texts: How can I test a Python module that I ran in the the text editor in the Python console?

texts:
I have a Python script that I named moduleA.py in the text editor. I ran the script by clicking the "Run Script" button. Then I expected to be able to import the module in the console with "import moduleA" but I get an error saying that the module does not exist.

How does one test functions etc. from a Python script in the text editor in the Python console?


texts: Is there a way to align the view to a face normal?

texts: Often when I am modeling I would like to align the view straight on to a face, perpendicular to the normal.  Is there a way to do this?


texts: Spine and Stomach deformation in Humanoïd character

texts:
I've been lurking on the forum for a long time. I'm not exactly new to blender, but I haven't started so long ago. And I happened to run into a problem that I couldn't find the solution for on the internet or by myself.

When setting up my rig for my humanoïd character (semi-realistic woman), I notice than when I bend her back, her stomach deforms in a weird way and becomes smaller when it should be sticking out a little bit. I've tried to craete more bones with stretch to constraints but it results in just making "ripples" on the stomach and looks even worse.

Here are the screenshots:

I think that my topology, although not perfect, is pretty good. And i've had the same problem and all of my other humanoïd models.

Do you have an example of a rig I could set up or of a deformer I could apply or is it normal?

Thank you in advance.


texts: Blender is just rendering a png I added as a plane instead of what the camera sees

texts:
When I press render, it doesn't render what the camera sees, but instead a png image that I added as a plane (specifically a very heavily edited picture of my face).

I made sure the camera is set to the actual camera in the scene settings, and not the png.

I've also tried moving, deleting and re-adding the camera and nothing has helped.

Here's a Gdrive link to the file: intro.blend


texts:
I'm using Blender 2.74 and trying to make this part of my code work:

import bpy
from math import *

me = bpy.ops.mesh.primitive_cylinder_add(radius = 0.5, depth = 1)

for v in me.verts:
    v.co[2] =v.co[2]+0.5

But appear the folow error:'set' object has no attribute 'verts'.

What's the problem?


texts: How to apply same keyframes properties on mupltiple strips in VSE?

texts:
I do video editing in blender for youtube, and I find my self repeating same stuff again and again because I don't know how do I apply same keyframe properties to multiple strips and it became very time consuming. It takes me an entire day to just finish a video.

for example.

I want to provide subtitle using images which I make in inkscape.
now for every single subtitle strip I have to apply keyframes separately, like multiply. stretching etc. same goes for title and transition for the foreground images, because my video consist of mostly images (ken burns effect)

I know I can Apply same properties to multiple strips by selecting multiple strip and setting value and then right mouse click and select "apply to selected". can I do same with keyframes because those strips shares same keyframe value (except for the position of the strip)

is it possible to apply keyframes to multiple strip?


texts:
I seem to have nothing but problems with compositing and Render Layers. :-\ Every tutorial I’ve followed so far on Blender Guru, I’ve been unable to replicate the process whether in 2.79 or 2.80.
As part of a tutorial, I’ve added some lights in their own Collection, added another Render Layer and called it (Spot) Lights, disabled all the Collections I don’t want, unchecked the eye for everything I don’t want, and the other Layer has everything else in the scene enabled with the eye on. Rendering out my first scene/RenderLayer proceeds to render out the next RenderLayer containing the lights. However, for some weird reason, it renders out some of my other lights in the scene, along with the background and the floor.
If I continue to follow the tutorial and set up the nodes the same, the end result is almost there, but my main building/object becomes semi-transparent.

How could I fix this? How can I prevent the second Layer from including those objects when they're not even enabled in that layer?


texts: How to display VSE image-strip filename as overlay?

texts: Is it possible to show the Filename of the current frame of a Image-Strip in the VSE as overlay text?


texts: How to connect these two and create a crease between them?

texts:
This is difficult to explain so im open to any edits on those post. I'm trying to create a pinch between the bottom of this arm rest and the line design on this wall. I've tried using the pinch sculpting tool but it doesnt give the desired results.

I've also tried to extrude the bottom edges to the line design but it fails to work, giving me this:

I've also tried bridge edge loop, to no avail. Im open to any idea.


texts: I‘m currently having an issue. I want to disable the background light so that objects won‘t be influenced by it. In Cycles this is easy: inside the „Ray Visibility“ option of the world tab you just disable everything except „Camera“ and the background will immediately stop casting light into the scene. However I don‘t know how this should be done in EEVEE. Any help is much appreciated. Thanks.


texts: Creating a copy of a bpy_prop_collection instance?

texts:
This may be a basic question but I'm digging through the reference and can't figure it out.

isinstance(bpy.context.scene.objects, bpy.types.bpy_prop_collection)

returns

True

How can I make a full (or partial) copy of the objects currently in bpy.context.scene.objects, as an instance of bpy.types.bpy_prop_collection?

I want to basically take a "snapshot" of the current objects in the scene that won't change if objects are added or deleted later.

But it also needs to be a bpy_prop_collection instance in order to use the foreach_get/set methods.

I think? this answer might have some clues but I can't quite figure out how to apply it.


texts: Beveling Both Sides of an Edge To Create a Half-Round Not Aligning

texts:
Working to add a half-round border around the edge of an dynamic shaped piece of armor and finding it difficult to complete.
I have:

Duplicated the armor onto a new mesh
Inset a new loop to the width of the detail
Extruded the new faces outward
Beveled both sides of the extrusion with the same offset and number of faces

The result is leading to some strange corners and the bevels also don't align evenly across the armors surface.

I this just a matter of manual clean-up? Or is there a better way to achieve this with another method?


texts: How to achieve "simple" deformation of a plane?

texts: Is there a way to achieve exactly (that's crucial) the same corner bend definition of a plane in blender?


texts: 3D manipulator not pointing in the right direction

texts:
I'm having hard time positioning a vertex properly because the manipulator direction changes depending on what vertex I select.

 I'm in the front view, but Y axis (green) is pointing at bottom-right.

Here it's pointing at bottom-left, isn't Y-axis supposed to be pointing down and/or up no matter which vertex I select?

Yet again, the Y-axis (green) is pointing down/up correctly and so the others, which is what I want.

How do I make the manipulator x,y, & z axis points in the right direction no matter which vertex I select?

I've tried these, but no luck:

CtrlAltShiftC > Origin to Geometry
load factory settings


texts: Normals look different from Edit and Object modes

texts: Face orientation is different from Edit mode and Object mode. In object mode, they are all red. In Edit mode, they are correct. How to resolve this issue? Thanks a lot!


texts: I have the problem that I cannot see the liquid as soon as the cup is visible. How do i solve this?


texts: How to control randomization during Operator life-cycle?

texts:
I am working on a Python script that uses some randomization and some parameters to procedurally generate geometry. However each time I adjust any of the Operator parameters, the entire script is re-run and all the random aspects re-randomized.

My script would have a more useful workflow if I could somehow randomize once on initialization and allow the adjustment of parameters without re-randomizing. However it would be nice to add a button or something to trigger re-random instead of using undo/redo.

What is a good way to accomplish this?

(This is not a question about how to seed the PRNG.)


texts: How do I use shadows and lighting to project two seperate textures?

texts:
So I'm making a scene that uses two different textures, one for lit areas and one for dark areas. I was wondering how I could set up a node system in cycles to display lit areas with one texture, and dark areas with another, all in real-time. (< Or baked? I'm not super sure on how/what baking works/is.)

Edit:

So what I'm going for is something like this:

Where the fresnel separates my two textures, but instead of fresnel I want to use a light source to determine what should be light and what should be dark.

Here is my simple node setup. As you can see, what I'm looking for is something else to plug into the 'fac' of my mix shader


texts: BGE. How do I make the plane stop the ball

texts: I am a first-time user of the BGE and I am trying to follow a tutorial on the BGE with a ball and a plane, but after following the instructions so far, the ball goes straight through the plane. How do I make the plane stop the ball from falling?


texts:
Given a scene with objects and light sources, I want to add a box somewhere in the scene that surrounds some objects and collisions with some others. A camera looks at the box from outside.

Now I would like that Cycles only shows stuff inside the box. The result is that the box will act like a slicing volume, not at the mesh level but at the ray level.

Is it possible to do this kind of boolean operation on the light ray with materials ?


texts: Displacement node not working with complex mesh

texts:
I'm trying to make displacement to a mountain. I could put displacement modifier that would work just fine but I want displacement just some parts of the mountain and I can't get it right with that modifier. With nodes I get it right spots but displacement node won't work with my mesh. I've tried displacement with simple objects like plane and it work fine but when I make some geometry displacement node goes crazy. Even if I make more subdivisions (my 8Gb of ram ends in eight million verts) it won't be any better. I've spent several tens of hours with this problem and nothing seems to work with me.

Here is some pics of my problem:

.blend file:

Sorry for my bad English and thank you for your replies in advance!


texts: Keying relative value when mixing animations with NLA editor like in Maya

texts:
I'm working in NLA editor and I have two tracks enabled with additive blending. One track contains an animation with Y location of an object keyed. The Y location fcurve has value of 10.0 on frame 1. The other one is empty. Both tracks are active. I select action tweaking on the second action. Select the first frame on the timeline. Edit the value for Y location to 15.0. When I then key it I would like it to key the value of 15.0-10.0=5.0, aka the relative value to the first action. Instead it keys 15.0. I could of course just key the value of 5.0 and it would work as needed, but when mixing more complex animations you want to see how it looks with the result of all other animations before you key it. With all this I want to replicate the animation layers in Maya for additive animation.

I tested this in Blender 2.8 and it does what I want by default. But in 2.79 it keys the absolute value. Are there any settings I can change to change this behaviour? Unfortunately completely moving to 2.8 is not an option for now.


texts: Is there a way to name an object without referring to Context?

texts:
I want to do something, save the blend file, then open it again. Then repeat a number of times.
The first time, everything works. The second time, I get this error
    for obj in bpy.context.selected_objects:
AttributeError: 'Context' object has no attribute 'selected_objects'

Is there a way to either put Blender into the correct mode without using Context, or a way to name an object without referring to Context?
import bpy

filename = Path to file

for q in range(4):

    bpy.ops.mesh.primitive_cube_add(size=0.5, enter_editmode=False, align='WORLD', location=(0, 0, q), scale=(1, 1, 1)) # do some stuff

    for obj in bpy.context.selected_objects: # name the object
        obj.name = "monica"

    bpy.ops.wm.save_as_mainfile(filepath=filename) # save the file
    bpy.ops.wm.open_mainfile(filepath=filename) # open the file

Edit, to better explain what I am trying to do:
The line adding four objects named "monica" is just a place holder for what I am really doing. I wanted to reduce a much larger project to the minimum non-working example, and was sloppy with that bit. The problem with Context is in the previous line.
I sort of got around the context problem with
selected_objects = [o for o in bpy.data.objects if o.select_get()]
    selected_objects[0].name = 'foo'

But this workaround isn’t enough as I am using Context for other reasons, such as 3D cursor location, and so on.
Why am I re-opening after save? My project includes many many objects and slows to a glacial speed very early on. I wanted to add a number of objects, free up some memory by saving the Blend file and then starting again.
I have used something like this for each type of data block (in the right order of dependency) and this might be enough.
for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)

I do not know whether I am achieving anything more by the crude save and open method but I wanted to try.
I do not get the Context problem if I save a progressive sequence of files, adding to the number of objects in each. But I am having problems with quit.
Blender crashes if I try to use this:
bpy.ops.wm.quit_blender()


texts: What is the plugin that allows you to have a circular GUI for selection?

texts:
As seen here https://youtu.be/joq0xWyZoU4?t=1m3s

He works really fast so I couldn't clip a screenshot, but its the circular pattern of buttons that pop up around your cursor. What is the name of the plugin or setting that this makes this happen?


texts: Adding Baked Audio Rotation to a pre-existing rotation

texts:
I'm making a music video, and I would like the rotation of the below plane to be accelerated, but not absolutely determined, by the audio keyframe bake.

In other words, I would like the plane to rotate continuously in one direction, and have this rotation be accelerated by audio form.

So every time the audio spikes, the continuous rotation of the plane accelerates, then returns to a standard rate of rotation.

As it is, just baking the f-curve, the plane just wiggles slightly between twitches between 5.9° and 0°, which is not a very interesting effect.


texts: Adding texture to the model, getting a pink model

texts:
Can you explain please how to activate a texture on a model? I have both but all I could achive is a pink model. I am a web developer trying to build a game and my final goal is to render 8-direction isometric unit sprites, but obviously can not achieve this without a texture. I am a newbie in Blender.

The link to the model is here


texts: How can I save memory in cycles when I have a lot of duplicates?

texts:
I have a scene I'm working on which requires a large amount of duplicates which I was planning to use an array for.

I recently heard if you use Shift+D instead of Alt+D and wondered if there was a way to do the same with arrays as it's going to take forever otherwise!


texts: How to create wave splashes onto another object, such as a shiphull?

texts: Effect would replicate the following and can be a mesh or effect.


texts: Can anyone tell me how to solve this issue with rigging and mesh?

texts: All bones are part of one armature, both arms are one object as well. I did automatic weight thing and the mesh on the right arm acts as it should, but one on the left does that weird thing as you can see. Am i doing something wrong or?


texts:
I created a procedural cloud with this tutorial : https://youtu.be/lCvP917Z8uc, but when I duplicate it to create a "Clouds carpet" the invisible cube from which I created my cloud causes my rendering to bug.
I render with cycles.

The rendering from the camera gives that.


texts: tool "draw" not found for space "VIEW-3D

texts:
running into a weird problem that could very well be me being a noob. I am following along with blender guru tutorial on the anvil. He gets to a point where he selects texture paint mode and his cursor and window goes into paint mode. In my blender 2.80 however, nothing happens but a little exclamation mark and a yellow text along the bottom says

Tool "draw" not found for space "VIEW-3D

the weird thing is that other projects seem to work just fine. Does anyone have a fix for this as I had put in a bit of time already into the model texturing/sculpting restarting would suck. much thanks ahead of time.


texts: Change an object's property's based on its name with python

texts: I have an object in my scene named cube. Is it possible to add a particle system to that object with python by using its name?


texts: Where is my object "dimensions" control?

texts:
Title says it, where is the "Dimensions" control?

I know I'm supposed to be in "Object" mode (I am, see screenshot).


texts: Can I let a tracking marker paint a mask?

texts:
I want to do some retouching an a video shot and it would help to be able to use a marker to "paint" a mask.

By paint I mean how you paint with the grease pencil. But instead of your mouse cursor you use a tracking marker to paint.

Is there any way to do something like this?

EDIT: In my shot the actor pretends to spray paint a wall that is already finished (We forgot to shoot an important shot at the beginning). Now I tracked the sprayer and want it to "paint" the color on the wall.

But I can imagine other use cases for a functionality like this.


texts: Does a separate GPU for CUDA work with main AMD card, in Cycles?

texts:
I'm trying to use an Nvidia GT520 as a render device, but i have an AMD HD7770 as my main GPU.
In user preferences i can choose CUDA as my compute device, and it detects my card, but when it's time to render, cpu usage is at 100% and it uses my main system memory.
My monitors are connected to my AMD card.
I'm using Windows 8 64 Bit, with both latest AMD, and Nvidia drivers, and rendering on Blender 2.72


texts: I need to bake this model for a game, but there are lots of small cylinders. If I join all the objects, the bake comes out with lots of black spots. Do I have to manually bake each object or is there an easier way?


texts: How do you set the ends of objects to be side by side while transforming the object length?

texts:
I am posting an issue that was not addressed on Blender beginners courses. I'm using Blender 2.90.1 and what I want to achieve is to set one end of multiple objects to be side by side so no object sticks out when you  view them on the xy plane.
So far, I have only managed to set objects side by side with one end sticking out as shown in the areas of the image enclosed in orange boxes and could not achieve the objective with the Scaling tool because the tool scales objects from the center.
Please someone help me work out how the ends can be flat with no end sticking out.

Thank you in advance.


texts: Is it posible to mix materials in fluid simulation

texts:
I'm trying to create a logo where balls of slime are thrown and splash to the logo, but I would like to have different materials for each ball of slime.

Is thispossible? because I can't create more than one domain thus not able to assign different materials


texts:
I keep having this problem with a strand of hair that appears after rendering. I cannot, for the life of me find whatever particle is causing this.

I've tried hitting the A key highlighting them and translating on all axis. I've tried deleting all the particles that occur on that side of the head. And I've turned down, then off the children and have also adjusted the number of parent strands to no avail.

Does anyone know how to solve this problem, or do I just have a ghost strand? I'm am nowhere finished with this hair mesh, so, if I have to, I don't mind deleting it and starting all over, but I'd rather try to solve this problem for future reference.

Thanks, Blender Community.


texts:
I'm trying to render an RGB image and corresponding depth image for a simple scene consisting of a single object. I've been able to render the RGB image without any problem but I'm unable to generate the depth image. I've tried it a couple of ways with no success. Any help will be hugely appreciated.
First method: Reading the Z-buffer:

bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
for n in tree.nodes:
    tree.nodes.remove(n)
rl = tree.nodes.new(type="CompositorNodeRLayers")
composite = tree.nodes.new(type="CompositorNodeComposite")
composite.location = 200,0
links.new(rl.outputs['Z'], composite.inputs['Image'])
scene = bpy.context.scene
scene.render.filepath='depth.png'
bpy.ops.render.render(write_still=True)

This gives an all white output image. I tried some variations based on comments online, like linking to composite.inputs['Z'], saving into a .exr file instead of .png. But in all cases, it saves a .png file which is either all black or all white. I have seen examples where I can link to a CompositeNodeViewer and then read bpy.data.images['Viewer Node'].pixels, but it is too slow/clunky for my use.
Second method: Using a mist pass:

scene.render.layers['RenderLayer'].use_pass_mist = True
scene.world.mist_settings.start = 0
scene.world.mist_settings.depth = 10
links.new(rl.outputs['Mist'], composite.inputs['Image'])
scene.render.filepath = 'depth.png'
bpy.ops.render.render(write_still=True)

This creates a segmentation mask of the image, 0 in background and 1 in object pixels. I want a depth image, with gradation between [0, 255] for the foreground pixels also. What am I doing wrong ? Thanks for any help in advance !


texts: How can I animate a vertex translation of a triangular mesh?

texts:
I have a triangular mesh in my viewport and I used this Python script to move a single vertex of the mesh (Do You know better methods? I am new to Blender and Python).
import bpy

obj = bpy.context.object

edge = obj.data.edges[0] #An edge, the first one

vIndex1 = edge.vertices[0] #Get the indices of the vertices of this edge
vIndex2 = edge.vertices[1]

v1 = obj.data.vertices[vIndex1] #Get the corresponding vertices
v2 = obj.data.vertices[vIndex2]

vCoord1 = v1.co #Get their coordinates
vCoord2 = v2.co

edgeVector = vCoord2 - vCoord1 #The vector formed by these two vertices

edgeVector.normalize() #So that it has 1 unit length

distance = 0.5 #Say we want to move v2 of this distance of 0.5 units

v2.co += edgeVector * distance #Translate the vertex

My doubt is: how can I create the animation of this translation using scripts?
This is the code to create a triangular mesh:
# Create a triangle mesh
import bpy

# Initialize our vertices
vert=[(0,0,0),(10,0,0),(5,10,0)]

# Add face
face=[(0,1,2)]

# Create mesh and related object
my_mesh=bpy.data.meshes.new("Triangle")
my_obj=bpy.data.objects.new("Triangle",my_mesh)

# Set object location in 3D space
my_obj.location = bpy.context.scene.cursor.location

# make collection
new_collection = bpy.data.collections.new('new_collection')
bpy.context.scene.collection.children.link(new_collection)

# Link object to the scene collection
new_collection.objects.link(my_obj)

# Create object using blender function
my_mesh.from_pydata(vert,[],face)
my_mesh.update(calc_edges=True)


texts: Why am I getting UV distortion on a flat surface?

texts:
I have marked a seam around the entire border of a surface and when unwrapping I'm seeing odd distortion and scaling issues.

I've recorded my mesh to show the issue.

As you can see, there is distortion in the middle of the face and a scaling error in the bottom right "leg".

I have averaged and packed the UV. Does anyone have any idea what could be causing this? Thank you.


texts: How to apply a complex mesh object (in a plane) over rounded/curved surface without distorting beyond recognition

texts:
Sorry, if it has been asked before, however, I tried my best to search on the forum but was unable to find the right solution.

I am new to Blender and 3D art so please forgive me if I am short of the right tech word or the terminologies.

So, I have created an embossed Harley Davidson Badge mesh (in a ZY plane)and want to apply on the gas tank and I am literally struggling "How to" do it without distorting the badge details.

Blender File:
Please find the dropbox link in the comment as the system is not allowing me to share the file since I need 10 reputations to post more than 2 links.

Really appreciate your help.

Thank you!


texts: Python to select and delete multiple faces?

texts:
I'm trying to select the top and bottom face of meshes and delete them.

So far, the code I have just deletes to first face but not the second. It would probably be more efficient to select both top and bottom together and delete them in one go rather than one, then the other, but I'll be happy with whatever just works. Any help anyone can offer would be most appreciated. Thanks

import bpy
from mathutils import Vector

def NormalInDirection( normal, direction, limit = 0.5 ):
    return direction.dot( normal ) > limit

def GoingUp( normal, limit = 0.5):
    return NormalInDirection( normal, Vector( (0, 0, 1 ) ), limit )

def GoingDown( normal, limit = 0.5):
   return NormalInDirection( normal, Vector( (0, 0, -1 ) ), limit )

def GoingSide( normal, limit = 0.5):
    return GoingUp( normal, limit ) == False and GoingDown( normal, limit ) == False

obj = bpy.context.object

#bpy.ops.object.editmode_toggle()

prevMode = obj.mode

bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

#Selects faces going up
for face in obj.data.polygons:
    face.select = GoingUp( face.normal )

bpy.ops.object.mode_set(mode=prevMode, toggle=False)

bpy.ops.mesh.delete(type='FACE')

#Selects faces going down
for face in obj.data.polygons:
    face.select = GoingDown( face.normal )

bpy.ops.object.mode_set(mode=prevMode, toggle=False)

bpy.ops.mesh.delete(type='FACE')


texts: importing makehuman model into blender but it looks different

texts: I imported my model from makehuman (the right pic) into Blender and looked at the textures (the left pic) but the blender version looks weird, can anyone help me make the left pic (blender) look like the right pic (Makehuman)?


texts: fence mesh duplicates along mountain plane

texts:
I want to have a "picket fence" go along a slope, like this picture kind of:
I have a pre-made mesh for the ground (a.k.a., I don't want to remake it / automatically make the fence follow some kind of path, my actual mesh is an ANT terrain).
I can easily make the fence mesh from any number of tutorials (and duplicate it using the array modifier), but I'm not sure how to make it go around a mountain mesh / keep the same height etc. My mesh looks a like this:
I want the fence to run in a complete circle all the way around the mountain on it's slope.
Any ideas?


texts: array of cylinders around sphere surface (sea-urchin-like)

texts:
I have a sphere and I want to make some cylindrical cavities on it's surface, which are tangent to the sphere's surface
The cylinders wich which I should make the boolean difference should be disposed as a sea urchin, i suppose: with the bottom faces of the cylinders being on the same origin and the top faces spreading out radially.

Here are some images to give a better idea of what I should do:

This is a "flattened" version of what I want to acieve

How do I do the same thing on a sphere?

I need to get to the point where i get something like this but with the cylinders going all around the sphere orbiting around its Z-axis

Thanks in advance :D

Edit: Is there a versatile way of doing so on objects which have an elliptical/irregular shape?


texts: Can i make my camera follow a mesh and mimic its rotation?

texts: So i would like to make a short 3D animation from first person perspective and I want the camera to follow the location of the head on my mesh as well as its rotation. Is it possible or is there a better way of doing this?


texts: Blender's "View Animation Ctrl F11" shows purple (missing image) background instead of transparency in 2.83 / 2.90

texts:
The title almost says it all. In previous Blender versions, when I rendered images with transparent background and saved them as PNG sequence, I could play the animation in Blender with "View Animation" (Ctrl+F11) and the animation had a transparent background.
Now in Blender 2.83 LTS (and I checked a 2.90 test build as well), the background is no longer shown as transparent, but purple like there is a missing texture or image. And it doesn't matter if I used an HDRI as background or just the default grey color. The player always shows the animation with a purple background. I tried switching from PNG to TIF and EXR, all the files are rendered and saved correctly with transparency - but the internal blender player seems to be unable to show transparency. Using an older 2.79 version playing the same image sequence shows correct transparency. Is there a setting I can't find to change it back to how it was before?
Thanks for your help.


texts: How to create a refraction plane in the BGE?

texts:
I need a refraction plane.
What refraction script should I use to create many planes?

Imagine what every plate is window made with similar to RenderToTexture script. For ex.: I want to create house and add 3 windows made of similar to Render To Texture script. And the main question is: How many planes can I use with this script? Do I need other script for it, bit more advanced? Please, suggest me any possibility solution. :)


texts: Parenting an object to a bone displaces it

texts:
I'm trying to connect the arm (which is a separate object) to a bone.

Here's what I'm doing:

select the armature
go into [pose mode]
select the arm
select the bone
[make parent]
[bone]

it ends up looking like this (zoomed out a lot):

what am I doing wrong?


texts: I know that sintel files were distributed under the GPL and also found mention that the files were for public, however, in the download section of sintel's official site, there's only a lite version of sintel's model and textures used. Is there another site to download the files used in the movie or do we have to purchase them? I would like to study the files for animation and modelling purposes.


texts: How to install Blender on a Intel Core i5 with Windows 7?

texts:
I use a 2014 laptop with Intel Core i5(2010) with Windows 7 Pro Extended Support(2020)
I want to do modeling with Unity but I tried but it said you need a high level computer while i have a mid level


texts:
i tried to make realistic material of gummy (jelly ?) but somehow it doesn't look real as i want, I research all over forums and google, like material of Doki on the forums (https://blenderartists.org/forum/showthread.php?350580-Gummy-Worms-and-Gumdrop).

Here is what i got:

What I want to make:

Here is my blend file: https://drive.google.com/open?id=0BzM1zdTMJ5omZVM4alpDLVJRdWs


texts: Double sided normals/backface culling off not working? (2.8)

texts:
So I've got my model all made textured etc yadda yadda.

I save it as a .blend file, which unity helpfully can recognize. Backface culling is OFF. I have recalculated the outside.

However, when I load it into unity... oops, the backfaces are still getting culled, and when you look at my mesh from most any direction, any given third of it is invisible.

I saw this:
Backface culling from blender to unity

But it's not helping, and it's old. Why is the "double sided" option gone in 2.8? That worked perfectly fine for getting unity to go "oh okay render both sides got it fam."

This problem persists even if I export as FBX.

I have also seen this, and it is entirely wrong in my experience. This is not the first model I've made where this is the case.

https://devtalk.blender.org/t/where-did-double-sided-normals-disappeared/7586/11


texts: Texture streches on the edge of extruded plane

texts:
so I wanted to try and make some 3d models of pixel art, and I started with a basic Minecraft sword to train myself. So I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them.
As I extrude this plane, A > E > $.1$, the texture messes up on the edge of the item, as shown below

Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before.
I tried smart UV project and cube projection, but they just mess it up even more.
Does anyone have a solution to this?


texts:
For some reason, i cannot seem to get a chrome texture in blender eevee? Does anyone have a blend file i can look at?

I've looked at this:

How to make a chrome texture in eevee?

but even using the same node setup, the render I get isn't as good, so it's a question of the entire scene, or something i'm missing in how the scene is lit. So i'd like to have an entire blend file instead, for 2.82.


texts: Boolean applied, but not changing geometry

texts:
ETA: I'm new to the Blender Stack Exchange, so I'm not sure where/how to upload my .blend files.

ETA2: Here is the file -

I'm trying to trim one object around the edges. So I have 2 objects:

Object to trim:

Trimmer object:

My boolean settings. I've tried the Carve solver with the same results:

Result. Note that the object-to-be-trimmed is completely unchanged.

I'm completely confused by this behavior. I've looked at other similar topics, but no one is experiencing quite the same issue. Please help!


texts: How to prevent vertices from crossing mirror plane during sculpting

texts:
I have half of a sphere, that is mirrored across the X axis. I want to modify it in sculpt mode, but I don't want any of the vertices that are on the YZ plane to come off of the YZ plane. How can I achieve this?
Edit: I have tried using a shape key as described here, but this prevents the vertices from moving at all.
I have also tried using the Lock X option while sculpting, but this prevents all vertices from moving on the X axis, not just the ones that are on the YZ plane.


texts: Trouble adding two normal maps to an object

texts: I'm having trouble adding two normal maps to a leather seat. I'm using the principled shader and each normal map has it's own uv map. When I add the second normal map it adds unwanted distortion.


texts: Is there a way to put a driver on Emission Count in a Hair Particle system?

texts:
I am working on a way to populate random details along a single edge (like windows doors, garage doors, ..etc), in an attempt to create semi procedural buildings. So far I have found that using a hair emitter and a group containing my detail objects seems to get a partial result that I am after. I can easily populate the hairs along the vertices in the single edge, and then use a shapekey to control how long the edge can expand, and maintain even distances between the vertices.

However, because I am using this method, I can't have the particles emitting, 12 particles on all 12 vertices, when my control edge is smaller/contracted. This can cause chaos!

While I could set the number lower manually, this is not ideal as when I start to populate my scene it would slow down production if I would have to constantly adjust that value. I already have a driver that is working the expansion of both my building base and my hair emitter path and logically I would like the driver to also work the hair emitter emission number. Can anyone help?


texts:
I'd like to apply an image texture (a logo) to an object, and don't want to have it repeating/tiling across the whole object.
It seems I'm unable to do it.
I'm using v.2.78 and Blender Render (not Cycles).
Thanks!


texts:
Why vertex "A" is aligned at different axis as compared to VErtex "B" & "C"?
How can "A" be aligned similar to other two vertex(B & C)?


texts:
I have gathered online that there are typically two workflows applied when working with materials: A "Specular Workflow" and "Metallic Workflow". See this image that breaks down the metalness workflow (courtesy of Marmoset):

Is there any advantage to using a specular map in combination with all the other maps in the metalness workflow? Is this a viable way to work?
When creating PBR materials, I typically just use the BaseColor map, Metallic, Roughness, Normal, and Displacement (if necessary). These are the only maps I was taught to use in a PBR workflow.
However, some texture sets that I have downloaded online also include a Specular Map. There is a Specular channel in the Principled BDSF shader.
When should I use a map for it?
Hopefully this is a less open-ended way to phrase my question.
I am editing this question to be more specific and less opinion based.


texts: Make object glossy, but not reflect other object's colors?

texts:
In Cycles, I would like to make a metal object have a shiny, glossy material. The only thing is, other object's colors reflect off of this metal object.

I would like to make it glossy, but not reflect any other colors.

How do I do this?


texts: why is the display modifier button in blender 2.8 purple?

texts: anyone know why this button is now purple ? Just happened and I do not know from whence the maroon did come.


texts: Blender 2.71 Preview Showing Incorrectly

texts:
I am tinkering with UV mapping a skybox onto a cube (sideways T shape image)

So with the UV map settings and the actual render working correctly, I've been noticing the preview box in cube. It looks like this:

How do I fix it to show the texture wrapping around?


texts: Blender freezing and high cpu usage on "decent" rig

texts:
When I enter texture view mode I get unbelieveable high CPU usage ( 50-100% ) and blender freezes for about 10sec then unfreezes then again freeze, sometimes it stops working altogether.

I've tried every possible option inside blender and outside, nothing seems to work.

Also, memory goes from like 70mb to 1500mb and freezes.

GPU : AMD RX480 4gb
CPU : i3 6100
RAM : 16gb


texts: How to paint vertices in different object using python scripts?

texts:
I use this code to paint:

import bpy

def random_color(obj):
    import random
    r = random.random
    mesh = obj.data
    scn = bpy.context.scene
    #check if our mesh already has Vertex Colors, and if not add some... (first we need to make sure it's the active object)
    scn.objects.active = obj
    obj.select = True
    if mesh.vertex_colors:
        vcol_layer = mesh.vertex_colors.active
    else:
        vcol_layer = mesh.vertex_colors.new()
    for poly in mesh.polygons:
        for loop_index in poly.loop_indices:
            loop_vert_index = mesh.loops[loop_index].vertex_index
            random_color = [r(), r(), r()]
            vcol_layer.data[loop_index].color = random_color

for obj in bpy.data.objects:
    if obj.type == 'MESH':
        bpy.context.scene.objects.active = obj
        bpy.ops.object.mode_set(mode='VERTEX_PAINT')

in the 3D viewer, I only observe the lase part of the plane is painted.

Another problem is,when I render it, the plane is all black because I don't add a light source. But should I add light in vertex paint mode?


texts: Add confirm upon release event to a custom shortcut

texts:
I've changed shortcut for pan 3D view to spacebar + mouse movement and it works fine because at the bottom of the shortcut edit window there's a View3D Move Modal section that allowed me to tell Blender to confirm (stop panning) upon releasing spacebar.
I'm trying to do the same for 2D view (node editor). I could set spacebar + mouse movement for panning but there isn't a View3D Move Modal section there.. when I release spacebar panning doesn't stop. When I hit Esc it does stop.
How can I configure the same behavior for 2D view as I could configure for 3D? I only have basic knowledge of changing shortcuts but no python scripting.


texts:
I have a model of a mountain that we want to use for 3d printing, however we want it to be a "wire frame / grid like" mesh when printed so its full of holes where plants can grow out of

Thoughts?


texts:
So I'd been using the grease pencil with no issues before, and now as I try to write/draw with it, I get the "nothing to erase" error as if I was trying to use the eraser tool. I'm not, it happens with the "Annotate" tool:
Something else that happens that is a bit hard to explain is: I'm using a laptop and a screen tablet. If I'm tabbed out of blender, looking at my laptop, and then draw using the grease pencil, it works, but as soon as I'm tabbed back into blender (from the first stroke with the pencil) it stops working and the Annotate tool acts like an eraser again. Is there any way to fix this?
(Not sure if it matters, but while trying to sculpt earlier, my tools would subtract while the + button was active, and add when the - was active. Idk if Blender is freaking out or if my tablet's pen has something going on?)
Anyways, thanks in advance!


texts:
I've been following this tutorial on how to build blender as a python module. I am current working on a Mac. I've successfully got the source from Git, but I'm stuck trying to edit the CMake parameters. The manual says the following:

The first thing I tried was running cmake ../blender, editing the ~/blender-git/build/CMakeCache.txt file, and running make (first option). But I got the following error:

The second thing I tried was setting the parameters on the command line (last option), but when the ~/blender-git/build/CMakeCache.txt file was generated, the options I had entered were not actually changed.

If I run cmake and make without changing any parameters, everything works perfectly. I must be doing something wrong. Any help is appreciated.


texts: Key frames appear in dopesheet but not in the timeline

texts: When animating, i just realised that sometimes when i add a keyframe, it appears in the dopesheet but not in the timeline!! Why?


texts: Is there a max size for saving openEXR multilayer files?

texts:
I have a file that has many different render layers. I'm rendering at quite a high resolution, so the combined information I want to save is quite a lot. Blender gives an error when trying to save a OpenEXR Multilayer file. I tried saving a test file, and I was able to save one, so the only difference I can think of between when it works and when it comes up with an error is that that I am trying to save is too large.
If there is a max size, or a maximum number of render layers, what is it?
Thanks.


texts: I want two boxes two collide with each other but they don't. I have triangulated the faces and the rigidbody has dynamic and active on. Keyframes have been set with the end keyframes ending up with the boxes at the same location.


texts:
I am new user of Blender, sometimes i cant draw the line, use pencil. I just touch the button of tool (line, pencil and so) and begin to draw, clicking in some space of worksheet and then the focus set on cursor tool. Because of i have no big skills I just can't imagine what is it
I dont know why. My solution is the load of default settings, but i think it is no correct.
Also i've read about grease-pencil, of create its blank instance but it stands still. Also reinstalling is helpfullsell


texts:
I wanted to rotate the nut in the picture around its own z-axis. So I turned the transform orientations to Normal. But somehow the rotation of this object as well as of the two adjacent obejcts ehaves in a way I don't understand. When I move the object along its normals it behaves the way I would expect.
I also added a new object (the cube in the background) and tried to do the same with it which works well.
If this is of any help: I originaly rotated the object this way by snapping it to another face, afterwards made linked copies and used a mirror modifier. But I can't seem to get behind this issue.


texts: Position, Rotation and Scale blocked when I imported model with animation, any help?

texts:
I recently made a polar bear model with an animation that I wanted to import into another Blender file, but when I imported it over using FBX (the animation stayed which was good) it's scale etc. cannot be changed and always returns back to the original imported state.
What am i doing wrong?


texts: Is there any way to create a perfect curve automatically without having to move the polygons manually?


texts: In Python, how to set the proper context in order to set the strength of a sun lamp (in Cycles)?

texts:
I'm trying to use Python to create a sun lamp (in Cycles mode) and then change it's strength.  I began by performing the operations manually and then copying the Python code that was produced in the top output area.  When I then run the script, the sun lamp is created, but I get an error before the strength can be set.  Here's the code:

import bpy

bpy.context.scene.render.engine = 'CYCLES'
bpy.ops.object.lamp_add(type='SUN', view_align=False, location=(0, 0, 0))
bpy.context.space_data.context = 'DATA'
bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value = 2

Which produces this error:

File "/Text", line 5, in <module>
AttributeError: 'SpaceTextEditor' object has no attribute 'context'

It seems as though the problem is that I'm not properly telling Blender what object I want to change?

The answer (thanks to poor):

import bpy
bpy.context.scene.render.engine = 'CYCLES'
bpy.ops.object.lamp_add(type='SUN', view_align=False, location=(0, 0, 0))
bpy.context.object.data.node_tree.nodes['Emission'].inputs['Strength'].default_value=3


texts: My objects just don't get any light in render. And they look like empty png in render. It happened one day, I was working in Blender 2.8. Than I installed 2.9 and the problem was gone for some time. Now it happen again. I`m not very experienced user, maybe I just pressed the wrong button somewhere.


texts: Blender crashes after rendering one frame

texts:
I'm very new to blender and I'm trying to render a short animation I created form a template. I've set up my rendering options/output properties following a guide I found, but after rendering a single frame (both as an animation and image), instead of saving the PNG to the correct destination, Blender just closes. I was told there could be something wrong with my output settings, so here's what I have:
https://gyazo.com/e30251ec66866b222abd9fb1d20b0188
I've tried changing my output location and selcting Cuda under preferences, neither worked.
Link to blend file:
https://www.dropbox.com/s/7y7qgoxncsyd3d0/20th%20Century%20Fox%20Template.blend?dl=0


texts: Is it wrong to intersect mesh objects together?

texts:
I have a decent amount of experience in Blender, however I have a question.
Is it wrong to have two objects intersecting each other? For example: If I was making a table and the legs were a different object, I would try to place them underneath the actual table, but instead of precisely measuring the pixels and attempting to align it perfectly, I would put the legs directly over the table so that they are embedded deeply into the table.
This is how I have been working in Blender currently, but I am worried that it could lead to some problems in the future.


texts: How to Add driver to modifier SimpleDeform-angle by scipt python in blender 2.8

texts:
I create script , that script add object, now i create, a modifier , and i want to simulate “Swinging” but i can not understand how it can be done,does anyone know how I can do? :

bend = object.modifiers.new(name="bend", type='SIMPLE_DEFORM')
bend.deform_method = 'BEND'
###noob example:
bend.angle.driver_add("sin(frame/20)")


texts: How do I rotate to see my object from a different angle?

texts: I'm a complete beginner to Blender. I would like to know how do I rotate in 3D (to see it from different angles from top bottom and sides) with mouse the initial 3D cube I can see in the initial screen.


texts: Preventing visible seams UV edges when baking normals from high-poly?

texts:
As you can see below, I am getting some hard edges along my UV seams when baking from high-poly to low-poly. I've tried baking in Substance Painter as well as in Blender with many different settings, and I get the exact same issue. If I bake to a 4k map the seams are less noticeable, but still definitely there. I just can't seem to find a rock-solid solution to fixing this issue. Now i'm just wondering if this is just something that we have to deal with while baking.

Details: Low poly mesh has no hard edges and is smooth shaded with no autosmooth. I've looked it over multiple times and can confirm that it is the ideal mesh for baking. It and the high poly mesh match up very well and I have to do very little finagling with ray distance.

What am I overlooking?

Edit: I've uploaded a .blend file with the high and low poly rocks here: https://ufile.io/gqn8bhbo

Here's a baked 1k normal map(top) and a 512x512 map (bottom):

The problem gets much worse with lower res textures.


texts: I need to fit UV map to the texture. To do this, I use proportional editing to move the necessary sections of the UV map. But when moving, vertices/faces that I don’t want to move are moved, how can I block / freeze them from moving.


texts: Why doesn't my Eevee rendered image match my view through the camera?

texts:
I have a single icosphere in my Blender project and I'm using 2.91.0.  My active camera has a background image of a few buildings and I have a foreground framing image that's a blue box that fits around the edges of the rendered area and the rest of it is alpha channel, so it can be transparent.  The icosphere has a brick texture.  This is all just for testing.
Here's the Blender window.  I've hit numpad-0 so the view is through my camera:

Note that I have two images specified in the Camera editor on the right, one for foreground, one for background.  I've also changed the offset for the background image and, in the Lens section (at the top of that editor - the top part of that section can't be seen), I've set an offset to put the sphere on the point of a small tower on a building.
In the 3D view, you can see the light blue frame I created (that's in the foreground image).  The rest of the foreground image is transparent.  You can see a bit of the orange camera image outline underneath the blue outline.  So the blue should be framing the image when I render it.
Here is the rendered image, using Eevee:

There are a number of differences:

The frame in the foreground image is missing.  (Note Opacity is set to 1.0, so it should be there.)
The rendered image includes the entire background picture, not just the area framed by the camera (which matches the area I have framed in blue).  The foreground image is the same size, in pixels, as the specified image size for rendering (set in the Output Properties editor).
The sphere has moved to the left and up from the position I set it in when looking through the camera view in the 3D Viewport.

To render, I just went to the menu and picked Render->Render.  (I use an iMac which uses the function keys, so I don't use them for individual programs.)
Why are there these significant discrepancies between the rendered image and the camera view in the 3D Viewport?
Blend file from blend-exchange:


texts: Render order of triangles is wrong with custom draw handler

texts:
Example code from GPU Shader Module (gpu) "Mesh with Random Vertex Colors" renders faces in wrong/weird order, what might be the cause?

import bpy
import gpu
import numpy as np
from random import random
from gpu_extras.batch import batch_for_shader

mesh = bpy.context.active_object.data
mesh.calc_loop_triangles()

vertices = np.empty((len(mesh.vertices), 3), 'f')
indices = np.empty((len(mesh.loop_triangles), 3), 'i')

mesh.vertices.foreach_get(
    "co", np.reshape(vertices, len(mesh.vertices) * 3))
mesh.loop_triangles.foreach_get(
    "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))

vertex_colors = [(random(), random(), random(), 1) for _ in range(len(mesh.vertices))]

shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
batch = batch_for_shader(
    shader, 'TRIS',
    {"pos": vertices, "color": vertex_colors},
    indices=indices,
)

def draw():
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')


texts: Armature bone duplicates itself when I rotate it in Pose Mode

texts:
I create simple armature. As you can see in video, left bones copy itself when I rotate it but this does not happen for right bones. How do I solve it? I don't want that duplication.
https://imgur.com/a/Rd6gVQt


texts: Base colour of a mesh shows up with weired lines after rendering in cycles in version 2.83

texts:
I added base colour to a mesh in blender 2.83... It was supposed to be solid colour but shows up with white lines which looks almost like brush strokes after rendering. Looks fine after rendering in eevee but in cycles it looks almost like brushed white ripples.
Can anyone help fix this !?


texts: How do I achieve the tri view in Blender?

texts:
How do I achieve this view in blender??
I've tried quad view but it's not the same effect.
I want to be able to assign different backgrounds for each view separately as Im using it to make a car model.'
Thank you.

EDIT: ok I found out how to do it, you get to any corner of any view and you just drag it. and then from view , you change it to whatever ortho you want.
Now how do I delete one of them if I made one by mistake?


texts:
I have 2 edge loops, and I want to create faces between them.

I have tried several options like Bridge Edge loops, Make Faces and Convex Hull, but none of these gave me result as I wanted. Please see below image

The actual result I want is like this-

Please tell me any solution to do this.


texts:
I am trying to reduce the number of vertices by the tutorial and when I press f6 like the video says nothing happens and the bar does not appear?
CGC Classic: Female Character Modeling Pt. 2 - Major Face Loops (Blender 2.6) , in this tutorial at 17:50minutes, a guy created a circle mesh and then by pressing F6 he decreased the number of vertices, however in my case F6 does not show anything at all.


texts: This is the continuation of my question 'How can I fix this SubSurf Modifier issue?':I don't understand why the UV don't follow the smooth surface of the sphere while all the corners and edges have a crease of 1 as I apply a Subsurf Modifier. Thanks.


texts: Wiil a speedtree cast shadow in cycles render?

texts:
I want to know how can I cast a shadow of a tree to my render.
If I use a speed tree in front of the light, will it cast shadow to the objects?
Or should I place a 3D tree model?
Or else should I place a plane with tree texture?\

Which one would be better?


texts: Running simulations and extracting data from Blender for analysis

texts:
Suppose I want to build a scene in Blender where many balls collide. Once everything has settled, I want to find out if a particular ball has rolled outside the circle, where the collisions occurred. I have a couple of questions in that regard:
A) How can I extract data from Blender to learn if the ball has left the circle?
B) How can I vary the initial conditions of the scene slightly and simulate many instances of the scene to discover the relative frequency with which the particular ball leaves the circle?


texts: how to display overall dimensions for furniture

texts:
Is there a way to display a furniture design’s overall dimensions in Blender 3D for the purpose of presentation?  Please see attachment for visual.

When I import a wrl file into Blender, the furniture design consists of many parts.  The only way I know how to get the bounding box for the entire furniture is by joining all parts.  However, there seems to be no way to get the bounding box to illustrate its dimensions.  In Solidworks, the bound box can display dimensions.  Is there a similar function in Blender 3D?  Thank you very much!


texts: Attempting to unwrap model for UV, results horrible

texts:
Hello, folks. I'm relatively new to blender and modelling in general. Everything has been going pretty good until my attempts at UV mapping has given me the result you can see above. I can clearly recognize the two faces of the object and even the edge, although it looks rather absurd. I don't know why it shows up like that, it's as if every single edge is shown three or more times on the UV.

My issue is with the infinite hexagons and rectangles behind them. Attempts to pull the items in the UV window apart resulted in nothing. According to Blender, the infinite rectangles and hexagons are actually what build up the object and not the clearly defined faces and edges. It makes no sense to me as there are no rectangles and hexagons on the actual model. I made two large seams around the edges of the faces of the object and connected them four times - twice at the bottom and twice at the top. I have marked on the image where the two large seams are connected by small seams.

How could I make this work without the unwrapped UV turning out in such a mess? According to Blender there are no loose vertices nor unconnected faces and edges, no doubles, etc.


texts: What is the difference between linear interpolation mode and vector mode in Graph Editor?

texts:
I am following some online tutorials for basic Blender animation. Over there, I have found that there are two ways to convert the default bezier curve line to straight line. We select the keyframe animation, before the following.
The first method is pressing "V" key (to enter keyframe handle type menu) and selecting vector.
The second method is right clicking and selecting the interpolation mode to linear.
Is there a difference in the result of the two methods? To my untrained eye the end result looks basically the same.


texts: Incorrect instancing Collection Instance on mirrored faces

texts:
I'm modeling mechanical bird wings. The workflow until now was:

Collection of feather parts
Instance Collection
Make a Plane, added Array -> Curve (linked to Bezier curve) -> Mirror (linked to Empty)
Link Instance Collection as a child to parent Plane, enabled instancing on Faces on Plane

Result - as you can see, left side is correct, right side is incorrect and I don't know why, nor how to fix it.

I've made a simplified .blend file if someone would like to poke personally (just a small note, Collection Instance "FeatherInstance", is hidden in viewport)


texts: I have several Render layers in my animation. I need to change value Light paths Max: 25 only for one Render layer, otherwise layer with hair looks bad. But when I change this value, it changes on all layers. I don't want to set such high value for all layers because this will increase rendering time. How to set different Light paths for different Render layers? Or is it impossible to do in one scene?


texts:
I have some problems with my grease pencil. Sometimes some of my new drawings do not show in draw mode. It looks like blender do not take into account the new strokes? But when I look to the edit mode it seems that the stroke is there!
It looks like I have some problems with key frames settings or key frames recording. If I set a new key frame I can add new stroke but the old one disapears and I do not want to start again (even if it is looking very simple I know)


texts: Help with marking keyframes for the timeline

texts: I am trying to work on a 2D animation in Blender, but the markers for the keyframes in the timeline disappeared because I had the express keys for my drawing tablet on. I am trying to make it so the diamond-shaped markers reappear on the timeline. What do I do?


texts: How to put a model in a T-pose automatically?

texts:
Is there a way to force a model to a T-pose? I need my model to be in a T-pose so that I can export it to Unity for a humanoid rig. But putting a model in a T-pose manually is hard.

So is there a way to do this automatically (something except makewalk script)?


texts: Material preview mode transparency (Blender 2.8 Eevee)

texts: I am in the material preview mode in Blender 2.8, using Eevee renderer. What material settings do I need to set, to get a transparent object in the viewport? The use-case is when modelling an object with reference side/front/top images - I'd like to be able to see the image behind the object that I'm modelling. Otherwise, the image is covered by the mesh that I'm working on.


texts:
I'm trying to replicate a text animation from GreyScaleGorilla (https://www.youtube.com/watch?v=NMMNTaI4wD8&t=2s) but can't find the right way to do it in blender.
I tried beveling the text, transforming the text to curve or mesh and applying different modifiers, I even tried animation nodes. But as my nickname suggest I am a noob in blender so I need some guidance here.

Thank you very much.


texts: How can I set the image to use the UV Map using the python api

texts:
I would like to bake normals (and potentially other parameters later) of an object via python code.

I came up with the following code, but it fails on the last line saying that it cannot find a valid image to bake to (I use the standard blender scene with the default cube).

I suspect this is because the image I created is not linked with the UV Map generated from the cube_project function.

How do I associate it to the image ?

Or maybe I am taking a wrong approach?

import bpy
cube = bpy.data.objects["Cube"]
bpy.context.scene.objects.active = cube

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.cube_project()
bpy.ops.object.editmode_toggle()

image = bpy.data.images.new(name="test", width=512, height=512)

bpy.ops.object.bake_image()


texts: Why is there no light passing through the window?

texts: I have attached a screen shot of no light passing through the window. The light strength is high, and the glass material I think is good. Why is there not a pinch of light passing or traveling inside the room. In the image the window glass is all black. What is missing in my nodes, so that light can travel inside the room?


texts: How to scale the scene relative to an objects metric values?

texts:
I have created an office desk in Cycles and am very pleased with the result and how it appears to the eye.

It is only now that I have changed the scale to the metric system and want to re-scale the table plate with metric values - so that it stays true to the real world measurements but at the same time, having the rest of the table (scene) change its values accordingly.

I had hoped there is a way to accomplish that without having to refit every piece by hand.

Thanks for any help!


texts:
I've been working on my 3d character in blender and have finished making a mesh and the character itself.

When I apply the armature to my character with automatic weights it gets messed up.

Before

After


texts: How to make emitted particles disappear when they hit a surface?

texts:
I'm wondering, how to make emitted particles disappear when they hit a surface? Is it even possible? The Boolean modifier (Difference mode) doesn't seem to work...

My question came after watching a (nice) Dereck Elliott tutorial. He creates the boat splashes with particles, you can't see the particles going through the boat because the boat is closed, but if it was open, how to fix this?

Using the Lifetime can only work if the 2 surfaces are parallel.

Thanks in advance.


texts: How to get a blend file from a link and append it using blender python?

texts: I want to be able to have a python script append a blender file from a link that it is housed in. I have the .blend file on my website and I want to be able to grab it from blender, and append it. Is there any way to do this?


texts: How to make Image Texture have white background and/or transparent background with a second white material behind it on the same object?

texts:
I have a creature in Blender that I'm trying to texture the eye of. Right now the eye is a sphere with an Image Texture Material on it. The Image Texture is a .png of a pupil with a transparent background. When I put that as an Image Texture on a material, it shows up with a Black background. But I want the creature to have a white eye behind the pupil.

How do I toggle with the settings to achieve a White background behind the transparent-background pupil texture png? I can attach pictures of my setup if needed but I've barely touched the default settings.

Thank you.

Edit: Solved! Submitted answer below.


texts:
I have an animation in Blender but every time I import it I get this deformed mess

How do I fix this? Blend file


texts: Why do I see my coloring for another object in UV Editing when I should see a grid so I can UV unwrap my cup?

texts: I selected the cup to UV unwrap it and when I clicked UV Editing it displayed a picture of the donuts coloring and not a grid for unwrapping the cup. How do I get the grid back? New to blender.


texts: Adding a keyframed Brownian Motion to an object

texts:
How can I give an object a motion like the particles' Brownian motion, keyframing the object location value for each frame?
Is there a better way than just using a random value?


texts: How can I use fractions with hotkeys for translation/rotation/scale?

texts:
For instance if I want to rotate an object by 360/16 degrees around the z-axis, I would expect to type: R Z 360/16. However the / key acts as a kind of toggle and midway through typing pressing / turns 360 into 1/360, so I end up with a rotation of 1/36016 degrees as the rotation if I were to keep typing.

How do I disable this and allow it to evaluate fractions or other python expressions similar to other transform property boxes?


texts: Glossy object seems dark and non-reflective

texts:
Hi all, having trouble seeing a good render (cycles) of this donut I'm trying to make. Setting is glossy, but seems dark and non-reflective, just looks like puddy and basically all other BDSF looks basically the same. Is not glossy/ reflective!

specs:
windows 8.1
intel core i5-4210U
GeForce 840m

Thanks


texts: Creating this halftone effect using Arrays

texts: I'm attempting to create this spiraling series of circles for a project but I'm not entirely sure how to do it, they will serve as a border and background for a central object


texts:
So i'm trying to make a fluid simulation where the fluid runs in a glass pipe and falls out. My problem is it doesn't fall out, it hits an invisible wall at the end of the pipe.
The obstacle is set to shell, i am in cycles render and everything seems to be fine. Does anyone know why it's doing that?


texts:
What criterium blender uses for order of items on a "Dupli Group" list ?
Thank you for help.


texts:
I have this problem:

I'm trying to make a water wheel rotation but i can't render it smoothly,

I've tried rotating it by 45/90/180° and it always have thise freeze from last frame to the first frame. Ending at the last-1 frame doesn't help much. And rotating by 360° doesn't help either cause it just doesn't turn, stays at the same position. I've tried different end frames like 30 or 60 frames for 30-60fps but it doesn't change much either.

Here's a gif of what it looks like when it turn 45° in 30frames

The end of the gif is just a buggy gid it doesn't do that in blender.

Thank you


texts: How to change default scale of new meshes added to scene

texts:
I have my setup configured for 3D printing, so I've set my Unit Scale to 0.001 and Length to millimeters.  This works fine except whenever I add in any new meshes to the scene they default to tiny.  For example, if I add a new Mesh->Cube it'll be 2mm which is almost invisible.  I have to scale it way up to be useful.
Is there a way to change the default scale of new objects so that they're relevant to the unit scale?  I've read in 2 other places that the size of new objects is based on the grid scale.  Some people said that changing the Grid Scale in Overlays will fix this.  Maybe it did in 2.8, but in 2.9, which I'm running, it has absolutely no effect.  I can set the Grid Scale to any number I like and it will still always plop down a 2mm cube.
Very frustrating because some of the more complex geometries (like say Torus or Metaball) that have options when you create them are too small to be visible, so you cannot see what you're doing.
Any ideas?
Thanks,
-Brian


texts: Defocus Node acting weird with blurred foreground. Fix?

texts:
I'm working on an animation, and in this particular scene, I have a close up of a naval gun turret.  I wanted to focus on the middle gun, but the defocus node gives me trouble.  In the image below, I have the camera focused right and all, but the way the in-focus cannon interacts with the one in front of it looks weird.

See how it's got that harsh line between the blur and the sharp one?  Ideally, I'd want the blurred foreground to sort of fade onto the mid-ground, which would make it look more natural.
Here are my camera settings and node setup:

And if it helps, here it is before compositing:


texts: How to change what an object is pointing at

texts:
I'm creating an animation of an airplane and was wondering whether there is a simpler solution to make it pointing at where it is going instead of manually animating it. I found this question: How to make an object point in the direction that it's going?

The answer suggest using paths, however it is very old and I can neither find the follow path constraint in blender 2.8 nor access the information in the blender wiki link as the page cannot be found. So I chose to ask a new question.

So here's my idea: We have already animated the path. So would it be possible to copy the object's motion to a point object (or any other object that won't be visible in the final render) and off-set it by one frame or so. Then the point will be one frame "in the future". This should work, however I cannot figure out how to change where the airplane is pointing at. Is there such a function in blender and how can it be accessed?


texts: Extrude Individual Polygons Proportional to Polygon Area

texts:
I have a selection of polygons that I plan to extrude individually, but I need the distance each polygon is extruded to be proportional to the area of the polygon, so that larger polygons are extruded farther than smaller polygons.

I figure I loop through the active selection of polygons, get the area of the polygon, use the Extrude Individual and Move tool with the extrusion distance equal to the polygon area times some scale factor.

But I'm not sure where to start — I assume the selection of polygons must be accessible through context, though I haven't found it yet. And I'm not sure how to use the bpy.ops.view3d.edit_mesh_extrude_individual_move() tool either, but that too seems like it should be very straight forward, I just can't seem to find my footing.

This also seems like it would make for a good option on the extrude tools. To get really fancy we could even allow for a user entered formula to determine the relationship between the polygon area and the extrusion distance, which I suspect could lead to novel results. Recursive extrusions with arbitrary or random tilts or scaling could make for an interesting tool too, though all that is way beyond what I'm looking to do here.


texts:
Snap to face isn't working. After enabling it, I selected the face I want to snap to and pressed enter (which I think is supposed to be done) and my snap to bar on the bottom looks like this.

I want to move this vertex

but it ends up like this, even with snap on.

Help?


texts: Unexpected Gaps Between Linked Mesh Objects using BlenderGIS addon

texts:
What I am trying to do

I am working on building a very large mesh terrain using height-maps (DEMs). I am trying to accomplish this by tiling the DEMs using QGIS that maintains the georeferencing data on each tile. Using the BlenderGIS add-on, I import the mesh as a RAW DEM and use Delaunay triangulation to generate the mesh. I use QGIS to generate a hillshade texture and tile that with QGIS using the same parameters for the DEM and then apply to the mesh using nodes.

The Problem

Each tile is imported and save into it's own blend file. I link the mesh object from the external .blend files. Since the entire scene is georeferenced, the tiles are placed in the appropriate location. However, I get these small lines between each tile. I am not sure how to fix this. Is this a problem with the add-on or am I doing something incorrectly?

Since I will ultimately be moving this to BGE, I would like something that is BGE-friendly. However, if the solution is modifying something inside my external .blend files that does not apply.

Here is a screenshot of my tiled mesh 3x3 size:

Here is a screenshot of the mesh with a texture:

Each tile is a 500m x 500m square for a total size of 1.5km x 1.5km. Once I figure this GAP thing out, I plan to switch over to BGE and build a LOD. These are all high poly but I also have low poly version already created for these 9 tiles. When ready, the entire mesh will be about 31km x 31km in size.

Update

I contacted the BlenderGIS plugin developer on Github. He suggested using a smooth modifier, which did not seem to resolve the issue. It only forced me to make all the linked files local, but the gaps remained.

The developer of the add-on suggested to shift each tile by 1 pixel. This sounds reasonably simple for the pictures shown. But when all is said and done there will be about 3000 x 3000 tiles to shift.
Is there a way to create a predefined grid of a specific cell size that I load the tiles into and swap tiles as the camera moves?


texts: How to remove text written over top of FloatVectorProperty

texts:
I'm writing a panel that displays a vector that in meant to indicate the direction of a normal.  Using FloatVectorProperty with subtype="DIRECTION" would seem ideal for this, but the result has the property name written over top of the control.  Since the property name is already written above it, is there a way to remove this name from the control display?

import bpy
from bpy.types import Panel

class NormalToolSettings(bpy.types.PropertyGroup):

    normal : bpy.props.FloatVectorProperty(
        name="Normal",
        description="Direction of normal in Fixed mode",
        default = (1, 0, 0),
        subtype="DIRECTION"
    )

class TestPanel(Panel):
    bl_idname = "OBJECT_PT_test_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Test Panel"
    bl_category = "Test Panel"

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

        scene = context.scene
        settings = scene.my_tool

        col = layout.column()
        col.prop(settings, "normal")

bpy.utils.register_class(NormalToolSettings)
bpy.utils.register_class(TestPanel)

bpy.types.Scene.my_tool = bpy.props.PointerProperty(type=NormalToolSettings)


texts: I just tried to install Node Wrangler. When I went to enable it, the box was greyed out. But not only the new Node Wrangler addon, ALL of them! Every single addon is greyed out so that I cannot click the checkbox to enable them. How can I fix this and enable my addons?


texts: Is it possible to change the strength of a magnetic force throughout an animation? I would like to increase the strength from -2 to 0 and then to 2. If you can help that would be great!


texts: I want to make it so when the player presses spacebar they cant press it again in another 1,5 seconds, im not sure how to use the state or delay sensor/actuator someone please help :)


texts: Copy part of a UV sphere to rounded surface

texts:
I have a project with a UV sphere and I would like to copy only part of the sphere to a rounded surface:

I have selected the vertices of the surface that interests me but I can't seem to find what is the next step to copy the selected surface to another project (if I do a simple Ctrl-C Ctrl-V then I copy the whole sphere).

Any help would be greatly appreciated,

Anthony


texts:
link: https://drive.google.com/folderview?id=0B9MnoB3KD97sbjNJQWg1MWkyNnc&usp=sharing

I have a light source, but it renders black

Can anyone see what the problem is?


texts: Textures are only appearing on Texture Paint tab

texts:
I imported a .DAE file with JPEG textures.
Blender is not showing these textures in any tab...

... except Texture Paint tab:

How to see the textures in all tabs?


texts: how to a make the camera fade off as fog rather than straight clipping?

texts: My render image current has a hard clip. I can extend the cameras view to 100,000 and it still clips. what am I doing wrong


texts: Transparent object showing up in render layer mask?

texts:
I have this transparent plane which is the texture face of my character. It's attached to my character which I render on Render Layer 2. On Render Layer 1 I render the background, and on Render Layer 3 I render the shadows (using the "Shadow Catcher"). I have Layer 2 set as a mask for Layer 3 so the shadows have cutouts in them.

However, when I render and composite these, the shadow has a weird cutout in it where the face plane is. The face plane is transparent, though.

How can I resolve this? This shouldn't be cutting out the shadow because it's invisible, yet it is. Is there a fix?

Thanks!


texts:
I have been using makehuman for a while and when I import certain objects I have issues. The biggest one im experiencing is missing faces. All vertex show up. In fact kode there is nothing. I tried clicking on missing faces, they simply do not exist. It will take forever to recreate all faces. Looking for a better solution.
What I tried.

Reverse normals, no existing normals to reverse.
File, extrrnal data, make all paths absolute.
Made sure blackface culling was off, exported as obj and reloaded same issue.
Retopolgize, mesh completely disappears

Also with transparent hair texture, I cant get that to work right either. Put transparency value to 1 and o. Nogo.  (Fixed)
Please help.
Image 1 is what it looks like in makehuman, image 2 is with it selected, showing no faces
[1]: https://i.stack.imgur.com/j9Dao.jpg![enter image description here](https://i.stack.imgur.com/Utybk.jpg)


texts: (Animation Nodes) How do I get an object to follow a spline without rotating along it?

texts: Fairly simple question but I'm new to animation nodes and don't know how to do this. I want an object to follow a spline using the Follow Spline Action, but maintain its rotation. Basically like unchecking the "follow" box in the curve data, but with nodes. Is there an easy way to do this?


texts: How to make the cloth object simulate out of my collision body in blender?

texts:
I am simulating a cloth over a body obj. I have a problem with my cloth getting inside of the body before the start of the simulation. If I apply cloth physics to the shirt and collision physics to the body obj, some part of the cloth gets stuck inside the body obj. What parameter should I adjust to make the cloth come out and behave normally?

Thanks


texts: Volumetric Light not working on Cycles (but good in preview)

texts:
The volumetric Light shows pretty well in viewport preview, but doesn't render at all in Cycles.

4 point lights - Strength: 1000

A cube with a Volume Scatter / Density: 0.2 / Anisotrop: 0

I've made simple scenes for testing and it works, I don't know what is happening here, maybe someone has an idea of what could be wrong here?

Thanks!


texts: Wondering how to make an iridescent and slightly translucent object?

texts: So I am trying to make a crystal in blender that has this kind of light translucency as well as iridescence within a certain color range. I'm pretty new to Blender so I'm sure it's something I'm just not very familiar with but I tried to kind of modify this video's method to not much success at dialing in the color of the iridescent range. This type of crystal is called Sunset Aura Quartz if you'd like to see other examples.


texts:
I made a creation on blender 2.9 yesterday, and I baked some some elements. I saved and... switched off my computer. This morning, the baked files are deleted =/ My bad I will know for next time!
So I have a question, can I somehow, "unbake" and bake again so I can recreate these baked files, or do I have to redo my complete scene?
Thank you for your help :)


texts: How do i save my blender animation once it has already been rendered?

texts: I already have rendered my animation, but i discovered that I hadn't put a file location in the 'output' section prior to rendering it. If i select 'play rendered animation' blender says it cant find the file location, and it cant play the animation and i cant save the animation to my computer. is there a way to choose a file location after the animation has already been rendered?


texts: Blender crashes when I try to render while checking denoiser,  what can I do to still use denoiser without blender crashing?


texts:
I made a super basic design just a 2 texts with curve modifier. But when I render it (cycles mode) it has weird shadows.

I tried to adding smooth modifier, edge split modifier, increasing sampling changing font and changing lights but they didn't work.


texts: How do you execture the subdivide function on the multiresolution modifier in python?

texts:
I have add the MULTIRES modifier to an object in Python and would like to trigger the "subdivide" function. Since in Python you define a modifier like so:

obj.modifiers.new(type='MULTIRES', name="test")
obj.modifiers['test'].subdivision_type = 'CATMULL_CLARK'

How do I call the subdivide function? The Python info window is not helping neither it just says: (bpy.ops.object.multires_subdivide(modifier="test")).

And all my current attempts throw errors:

bpy.ops.object.multires_subdivide(modifier="test")
obj.modifiers['test'].multires_subdivide(modifier="test")
obj.modifiers['test'].multires_subdivide()
obj.modifiers['test'].subdivide()


texts: Can I somehow accurately only apply weight paint on faces pointing upwards?


texts: How do i create low lying smoke (similar to Zootopia), in blender

texts:
Hello Blender community,

I am a huge fan of the Disney movie Zootopia, the amount of physics and detail really drew me into 3D animation and design. Although I always had an interest in 3D technologies, designs, animation, etc. This movie really pushed me into getting into making 3D stuff, and learning Blender.

Anyway, as a learning experience, I decided to take multiple different 'animating techniques' of the movie and try to replicate in Blender.

The scene I'm trying to replicate? The Limo scene, specifically the low, lying smoke.

I have analyzed this scene many times and I have concluded on some of its properties

It lively collides, with the characters, meaning that it is not a textured material, it is most likely mesh based.
It has a lower temperature value than other objects, which is why when the characters breathe, an amount of fog appears (This is because the movie was designed in the Hyperion Renderer, I don't really need this, but if you know how to make this please let me know)
It is somewhat fluffy, although not cloud-like. When a mass of this smoke comes together, it makes a fluffy looking mass.
It is affected by gushes of air, when Judy (the bunny) lands on the ground, a gush of air extrudes the smoke around her. Sudden movements have this effect as well.

Now I'm pretty sure that making this is in Blender is difficult or even impossible, considering that Disney has their own proprietary rendering engine named Hyperion and they can drop smoke in within a couple of clicks. And they have HUGE render-farms that can render these details.

But I just wanted to know if it is possible. As I may be getting an internship for Disney Animation, I need to know this stuff

UPDATE:
So, I see that using a still frame from the movie to demand something that needs multiple frames, is pretty stupid

So feel free to study this clip:
https://www.yahoo.com/movies/zootopia-clip-fur-skunk-170000173.html
(and if you haven't seen the movie, do yourself a favor and please have a watch)

Also, I would like to know, how to smoke kind of 'flows', the way that it lies low to the ground moving. Not just stuck in place similar to how Cycles does it.


texts: What is the ideal topology for a shoulder joint?

texts: Modeling the shoulder joint of humanoid models is often a sticking point for me, due to the many degrees of freedom a shoulder has, and when rigged, my shoulders often pinch badly. What sort of edge loops and placement is best for that complex joint? Or is this more of a rigging/skinning issue than a modeling issue?


texts:
I am trying to recreate the following kind of static picture (particles positioned in a circle, with some kind of "motion trail" behind them to indicate a velocity) using Blender v2.79 and the Cycles render engine :

The easy part for me was to model the water molecule. To randomly position them, I created a circle and used the Particle System modifier. This is what i got so far:

The circle border is missing, but this is no problem, since I know how to add it.

Two questions remain:

1) How can I make the positions of the molecules more uniform, but still unordered (not regularily ordered at least)? E.g. I don't like that some molecules overlap.

2) How can I add the motion blur trail to the molecules? I've never done something like this, and "regular" motion blur, e.g. by decreasing the shutter speed, would also blur the particles themselves, which I want to avoid.


texts:
I want to get the per-edge position in uv mask,The position here refers to the x, y coordinates(in image coordinate system) of a series of pixels forming an edge,for example:
Assume we get a unwarped uv map like below:

That uv map has 31378 edges and the resolution is 500*500,The output of what I want is:

A list that length is 31378, assume its called edge_index_500,each element of edge_index_500 is combined by two array,array 1 store x coordinate of the serials of pixels that form a edge,where array 2 store y coordinate in correspondence.

How to implement that with python script?


texts: How do I create an equilateral tetrahedron?

texts:
How to design an equilateral tetrahedron where all edges are of equal length?

Is there any general principle to follow when modelling platonic shapes?


texts:
There's a shadow showing in vertices, how can I make this disappear?

Seems like something is wrong with the model.


texts: Transition effect (common material to grid material)

texts: Please tell me how i can achieve this transition effect. Only Compositing? Or can this effect be achieved in another way? Suppose I want to apply this transition effect to only one mesh in the scene.


texts: how can I have 2 normal sides of a plane?

texts:
I notice that some obj that I import into blender in a plane shape (like a cape, wall) both face sides are visible, instead of only one as a default in blender

I would like to know how to configure that in a new mesh in blender. Currently I have to use box for such requirement that increases complexity modeling it and creating unnecessary faces

thanks


texts: How to assign different scenes for workspaces in Blender 2.8?

texts:
In 2.79 I could select a workspace, choose any scene and easily switch between workspaces - for example I had one scene for modeling and another one for VSE.

But in 2.8 I can't find a way to do so. It seems like scene selecting is now a global thing and switching between workspaces shares the same scene.

As you can see green highlighted part is a scene created specifically for Video Editing, but if I switched to workspace Layout - I'd still be viewing this scene.

I used to this so much, cause Blender doesn't allow to use same scene as strip in VSE.


texts: Fastest way to create thousands of unique objects

texts:
Question

How to add thousands of (actually more or less 100,000) unique objects in a reasonable amount of time (meaning that there is none or less increase of computation time per object). With unique I mean that I calculate the vertices for every object in dependence of two nested loops.

Problem

The amount of time needed for creation increases exponentially which is still acceptably for a few thousand objects but gets worse after these. So, my script has not even finished creating these objects (with less than 10 vertices each) after 48h running.

Details

At the moment I use "the data method" described here in the Blender wiki to create the objects which should be more effective than the "operator method" or "primitive method". Even if I remove the .update(), .link and .active calls (for testing purpose), the time still increases exponentially. I don't know which other call causes this time increase or if there is another reason for it.

Due to the nature of the problem, a speedup of a factor of 2 or even 10 will not help much as at some later iteration the computation time is still be incredable large.

How can I, if even possible, create objects without this time increase by interation?

Code snippets

def createMeshFromData(name, origin, verts, faces):
    me = bpy.data.meshes.new(name+'Mesh')
    ob = bpy.data.objects.new(name, me)
    scn = bpy.context.scene
    #scn.objects.link(ob)           #needed but commented for test purpose
    #scn.objects.active = ob        #needed but commented for test purpose
    me.from_pydata(verts, [], faces)
    #me.update()                    #not needed for my purpose
    return ob

def createObj(name, Verts, params): #Verts: list of Vectors
    for i in range(Verts):
        Verts[i] = #modify vertices according params
    ob = createMeshFromData('Obj', Vector((0,0,0)), Verts, faces)
    return ob


texts: Animation on blender 2.72 does not work on blender 2.71

texts:
I have done some animations on my Mac pro using blender 2.72. However, my laptop has not GPU. So, I am using an other linux pc to do the rendering using blender 2.71. Unfortunately, the animation does not work as expected on linux machine.
I remark that the armature animation is the same and work as on my Laptop, but the clothes and body does not follow the animation. What is the problem and How can I fix it ?


texts: My object has a top and bottom in 2D curve mode but not 3D. How can I fix this?

texts:
I wanted to create a model from a .svg image in Blender. This model is going into Garry's Mod, so it must be in 3D mode. Even if I export in 2D mode it will show up as in 3D mode.
Here is the SVG in question.

I imported it properly, extruded, and ready to go.
As you can see, it looks great.

However, when I change it to 3D mode, it shows me this.

I didn't know if this was an issue or not, but sure enough, it does not look right in-game.

How can I fix this?
Using the Source Tools for Blender, Crowbar and VMTEdit.
Here's a screenshot of my settings.

Thanks in advance
EDIT: Even when I export it as a 2d curve, it doesn't work right with GMod. I don't know if it is a Blender issue or GMod issue.
Should I make it a mesh item?


texts: AttributeError when moving object with script

texts:
I want to select an imported object and move it to a specific location. The object is imported in an earlier part of the script. After the import i move it with the following part of the script.

import bpy

# Select object i want to move
bpy.data.objects["Cube"].select = True

# Move Origin to geometry and move object to location
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

bpy.context.object.location[0] = 0
bpy.context.object.location[1] = 0
bpy.context.object.location[2] = 0
bpy.context.object.rotation_euler[0] = 0
bpy.context.object.rotation_euler[1] = 0
bpy.context.object.rotation_euler[2] = 0

When the script is on position bpy.context.object.location[0] = 0 console gives following error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'location'

I understand the message, that my Cube has no location attributes. But he must have them. When i select him with right mouse and type bpy.context.object.location[0] = 0, no error is given and he moves to the position i want.

Do i have an error in the selection-part of my script? How can i solve this?


texts:
Added a bone to a skeleton then applied automatic weights, now my mesh is bigger than my skeleton.

I tried everything to fix this. Any tips? I'm a beginner with Blender.


texts: Object that is not in preview is in render

texts:
I am new to Blender, and decided to try making a short animation of a metal monkey head exploding.
I wanted to export it as an MP4, so I followed the instructions( going into the render tab, setting it to export as MPEG video with h264 in mp4 encoding), however, when it renders, the MP4 file is complete blackness with a tiny picture of a green and orange checkered cube that undergoes several light changes.
At first, I thought it was because I didn't have enough lighting, as that is what problems like these usually are. However, it is not, because first of all, I added a sun to the project and got the same result, and second of all, the green and orange checkered cube has had visibility turned off. The camera is also facing the monkey object, I made sure of that by setting my perspective to be from the camera's POV.
Why does it appear to be cropping the green and orange cube, and why is it showing that cube in the first place?
A portion of the exploding monkey animation preview

Render

EEVEE Engine

Cycles Engine

Let me know if you need more info.
Thanks!


texts: How to retain 3D Viewport and Outliner settings while changing workspaces?

texts:
I often cycle through Workspaces layout tabs, 3D Viewport and Outliner are changing their appearance. Is there a way to fix it?

For example, in the first tab I use object mode with particular camera view and look dev shading, when I switch tab all this changes to edit mode, camera changes angle and shading changes to solid. I don’t need it.


texts:
shader texture(
output color bg = 0
){
float s= 0;
float t=0;
string im = "C:\Texture\ima.jpeg";
bg = texture( im, u, v);
}
i try to import image texture in osl script.
but the uv is not working.


texts: Tracking modifiers not working for Armatures in Edit Mode

texts:
So I am coming across this annoying thing in Blender 2.9, which should still be similar to 2.8. So I am making this cylinder in Blender and I am trying to make an armature's bones go all away around it perfectly, which has to be perfect as if it isn't then when animating or posing, it would glitch out and such, as I tested before. So I came up with this idea to create a cylinder inside the cylinder, make it smaller, and such like that and add tracking to the armature.
It was working all great in object mode as it was working great. But when I went into edit mode and duplicated the armature and moved it around a bit, it wasn't pointing towards the inner cylinder. I then seen on the first bone created of that armature if it was working for that but no it was not. It only works in Object mode. How would I come across to fix this as I really do need a list of bones to go around a cylinder in a perfect circular formation.
If this isn't possible, which I really don't know why it would, I wouldn't mind hearing some alternatives that could help me achieve this.
I have also tried look on the internet for similar problems but found absolute zero. And there wasn't much results. Like about 43,000 results. Which is why I am asking, because of that low result. I also tried regex search and was even lower to no results at all.
Edit: Just like to give a quick update that I do in fact still need help with this. I am literally trying everything to see if I can get it to work as expected but nothing at all.
Edit 2: So, I decided to do it the long, which was to stay in object mode and duplicate the armature that way and then parent them all. Which isn't actually an efficient way, but it will do now. It is also messy as well as when parents it as bones, the duplicated armatures can be seen parented by the parent in the outliner. I will still accept an answer though so I can do it more efficient.


texts: How to use Blender to size 3D objects based on photograph and a reference object

texts:
I am a Blender beginner and therefore hope that this question is not too basic for the pros.

I am trying to reverse engineer the dimensions of a riverbed based on a photo taken by a drone and a 3D model of a weir structure, which happens to be in the picture too ;), see model and picture below.

In the picture, the red lines delimit the riverbed and I need to know their length as well as their distance from the weir structure and from each other.

My idea was to render a picture of the 3D model of my reference object in Blender that matches the actual photo. After having a match (and thus having calibrated the camera position as well as its properties), I wanted to "find" the 3D position of the red lines by adjusting my 3D model (basically drawing these lines in 3D) and rendering it again until the lines on the 3D model match the red lines in the picture. This would then give me a 3D model to extract all the dimensions I need. (Note, I could draw the 3D lines on a plane as I can reasonably assume that the river surface is close to a plane.)

Now, I figured, apart of requiring the 3D model of my reference object, I would need information on the camera. What I know is the drone and the type of camera that was used (DJI Phantom 3 Professional with f/2.8 lens and 94⁰ field of view).

After unsuccessfully trying for days to find the position of the drone and the angle of the camera when the picture was taken, I thought I'd ask you guys how to go about this task of camera calibration and dimension reverse engineering.

I hope there is a simpler way and certainly appreciate any help you are willing to give!


texts: How to smooth out the slope between two fragments?

texts:
I have a model where the curve between the two surfaces needs to be smoothed.

The one near the left border of the red rectangle and the other on the opposite side. What I need to do, is change the angle between the two fragments.

I think the 2nd image speaks for itself. The red line shows how it looks right now and the green one shows the effect that I'm looking for.

Does anyone know how can I achieve the desired effect?


texts:
Ok so i am a bit of a noob in blender, so I need help with this.

I am trying to texture something, but there is no texture button where there should be, because the blender edge window cuts it off
here's a picture