texts: Can't get rid of old data after copying fluid sim

texts:
My situation

I have a fluid sim in which a cube standing in a puddle

melts entirely into a puddle

To make the melting simulation more realistic i set the speed of the fluid sim to a very slow pace.

The next step is to add more fluid from an inflow. For this i want to make a new fluid simulation which already contains the final puddle of the melting simulation and grows from an inflow.

My problem
When i was trying to copy the final puddle of the melting animation and start a new one with it, it seems like the old baking data still remain.

To copy it i selected the puddle in the frame i needed it from and used shift + d to copy the object. Then i applied the fluid modifier to remove all its physics. I set a new domain and baked it again.

For some reason the new fluid sim still contains the cube of the old one, even tho the fluid object i copied and created isn't a cube.

What i have tried so far to fix it

Removed all the simulation settings (including obstacle, fluid and domain) and set them new
Removing the cache folder of the blender save files
Renaming/Changing the save files locations
Recalculating normals

Here is my .blend file

Can anyone tell me where those old bake data come from and how i can get rid of them so i can finally get on with my life


texts:
The standard text looks really ugly in GE, you lose ALL the format settings of your text and end up with a very low quality pixelated render text that doesn't support even a material for coloring, not even the fonts looks the same.
So the solution is to "bake" your text transforming it in a mesh polygon object. whith the command (alt + c - Mesh from Text) But that way you lose the ability to update your text in game, for example using a "string text property"

I found that option in the text settings called "Object Font" witch allows you to pick objects and use them as characters. You just need to name your objects whith a common name. (eg.family-a , family-b and so on) and I got it to work right, I thought that this was the solution for my texts in game. So I started the process of making each character, and half way I come to test just to discover that it helped in nothing. it doesn't work in GE. I got only the ugly text from before and no signs of the polygon characters.

Some one in there knows how to get the "Object Font" to work in GE, or know other efficient methods for putting 3D text that you can update in game?


texts: How can I copy object keyframes to a bone?

texts:
Here is a video that I made for better understanding:
https://www.youtube.com/watch?v=0zIEXf2Enzw

If I try doing this in the dope sheet action editor then my bone keyframe works correctly but the problem is that those keyframes attached to the object mode not to the pose mode. I tried using the F curve editor with ctrl c and ctrl v keyframes but then my bone is messed up.


texts: I'm trying to make ocean but I cant to make the ocean had that feeling of depth


texts:
After I finished sculpting and retopologizing my sculpt using Insta mesh. I want to create a hair for my character. But however, when I try to groom the hair, it start to lag and slow down.
 It is slowing and lagging when I am trying to comb it

So I tried to create a basic hair using a cube that is subdivide to 3 subdivisions and it worked properly and smoothly when I tried grooming it
Why is it lagging when I am trying to groom it in my sculpt? How can I fix it? Please help me


texts: Freestyle Line Flickers in Animation - How to Control?

texts:
The Problem:

I'm attempting to adapt one of my vector-based characters to a 3d format for animation. This character, being a vector drawing usually, has big clean lines and cell shading.

Notice though that there is line flickering around the armpits and sometimes in the head region.

https://youtu.be/e2QG7gkwFtg

Attempted solutions:

I've attempted to solve this by using Face Smoothness settings, Chaining, and Min 2d (20), but no change on this.

Other examples:

I've looked at some other examples, which are mostly anime, and it seems that the drawings are complex enough where the issue I point out is not noticed (ie, many lines, nobody cares about flickering because its lost in the complexity) but with a character like this perfection is needed.

Any advice or is this an official limitation of Freestyle? I am not against custom scripting (I do python) if someone cares to tell me what angle I might approach this from.


texts: How can I make elbows and knees on this without distorting the texture?

texts:
This is my model:

(source: ezimba.com)
It has two triangular vertices on the front of the arm.

(source: ezimba.com)
How can I change the number of vertices to allocate for the texture without distorting it?
My .blend file.


texts: Why do multiple keyboard inputs stop playing an action?

texts:
I have a simple character, who has simple animations. In the logic editor, I have a Keyboard sensor (W) > And controller > Action actuator set to Loop stop.

I did the same with another keyboard sensor (S). When I play the game and use W it's fine, and when I use S it is also fine. But when I press both of them (W+S) and let go of only one of them, the animation stops.

This only happens when I wait for a second after pressing one (W or S) and then press a second. In other words, the game is fine until I press 2 of the functions at once.

How can I let both W and S work fluently with Loop Stop enabled?


texts: mtl file after exporting comes without texture map (map_kd ...)

texts:
I am quite new to blender. I have retopologized a high poly model with texture and then bake the texture  (all in cycles) to the new model in blender. When I export the obj file the mtl file comes without the map_kd texture reference.
I exported with the following settings: Selection only, appply modifiers, Include edges, Write normals, Include UVs, Write materials and Objects as OBJ Objects (aso tried with "Material groups").

The texture is applyed with the following nodes: Image Texture - Diffusse BSDF - Material Output.

Any tip about what am I doing wrong?

Thanks!


texts: How To Have Fine Control Over Rotating Objects

texts:
I recently downloaded this jet from BlendSwap which has dual propellers on the wings. The propellers do spin on their own when the animation is played.

But when I do animations, at some point I'd probably make a plane or a helicopter to slowly start up its propellers/rotors before they reach top speed and the vehicle lifts off.

Is there any way to make a spinning object slowly gain rotational speed, hold it, then slowly decrease (like in a landing)? I tried a Transformation constraint to a spinning emtpy and keyframing the influence, but the results didn't seem to go well. . .


texts:
I'm trying to make a railroad of some sort, but i've just hit a wall. When trying to use the array modifier on the object group, I couldn't find it.

I'm linking my objects between different blender files to keep modifying possibilities. And I'm grouping them so I don't have to apply a modifier to 15 different objects.

I can't join the objects, because that messes up my materials. And i've tried to make them parents, but that wouldn't follow from the source blender file to the parent file when dynamic linking.

Is there a way I can make an array of the group follow the curve or a way to link/join/group my objects together while keeping my materials and editing possibility so that I can use the modifiers a single object?

I hope that my problem is clear,
Thanks !


texts:
I’ve gone through tutorials on making an object glow in cycles but these seem to be geared towards saving a single image in viewer mode. Is it possible to get cycles glow with the glare node in a multi-frame animation?
Thanks,
Rusty


texts: A problem about bevel after bool modifier

texts: I created a plane and extruded it to a cube. I added a bool modifier and a bevel modifier. Then i saw wrong result happening as the image shows. I tried to find out why and turned out that a cube(not a plane extruded one) with the same modifiers worked fine. So i'm wondering what's the reason causes that.


texts:
I'm wondering about modeling a working grandfather clock.

I've been using Blender for a couple months now, and I've had the opportunity to experiment with modeling, texturing, animating, and compositing. I haven't done much with physics, though, so I don't know if this is even possible.

Just to clarify, I'm talking about modeling a whole clock. The gears, the pendulum, everything. I want it to work, not just look like it does.


texts:
I want to install the rock generator for v2.81.16 and I found this answer, v2.81 Rock generator

I have downloaded the zip and installed it as described but I still do not have the rock generator. I have lots of other addons so I think I placed the contents in the correct directory. Has something changed since this linked question was answered?


texts: Cycles and quick smoke: the fire doesn't show up rendered video

texts:
I'm trying to render an animation. It's a space launch vehicle that is moving up, and I've added a quick smoke effect with a square mesh attached to it at the bottom, but when I render it, the fire doesn't show up at all. I can only see the smoke. Are there any particular settings that I should change or add? I rendered it in blender cycles. I would really appreciate if someone out there knows why this is happening or if there are setting that need to be added, or modified.

Thank you,
Mari


texts: How do I import an advanced auto-generated rig to Unity?

texts:
My question is fourfold.
It is about blender's own Metarig, Lucas Veber's (Artell's) Auto Rig Pro and Blender's Blenrig.
1) What is the difference between Metarig, Auto Rig Pro and Blenrig?

2) I intend to use one of the following to rig video game characters (both humanoid and non-humanoid), which would be best suited for the task considering that I would like to add an extra bone to the rig for parenting weapons and tools to?

3) I have mocap data for humanoid characters, which of the rigs can best pick up that data?

4) (a) As far as I know all the above rigs generate extra bones for advanced body control, will that be too heavy for a game engine to handle considering that there may be up to 2000 characters on screen at a given time? (b) And if so then which extra generated bones can i delete from them without messing up the animation? (c) Also settings should set to export them as FBX?


texts:
Whenever I change the Armature tab from Pose Mode to Object Mode , or Edit Mode to Object Mode. it doesn't work. The bone is also hidden as well. I tried to fix the armature to Object Mode and Using Ctrl + H to unhide the bone, didn't work too. But the vertex still fine. And I don't know how to fix it.

If anyone can fix it or have a link with the same topic will be very helpful.

tried using blender v2.79.4


texts: Using VideoTexture.ImageRender to get camera image

texts:
I am currently building a simulator using the Blender Game Engine. I got stuck at the point where I need to extract the camera image from the virtual camera.

I've found the VideoTexture.ImageRender class but this class does not provide any image.

The code I am using is the following:

import GameLogic
import VideoTexture

scene = GameLogic.getCurrentScene()
cam = scene.active_camera

imageRender = VideoTexture.ImageRender(scene, cam)

imageRender.refresh()

if(imageRender.valid):
    print(imageRender.image)
else:
    print("No image available")

The output imageRender.image is always None. Am I missing something? Anyone knows where the problem might be?

Thank you very much for  your help.


texts:
I believe there is a glitch in blender. When I move the metalic shader in the principled bsdf it is completely unresponsive. I am unable to make the trash bin metalic. I tried uninstalling blender with no result.

Here is the blend file:
https://dropmefiles.com/VoaUy


texts: Visual imperfections while rendering with scattering atmosphere

texts:
I've been experimenting with a photorealistic animation of an Earth-like planet, but I've been having a couple of rendering issues regarding the atmosphere volume material:

Visible red areas on the planet's night side, where it should be black. This is much less noticeable when switching from computing with my GTX 980 to a CPU compute, but still visible at certain angles.
The rendered volume appears to be as if it was rendering with a flat shading, as the edges of the geometry can be seen from the shaidngs of the areas close to the scattering area.

Here is a screnshot of the render result and the atmosphere setup. The planet doesn't have a night lights texture.

I'm clueless what could be the reason why this happens, as I followed the steps from here and from here. My best guess would be that I need to tweak the rendering settings a bit since it seems like the red areas are scattering miscalculations.


texts: How can I keyframe multiple (like 300) objects' show/hide property?

texts: I would need to know how to keyframe multiple (like 300) objects' show/hide property?


texts: Imported .obj just showing a black texture

texts:
I downloaded a 3d object online and when I imported to blender the whole object just has a black texture. I do have the correct textures in png but I don't know how to use them.
Here are some pictures.

This is what the download included


texts: In UV map can't move shared vertices independently

texts:
After I unwrap my model, whether or not I set seams.  I can't move each vertex independently on the UV map.

I was able to on the first model, but now when I open that model, this no longer then case.

It seems to be that when I select a vertex, it selects the same vertex in another seam on the map.

How can I stop this.  Is there a separate or un sync option I'm missing for this?


texts: Key Color still shows in sort of a torn manner

texts:
I am keying an image and I have a problem on the screen: the Key Color is showing in some sort of a torn manner.

EDIT:
I keyed out the blue color, but other colors still remain.


texts: Will EEVEE eliminate the need for cycles and rendering?

texts:
So I have been seeing a lot lately about EEVEE, and even though it is in early development it still seems really powerful. What I'm interested in is will it just eliminate the need for having cycles and rendering your scene?

Given the fact that everything is rendered in real time I see cycles and waiting for things to render becoming obsolete.


texts: same displacement want it to appear similar on two objects

texts: I am trying to apply a displacement texture onto an object.However the same displacement is only appearing correct on the sphere (1) object and not the box (2).What am I doing wrong?


texts:
Ive just downloaded blender 2.82 and opened my project im working on currently and noticed a big difference in the textures. Below are 2 pictures of before using 2.82 beta and the second using new 2.82 release.
Can anyone shed some light on what has happened.

Thanks,

Danny


texts: Adding Motion Capture Data (BVH) to export to OBJ. File

texts: I have to analyze motion capture data to export as an OBJ file to import into a CAD software. What I have right now is the imported BVH file and I wanted to attach balls on the joints of the bones and then export the frame I want as an Stl. My problem right now is to attach the balls to the joints of the bones. I can parent them to the bones, but then they're are not perfectly in the center of the bone.


texts: Creating Holes in Cylinder for Lightsaber

texts:
I'm trying to create the graflex lightsaber, and im almost done. Although, I need help cutting 2 types of holes on the cylinder mesh (main body)

Circular hole in the mesh (Shown with arrow and circles) to reveal the geometry (the one with two small pins) I have under it
A square hole just above the word "cut"

You can refer to the reference image below

Thank you guys! I'd appreciate help


texts: Blender 2.82 - Objects are not visible in solid/wireframe shading

texts:
suddenly I have this problem. In the main window in 3D Viewport all objects (excl. ref images) are not visible while viewport shading is solid or wireframe, even the outlines. In material or rendered is everything as it should be.
In my secondary window it's ok and I can see them. When I select an object in the second window I can transform it in the main window. I just don't see it there, only in the main window. And in the main window is this weird "shadow" wich is formed like a pyramid. The settings for the viewport (at least the screenshots below) are the same for both windows.
Does someone know where I can switch that off?

I use Blender 2.82

 main window

 second window


texts: UV Editor - Use other Units of measurements

texts:
This is a follow up to my previous question (related, not a duplicate): Units in UV Editor (Imperial to Metric)

I would like to use:

Inches
cm
mm
m

During the creation or export phase:

So I won't have to do conversions from a unit to pixels.

if there is no option yet, I'll do the below then. - Thanks

I'll look the dev repo on github and will make a pull request.

To support: cm, mm, m, km, inches, feet/foot, yards.


texts: Why does cube UV unwrap at an angle? The mesh is square but the UV is skew, at an angle

texts:
please see images below. I've marked the cube's seams in edit mode, selected all edges and hit unwrap. The UV unwrapped result is in the second image. Why is it at an angle? It would be VERY useful if it kept its 90 degree relationships when unwrapped. (third image shows result when you apply transform before unwrapping - helps with overall proportion but not with the random angle problem.)

Thanks
JK


texts: Foliage wind effect with hair particles + turbulence

texts:
I've been working on this scene trying to create a smooth wind effect using hair particles + turbulence effector.
GIF HERE

I've tried a lot of different settings but there's always some individual plants rotating on a weird way, it breaks the smoothness of the effect.
How can I achive this? is it possible with geometry nodes?
This is how I'm trying to do it:
Create a plane, subdivide it, weight painted desired area for the plants, create a particle system, change it to hair, set render as object, select instance object (plant), add turbulence effector, animate it, play with the settings.
I'm not sure if I need to add a constraint to the original object or my turbulence settings are not good.
Please help, Thanks!


texts: How do you differentiate relative and absolute shape keys?

texts:
My question regards the difference of relative and absolute shape keys.
As it stands, relative keys are great for easy shapes and are measured on 0-1.
Absolute keys are measured in frames and are used for deforming mesh in more complex ways than relative keys. If you want to use relative and absolute shape keys in the model, it has been suggested to use mask modifier and two overlapping shapes to differentiate the shape keys. This leaves a definite sharp line on the edge of masked parts.
Has anyone seen any examples or videos where someone has used the absolute keys?
I'm interested in this topic, but have not found any material so far in the internet.


texts: Flat quads (or, why is my mesh so funky?)

texts:
I think my question relates to a fundamental of 3D modeling that I haven't picked up on yet. It's very simple:

Let's say I have a flat quad. A plane on the XY plane inserted into am empty blender file is a great example. Now let's say I start moving each of the 4 vertices around on in any direction, especially the Z axis.

At this point, there would still be one face, but its extremely unlikely that the face would be planar (I just learned this word). So blender does its best to make sense of what this should look like.

The problem I'm having is that it seems like my quads are always like this, but they never look the way I want. There are edges and seams that look like they are dangling in space, and what tends to happen is that my mesh looks great when viewed from most angles, but if you look at it from just the right angle, you notice the dangling edges or sometimes even some kind of impossible geometry. And so I might try to nudge the problematic vertices around, but this often seems to either make it worse, or just hide the bad geometry until you see it from a different angle.

For me, this always seems to happen whenever I'm trying to move vertices to add roundness to something that is originally square.

There is another question on here about how to actually flatten the quads. That's great, and I might use some of the techniques mentioned there. My question is:

Why does this happen? (Can someone explain this better?)
What are some tips and tricks to avoid this situation?
What are some tips and tricks to mitigate this situation?

EDIT Here is an illustration:

The overall mesh as viewed from a distance looks decent (for my skill level)

But if you get closer and look from a certain angle...

Super close up:

The "edge" that is pointed to by the arrow is not actually an edge, but some kind of artifact created when blender tries to show the quad. The way the vertices are positioned, it shouldn't actually be possible to see the sliver of the face that I marked in red, since this face is supposed to be around the corner from the edges. The edges should form the silhouette on the right side of my figure.

Here is the side view. Maybe it is the angled topology that skews the face in a funny way?

But I'm not looking for help with this one particular issue, but rather a better understanding of why this happens, and ideas to prevent this in future models.


texts: How to make objects in the scene become physically smaller the further they are from the camera?

texts: My camera is in orthographic mode so there is no depth. I want to create a fake sense of depth by making the objects in the scene become physically smaller the farther away they are from the camera or a specified point. Is there a way to do this?


texts: I'm taking a course and the instructor has beveled an edge and I cannot get the same result. My bevel only bevels on segment on one side then the rest, about 4 or 5 segments bevel on the other side. Other words the bevel is not beveling evenly on the top of a cylinder. Pictures below


texts: How to keep a bone in place when posing/animating

texts: I'm new to animating in Blender and trying to figure out how to keep a bone in place while posing for animation. My character is a monkey swinging vertically across a ledge of a wall. I want to keep the hand completely still, in place, while rotating the rest of the body from the arm. But every time I try, the hand moves along with the rest of the body. Is there some way to pin the hand in place during animation? Thanks in advance!


texts: How do I save my rendered animation as a video/gif?

texts:
Blender is only giving me the option to save as an image, it took a long time to render, so I hope to god I don't have to do it again, but if I do, so be it. I tried looking it up and found nothing.
This is a picture of what I see:


texts: Overlaying different scenes in the video editor

texts:
I started to divided a video editing project into different scenes, as illustrated in the image below. Here the background, i.e. the clouds, is in scene 1 and the text overlay is in scene 2. While working with scene 2, to position the text, I would like to see scene 1 in the background. Is this possible?

Is this the "correct" approach to work with Blender for projects with several text overlays and other visual effects?

A small version of the .blend file without the cloud movie in the background, can be found here. Note that a still image is located in the stock image folder.

Here are some extra info:

The text overlay, i.e. scene 2, is rendered in Blender internal where the shading is set to transparent.
In the Video editor the blend type for the strip is set to alpha over.
Clouds and text shows up when selecting Scene 1, the background, but the text can not be positioned or adjusted from there.


texts: Rigid body physics only applied correctly in edit mode

texts:
I'm confronted with a weird problem in blender's rigid body physics, where the simulation is only applied correctly if the active objects are in edit mode. My test scene: one simple cube and two pallets (euro pallets for logistics) are falling from about 10 meters height onto a simple ground plane. The pallets are real sized and also real weighted. All actives falling for Newton's sake, but the collision on the ground is going wrong. There is a translational impact but no rotational on collision.
The normals are all pointing outwards, but the collision isn't applied correctly, not even close. To check the normals I had to switch to edit mode, did then accidentally hit space, and saw the simulation surprisingly well applied. Almost, because the collision has to be set to convex hull. If set to mesh, both pallets seem to weirdly jam together during collision, almost like the displayed wireframe vertices get stuck together. Sounds silly, but obviously the simulation use the displayed auxilliary mesh overlay for collision, instead of the actual object's data...
The next funny behavior is the fact that the simulation is also rendered correctly in evee or cycles output only if the actives are in edit mode. I don't think that an editor state should yield different output results.
I'm a bit clueless what's going wrong. I've the feeling that something messed up with the pallet's local coordinate system, but I don't know how to fix it.
Btw, I don't know whether it's related or not...but the pallet's appended from another .blend file and there it was imported from an fusion360 exported .fbx file, where I had to fix the scale.


texts:
I'm having an issue when I try to texture paint my model, I selected everything and used smart UV project with the following settings:

But the texture is all overlapping and I can't paint at all on the model except for some parts of it of course.

How do I do a proper unwrapping of my model? Thank you


texts: Transfer Animation from timeline to action editor

texts: All of my animations are on the main timeline.   How do I make single actions/stash them.   I can't copy and paste frames in there so what can I do.


texts: Error code uploading a reference image. (screenshot included)

texts: Following Blender Guru's donut tutorial, adding a reference image for a coffee mug he included in the video but it gives me this error instead. Tried my own images, still same error. Not sure how to copy/paste the actual text, sorry. Here's the screenshot:


texts: Is there any technique for baking instanced/linked objects, Cycles/BI?

texts: I would like to know is there any technique that I can bake textures of the Instanced or Linked Object meshes in Blender, Cycles or BI?


texts: Initial animated particles on a force field path: How to control/hide?

texts:
I can hide the emitter easily and control the end where the particles "die out".

Yet I'm also looking for a way to hide the initial portion of particles lumped up i front of the cue of a system with a path force field.

Yet I need a procedure to control/hide the initial particles on the curve like you can hide the "unborns".

Please keep in mind I'm going for the "non-curve-guide" method since I learned this will produce the best result.

Kind regards, Mikael


texts: Parented higher hierarchy bones movements in pose mode disrupt lower hierarchy bones

texts:
My issue is that if I have a line

X
Y
Z

with the letters as the bone / joint.

If I weight paint X - Y to move relative to Z, X relative to Y is left behind making the tube

bend in a S shape instead of an L shape.

How can I make X and Y move as one stick or unit instead of only moving Y and leaving X behind?


texts: Flickering and funky cameracontrolls in perspective-view

texts:
I am having craphical glitches in one Blenderproject.  But only when switching to "User persp" View.
I was working in orthographic view for some time, so i can not tell when this happened.

Additionaly to the flickering Holes in the Mesh, manuvering the camera gets all funky and i can no longer place the 3D-cursor against the background.

Thank you for your attention.

2 Pictures to show the difference between orthographic and perspective:


texts: Eyes won't show correctly (Overlapping?) (Transparency Issue?)

texts:
I have these eyes & there are eyeballs & eyes. The eyeballs are meant to be transparent, & there are until I add the eye? So the black eyes themselves are transparent but once I add the white it just does that as shown in picture 2, so I need the eyes to show.

These are the nodes, the 1st one is the eye & the second one is the actual eyeball.


texts: smooth shading error on a low poy model creating sharp edges

texts:
I have a low poly model with smooth shading enabled on all faces. unfortunately, when I go into rendered view, I see odd sharp lines on the edges and tris not previously seen in lookdev view:
Rendered view:
Edit mode:


texts: Animation loop keeps playing when editing in 2.8

texts: I'm messing around with blender 2.8 & everytime i am in either edit or object mode, in the initial tab. The animation loop keeps starting in the bottom window, I thought I had solved it by changing that window to a normal text editor instead of the keyframes interface but its still doing it? can this be stopped?


texts: UV texture not rendered as seen by camera?

texts:
I have been working on a finger model and trying to add texture on that. I was successful, but the texture is not getting rendered as seen by the camera. In other way the orientation is different. The images are shown below:

The 3D model of the finger:

Next the texture i am trying to map on it.

The unwrapped layout along with texture:

This is model seen by the camera:

The final rendered image:

The nodes Editor layout:

As you can see, the rendered image and the texture seen by the camera is different.


texts: Blender 2.90 Collada DAE Exporter does not pass through the Global Orientation settings to the output file

texts:
If you change the Global orientation settings, with or without the Apply tickbox selected,
<up_axis>Z_UP</up_axis>
will always appear in the DAE files when opened in a text viewer.
Also, the DAE importer only supports 1.4.1 onwards, losing compatibility with 1.4.0.


texts: Video Sequence Editor - Insert a video strip between other strips using python like GG or Alt+G

texts:
As stated in the title.  If I grab a strip with "G" then press "G" again then drag the strip to where I want it (over top of other strip), then when I drop it, it will be inserted between the strips where I drop it and all strips to the right will be moved down to make room for the dropped strip.

I want to be able to do this in python.

I tried things like the following but it didn't work:

bpy.ops.transform.transform(override, mode='SEQSLIDE', value=(0,-1,0,0),snap=True, snap_target='CLOSEST')

bpy.ops.transform.transform(override, mode='TRANSLATION', value=(0,-1,0,0))

bpy.ops.transform.seq_slide(override, value=(0,-1),snap=True, snap_target='CLOSEST')

Etc.

Note, I did the -1 in the Y axis because when I duplicate the strip in python, it gets placed one channel higher because there is no room in the current channel.  What I want to do is get the active strip (a new strip) and move it in-between other strips at the x position I specify and shuffle all other strips down to make room for it like the GG or Alt+G shortcuts do.

How do I do this in python?

Also as a side question, how can I create a new Text Strip in the video sequence editor in python.

Thanks


texts: How can I make object visible when it intersects with a view of another obect?

texts:
I have invisible circle in front of colored square. I need to make it that when circle intersects with a view of a square (not with a square itself) it becomes visible (only that part of circle which already intersected view, the other is still invisible). How can I do so?

Pic 1 is setup I have.

Pic 2 is what I need to achieve.


texts: How to bake Mantaflow simulation in version 2.83

texts:
I tried development versions before, and there I could use Object > Quick Effects > Quick Liquid and there'd be bake data / bake mesh buttons in the Physics Properties.

Now, it seems like the bake happens in the background, and I don't know how to re-bake the simulation after adding e.g. an effector.


texts: How to set fast the same customizations that i had in the previus versions of Blender?

texts: I have installed the new version of Blender 2.83, is very cool but now i have lost all customizations that i had in the 2.80 version. For exemple "Quick Favorites" or the layout. So there is a fast way to import/export all  customizations that i had in the previeus versions?


texts: How can I make a seamless particle animation cycle?

texts:
Let's say I wanted to make a rain/snow gif. Or bubbles under water.
Can I make it so the last frame goes back to the first frame seamlessly? So that it's an animation cycle?
Like a walk cycle but with emitter particles.


texts: How to make Blender respect object viewport visibility when appending or linking?

texts:
When you link or append a collection to a file, all objects become visible in a viewport, even if they were originally hidden in source file. Strangely enought, render visibility is respected, while viewport visibility is not.

This is a huge problem when you append collection containing complex scene with thousands of different small objects.

How to fix that? Is it possible to append or link objects and Blender respecting souce file visibility setting? I use Blender 2.8.


texts: How to delay all keyframes to make space for a new animation scene?

texts:
I have made an animation, but I have now decided that I want to have another scene in the middle of the animation.
Is there a way to delay ALL keyframes and make space for the new scene without breaking the animation?


texts: Move/Rotate/Scale without needing to hit the gizmo with your mouse

texts:
I have turned on the Maya settings (I'm coming from Maya, and in the beginning I want to keep the learning curve as small as possible).

Is there (in these settings) something similar like in Maya the Shift+MiddleMouseButton?

Shift+MMB would let you apply the transformations (over one axis) without explicitly selecting the small gizmo. You could just hold your mouse anywhere above the viewport, move globally in the direction of the X, Y or Z axis and it would just transform in that direction.

For me it's a really intuitive way of modeling, because I don't have to select a small gizmo for every transformation.

Is there something similar in these settings?


texts: Get bones associated with specific action in python

texts: Let's say I have a mesh with an armature and I've given it an animation action. I know I can get the action with bpy.data.actions and the bones with bpy.context.selected_pose_bones. But how would I get only the bones that have keyframes set for that specific action? For example, let's say I make a kick action and only bones for the right leg have keyframes, no other bones have any for that action. How would I get the bones for the right leg given the kick action?


texts: Vertices—loop indices vs. unique indices

texts:
I need to set the colors of vertices from data generated by third-party simulation. To do this, I need to access the vertices by their unique indices with the Python API.

I can do this with bpy.data.objects[].data.vertices[], but there doesn't seem to be a color attribute there that I can set. I can access (and maybe set) vertex colors with bpy.data.objects[].data.vertex_indices[].color, but it seems that vertex_indices gives me the loop indices (which are not unique, as neighboring edge loops will generally share at least one vertex).

Can someone clarify how to do this (access vertices by unique index and set color)?

Many thanks in advance!


texts: I need to join this edge (pic below) to the rest of the mesh, how I do that?


texts: Blender Crashes when Switching to Cycles Engine

texts:
I open a blank Blender project, I go to switch it to cycles. The entire program pauses for about a second, then crashes completely. This also happens to a project I have been working on.

Specifications:

Blender 2.76b
Windows 8.1
NVIDIA Geforce GTX 760m

Steps I have taken:

I have restarted Blender.
I have Reinstalled Blender from the website.
I have looked at any pages that seem to have this problem and nothing comes up.
I have tried the zip version of Blender.
My drivers are up to date.

Thanks for reading.


texts:
I'm not sure why this is happening, but Blender has been rendering an 80 frame scene with 500 samples for around 13 hours now. It started out at a decent speed, but now it's rendering at about ONE SAMPLE PER SECOND. I'm not sure what caused it to change, but it's VERY painful, and I need to get a couple more scenes done this weekend. I don't know how I'm going to make my deadline if they all end up like this...Anyone have any ideas? Thanks in advance!

Ethan


texts:
I am trying to unwrap a object (shirt) in the blender by marking seams. I added new uv grid image using image texture node.  But for some reason the pattern on unwrapped image is not even on both side. I don't have much experience when it comes to uv unwrpping so I'm not able to figure out what the problem is .I am attaching .blend file, hope that helps.
Thanks in advance.
https://drive.google.com/file/d/1hUIulFz6sgqSMBpHU_EF_8sDqgf0X2nY/view?usp=sharing


texts: Unable to export textures with .obj files

texts: I have created a model and added textures to it using Cycles rendering engine. When I export to .obj file the textures are not saved with the object. I tried given copy in the path while exporting the textures are getting copied to the directory but I am unable to get the output. Also .obj, .mtl and all textures are stored in the same directory without spaces in their names. Am I doing something wrong?


texts:
Just downloaded the latest version of Blender and was hoping for an easy way to port over some screen layouts made in the previous version.

Here's what worked for me:

Open previous version of Blender
Save current state as startup.blend (or other filename of choice)
Open the startup.blend file in new version of Blender and choose File -> Save Startup File (Ctrl + U)

Does anyone know of a better way to import/export screen layouts? Even though this worked for me, it doesn't seem like the best practice since some things may or may not get carried over in a startup.blend file.


texts: Texture image size does not match the render size (internal render)

texts:
There is a jpg image 1000x1000 pixels.

In blender internal render.I set render resolution to 1000x1000.

Add a mesh plane, at position X-0 Y-0, with texture using the image, with texture coordinates set to Global

Camera is above the plane, at position X-0 Y-0. With orthographic view, with orthographic scale 1.

When i render the scene, i expect that the image texture on the plane
will match exactly the rendered image, since the image and render dimensions are same. But it does not match. Why?

Is there a way in blender to achieve this, so that a plane exactly matches the rendered dimensions, or maybe for a texture (in orthographic view of course).

p.s. this is not for setting a background image


texts: Is it possible to have a node value correspond to how much light is hitting that pixel?

texts:
The puzzle I'm facing comes from when I was participating in Nodevember, so although I can think of ways to manage this by using baked image sequences or sync'ing up a mask to roughly match the movement of the light source, I'd rather achieve this purely using nodes.

In my scene, I have only a single light source that moves around and this means that the camera can sometimes see the dark side of the object.

I want the dark side of the object to become an emission shader and the side with light hitting it to be a diffuse shader.

I've tried having both shaders cover the whole object and turning the brightness of the light up very high so the emission is barely visible over the reflections from the diffuse shader on the side where the light hits but they are still visible.

Is there any way to add a node that outputs a value based on how much light hits it?

In the image below, both shaders cover the whole object, the light source is off to the right, the emission shader is emitting blue for the land, yellow for the cities and nothing for the oceans in the left half of the earth which is in darkness but you can see the yellow cities on the right, daytime half and the whole thing is tinged a bit blue.


texts: Any reliable and comprehensive GPU/CPU cycles rendering study

texts:
OK, I'm a 10 year+ user and about to upgrade GPU. Having tested my previous builds I know the following:

the CPU can bottleneck the GPU rendering at some point If I Overclock my CPU my gtx970s gets a slight boost and if I underclock it the GPUs dont even throttle to maximum frequency.
I know each gpu needs a single thread while rendering, at least that process is single threaded.

However I have no idea what the CPU does exactly and how much a certain GPU power is bottlenecked by a certain CPU power. It would be nice to have a study that relates CPUs to GPU power, at least in terms of modern CPU frequency and teraflops.

Anyone done something similar or thinking about it?

Thanks


texts:
I did this image from a plane and fill it in.

I didn't do it well so when I fill it in I have a wrinkle.

I tried to fix it with Sculpt mode but I can't. I saw an answer from here. I tried to fix it with Physics but nothing.

Can someone help me? Thanks

Blend File Download

Blend File Download


texts:
I have hair particles in a plane with another model, they have to interact but I don't want the hair to be visible through the model.
My questions are-

Can particle brush be keyframed? how?
Is there anything like non passthrough geometry (I am not using any simulation do please don't ask for Body simulation, the scene is too complicated and my machine's computational power is reaching limits)?
Can weight paint be keyframed?

The current solution I have, to create vertex groups and switch them as interaction happens.
Any less intensive and easier process suggestion will be appreciated.


texts: How do I fuse objects (like cubes and cones)?

texts:
I am making a trident for a fish game where you control the currents to guide fish around. I wasn't thinking ahead and didn't use the extrude tool to add other parts and now I have to connect them. How would I fuse them together? Also, I have to put cones on the ends, so does it matter if it is a cone, a cylinder, a cube, or whatever object it is that you are fusing? Or if it is two different objects? And can you un-fuse them?

I know that this is kind of more than one question crammed into one, but it is all the same idea, right? (I was going to end it with the questions and that last one wasnt very Blender related)


texts:
So I've followed this tutorial on youtube to get an iridescent kind of material, and I added an image texture node to bake it but when I do, it only bakes the base purple color, not the others. I'm not really all that well versed in using nodes, I just tend to follow the tutorial for whatever material I need on youtube.

I've read here that you can do this in Maya, but I don't have access to that program.

any help would be super appreciated, thank you in advance! :D


texts: I have several rigs and animations. I want to export only the current action to .fbx; however, I do not want to delete the others. Is this possible?


texts: Save a file with filename prompt from script?

texts:
I'm trying to write a simple script to save without Blender showing the confirmation popup. This works fine if the file already has a name, however, if I call bpy.ops.wm.save_mainfile() and the file has not been previously saved, Blender simply crashes/exits completely.

So is there a way to call save_mainfile() so that it behaves the same at the normal File/Save operation where it will prompt the user for a filename? (Note that calling save_as_mainfile() also crashes Blender.

Here's what I was at least hoping would work:

def execute( self, context ):
    if not bpy.data.filepath:
        bpy.ops.wm.save_mainfile( ?parameter to prompt for filename? )
    else:
        bpy.ops.wm.save_mainfile()
    self.report( { 'INFO' }, 'File saved.')
    return { 'FINISHED' }


texts: How to prevent a cloth from entering another mesh?

texts: I am trying to create a cloth simulation on a human body. I created a shirt and I am trying to see the pattern of folds and how it drapes on a human. I applied cloth modifier to the shirt and collision modifier to the human. The simulation seems just fine, but here is the problem. The shirt starts entering into the human body and develops some weird folds and sharp features. How can I avoid such intersection of cloth and the body? I don't want to do a shrink wrap - I want to simulate a realistic shirt on a human.


texts:
Here is my problem, I need to create 2D aspect animation from 3D model in blender.
From the start my rended image is ok

But when I transform it, I need to use the Shadow Pass and
it looks realy blocky !
Need some help please :)


texts:
i have tried removing doubles and recalculating normal. Also when i go in edit mode with other object there is no such problem.
it is difficult to see mesh is such darkness. please suggest how to overcome this problem.


texts: Every emission object is darker than it should be

texts:
I'm not sure why this is happening. With my scene i have an emission plane as the main light source for the scene:

As you can see, the material preview shows the shader correctly, but in the actual render it is much darker. This applies to final renders as well. The same thing happens with the world material, even if I make it 100% white, it appears as a shade of grey.
Jacking up the strength just emits that same color of grey stronger, not whiter.


texts: Dramatic changes in performance depending on selection

texts:
I am working with a very large scene with a lot of poorly optimized objects (from sketchup.) I am trying to optimize my settings so that I can properly navigate the file to make necessary material changes, etc. I have done the usual things like turning off outline selected, and have achieved fairly good performance. However, there is a big problem.

My current setup is that various objects are broken down into 3 Layers, and each is the child of an empty to help organize them.

Normally, I can fly around the scene just fine without any performance impact. But as soon as I select any object other than the camera, my performance completely tanks! It takes 5-10 seconds to respond to any clicks or commands. This makes it almost impossible to select objects and change their materials, add them to groups, etc.

I am trying to understand why my performance can normally be okay, but then goes to nothing when interacting with objects.

I do not think I can share the specific file as it belongs to a client and cannot be freely distributed (and is 400+mb).

Any ideas what could be going on?

UPDATE: I can add new objects to the scene and select them without any performance impact.


texts: Beginner: black polygons while texturing

texts:
I'm trying to texture just a standard cube but some of it's polygons remain untextured (black). Here is the video:

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

What I'm doing wrong?
Thanks


texts: Boolean modifier not working and also material not applied

texts:
I have 2 Question mention below

I have attached a file.

Q1. I want to cut the part and im using the boolean modifier. I have rename the layer. In that layer 3 parts can cut (its name is cut) And the one layer without cut its not cutting with the boolean modifier. Plz tell me how it can be cut and reason where im going wrong.

Q2. I cannot apply material to my model. Whats the problem behind the model.


texts: Implementing a Night Sky with stars, the moon?

texts:
I am researching how to implement the night sky, and I have found this useful answer (Stars background in cycles) that explains how to get the background to be filled with stars (even the milky way). I need some help with the lighting though: how can I simulate the light coming from this night sky? I could simulate the moonlight with a sun light, but how about a certain level of illumination generated by, for example, a city?

Thanks.


texts: How can I add an image sequence in the compositor with Python?

texts:
How can we use python to add images as a sequence into the compositor.
I am trying to add a transparent graph onto every frame of the render
I have successfully done this on the blender itself, but my objective is to do this using scripting
Here is the code I'm using so far for the nodes
#Compositor settings
s=bpy.data.scenes["Scene"]
s.use_nodes=True
composite=s.node_tree.nodes.new("CompositorNodeComposite")
RL = s.node_tree.nodes.new("CompositorNodeRLayers")

ao = s.node_tree.nodes.new("CompositorNodeAlphaOver")
ao.premul = 1
a0..inputs[0].default_value=2

trans = s.node_tree.nodes.new("CompositorNodeTransform")
trans.filter_type = 'BICUBIC'
trans.inputs[2].default_value = 0
trans.inputs[2].default_value = -273
trans.inputs[4].default_value = 0.6

images = [{'name':'%d.png'%i,"name":"%d.png"%i} for i in range(start_frame,end_frame+1)]

##plots = s.node_tree.nodes.new("CompositorNodeImage")
#s.node_tree.nodes.nw_add_sequence(filepath=os.path.join(os.getcwd(),"plots/1.png"), directory=os.path.join(os.getcwd(),"plots/"), filename="1.png", files=[images])

plots = s.node_tree.nodes.new("CompositorNodeMovieClip")
#bpy.context.area.ui_type = 'CompositorNodeTree'


texts: I am currently making an animation of a hand picking a pile of sand(beach sand) and i cant find a way to make the hand pick up the sand or make it interact with each other...any suggestions?.


texts: Is it possible to extrude a PNG image in Blender? (Perhaps using animation nodes or sverchok?) If Blender can read the alpha, wouldn't it also be possible to draw curves along the edges? (assuming the alpha is completely transparent or completely opaque, (I tried to do this in sverchok but couldn't work it out as I'm completely new to it.)


texts: Correct syntax for "mirror" pie operator in UV Editor as one operator

texts:
What is the correct way to in the UV editor perform an X or Y mirror as one command for a pie operator?

pie.operator("transform.mirror()", text="Mirror").constraint_axis='True, False, False'

Based on what I saw in the console:

bpy.ops.transform.mirror(constraint_axis=(True, False, False), constraint_orientation='GLOBAL', proportional='DISABLED', proportional_edit_falloff='SPHERE', proportional_size=0.0323492)

I struggle to understand the logic because I was able to successfully do this with a different snapping command

bpy.ops.uv.snap_cursor(target='SELECTED')

has to be written as

pie.operator("uv.snap_cursor", text="Snap Cursor to Selected").target='SELECTED'

Alternatively I could just define an operator and call the name via a pie button but I feel this makes the script longer than needed


texts: How to avoid intersections in an interlocking model?

texts:
I have been trying to model an "interlocking" object similar to the  following references:

My last attempt turned out like this:

To model the object, I have done roughly the following:

Start with a regular solid (dodecahedron or icosahedron in most attempts).
Bevel the entire object slightly,  and delete large faces, and subdivide edges.
Duplicate the object and rotate
Scale and rotate along normals with proportional edit and
individual origin as pivot point until the object is in place
Add a solidify and subsurf modifier

The problem I am having, is that there are several intersections (some are circled in yellow) throughout the model.
It seems that the intersections are caused by duplicating and rotating the object as well as the solidify modifier.

Where might I be going wrong in my approach that I could avoid these intersections and achieve an object like the ones shown in the reference images?


texts:
I'm trying to extract a shadow pass in internal but it isn't looking like expected.

This is what the render looks like:

But the shadow pass looks like this:

It brutally cuts off the side of the face and the floor, but the main render has a much smoother transition on the face and more easily seen, the floor. Why is this happening and how do I fix it?


texts: Animation Nodes not rendering in cycles with Text Transform Blender 2.9

texts:
I have a counter animation in addition to a scaling animation, while my counter animation is updating in the render in cycles, my scaling animation which is working in the viewport is not updating at all and I have no idea why, I tried to set to keyframe but it is still not working. I am using blender 2.9 the latest version.
Please help, Thanks in advance
Here is a screenshot of my node tree :


texts: I am trying to make an animation of an orange where the skin peels off but do not know how to go about it. Could someone explain how to get this effect?? Thanks


texts: How would I go about UV mapping this object?

texts:
I just modeled this object that I'm going to be using in a bathroom. I tried importing it into Unreal Engine but when I do the mesh becomes black after light building. People said I have to create a UV lightmap so I looked up tutorials but first I need to UV unwrap twice since Unreal Engine takes the second UV as the lightmap. I have no clue where to start UV mapping since the urinal part dips in. I understand the top sensor part since its just circles and spheres, but its the other part I'm confused about.

Object mode:

https://gyazo.com/788809e77f70e60108258f7820b38c36

Edit Mode:
https://gyazo.com/ecbdebe1bdebc22820bbe4fab8123176

Here's a view from the inside:
Object Mode:

https://gyazo.com/0ca128321a4e9b5726f2f4e6304865b0

Edit Mode:

https://gyazo.com/5e0349a89a71de55d54bad68987847f9

Can someone please just say where I should mark seems?


texts:
I'm working to print a model designed by Blender Software, but I have a challenge to know the object size before printing that, because I have to insert the material based on the model size .

example:
the below left object is the design and the right is UV which I would like to know the size of it .

So how can I know the model size if become as flat ?


texts: Constant error message in console - reinstall and factory settings doesn't fix

texts:
I am seeing an error message in my Blender console constantly. Not sure if it is affecting performance of Blender or if recent errors in the software have been for other reasons. I have no idea what any of it means but hoping someone here could give me some advice. I have tried a repair installation and reloading factory settings but doesn't stop the error from occurring, even when just doing simple operations in the default scene. I'm a bit concerned it might be a more serious problem with my computer which has crashed recently and I was forced to manually replace some dlls...

Traceback (most recent call last):
  File "C:\Program Files\Blender\blender-2.79-windows64\2.79\scripts\startup\RenderStreet\ui.py", line 130, in draw
  File "C:\Program Files\Blender\blender-2.79-rc1-windows64\2.79\scripts\startup\RenderStreet\settings.py", line 27, in __init__
  File "C:\Program Files\Blender\blender-2.79-rc1-windows64\2.79\scripts\startup\RenderStreet\settings.py", line 31, in ParseSettings
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\configparser.py", line 696, in read
    self._read(fp, filename)
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\configparser.py", line 1077, in _read
    raise MissingSectionHeaderError(fpname, lineno, line)
configparser.MissingSectionHeaderError: File contains no section headers.
file: 'C:\\Users\\JohnMcC/.renderst/RenderStreet.ini', line: 1
'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00'

location: <unknown location>:-1


texts: When is the depsgraph_update handler triggered? (and how does the depsgraph work? )

texts:
I've been looking at the depsgraph changes in the documentation here, but I don't know if I understood it right: the dependency graph is a sort of diagram that links data blocks to each other so that blender updates only the necessary items, and not all the entire project, right?

So when is the bpy.app.handlers.depsgraph_update handler updated?

When changing any value in the project (so on any user input that changes a data-block), while rendering, when saving the project, when playing an animation...?


texts: Position an object's origin point to the face below (python)?

texts:
So I'm doing a script that uses these planes where the origin point needs to be right above the object below it.

From

To this

So the object's position changes to be above the plane/face

A script could do this for multiple objects I looked into this and there is snapping which I found snap to center to work great. It keeps the origin on the place.

However you have to be relatively close for it to snap. I would like it to just snap on the nearest face below it regardless of how far it is.

The ideal thing I'm trying to achieve is basically where you place these planes in orthographic top down view (where Y isn't changed)

Once snapped they go from this:

to this:

Where these origins meet the face below it.

Another option I've tried was using the floor constraint where I would adjust the height so the objects go closest to the object that is the target. This did not work however as i suppose it's based on the bounding box rather than the faces of the object.

If anyone has any idea how I should execute this, that would be great!


texts:
I have the 6 cube face images required to render a panorama. I am trying to see if it is possible to use Blender to use these images as the textures for a cube and then place a camera inside the cube to generate a video of the panorama (by rotating the camera). If this is possible, I intend to use Blender's Python API to automate this.

Full disclosure: I have no prior experience with Blender.


texts: Erasing Alpha does not erase the Mesh in Texture Paint?

texts:
I started texture painting this object. I came across the brush tool "Erase Alpha". So i started removing some of the mesh (at least thats what i thought) in solid view.

But when i go into rendered mode, it doesn't actually erase any of the mesh, it just turns it black. I thought that if it really did erase the mesh, i could have got the "ripped" cloth look i was looking for without remodeling the mesh. I guess there is no way to actually erase the mesh as easy as that?

I know there are better ways to create cloth, but its a low poly mesh so yeh. Any ideas?


texts: Freestyle Lines Breaking with Animated Vertex Groups...Fixable?

texts:
Hey there Blender Community,

I am attempting to use Freestyle in Cycles to add an outline to an animated object that varies in transparency and shape (keyframed shape keys).

I'm having an issue whereby the outline of the object seems to break at various stages of the animation (see the images below).

Is there a way to fix this?

Functioning Freestyle Outline:

Dysfunctional Freestyle Outlines:

My Current Freestyle Configuration:


texts: How to Create the UV Grid Texture with Python?

texts: How to create the generated "UV Grid" texture with the help of the Blender Python API?


texts: How can i model a propeller like the one in the image?

texts:
The first image is the propeller i want to model in the back.
The second image is my model i started to make and i want to be able to put the propeller in the back of my one. The propeller should have a ring so it will fit on the smaller cylinder in the back.


texts:
I created this building and I'm trying to use the curve modifier along the edge of the roof. It mostly works fine, but I noticed that there is some bad stretching along the sides (see the screengrab).
I created the curve by taking the edge ring of vertexes from the roof, duplicating and separating them, and then converting the resulting ring of vertexes into a curve. I did this in order to create a curve that followed in the line of the roof edge.
https://ibb.co/Pw7wk9b
Any help with this would be greatly appreciated.
Many Thanks


texts: Wine glass isn't transparent when imported to unity

texts:
I've been trying to create this wine glass object for my game and 3D modelling is completely new to me and I followed all the steps of a tutorial to the best of my knowledge.

But when I convert it to fbx and export the object doesn't have the " Glass BDF " material to it; So, I added one of the materials from the material folder that was created when the fbx file was exported but the end result isn't transparent.

I recalculated the normals but I'm still not getting it.I also checked the UV swap option.


texts: Blender fluid simulation fluid not colliding with effector's inside

texts:
I'm trying to fill a water bottle in blender but when I set it as effector the fluid from the fluid source passes directly through it, I don't know what to do help.

Here is the blend file


texts: Adding keyboard shortcut to a blender script

texts:
I know it's probably not the most elegant, or even a usable, solution, but is it possible to use a keyboard shortcut, say pageUP in a python blender script?

OR find out the code behind the shortcut, like one can do elsewhere in blender, like a button's code for example.

I have been looking in the input user preferences and hovered over the shorcut , which gives me:

keyMapItem.map_type
bpy.data.window_managers["WinMan"] ... map_type

But i'm not sure how to use this, in a script, to give me the shortcut "page up" functionality.


texts:
I want to screen-capture my scene animation from camera view, but can't make it fully invisible for viewer. Camera is hidden (eye icon is off). Also I've disabled passepartout darkening and checked Only Render in N-panel's Display rollout. Make things better, but thin dot-line of camera bounds is still present.

PS. I do this for the cheapest possible solution to extend camera view without distorting (need texture mask for compositing)


texts: Why can’t I properly select something without shading options popping up?

texts: I’m new to blender & have a Mac if that matters but I’m haveing troubles with selection. Without knowing how to properly select I dont know how to move forward in learning the program. I try to select items, move things around or use certain tools and as soon as I click .. the viewport shading options appear. I can’t move the center point or anything because every time I click it comes up with viewport shading options.(wideframe, renderview, solid material) It’s frustrating me. Pleassseeee help!!!


texts:
when enable my subdivision surface looks like that:

I have seen a video with this display for the subdivision surface on edit mode (the edges are no longer straight and we don't see them with transparency because they fit the shape of the mesh with subsurf) How can I get this type of display ?


texts: Trying to do the anvil tutorial and while making the horn I do the I for insetting the face and tap b it doesn't work. I keep getting 2 horns .?

texts: How do I stop the anvil producing two horns? I did it once using hot key b during I operation. This time didn't work, is it because I used the tools on the side, also have already applied Boolean would this effect it. Found Boolean wouldn't work if not applied before adding mirror modifier. Tried putting another Boolean in just before extruding horn but didn't help.


texts: I  have curve and array modifier. Rotation and scale is applied to mesh and curve. The mesh is not following the curve (Square). Mesh getting mess with the geometry. As soon as curve modifier added the mesh get mess. Any suggestion or help. Thanks


texts: how can i get open street map addon for my blendet

texts: I want to work on a city, this why I need to work on open street map, and I will need addon to import open street map. Please, If you are the one that God will use as my Angel(Helper), zip it to mightyaraba@gmail.com . you are blessed, Thank you in  advance.


texts: Is it possible to program materials with Python

texts:
Sorry, noob question. But when I play with node materials I often end up with some weird setup using countless nodes and connections. I often thought:"If only could code this, would be so much cleaner".

I know there is "script" node, but afaik only for Open Shading Language.
It would be interesting mostly for Cycles, but BI is also interesting.

Any joy?

Esample:

So I like a python script node. It has inputs and outputs. In python I do processing.

import bpy
...
nodeOutput[2] = nodeInput[1] * 23
...


texts:
How do I merge these three triangle faces, which are all on the same plane, into a single pentagonal face?
Thanks!


texts:
I'm editing a video that needs a stereo effect (a sound moving from right to left) and I have the audio file without the effect. I just want to have two separate audio strips from that file for each stereo  (left/right) and fade the audio in each strip to accomplish the effect, but I can't find the way to indicate which strip corresponds to which stereo.

Is it possible to do that in Blender's Video Editing?.


texts: Hide custom properties in the UI panel with python

texts: I tried to use options={'HIDDEN'} when I declare my property but it doesn't seems to work. Is there a way to hide a custom property in the UI panel?


texts: Can't make circular array around an empty

texts:
I'm trying to make a circular array of objects around an empty, as most tutorials suggest however whenever I do this I get a load of weird random sized objects appearing.

It looks like the dimensions of the initial object changes to random large numbers and when I try to change them manually they just increase to even bigger numbers.

I thought this might be a bug in v2.78 so I uninstalled and got v2.79b but it still does the same thing. Here is a before and after selecting the empty as the object offset.


texts: Cut/mask multiple planes along a circle at once

texts:
My challenge is to create some type of a radial chart so I created planes with an array. I scaled the planes randomly to generate "fake data". Now I want to cut all the bars (planes) along a circle which represents "0".

It is possible to do with the knife project, but this means I would have to do this for every bar?
I would prefer a mask which would automatically hide everything below the inner circle, but I was not able to manage this with the vertex groups.

Any ideas please on how I can make this in a more performant way? I'm using 2.8


texts:
I’m trying to create a procedural tile texture using Brick Texture nodes, however I am having a slight problem.
I want to be able to drive the offset value of the brick textures from outside of the group meaning that it needs an input, however it doesn’t have one. I’m really struggling to find a way to have a group input drive the offset values

Concept:


texts: Offset between rig and some mesh objects

texts:
So I am learning blender through the tutorials and been going through the Mr. Squeegee one on https://cloud.blender.org. I have been playing with the rigs and somehow I made a mess and trying to figure out how to solve this.
How I got there: After following the tutorial, everything looked good, besides the fact that they did not IK the foot properly in the tutorial as they did not use the copy for the foot and so the foot would get detached if I transformed the body object too much or made him jump.

After I got the whole rigging going how I wanted it, somehow I messed up while toggling between pose mode and edit mode. Now some of my mesh objects are getting offset by the rig. If some one can point me in the right direction on how do i go about fixing this and what did I do wrong here, I would really appreciate. See attached blender file.

Here is the file:


texts:
.blend file

I have two different meshes, one for the leg and one for the foot. They are joined but unconnected. They are both connected with a shin bone.

However, if I rotate that bone then the two meshes are not "synchronized" even though both meshes are red.

Can somebody help me to localize the problem?


texts: Does Blender still render while off of the screen?

texts: So, I'm off of the Blender Program (not closed, but clicked off.) Does it still render at the same speed compared to if you were still on the screen?


texts: Convert a circular tube into an oval tube

texts:
Like all newbies I'm probably asking something that has already been answered but here goes.
I've succeeded in building a circular tube 325 mm high and 214 mm external diameter with wall thickness of 4 mm.
I now need to make this tube oval but not a real oval more like a running track with half circles at each end and in my case with straight sides of 50 mm joining the two halves of the circle
Thanks in advance
Keith


texts: Scripting the modeling of a plane world map

texts:
I'm trying to achieve exactly the same as is described in this blog post, except that I need a world map with countries extruded. Unfortunately, it is not provided.

I'm new to blender and I'm really astonished by the result. However, I'm a bit surprised that one has to do all this by hand, map data being openly available with python support. Wouldn't it be possible to script all this?


texts: BGE: Having trouble with getting my character to turn properly

texts:
My current logic brick set up for my character

So Im trying to learn the BGE by making a side-scrolling platformer game, and my character is fully animated and i have it set up to move with in the logic editor . moving forward being "D" and moving backward being "A". And with these controls my character walks backwards, with out turning around. So i want him to turn around when I pick "A". I accomplished this by setting it up were when I pick "A" it walks backwards and turns 180 degrees. But the problem with this is it stays at the 180 so my "D" would move in the same direction as my "A". I would have to pick "A" again to put my character in the position were "D" would move him forward. So is there a way to make him turn 180 degrees when pressing "D" only when "A" has been pressed. Or maybe a even better way of doing it than the way i did it. Thanks I hope I explained it well enough.


texts:
I really need a water flow animation exactly like this.
I'm already using follow path, curve and array modifier but the result not as expectation.

Here's the exact sample I wanted:

My result the array is not following the curve path:


texts: How to achieve more physically accurate motion in the game engine?

texts:
I have a character with a very simple motion control: when I press W the character moves forward, with S they it goes backwards and so on. The problem is that unlike what is possible in the real world, releasing the movement button halts the character instantly; the same happens in mid air - if you were going forward and, mid air pressed the button to go backwards, you will, which us impossible IRL and, thus, not what I want. How can I make it so the character has to first slow down, before being able to switch direction (for large-ish turn angles)?

The problem with the current suggestions is that it only partly fixes my problem, in that if I try to switch direction mid-air, it starts to move backwards with the same velocity it had when moving forward (i.e. the speed suddenly becomes negative), which is not what I want.


texts: Where is User Preferences now in Blender 2.8?

texts: It's no longer in the File menu, it seems?


texts: Armature Animation is not rendering? (Blender 2.82a)

texts:
I have been going at this for hours searching every possible combination of keywords through Google, and nothing.

I made a model, rigged/weighted it, and put someone's dance animation on it... which works fine in the Viewport, exactly how I want it, and even Image Rendering works fine at whichever frame I'm currently on.

But now, I want to render a short clip of the animation (just between frame 2424-2500 as a test) into a video file. The output seems fine, it renders and looks fine except that there is no armature animation for the body, BUT the face's shape key animations (blinking, talking, etc) works just fine, which are also on keyframe animation... And even the hair and ears jiggle as they should, and the camera is fine (even tried an animated camera and the camera will animate fine!). But only the actual body will not animate like it does in the Viewport, because once I render the animation, it will just show the character standing still with only face and hair jiggle animation, no actual bone movement. So what gives?

I don't think the engine makes a difference, but I am using Eevee because my shaders require it. I have a feeling it could be something in the Animation window or even the armature rig itself (I originally made it in an older Blender 2.76 or 2.79)? But I cannot figure it out. I've been at it all day, since this morning, and it's already 9pm and I have not figured it out.

This is what the "Render Animation" gives me, after it has gone through every frame on the timeline that I set, it still gives just this, where you can see the hair and face animated fine, but no bone movement because he should be moving around:
https://photos.app.goo.gl/AL3WMfiYBq1B6xK77

This is what it looks like playing on the Viewport, which is how it SHOULD look like (but smoother lines, which is why I want it to render): https://gyazo.com/b3a1e74a798ecee49edfd0ab5088af00

And this is my .Blend file, if anyone wants to try and see what could be wrong if there's anything with my file messing it up:
https://drive.google.com/open?id=1RlRiYvQR-7S-7_4m7CnGErS-m5xrsgk3


texts: How to change the origin/pivot point of a parent of many objects

texts: I have a houseplant object and pot object both as children to an empty parent object, and I'm trying to change the pivot of the parent to be the center of the bottom of the pot.  If I select the child components separately I can set this pivot by moving the 3D cursor in place and using Set Origin.  However, as soon as I select the parent, the pivot is still in a random location and the Set Origin button disappears.  Is there an easier way to deal with this? Thanks


texts: Accelerate and Decelerate linear Rotation

texts:
So I'm animating a 10 minute long clockwork sort of animation that has spinning gears all driven the rotation of a single object. There is a default speed and a faster speed I want them to rotate at. When on screen things are happening or moving the gears speed up and when idle they slow down to default speed. So far the methods I have tried to achieve this have been very cumbersome as there are many speed ups and slow downs, keying this with the graph editor seems inconsistent, NLA actions create skips is the rotation in odd ways and increasing the speed of a driver via multiplying the speed connected to the FPS seems to make the gears run backward during deceleration...
So on to the question, what would be the best way to accelerate and decelerate the rotation smoothly and be able to key this quickly. I would like to be able to set the speed up point and slowdown point and be able to quickly copy paste and resize the length of the faster parts and slower parts to quickly line them up. Or have a Controller that adjusts speed up and down smoothly. Willing to use Animation nodes if necessary although don't have a strong understanding of them. How would I do this?  would love to hear what methods people would recommend to speed up this workflow.


texts: Why are materials linked to meshes by default?

texts: Over the years I've discovered that I've had much more trouble with scenes where materials were linked to the Mesh Data. This is Blender's default. Then I'll go through the arduous task of re-linking the same material(s) to the Object Data instead. I know that I can set the default on my own machine/install to have materials link to Object Data. I'm curious what's the philosophy behind linking materials to Mesh Data? What are the perceived advantages? Does anyone else have this problem?


texts: How do you get hair to take on the color of the mesh it's attached to?

texts:
I'm still pretty new to Blender (currently using v2.9), so I'm probably just overlooking something basic, but I've been trying to add fur to this fox model's tail and no matter what I do, the fur remains black.
I've looked up tutorials, and in all of them, the hair/fur seems to automatically take on the color of the mesh. Am I doing something wrong? The texture has been assigned to the mesh, so that's not the problem. Also, I can't seem to pull up the hair in the node editor, or even select it. Could this be part of the problem? I've tried making the hair into an object, but this changes nothing. I can provide the blend file if that would help. Right now I'm just really confused.


texts: I can't see objects created in Blender unless I select them

texts:
Am brand new to Blender. When I watch tutorials I see you open the program and see a default cube which is a light gray. However, when I open it, I don't see it in light gray but rather in an orange outline. If I deselect my cube it then becomes invisible. I tried to see if it was a setting or something but after much searching and asking, I am starting to suspect it is either a bug or a graphics card issue or something else? Not sure! I apologize if there is a simple fix and I am just new. I've tried everything I can think of.
I have:

Windows 10
AMD FIrepro V5900 graphics card (a little over 5 GB I believe?)
Blender version 2.8 (I had to download this from a non-Blender site, as when I try to click on "Download 2.8" on Blender it automatically redirects me to 2.92. I can't use that version, it crashes before it will even open. I already figured out this is because I don't have a graphics card that works with it apparently...so I heard getting an older version would work better).

I've tried:

fiddling with viewport shading settings.
rolling back my driver (apparently I can't do this - my computer had it as an option but it was greyed-out, I don't know if this means my driver is already at it's oldest version? I actually checked it was updated to the latest driver back when I was trying to install 2.92)


texts: How to build a street gradient with a curve (Avoiding rotation)

texts:
i'm new. I want to build a street, which follows a curve. The street has a 270° curve with gradient.
Here a picture to illustrate it:

The picture show also my problem. The street rotates on the second end.

How can i avoid this effect?


texts: My viewport seems to be using the wrong GPU, how do I fix it?

texts: I just purchased the MSI GS65 with the 1660 ti (yes, it's a gaming laptop). The default 3D viewport, however, stutters quite a bit when playing a Quick Smoke simulation (around 2-5 fps). I went into the Nvidia control panel and changed the rendering GPU to the 1660 ti, but it still remains as slow as before. Is there something I'm doing wrong? I'm using Blender 2.83.


texts: Problem with Rig. Part of one finger does not move with the mesh

texts:
I tried Recalculating the outside normals, Merge vertices by distance and weight paint but the middle finger does move correctly with the mesh. The top of the middle finger part of the mesh is the problem. The bottom part of the middle finger mesh seems fine. Any help is greatly appreciated. I have included a pic and my .blend file. Thanks in advance!

https://pasteall.org/blend/72a204c539cf42a6ad9ffc39ba8680b4 <---- .blend file.


texts: Animator Glitching when skipping from one key frame to another

texts:
So I'm making a walk animation, and when I move directly from one key frame to another the mesh and armature glitch. Like when I press the button to skip forwards to the next frame from frame one to two the foot bone twists around on the x axis several times. Some thing similar happens when I move from two to one. But when I play the animation not glitches occur.
This makes it impossible to compare translation between frames.
How do I fix this? I have had problems with things like this in Unity and all I had to do was delete a cache of data to fix it. But I have no idea where you would do that with blender.
Also I would upload my blend file with this post but I don't know where to upload it too.


texts: Extracting coordinates (x y z) from a BVH file

texts:
I want to extract coordinates in x y z format from a BVH file.

I read about the rotational and transational matrices used in a BVH file but cannot make any sense out of it.

At last i want to make python script to extract these coordinates and them feed them to another python script which uses BPY for animation of a character in Blender.

Any kind of references in this context would help too.


texts:
I have a 2D mathutils vector and I want to convert it to 3D, I know there is a method called resize3D() that does this, but it output an error "Vector Object doesn't have any attribute 'resize()'". I could manually construct a 3D vector from the components of this 2D one but is slower.

import mathutils

vector = mathutils.Vector((1,2))
vector.resize3D()

So what am I doing wrong here?


texts: how to define stair-like position to several plane objects?

texts:
I have some objects that are plane, I want to transform it into a stair-shaped order, like: object 0 - Z: 0.01
object 1 - Z: 0.02
object 3 - Z: 0.03
but without having to do it manually, I can't use the array because they are different objects


texts: Is it better to use a cap when using the hair tool to avoid the hair particles from entering the mesh?

texts:
I notice on some models there appears to be a cap for lack of a better term
on which the hair particles are attached, does this help prevent the inclusion of the particles into the mesh? I'm trying to create a lion main for a pre-made mesh.


texts: Texture Mapped Incorrect on Some of the Faces

texts:
Question

After I mapped the texture of an object, some of the faces seem that does not have a correct texture mapping like the following image. I have tried to recalculate the normals but it does not help. Why? How to fix it?

Study

When I select a face with texture mapped correctly, the area with texture background also displayed in the UV/Image Editor.

While when I select the face with texture mapped incorrectly, the UV/Image Editor cannot shows me the texture background.


texts: Auto-Run disabled? should i be concerned with this error?

texts:
i am just getting into rigging in blender, and in the graph editor with the properties panel open i get a error message saying "ERROR: Phyton auto-execution disabled." Another thing that i noticed is a message on the top menu bar saying "Auto-run disabled."

I am in the graph editor because i want to create a driver for a simple but convent 2d ball rig, and i was wondering will be a problem for me later down the road. Also, what the heck should i do about the message. I don't like "ERROR"  sign being thrown at me.

Thank you,
Chris


texts:
I have seen this video

I want to make this coil curve shape but in rectangular shape

In the video its shown in the circle way. But i want to make in the rectangular way. I want my mesh to go in the rectangular way with the curve edge at corners. How can i spin im not getting it.

With the reference video i tried to make but fail to make that shape. Is there a way with a quick way i can make it. Any suggestion or help. Thanks


texts:
Well first I am a complete and utter noob in Blender, so treat me like a 5-year-old (and maybe I can learn faster, oh and take the piddle out of me :) with a nice bit of banter ).

I'm an artworker, and I'm getting into creating some 3D artwork in Blender and create some basic shapes with some small knowledge of blender, but I still cannot understand what a biezer or a node is or even spell it right. So that's my level in 3D. Give me Photoshop/Illustrator/InDesign any day.

I can draw perfectly in Adobe Illustrator and save an SVG file 1.1 from Illustrator (now this SVG file might not be the way to go) as you will see in the poor attempt below:

So as you can see above, a whole load of noise which I guess is because of the curve or SVG file (so pointer number 1 from you geniuses for a fix or best way forward - with details on how to draw/fix this shape in blender 2.8X) EDIT Subsurface Modifier did the weird stripes.

The next thing is... how the hell you put a cap on this thing, I've tried 'Solidifier' with a minus number in to fill it in, but that is obviously not the way to go.

This screenshot below is the blender layout mode... yes it looks nice doesn't it, with its nice curves and oh so innocent look... but when I render it, the devil is within.

I've gone through so many video's, tutorials and google searches I'm now calling on 'Tech Support' aka StackExchange.


texts:
Downloaded the latest copy of Tiny Cad but it throws out an error
when I try to enable it. See the image below. I have no clue what
is happening. Does anyone have a solution to this?

I am using Blender 2.75.
Tiny Cad's version is 1.2.0


texts: how do you reduce the space between cuts when you use 'loop cut and slide'?


texts:
So I'm trying to animate a sort of cloth fan but I can´t don´t really know how to do it.

I've created an armature for the object and asigned it to the sticks. The problem is that I don´t know how to pin the cloth to each bone of the armature so that it animates properly. If I weight paint has I would do for a character, in the cloth simulation panel I can only pin it to 1 bone and if I create a vertex group with te vertex over the sticks the cloth simulation doesn´t animate properly, it becomes kind of rigid.

Any help?

Thanks.

Update: So I asigned a part of the cloth to each bone like that:

And created a vertex group where I pinned my clothing:

The problem now is that when I animate, the cloth moves "slower" than the sticks, it doesn´t move like bone is moving:

Edit: These are my cloth settings. The pinning group "cloth" is the one mentioned before.

I activated Dynamic mesh thinking that it would solve it (you know, it's a mesh that's moving, silly me), bu it didn´t.


texts: vertices with similar weights not moving at same speed

texts:
As the above image shows, whenever I move the armature that controls the upper arm, the corresponding part of the t-shirt moves slower than it. This is regardless of whether or not they have the same weights.
The picture shows them at different weights, but I tested to see if the same issue arises when all weights are the same. The whole object is composed of one mesh the t-shirt and the arm are all in the same mesh. How would I prevent the arm from moving through the t-shirt?
(I know I can delete the vertices that are blocked by the t-shirt, but this same error persists even then for the remaining vertices that are slightly inside).

I am using blender v2.72b.


texts: Move/rotate all objects contained in a collection around the space

texts: I have modelled a car and I have arranged all differents objects parts in nested collections under a main one called "Model". Now I need to move all the car in the space I know that I can use parent object for link all objects to a main one but in this way it take a lot of time because I have hundreds of objects, is there a way to move it just by selecting the main "model" collection? If no what you suggest me to do? Maybe I can substitute the nested collections with empties object and parent all to it?


texts: How to remove lighting and keep objects visible

texts:
I am trying to film / animate a short film utilizing Invidia's GAN AI to generate the various backgrounds for a surreal effect. Before I attempt filming I need some help using blender.
In order to generate these backgrounds, different textures are applied/generated in accordance to a certain colour value (see Video 1 and Video 2). Is there a way for me to completely remove lighting in Blender while still having objects remain visible and still retain their colour?
In other words, how do I make sure that the colour I texture objects are unchanged by that of the lighting and compression other any renders. Is it possible to recreate some of the techniques shown in the video below in Blender?
I am extremely inexperienced with the program.


texts: Python for Text migrating from 2.79 to 2.8

texts:
I have a Python script that changes the text in a blend. In 2.79 the script is:

s = bpy.context.scene
sed = s.sequence_editor
sequences = sed.sequences
f = s.objects['Text']
f.data.body = "New text in the field."

"Text" is the name of the field.
This works great.

However, in 2.8 I can use Add Text to do the job of placing the text. However, when I try using the above code, I get:

Traceback (most recent call last):
  File "/home/ec2-user/proj004/proj004master.py", line 27, in <module>
    f = s.objects['Text']
KeyError: 'bpy_prop_collection[key]: key "Text" not found'

I am assuming that since I used Add Text I need to use something other than:

s = bpy.context.scene
sed = s.sequence_editor
sequences = sed.sequences

Does anybody know how I can make this work?


texts: Rigging: Arm moves the pants even though it has no weight

texts:
So as the title says guys, i did a whole mesh and the clothes, imported my character as fbx and added armature and a rig, now i was setting weights and noticed that my model left arm is making the left pants side move even thought it has no weights.

I alredy assigned the weight in object mode to the pants as 0.
Dont know what else to do pls help
tnks in advance


texts: Cannot move vertices up or down in z axis?


texts: A part of my model disappears when i enter edit mode

texts:
Pretty much the title. Here's some screenshots:

Object mode:

Edit mode:

Luckily I'm done and it still exports like normal. What caused this? Is there a fix?


texts:
All my sculpting tools are working but not the grab tool. I dont see the circle of the tool.Meaming i cant grabamd pull or push with the vrab tol somce i cant see the circle. I will appreciate if someone can help.

Thank you

Ulujm


texts:
I've been studying more and more about creating normal maps and texturing the mesh.
However, I can' t really find a solution for my question in the Internet and I was wondering maybe you could help.

Here's the problem. I baked the normal map for the mesh by creating a duplicate of the mesh and making some details on the duplicated mesh with multires modifier. However, the normal map creates really weird shapes on my mesh.
I was wondering and read that the problem can be caused when I have small amount of seams when creating UV map.

Also, there are some really weird holes in my UV map, might it be caused due to fact that the meshes aren' t at the same exact place?

Here' s a pic for illustrating my problem:

Here's a little bit better picture of the problematic place of my mesh + additional view of my material nodes.

The problem is somehow associated with the neck of this humanoid. I made a duplicate of the face and just raised the level of the multires modifier. Whenever I raise the level of multires subdivisions, it will look like this. When I remove the modifier, it won' t affect the mesh.


texts: I would like to make a water wheel that can be rotated due to flowing water. I made the wheel as an obstacle and enable collision physics. Is it possible to let the water (fluid simulation) interact with the turbine (rigid body physics)?  Thanks :)


texts:
I am trying to texture paint a mesh using a pretty high resolution stencil image..
But when i try to zoom into the image to paint the details...it appears very low res...
Is there any way to make it apppear highres in the viewport??


texts: Why does fluid stick to the outflow object?

texts:
Just setting up a basic fluid simulation with an inflow object and domain. The problem is that the fluid seems to stick to the inflow object, and when drops fall, they hit the bottom of the domain and almost immediately disappear. This is my goal: https://www.youtube.com/watch?v=VB5J4u0yMtQ

My setup and result: https://www.youtube.com/watch?v=fkbOo8CDIfc&feature=youtu.be


texts: Cycles Taking 2 Hours to Render One Frame

texts:
I am new to rendering with cycles (I usually just use internal), and am trying to render a particular scene with it. The scene does include an explode particle system and a smoke system, however they are still quite simple. Though I believe there must be something wrong with my setup, as it is taking about 2 hours just to render one frame at a time.
I have tried using GPU rather than CPU but it caused an error ("OpenCL build failed") so I ignored that option.

Computer details -

AMD A10-7300 Radeon R6, 10 Compute Cores 4C +6G 1.90 GHz

8.00 GB RAM

64 Bit Operating System

Windows 10

Any suggestions will be gratefully appreciated!

Michael.


texts: Can't figure out how to fix model in blender

texts: I have designed a fish using blender and I'm having trouble with the part of the mesh where the fins meet the body. I assume I need to fix the ngons but it just pushes it further up the side of the model. I have a subsurf modifier and morror modifier not yet applied, fyi. Looking and the wire mesh the surface above the part where the fins meet the body is pulled away from the center of the face. I tried a few different approaches including making the face/s non-ngon. Any Help is greatly appreciated.


texts: Shapekeys - how to smooth out mesh wrinkles?

texts:
Ok, Im a noob with shape keys and am having some trouble with "wrinkles" that show up on the mesh (really only when rendered w/ lighting) that are painstaking/impossible to try to get rid of just going into edit mode with the shape key on.

Basically, this is the winkled shapely in edit mode:

Wrinkles when rendered:

These were caused because I used an armature to position the mouth initially, and at first this mouth was wide open.Joining the faces in edit mode makes this even worse.. how can I fix this?


texts: Weird intersection or gap when I solidify

texts: I'm trying to make a pizza slice in Blender.  However, I'm having some trouble with this, as whenever I apply the solidify modifier, it goes from this to this.  It does a weird thing at the corner.  How to I prevent/fix this?


texts: I added the particles to a plan and they stood up as expected. I then applied a lattice to the plane and now the grass is sideways. Is there anyway to rotate the grass upwards again?


texts: How to model those stylized trunks (See image)

texts:
Currently trying to do some stylized trees; i am struggling to do those trunks.
Tried some subdivision surface but I can't make the corners nice at 90°
I bet there's a nicer way to do it; maybe with curves or so ? But i would like to keep the subdivision surface (and maybe make the loop smaller and smaller toward the ends of branch)
Any Drupal Guru out there to help me out ?
Thanks !


texts: Joining 2 Armatures and keeping the weights

texts: I have two separate Armatures that I want to join together. I have no problem combining the meshes, but the problem is the bones/rigs. When you do the Object mode > join, I lose all of my weight paint on one of my armatures. Is there any way I can join two separate armatures and keep all the weight paint. I turn my models into XPS and use XNA Lara to view them, but XNAlara cannot use both armatures at once.


texts: How can i skin a model to a pose other than the Rest Pose?

texts:
I want to skin a character that was modeled for a different rest pose. The following example is just a mockup for demonstrating the problem:

So in this example the Rest Pose (T-Pose) does not match the Model's pose (A-Pose). Hence i can not bind the mesh to the Rest Pose here. But when i adjust the Pose to the Model and then bind the mesh using:

Pose -> Parent -> Armature deform -> with Automatic weights

I get this (and as far as i understand the procedure, this is expected behavior)

So, Blender apparently can only bind to Rest pose, hence the Binding function assumes that the rig is in rest pose. Thus as soon as the binding has happened, the current pose is applied to the mesh and thus it gets distorted (and i expect this to happen).

The obvious solution to fix this problem seems to be: modify the model so that it matches up with the Rest Pose. Then bind the mesh to the armature. But i do not want to modify the mesh, but use Blender to find a better solution.

My current workflow to solve the above problem.

Currently i solve the problem as follows (which works nicely, but i still find it to be a tedious workflow):

Make a copy of my rig.
Modify the rest pose of the copied rig to match the Mesh Model (Apply pose as rest pose).
Skin the model to the copied Rig.
Manually Pose the copied Rig into the Rest Pose of the original Rig.
Apply the Armature Modifier.
Delete the copied Rig.
Attach the mesh to the original Rig (keeping the weight groups).

Anticipated workflow (could be achieved by using an Addon)

I would like to optimize the above mentioned workflow by merging steps 4. - 7. into one step "restore rest pose". Then eventually change the workflow like this:

Save the Original Rest Pose.
Modify the rest pose to match the mesh model.
Skin the model.
Restore the original Rest Pose without destroying my skinned mesh.

For this i need to save/restore Rest Poses. I know how i could achieve that by creating an Addon. However before i do that i want to be absolutely sure that i do not miss something. So i ask if "Save a rest pose" is implemented already (as far as i can tell the pose library won't work for this).

Ideal workflow (would probably need a change in Blender)

I wonder if Blender could add some support as well. So here is the "ideal workflow":

Pose the Armature to match the Mesh
Parent to Armature as usual
Add an option in the Operator panel of the Parent operator: "Transform to Rest Pose"

This new option would then calculate the reverse transform such that the mesh would keep its original shape when the armature is posed into the pose from where the mesh was bound. OK, i agree this needs to be read more than once ;-/

Optimal Workflow

Now the best solution (imho) would be to add full support for binding to arbitrary poses.
Then Blender would need to support a Bind Pose matrix which allows to bind a mesh to an arbitrary pose.

Questions:

Does Blender support my "Anticipated Workflow" ?
Or is there a better workflow for "rigging a model to a different Rest Pose" ?
Does the "Ideal Workflow" as described above make sense ?
Is there any chance to get the "Optimal Workflow" accepted for implementation ?