texts: Mocap animation errors on lower body; how to identify what's the cause?

texts:
I've got this animation file, when importing this into Unity, lower body gets twisted. However when importing it into Blender it gets worse.
Also, I have some other mocap animation files with twisted lover bodies. Importing them to blender,
-Solves some of them completely, as far as i can see
-Some of em lose the Upper&Lower body problem, but the Rotation of the whole animation changes a bit
-And some of em become like this.
What might be the reason, How to fix these?
I'd be very glad, if someone could help. Thanks a lot :)
https://youtu.be/JFLEA71mNc0


texts: How to highlight as object in the 3d View/Outliner?

texts:
In a script of mine I want to make an object stand out among the others in the 3D View, so that the user can see which object are affected by it.

I'm open to suggestions, but I was thinking about:

Change the highlight color of the object (like when objects in groups were green) in the 3D View
Change the background color or the Text color of the object's name in the Outliner


texts: Disable gravity for a single dynamic object in the BGE?

texts:
I have a sphere which I use to restore dynamics on objects it collides with (by expanding to cover the shards over the course of the animation); the collided objects are "shards" of a crystal, and the sphere is a ghost so it does not affect any part of the crystals except the state of their dynamics. I have a collision node set to detect collisions with the material of the sphere, but that requires it to be a dynamic object.

I need to make the sphere unaffected by gravity during physics simulation, since there is no way to set the mass to zero, and collisions will not be detected with static objects.

This question has a similar problem, but setting the sphere to a character simply made it glitch out and not expand correctly.


texts: How can a mechanical linkage with a closed loop be rigged?

texts:
I'm trying to rig a model of a Peaucellier-Lipkin mechanical linkage.  While inverse kinematics for a chain of bones in the armature works well for some of the linkage, I don't see how to create the closed loop portion.  There must be some way to constrain the tails of two bones to stay together, but I am having trouble finding it.

Here's what I have so far.


texts: Blender 2.78 with Windows 10 lags when interacting with the UI

texts:
Update

This has been confirmed resolved in a later version 376.33 and possibly the update prior. meta

Okay, I recently did a computer update. I used to run Blender 2.77 on a Dell desktop (5 GB RAM, 2.7 GHZ, Windows 8, build in graphics card). Since that computer wasn't fast enough for my preference, I saved up and got a new gaming laptop - the Asus ROG GL552 (Windows 10, 16 GB DDR4 RAM, Nvidia GeForce GTX 960M with 4 GB DDR5 RAM, 2.6-3.5 Ghz, and quad-core intel processor). That laptop has been known to have outdated drivers, so when I got it, I updated it to up to date Windows 10 drivers.

As soon as I started Blender, I immediately noticed its speed. Even doing simple things, like clicking buttons, or rotating the view with the middle mouse button, took too long to register in the program. I tried changing some User Preference System settings, but that didn't really help much. And the hardware seems to be fine - the render is lightning fast (renders the startup scene in under .1 second; it's just laggy when loading the uv screen), so I don't know why it's like this, or what to do. Also, I ran Blender 2.77 on this computer, and it was also slow (although it was fine on my previous computer).

It could be an issue with drivers perhaps (or maybe OpenGL?), but I ran Unreal Engine 4, and had none of the same issues - the speed was pretty decent on that; so I'm not sure why Blender would be so slow. Any help is appreciated - thanks guys!


texts: Using a Character Mesh as a Fluid Obstacle

texts: I'm trying to use an imported character mesh as a fluid obstacle. The only way I can get it to actually act as an obstacle is to select "Export Animated Mesh" in the fluid obstacle settings. (Selecting shell or volume or both produces no interaction.) However with that enabled, I lose the ability to set slip settings and the fluid ends up "sticking" to the model. Is there any way around this?


texts: How might I smooth the outside faces in this model (STL), using blender?

texts:
I'm interested in using the following model (https://www.dropbox.com/s/suhmrr8yoleyppi/02-right-cylincer-repaired.stl?dl=0).

I'd like to smooth the outer faces (like a subdivide, I guess), but I need that smoothing to be more than just for rendering, as I want to export the STL again and print it.

I've tried selecting some of the faces, splitting them off, and applying various operations to them, but I don't really know blender well so I'm shooting in the dark (and not hitting anything!)

Is this possible in blender?


texts:
I'm trying to lie a object on a surface for 3D printing it afterwards.

In other words, I want to find a way to automatically position a complex object the best way on a printing table. Here is a sample picture of an object:

Therefore my idea was to use the gravity aimation of blender:

ctx = bpy.context

obj = ctx.scene.objects.active
ob.select = True

bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')
obj.location = (0,0,0)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=False)

bpy.ops.rigidbody.object_add()
obj.rigid_body.type = 'ACTIVE'
mod_col = obj.modifiers.new('col', 'COLLISION')
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='col')

plane = bpy.ops.mesh.primitive_plane_add(radius=(obj.dimensions[0]+obj.dimensions[1]), location=(0,0,(obj.dimensions[2]/(-2))-1))
plane = bpy.context.active_object
plane.name = 'Plane'
bpy.ops.rigidbody.object_add()
plane.rigid_body.type = 'PASSIVE'
mod_col = plane.modifiers.new('col', 'COLLISION')
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='col')

ctx.scene.frame_start = 0
ctx.scene.frame_end = 250

bpy.data.scenes['Scene'].gravity[2] = -50
bpy.ops.screen.animation_play()

if scene.frame_current == 249:
    bpy.ops.screen.animation_cancel(restore_frame=False)

obj = ctx.scene.objects.active
bpy.ops.object.transform_apply(location=True, rotation=True, scale=False)
bpy.ops.object.visual_transform_apply()
bpy.ops.object.anim_transforms_to_deltas()
plane.select = True

bpy.ops.object.delete()

Till now the animation won't stop at the last frame.

Is there a better way to lie the object flat and if not, how can I stop the animation at the last frame?


texts: Accidentally applied rotation and its to late to undo

texts: So I accidentally applied the rotation of an arm and its to late to undo. Is there a way to fix this accurately?


texts:
I'm using Blender 2.92, and Cycles Render, and it rendered how it should, however after adding a fluid simulation, whenever I try to render an image, by pressing F12, it just produces a black screen, as seen below, however I can see my model rendered normaly as seen in the bottom picture, I have already tried changing the post-processing composition and sequencer options, I have also made sure to disable composition nodes and made sure that my nodes output what they should, and the camera is looking the way it should, I'm quite new so this is probably an easy fix that I missed; here are some things that may be important:

I'm only able to use my CPU for rendering currently.
My operating system is linux Arch.

Here is my blend file and everything it uses:
https://drive.google.com/file/d/1wnQ0gd-WJ30Zn52l_liXEngOIPrpIWry/view?usp=sharing


texts: Baking normals results in blank normal map

texts:
Following this tutorial on making a Lego-type of character but I'm having an issue where I'm trying to bake detail into an image. Specifically, I sculpted additional detail onto this hair object and now trying to bake but the resulting normal map image is always just blank. I know it isn't a problem with my UVs as I set them up previously and can paint using them just fine.
I've had this same issue before so I thought it was a bug with Blender but after updating (version 2.9 to 2.91) I'm still having the same problem.
Here are the exact steps I am doing after having finished sculpting:

Create a new material and remove all previous materials from the object

Create a new image at a 4K resolution (to be downsampled later) for the bake

Added this image to the material as an Image Texture

Go to the render tab
4a. Switch to Cycles
4b. Set Bake Type to Normal

Ensure hair object is selected while in Object Mode

Bake the image, the resulting image does in fact change but is just a blank normal map with no detail captured.

What I've already tried:

Adding drastic detail to the sculpt just in case my details were not being picked up, made no difference.
Messed with various settings in the Bake options. As a quick note, if I change the Influence-Space from Tangent to Object I DO get something in the image (which is positioned properly based on my UVs) but its certainly not what I want (not sure what this setting is even for?).

Any ideas? I'll gladly hand out my blender file too but I'm not sure where to upload it to share it.


texts: Is any fast fix for this? without doing retopology or deleting this part and doing this manually.


texts: Creating custom arc shapes (multiple bumps)

texts:
I'm a beginner at 3D modelling and currently stuck on modelling an arc for a furniture piece i'm working on. As per the image below, I thought this would be a relatively easy piece to model but of the methods i've try, none of them seem to be working!

The closest I've gotten is first creating a rectangle, giving it some loop cuts and performing the warp function. But when I try to create the additional bumps, I'm assuming the lack of vertexes made it impossible to smooth out those sections. Does anyone know what a possible way of creating an arc like the one I attached may be? Any help would be greatly appreciated!


texts: Trying to Use a 2nd Curve to Deform Object Vertically

texts:
I'm trying to model a bridge with a variable depth, like this:
https://upload.wikimedia.org/wikipedia/commons/9/96/Natchez_Trace_Parkway_Bridge.jpg
I've created a curve for the alignment at the top of the bridge (on the roadway surface) and was hoping to use a second curve to deform the bottom of the bridge in the Z direction (only).  I created a vertex group for the verts on the bottom of the bridge and added the second curve modifier; the problem is that instead of pulling the verts straight down to the bottom curve, the bottom of the bridge is deformed.  Here's a more simplified example of what I'm trying to do:

I'm guessing that's done to maintain the length of the bottom of the object but that's not really what I want.  I've tried modeling the bridge along one axis and deforming the bottom first (hence the bottom curve being on the X axis in the above picture).  I've also tried placing a plane along the bottom curve and using a hook modifier to pull the verts down to the plane but that produced odd results.  I've looked around on here but all of the other examples I've found that used two curves to deform an object had a similar result.  It's a long bridge so I'd rather not have to apply the Array modifier and move each individual set of verts down to the bottom curve.
Can anyone help with this?  It's really bugging me.  Thanks in advance!!!


texts: Find commands by name in blender 2.80 beta?

texts:
Find commands by name

The question is very similar - where is this search popup in 2.80 beta and how to call it? Suggested Spacebar doesn't work

I opened Preferences and found a search popup in it with F3 keyboard button.

But this menu is different or I don't understand how it work...

Example

Loop Cut and Slide in Blender 2.74

Command "Loop Cut and Slide" exists but search menu called with F3 doesn't contain it (in other words I can't find a command from this picture). Or is it just a bug?


texts: How to delete world (unlink) fwithout get the Name (2.8)

texts:
How to delete world without get the name of world in blender 2.8.
For add world i use new_world = bpy.data.worlds.new(my_var_string)
but name change by string. I think : can delete "Active world" without name?
i try:bpy.data.worlds.remove()`but that line need a world  .. i think  if is possible delete world in use?


texts:
I am quite new to blender and trying to put together a simple motion typo with Video editing.

For the typo I set a scene of PNGs with alpha, and animated them.
In the Video sequence Editor I edited the rest of the video, but I only see a grey rectangle when I add the scene to the VSE.

How can I make the scene visible ? What have I done wrong ?

Thanks for the answers !


texts: Hi! In the blender game engine, The object is the armature's parent, and has no collision physics. When I run the game however, the armature prevents the crocodile from falling or moving at all. If I add physics, it just begins to fly everywhere. How can I fix this? Thanks!


texts: Is it possible to shade objects in Cycles based on Z gradient, to highlight/darken edges?

texts:
I'd like to shade the edges of my objects darker, like a toon shader, based on abrupt Z depth transitions to neighboring pixels -- in other words wherever the Z gradient is high, darken the image. I imagine that can be done in the compositor (?), but can it be done in object space in the material shader editor?
Something like this (not from Blender):


texts: How do I keep two softbodies in the same position?

texts:
I have two softbody cubes, one is smaller than the other. They are both aflling at the same speed, but the problem is that when the bigger cube lands, the smaller cube goes all the way down. Is there a way to keep both cubes' position the same?

I want them to be in the same position.
blend file


texts:
I made that shape using boolean modifier and two cylinder.
But two face has been created after modifier has been applied.
I am unable to merge these two faces.
I tried "Dissolve faces" command but it did not work.


texts:
I am working on a model that is a 2D to 3D remake and I'm almost done. I just need to get the outline in. I want it to turn in space so I didn't draw it into the texture.

Most outline solutions I have found don't work with what I am going for. Does anyone know how I can get a textured outline like the one in the reference?

Original by crayonchewer: https://twitter.com/crayonchewer?lang=en


texts:
I've seen tutorials about setting the camera view with ctrl alt Numpad 0 but many times, after setting the camera and while still in Camera Set View mode some are still able to adjust the camera position. If i click MB it gets me out of Camera Set View mode. How do i do that?
thanks


texts: Why can't I use my knife tool project wide?

texts:
Been using Blender for years, but for some reason in this project I'm working on I can't use the knife tool.  Its all low poly stuff and I've used the knife tool in the project since I started it.  At any rate, when I hit the K key, the knife tool comes up but it has no effect on any of the meshes.  I see, what looks like a new vertice at 0,0,0 but the icon wont snap to anything.  I checked it in a clean project and it has no issues.  I tried different meshes in the same project to no avail.  There are no double faces and the normals are not flipped.  Any ideas?

Thanks!


texts: How can I render with GPU on iMac 09' NVIDIA GeForce 9400 256 MB?

texts:
I'm new to blender and just found out that GPU rendering is way faster than CPU rendering, so I decided download a few drivers that would allow me to render with my GPU. All went well, and I have the option to render with either the GPU or CPU now, but, when I click the render button, a message saying "cuda device supported only with compute compablility 2.0 or up, found 1.1."

Next I tried changing "feature set" to "experimental," but still nothing.

Any suggestion as to how I can fix this?


texts: Unable to export animated model in MD5 format

texts:
I am trying to export this animated model(It has 6 planes which fold to become a cube). I am getting the error on "Plane.004" saying The 'Plane.004' object contains 4 vertices with no deformation weights assigned I have even attached the screenshot of the blender editor with the error. I am using io_scene_md5 script to export the model in MD5

You can see the hierarchy as well in the editor. Please help me to export this animation in MD5 format.


texts: Blender Internal: How do I add motion blur?

texts:
just wondering where to enable motion blur in the blender internal render engine.

It's supposed to be in the render settings called "sampled motion blur" but I can't find it.
I am using Blender 2.74

Download demo-file here.


texts: Vector Displacement not showing same result as the mask of it

texts:
So recently I decided to try vector displacement. I tried to make something simple, such as this shape. It's sort of a "gun shape", but I've ran into a problem.
I wanted to make an "extrusion" downwards in a square shape. So, I made a simple square mask, using the polar coordinates formula. The first 2 groups calculate angle and distance and the third one calculates the shape.

Then, I added one Z mask, in order to remove the square from the top face- so it only appears on the bottom.

After inverting it, so that it's white shape on black background, I plugged it into the Z input of the combine XYZ node and then the vector went into a Vector math node, set to Add, which then goes into the vector displacement node.

The problem is, that in order to get the cube to be thinner(smaller on X and Z) I have to multiply it before. That causes my new shape to also be squashed on one side.

How can I have my cube to be deformed, but at the same time to have the shape follow the mask?


texts: I have been trying to add segments to a plane, and I am not given the option. I have tried typing F6 or T before adding it, and I am still not given the option to add more segments. This appears to be the case with other objects as well. What am I doing wrong? I am new to blender, so I can imagine the answer is very simple.


texts: Can I cut out the texture part of an object?

texts:
Hello to all members of this forum

Project:

I am currently working on the clothes of my character model. The cloth object is just a duplication of the body object with a transparent material (armor). For the modifier I used a Subsurf and Solidify modifier, so I don't get any vertices errors. At the end I combined these 2 objects via armature and generally I don't have a problem, but...

To my Problem:

the armor object in the way, when I am working on the material. As an example, if I want to add a few shaders like a Glass Shader, my transparent shader starts to bug around. An idea that occurred to me would be to just cut out the textured part of the object. Is this in any way possible?


texts: I was wondering how to fade out an object and export it as an animation? I saw another question that said to add a keyframe at full alpha and another at 0, and that works for the most part. I'm trying to export it using the ogrexml plugin so I can use the animation in my game. I'm using blender 2.65


texts: After rendering some of the hair disappear, I'm don't know why only at some parts. The image at the top is viewport and bottom one is render.


texts: I notice the latest build is 2.77, and I only have 2.76. Do I just download the latest version from the blender website, or is there a way to update from within Blender, or what?


texts: In BGE is it possible to leave a boolean function "unapplied"

texts:
I am attempting to make an App using BGE where I can dynamically "slice" through complex object as if looking at it with a CT scanner.    To do this, I have created a "cube" that surrounds the object and I apply a boolean intersection modifier to the cube and complex object.   I have also created a mouse sensor and a very simple python script to move the cube when the mouse button is clicked.

When modeling the scene, the boolean modifier does not need to be "applied" and I can dynamically slice through the object.  However, when I (P)lay the Blender Game, the last boolean intersection remains, despite the fact that I can move the cube in the simulation.

Is there some way to not apply the modifier so that I can dynamically modify the position of the cube and the shape of the boolean intersection within the "Game?" and not just when modeling?

My alternate (unwieldy) solution, which I have not tested yet, is to constantly load a copy of the complex object, use the script to create the boolean intersect modifier and then to apply it.  This might be very sluggish, however.


texts:
This is my first time using blender, and I am trying to create an animation for a phone.

When I am in object mode in material view, the image looks fine, but when rendering a frame (in cycles) part of the matte black is white instead. When I remove the subsurface modifier it looks fine, but I want to keep the modifier.

Any ideas what is causing this? I have included a screenshot of one area where this is happening but this isn't the only place.


texts: How to weight paint character whose mesh is in several [joined] pieces?

texts:
Hello all you beautiful Blender-people! I am trying to finalize a character but am having trouble pinning down the bone weights. My character mesh is technically "one mesh" but that mesh has multiple disconnected components. That is, the eyes, eyebrows, nose, mustache, collar, hands and feet are not vertex-merged with the rest of the body. That can be changed for at least some pieces if it must be, but let me describe the problem:

I am getting severe deformations in the collar when the neck rotates (it shrinks to a singularity);
I can get the eyes and the nose to stick to the head when the head bone is manipulated, but not the neck;
Similar story for the mustache.

No matter how paint these components, I run into similar issues.

Version of weight painting that works for all facial features except mustache when NECK is moved, but not the head:

Another version of weight painting that works for all facial features except mustache when HEAD is moved, but not the neck:

What precisely do I need to consider here to make the facial features move as expected? What will keep these components (these are all part of same object) from scaling?

I also have a Youtube video using this rig where I teach people how to mess up their characters (BE NICE PLS b.c. I'm gonna redo it anyway after I figure this out, I'm sure being disconnected pieces is a big part of the problem):

Link to video

EDIT: So I just noticed that the mustache is painted to a knee's pole target, so let's see what happens if I paint that out...


texts: Why is the "jiggle bone" turned the wrong way?

texts:
I am practicing rigging on a test molecule character.  I am attempting to install "jiggle bones" to create a wobble effect in the tummy and rump.  When I add the SplineIK constraint and select the appropriate curve, the bone turns around and deforms the mesh.  How can I remedy this problem?

Deformed mesh:

Edit mode:

Object and Pose mode:

Here is the .Blend file:

Thank you!


texts: I am getting weird geometry when i try to add the skin modifier to an edge. Im following the tutorials but my starting result is off.


texts: blender fails to render certain tiles -- is there some threshold i've exceeded?

texts:
I've been exploring the quick smoke simulation in Blender 2.92.0 and I have a particular quick-flash explosion working quite nicely, except blender fails to render some tiles, leaving them gray in the PNG files it's creating like this:

I first started seeing these when I had my particles at the maximum Normal Velocity of 1000 m/s with the Smoke Domain's Fire Reaction Speed below 0.5.
I haven't been able to identify any consistency in the location of these tiles beyond this vague feeling that it's related to particle speed or heat. The tile locations change if I take any action causing the particles to be regenerated or if I re-bake the smoke domain. They do tend to be located right in the middle of the screen, which reinforces my feeling that it might be related to velocity.
EDIT: I have uploaded the blender file I'm having trouble with (quite simple and small) to blend-exchange. You can download it here -->
EDIT 2: I rebuilt my test file from scratch, and it lacks this artifact. It would appear that the file is somehow corrupted. I can only imagine what a nightmare it would be if you had spent months building an elaborate blender project only to have it inexplicably corrupted somehow. If anyone has tips on how to repair or reset such a file, I'd be grateful.


texts:
I've searched various forums for an answer to this, so I hope it hasn't been asked before.

I want to load a .obj file called "male.obj". Here's the code:

import bpy
from bpy import context
from math import sin, cos, radians

import os

# establish path to model directory
path_to_directory = os.path.join(
    '~/', 'Users', 'jackburker', 'Documents',
    'Code', 'Blender', 'base_models')

path_to_file = os.path.join(path_to_directory, "male.obj")

# Print paths for debug
print(path_to_directory)
print(path_to_file)

# Import correct-gender base model
bpy.ops.import_scene.obj(filepath=path_to_file)

When run from the scripting console, that last line causes an error. Commented out, the script runs (though with no output). Uncommented, I get the message "Python script fail, look in the console for now..."

In Blender 2.77, on OS X El Capitan, I can't find a system console to open. If I "open blender.app" from the terminal, it doesn't follow the process or give any output; it just opens the app.

I've checked the documentation and, as far as I can tell, I'm using the import_scene function correctly.

Any ideas? I'm profoundly stuck.


texts: Smoke simulation is not seen when I activate noise (Blender 2.83)

texts: I'm trying to create a smoke simulation, but I'm having problems with the noise, basically until I activate it everything works, but when I go to activate and bake it I don't see anything viewport anymore. Here are my settings:


texts: The effect of Proportional Editing in Random mode is not as strong as I expected. How can I make it more intense?

texts:
In this video ("Blender Beginner Tutorial - Part 4: Material Nodes", around minute 34) the author uses the "Proportional editing" mode and chooses the falloff type to be "Random".

I tried to do the same but it doesn't give the same wavy shape. I think the randomness effect isn't that great in my case but I don't know why.

I tried to press W and then "Subdivide Smooth" to add more segments to the shape but I still don't achieve a great effect.

Any ideas?


texts: Physics with an object made of several parts

texts:
I am trying to throw a die made of several parts that must stay fixed. The purpose is to get a realistic physical behavior.

What I tried :
The small parts have an object constraint : Child of set to the biggest part.
Their rigid bodies are set as passive. The parts are not overlapping.

What I get :
The die jumps at the beginning of the animation ... as if a collision was  detected ...

Thank you to suggest a way to do this ... even if it is radically different from what I tried.  :)

Thanks

![die]https://ibb.co/Twyzj6v


texts: I was making a model for a game, and I finished and had a look at the model. With shading turned to smooth, I noticed there were some strange lines along certain edges. I can't find anything close to this happening with anyone else. If i try to delete the vertices and remodel that same place they still appear. All of the vertices are connected to each other, and there's no duplicates or unused ones.


texts: Optimizing meshes for Unity. How much complex cylinders or bevels can I use?

texts:
I just got into learning Blender 3d modeling in order to try to develop a videogame. Since I want a solid foundation in my project, I’ve been searching info on how to keep my meshes optimized for Unity. But I found a lot of disperse and diffuse information and I would like to know if I got the thing right.
Keep in mind that I pretend to do semi open world scenarios (two streets, a square, a station interior…), just for PC or consoles (by the time I would end my hypothetic game, next gen consoles for sure). So:
1.- I should not use subdivision modifier since when I’ll import the model in Unity, the modifier will be applied and a lot more of quads (now triangles) will be on the mesh, generating performance problems.
2.- Instead I should use bevels or curves. Latter I should apply Blender’s Shade Smooth to get rid of that low poly look in the corners and this function is also supported by Unity.
3.- I can use auto smooth or the Edge Split modifier to keep plain faces and using the shade smooth function at the same time.
4.- I should have as less as possible vertices in my mesh, and I can apply Merge by Distance and Limited Dissolve to fusion faces that have unnecessary vertices or cuts.
But my biggest question, that I couldn’t get an answer, is how much vertices should I use, for example, when creating a bevel or a cylinder. I got a scenery asset pack in Unity Store in order to check how its meshes were made, and there were applied like 12 vertical edges by cylinder, for example.
Taking that into account, I made a model with several bevels, but I just set 3 or 4 bevel cuts for each them. It’s looking ok when smoothing, but I would like more modeling definition.
Should I keep going like this or I can go with more definition when it comes to do cylinders or bevels?


texts: Should I join a character and its accessories into one object for an animation?

texts:
I'm very new to blender, I made a low poly character that I want to rig for animation the character is a scuba diver. I made the character first then the accessories such as scuba mask and tanks and so on. My question is.
Should I join the accessories to the character or not join them, if they are not joined is it then harder to make a animation. Do I rig the character without the accessories first then add them?


texts: Is there a quick way to override the UI widget for a single property in an addon?

texts:
I'm experimenting with an addon that has multiple properties.  I want one of them to be a drop-down that lets you pick from the list of armatures.

I have found example code where you can override the draw() method of the operator:

class ParentGearsToActive(bpy.types.Operator):
    """connect selected gears to active gear and ensure that they mesh correctly"""
    bl_idname = "mesh.parent_gears_to_active"
    bl_label = "Parent Selected Gears To Active Gear"
    bl_options = {'REGISTER', 'UNDO'}
    bl_region_type = 'UI'

    phase_degrees = bpy.props.FloatProperty(name="phase", default=0, min=0, max=1)
    offset = bpy.props.FloatProperty(name="axial offset", default=0)
    master_rotor = bpy.props.StringProperty(name="Master rotor", default="")
    armature = bpy.props.StringProperty(name="Armature", default="")

    def draw(self, ctx):
        layout = self.layout
        row = layout.row()
        row.label(text="Phase:")
        row = layout.row()
        row.prop(self, "phase_degrees", text="")

        layout.label("Axial offset:")
        layout.prop(self, "offset", text="")

        # armatures = { "objects" : [ o for o in ctx.scene.objects if hasattr(o.data, "bones")]}
        # that bit doesn't work how I want, continue stupidly
        armatures = ctx.scene

        layout.label("Armature:")
        layout.prop_search(self, "armature", armatures, "objects", text="")
        layout.label("Master rotor:")
        layout.prop_search(self, "master_rotor", armatures, "objects", text="")

However, when I consider applying this to another operator which has around 12 properties, I begin to cringe.  Am I overlooking a better way to define the property that would let me avoid overriding the draw() method?


texts:
So I'm not good at blender and you can see that. My problem is that I added a control like jump and whenever I press spacebar the character does not go back to the floor. If this is related to physics I tried some but I can't seem to find the right one and for a character where should I put the physics armature or the main character?

And also when I use some physics it makes my character fly or go up nonstop


texts: Image will not show through transparent object

texts:
So I imported an image using the "import images as planes" plugin. Then placed it in a box, and added a transparent cylinder in front of it.

As you can see from the screenshot the brown of the box, plus other objects shows through, but the image does not.

I am guessing there is some setting I need to adjust on the image/plane to get it to show through?

Screenshot, plus the shaders created by the plugin:


texts:
When text is displayed in front of other text, the background text does not display correctly through the transparent parts of the letter. It looks like there is a surrounding box around each individual character of the text where no other text is displayed. See the b example in the screenshot, where I marked the surrounding box.

However, this behavior seems to apply to text/text relationships only. Where I have text in front of cubes, the cube color shines through correctly.

All objects are real text objects, no images, not textures. The text objects themselves are not transparent, they are opaque. But I expect them to be, well, transparent in the holes of the letters (sorry, I'm a non-native English speaker, if you understand what I mean, you can edit this sentence).

Is this a bug which should be reported or can I influence this behavior somewhere?

Version info: Blender 2.70, downloaded
Render Engine: Blender Game
Download SSCCE .blend file

Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press P to start game engine. Move your mouse so that the two text objects overlap.


texts: Running code after a modal operator finished its job

texts:
In my add-on I execute a modal Blender operator, namely

bpy.ops.transform.translate('INVOKE_DEFAULT')

After a user finished moving a Blender object, I'd like to execute some code.

Is there a trick how that could be done?

The question could be probably reformulated in the following way: is there a trick to get notification when a modal operator finished its job?


texts: Smooth shading not working for curve elements

texts:
I used an array aswell as curve modifier in blender 2.8 to create a room out of an object, applied all the modifiers (no more active modifiers now), removed all doubles and activated the smooth shading option, but there are still artifacts present when rendering.
Adding a simple UV Sphere and setting it to smooth shading, there are no artifacts present whatsoever.
Anyone know what is the diffrence?
Thanks.
Edit: Solved it. Simply use "shade smooth" before using the array modifier. Afterwards it will not update.


texts: How do i get rid of wrinkles in a subsurf

texts:
I have been modeling a dagger. I've just finished doing the rough profiling. I've added a subsurf modifier to smooth it out a bit but i cannot figure out how to get rid of these wrinkles. can any of you guys help me out? Thanks in advance.

Here's the Blend File: https://www.dropbox.com/s/b6u1lf41x9vujwd/Dagger.blend?dl=0


texts: I successfully select group of edges use Alt+RightMouseButton, but when I need highlight one more group of edges and use Shift+Alt+RightMouseButton, the old selection is deleted and the new selection is not highlighted (In theory, it action should save old selection and add new). How i can fix that?


texts: Blender beta 2.8: How can I insert a rim on this flat edge?

texts: I would like to double the amount of vertices along the edge, with faces, to form a kind of "rim" or "depth" here. What type of 3d operations do I need to perform in order to do that?


texts: Snapping points of a roughly spherical mesh exactly onto a sphere

texts:
I have a mesh whose points ought to lie on a sphere.  They don't, but are roughly close.  Is there a convenient way to nudge them all along their radii to "snap" each to some fixed R?

I've been nudging each vertex by hand, for a simple demo model, but this isn't practical when I get to more elaborate cases.  I tries extrude-scaling the mesh toward the center point, then using a boolean intersection with a sphere, but that cut off all the intricate surface topology, leaving hollow shapes like oddly tapered cookie cutters.


texts: White balance / color matching between video/render for vfx shots

texts:
What's the best practice for matching colors between video/cgi for vfx shots in Blender?

More specifically: I have a simple scene that is lit with one light in real life (2700K). I have carefully recreated the scene in Blender, adding a point light with emission shader at K=2700.

The camera does white-balancing of the scene, so gray things are gray. Blender renders gray things as yellow/orange. I want to composite both into a single VFX shot.

Should I not worry about colors coming from render and correct them in compositing? Or is there a way to "white balance" a render?


texts: rigging - foot IK affects torso/upper body

texts:
I have modeled a school girl uniform for a game and rigged it.
The arms and spine are  doing fine, but the feet that has an IK applied causes alot of problems.

This is what it looks like when its in rest pose

but this is what happens when i move the foot

it affects the upper body/torso even tho it doesnt have any IK connections whatsoever, and the foot weight paint doesnt affect the torso part either.
The weight paint are properly and wisely placed in their specific areas and there are no errors that i have encounter until i have added IK.
Perhaps there's one thing i have missed since im just a beginner at rigging so id really appreciate it if someone could help me with my problem.


texts: Render Animation renders the same frame each time while Wiggle Bones addon is installed

texts:
Using Blender 2.83 and wiggle_bones1_5_b16. I have recently rendered plenty of still-frame animations without this addon but after installing it, something has suddenly gone wrong. I want to render frames 1-24 into .png's, inside a folder with some gifs in it.
I have tried baking the keys for the addon but the same issue happens. Others are experiencing the same problem (see comments):
https://www.youtube.com/watch?v=hpQW9RQdwNA
Uninstalling the addon, restarting Blender makes rendering work again even though some new bone properties get leftover.
It does have to do with the "Wiggle Bone" addon because I was just able to render successfully after uninstalling it again (its Properties get leftover in the bones but it is ok). But after installing it again, I have the same problem.
Addon download:
https://blenderartists.org/t/wiggle-bones-a-jiggle-bone-implementation-for-2-8/1154726


texts: Locked / unmovable vertices in part of a Combined Mesh

texts:
I created a humanoid but, after merging the parts together, I can't seem to move the hand vertices in any way in vertex mode. I can't even select them. It's all one Mesh without any modifiers exept for an armature modifier.
Here Is a video Showing the problem: https://youtu.be/ySUpQvKpPbE


texts: How do I change the name of the default action created when inserting keyframe?

texts:
My code for creating the animation if necessary

def testAnimation():

scn = bpy.context.scene
arm = bpy.data.armatures["Rig"]
rigobj = bpy.data.objects["Rig"]
scn.objects.active = rigobj
rigobj.select = True

bpy.ops.object.mode_set(mode = 'POSE')

boneSelect = bpy.context.object.data.bones['LBicep']
boneSelect.select = True

bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))
bpy.data.objects["Rig"].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 0.0, group = "LBicep")

bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))
bpy.data.objects["Rig"].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 100.0, group = "LBicep")

bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))
bpy.data.objects["Rig"].pose.bones['LBicep'].keyframe_insert(data_path='rotation_quaternion', frame = 200.0, group = "LBicep")

boneSelect.select = False
boneSelect = bpy.context.object.data.bones['LThigh']
boneSelect.select = True

bpy.ops.transform.rotate(value=(0), axis=(1.0,1.0,1.0))
bpy.data.objects["Rig"].pose.bones['LThigh'].keyframe_insert(data_path='rotation_quaternion', frame = 0.0, group = "LThigh")

bpy.ops.transform.rotate(value=(math.pi*0.5), axis=(1.0,1.0,1.0))
bpy.data.objects["Rig"].pose.bones['LThigh'].keyframe_insert(data_path='rotation_quaternion', frame = 150.0, group = "LThigh")

boneSelect.select = False
boneSelect = bpy.context.object.data.bones['RThigh']
boneSelect.select = True

bpy.ops.transform.translate(value=(0,0,0))
bpy.data.objects["Rig"].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 0.0, group = "RThigh")

bpy.ops.transform.translate(value=(0,10,0))
bpy.data.objects["Rig"].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 300.0, group = "RThigh")

bpy.ops.transform.translate(value=(0,-10,0))
bpy.data.objects["Rig"].pose.bones['RThigh'].keyframe_insert(data_path='location', frame = 700.0, group = "RThigh")

bpy.ops.object.mode_set(mode='OBJECT')
scn.update()


texts:
I want to create a cold smoke simulation to make a ghost-like object. I want the smoke to be flowing downwards, similar to the one in this video: https://www.youtube.com/watch?v=d8V16BFxGNs&list=PL2DcM9Gsef17oXN4ihC4vdNZqiPHH2C6U&index=14.
I have tried using the smoke simulation feature in 2.90, but I couldn't get the effect I wanted after playing around with the buoyancy and heat settings for both the domain and the inflow.


texts:
I use Blender 2.8 but after selecting a vertex, I can no find the location of the selected vertex?

Is there a place where I can know the x, y and z positions of the vertex?

Thanks


texts: Object's rotation behaves strange while using siderbar rotation sliders

texts:
For an object's rotation in the sidebar of 3d viewport(or in the 'Object Properties' tab of the object in the properties editor), using the Y slider gives strange results which neither matches local or global axis when the initial rotation values of other two axes are not 0(I've seen that X and Z sliders always matches the local X axis of the object and global Z axis of the object respectively). Why this happens? What is the logic of such rotation?
My Blender version is 2.81.


texts: When I try to increase the preview, sculpt, or render, it does not work. How do I fix it to make them increase? I already have the subdivision surface in the modifier stack.


texts: Is it possible to create realtime outline effect in Eevee, only with shaders?

texts:
I know It's possible to do this with solidify modifier, or manually duplicating the mesh, fatten and flip normals (which is more or less the same thing as the solidify method). Like this one

And I want it to be rendered realtime in viewport. So no freestyle.
Blender has a rich shading system. So I wonder If the outline effect can be created only with shader nodes.
It would be nice to not have to solidify every object in the scene and add aditional geometry to the objects.


texts: How do I get Blender working with AMD OpenCL on Linux?

texts:
I am using Arch Linux and am trying to use GPU Rendering in Blender. In the Arch Linux Wiki from Blender I read that I need either the AMDGPU-PRO or the opencl-amd package. So I installed the opencl-amd package and clinfo shows one platform with OpenCL 1.2.

But when I start Blender and change the Renderer to Cycles Render, it crashes. Showing the error
amdgpu_device_initialize: amdgpu_query_info(ACCEL_WORKING) failed (-9)
Segmentation fault (core dumped)

It is also crashing when I go to Settings > System with the same error message.

Blender Crash Log: https://pastebin.com/uaGcZAZ2

I have a RX 580 and using open-source amdgpu drivers on Arch linux.


texts: Unable to attach bones to 3D model or create vertex groups

texts: I have created a creature for the project and I am supposed to create an animation where the creature is running. This is where my problem comes in, I cannot get the bones used on my creature to attach or create vertex groups for the individual parts. If you could reply with directions or instructions as soon as possible that’d be lovely. Thanks.


texts:
I have this swimming pool mapped with just one texture.
When I try to reset the UV Map I get a strange triangles (image 1). If I unwrap it again I got only the swimming pool stairs (image 2).

The object was exported from MAX into 3DS in order I could open it in Blender. Might be a export bug?

Is there a way to fully reset the mesh or check if there some error?


texts: Fresnel effect gone..well only partly shown.it changes when moving with camera

texts:
As you can see, the right up corner shows fresnel while the other part of the model show white only...any idea? The effect changes along with camera movement. It is not the problem of Zoom in too much.

It was normal when i "Fresnel" the lettering, here is the result.

Now I want to do sprayed Acrylic on Pure Acrylic(Fresnel) board. The third picture shows that the effect is following the camera.


texts: Is it possible to have "chunky" fluid in a simulation? I have been playing with adding particles, with a fluid simulation as the emitter, and not getting results I am looking for. The fluid simulation and the particle simulation appear to remain independent. The applications could be anything from pouring spoiled milk, to a mudslide grabbing debris along it's path. I have done searches on google and haven't turned up anything. Any thoughts?


texts: BGE: Expression to check if Collision Sensor's property is True or False

texts:
In this simple demonstration of the problem there is a blue cube. When it falls and collides with an object having the property "obstacle" (while the player is also performing some action) the cube should turn red. What kind of expression syntax can accomplish this?

If an And Controller is used instead, the cube turns red. The problem is that it will do this whether the property of the object it collides with is True or False. I want it only to happen if 'obstacle'==True. How can this be accomplished? Thanks.


texts: Blender background simulation (GUI-less) is different from the actual simulation

texts:
I am new to Blender as well as python scripting. I went through various documentation and was able to put together the below code that creates a plane as a passive rigid body, followed by creating one cuboid and 2 cylinders at random locations in the space on top of plane. I want to record the change of positions before and after the simulation. Below is my code to do this.

import bpy
import random
import copy

def createPlaneMesh(name, origin, scale, weight):
# Create mesh and object
    bpy.ops.mesh.primitive_cube_add()
    bpy.ops.transform.resize(value=scale)
    bpy.ops.rigidbody.objects_add()

    ob = bpy.context.object
    ob.name = name
    ob.location = origin
    ob.show_name = True
    ob.rigid_body.mass = weight
    ob.rigid_body.type = "PASSIVE"
    return ob

def createCubeMesh(name, origin, scale, weight):
# Create mesh and object
    bpy.ops.mesh.primitive_cube_add()
    bpy.ops.transform.resize(value=scale)
    bpy.ops.rigidbody.objects_add()

    ob = bpy.context.object
    ob.name = name
    ob.location = origin
    ob.show_name = True
    ob.rigid_body.mass = weight
    return ob

def createCylMesh(name, origin, r, h, weight):
# Create mesh and object
    bpy.ops.mesh.primitive_cylinder_add()
    bpy.ops.transform.resize(value=(r, r, h))
    bpy.ops.rigidbody.objects_add()

    ob = bpy.context.object
    ob.name = name
    ob.location = origin
    ob.show_name = True
    ob.rigid_body.mass = weight
    return ob

def clear():
    print("inside clear")
    candidate_list = [item.name for item in bpy.data.objects if item.type == "MESH"]
    for object_name in candidate_list:
        bpy.data.objects[object_name].select = True
        # remove all selected.
    bpy.ops.object.delete()
    return

def run(origin):

    l = []
    surface = createPlaneMesh('surface', (0, 0, -10), (100, 100, 3), 10)
    cube1 = createCubeMesh('cuboid1', (random.uniform(-15, 15),   random.uniform(-15, 15), random.uniform(5, 10)), (7.75, 5.625, 1.5), 0.296)
    l.append(cube1)
    cyl1 = createCylMesh('cylinder1', (random.uniform(-15, 15), random.uniform(-15, 15), random.uniform(3, 10)), 3, 9.75, 0.169)
    l.append(cyl1)
    cyl2 = createCylMesh('cylinder2', (random.uniform(-15, 15), random.uniform(-15, 15), random.uniform(3, 10)), 3, 9.75, 0.169)
    l.append(cyl2)
    return l

def get_location(list_ob):
    list_location = []
    for i in list_ob:
        list_location.append(i.location.copy())
    return list_location

def run_sim(list_ob):
    print('pre-simulation')
    prepose = get_location(list_ob)
    for i in prepose:
        print(i)
    scene = bpy.context.screen.scene
    bpy.ops.rigidbody.objects_add(type='ACTIVE')
    bpy.ops.ptcache.bake_all(bake=True)
    context = bpy.context
    context.scene.frame_set(scene.frame_end)
    scene.frame_current = scene.frame_end
    bpy.ops.object.visual_transform_apply()
    print('post-simulation')
    for i in range(len(prepose)):
        print(prepose[i], '=>', list_ob[i].location, list_ob[i].name)

    return

if __name__ == "__main__":
    clear()
    run_sim(run((0,0,0)))

It works well if I use

./blender -P ~/Desktop/physics_simulations/python_scripts/question_simulation.py

I can see the objects after simulation.
But when I use -b I see only change in the last object when I output the positions of the objects. As below

post-simulation
<Vector (11.4047, -10.3778, 8.7058)> => <Vector (11.4047, -10.3778, 8.7058)> cuboid1
<Vector (-13.9499, 7.4854, 6.9536)> => <Vector (-13.9499, 7.4854, 6.9536)> cylinder1
<Vector (6.8909, -7.7191, 8.7173)> => <Vector (-45.5964, 49.2257, -4.0609)> cylinder2

Please let me know if I am missing anything here.
Thanks in advance


texts: 2D stabilization causes stretching artifacts

texts:
In 2.77a, the 2D Stabilize is causing stretched pixel artifacts all along the edges that black.  This problem is particularly strong when animating the Location Influence and Scale Influence.  The artefacts are present in renders, as well as in the Movie Clip Editor with Display Stabilization turned on.

As you can see, on the top edge and left edge, the pixels are stretched to the edges, as if trying to fill the black gap that would be left there.  I had to black out the faces of the actors, as we are still in post.  Furthermore, these artefacts appear no matter what when animating the Location and Scale Influences in the Movie Clip Editor.  Previewing the animated stabilization is impossible, also, because the influences do not update with each frame.  You have to refresh something in the Movie Clip Editor for it to show its true position (like turning 2D Stabilization off and on).

Is this a bug, or am I missing something?

Thanks.


texts:
I'm very new to Blender (and 3D modeling in general), but I have a basic understanding of the interface and some of the principles involved with creating shapes.

I'm attempting to model a character of mine, starting with the "face" area, which contains his mouth. Because his face is round, and ends with these repeating scalloped shapes, I decided to design a segment of his face (scalloped end included):

And apply an Array modifier to it, set to the number of scallops I figured the character needs, which is about 10.

With a little offset included on the X-axis to create the desired overlap, I then dropped down a circle mesh set to the circumference of the character's body. I then applied a Simple Deform modifier to the scalloped shape, and attempted to bend it 360 degrees, using the circle as the axis. This is where everything breaks:

It doesn't maintain the shape I'd intended, the scaling is all off, and it doesn't seamlessly connect. I'm really lost as to where I went wrong with this, as I've attempted several different methods that all resulted in my shapes looking wrong.


texts: Disable Tweak mode / hide screen space transform gizmos?

texts:
I do not want to work in screen space. But every time I try to transform something in Blender I am confronted with the dreaded screen space gizmo. I just want to work in object space or world space. Never, ever screen space. Never, ever "tweak mode". It's super sloppy and difficult to control. How can I make the transform gizmos always operate in the current coordinate system?
After much grief, I was able to figure out how to make the G/R/S hotkeys invoke tripod transform gizmos for Move / Rotate / Scale -- like in every other 3D program. But I cannot get rid of the white circle that transforms in Tweak mode.
Please tell me how I can get rid of the dreaded Tweak mode.


texts:
I have a character made of several objects that I am linking into a scene. The character's objects are part of a group, and I'm linking in the group. However, for certain scenes I want to hide some of the objects inside the group (articles of clothing the character is wearing.) Is there a way to do this?

I am familiar with the proxy system. It allows me to create a proxy of an object, but even if I set the proxy to be hidden, it still shows. If I move the proxied object somewhere off camera that seems to work. Using mask modifier on it doesn't work either. The proxy itself does get hidden, but then it still shows a version from the group.

It seems I can start with the items hidden and then proxy the ones I want to show, but that quickly defeats the point of linking. Any other options?


texts: How to bevel a screwed tunnel into a seamless backdrop?

texts:
I want to merge and bevel the tunnel's spiraled stripes into a seamless backdrop. Thus the backdrop is of made of the similar 5 stripes as the screw, though not screwed anymore.

How can I achieve that?
The smaller trumpet(#1) serves as other depiction of my imagination to merge and bevel the spiral and seamless backdrop.


texts: Match the size of multiple background images

texts:
In this tutorial in the first couple of minutes it is explained how to set the dimensions of a cube and match the background images to this mesh. I have tried to get it right but till now I did not succeed. This is what the creator of the tutorial says in the comments:

  I'm keeping only one mesh and just changing the x and y values of my
  background images you can see me add at 3:00. We want all the
  background images to match that one mesh.

Here are my images:

I think front and back images match to the mesh. But for the right, left and top view I only get one dimension matching. I don't see how you can match both dimensions matching without changing the mesh


texts: Visualization of density gradients in a fluid

texts:
I want to visualize periodic changes in the density of a gel-like fluid due to external forces. The fluid is contained in a hollow cylinder in which I have modeled a "cutaway" section.

I would have imagined to just visualize the fluid as a 2D surface which is darker in some areas and lighter in other. Two different states should probably be sufficient, as long as I manage to get a nice transition between these two states.

Does any of you have an idea how I could do so?

Best regards!


texts: Bones with python: emulate armature with constraints

texts:
I have an old 3d model format which defines a mesh and a skeleton. I want to write an import/export script for this model format.

A bone of the skeleton is defined just as a coordinate space. Most bones have parents.

The location of a bone is defined by its parent location + some extra offset value for each frame.

The rotation of a bone is entirely decoupled from that. You can rotate a bone and it will not affect the child bones positions (unlike blender). The rotation values are defined per frame of course.

There is an additional fixed distance from a parent to its child and this distance value is the same across all frames.

EDIT cutting this down so it wont be too much to read.

So this is my first question. I might lack knowledge here, but does blender support such a bone system?

My second question is related to how you would emulate such a bone system?

My current approach is with constraints. I am currently working with "child of" and "limit distance" constraints. The child of constraint lets me model parent child relationship. because i cant simply set parent-child relationship in blender (the normal way). The "limit distance" constraint i cant seem to get to work. I want to achieve with that that when i rotate the bone, it will affect its child positions and there will be one distance of the bone to its child across all frames.

The core problem seems to be that this old format and blenders bone format seems to be incompatible (blender is a kinematic chain, the other is not?). From what i can tell from my own research is that the old format seems to have more degrees of freedom than blenders bone fromat (the one i know, might lack knowledge here about blender). I come to this conclusion by seen that you can rotate a bone and affect its connected vertices, but the child bones positions stay the same. Blender can't do that. So in a sense the old format is more "powerful". Also there is this restriction in blender that the tail of a bone needs to always point into the direction of its child. Any tips welcome here.

I have imported a first version of the format for now, but i cant achieve same distance of parent to child on each frame (distance constraint), and cant achieve that when you rotate a bone it will affect its childs locations.

Below a picture which shows how it currently looks.

Any questions, please shoot or write me a pm.


texts: Making changes to objects in scene before exporting using custom exporter addon

texts:
I'm writing a custom exporter that ultimately exports a FBX file and a set of render images.

Before that happens, the exporter traverses through the scene and modifies specific objects. For example, it applies rotations on the camera, moves meshes to world origin, modifies meshes. After that, it exports the FBX and calls to render stills.

After exporting and rendering, it undoes all the changes in the scene.

The problem is duplicating and effectively undoing all the changes has been difficult to maintain. The second problem is that the names of the exported objects must be the same as the objects in the scene; not "Cube.001".

I have so far:

with DuplicateScene(root_obj) as dup_root_obj:
    modify_cameras(dup_root_obj)
    modify_meshes(dup_root_obj)
    export_model(dup_root_obj)
    export_stills(dup_root_obj)

The problem, again, is that the exported FBX doesn't contain the original name as in the scene.


texts:
Using the fire simulation, I want to create a candle flame. What settings should I use for this? I'm bit confused: the flame goes up or gives extra fire. I'm getting a circular effect at the bottom and I need the effect in the reference image: pointed upward, and not circular at the base. What am I missing to get that small candle fire light effect?

I got this flame:


texts: Using geometry nodes, is it possible to transform vertices, that are in a specific vertex group?

texts:
Let's say I create object primitive plane and I create a vertex group. I add one vertex of the plane into the group but leave the other 3.
Is it then possible to transform that one vertex in the group using geometry nodes?


texts: how to merge faces to make the final face subdividable

texts:
I'm wondering what's the proper way of merging adjacent faces so that the final face is subdividable by loopcuts or subdivide function. Cheers

For the example below, loopcuts are not displayed on the mesh and subdivide function splits only the edges but not the face


texts:
I'm trying to bake textures of a single object with two materials on it.
I want to pass that object into Unity and have two different materials associated with it.
I've looked but all I seem to find is How to bake multiple materials into one UV and I don't believe that's what I'm looking for...
To explain my question, here's an example:
Let's say I have this object with two different materials.

I want to pass this object to Unity with several maps, such as color/diffuse, roughness, metallic and normals.
But, I want two different materials, one for each color in this object, and the other corresponding
maps.
How would I do it?
I'm sorry if it is a newbie question but I'm honestly just trying to understand it.
Have a nice one!


texts:
I have a high poly mesh and below and top there a default cube. I want to cut the top and bottom face to make it flat. When i try with bool tool addon. Its not making a clean flat base.

Some extra edges and the base not flat. Rotation & Scale are applied to both mesh. Face are also correct. I have check remove double. What else missing. Any suggestion or help. Thanks


texts: 3 Prong navigater stays put no matter what object selected

texts:
Why is my navigation xyz thing staying put no matter what object is selected? No matter what I select to move the object that thing stays where it’s at. I tried setting origin and it does nothing. I tried clicking the 3 prong icon and then it disappears totally on the modeling window. This has happened a few times now and my only way to make it work right again is I copy everything and paste it into a new document. The blend file is here:

. Thanks.


texts: Some textures are missing when exported to OBJ

texts:
I am new to Blender and currently using it to model real-life people. I use Meshroom to perform the photogrammetry of the body, and later use the FaceBuilder addon from KeenTools for a better looking face. I combine the Meshroom mesh and the FaceBuilder mesh using the "Join" action in Blender so they become one mesh. The textures show correctly in Blender, however, exporting to OBJ shows only the Meshroom textures (everything besides the face).
How it looks in blender:

How the exported OBJ looks:

I have provided the Blender file below if its of any use:
https://drive.google.com/file/d/1RfUNDwPP7yTDntY0I4DDWHRpVOKl2f53/view?usp=sharing
Any help would be much appreciated!


texts: From node tree type, I can easily group nodes by easily add Frame (layout>frame). However I use Sverchok add one in which there is no such layout like node tree type at all.


texts:
The only problem I have with the new 2.8 is that I need to make an extra effort with deselecting -> Alt+A or type A twice.

Can I change to the classic way from the User Preferences or with a script?


texts:
I have a .blend showing an exact copy of the objects that are in my game, but just simplified without any models. I have a head, a torso, rigs for the head and torso, and collision bounds along with the floor. The floor will act as a map. I am trying to have things collide with only certain things, but it doesn't seem to work. In my game, I need the collision bounds to only collide with the map. The head and torso should not collide with anything except projectiles (the floor in the .blend provided). The projectiles should collide only with the map and the character (head and torso). The .blend provided includes all the objects with names to help. Anything is appreciated, thank you!

EDIT: It seems like it does not work because of the parenting, I still need the parenting the way it is. Thus you need to make a script or do something in order to have the parenting not affect the collisions.


texts: Interior Modelling after Modelling for Exterior

texts:
I've made a 3D model of a caravan with real life dimension. I started the design with an intention to film it from the outside but now I want to design it's interiors (with furniture etc.) and film it from the inside.
The problem is when I zoom in the view inside the caravan to do the modelling the navigation feels rigid and inconvenient.
How can I go about this?
Thank you.


texts:
I have created a part of city and now I want to apply some textures.

When I had a small object, my texture looks good.
I am new in blender (2 weeks). I tried to add materials for every part of object, but in some places I need a custom texture and I can't paint the object if it has other materials already.

Link to .blend file:


texts: How can I mask a layer using another layer in the compositor without manually masking

texts:
I want to mask a layer having freestlyle lines alone of a cube (rest transparent) using an upper layer containing a sphere passing past the cube in the compositor using nodes such that the transparency of the cube layer ain't lost. How may I do so without using the mask node (I want the masking to happen for all those frames in which the sphere would pass over the cube so wouldn't prefer manual masking)? I'm seeking some method using alpha render pass, the minimum or subtraction of the math node, etc., or something similar. Please find a sample file attached herewith.

Also, here is a frame of the result I would like to get (it was edited in photoshop):


texts: How to combine two objects with smoothing

texts: What's the best way to combine arms to body without them looking like separate entities. Essentially, I want to melt the 2 together.


texts:
Blender Newbie here.

I looked for a way to model an aperture lens and found this question: How do I rig each blade to fan out like an aperture lens?

The questions has been answered very well (Thanks Carlo) but when I try to redo this in Blender 2.8 I'm stuck at the following point (yes, right in the beginning).

I have created a triangle and a circle. The triangle is child of the circle. I activated Instancing on Verts because this is from what I understood the new "duplivert".
But, there is not "rotation" setting in Instancing and I have no idea how to rotate the instanced triangles so that they are pointing to the center.

Or is there a better way to achieve this?

I tried the array modifier but this need the Pivot Point to be in the center (and I need it elsewhere for the copy rotation constraint afterwards)

I tried spinning but this does not work at all for flat objects like a plane.

I really tried to find a solution for a few hours now and you are my last hope. :)

Thanks in advance for any hint.

EDIT:

Once I try to use Align to Vertex Normal it's getting out of hands. :)

Is there a way to adjust the vertex normal or what am I doing wrong?


texts:
Solved: answered below by @Alexis King
I am a bit of a newbie to all of this and I ran into a problem when trying to bake the normal that I've made to a normal map. The problem is that the object gets darker and I have no idea why. Can anyone help me?
Here are the non-baked normals:

And here are the baked normals:

Both rendered in Cycles with the same lights in the scene and the same settings. It's a single object with a single material, all faces have been recalculated and look fine.
If it's of any help, in Eevee the non-baked normal map looks like this:

And the baked normal map like this:


texts:
I'm trying to make a texture tiling mirrored as you can do in Internal. It seems that it's not so easy in Cycles. I want this:

Note that besides the A1 square you can see the same square mirrored, as well as in the G8 one and any other square in the texture's limit.

Is there any way to achieve this in Cycles?


texts: How to draw Inputs from Geometry nodes modifier in a panel

texts:
I am trying to draw the inputs of the Geometry Nodes modifier to a panel, and I tried doing this
import bpy
from bpy.types import (Panel)

class DRAW_PT_ModInputs(Panel):
    bl_label = "Draw Modifier Inputs"
    bl_idname = "DRAW_PT_ModInputs"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text = "Geometry Node inputs here")
        row = layout.row()
        GeoNodesModifier = context.active_object.modifiers.get("GeometryNodes")
        if GeoNodesModifier:
            row.prop(GeoNodesModifier.Input_5, "Density Max", text="Density")

classes = [DRAW_PT_ModInputs]

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

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

if __name__ == "__main__":
    register()

and that gave me error AttributeError: 'NodesModifier', object has no attribute 'Input_5' and in another attempt I tried this row.prop(GeoNodesModifier['Input_5'], "Density Max", text="Density") but this is also not working and it gives error -
TypeError: UILayout.prop(): error with argument 1, "data" -  Function.data expected a AnyType type, not float

and this is how my Geometry Nodes Modifier looks like -

and this is my Geometry Node tree -

I needed help regarding drawing the inputs from the Geometry Nodes modifier in my customized panel.
Thanks in advance!


texts: how to set default transform, rotation setting, to 0,0,0 when adding mesh object

texts:
when adding a mesh object, default settings for rotation were at (0,0,0).
something changed, and now when I add a new object it's rotation settings are different. how do I correct this?
Thank you for the response. took a screen shot, saved as jpeg onto desk top, unsure of how to post here.


texts: Scale an area lamp that seems to be locked

texts:
the area lamp seems to be locked and cannot be scaled.
how to unlock it to be able to scale it?
edit:
it seems my camera's limit (focus) also locked. the distance cannot be adjusted.


texts: Overlay an image with another image, like in photoshop

texts:
For my material I have a pretty dark base texture. I want to 'spice' it up with an orange rust texture. I just want this to be overlayed on the base image and to be adjustable. Like two layers in photoshop and the top one you can adjust the opacity.

I'm a noob at the node editor so any suggestions can help.


texts: Rotate texture to align with face normal

texts:
I have a multi-faceted object which is supposed to look like it is built out of brick.  I currently have it built as a single mesh and would prefer to keep it that way.
I need to brick on each face to appear aligned to the face, like it would be in real-life construction.  Of course I don't want it to look like someone cut the shape out of a uni-directional infinite slab of brick texture.
So I thought I'd be real clever and try to use the face normals as a reference to rotate and align the texture to the face.  But I'm having a tough time getting consistent results.
The screenshot below shows my object (yes, it's a fireplace).  For reference, I've placed a plane next to it which simply shows the unmodified brick texture.  I've also shown my current node setup to communicate my approach.
How can I accomplish what I'm trying to do here?


texts:
I try a simple particle system, with this group on the layer 2 :

The result, placing it at Vertices places on a grid, using this group, is like :

The problem is that sometimes 2 or 3 objects are at the same time on the same place... I didn't found anywhere how to disallow that, I would like to have just 1 object at random places (less or equal to the number of vertices)
Thank you !
blend file


texts: Double clicking to do the 'edge ring' or 'edge loop' selection in Blender 2.8

texts:
In 2.79, I can double click any vertex/edge/face to do edge-ring selection or edge-loop selection. I just need to click the proper spot to switch between these two modes. But seems this feature is gone in 2.8 ? Does anyone know what happen? This is handy because i can simply double click it while in 2.8 i can have the same functions but need to press alt or ctrl etc. Does anyone know how to get this double click feature back in 2.8 ?

Thanks


texts:
i just got my new Zotac GTX 970 and blender 2.73 but i'm worried about my cylcles results. My other card was a GTX 670 OC, so theoreticly i should achieve 50-100% faster rendering times. Sadly the increase turned out to be around 10-20% in direct comparison. My question is: Could anybody tell me if this is normal at the moment; maybe caused by a lag of optimisation? Is someone achieving better results? I'm really worried if the card is worth the extra money :/

I am using:
Win 8.1,
i5 3350p,
8GB


texts: Trouble locking an object to an axis while moving them!

texts:
Using either the G-- x,y,z or even the gimbal, the object seems to jump out of alignment along one of the other axis.
For example, trying out Blender Guru tutorials, trying to move a circle vertically down, I would press G, then the axis to lock... but the circle seems to "jump off the rails" so to speak... and seems to come closer to me.
Even in a pure side view where it appears to only move vertically, soon as you swing into a 3d view... it has mysteriously moved out of the axis I was trying to move it along.
I'm not using the move excluding a certain axis, and I've played with the various orientation controls in the move menu.. I'm stumped.. and unable to move any precisely!


texts: How to implement joystick rotation in BGE?

texts: I haven't been able to find an answer to this question anywhere. I want to have my character face in the direction the analog stick is pointed. How can I do this?


texts: Control camera movement with mouse in bge?

texts:
Is there a way I could make the mouse look actuator use translation values instead of rotation?

The idea is to move the camera left and right instead of just rotating it.


texts:
i am trying to find a way to aproach, animating a curve along a mesh surface, like having a wire creating a mesh.
I thought about having a curve snapped along the mesh and then animate the wires.
 Do you have any reference tutorial or any idea how to aproach it? Here is a reference image:

and here is a second:

Thank alot


texts: How to get my two objects move natural (trebuchet)?

texts:
so I've been working on two types of trebuchet. Following youtube tutorials got me this far:
1 trebuchet is working with a spoon at the end, but the launching object keep falling of even before it launch. ( I did add collision to the trebuchet and made the object active..
here's a screenshot:
screenshot a few moments later:
The second model is:
How do I get this to work ( the sling has a cloth physics)


texts:
I have a curve object that includes several curves. I want to randomize the radius of each separate curve piece. Each point on the curve piece should have the same radius, but each piece has a different random radius.

Some control is necessary. I want to be able to set a minimum and maximum number for the radius.

Is there any existing methods or addons to do this? How about with python?


texts: How to use transparent texture in the GLSL shading mode in BGE?

texts:
I am using Blender 2.74.  Is it possible to use transparent texture in the GLSL shading mode in BGE?

I can get it working in the multitexture mode thought. But no matter how I try, I can't get it working in the GLSL shading mode.  Can anyone please explain how to get it working if it is at all possible.

Thanks for any insight.


texts: I added bones, how do I add their vertex groups

texts:
Everything is rigged and ready to animate except I want to add a couple more bones to my body mesh and clothes.

How do I add vertex groups for just those bones to the body and clothes meshes?


texts: Why does Cycles sampling give diminishing returns?

texts:
This may seem like a obvious/basic question, but I am still curious, and I don't know the answer.

There will obviously be a big difference between an image rendered with a single sample and one rendered with 500 samples, but there will be a smaller difference between an image rendered with 1000 samples and 1500 samples.

What is the technical reason for this?

From what I understand of how cycles works, it fires one ray per pixel from the camera, which bounces and translates through objects at random angles.

It would make sense that samples would bounce in directions that have already been sampled, but I would think it would be possible to skip sampling "duplicate samples" by skipping bounces that are at a similar angle to previous bounces?


texts:
Im pretty new in Blender and this is one of my first modeled characters.I'm trying to figure out how to Connect body to hand, but I don´t know how.

The body and hand are both joined (and they have Mirror modifier added) but every time a try to connect them with Bridge Edge Loops it makes something horrible... see picture 2.


texts: transfer weights across separated Meshes?

texts:
Not sure how else to phrase this question. and maybe Im not understanding Transfer weights.

My issue is i have this model

I have the armature automatically weighted across each individual mesh, but Im trying copy the weights from where the meshes connect at intersecting vertices.

As you can see with this closer image, the intersecting points don't have the same weights and its causing the mesh to deform incorrectly.

I have tried Transferring the vertex groups using
Source layers selection>by name.
Destination Layers material>all layers.
and mix mode> Mix/Replace.

but its not working the way i expected it to. I'm guessing I'm not understanding how this tool works, and I'm not sure where to go from here.

TL:DR is there a way for me to get the intersecting vertices to have the same weight across all the meshes so they deform as if this were one solid mesh?

Ill keep trying things and looking around for other ways to accomplish my goal and if i figure it out ill be sure to post what i was able to do here.

Thanks for reading!

Edit: I should add that i have also tried making all of the meshes a single object, weighing the armature and then making the segments again and i still had the same issue.


texts:
I've tried do to draw a curve with the bge module, assuming I have a list of locations :

for i in range(1, len(positions) - 1):
    bge.render.drawLine(positions[i - 1], positions[i], (1, 0, 0))

But the following doesn't work at all. What is wrong with this ?
This is the piece of code I've written, and I'd like to be able to draw the trajectory of the object.

import bge

own = bge.logic.getCurrentController().owner
scene = bge.logic.getCurrentScene()
own["positions"] = []
own.applyForce((1, 1, 1), 0)
own["positions"].append(own.worldPosition)
for i in range(1, len(own["positions"]) - 1):
    bge.render.drawLine(own["positions"][i - 1], own["positions"][i], (1, 0, 0))

EDIT:

Changed the script according to Chebhou's answer:

import bge
own = bge.logic.getCurrentController().owner
scene = bge.logic.getCurrentScene()
if "positions" not in own :
    own["positions"] = []
own.applyForce((1, 1, 1), 0)
own["positions"].append(own.worldPosition.copy())
for i in range(1, len(own["positions"]) - 1):
    bge.render.drawLine(own["positions"][i - 1], own["positions"][i], (1, 0, 0))


texts: Hello I modelled this character a few days ago. Today I made its shape keys and the basis and the first shape keys are working fine. But when I create another shape key, without even assigning it when I take it's value to 1 it distorts mesh crazily. I just dont know why is it happening.


texts: How can I merge into parts from this CAD model I imported?

texts:
I imported a STL CAD file, and what I want to do is form a small number (in the 10s) of discrete parts, so that I can attach bones and animate. I am new to Blender aside from a few tutorials so please excuse :) I am trying to animate a robot from a CAD file.

See image below. I want to join these faces/edges/whatevers together and call it the "base" part and then add a bone that will eventually be able to rotate the parts above it in the Z.

How should I go about this? Thanks!


texts:
While searching for an answer for this question here Exponential replication of object, I came across an issue which I think should be easy to solve, but somehow I'm either blocked or stubborn. I've created a nested list, which according to the Debug Output looks something like this:

[[(0,0,1), (0,0,2)], [(1,0,1), (1,0,2),....]]

So, format-wise it is a Generic List surrounding a bunch of Vector Lists. How can I unzip it (that's what it's called in Sverchok), meaning to get this:

[(0,0,1), (0,0,2), (1,0,1), (1,0,2),....]

Any help appreciated!


texts: I'd like to replicate the picture below. I already know how to create the basic chocolate, however I'm unable to wrap my head around creating the rice krispy bumps on the surface. If anybody knows of an easy way to do this without individually making and placing hundreds of little rice krispy bits, that'd be greatly appreciated. Thankyou! :)


texts: Export BGE Soft-body Distortions to 3D view?

texts: Is it possible to get BGE soft-body simulations into the normal viewport? I know you can get the animation of the object itself, (with record animation to keyframes) but how to get the distortions of the softbody?


texts: Blender 2.8 Cycles Denoiser produces banding

texts:
This is the image with denoiser:

This is the image without the denoiser

Turning on Dither made the image with more noise, like I didn't use the denoiser at all.


texts: Why are the objects in my hair particle system not sitting on top of the ground?

texts:
I made a hair particle system and set the Dupli Group to a group of 3 objects. Each of the 3 objects has:

it's origin set to be touching the XY plane (on layer 2)
it's Scale applied to 1 and it's Rotation applied to 0

I am trying to get each of the objects to sit directly on top of the ground, but instead, they are centered in the plane, half above the plane and half below the plane:

What am I doing wrong? Here is my blend file.


texts: Dynamic tesselation with displacement map

texts:
Is there a way to have an object automatically tesselated depending on the detail that is painted in the texture? I want to keep non-detailed parts low poly and detailed parts very highy subdivided. Dynotopo is doing this in sculpting mode.

(image from creativeshrimp.com)

I stumbled over the technique of vector displacement but this might be too advanced for what I need.


texts: I'm trying to create this shape. I don't understand how does it work. If I use E+S I can't get the faces forming the perimeter with an angle less than 90°?


texts: In the UV mode I want to make the UV selection from curved to vertical. How can I do that in an automatic way?


texts: Texturing UV mapping coloring other UV Islands

texts:
I have completed the UV mapping for my meshes. Now I'm using the Blender Texture Paint mode and it seems to be pulling all the paint towards the bottom left corner of the UV mapping image. I have selected individual components using the L key but when I apply a fill it colors other parts that run through the color as it heads towards the bottom left.

I've tried remapping and again averaging the islands scale and repacking, but nothing seems to fix it.


texts: There is a missing part at my object when I render in cycles

texts:
This is my model in the solid view, we can see it is complete.

but in the render view or in the final render it is clipped :

here is my viewport clipping settings :

I have added a cube to the object in edit mode ; the render shows me all the form but not the cube!!!! as you can see

to clarify:

I added to the object (in edit form) a cube and move it far away. Now the render shows all the form as if the new mesh is moving some clipping plane...


texts: For Armature linking, is there a maximum number of faces allowed?

texts:
I've created an armature for a character, but when I run CTRL-P-I to set the parent with automatic weights, my computer chugs for a bit but when it's done and I use pose-mode, the armature doesn't affect the mesh. And if I look at the weights, they're all the darkest blue.

If I decimate the mesh before parenting the armature, it worked. Is there a max-mesh complexity for which this will work? If so, is it a fixed number or computer-dependent?

EDIT: Ok. I lied, I do get an error, but not in the console, but where I said there wasn't one, the notification area at the top:

Bone Heat Weighting: Failed to find a solution for one or more bones.

EDIT: FYI, the mesh starts with about 1/2 Million Faces, and it successfully rigs when I get to about 60,000.


texts:
The texture are not showing in 3ds viewport
how can i solve?

thanks guyz

Update:
Details of Material/Texture

thanks

Update:Attached file
Suzanne.blend

Last Update:
It works when i put an light and the style view on Material =D

thanks a lot man!


texts: Translation snapping toggle - Specific dynamic snapping

texts:
[This is 1 question explained in several questions]

(And as notice asking several questions in separate threads is limited to 40 minutes)

Can you change the snapping target and element while snapping.

Or can you dynamically change the snapping target and element while snapping?

-)
Also know about toggling the snapping in general:

Is there a shortcut to change snapping type?

This is not what I mean.

-)
I know about the [ctrl] snapping feature. When translating an object you can toggle the snapping on and off. This is fine by itself but more specific toggle would be appreciated.

Can this method be used with specified snapping hotkeys:

Can this method be used with specified snapping hotkeys:

translate an object and toggle snap to 'closet' snapping option on or off?
translate an object and toggle snap to 'center' snapping option on or off?
translate an object and toggle snap to 'active' snapping option on or off?
translate an object and toggle snap to 'median' snapping option on or off?

translate an object and toggle between snap to 'edge' and snap to 'vertext' snapping options?
translate an object and toggle between snap to 'face' and snap to 'vertext' snapping options?
translate an object and toggle between snap to 'face' and snap to 'volume' snapping options?

Couldn't bind

wm.context_toggle

with

scene.tool_settings.snap_element

or

bpy.context.scene.tool_settings.snap_element='VERTEX'

or

toolsettings.snap_element

or

-bpy.context.scene.tool_settings.snap_target = 'CLOSEST'

or

...something similar


texts: Is there any way to re-render without having to rebuild the entire scene again?

texts:
If i'm rendering on GPU, is there any way to re-render without having to rebuild the entire scene again (bvh etc).

I'm just trying to tweak render settings between re-renders so I can optimise it for the fastest possible render time per frame for an animation.

Scene build time takes 2-3 minutes, so it's getting really frustrating having to tweak the number of samples, then wait 3 minutes to see the effect, then tweak again, wait another 3 minutes, then again ...

It's like torture.

I thought persistent images might do the trick, but no, it still has to rebuild the entire scene every time...


texts: Error generate rig in (rigify) after removing tongue and bottom teeth bone

texts:
when editing the human metarig, I delete bottom teeth bone and tongue bone. Because I don't need them. When I generate rig, I get error message. So I recreate the with "basic.super_copy", rename, reparent and adjust their layer in relations tab. But i still get the error message and it won't generate the rig.
The error message is like this:
Generation has thrown an exception: 'bpy_prop_collection[key]: key "ORG-tongue" not found'
How to fix this so i can generate the rig?


texts: Deformations on back of the head when trying to rotate rig

texts:
I'm weight painting my model and I am getting weird deformations on the back of the head. I can't figure out how I should weight paint in order to get the back of the head to follow the face when turning.

The file is located here: https://drive.google.com/file/d/1WajpFseBrH8aKv4AlK9S-y8q88ELArbA/view?usp=sharing
Any help would be greatly appreciated!


texts: How to make multiple light array objects follow curve path with rotation as well?

texts:
I was trying to array large amount of lamp posts across my scene with the lamp post being "face instancing" on a rectangle with array and curve modifiers.

I want two light object located at each lamp, so I parent them towards the rectangle, and now I face the issue of light objects are not rotating according to the reference curve.

Attached File:

Thanks!


texts: Mapping Node, Box projection, and rotation

texts:
Goal

I'm trying to map a texture on a cube;

Since my texture is not exactly fitting the correct orientation, I need to rotate it. The results are not as expected.

Setup description

I'm using the setup shown in the following pictures. I've set the projection mode to Box have the texture visible on all faces. Texture mode is set on Repeat to avoid undesired clamping (default value).
What I'm trying to achieve is to have the planks horizontal instead of vertical on the front face (rotate around X axis). The rotation is applied in a Mapping Node.

Results

The face I need is properly rotated, but the others get this blurry effect, which reminds me of the "Clamp" mode in OpenGL. Is this expected behavior ? How to solve this ?

**Additional note (edits) **

Both the cube and the material are simplified versions of the original problem. The meshes I have are more complex, a few thousands faces, and with complex shapes (such as switches or sockets outlets). Very few faces are not aligned with the world axes, and thus they can be ignored. The material needs to be applied on various shapes, so UV map can't be made manually. The purpose of this is to automatically create a diffuse map of each textured item, where every face with a similar direction/normal would have a similar rotation applied.

For simplificity sake, the cube seems to be a good sample


texts: When I extruded the border and then scaled it down, I am getting this sort of glitchy effect as you can see in the 2nd image. Is there a way to fix this issue?


texts:
I'm trying to follow along a YouTube video that deals with axis in Blender.
The author in the video uses Blender 2.6, while I'm using Blender 2.8.

In Blender 2.8, I would like to show the object's axis. I have drawn a green arrow towards it:

However, I don't see such an object in axis.

How could I show it?

Thank you!


texts: How do I make it so each shape is colored a different color/shade?

texts: I am attempting to use a pattern image, however, I wish for each shape to have a different color, without it having the same color every time it is repeated. I turned the image into a mask, and fed it into the mix RGB. What could be the next step?


texts: How could I set the dataType of a value in group input/output geometry node?

texts:
The default socket type is float, but I would like to set it into other types, as I marked in this picture :

How could I do that?


texts: Shift+Select a edges of a mesh after applying array modifier

texts:
here's my problem, I made a curve from a mesh outline, this mesh was itself created from the array modifier.
When using the array modifier, the command for shift+select only selects the piece of the original mesh used in the array.
Ex:

So my question is, is there any way for blender to recalculate what is a selectable line, even if I have to do it by juntion, this could sabe a lot of time in the future.
My objective here would be to convert this edge into a new curve, and so create a rail from an array.


texts: Floor in camera track flipped upside down

texts: I have a 3d camera track and I have it solved perfectly but, when I set a floor, it looks like the floor would line up perfectly except, the camera is positioned upside down. Is there a way to flip the camera over and keep the position?


texts: I have an odd question that (while it doesn't stop progress) is fairly annoying. Here's what I do. Shift + A -> Mesh -> UV Sphere. Pretty straight forward right? Well, once the sphere is created the options are disabled. The only couple of addons that I've installed have been Ice Tools and Retopoflow. I also downloaded 2.78b (I was in 2.78) and I'm having the same issues. I assume it may be in the saved preferences?


texts:
this is the first question that I post here, I want to know how the ambient occlusion bake works due to the work I did on these 2 models (high poly is still wip)

and this is the AO bake I managed to make

I'm a complete noob when it comes to creating textures through bake, how can I avoid all that problems and artifacts in bake? for example the grid in the center has completely black results whereas the middle plate of the grip has a good result


texts: In the graph editor, I want to be able to quickly change F-curves from bezier to linear, etc., but it won't let me because the keyframe(s) are not "active." Simply selecting keyframes is insufficient to accomplish this. HOW do I make keyframes "active" so I can change their interpolation?


texts: Problem with camera orientation in motion tracking

texts:
sorry for my English, I write from Italy. I'll try to explain my problem.
I'm tracking a footage with a solver error 0.2973. When I try to set the floor, the orientation of the camera is wrong (see screenshot).

So I tried to manually orient the camera, but even if well oriented respect to the xyz axes, geometry is incorrect as you can see from the screenshots below (the selected marker appears to be on the same plane but it is lower).

The video was recorded by a roof of a house so much higher than the road. It seems that Blender is not able to recognize this height and set the floor in a wrong point of view.
Can someone help me solve this problem?
Thank you


texts:
HelloEveryoneI have a problem , i am trying to understand how to use nodes , i have watched tutorial about new principlied shader , but when i am trying to make a metall object (not only metall , everything dont work )it dont reflects like a metal , then when i am downloaded a project from the internet in this project everything works well , i dont know what to make . So else , when i am trying to make the same scene with standart new scene nothing works , but with downloaded project everything working , i cant understand why ,

so in the right side of the screen is downloaded project , on the left side is my , there is same nodes , but working differntly , on other is tutorial , his example works well , my not . Can someone tell my why this is like this ? Please help me , i dont know what to do . In advance thanks


texts:
So
I am making a animation and as a part of it i require hundereds of people fight for a war scene with some main charecters
But the problem is my system is not powerful enough to render even a image so it gives out of memory error
I am on blender 2.79 Cycles render
Does anyone know a alternative


texts: Animate 8-shape kite flight pattern with fixed camera mounted to it

texts:
I am just starting out with Blender and am trying to create a simulation of a tethered kite that has a fixed GoPro camera mounted to its rope looking down towards the ground along the rope.

So far I have created a 2D 8-shape path in the xy plane "up in the air" and used constraints on the camera to create the movement. Using the Follow Path constraint I was able to get the camera to follow the path along with its orientation (rotation around the z axis).
Using the Limit Distance constraint I set the rope length to a fixed value.

The only thing missing now is the camera orientation towards the origin of the rope. I tried this using the Track to constraint and tracking the camera to an object on the ground at the origin of the rope. When I track it to the z-axis I get a view along the rope as desired. However, I don't want a fixed "Up" axis as used by the constraint (see animation below, the camera keeps rotation left and right as opposed to a fixed camera).

I rather want to use the direction of the path to create the realistic rotation while still tracking the origin of the rope.

Is there an easy way to achieve this or are there other better/easier approaches to get the results that I'm trying to get?


texts: How to use Graph Editor effectively with complex meshes?

texts:
I went through some tutorials about Graph Editor and how to adjust the curves.
It's simple enough in the examples with one simple mesh doing very simple transformations.
But it gets real complex real fast with my human armature.
I work on Dope Sheet for timing and want to adjust curve slopes in Graph Editor.
What can I do to have an easier time with Graph Editor?


texts: Unable to render material/texture using the script

texts:
I am new to blender and trying to render this file. Trying to render using script gives a very different result (everything purple) as compared to what I see in Blender GUI. What am I doing wrong?
Here is the script I am using
import os
import bpy

bpy.ops.wm.open_mainfile(filepath="materials.blend")

VIEWS = 1
RESOLUTION = 200
RESULTS_PATH = '.'
DEPTH_SCALE = 1.4
COLOR_DEPTH = 8
FORMAT = 'PNG'
RANDOM_VIEWS = True
UPPER_VIEWS = True
CIRCLE_FIXED_START = (.3, 0, 0)

fp = bpy.path.abspath(f"//{RESULTS_PATH}")
if not os.path.exists(fp):
    os.makedirs(fp)

# Render Optimizations
bpy.context.scene.render.use_persistent_data = True

# Set up rendering of depth map.
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

# Add passes for additionally dumping albedo and normals.
# bpy.context.scene.view_layers["RenderLayer"].use_pass_normal = True
bpy.context.scene.render.image_settings.file_format = str(FORMAT)
bpy.context.scene.render.image_settings.color_depth = str(COLOR_DEPTH)

# Background
bpy.context.scene.render.dither_intensity = 0.0
bpy.context.scene.render.film_transparent = True

# Create collection for objects not to render with background
objs = [ob for ob in bpy.context.scene.objects if ob.type in ('EMPTY') and 'Empty' in ob.name]
bpy.ops.object.delete({"selected_objects": objs})

def parent_obj_to_camera(b_camera):
    origin = (0, 0, 0)
    b_empty = bpy.data.objects.new("Empty", None)
    b_empty.location = origin
    b_camera.parent = b_empty  # setup parenting

    scn = bpy.context.scene
    scn.collection.objects.link(b_empty)
    bpy.context.view_layer.objects.active = b_empty
    # scn.objects.active = b_empty
    return b_empty

scene = bpy.context.scene
scene.render.resolution_x = RESOLUTION
scene.render.resolution_y = RESOLUTION
scene.render.resolution_percentage = 100

cam = scene.objects['Camera']
cam.location = (0, 4.0, 0.5)
cam_constraint = cam.constraints.new(type='TRACK_TO')
cam_constraint.track_axis = 'TRACK_NEGATIVE_Z'
cam_constraint.up_axis = 'UP_Y'
b_empty = parent_obj_to_camera(cam)
cam_constraint.target = b_empty

b_empty.rotation_euler = CIRCLE_FIXED_START
scene.render.image_settings.file_format = FORMAT
scene.render.filepath = fp + '/r_0'
bpy.ops.render.render(write_still=True)  # render still

Output of blender --background --python script.py

Screenshot of Blender GUI