts:
I've made my research but nothing seems to work.
I tried everything that the post below and many others said. My issue is exactly the same.
{ANIMATIONS v2.8} ~ FBX exporting only the selected action rather than all of them (for Unity)
My problem is that for some reason Blender only exports the action I have selected when I export it to FBX for Unity.
I have exported FBX models with animations to Unity and everything was fine, however, other models have this issue.
I made sure there are no red lines for missing bones, tried exporting with many different combinations of options, applied scale... I don't really know what else to do.


texts: Subdivide only showing in sculpt and render not in layout

texts:
I'm new to blender so sorry if this is obvious but after creating a material onto a subdivided cube it will render with both and in layout it (mostly) does both as seen here:

This also seems to not apply the image overlay just the base colour and reflections from lights. Now in layout where it would be convenient to add other objects to this it is still a cube as seen here:

It has all of the material yet is not rounded making it hard to tell where other objects will clip through it in a render. I tried searching this on my own but only found how to make subdivided cubes and alike however I have found a case of use here:

This is a screenshot of what I am describing being used (from YouTube) e.g the this is a subdivided cube with its texture and shape being shown in layout. So how would I be able to enable such a view?


texts:
I'm trying to simulate optical rays within blender and am not really advanced within coding for blender or using BGE, so I figured I'd come here for help.

The setup I'm making involves animated surfaces, from which I'd like to reflect a light ray off using a path. Currently I've only managed to do it using the Particles system, however their speed is much too limited in comparison to light speed, to the point the simulation is completely inaccurate.

Ideally I was thinking of a raycaster object that added a vertex to the path whenever it collides with another mesh, gets properly reflected and repeats the cycle until there is no collision left. This would satisfy the need for an "instant" light beam. I, however, have no idea how to do this.

There's this question (How to trace light rays) but the guy gave a reply which doesn't really answer it.

If you have any idea how to do this, please share it - it may be of use to someone else too.

Thanks.


texts: Break apart grid pattern of foams in mantaflow fluid sim

texts:
In Blender 2.82, mantaflow was introduced, with a built in way to generate foam, bubbles, and spray.

However, the particles all seem to be a bit too uniform, resulting in a grid like pattern.

Is there a way to distort the pattern?

I am trying to get it to look something like this:

https://www.youtube.com/watch?v=I2EhrzmRQOE

or

https://www.youtube.com/watch?v=vTfGo6tWkzE

Increasing the particle resolution just makes the grid tighter, and reducing the foam instanced sphere size makes the actual foam ridges less prominent (and you can still see the grid).

The sprays and bubbles also have this issue, though to a slightly lesser degree.


texts: Textures appear to be intersecting faces but the geometry

texts: im not sure on the terminology but look at the images the textures are messed up near the tip i looks like faces are going through each other but as you can see the normals are all correct no faces are intersecting and every face is a quad no ngons  only quads if someone could explain that would be great how to fix it and also why it is happening in the first place so i can stop it in the future thanks e


texts: How to get driver for z location by name (without looping)

texts:
I wish to be able to reference the driver for Location Z by name. Whenever I try using somethings like

object.animation_data.drivers[object.location.z]

or

object.animation_data.drivers[object.location[2]]

I get

TypeError:bpy_prop_collection[key]: invalid key, must be a string or an int, not Float

Any object I will call this function on will have a driver for Z location. Instead of iterating through the collection I was hoping I can call it by name (like properties).


texts: Weird Tears in terrain mesh in Render View only

texts:
I used a LIDAR point cloud, imported it in meshlab, sampled (from 9 million points to about 1) and reconstructed a mesh for it, set normals, exported as OBJ, then imported it into Blender 2.76.
I have Cycles Rendering on, made a simple material in the node editor with just a Diffuse BDSF shader with a flat color and no roughness (0.1 roughness looks the same).
I get this wierd result:

This is in Render View

Material view looks fine.

What am I doing wrong?

Here is my .blend


texts: My mesh flips out whenever I move the timeline cursor

texts:
Here's the .blend file. https://www.dropbox.com/s/m8ka7jcygfijx4r/buggymusket.blend?dl=0

I really am clueless.

Basically, I have two seperate bones attached to the mesh. The mesh has two vertex groups, one 'hammer' and 'ignition'.

The hammer seems to move fine on my end, and yet when I try doing anything with the ignition, it flips out.

If anyone can help me, I'll give them a cookie!!


texts: Why is the Mask size mismatched in the Compositor?

texts: I masked an image in the UV/Image editor masking section. I then used that mask in the compositor for background replacement. However, the mask size seems to be different. Why is that? Here's a screenshot:


texts: I have a mask I'm animating around an object and, when you first draw the mask, if you drag at all when you drop a point, a rotation handle will pop up (see pic below for reference). Well, I have a lot of other points that don't have the rotation handle on them because I didn't drag when I drew that point. How do I bring up this rotation handle on the mask points that don't have them originally?


texts: How to snap plane center to a static vertex?

texts:
I want to snap the center of the circular plane to the vertex of the tetrahedron while rotating the cone around the origin (keeping its' peak in the origin).

I have made a vertex at the center of the circular base, but it's not showing up in object mode, and does not appear to be interactive in a snapping manner.

I realize this could also be done just by knowing the angle (and, in this case, rotating along the X axis), but I'm not aware of an embedded way to determine it.

Generally, in dealing with symmetrical manipulations, it would be nice to have a snapping grid that conforms to certain form. The regular cartesian could then be called "octahedral" since there are 3 axes x,y,z , and the next in axis count would be "tetrahedral"(one I would be using in this example) which would have all the common options that constrict manipulation to given axes. Just a suggestion, or in case there's already an Addon, feel free to link.


texts: Why i don't have a bolt mesh in blender?

texts:
This is the tutorial i'm trying to follow: tutorial

And in minute 9:46 is when he is adding the bolt.

I'm trying to make a tutorial and in this part he is adding a bolt:

This is after he added the bolt:

And this is when i make Add > Mesh...but i don't have any bolt in the menu or in the sub menus:


texts:
I want to delete everything from the patterned object lying outside of the text
Thank you.


texts: What parameter will help the balls follow the container?

texts:
I am trying to finish a scene and the rigid bodies part is really taking me more than expected.

The balls show follow the container while it moves.
These are my settings (I also attached the rigid body world settings).
The "Door" mesh opens at one moment and let the balls out.
Can you help me to find out why the balls are not staying in the container ?
I tried with the animated check box on and off...and even increasing substantially the solver iterations and substeps did not help to avoid the issue.
Thank you


texts:
I have a simple monkey model, that is completely black but has white, emissive eyes, like that:

Then, in compositor, I have this setup:

Clearly, you can see the preview is not showing any glare effect. I think, that I'm missing something there, but for the sake of me I can't figure out what.


texts: How to rotate a selected number of vertexes using the end vertex as the pivot point?

texts: I been  using blender 2.8 and I can't figure out how to rotate a selected number of vertexes around another vertex at the end of the selection. When I highlight the vertexes and then click on the end vertex, the rotation tool is placed in the correct position, but the vertexes are deselected. How do I keep the vertexes selected while placing the rotation tool?


texts: os.system and subprocess not working in blender

texts:
i am not able to run an external script from blender python console using os.system or subprocess.run
While if i use another python file to run this script it works but not working from blender python console
The blender script does not give any error but the external script is not running
import bpy
import os
import subprocess
bpy.context.scene.frame_current = 80
subprocess.run('python ScreenShotLearning111.py',shell=True)
#os.system('python ScreenShotLearning111.py')


texts: How to easily identify which nodes have logic bricks attached to them in the outliner

texts: I downloaded an .blend file that has a lot of objects listed in the outliner, I wonder how can I find which nodes have logic bricks attached, because in the logic editor there seems to be no way to do that.


texts:
I'm writting an addon with an UI. In my draw function in my UI class I've this

layout.prop(bpy.context.scene, 'activebone', text='active bone')

Wich create an enum in the UI.

And in my register class I've this:

bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)

In my draw fonction I fill the active_bone list with the some data and but the enum don't refresh himself. I know that i can retype

bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)

But the draw function is Read only so I can't.
Is it possible to refresh my Enum item in the draw function or am I obliged to do it in an other class like a button?


texts: Part of object not visible in render view

texts:
Part of my object is rendering with transparency and I don't know why.I've tried rescaling and normal recalculation. Everything is on one layer and I've no mask layers.
I've also tried changing the clipping settings on the camera. There's less transparency showing with the camera view than the top ortho.
Any ideas? Anyone?

[![enter image description here][2]][2]


texts: The light comes from an hdri. yes bloom is on but everytime i render its missing the glow from the HDRI. rendering in EEVEE. help would be great cause idk what to do.


texts: How to have the Mouse Over blocked by other meshes in BGE

texts:
I am trying to recreate something similar to the Creative mode of Minecraft. I have added a basic logic brick to destroy a block when we over the mouse and push the left click. But the ray goes through every meshes so when i click it removes the meshes behind at the same time.

How can i avoid to destroy the cubes behind ?


texts: How can I shift or move an entire animation to a different location?

texts:
There is likely a very simple solution to this, but searching through the forum yields nothing.

I've create an animation with a very simple object (no rigging or bones). The location in 3D space where I started working with the object is far away from the world origin and I need to move it to that world origin in order to export it properly to UE4.

The obvious problem that I have is that each of my keyframes currently has a x,y,z keyframe, so if I just move the object, it's going to snap or jump back to its old location as soon as I press play.

So essentially, I want to move the object and all xyz points in one go. Is this possible?


texts: How do I achieve a particle trail effect?

texts:
So I was attempting at the "Houdini Trail Effect" in Blender as shown:

but got stumped with the whole particle system.

I managed to create the following through trial and error with the Vortex on each pole, and added Forces to the Emitter (Sphere)

& then this was the result:

I am wondering if anyone knew how to create the Swirly Trails in the Emitter, then maybe convert to spline afterwards? I  know the Ivy Generator is the closest thing but it relies on the Origin Point and etc. I'm not sure if Forces would affect Ivy, but who knows.

Anybody that has a clue, it would be greatly appreciated! I will try again but I doubt I will find a workaround with the Trails.
Thanks!


texts: I'm having an issue with UV unwrapping in Blender 2.90. I'm a beginner and this my first unwrapping. The vertices on UV Map are goes in infinite out of the UV image area, i don't have double vertex and the scale is applied, I didn't understood where is the problem, that's way I'm asking if some one could help me.


texts: How can a Script be periodically invoked from the BGE?

texts:
In a script I try to get the coordinates of a head tracker and to change the current scenes camera. The script is wired as shown in this image:

Unfortunatly the script is only called once. How can I setup the Sensor/Controller to invoke it periodically (preferably after a frame has been rendered)?


texts:
I have to select the exact half of a mesh in Blender 2.79 thorugh a Python script. I tried obd = bpy.data.objects[actor_name].dimensions for a selected object but these coordinates seem not to be the right ones. If i use the half of each value like bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=0, xmax=obd[0]/2, ymin=0, ymax=obd[1]/2, extend=True) its far away from selecting the exact half of a mesh.

Is there any mistake in the usage or is there another option to get the size of a mesh in Blender?


texts: How to change texture interpolation of many images all at once?

texts:
I have imported many images as planes and need to change the texture interpolation from linear to closest to solve an issue similar to this one: Transparent image planes in cycles have strange borders (although I am on eevee).

This could be done with python right?


texts: Reflection in sphere becomes more distorted as subsurf increases?

texts:
I was baking normals from hi poly to low poly meshes. With this specific example of a hi poly icosphere the reflections are distorted, whereas the low poly sphere is less so.

so i was just wondering;

why does this happen?
how may it be fixed?

note - A subsurf modifier was used on the hi poly sphere. Applying the modifier makes no visible difference.
I don't think this will be much of a problem in most cases but i was just curious as to why this happens, since in my head it would make sense that a higher poly mesh would be smoother than the low poly mesh. However in my experiment the opposite is true.
Thank You


texts: Importing VSE project as sequence to another project

texts:
I'm new to blender so I hope my question is not very strange.

I'm making a video presentation using vSE. For sake of clarity, lets say each slide of presentation is a video that I created as blender VSE projects (I emphasize them with italic). For each slide, I have created a blender project and added my sequences, process them and etc. Now I want to add all these individual slides into one comprehensive video. What I did, which was a failure, was to render each slide and them import them to the final project as clips. The reasons it fail are three:

Duplicated render time. Render each slide, then render the main video
When I render my slides and re-import them, their lengths are different (even though I'm very careful with frame count. Compression issue maybe?)
It's not flexible. If I decide to change something in a slide, I have to re-render from scratch.

For all these reasons, particularly 2, I want to know if it is possible to import a VSE project as a clip into another VSE project. Loosely speaking like a precomp in adobe after-effects. Ideally, I like them to appear as single strip even though the slide project consists of many strips.

Is that possible? If no, how should I render each slide so that when I import them as videos the fps and duration remain unchanged? I tried with raw AVI but it creates gigabytes of file for few seconds.

edit: I have no audio track.


texts: Solidify thickness doesn't correspond to specified scale

texts:
I'm Having trouble with setting the thickness applied by solidify. The selected block is 15 by 28 cm (single mesh sides) and the thickness of solidify is set to 3mm (pointing inwards). Checking off even thickness makes it even worse. I was using the function in a different object earlier today and it worked just fine. Is there something I'm missing or is this just a bug?

Feel free to treat me like an idiot, I've literally started using blender yesterday :)


texts: Why does my smoke domain stretch the simulation?

texts:
Trying to set up a basic simulation and hitting a few problems.
Will separate out into a few questions though.
My first issue is when I resize the domain object for a simple cube using quick smoke, the simulation stretches with it and doesn't refresh. I'm using eevee, but nothing changes in the other render engines.
Thank you


texts: Cloth sim : collision with external linked group meshes

texts:
I have a scene, with some assets linked into it. Among them is a rigged character, linked by a group instance. The rig is well "proxied", and animated. I modeled a scarf, and wanted to make a cloth simulation. The part of the scarf which is around the neck of the character is parented to the neck's bone, and defined as "Pin" in the cloth parameters.

Now, I don't want the scarf to go through the body of the character, so I came back to the character's blend file, added a collider to the body, saved, and re-opened the scene. Nothing changed. The scarf still passes through the body. There is no cache applied.

Am I missing something ?


texts: Is there a node that changes value based on ray brightness?

texts: I'm trying to make a tail light in Blender and I have the amber set up, and the red set up, but I need some way to make it so that the brighter rays that pass through my light cover material appear amber, whereas the rest appears red.


texts:
Currently using 2.83 (supposedly latest version).
When I add an image as plane (leaves for my tree), its colour is very pale/bright. This looks alright in Eevee but looks horrible in most other render options (such as Cycles) that I have available. (BTW, if I export my tree model to UE4, which version will be used? The Eevee or Cycles one?) Can someone please help? Will provide whatever information is necessary to have this problem solved.


texts: Materials show up in solid view, but just appear black in material view

texts:
I'm trying to apply some simple materials to different parts of a mesh. They don't have textures, just diffuse colour at present. In object mode, they show up in "solid" view, but in "material" view, they just show as solid black (in texture view, the mesh displays as white but shaded). How can I get the materials to show in "material" view?

Thanks.

Solid view, materials are visible:

Material view, everything is black (bottom half of material panel is visible):

Also, as a related point, when I tab into edit mode, I can only see the bone weights when in "solid" mode (and again, solid black in object mode), so I have no way of viewing the materials at all.

I have a light source, scale isn't negative, I'm not in local view, what have I messed up?


texts: Reset rotation direction of mirrored object

texts:
I need help regards of reseting rotation of mirrored object.

I duplicated eye object of my character and wanna to rotate them (both eyes) via action.
I wanna use one action for both eyes, but: eyes are rotating in different direction even if the values of axes is the same.

Please for one quick kick.

Thanks a lot.

Updated with screenshots

Left and right eye rotated by 40 degrees Z-axis (same value but different direction)

This is what I expect


texts: How to rotate multiple objects towards one point?

texts:
Hello fellow blenderers,

I would like to ask if there is a way to rotate multiple objects towards one point. In my case of sunflower, it is the central point of the flower head. (See the picture below).

If you observe the image below, the central seeds are rotated more towards the centre which I would like to achieve by some multiple object rotation towards one point, however I can't figure how or if it is possible at all.

I was struggling to model the distribution of sunflower seeds, finally made som progress, but this attitude might be wrong in general (I ran the script from Brecht here - Organic yet accurate modeling with the golden spiral , added particles, with hair settings, with smaller particles in central part, then convert the particles to objects and deformed them to semispherical shape with latice deformer) If you can share your idea, I wouldn't mind :)

Thx a lot


texts:
Today my question might be a bit complex, but I hope that Blender has an easy solution for this. So, let's say I have a scene with several objects in it and I have a background. The background is image/video which has some objects on it. Some of them are supposed to be closer to camera than my 3D models. I have a representative 3D model made for those objects, but texturing it would be real complex. Instead what I inted to do is to use it as a culler - wherever the object is, render the background(cull the other objects). Is this possible to do? Also, a solution for both - Blender Internal and Blender Cycles is needed.
Thanks! ;)


texts: Can't get background image to show in cycles render

texts:
https://www.youtube.com/watch?v=wjWoglMYXBE

I've followed this tutorial to the T and my end result is not showing properly for some reason. Any idea why this could be?

I have looked at the numerous times this has been asked on here and google but I'm at a loss now.

My end result is image 1, what I'm aiming for is number 2 and my compositor node setup is 3.

If I hook the last node up to viewer instead of composite it just displays a solid colour..


texts: How to make UV loft like 3ds Max in Blender using curves?

texts:
I am try to make a car Body using the technique like UV loft in 3ds Max.

How to apply this technique in  Blender using curves or closer to this technique? I have seen this technique in a Blender tutorial, but I forgot about it.


texts: I did something and now my viewport is view is odd

texts:
I did something now viewport solid looks like this:

There is a point somewhere out at infinity projected through the shape and the only 2 faces showing are the ones in the projection. Material preview mode looks normal.
What did I do?


texts:
I'm doing rigging of the mouth using rigify.

Ringging seems to be good(I think), but when i open the mouth, the shape of mouth becomes a little awkward.

Do I have to make the weight paint work more delicate to solve this awkwardness?

Or Is modeling the problem itself?

Here is the .blend file: https://www.dropbox.com/s/3n6i83715d95e3a/2b_11_mouth%20is%20awkward.blend?dl=0 Here is video that show the problem: https://youtu.be/dVGSkKjqIqw


texts: Getting correct particle location with Python

texts:
I'm trying to export the transforms of hair-type particles with Python, like this:
dg = bpy.context.evaluated_depsgraph_get()
obj = bpy.context.object.evaluated_get(dg)

for p in obj.particle_systems.active.particles:
    loc = p.location
    rot = p.rotation
    size = p.size

However I already noticed, that the locations seem to be wrong. Only when I convert the particle system to real objects, the locations I'm getting are correct.
Here you can see the same particle location, first in the particle system and second as a real object:
>>> obj.particle_systems.active.particles[0].location
Vector((-7.963872909545898, -2.4048171043395996, 18.567195892333984))

>>> C.active_object.location
Vector((-4.294548988342285, 0.15801985561847687, 17.402301788330078))

What am I doing wrong? Maybe I need to apply some Matrix? The particle system and all parent objects have applied Object transforms, so I don't know what's going on.


texts: How can I make video black and white in the VSE

texts: I have strips of video in the VSE but I want to remove the color from them. How can I do this and get a pleasing result, and can I re-use the effect on other strips?


texts:
I have a vertex animation in text form (deserialized unreal vertMesh). It is a series of units: frame # 0 (vertex#0, Vertex#1 , Vertex#2 .. Vertex#N), frame # 1 (vertex#0, Vertex#1 , Vertex#2 .. Vertex#N)

Can I create keyframes with python from this data?


texts:
I have Blender 2.75 and I am working on a project. I want to import a transparent window texture but when I do this happens:

It doesn't look transparent in Blender. When I render it with a light and a green cube behind it this happens:

The bars are transparent but the background turned black. The same thing happens with another texture when I import it. The background of the texture is white and doesn't blend in with the brick texture:

How do I make these textures transparent the right way?

EDIT: When I add this node setup:

The 3rd texture (with the background not blending in) just shows all white and it's a black border when rendered.


texts: Translating the center of a group of objects to the world origin

texts:
I would like to translate a group of objects to the world origin, so that the center of mass of this group sits at the origin.
I wanted to proceed as follow:

Retrieve the center (x,y,z) of the group of objects
Position an empty at that position
Set all the objects as child of the empty
Set the location of the empty to (0,0,0)
Free up the linking and delete the empty

Steps 1 & 2 are fine. On step #3 when parenting to the empty, all child objects are offset by the absolute position of the empty. When moving the empty to (0, 0, 0) the child objects go back to their original position.
The code below illustrate this:

import bpy
import numpy as np

# Create some cubes for the sake  of it
k = 3
bpy.ops.mesh.primitive_cube_add(size=2, location=(k, 2*k, 2*k+1))
bpy.ops.mesh.primitive_cube_add(size=2, location=(2*k, k, 2*k+1))
bpy.ops.mesh.primitive_cube_add(size=2, location=(2*k+1, 0, 2*k))

obj_centers = []
# Get all selected objects
for obj in bpy.context.scene.objects:
    bpy.context.view_layer.objects.active = obj
    if obj.type == 'MESH':
        # retrieve their location
        obj_center =  [obj.location[0],obj.location[1], obj.location[2]]
        obj_centers.append(obj_center)
#Compute the  geometric  center of the collection (average on x/y/z)
center = np.mean(np.asarray(obj_centers), axis=0)
# Create an empty at that location
o = bpy.data.objects.new( "my_temp_empty", None )
bpy.context.scene.collection.objects.link( o )
o.empty_display_size = 1
o.empty_display_type = 'ARROWS'
o.location = (center.tolist()[0], center.tolist()[1], center.tolist()[0])
# Parent all objects to  this empty
for obj in bpy.context.scene.objects:
    bpy.context.view_layer.objects.active = obj
    if obj.type == 'MESH':
        obj.parent =  o
        obj.matrix_parent_inverse = o.matrix_world.inverted()
# Move empty to origin
o.location = (0, 0, 0)

Of course, I can circumvent the problem by defining the position of the empty to the negative of the center of the objects group o.location = (-center.tolist()[0], -center.tolist()[1], -center.tolist()[0]), but I'd prefer to understand what's going on here. It has to do with obj.matrix_parent_inverse = o.matrix_world.inverted() this is supposed to fix the position of the children, but it does not work and I can not get my head around it (sorry, Blender beginner...).
My questions:

is there an alternative to my approach to move the center of a group of objects to the  origin?
Are some my issues due to using an "empty" as parent?
Could someone explain or point to a good explanation of what's going on with the position matrix when parenting. This is at the core of how Blender works, I'd be happy to finally understand it.
How would I come to release the linking and have my objects stay at their new location (i.e  Clear and Keep Transform)?

Many thanks in advance.


texts: Use Python to add multiple colors to a NURBS curve

texts:
I have a NURBS curve which has some thickness (since I set the Bevel Object to be a circle).

I have a list of RGB values specifying what color the curve should be at each point along the NURBS curve.

How can I achieve this with Python?  It may have been easy if NURBS curves allowed vertex painting, but it appears that they don't.


texts: i want to create empty texture slots so i can add texture images later on

texts:
I have a model and 3 texture images to go with it. But if i open the model in an editor (dota 2 model editor) it only shows 1 available texture slot. So i can pick one of the 3 texture images, but of course it looks really bad.

At first i could not open the model in blender (its in fbx) because it was too old. So i used fbx converter to convert to a more recent version.

The 3 objects are still there , separately but they have no texture slot assigned to them, like i usually see.

So my question is, how can i add individual texture slots to each of the 3 meshes, so that later on i can insert my already existing texture files separately.

EDIT : i use blender render


texts:
I have this model that I'm trying to bake to a texture:

But when I bake it, I get mostly black except for one diagonal brown square, like this:

I'm not quite sure what the issue is here. I'm using diffuse shader, when I'm using the glossy shader nothing shows up. Is there some reason why it's missing most of the model?

Here's the blender file:


texts: Exclude pinned vertices from physics simulation

texts:
I have some meshes that slightly overlap in a couple of places and I'm using Blender's soft body physics to separate the meshes in the places that they overlap.

I use dynamic paint to weight the vertices from one mesh that overlap with the second mesh. These weights are then used for the soft body goal with default 1 so that only the vertices within or close to the other mesh will actually move.

My problem is that the simulations are slow, because they still take into account all of the vertices even when most of them can't move.

So, finally, my question. Is there any way to exclude certain vertices from the physics simulations, so that they will be completely ignored?


texts: Change Base Shapekey without changing the other shapekeys

texts: I started adding shapekeys and then noticed I want to edit my basemesh. Unfortunately the changes in the base shapekey affect the other shapekeys. Is it possible to change the base shapekey and not have it affect the other shape keys?


texts: How can I manually calculate bpy.types.PoseBone.matrix using Blender's Python API?

texts:
I have this .blend file which has a simple scene, and a python script. There's a readme section in the script, but to give a general idea:

There are two identical meshes in the scene, one skinned, and the other unskinned. The skinned mesh has a 20 frame animation. If you move to any frame of the animation, and then run the script, the script will modify the position of the unskinned mesh's vertices, to match the vertex positions of the skinned mesh, for the current frame of animation.

The formula I use to calculate the new vertex positions is:

nv = nv + ((boneWeight / TW) * ( bms[boneName] * (ibps[boneName] * v.co) ))

Where:

boneWeight: weight of the current bone that influences this vertex
TW: total weight of all bones that affect this vertex
bms[boneName]: bind pose of the current bone (bpy.data.objects[ARMATURE_NAME].pose.bones[BONE_NAME].matrix)
ibps[boneName]: inverted bind pose of the current bone (bpy.data.objects[ARMATURE_NAME].data.bones[BONE_NAME].matrix_local.inverted())
v.co: the original vertex coordinates

It's worth noting that, in my Python script, I do not traverse the hierarchy of bones to calculate the correct transform matrices; simply accessing the pose matrix and inverted bind pose matrix for the current bone is enough.

So with this figured out, I now want to export the bind pose and inverted bind pose of every bone, for every keyframe in this animation. In order to keep my exported file size to a minimum, I only want to export the keyframes of an animation, and have my game engine generate the bind pose and inverted bind pose of all bones for all non-keyframes in the animation.

I have found the interpolation functions for Matrices in Blender's source code, and I have re-implemented them in Java. For the root bone of an armature, the matrices that my engine generates for the bind pose and inverted bind pose are correct for all frames in my animation.

However, for non-root bones, the bind pose and inverted bind pose are incorrect, i.e. they do not match the pose_bone.matrix and data_bone.matrix_local.inverted() readouts that Blender gives in the python console.

So, it seems to me that, it isn't enough to export the bind pose and inverted bind pose matrices, and interpolate between them for given keyframes.

Instead, I either need to:

Export and interpolate between the matrices/vectors from which the bind pose and inverted bind pose are derived from, and then multiply them all together to give the bind pose and inverted bind pose of the bone on the engine side

OR

I continue to export the bind pose and inverted bind pose from blender, but after I have generated the matrices on the engine side, for non-root bones, I multiply the generated matrix with a matrix/inverted matrix belonging to that bone's parent (but what parent bone matrix should I multiply against?)

Essentially, I need to know how, using the Python API in Blender, I can generate a matrix equivalent to:

bpy.data.objects['Armature'].data.pose.bones['Bone.001'].matrix

Without directly accessing bpy.data.objects['Armature'].data.pose.bones['Bone.001'].matrix, if that makes sense?

So, I need to know, step-by-step, what child/parent bone matrices (available via the Python API) to multiply together, to give a matrix equal to the bind pose (bpy.data.objects['Armature'].data.pose.bones['Bone.001'].matrix) of a given bone.

I've been linked to this diagram before:

But I wasn't able to follow along with it using only the Python API, as I was only able to find the equivalent functions for each step in the C code, not the Python API.


texts: Question Related to Python and Camera View

texts:
I've recently been developing a rig that uses Python for UI buttons, etc. I was wondering how to make a button that would put me into a face rig camera. (something that would only be used for animation purposes)

Basically, I want to be able to press this hypothetical button and be switched to a view of the rigs face, and when I press the button again, I'd go back to the 3D viewport.


texts: Smart UV Project unwrap in 2.92 isn't proportional as 2.83?

texts:
I just notice some change in Smart UV Project unwrapping when I move from 2.83 to the latest version (2.92). I did the unwrap in 2.92 and the UV isn't proportional, but with the same settings I did in 2.83 and it works just fine. Yes, I did the apply scale to 1 * 1 * 1, adding a texture to the material and uncheck the scale to bounds.
Blender 2.83

Blender 2.92

just asking if there are any more settings to be done to get the image proportional?


texts: Voxel remesher making mesh look like it has flat shading

texts:
I am currently sculpting a model and trying to combine the neck and head together. So, I Booleaned them together:

And then I tried to use the voxel remesher with a voxel size of 0.0025 m and smoothed normals, but was greeted with this unfortunate disappointment:

As you can see here, the voxel remesher produces a shape that looks flat-shaded, even though I have Smooth Normals on. Here are my Voxel Remesh settings:

I am using Version 2.91.0, and since both the neck and head were created with Subsurf, they only contain quads (although there is some weird geometry at the Boolean intersection). What is the reason for this happening? How can it be solved?
I'll provide more information if necessary.


texts: Rigged model teleports everytime I render the image

texts: Been trying to solve this for 2 hours straight and nothing and my only hope is here. I'm still kinda new to all this but had thought I got an idea of this until this annoying thing happened.


texts: Parenting with automatic weights destroys the object

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I downloaded this mouse from the blender page and now I try to parent the object to the bones with automatic weights. but the object changes completely.
This is before I parent the object to the bones.

This is after the parenting.

Here is the file to the blend. link


texts: Tricky Curved Hardsurface, suggestions? (mandalorian helmet)

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I'm stuck trying to figure out how to model this part of the mandolorian hemlet without sculpting.

any help, tips, references is greatly appreciated!


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I'm trying to model an M16, but it's not going so well when it comes to the magazine of the weapon.

Next to the magazine is a mesh. I want to cut holes in the mag with that mesh. But the magazine just goes invisible or connects with the mesh when trying to execute the Boolean Modifier. I have tested to invert the normals and some other stuff, but it isn't working.


texts: Create vertex groups (with names) when joining 2+ meshes

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Is there some what I can in 2.8:

Join multiple objects together to a single object (Ctrl-J) and use the original collection object names (Head,Arm.R,leg.R etc) to auto create vertex groups for each object (inside the new object)

I ask as I have a character who's parts are al cleanly separated as objects, parented , collection-ed and now I would like to rig it.

If there's a "right" way to move forward, I'd love to hear it, but I'd also love to solve this question too.


texts: Move multiple strips in the Video Sequence Editor

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I'd read elsewhere that in the dope sheet I could type A to select all, and then G and a Number. But that doesn't seem to do anything. Is there a Insert frames command, or something like that? Can I select all my video strips and move them 'jointly' to the right (to a higher frame) without screwing up the keyframe transitions?

I want to add a title sequence to a video compilation I've made. Sadly, I started my videos at Frame 1. I feel like this should be simple, but I can't figure it out. I'm a Blender noob.

I'm running Linux 15.10 and Blender 2.76b.

Thanks!


texts: Find vertex projection of one object on the vertex normal of another object

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I have the following setup:

There are two objects: o1 (normal object; centered at the origin, no rotation) and o2 (it's a lattice; centered on a face of o1, rotated to match the rotation of the face). I want to move the vertex A (belongs to o1) to the normal of the vertex B (belongs to o2), represented by C in the picture.
So my reasoning is the following (everything is calculated in global space):

Calculate v1 by subtracting A.coordinates - B.coordinates
Calculate v2 by subtracting B.normal - B.coordinate
Project: v3 = v1.project(v2)
C = B.coordinates + v3
Transform coordinates of C from global space to the local space of o1.

The Python code that I have so far:
A: mathutils.Vector = ... (lattice point) obtain A in local space ...
B: bmesh.types.BMVert = ... (object vertex) obtain B in local space ...

o1_mw = o1.matrix_world
o2_mw = o2.matrix_world

v1: mathutils.Vector = (o1_mw @ A) - (o2_mw @ B.co.xyz)
v2: mathutils.Vector = (o2_mw @ B.normal) - (o2_mw @ B.co.xyz)
v3: mathutils.Vector = v1.project(v2)

C: mathutils.Vector = o1_mw.inverted() @ ((o2_mw @ B.co.xyz) + v3)

And it gives me some weird skewed results. Any hints to what might be wrong or another way to do this??
Thanks


texts: Principled BSDF ,micro displacement turns black with normal map

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not sure if its supported or not, i'm using an AMD RX Vega56 (OpenCL).
using a normal map in the principled BSDF + micro displacement gets me just a blck hole.

is it supported?

thanks for the help :)

Normal map


texts: Why doesn't the mirror modifier work with object groups? I have a group made of four objects to which I want to apply a mirror modifier. For me, it's not working. What are the steps to make apply a mirror modifier to a group of objects?