texts:
The Situation
I modeled a Human mesh for an RPG-Game and created severel animations.
I reworked the mesh and sculpted ( the first time ) using The multiresolution modifier like in a tutorial.

TheProblem
If i run the animation without the Multirresolutionmodifier Preview The fps-Count is 60 (and all is fine ) .If i activate the first level it drops to 15 and if i activate my final wanted Preview level 4 it drops to 1.5 or even lower.
I am relative new to blender and didn´t find much information about this Problem while searching.
Only some optimize approach in the settings which didnt change noticable the situation. And that Nvidia and multiresolution can cause some Issues (maybe only in the past) I dont know why exactly.
In Unity it runs smooth with Multiresolutionmodifiers applyed.

Graphiccard GeForce GTX 660Ti newest driver
and on a better pc from college its the same problem.

If you guys could take a look on it.
I would realy thankful about it.
Any suggestion would be nice.

https://drive.google.com/open?id=1dj8AqEc_YbHJ_aPsK5086GpdcTTegFev


texts:
I am trying to add texture to a logo using the Displacement modifier and a Subsurf modifier as is being done in this tutorial at around 6:30.

The logo is made from a .svg curve to which I added extrude and depth effects before converting the curve to a mesh.

When I add the Displace modifier to the mesh, it instantly breaks.

Applying location and scale and rotation helps fix this but there are still large cuts and crevices in the result:

Is there any way that the mesh won't break?

I tried subdividing a few times, but this didn't really help.


texts: Python: Store rotation / normal in bezier curve point?

texts:
Still trying to visualize a game file format in Blender, I think I reached a limit of what I can do with Blender Bezier Curves.

The game file format defines the coordinates of the curve point and the two handles. It additionally, however, defines a rotation of the curve point, basically a normal, because it needs to move and rotate objects along the path the curve forms.

Is it possible to store a normal in a Bezier Curve Point?

I didn't find anything like a normal / rotation for bezier curve points in the documentation.
Also, curves don't seem to support custom data layers like with the BMesh API where I could at least store the original normal information. Also it would be hard to edit those normals then visually.
I think it would be a monstrous task for someone who has never worked with the Blender C(++) codebase to add a new object type supporting that, or is it possible to relatively "easily" add normals to curve points or derive a new curve type from the existing one, just adding this information and keeping big parts of the base curve class?


texts:
Recently, I began goofing around in Blender and came up with this

Now, I am a beginner and I wanted to rig him to use in unity, and I've been following several tutorials on how to rig characters in general. But the problem is a lot of the time, I end up getting stretching or some pieces of the robot won't follow the other parts, such as the fingers.

I have succumbed to frustration and have decided to put aside my stubbornness to come here and ask for advice.


texts: Blend shapes, but for textures/decals...?

texts:
I'm trying to understand how to rig a very simple figure/head with blend shapes to use through a animation framework in unity. Now I made the head so low poly that the actual facial features would mostly have to be textures sliding around. So I think I should understand and learn to use decals, but I suspect those might not be covered by blend shapes.
Can I use blend shapes for UV maps and/or decals or do I need to make a bunch of loop cuts in my low poly model as a workaround so I can use them?

Edit: I understand the term blend shapes as a collection of distortion maps which can be combined, each weighted by a factor, to quickly produce complex distortions in a mesh. The term distortion map was made up by me to describe a mapping of vectors for each vertex in a mesh, describing the offset from its original position. This appears to be mostly used for facial and similar animations, where one tries to simulate organic shapes with many points which all move differently based on the surrounding points.


texts: Marking seams in UV Editing causes parts of model to disappear

texts:
I've recently encountered a pretty annoying issue in UV Editing where marking seams causes parts of my model to disappear exactly where I placed the seam.
The issue is inconsistent, as I've managed to unwrap and texture paint two different other models without issue, but this one and another run into this same problem. I have a Multires modifier on the model, which at first I thought may be the cause of the issue, but the other two I successfully completed also had Multires modifiers.
Clearing the seams doesn't fix the issue, neither does reloading the file or anything else I've tried.


texts: How do you add an object to a specific collection only in python?

texts:
I made this short script. Why is the new object being added to the default collection? Can I get around unlinking the object, not linking it in the first place? How do you add an object only to a specific collection in python?

if (bpy.data.collections.find('Tiles') == True):
    tiles_collection = bpy.data.collections['Tiles']
else:
    tiles_collection = bpy.data.collections.new('Tiles')
    bpy.context.scene.collection.children.link(tiles_collection)

bpy.ops.mesh.primitive_plane_add(location=(1, -5, 0), size=1)

basemesh = bpy.context.object

tiles_collection.objects.link(basemesh)

bpy.data.collections['Collection'].objects.unlink(basemesh)

This is what the outliner looks like without the last line in the script:


texts: Is it possible to access scale_length during add-on registration?

texts:
I am writing an add-on. There are UI elements using FloatProperty. Some of them should have minimum, maximum and default values in absolute terms. This requires the knowledge of the user's scale_length.

These values have to be defined when the add-on is registered. The register() method does not receive a context. bpy.context and bpy.data.scenes are not available yet at this point.

Is there a way to access the user's scale_length?


texts: Installing custom Pie Menu, Restricted Context Error

texts:
I am having issues creating a custom "Add Mesh" pie menu, Ive made a script, sampling from a number of different sources of code, that functions well enough from the text editor, However when i try to install it as an addon and enable it i get this error.

Which through reading a number of posts I believe I understand the "why" of why its happening, but my limited Python knowledge is hindering my ability to fix it. I believe the issue comes up at line 201 or so where i am trying to create a custom operator to assign different meshes with custom properties. At least thats what i understand it to be.

Ive tried altering the order of the class-list to change registration order, creating a class in itself for assigning the "type= bpy.props etc" attribute and registering that outside of the normal class list. Ive tried throwing an @classmethod or two in there (like i REALLY know what that's doing) but this is all mostly flailing in the dark and trying stuff i find in other stackexchange answers but nothing so far is helping.

I would greatly appreciate any help offered! Thank you in advance for your time.

My Script
https://pastebin.com/t8DfUscG

Solutions I have tried, to the extent of my knowledge.
This one being the main devlog post detailing the error, Which i cant figure how to use in my own script, but am sure would fix the issue.

https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/API_Changes/#Restricted_Context

As well as these other ones, as well as several other minor attempts.

Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?

Application addon using bpy.data.scenes causes: AttributeError: '_RestrictData' object has no attribute 'scenes'


texts: Unable to dissolve faces of a subdivided mesh (e.g. cloth) after deforming it

texts:
I let a cloth drape on an object using some physics simulation. Then I need to take the cloth, merge all the faces and make it into a single block and then subdivide it. However, it seems that dissolve does not execute fully for some reason and many of the faces on the cloth do not get merged. However, if I do the same thing for an undeformed cloth, I can merge all of the blocks on the cloth and get a non-divided cloth. I can show the issue via the images below:

This is the original, deformed cloth:

And this is after I select all vertices and then click on Limited Dissolve:

I wonder, how can I resolve this issue so that when I click on Limited Dissolve I'll get a non-divided cloth?


texts: Empty pixels render black instead of just being invisible

texts:
so im trying to do some 3d rendering with my MC character, i've only used blender a few times over the past few years and i recently decided to try and learn how it works, well so far i've been figering things out and i know some basic stuff, now here is my issue, minecraft characters have an overlay and im trying to render with that overlay but whenever i try to render it, all parts of my texture that DONT have any pixels render as black
i changed the render engine to workbench and put the color to texture wich fixed it


texts:
I'm confused on how topology works and the videos don't really help me much.
i am trying to make an anime characters face with a video from daniel and i am having trouble keeping a good topology.


texts: How to call select_linked_pick from script?

texts:
I want to call select_linked_pick from my script so that it behaves as if you had pressed L with the cursor hovering over part of a mesh. Problem is when I try to call it from script it doesn't appear that anything happens.

def execute(self, context):
    bpy.ops.mesh.select_linked_pick()

There is no output in the console, what am I doing wrong here?


texts: How can I edit shapekey value without editing mesh?

texts: I accidentally set shapekey value to 1 while editing mesh, but I actually wanted to it to be 0.5 How can I change shapekey value and keep it's mesh shape? I want to slide to 0.5 value to get my mesh shape, not to 1 to get it.


texts: Removing cusp/crease when using array, mirror and subsurface modifier

texts:
Below image shows the shape I'm trying to make seamless, I have mirrored it once along the highlighted edge and ensured the stack is in order to avoid a crease.

However in the below image, after I've made an array of the shape I'm getting a crease on the array seams. Is there a way to remove/blend this crease as well as in the previous mirror?


texts: How to bevel selected edges in non-destructive way?

texts:
Before submitted that question I have made quite extetensive research and could not find the answer. I am quite new to Blender so I believe there is a chance the answer to my question might be simple but due to my lack of experience with Blender I did not recognize that.

The problem seem to be simple yet it is pretty complicated for me especially that I am trying to do beveling in non destructive way.

I have a simple plank with excision on one side. The excision was made in destructive way but the beveling is applied through modifier with weight kimit method (I am using speedflow and fluent).

Then what I am trying to do is to apply small bevel (about 1 mm) to all edges of the plank except four of them which are adjacent to one face.

I can - using bevel modifier - apply that additional beveling to all edges using angle as limit method but I do not know what to do to keep the selected edges sharp.

Not using any limit method (None) creates strange artifacts

While it is impossible to use vertex group as the edges I want to keep sharp are between verticies which are also part of the other edges that I want beveled.

----- EDIT -----

I have tried the method suggested by Merlin - applying bevel weight to individual edges - but it only works with simple geometry.

With more complex geometry it creates artifacts again.


texts: How do I fix mirror errors for Mirror Shape Key, without splitting and mirroring?

texts:
X vertices mirrored X failed
This usually happens if there's a mesh fix needed that takes away vertex or vertex is replaced or added.
Is there a way to recalibrate the mesh without having to split the mesh to then add a mirror modifier and applying it?


texts: How do I organise and save separate animations in blender?

texts:
So, most tutorials I have looked at get as far as animation and then put some keyframes in and show the model moving. So below is the three whole keyframes for my idle animation. So, a few questions:

How is this related to the model? other than that I've selected the bones in pose mode and moved them?
Before exporting, do I somehow need to make these frames an animation in another sense? I tried exporting "with animations" but nothing shows up when the model is imported into Unity.
How do I record more than one animation? I see nothing naming these keyframes as a group for a set animation or how I could do so, so right now I'd have to delete them and add different keyframes to do another animation.

These seem like pretty nooby questions, but I couldn't find a video or tutorial relating to it, all my searches essentially let to saving animations as video.
So, my end goal is:
Add multiple animations to my model & export it with those animations and import them all into Unity.
Bonus: I'd also love to blend animations without making multiple separate animations (i.e. I'd like to be able to run and shoot at the same time, but not have a shoot, run AND shootAndRun animation, just the first two.


texts: Unwrapping creates incorrect mesh over texture (picture) on UV editor

texts:
In the process of Resculping from Grayscale to 3D Mesh With Blender, when i do an Unwrap on the left window (3D View) I get a grid on the right window (UV Image Editor) , but the grid doesn't ocupies the whole picture, just occupies the lower part of it.

What should I do solve the problem?
Regards,
Damir

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


texts: How to improve the prismatic approximations to the cylinders

texts:
(I am a beginner)
Hi all, I would to know how to fix the prismatic approximations to the cylinders in my future renders.
What I mean is to fix the parts I've highlighted with a yellow highlighter in the following image:

Thank you and sorry for my bad english.


texts: Can Blender model interaction of complex shapes

texts:
I have just read the basic background to Blender and am considering its use to study an engineering problem.  In constructing breakwaters different concrete armour shapes are used.  Their efficiency depends a lot on the ability to interlock with each other.  I am looking to build numerical models that simulate this and need to extract information from the constructed slopes.  Here is an example:

One way of checking how well units interlock is to apply a force normal to the slope to pull a single unit out of the slope.  The required force would typically be 2 to 4 times more than the weight of a unit.

My question is:  Can Blender model the process of slowly lowering these large concrete units with a crane.  As a unit is lowered it touches the rock underlayer and other units, rotates, slides and comes to rest.  Forces affecting this process is gravity, friction and unit dynamics (momentum).  Can Blender handle this with sufficient control over friction aspects?  Can one extract inter-unit friction and contact forces?

Here is a picture of a FEMDEM model specifically written for this problem.  Units are coloured based on inter-unit forces.  This was a major project so I suspect Blender does not have these capabilities?

Thanks in advance
Anton


texts: At What Point in My Workflow Should I Apply a Mirror Modifier?

texts: I applied the mirror modifier to my object. So now, how can I return the mirror modifier and work symmetrically? When I try to add the mirror modifier again, the faces of my existing mesh have been duplicated.


texts: Black/White Opacity Mask transparent in Blender 2.8

texts:
I have two textures: Diffuse and a Black/White opacity map. It's used for the eyebrows. The way the shader is setup the eyebrows are just a completely brown plane. How do I hook up the B/W opacity map to be used for the Alpha of the Principled BSDF?

Here is a screenshot. Obviously putting the image into the alpha is wrong. I tried a mix and transparent shader, but it didn't help.


texts: How to turn off metaball lines in blender?

texts: I am going to do a viewport render (as I can't render in eevee as the material/gloss goes flat in the metaballs) - you can see in the image. I just want to remove these metaball black lines around them so It doesn't show up in my render.


texts: Elegant way to adjust this angle (which has another object which must stay parallel to it)

texts:
Hi,
So I decided i want a steeper angle on this hollow wedge.
I want to move the green vertices to where the red marks are.
but the object marked purple is embedded in the face, and if I just move the green vertices, it will deform and look awful and wreck my nice flat face.
purple object also protrudes through the face to the other side.
Anyway, how would -you- sort this out?

heres a wireframe view, i've attempted to rotate the lot, but the bottom vertices need to be extended to EXACLY in the right place, but i dunno how to ensure that precision


texts: Why is my model still animated after deleting the keyframes?

texts: I am new to blender and I am doing a school project. I created an animation to make my model walk. I deleted the keyframes to test clothing physics, but after I eliminated the keyframes he continued to walk:


texts:
In the compositing layout the alpha over won't work. The background stays grey. How to make it transparent so that the background can be seen?

I followed this tutorial here: https://www.youtube.com/watch?v=l26kp1ETRk8

I wouldn't mind rendering just the image, and I did, but the strip alpha overlay doesn't work either, because it's a grey colour.


texts:
I recently began a project and I would like to implement an "Iris Round" transition in Blender. This is where a circle closes in on the frame, almost like at the end of some cartoons. I thought something like this would work:

It would work if I was able to keyframe in edit mode, but does anybody know how this can be done?
Thanks!


texts: Is there a way to allow colorramp silder color to have group input group?

texts:
I already asked this question here.
Is it possible to have group color input slider in Color Ramp Node?
That's exactly what referring to, and yes I tried that and it doesn't help here. You can add driver for pos but not for slider. There's no such option in right click context menu.
You can't close the thread simply without any testing. Referring to other similar topic? Did you even tested yourself what I'm trying to achieve? if so then your link provide no help to me.


texts: Blender does not utilize full amount of VRAM

texts: When trying to render my scene with my GTX 970 and cycles I get a cuda error saying that I was out of memory. However according to gpu-z I only got up to using 3228MB of VRAM, and according to blender my scene was using a little over 2GB, somewhere in the 2200MB range. Is there a work around, or a know reason for this?


texts: Why can't I install an older version of blender after uninstalling 2.8?

texts: So, I tried to download 2.8 yesterday and it didn't work because my graphic cards are old, so I tried to download 2.79 today and it says that there's a newer version installed and it doesn't download despite the fact I already uninstalled every Blender file in my computer before downloading.


texts: Multiple Render Borders in Cycles Preview

texts:
Is it possible to specify multiple disjunct render borders?

I realize that this is trivial when rendering but it would be very useful when previewing on a less-powerful computer.  I have two complex meshes on separate sides of the scene and would like to preview them both at once.


texts: When duplicate groups the copy is in the same group

texts:
Old problem of mine:
When a duplicate a group the newly generated (copy) objects are
part of the old group.
Is it possible to have the new object in a
new group?
Thanks.


texts: How to undo  in Object Mode? Green color selection

texts:
I'm an absolute beginner in Blender. Now I've accidentally pressed Ctrl+G in Object Mode, the selection color turned into Green selection. How could I make it back to Yellow / Orange color please?

I've been through this Blender Hotkey Wiki:
https://en.wikibooks.org/wiki/Blender_3D:_HotKeys/3D_View/Object_Mode and it says here:

  Ctrl+G brings up menu for performing group operations on selected objects.

But I din't see any menu. Any helpful answer would be appreciated. Thanks.


texts: Can I make edits made in edit mode appear in animations?

texts: I'm currently working on a character which I want to be able to do most the animations a normal person could do (talk,blink,etc). However, in order to make a character do something such as talk, I would have to go into edit mode and move the mouth, except that I cant figure out how to make this a keyframe to put into the animation. Do I have to make the the head and the jaw/mouth separate parts and move them individually?Or is there something else I have to do to make it so edits appear in animation?


texts:
So last night I was trying to make a crystal structure like the one in ducky3d’s video about fantasy crystals. I am very new to blender so bear with me. The transparency doesn’t work and I never see the lights do anything either. I’ve tried switching to cycles but nothing happened at all. Maybe it has to do that my computer is a lump of sh*t because it only has 2GB RAM and 1.4GHz
and 64 GB of ssd. My computer could be the problem but I doubt it because eevee works quite fast for my computer being so bad. So I’m starting to believe that cycles, when I turn it on, just doesn’t turn on. Any help would be appreciated because I am very frustrated and tired. I spent all night trying to figure this out. Thanks!

EDIT

I textured the inner crystal just now but it's not showing up on the layout or final render. I am starting to loose my patience because I have textured the inside, didn't work. I tried to make the outside transparent, Didn't work. I really need help.

Here's what I want it to look like:

and here's my .blend file:


texts: batch rendering multiple audio strip files

texts:
I have some edited audio strips inside sequence editor and I want to batch render them because rendering them one by one will take an eternity.
so I thought of writing a simple add-one to do so and I mean what can go wrong!
this is a how my audio strips are

they each have at least one empty frame between them and the cuts with no empty frame are going to be one file. I decided to make those a meta strip since I use the Strip_jump command for setting render frames.
also if not obvious, its my first time writing scripts inside blender so yea
here is what I got so far:
import bpy
from bpy.types import Panel, Operator

    #make a panel in the sequence editor
class AUDIOSTRIPEXPORTER_PT_main_panel(Panel):
    bl_label = "Batch Audio Strip Exporter"
    bl_idname = "BATCH_PT_export_audio_strip"
    bl_space_type = 'SEQUENCE_EDITOR'
    bl_region_type = 'UI'
    bl_category = "Export"

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

        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        rd = context.scene.render
        ffmpeg = rd.ffmpeg

        layout.prop(rd, "filepath", text="")

        if ffmpeg.format != 'MP3':
            layout.prop(ffmpeg, "audio_codec", text="Audio Codec")

        if ffmpeg.audio_codec != 'NONE':
            layout.prop(ffmpeg, "audio_channels")
            layout.prop(ffmpeg, "audio_mixrate", text="Sample Rate")
            layout.prop(ffmpeg, "audio_bitrate")
            layout.prop(ffmpeg, "audio_volume", slider=True)

            layout.operator("audiostripexporter.strip_export")

class AUDIOSTRIPEXPORTER_OT_strip_export(Operator):
    bl_label = "Export"
    bl_idname = "audiostripexporter.strip_export"

    def execute(self, context):

        strip = bpy.ops.sequencer
        strip.strip_jump(next=True, center=False)
        bpy.ops.anim.start_frame_set()
        strip.strip_jump(next=True, center=False)
        bpy.ops.anim.end_frame_set()
        bpy.ops.sound.mixdown(filepath='filepath', codec='MP3')

        return {'FINISHED'}

classes = [AUDIOSTRIPEXPORTER_PT_main_panel, AUDIOSTRIPEXPORTER_OT_strip_export]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

but ofc it doesn't work and gives me this error:
Error: Python: Traceback (most recent call last):
  File "\squencer_batch_audio_export.py", line 49, in execute
  File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: The file couldn't be written with any installed writer.

so how should I go about fixing this error and the add-one?


texts: Project From View is being distorted like its adding a perspective even though Im using orthographic view?

texts:
Im following tutorial about building a city and when I get to this part where you should use Project From View to get buildings roof top texture from satellite map my projection is aways off, no matter how I scale it.

You can download the file here.

After closer inspection it seems like its adding slight perspective to the projection.

This isn't very visible with few smaller object but since I have many buildings it starts to add up and it quickly goes completely off.

Does anyone know how to solve this?

Thanks

Im using Blender 8.2a,
2013 MBPr 15"
Intel i7


texts: Is there a way to use an array on a curved surface, like roof tiles on a curved roof?

texts: I want to use an array like the one shown on the bottom roofs on the top curved roof, to make my roof tiles.


texts:
I duplicated an object and moved it aside but noticed that when I click on the object to move (pressing G) the origin moves but not the mesh.
When I confirm the move by LMB , then the mesh moves to that location. Is there some setting I'm unaware of?
The Affect only Origin option doesn't do anything to remedy the problem
Running on MAC Big Sur with M1 chip. Blender Version 2.91


texts: Smooth shading creases created by spin in 3d viewport

texts: I created the following table surface by spinning a 2d cross section in edit mode with 48 iterations. When I apply smooth shading, turn on auto smooth, and adjust normals I get a smooth vertical bezier curve, but smoothing does not happen between each of the 48 steps, even if I go all the way up to 180°. Is there a way to smooth out lines such as the ones circled in red below?


texts: How do I save and use camera images in python code in BGE?

texts: Say I'm in BGE and I'm running an artificial intelligent human that will see the room its in. In my code, I need the images from the 2 cameras in its eye sockets. How do I get camera images in my python (or external C++) code, to then be able to use in ex. in a Convolution Neural Network algorithm?


texts: How do I apply a bevel to this so that it becomes nicely (half) round?


texts:
I need to recreate the merging of white and colored gelatin:

I presume the process could contain these steps given a mold (powdered starch) to cast the product (facedown):

Pour fruity colored gelatin
Pour white gelatin after step 1 has dried a bit


texts: Armature and Mesh not working together as intended

texts: I'm new to blender and trying to rig a model for animation later. I have made the model, and attached bones to the mesh. However, for some reason, the bones that control the right side of the mesh (right arm and legs) don't do anything, but the left side bones work but what they do is mirrored.


texts: Particle rotation normal issue with particle orientation

texts:
Is there a way to get the particles in the correct orientation to the emitter and not rotated at varying angles? (see image)

eg. butterflies sitting on a cube's surface.

My relevant settings are:

Emit From > Faces
Rotation > Initial Orientation > Normal
Render > Group > Rotation (selected)

v2.73

In the image example it looks like the normal interpolates between each adjoining face's normal to rotate the particle. I'm also noticing that when the object rotates the particles spin which is also an unwanted effect. Is the normal acting as the axis for a quaternion?

I cannot recreate this interpolation problem with a cube primitive (gives correct behavior) but when rotating the cube (emitter), the faces with the z-axis, causes the particles to move. cube created in v.276.


texts: What is the workflow to use a UV Texture Atlas to assign faces a texture?

texts:
Blender noob here...
I was pointed towards a texture atlasing technique on here as a method to 'paint' a model using a tileset. So I downloaded a tileset and have been attempting it for hours, but have come across some hitches.
My method for doing this;

Select all e.g. floor faces in edit mode
Hit 'U' for UV menu and click RESET, which spans all the selected UV maps to the entire image size in the UV window, so then I can...
Grab them all aligned and resize as needed, then place onto relevant tile in UV window.

I don't know if this is the way it's done, I'm still fumbling around really. Is there another way?
But a problem I have with this method is highlighted in this pic:

Here I've selected a load of floor tiles, but I'd like them split over the entire floor texture, so it varies. Is there anyway to do this without moving each one by hand, which would take ages on a bigger map?


texts:
I can't adjust the scale or even move a model in Object Mode. I've tried every answer to the similar questions I found on here including:
-Making sure I have 'Manipulate origins' deactivated with none of the 'Affect Only' boxes ticked(Origins, Locations and Parents).
-As far as I'm aware, the object isn't locked
I've attached the screenshot of the Blender file.
If I could get some tips that'd be fab as I'm a beginner to Blender and I'm aware this is probably a simple issue.
Thanks


texts: How do I uninstall an Addon added by running a Python Script?

texts:
I tried to install the CreaPrim script and I ran the script 3 times due to confusion on my part, but the result is that now I have 3 CreaPrim sections in my Tools panel:

How can I get rid of 2 of them?


texts: so I'm making a drink scene, but it looks like there are very weird dots around, near the glass. It seems I need to do something to get rid of the white dots.


texts: Mesh with mirror modifier shaded differently on the other half

texts: Does anyone know on what occasion is mesh with mirror modifier shaded differently on the other half? Normal is fine. Thanks in advance.


texts:
I have written a function delete_info() which clears the info screen, this works fine when executed from text block. But now I want this function to be called every x seconds. So I am using threading.Timer() function for the same.

import os,bpy
import threading,datetime

def delete_info():
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'INFO':
                info = area

    context = bpy.context
    c = context.copy()
    c["area"] = info

    # # test call
    bpy.ops.info.select_all_toggle(c)
    bpy.ops.info.report_delete(c)

for thing in threading.enumerate():
    if isinstance(thing, threading.Timer):
        thing.cancel()

def set_timer():
  threading.Timer(5.0, set_timer).start()
  delete_info()

set_timer()
#delete_info()

this is the error I get

Exception in thread Thread-248:
Traceback (most recent call last):
  File "/Users/nitish/Downloads/blender-2.76b-OSX_10.6-x86_64/blender.app/Contents/Resources/2.76/python/lib/python3.4/threading.py", line 921, in _bootstrap_inner
    self.run()
  File "/Users/nitish/Downloads/blender-2.76b-OSX_10.6-x86_64/blender.app/Contents/Resources/2.76/python/lib/python3.4/threading.py", line 1187, in run
    self.function(*self.args, **self.kwargs)
  File "/Users/nitish/Desktop/timer.blend/Text", line 26, in set_timer
  File "/Users/nitish/Desktop/timer.blend/Text", line 17, in delete_info
  File "/Users/nitish/Downloads/blender-2.76b-OSX_10.6-x86_64/blender.app/Contents/MacOS/../Resources/2.76/scripts/modules/bpy/ops.py", line 187, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Operator bpy.ops.info.select_all_toggle.poll() failed, context is incorrect


texts: How does this normal map create surface imperfections instead of elevations/bumps?

texts:
How do you create a normal map similar to this?

In this polyester texture I just purchased, I noticed that the normal map (instead of roughness) is creating the silky look as well as the surface imperfections. This normal map looks flat and has patches of different colors Instead of bumps/elevations. How can I re-create this effect without using a texturing software?

I know how to make different PBR maps in Photoshop using only a diffuse map, but I'm not able to re-create a normal map similar to the image above. No matter what pattern (scratches, smudges, etc.) I use to try and make a normal map from, it ends up creating bumps/elevations instead of surface imperfections.
How do you achieve this "silky" look along with surface imperfections using a normal map? How can I use a diffuse map of different patterns to create a normal map like this?


texts:
Quick disclaimer: I'm relatively new to Blender, and so I apologize in advance for my ignorance.

"What is the best way to approach modeling a Low-Poly crater in Blender?"

Here's an example of a crater on Earth. I'd like to use the low-poly art style and make different variants of craters similar to this.

I've tried two approaches so far:

Bézier curve: I tried using the Bézier curve tool to outline a crater from the top view. I then sub-divided the ground and crater into triangles, and then randomized the materials assigned to each of the faces. This was very time-consuming, and the end result feels very unnatural.

Sculpting: I then tried sculpting for the first time. While it looks nothing like it, I think I'm on the right track, but I'm clueless as to how to achieve the desired result. The terrain (when imported into Unity) feels a lot more natural, but I cannot seem to get the sharp ridge on the crater walls right.

Are there any better means of achieving this result? Any help would be much appreciated.

Thanks.


texts: Is there a way to "smart" auto-reduce the amount of vertices?

texts:
I made a height map based on a displacement, with a very high vertex count.
However, some parts of the map are flat because the terrain actually... is flat.
I have now 1 million vertices, of which at least 80% are quite useless.

So:
I would like to mass-dissolve vertices that are:
- adjacent to each other
- same height
...so that the flat parts of the terrain would become simplified, to reduce unnecessary vertices (and thus file size and CPU effort etc)

I do want to keep the steep hills and canyons with a lot of detail of course, as you can see on the lower half of the image. It's just the flat parts I want simplified.

Is there a way to do this without doing it manually? Because that would take ages.

PS: I tried "limited dissolve" but that kills the app.

Thanks in advance.


texts: How to import text data blocks as modules using the 'from/import' statement?

texts:
I practiced using text data as a module as below. And it works very well.
# function.py

def function():
    print('hello')

import bpy
f = bpy.data.texts['function.py'].as_module()

f.function()

>> 'hello'

But I want to use the from import statement. But I couldn't find a way.
Can text data be recalled to the from import statement as a module and used?


texts: Rigging: moving the leg moves other parts as well

texts: I just was working on rigging a model I downloaded online. However, when I bound the rigging to the mesh, for whatever reason, moving the leg also moves a part of the armor on the corresponding arm. It's really weird and I have no idea how to fix it. Please help.


texts: equal vertices spacing when using displacement modifier

texts: Why is the space between these vertices getting bigger, the further they are apart from the original mesh? How can they be spaced equally across the y axis?


texts: HALF of the image is flipped on a curved plane?

texts:
I'm a bit of a Blender novice, so be gentle.

I'm trying to create a simple movie screen using a curved plane. I created a 2D plane, applied a simple 90' curve, and UVMapped a single png for the texture.

When I first applied the UVMap, I noticed my texture started displaying from the center of my plane outwards to the right and was both backwards & upside-down. Rotating the UVMap 180' moved the left side of my image to the left side of my object and displaying properly, but now the right HALF is rotated 180' starting from the center of my plane.

WTH? How do I fix this? How do I rotate only half of my texture? (editing the png is not an option since the texture will change.) TIA

(Download the Blender file here.)


texts: Strange Glass Reflectivity in Wine Bottle Scene

texts:
I am testing out some materials and put together a simple wine scene from some downloaded assets.
This is the render:

Anyway, there are parts of the render that look pretty unnatural. I've pointed them out here:

The wine glass bottoms are unnaturally reflective. They almost look like metal.
There is some weirdness happening with the wine glass on the left.
There is a lot of noise only in the wine bottle side where it is reflecting the wine glasses.

Example of the noisy reflections I'm talking about (this is even after Optix):

Here's the glass shader I'm using for the glasses:

Here is my render setup and light paths:

I've deliberately cranked the Gloss, Transparency, and Transmission values to 32 after watching a talk about rendering glass accurately here. I've deliberately disabled caustics because well, cycles sucks at them.
Anyway, my questions:

How can I fix the unnatural reflections in the bottom of the wine glasses?
How can I denoise the reflections on the sides of the wine bottles?

Thanks for reading and for any assistance!
Edit:
Here is the blend file. I had to go with Dropbox because the file was too big for Blend-Exchange. Feel free to tinker with it and optimize anything.


texts: How do I invert this timer in BGE to make it count-down?

texts:
This is from an answer I received here: timer

  I suggest to avoid this method to measure time. The BGE will try to
  keep the given frame rate as much as possible, but there is no
  guaranty.

  I recommend to use a timer property. It counts the seconds. I think
  that is what you really want.

  Then you have several ways to show the time. I think you want to
  format it to minutes:seconds. You can use this little script
  timeToText:

 import bge
 from datetime import datetime

 textObject = bge.logic.getCurrentController().owner
 time = datetime.fromtimestamp(textObject["time"])
 textObject.text = '{:%M:%S}'.format(time)

  It expects a property time to provide the seconds and should be
  applied to an text object.

  You can indeed refresh the display each 60 frames. But you will not
  know when the seconds changed. Therefore I suggest to run it
  constantly.

  Hint: If you want to show microseconds too, use this format:
  {:%M:%S.%f}

This works. But the timer in bge counts upwards. What if I want it to count let's say from 30 minutes downwards?

How can I "invert" the timer?
I guess I can assign the original value 30 to the property time but how do I achieve the countdown logic afterwards?


texts: Compositing with render layers that are unchecked

texts:
I am making an animation that has two render layers RL1 and RL2. Frames 1-10 contains only RL1, Frames 11-20 contains a mixture of RL1 and RL2, Frames 21-30 contains only RL2.

In order to save time I have animated the check mark (see picture) of the RL1 and RL2 so that they are only checked in frames 1-20 and 11-30 respectively.

The compositing nodes are shown as the picture below. Frames 1-20 outputs what I want. However, between frames 21-30 the output becomes black as RL1 doesn't output an image.

Are there any neat ways to ignore a render layer with no output?

This link is the closest answer I've found:
"How to stop rendering a renderlayer at any moment of the animation?"
However, as gandalf3 admits, the method doesn't work if the render layers contain alpha values


texts: Where did texture paint in UV editor go?

texts:
Before 2.8, it was possible to change the mode of the UV editor to "draw" (I don't know the exact name) and thereby texture paint within the UV editor. The option has disappeared in 2.8. How can I draw in the UV editor or image editor?

I used Windows Paint to make the thin lines, but we don't have the various texture types there, so it's not an alternative solution.

Solution:


texts:
I'm after some advice on how to model a Steel cable is anyone able to point me in the right direction of an up to date or relevant tutorial, or even able to advise me on how to create a Steel cable like what could be seen on a Tank or a Ship ?

Like ones that a tank would use to tow another.

Any help and Advice would be greatly appreciated.


texts: How to mask an imported image as a plane in Blender 2.8?

texts:
I have the following scene in Blender 2.8:

I imported the Blender logo as a plane (File > Import > Images as Planes ---which is a plugin---).

I want to create a rectangular mask on the Blender logo to hide part of it, so I do the following:

To apply the mask to the image, I UV unwrap it first:

and then I go to the shader editor to apply a mask node to the plane containing the logo. But I cannot find such a node!:

If I render, I get the logo without the mask:

How can I apply the mask to the image?


texts: What circumstances or material types should have a different specular value in a PBR workflow?

texts:
As I've been learning Blender and practicing a PBR workflow, the general consensus I get from others here and on different communities is this:

Keep the specular value to 0.500 for most objects.
Utilize a node group to convert IOR to the appropriate specular value.

What I'm really after though is a happy medium between the above two approaches. Sort of "general guidelines" to follow. What kind of materials generally have high, or low specular values? Is this something I can look up for both dielectrics and metals?
Any guidance would help. Thanks.


texts: Whats the best way to make & animate Crater/s in eevee 9.2

texts:
I want to make and animate craters formation. I've tried boolean, which allows me to animate them, but they don't look as good and don't add the collection of dirt that gathers at the top of the crater when formed, and I've tried a crater height map, which does look the best add does provide some animation ability but not flex ability, like if I wanted to add more than one and some overlap. I know there's a way in cycles, but I'm only using EEVEE to animate and render in.
I like Boolean because I can change the texture of the crater and keyframe it.


texts:
I'm making a robot and that is the arm:

When i try to add a vertex with Ctrl+R and scale down, that happens:

What can I do so these vertex join all edges?


texts: is it possible to define a List Object in UI Layout for use in Operator?

texts:
I know I can use StringProperty() to get a string from UI Layout, what if it is a List containing strings? Is this possible?

The UI layout:

class PanelAdd(CreatePanel, bpy.types.Panel):
    bl_idname = "VIEW3D_PT_create"
    bl_label = "Add Reference Mesh"

    def draw(self, context):
        layout = self.layout
        props = box.operator("myops.addthings", text="Add Items", icon="ZOOMIN")
        props.addObject=["item1", "item2"]

The Operator:

class OBJECT_add(bpy.types.Operator):
    # I know it is wrong to use StringProperty(), but what can i use to get the list so I can use in the operator?
   addObject = bpy.props.StringProperty()
   bl_idname = "myops.addthings"
   bl_label = "Add Mesh"
   bl_options = {'REGISTER', 'UNDO'}
   bl_description ="Add Parts"


texts:
I'm triyng to scale a brick texture for a ceiling.
It seems that the texture is stretched so I tried to fix it with the mapping Node, but that doesn't fix the problem. I also tried to change the UV and the mesh, but I can't make the bricks come up.

The roof texture is stretched, but the floor texture is fine.
Here is what Im triyng to achieve:

Here is the .blend file

Thanks


texts: Imported FBX Materials/Textures Randomly Renamed

texts:
Blender on one of my laptops (both Windows 10) is adding a numerical suffix to all my materials/textures of .fbx files I import. I tested thoroughly on Blender 2.78a reset to factory defaults, but one computer imports the same .fbx always with added numbers.

  e.g. "Skin_Body.001" should be "Skin_Body"

  See below attachments.

This is a major pain when the .fbx is a rigged character with dozens of materials, and each must have their suffix deleted in order to export properly. Is there a setting I might be missing to cause this?

Normal:

Not Normal:


texts: Retopologizing -- Is it bad practice to knife a face in order to make enough edges to bridge edge loops?

texts:
Let's say you want to connect two pieces of your topology using "bridge edge loops" but you have 2 edges on one side and 1 edge on the other.

I'm tempted to use the knife to split a face, so that the edges are 2 and 2.

The course I'm taking seems to encourage splitting all the faces leading up to that edge too, using loop cut & slide.

Is it bad practice to split just a single face to connect edges? (...even if it doesn't mess up the "edge flow"?)

Pic attached, if it helps.


texts:
I rendered a normal map for a pattern that I want to map on a curved beveled path later on. This way I don't have to deal with many polygons. It looks as intended from a certain view (1) but lowering the angle gives black artifacts (2). Although there seems to be a solution for this (here and here), I couldn't make it work properly.

So I tried it with a displacement map but even subdividing the model + adding a subsurf modifier avoids the stepping effect. Texture is 4K 16bit.

What other option do I have?

edit:

excerpt of the normal map rendered from a mesh.

excerpt of the displacement map rendered from a mesh.


texts: Some settings in properties > world are missing?

texts:
In my world setup (right bar) I can not access all the options I can as shown on the wiki on the right.

On my screen it looks like this:

For example, environment lighting, gather, indirect lighting, ambient occlusion mode (add, multiply), and the entire world tab (horizon, zenith color) are all missing.

And there is something else.
About 15 minutes ago I wanted to write this post but when I switched back to blender to look for the properties that are missing all properties where there.

So I thought 'Ok great' but now everything is missing again.
And I don't know why they suddenly appeared.


texts:
I want to recreate something like the picture below.
Some parent hairs are black some are blond. And the children color accordingly.
I use some hairs with a lot of hair children with kink type curls
I was hoping its possible within the shading tab. So only using 1 particle system.
Using the hair info node and checking random doesn't work because it takes children in to account I think
Any other tips?


texts: How do I import an image as a plane after opening a new .blend file?

texts:
In my script, I'm trying to open a new .blend file, then create a new plane and attach an image to that. I can run the script to create a plane mesh and successfully attach an image to that, but if I preface to that script the opening of a new blender file, I lose that ability. Here is a stripped-down version of my code rearranged so that it exposes the problem:

# Imports.
from bpy import context, ops
import os

# Demonstrate that you can attach an image to a plane.
ops.mesh.primitive_plane_add()
plane = context.scene.objects.active
plane.data.uv_textures.new()
if len(plane.data.uv_textures[0].data) > 0:
    print('We have UV Texture data')
else:
    print("We don't have UV Texture data")

# Where to get blender files.
blender_file_dir = 'D:\\Path\\to\\blend\\data\\folder'

# Object class.
object_name = 'CoDrone'

# Open blender file (needs to match the object name).
filepath = os.path.join(blender_file_dir, '{}.blend'.format(object_name))
ops.wm.open_mainfile(filepath=filepath)

# Demonstrate that you can no longer attach an image to a plane
ops.mesh.primitive_plane_add()
plane = context.scene.objects.active
plane.data.uv_textures.new()
if len(plane.data.uv_textures[0].data) > 0:
    print('We have UV Texture data')
else:
    print("We don't have UV Texture data")

Running the above code gets this output:

We have UV Texture data
Read blend: D:\Path\to\blend\data\folder\CoDrone.blend
We don't have UV Texture data


texts: How to use antialiasing with bgl drawn elements?

texts:
When using a draw_handler to draw bgl elements to a screen as with GL_POLYGON or GL_LINE_LOOP, are there any bgl flags which can be enabled to invoke antialiasing or will this always require a much more complicated solution?

I'm aware of GL_POLYGON_SMOOTH, GL_POLYGON_SMOOTH_HINT, GL_LINE_SMOOTH, and GL_LINE_SMOOTH_HINT but enabling them before or after using GL_POLYGON or GL_LINE_LOOP doesn't have any affect. Has anyone personally accomplished antialiasing using bgl in Blender Python? If so, could you please show me how?

import bpy,bgl,blf

def draw_callback_px(self, context):

    #Can anything go here to invoke antialiasing?
    bgl.glEnable(bgl.GL_POLYGON_SMOOTH)
    bgl.glEnable(bgl.GL_POLYGON_SMOOTH_HINT)

    bgl.glBegin(bgl.GL_POLYGON)

    #Should flags go here?
    for x, y in self.mouse_path:
        bgl.glVertex2i(x, y)

    #How about here?
    bgl.glEnd()

#How about an antialiasing function involving
#multi-sampling, bgl texture (or some other)
#functions etc.. Anyone know how to do this?

class ModalDrawOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        if event.type in ['LEFTMOUSE','RIGHTMOUSE','ESC']:
            context.space_data.draw_handler_remove(self._handle, 'WINDOW')
            return {'FINISHED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.mouse_path = []

        args = (self, context)
        self._handle = context.space_data.draw_handler_add(
        draw_callback_px, args, 'WINDOW', 'POST_PIXEL')

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalDrawOperator)
bpy.ops.object.modal_operator('INVOKE_DEFAULT')


texts: Save objects in Object ID Properties (Blender 2.79)

texts:
I saw that Blender 2.79 has the ability to save objects in properties using their id's. However, due to the limited documentation i can't figure out what i am doing wrong. I have included the code and the release notes where i found it below. Any help would be awesome!

class MyPropertyGroup(bpy.types.PropertyGroup):
        custom_1 = bpy.types.Object
        custom_2 = bpy.props.IntProperty(name="My Int")

    bpy.utils.register_class(MyPropertyGroup)

    bpy.types.Scene.id_objects = PointerProperty(type=MyPropertyGroup)

# Call doesn't work
bpy.context.scene.id_objects.custom_1 = bpy.data.objects[0]

https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79/PythonAPI#Blender_2.79:_Python_API


texts: I want to see tool descriptions when I hover my mouse over them

texts: So I'm following tutorials to figure out and begin to use blender, but I have a problem. When they're going across the display, they'll hover the cursor over a tool, say for example Extrude Region and a little dialog box appears. In this case it reads: Extrude Region, Extrude freely or along an axis. However on my version, if I hover my cursor over the tool, I get no such dialog box. Since I'm new to the program, I'd like to be able to see them so I know what I'm clicking on. How to I make them appear?


texts: How to naturally connect objects of different shapes

texts:
I want to connect objects of different shapes naturally. The part I'm going to connect to is the edge that has an empty face.

Edge bridge does not apply because it has different shapes.


texts: How do I get the surface area of a mesh? Preferably no python involved.


texts: Reduce file size and choose ideal file type

texts:
I have several stl files that are rather big (70 MB and more) and messy(surface scans that have been converted to stls, holes and uneven surfaces) and would like to understand better the process of reducing the filetypes and choosing the ideal file type for the best size/quality ratio because I would like to make them available online/download (Blend4web).

I know about the decimate modifier but don't have a complete understanding of the workflow (so I can tweak and optimize each step) to choose the right filetypes, reduce the polygons, smooth the surfaces (keep the overall shape but remove holes) and export to the ideal format. If there are scripts that automate this I would like to know about them.

If anybody would be aware of a good tutorial or script that does this please let me know.

Thanks for your help.


texts: How do I script simple math functions in OSL?

texts: I can't figure out how to script a simple inverse square root function node like the math node. The OSL language spec is mostly over my head since I don't have any programming experience.


texts:
I made a bowling-like game with bge. When the ball hits the pins they fall like they should do, because they are modeled as rigid body. But when I put them back in their position they start moving. I tried pulling up the damping to 1, setting cylindrical bounds and using these lines when I change position:

    cont = bge.logic.getCurrentController()
    target=cont.owner
    target.setLinearVelocity([0, 0, 0], True)
    target.setAngularVelocity([0, 0, 0], True)

but it isn't effective. Any suggestion?


texts: Dark conical shape appeared in solid view clipping display of objects

texts:
I was setting up a render border, but instead must have pressed something wrong (I'm not sure what) and this is what I ended up with:

Basically, there is a darker, conical or pyramid shape in the solid view and it restricts (clips) what parts of items are visible.

I want to disable it, but because I don't know how it is called or what I did to enable it in the first place, I can't find the option.

What is this feature called and how to disable it?


texts: Basic cuboid collision mesh not lining up with cuboid, bug?

texts:
I've tried to just make a simple staircase out of separate rigid body cuboids. I've made this staircase by taking a cuboid, cutting off faces to make it a staircase shape, then filling in the faces needed. Then using the separate option to make each step into it's own object, and turning on rigid body for all of these separately.
I've then placed a floor beneath them in passive type.
However, all the cuboids instantly tip over, rotating about the y axis, and then fly towards the origin. With the cuboids further from the origin flying faster.
I thought perhaps it was because the cuboids were very close together, so I moved them far apart and they still all did the same thing. Even deleting all but one of the cuboids, that cuboid will tip over then fly towards the origin.
I tried moving the floor down so they don't touch the floor straight away in case this was an issue, doing this they don't start to fly towards the origin until they touch the floor.
I then tried changing the collision shape from the default of convex hull to box, since I'm dealing with cuboids, and when I did this I noticed the collision box is nowhere near the actual cuboids, and is further away for the cuboids further from the origin. I've attached a picture showing this.

I tried recreating the scene doing the same steps to create the staircase and I get the same issue, the collision box is nowhere near the cuboids.
How do I get the collision box to line up with the cuboids?


texts: Let's say there are two cubes: A and B. The A cube is rotated by the Dope Sheet. I would like the B cube to follow the A cube rotation, but with a delay of 10 frames. Is that possible to accomplish in Animation Nodes?


texts:
I started a discussion here, but no working answers: Blender Freezes

I downloaded blender-2.72-linux-glibc211-x86_64 from blender.org/download for Ubuntu. I extracted using the default archive extractor that ships with Ubuntu.

My hardware is, Intel i7, 8 Gig Ram, Graphics Intel Haswell Mobile, OS Type 64 bit.

I am using Nouveau display driver from x-org server. However, additional drivers indicate I have some nvidia drivers available to switch. Switching to any of them still makes blender crash.

I am not even able to kill the blender process when it freezes. The only way to stop it from running is logging out or restarting. Using kill processes from terminal or System monitor doesn't kill blender.

All applications run normal, except Blender which freezes totally, and Google Chrome which freezes for some 4 minutes after starting it, but it comes back to normal and I'm able to use.

Blender never recovers itself from the crash. Plus, I even tried running blender from terminal, to see if I'll be able to learn what happens, but I never get anything after the app crashes, and no logs as to what happens.

Any assistance will be much appreciated.


texts: How to draw true coordinates system in Blender without creating geometry

texts: I want to do a math animation using blender, so I need to create 3D coordinates including the X,Y,Z line, however, I can only create the axis by creating real geometry, like a very long cylinder to simulate the x,y,z axis, the disadvange is when zoom in and out, the axis will change and this is what I do not like, what I need to have is to draw x,y,z axis like the built gizmo, that looks the same independent of the view distance, and has its own color represent different axis.


texts: Grease Pencil arc not appearing in 2.8 unless I add a fill to the material

texts:
I'm working through a Udemy course on Blender 2.8, but I'm stuck on a part where I need to use the Grease Pencil to draw a 2D face on the model.
When it comes time to draw the mouth, I'm instructed to create a new material with a stroke and no fill, then use the Arc tool to draw a smiley mouth. However, the mouth isn't appearing. It seems like it's specifically the the stroke that doesn't appear, because if I add a fill then I can see the mouth. I'm using the "Pencil" brush. Any idea why a stroke wouldn't appear when drawing an arc with Grease Pencil unless I've added a fill?
Thanks!
PS Weirdly, if I use the "Draw Pencil" brush instead, it DOES draw the arc, but then if I view the arc from the side, it has depth... which also doesn't seem right and looks different from the tutorial. If I add a fill to the material, the fill part doesn't have depth, but the stroke part does.
Brush Settings:

Material Settings:

Where's the Arc??
The eyes were drawn using a different material which had a fill and no stroke, and those show up fine.


texts: What is the difference between the two properties panels?

texts:
In the Blender UI, what is the difference between the Properties region (the thing that can be opened with N) and the Properties editor (the thing at the very right)?

What do they apply to (e.g. current selection/viewport/globally) and what kind of settings can I expect in each of them? In other words, if I were a developer adding a feature, how would I decide whether to put the UI in the Properties panel or the Properties window?


texts:
Is there an easy way to hide only part of a mesh for rendering?

e.g. something like a "Delete" modifier, where you could delete vertices only for rendering, then remove it and get all your "deleted" geometry back.

Is there quick and simple way to do this?


texts: Can I use the NLA editor to have one Animation "Dampen" Another?

texts:
so i had this idea... and i'm beginning to think it is not actually do-able?

A:

let's say i have an animation, of a limb/arm/tail/tentacle waving.  i later decide it is waving too much.  instead of mucking around in each bone's rotation graphs...  what if i combine it with a second animation, where all the pertinent bones are keyframed for ZERO animation?

i could then blend the two together, in whatever proportion i find aesthetically pleasing or fitting for the job at hand.

after banging my head against the NLA editor (i cannot find any tutorials/explanations on how to work this thing, aside from stringing animations together one after the other.)... i got a test scenario to work.  the bone i keyframed to zero in the second action damped that bone in the first action.  however, ALL THE BONES in the first action had their animations damped.

i believe this has to do with me telling it to blend 50%?  so it just... turned everything down 50%?

B:

let's say i have an action of a dolphin doing a barrel roll.  and i also have one of a dolphin doing a backflip.  i tried using the NLA editor to combine these into a spinner dolphin backflip, but of course, the positioning keyframes of the barrel roll messed with the positioning keyframes of the backflip.

if i create a new action where i ONLY keyframe the, say Y-axis rotation (euler) of the dolphin's root bone, could i then use the NLA editor to blend it with the X and Z rotations of the other action (as well as all the other body parts).

OR... do i need to surgically implant the Y-rotation keyframes from one action to another?

how do you even control the NLA blending?  i tried various iterations of add, subtract, multiply... i finally ended up with my head crushed. (well, the head of my animated character.)


texts: AN separate text object - separate to words?

texts:
I’m trying to separate text into words and make transformation on separate words elements with falloff. As on screen I handle with transformation falloff (y +2.79) but question is how to distribute each word to line up into paragraph (transform word by length of word before in loop ?)

@Omar Ahmad
ready solution with Omar help


texts:
world,

I have been playing with Blender 2.8.1 for a couple of months and recently keep running into the same issue with a mirror modifier.

When I apply the modifier the mirrored object is way off-centre, like this:

I am able to solve the issue by simply joining the asset I want to mirror and another asset which already has a mirror modifier attached, however this adds the material from the latter object to the object I'm trying to mirror which is undesirable.

Any techniques to help me create a perfect mirror when I'm working with multiple assets will be much appreciated if provided.


texts:
Hi does anyone know of a way to have an outline surrounding text in VFX edit? (Font border)

The reason for it is that such texts are better readable if placed over animations or movies with huge swings in brightness. And I kinda need that

I'll add scripting tag as well as maybe that's needed to get it


texts:
I am exporting a 3D model in .obj format.I want to georeference it.
I require the export to be in the Global Coordinates System (UTM)
The problem is that I am getting coordinates like:-
v 0 0 -0
v 0 -145 0
v 147 123 125.3
v 120 -2.5 30
…
But I require coordinates to be like this (The results I got with other softwares georefrenced .obj data)
v 733711.541 24.000 -3157883.355
v 733715.789 24.000 -3157880.456
v 733721.676 24.000 -3157888.570
v 733720.655 24.000 -3157889.166
…


texts: I am creaiting objekt and I have trouble with rotating. When it rotates, the object rotates around some point, I need to get rid of this point.  Please help.


texts: How to move vertices without stretching the texture

texts:
I am newbie with blender and i am trying to make some ortho-images with blender for MFS2020 game. I have plane model and 2048x2048 png texture attach to it. It looks right. But i want to crop that area more spesific, not just a tile. First i realise bisect tool, that is handy for a while, but if i need to edit that area more spesific than just a line (bisect), i dont know how. I have this sample with 10+ vertices around the model, when im tryin to move those, that texture is stretching. Can i move those vertices without stretching that texture of mine?
Image of situation i have: my situation


texts: Why does cycle rendering only use one core from an AMD GPU?

texts:
I am using Blender 2.77 and an R7 250 GPU on Windows.

Compute Device >> OpenCL (Oland).

OpenSubdiv >> (Tested with all).

Device >> GPU Compute.


texts:
How can I bake a normal map from Cycles material? I need to export model to another program, but in Cycles I can bake normal only from high poly model, from material I cant.

Thank you.


texts: Vertices of an object rotate on different axis

texts:
I recently downloaded a bitcoin model from cgtrader.
The problem being that the vertices of this model seem to have several different origins, so if I rotate the object in edit mode, the object doesn't keep its initial shape...
Do you know what to do in this case ?


texts:
I'm trying to use the rolloff effect in 3D sound, but am having trouble. I have a near sensor which is triggering properly, but no matter where the character stands in my scene, there is no rolloff to the sound -- it's either on or off. Here's the settings. I can't find any decent documentation on this, and the properties don't seem particularly intuitive.

These are my settings:


texts:
I've been working on a new game with the Blender Game Engine - a 2D platform game. I've added some basic functionality, and now I want to allow the player to climb a ladder.

To put it very plainly, how do I do that (either by logic or Python code)?

I've seen some tutorials online, but they seem to have a roundabout approach (but I'm probably wrong). They add a plane to the ladder, and allow the player to climb then. I gave it a different try and set it so that if the player was touching the ladder and pressed space, his z velocity (I think it was) went up. He was able to climb the ladder that way, but the animation was very unrealistic.

So, I am just wondering the best, professional way to allow a player to climb a ladder. Furthermore, what if the ladder was slanted a little? How would you climb that? (I guess you could create logic moving him up and forward, but that would require a whole new ladder function; one for vertical ladders, and another for slanted ladders).

P.S. Any help is appreciated. Any tips or whatever offered will probably be used in my game and other projects. I may not be able to offer any credit, but help will still be very appreciated.


texts: Force a Blender operator to always start with default values

texts:
I'm writing an operator for which it is crucial that every time it gets called all the properties are set to their default values.

The ops.object.delete has 1 param. use_global. It is always false, no matter what the user put in last time it got called. I would like to replicate exactly that.

(For example: I want to modify delta scale. The default val for my_factor is 1, so nothing happens until the user alters that number. If the user calls the operator again, it will have stored whatever number the user has used last, however I want it to always start with 1.)


texts:
I am trying to animate using Blender. I want to play 1000 frames per second, but Blender only seems to allow a maximum of 120. I am not super conscious about quality but I have thousand different states that I want to be played on screen in one second. Any suggestions?

I pick any 120 equal interval frames.

I'm okay if the answer requires Blender Python, too.


texts: Weight Brush Does nothing on any setting

texts:
My weight brush does not add, subtract, or make any changes on any bone. I’ve read a bunch of forums. I’ve tried choosing all the vertices on edit mode by pressing ‘A’ before I weight paint.
I’ve tried add subtract blur gradient - auto-normalize - protected/not etc etc.
Any ideas? *this is a rigify rig"


texts: Symmetrize option doesn't mirror bones on the axis

texts:
This will seem like a very simple problem, however I have not found a satisfactory answer for it:
I am trying to symmetrize a set of bones. The bones have the ".L" ending and when I symmetrize them they are duplicated as expected. However, they appear in the same place as if I was really duplicating instead of using the symmetrize option.
I would just like to have them appear on the other side of the axis. What am I doing wrong?
Thanks in advance for any help!


texts: Color change shows up in viewport but not when rendered

texts:
I've been trying to do a liquid simulation in blender today and so far it's turning out pretty cool... My major issue is that I'm trying to get it to change color but when I go to render the image, the color change does not appear! When changing the colors I keyframed it so it should shift between colors but it doesn't appear to be working. I'm very confused because the color change seems to be working in the viewport, but not the final render. When using Eevee however, the colors change in both the viewport and the final render. (here is what that looks like https://gyazo.com/0007df9be2460216cc9c39d661efa79d)

When previewing the material, the material looks as if the colors weren't changing, and it is the same color as the final renders I've done so far... here are some examples of my issue:

What I see in viewport:

What I see in render:


texts:
I've created a small animation and started with a sketch, that part is working as it should.
Now I tried to color in my project , only did one image thus far.

The problem is that the colored image is showing through all the keyframes and this is not what I want.

Does anyone know how I can fix that?

In the dope sheet those specific layers (shadow, color, highlights, ink) are only active on 1 keyframe.


texts:
I was just setting up my project for a final render, and checking the render image but Eevee has suddenly stopped rendering altogether. The viewport is fine, but it just says "Sequence Render" and the render result is completely blank. Nothing at all. It isn't still trying to render - th4ere is no CPU or GPU activity other than the minimal amount used for the viewport.
I completely baffled. I've checked that "Render Region" is not on. I've tried different settings, but Eevee resolutely will not render. I've tried turning Blender on and off again. Anyone seen this?


texts:
Here's one of the animation after exporting(For source engine SMD)
https://www.youtube.com/watch?v=9_rkNc6Ob7w
I have no idea what happened to the....I don't even know now

Can somebody please help me?? Thanks


texts: SVG file consisting of curves does not import into Blender

texts:
Importing https://upload.wikimedia.org/wikipedia/commons/4/46/Bitcoin.svg, a file which looking at the source code appears to be made of paths and have no raster images in it, does not make any objects appear, either in the viewport, or in the list of objects, when I import it into Blender 2.79b. Does anyone have any idea why this might be happening, and how I can fix it?

Edit: The question linked as a possible duplicate does not solve this, because again, this file only has curves, not rasters.


texts: Black and white gradient on surface, where is my red color

texts:
I'm following the sociamix tutorial and, in the 15 episode, the red color does not apply on my texture. I don't know why I get a black and white gradient only.
The tutorial
You can see the result at 19'

And here my result :

We have created a group to make it easier to manipulate the material.
My file
Thanks for your help


texts:
I've got a ship model

For the purpose of a simplified collision model (My archers won't be running into the sails), I would like to remove all the sails, the rigging, and the strings. However, that does not seem to be possible.

Pressing X and going "Delete" leaves me with this:

And for some reason, the rigging won't go away.

Here's a quick GIF:

And here's a link to a less-jumpy MP4:
http://i.gyazo.com/ec063d07a527f86f592495dea173bb15.mp4

Even if I select a SINGLE VERTEX, it won't delete!

http://i.gyazo.com/a863b11ce9e9f01fcc4a77297983e2ce.mp4

How can I delete these vertices?


texts: Why is Blender so Slow for only one File?

texts:
I am kind of new to Blender but recently I was working on a monster, just learning how to model, when Blender started lagging unbearably bad, out of the blue. I don't think I changed anything in settings. The file has 43k verts, which doesn't seem like it should be a lot. I have tried restarting Blender multiple tries. I have tried opening the default File and blender works just fine on that file.

Any help would be greatly appreciated.


texts: Object with origin set to geometry not at center when coordinates are set to 0,0,0

texts:
When importing glTF models from Sketchfab sometimes they are not at the center even after setting origin to geometry and setting coordinates to 0,0,0. Frame selected show only these parts, the ball is the whole model. No modifiers.
Blender 2.83.3
Model https://sketchfab.com/3d-models/sci-fi-drone-74a5a6bcc9cf4a9f877364ab700623ba


texts: Extruding to particular thickness on an angle

texts:
I keep stumbling over this one issue when extruding/aligning studs in architectural framing models. Essentially, when I have an angled edge that I would like to extrude to make a beam of a particular thickness, I cannot figure out how to achieve that thickness while keeping the ends of the beam perfectly angled to meet the vertical walls on either side.

The gif below is one method of approach, extruding vertically to obey the vertical side walls. Note that if I input a value (say, four inches), that value will not result in a four-inch-thick beam, since the vertical extrusion is off-axis from perpendicular with the face:

So, logically, I hit Z twice, to extrude perfectly perpendicular to the face. In this scenario, however, the ends of my beam are not vertical, and most attempts at rotating or grabbing them into verticality result in altering the beam thickness (see below):

What is the best practice to do this simply? I find myself coming across this problem way too frequently to not have an elegant method. Thanks for your time!


texts: How to deform a mesh based on bone rotation?

texts:
Is it possible to set up a rig in such a way that a soft, rubbery part of the mesh can be "deflected" based on the rotation of a bone?

For example, I have a mesh like this:

And I'd like to rig it so that when the cylinder part is rotated, it deflects the rubbery torus like this (roughly):

Unfortunately I can't just weight the torus to the arm bone, as that doesn't deflect the torus so much as rotate it:

Note that the cylinder should be able to rotate in all directions and deflect the rubber "gasket" accordingly (as depicted in the second screenshot).

Is this possible to do with a rig?


texts:
How would I make this material in cycles?

Thanks


texts:
I want to "rig" a ball, so that it looks like it's rolling on the ground as I move it around.

So far I've parented the ball to an empty and set up drivers for the X and Y rotation, so that the ball will rotate along the y axis if I move it on the x axis, (and vice versa for the x-axis rotation.)
Well now, the rotation is fine if the ball rolls only along either the X or Y axis. As soon as it goes diagonal, the ball will rotate incorrectly.

I've uploaded the .blend file with what I've set up so far...
http://www.pasteall.org/blend/35956

I've tried messing around with the transform space settings (local space, world space etc.) and also tried to set up a third driver for the Z rotation but I couldn't get it to work, so at this point I can't think of any solution to this, but I hope you guys can help me out :)

Thanks!


texts: How can I get vertex positions from a mesh?

texts:
I want to read the vertex x and y coordinates with a script or a function.

How can I do that?

The MeshVertex

appears to have no position I could use.

I'd take any alternative approach that could give me x and y coordinates.


texts: What kind of illumination to use to produce these 3D ball-and-stick atomic structure models? (specular reflection but no shadows)

texts:
I'd like to render a publication quality image something like the image below. I'll script the whole process so we can build many different structures without having to redraw everything, and probably animate it as well.
I'll want to be able to rotate the camera and the light source independently to view from any angle, so I need some kind of illumination/shader combination that keeps the whole sphere well diffusely lit no mater where the "Sun" is placed.
They all seem to have a similar diffuse shader with some specular component; we can see the reflection of a narrow light source or Sun on every atom, but they don't shadow each other, and there is some source of diffuse illumination as well, there's no night/dark line where "the Sun don't shine" i.e. on the very bottom-right edge.
Question: What kind of illumination and/or shader use to produce these 3D ball-and-stick atomic structure models that show specular reflection but don't have shadows, and will be viewable from any direction?
To maintain flexibility/compatibility with future projects I'm assuming I should ask for a solution for the cycles rendering engine, but I supposed I can be talked out of it.

Phys.org' Electrons falling flat: Germanium falls into a 2-D arrangement on zirconium diboride shows a ball-and-stick model of a somewhat complicated 3D arrangement of atoms.
The blue atoms are germanium (light blue ones stick up above the others), green is zirconium and orange are boron.


texts: Is there a way to animate a camera along a curve at specific speed?

texts:
There are two ways to animate a camera along a path:
1) Follow path Constraint and 2) Parent (follow path) command

But they both have the same problem: The speed of the camera depends on the length of the curve. I want to have constant speed between different shots and scenes.

The way around is of course to calculate the length of the curve and determine the speed that way but it would be annoying and extra work since I have multiple separate shots.

Best regards, Eetu L


texts: Interacting with rigid body objects as animation plays [B2.83]

texts:
In Blender 2.83, I do the following steps:

create a plane and a cube. Give 'collision' physics to the plane, 'cloth' physics to the cube.
run the animation
simply move the plane around by pressing 'G' to make it 'hit' to the cube.

At this point, you can see that the 'cloth' cube responds to your actions interactively.
However, we cannot do this with rigid body. When the plane is either an 'active' rigid body or a 'passive' one, it does not react to the 'active' rigid body cube...
We can easily see that this is working in Blender2.79.
But I cannot do it in Blender2.8.
Was this intentionally removed or is there a bug?
In this stack exchange question the same question is also asked: Physics in blender 2.8 - can't interact with objects while simulation is running
Yet there is not a clear answer.


texts:
I'm having some problems with this model.
I created the armature using mixamo, and he also gave me the pose position.
As you can see in the pictures it is a T-pose and the inclination of the hands is different.
I would like to be able to apply the pose position as a new rest position (using the command "apply position position as rest position") but the result is that the model does not fit the skeleton.
I could recreate the model and its armor, but I want to know if there is any way to recover the model, if I were in similar situations.

tnx to all.


texts:
I'm trying to understand how raycasting works in Blender, having looked at the operator_modal_view3d_raycast.py (Blender 2.78) template though, it doesn't seem to do anything?

It's likely that I'm missing something obvious, although from what I understand the modal event should execute the main function when I left-click anywhere in the 3D viewport and select the object if the ray hits but nothing happens.

Here's the template code: http://pasteall.org/206430

I'm on OSX 10.11.


texts: In blender compositor Ineed to animate some Node parametors like Transform, Colore curve, Set alpha values etc.. Is it possible Animate the Compositor node parameters?


texts: How to create an underwater scene in cycles?

texts:
I have been trying to create an underwater scene in blender, but havent been getting any good results. How to setup the ocean bed and the volumetrics underneath so it looks believable. If anyone can help me setup such shaders in cycles (or maybe even in eevee, i have not been able to render any volumetrics with light streams passing through them in eevee). Any help would be appreciated!

currently i am using a normal glass shader for the water and volume scatter and volume absorption for the underwatter volumetics itself.

this it the end result i would like to acheive.


texts: Python API: Changing the order of shapekeys quickly

texts:
Using the Python API, is there a way to change order of shapekeys quicker than using the operator bpy.ops.object.shape_key_move(type='UP')?

This operator takes a long time to execute (if you want to move a shape key up 20 times, for example).

Is there a way to perform this quicker?


texts: Keeping access to Vertices after deleting some other

texts:
I'm working on a script that, at some point, gather some vertices index and access by storing them in an array but also delete some other vertices.

I know from what I understood that performing a delete operation format the vertices's index thus making the array I made irrelevant.

So my question is : How do I keep a way to access those vertices clean and up to date after deleting some other vertices ?

Also, my array order is important, so vertex 0 in my first array have to be vertex 0 in my final array.

Any help is welcome.


texts: .Obj File, broken blending channel issues?

texts:
My .obj file has issues with it's channel settings (I believe). The imported .obj does not properly blend any of it's channels, regardless of a applied vertex color or diffuse texture, in or out of blender, or another program.
It does not cast shadows or have simple shadows across it's surface, coming up as a blank, indistinguishable blob.
Any changes to it's vertex color, through the diffuse channel only colors the object in a flat silhouette color. I assume no other channels except the diffuse channel "exists" with the model now. How do I re-add them?
It's former .mtl file looked like this, which supposedly had all the channels with it:

Blender MTL File: 'S13.blend'
Material Count: 1
newmtl Ext1
Ns 96.078431
Ka 0.000000 0.000000 0.000000
Kd 0.007127 0.640000 0.000000
Ks 0.249020 0.249020 0.249020
Ni 1.000000
d 1.000000
illum 2

Here's the .obj in blender, and another 3D modeling program:


texts: Ubuntu Blender Installation, Python sys.path broken

texts:
I have installed blender on three Ubuntu machines using the following commands:

sudo add-apt-repository ppa:thomas-schiex/blender
sudo apt-get update && sudo apt-get install blender

according to this (http://ubuntuhandbook.org/index.php/2016/10/install-blender-2-78-in-ubuntu-16-04-14-04/)

Note that these are networked machines that I only have command line access to. Two of them work perfectly and one raises the following error when trying to import numpy in a blender script:

  File "/usr/lib/python3/dist-packages/numpy/core/__init__.py", line 6, in <module>
from . import multiarray
ImportError: cannot import name 'multiarray'

To diagnose this I have printed the sys.path of blender python on the machines that work, and get this:

>>> for p in sys.path:
...     print(p)
/usr/lib/blender/2.79/scripts/addons_contrib
/usr/lib/blender/2.79/scripts/addons
/usr/lib/blender/2.79/scripts/startup
/usr/lib/blender/2.79/scripts/modules
/usr/lib/blender/2.79/python/lib/python35.zip
/usr/lib/blender/2.79/python/lib/python3.5
/usr/lib/blender/2.79/python/lib/python3.5/plat-linux
/usr/lib/blender/2.79/python/lib/python3.5/lib-dynload
/usr/lib/blender/2.79/python/lib/python3.5/site-packages
/usr/lib/blender/2.79/scripts/freestyle/modules
/usr/lib/blender/2.79/scripts/addons/modules

On the machine that is failing to import numpy, the blender python sys.path is:

>>> for p in sys.path:
...     print(p)
/usr/share/blender/2.79/scripts/addons_contrib
/usr/share/blender/2.79/scripts/addons
/usr/share/blender/2.79/scripts/startup
/usr/share/blender/2.79/scripts/modules
/usr/lib/python36.zip
/usr/lib/python3.6
/usr/lib/python3.6/lib-dynload
/usr/lib/python3/dist-packages
/usr/share/blender/2.79/scripts/freestyle/modules
/usr/share/blender/2.79/scripts/addons/modules

So, for some reason, when I install blender, on this machine, it is using an external python3.6, when it should be using the python3.5 that is packaged with blender. Note that I can't even find a python directory in the installed blender. I have uninstalled, and reinstalled, My python path is unset. How can I diagnose and fix the blender installation on this machine?


texts: Subsurface modifier has no "render" option

texts:
I have a subsurface modifier on the character that I am working on. But at some point the "render" option just got ...bugged? (And I don't know when or why this happened) It doesn't look right and does not work for rendering either.

I can however change it to a multiresolution modifier and subdivide + render it that way.

However I would rather know what's going on here before going forward.


texts: Why does animating my Character deform the Mesh?

texts:
I used the skin modifier over some connected vertices to create a character.

After animating it, this is my result:

Why is the root/pelvis part deforming the skin? I pretty much use default settings in everything, not sure why this happens out of the box.


texts: Why does my object dissapear when i press 'only render'?

texts:
I'm making an scene with some trees that are a particle system, i have plenty of planes with that particle system, but the last three planes i created for the scene, using the same particle system, doesn't appear at all, only on Wire-frame Mode, but disappear on 'texture' and 'material 'mode, and also in the render or 'only render' mode on Cycles.

What can i do in order to fix this and make my trees rendereable?
(the ones from the left photo are only a photo reference)


texts: CUDA error at cuCtxCreate: Launch failed

texts:
I wanted to render a scene in Cycles Render and there was an error. I'm using a GTX 1050TI with 1898 Mhz (OC). I have 16GB Ram in my PC and used 8192MB Ram in Blender.
My Render performance is at 64 at "Start Resolution" and my sampling is at 128 (render).


texts: Why aren't move parameters staying with my object?

texts:
I'm really new to Blender, and just having difficulty understanding the 3D cursor.

I don't know what I did but for some reason my movement controls will not stay with the object I am editing. I don't get why this is happening, and I can't seem to get them to stay with the object.  I've tried resetting the 3D cursor, setting a new origin point, using Shift + S and selecting the object, but when I go to move, rotate, scale my object the control parameters just won't follow the object as they were before.

In the image you'll see what I'm talking about.  How can I get my controls to follow the object again?

Thanks,
 A Blender Noob


texts:
I want to move the island in UV Editor, but it moves the faces in the 3D View

bpy.ops.transform.translate(value=(0.0192062, 0.49296, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

in Blender 2.71 with python


texts: Is there any way to mirror only selected parts of a shape key?

texts:
I'm modifying a model and trying to add simple expressions like blinking and etc.

I'm trying to mirror a closed eye to the other side, but it causes the whole model to become symmetrical, I can't figure out how I can only mirror selected parts :|

Here's an example:
https://www.youtube.com/watch?v=Qd4rqPp6hW0&feature=youtu.be

You can see his head shape and and parts of his cheeks are getting symmetrical

edit:
another example, the difference between the basis shape-key and the mirrored one:
https://gfycat.com/ThirdHealthyGalapagosdove

Thanks in advance!


texts:
In the picture above I have two feet. The blue one is the one I have selected and gone into weight paint mode. I'm trying to change some vertices to red in weight paint mode but don't really understand how to do this. When I use the brush on the foot, nothing happens. It simply remains blue. It also doesn't show me vertices. It appears solid. If I enable wire frame mode, it shows all the vertices but doesn't allow for selecting certain vertices.

How can I paint specific vertices along the seam of my foot red?


texts: How can i view white wire in sculpt mode?

texts:
I'm beginner in English and blender3d.

When i study sculpting of blender in youtube, there are white wires only in front-face of object in streamer's viewport like below picture.

But when i select wireframe of viewport shading in sculpt mode, there are orange wires besides back- face wires shown annoyed me like below picture.

How can I let view port shading be seen like youtube streamer?


texts:
In Blender i have differents objects that i would group as unique entity.
What i really care is that after the exportation of the scene in gltf format and importation in my three.js project that group corresponds to a three.js group.
Somebody can help me?


texts: Mesh with clean weight paint distorts unexpectedly

texts:
i have a model i've been working on, that came with weight painting on it. i made a few edits, set the rig as the parent again, and for some reason when i move the left hand... this happens

when i move the left hand, the characters body shifts with it, but i had checked all the weight painting and it's only painted for the hand. it also seems exclusive to this hand, and automatic weights also distorts the model

i was hoping someone could help me with this problem please!

(.blend file)


texts: How can I select only the top part of a cylinder?

texts:
If I press A it will select the whole object in edit mode.
But I need to to select only the top part, like in this picture.

This is a screenshot showing what I need to select:

And this is what happen when I try to select it:


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I want a cam to zoom out and stop. but it looks silly when it goes from moving to full stop in a frame, so I need it to slow down a few frames before the end.

I found a  few guides, where I should edit the speed in the graph editor window but mine looks nothing like the ones others show.

mine:

why is it not the same ?


texts: How to link custom object animation controls to rig components

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I've setup an IK rig that uses an IK pole to aim the knees, and I'm wondering what is the best way to have these IK poles follow the rig? Ideally, the pole would always be directly relative to the knee it controls, like a planet orbiting the sun. But I can't seem to parent it to the leg without causing strange issues (because the leg is changing relative to the pole and the pole relative to the leg).

Any ideas on how I can accomplish this without the feedback loop issue?

Another secondary question related to IK - how do you toggle IK on and off during animation? I thought about using a driver linked to the influence factor that could be rigged to some type of user control, but it seems like it should be easier than this?


texts: Cycles masking object (blocking partial rendering of object)

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I am slowly starting to get to grips with Blender basics, but i am currently stuck.

I made a very basic scene using a hdri backround. I would like to create a plane that would "block" the rendering of an object so that it will look like the object is moving around the corner of the building.

The image shows the effect I am trying to create. The sphere on the right needs to be partially hidden by a plane and the background rendered as if there was nothing in front of it.

I looked at this example :
Create invisibility cloak (alpha mask material)
When I enable the Film->Transparent option the plain in front of the sphere does partially block the rendering of the sphere, but then I have no background.

hdri background :


texts: How to fix Normal Map Artifacts (Humanoid)

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After baking my normal map from my high poly humanoid model, and applying to my retopo'd model, I'm getting artifacts around the groin/thigh and fingers.
Without Cage:

Cage:

I'm new to this process, and have spent a few hours just messing about with the ray distance, margin, and even adding more edge loops etc. Also tried using a displaced cage to no effect.
Was really excited to finish my first sculpt in blender and was looking forward to using it in game on the low poly model, and artifacts happens... Any help here would be appreciated, thanks!
FYI: Newish to blender (tried it donkey years ago), and I got to say, I'm really enjoying 2.83. It's awesome!


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When I create a simple cube the objects blue Z-axis is ponting up, but when I'm still in object mode and want the change the dimension in the N menu, it's not working like when I create a new file.

I want to change the hight and enter a new value for the Z, but it affect the Y axis! I compared with a new file and there it was all OK, but not in my current scene. It worked well from start. I think I have activated some settings without knowing and I'm a bit lost and not nowing how to reset this setting or what it could be?


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I have tried numerous methods to create jack fruit, and all failed.

Method 1: Use voronoi texture as displacement.
Problem: It is creating overlapping bumps.

Method 2: Use tissue addon.
Problem: It creates symmetrical bumps and it is not seamless.

Method 3: Create a basic shape, subdivide it. Extrude individual faces.
Problem: Again, it creates identical bumps and is weird around the edges.

Method 4: hand modeling the skin and shrinkwraping it.
Problem: It is too tiresome and the shrinkwrap is also causing the bumps to stick to the surface of the reference shape. :(

What is the best method to create a realistic jack fruit?


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I have a hair particle group, that takes buildings from a building group, and places them on a grid. This works perfectly fine. I recently added an emitter system to each of the buildings in the building group to show random lit windows. It shows perfectly fine in the preview when looking at the group of buildings, but when looking at the hair particle system, the buildings show as usual, but the emitter doesn't work. There are a few other buildings using the same emitter system in the scene that are not in the building group, which the emitter system is working fine.

It works fine if I convert the emitter system, but is not ideal. Is there a way to get this nested particle system to work, without converting?

Thanks in advance.


texts: How to setup a heat haze effect in the compositor

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I am working on a desert animation and need heat haze for it. I found a tutorial about heat haze. But the render layer is different from mine. The tutorial used a picture scene render layer and a heat distortion render layer in the compositor.

While mine doesn't ause image for it.

What should I do?


texts: MacBook Pro - Configure trackpad navigation on Blender 2.77 as it worked on 2.76

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I installed a new version of Blender on my MacBook Pro (10.6.8) and have some trouble with trackpad navigation.

On Blender v2.77 (and later) two finger dragging across the trackpad no longer orbits the model like it still did in v2.76. I tried loading the older keymap in the new version, which however didn't restore the behavior.

How do I configure two finger trackpad orbiting in Blender versions 2.77 and later?


texts: How to make selected meshes move together in transform sidebar?

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I must have hit some button, or typed a shortcut by accident, but my workflow has been shot in the foot by this problem. If I try to select multiple meshes and move them together by typing precise coordinates into the location section of the transform, only the mesh which was selected last moves. I've also lost the ability to deselect all using the "A" key, so there is always at least one mesh selected. I tried to restore blender's default settings but the problem persisted.

Here's a visual representation of what I'm dealing with:

For example, normally if I wanted to move both of these cubes so they were evenly placed on either side of the origin, I could just type "0" into the X coordinate and both cubes would move together.

Now, however doing this results in only one mesh moving. Strangely, if I try to select meshes at the same time using circle select or border select, there is still one mesh that seems to be dominant. Also, if I had another mesh selected, and then try to border select several other meshes, not including the first one, that first mesh remains "selected" and will be the only one that moves, even though other meshes are actually selected.

I have some long-winded work-arounds that I can use for the time being, but this is really slowing me down in a very inconvenient way. If I can't figure out what to do, I'm going to have to try reinstalling blender.


texts: Strange artifacts on Blender painted texture after re-opening

texts: With some reason I've got strange lines on my finished texture. When I made it I didn't see it. When I re-opened the projects I saw the strange black/white lines on my object.


texts: How to control inner and outer edge of curve modifier separately?

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I am working on a project where I need to create circular roof where the inner edge is always in the same position (has always the same radius), but the outer edge can be adjusted (adjustable radius independent of inner edge). And all this has to be somewhat procedural (cannot lose resolution over size - similar to array over curve, where bigger the radius the more instances spawn).

Visual concept: