texts: How to Link or Append objects from another file?

texts: I've tried the instructions here but cannot get linking and appending to work.  I have a file with just the default cube in it. Then I create a new file and go to File >> Link, and browse to the file and select the cube mesh but nothing shows up.  Same result for appending. Using Blender 2.79.   Thanks


texts: Can I render just the Diffuse Color Pass in Cycles? I tried to check just Diffuse Color Pass, but it rendered the whole image anyway.


texts:
I am running CentOS 7 and I was trying to test the latest builds of Blender. However, every time I try running it, I keep getting the following error:

error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory

Looking online, I found out the libmvec is vector math library that was added in Glibc 2.22. Since the newest Glibc version in CentOS is 2.17, it made sense that I wouldn't have it. Therefore, I compiled a newer version of Glibc, installed it in a location different from the main one, and added the new path to the LD_LIBRARY_PATH environment variable. However, I still get the same error. It is as if Blender cannot see the new version I installed.

Is there a way I can force Blender to use the libraries from this new Glibc version? I am trying to avoid having to change distros as I have other programs that rely heavily on CentOS.


texts: I would like to have it so the texture is linked to an empty point

texts: specifically, I want to be able to create an effect similar to a transformation from those anime shows from the 2000's where the torus goes around the character and as it moves upwards, the character is now wearing a new outfit. how can I make it so the top half of the model is showing one texture, and the bottom half is showing another while controlling that point with an empty?


texts:
With a UI layout like this:

How do I close the bottom area?

These are the context menus of the header, the split, the editor type selector and the type selector itself:

There's an item that allows me to maximize the area, but there is nothing to close it.


texts:
I have tried recalculating the normals but it seems that the brush only paints parts of the mesh and then either 'greys' it or cuts holes in it completely

WTH is going on here?!! Its the default ico sphere and as said I have tried recalculating the normals but it still does this!

Update blend file with EXACT same problem and steps done previously. Still having this problem!


texts: Include Other Objects in Sun Lens Flare Compositing Project

texts:
I created a Sun Lens Flare project by nodes compositing.

If I add some objects to the scene, the problem is when rendered, those other objects are not showed.

Rendering with Cycles. How to include and view other objects in this scene?
Here's the attached blend file:

Sun Lens Flare.blend


texts:
I have several smoke domains and sources that each start a fire at a different time (frame).

now it seems that I have an issue with black rectangles that appear, which is my domain.

After reading this question: Is it possible to have more than one smoke simulation in the same scene?
I've tried to put my domains and sources on different layers, but it didn't work.

Next I removed all my domains and added one huge domain.
This doesn't seem to produce the black rectangles, but now my smoke/fire all starts at the same time and the flames/fire are a bit different now.

Any suggestions on how I can render my multiple smoke/fire domains properly?
(in viewport preview everything was fine)


texts: How to extrude edges outward based on multiple axes?

texts: I want to extrude these edges outward so that they are all the same length from their origin edge. Does anyone know how I could do this without doing each edge individually?


texts:
In Blender I can render an animation by a camera with specific camera intrinsic settings:

Say I generate images of size 640x480, then the intrinsic matrix K becomes

where

and similar with beta for sensor height and image height. uc,vc are center points of the image.
Now, from blender I can get the camera Rotation-Translation matrix RT which basically describes the cameras trajectory and rotation within the synthetic world.
Now, I can map from image coordinates to world coordinates back and forth:

The issue here is, that I get an projection error that is quite large. That means, if I project the left-upper corner u = 0, v = 0 to world coordinates, then x_world is close to the true destination but not quite. If I manipulate the focal length in K then I can adjust the projection a little bit in a positive way but this seems hacky.
Has anyone ideas or thoughts on this? Thanks


texts: How would I make these curved indents in this water bottle? Picture in description.

texts: I'm relatively new. I know how to make a water bottle starting with a circle and extruding upwards while using a combo of extrude and scaling to make indents, but how would I do something like this? I'm still trying to wrap my head around some of the photos I see out there. This is such an incredible program. Thanks for your help!


texts:
I have this black and gold sort of paint melting cycles material. I would like to add depth to the texture using the Color ramp node. How can I create displacement using my current node setup?

My node layout:

Here is my slightly Photoshopped test render:


texts: Making an object different colors along irregular lines

texts: Hi, I'm trying to make this heart five different colors along the lines, roughly, that you see here. I think I understand that I can't use these annotations to cut into the heart, but is it possible to make irregular cuts like this? I've been trying to cut it using boolean operations into 5 pieces that will fit together but I can't really figure out if that's even possible. Do I need to separate it into multiple pieces and color each separately, or is there a way to fill color along an irregular line? Or is the easiest way to do this actually using textures? I tried doing it this way because I don't know how to make a texture fit to the object and have no idea how to begin to find any tutorials to help this specific effort. Any help is much appreciated and I'm very new to this as you can probably tell so please be clear about how to find any tools you mention. Thank you.


texts: After baking indirect light, inside solid meshes is not dark in EEVEE

texts:
Here is the scene setup which I will explain further:

    ## Heading ##  What you see in the screenshot above:

Lit in yellow is the irradiance volume
You see a circle of lights that can be switched between spot and
point with one button. These lights are in the big box for indirect
light.  You see a small cube on a floor and there are some open walls
around the floor.
The big cube, use for indirect lighting and doesn't have to be
necessarily part of the final render.
Lit in yellow is the irradiance volume.

Scenario

When I set all lights to spot, the walls of the big box are not so much lit, and when I take a look inside the small box, it's pretty dark in there. Just a little or no light leak.

But when I set the lights to spot, the walls of the big box will be fully lit and when I take a look after baking, it is quite lite inside the small box.

Question

Is it normal?  It doesn't look like light leaks but it is quite light in there like ambient light.  Here two screenshots of what you see inside the box.  The first is baked indirect with spotlights, and the second with point lights.

Specifications

Here some specifications of the settings;

bpy.context.scene.render.engine = 'BLENDER_EEVEE'
bpy.context.scene.eevee.taa_render_samples = 256
bpy.context.scene.eevee.use_gtao = False
bpy.context.scene.eevee.use_bloom = False
bpy.context.scene.eevee.use_ssr = True
bpy.context.scene.eevee.use_ssr_halfres = False
bpy.context.scene.eevee.ssr_quality = 1
bpy.context.scene.eevee.ssr_max_roughness = 0.5
bpy.context.scene.eevee.ssr_thickness = 0.2
bpy.context.scene.eevee.ssr_border_fade = 0.075
bpy.context.scene.eevee.ssr_firefly_fac = 10
bpy.context.scene.eevee.shadow_method = 'VSM'
bpy.context.scene.eevee.shadow_cube_size = '1024'
bpy.context.scene.eevee.shadow_cascade_size = '1024'
bpy.context.scene.eevee.use_shadow_high_bitdepth = True
bpy.context.scene.eevee.use_soft_shadows = True
bpy.context.scene.eevee.light_threshold = 0.01
bpy.context.scene.eevee.gi_diffuse_bounces = 3
bpy.context.scene.eevee.gi_cubemap_resolution = '512'
bpy.context.scene.eevee.gi_visibility_resolution = '32'
bpy.context.scene.eevee.gi_irradiance_smoothing = 1
bpy.context.scene.eevee.gi_glossy_clamp = 0
bpy.context.scene.eevee.gi_filter_quality = 1
bpy.context.scene.eevee.gi_cubemap_display_size = 0.3
bpy.context.scene.eevee.gi_irradiance_display_size = 0.1
bpy.context.scene.eevee.use_overscan = True
bpy.context.scene.view_settings.view_transform = 'Filmic'
bpy.context.scene.view_settings.look = 'Filmic - Base Contrast'
bpy.context.scene.view_settings.exposure = 0
bpy.context.scene.view_settings.gamma = 1

Settings for irradiance volume;

Distance: 2m
Fallof:   0.00
Intensity:0.75
Resolution: all on 4
Clipping Start:  0.01
End:          40m

visibility:
Bias: 1.00
Bleed bias: 0
Blur: 0.2
Visbility collection: N/A

Settings for light:
Shadow: Clip sstart 0.1
Softness: 1.00
Bias:   0.2
Exponent: 2.5
Bleed Bias: 0.5

Contact shadows;
Distance 0.6
Softness: 1.5
Bias:  0.02
Thinkness: 0.2


texts: Improving / increasing the quality of line-art of SVG file (blend file included)

texts:
My goal is to export the image as an SVG then convert it to an EPS using Inkscape.  But the SVG line-art isn't well defined and the SVG file is blank how can I improve / fix this?  I included the blend file below.

I also tried saving it as a PNG file and doing a trace bitmap within Inkscpe but I had the problem of the lines not being well defined.

PS: I'm using Blender 2.82a.  I'm also willing to try a different process if someone knows of one.

Also this is how I made it.
https://youtu.be/rTVzdthjE5Q

  Update:1
  I made the changes Jachym Michal suggested in the comments and made the Crease Angle 180.  see attached image below.  The edge lines still aren't "sensitive / isn't what I expected" they don't follow the edges of the image.


texts:
So I have a model of the Master Chief (Halo 5) that I downloaded from the internet, and I constructed a rig for him. The rig works fine

But when I add the armour to the rig I get bad distortion (blender treats it like it is clothing, and I guess that's because of the way that I parented the armour to the rig)

You can see that the body armour has heavy distortion on it, and I don't know how to stop this from happening... I tried to increase the weight of the armour but there are so many vertex groups

Is there any quick way to copy weight paint to all of these groups? Any help on how to make the armour act more like armour would be greatly appreciated!


texts:
This happened to me a couple times before, where i accidently click a key combination and it hides the outliner + other panels
Pressing CTRL UP / DOWN / LEFT / RIGHT does not bring anything back for me.
And restarting blender doesn't help..


texts: How to put similar named objects into collection in python?

texts:
I wrote a script that can detect similar objects based on the selected objects but can't put them in a collection named after selected objects.
It's not working.

import bpy

selected_objects = bpy.context.selected_objects

for selected_object in selected_objects:
    name = selected_object.name
    collections = bpy.data.collections.new(name)
    bpy.context.scene.collection.children.link(collections)
    bpy.ops.object.select_pattern(pattern=f"*{name}*")
    objs = bpy.context.selected_objects
    coll = bpy.data.collections[name]

    for obj in objs:
        cols = obj.users_collection
        coll.objects.link(obj)
        for col in cols:
        col.objects.unlink(obj)

I want from:

To:


texts: Creating addon for rotating fbx model in python

texts:
This is the code I wrote for rotating the .fbx model I imported from Rhino.

bl_info = {
    "name": "Reture Z axls",
    "category": "Object",
}

import bpy

class ObjectRotateX(bpy.types.Operator):
    """My Object Rotate Script"""
    bl_idname = "object.rotate_x"
    bl_label = "Rotate X by 90"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        scene = context.scene
        for obj in scene.objects:
            obj.rotation_euler = (0,0,0)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(ObjectRotateX)

def unregister():
    bpy.utils.unregister_class(ObjectRotateX)

if __name__ == "__main__":
    register()

The problem is that it will rotate everything in the scene including the camera. I wonder if there is better way to do this? Also is there anyway I can rotate each object seperately?
Thank you!


texts: Using Cycles Render, how do I produce a material with a transparent section of the texture?

texts:
I have tries a bunch of methods using the nodes and various node configurations as explained in a number of other how-tos and tutorials, and every result is the same, no transparency. The alpha layer of my image is either solid black, or solid white, not transparent.

How to I creat a material using nodes with the Cycles Render using a texture image (.png file) which a center area that is transparent (alpha channel).


texts: How do I render a Panorama-tracker stabilized 360° video?

texts:
I'm new to blender and I need it to stabilize a panoramic 360° video.
I found this addons https://github.com/dfelinto/Panorama-Tracker
I correctly stabilzed the video and I can correctly see it in the 3D View window but I can't find a way to apply that stabilization in the node editor view so I can't render it. I'm surely missing some steps. I can't understand if I should connect something between Movie clip and Viewer nodes and in that case what I should connect.

Thanks guys for helping me. Because of 360 video I need a stabilization that doesn't crop the video or I'll be not able to exactly connect the left and right borders of the image. For this reason I installed the panorama stitcher addons. I need to track two points, set as Focus and Target tracks and It will create a Panorama camera. The correct stabilization is what you can see on top of the screen, that image with yellow curvy line. But the only thing I'm able to get in the viewer and in the file rendering is what you see at the bottom, with the stright yellow line. Even connecting the Stabilize 2D, I had yet tried too, I can't get the rendering like the upper view. I can't find the "Panorama camera" in filters, distort or whatever. I'm stucked here. Here ( https://vimeo.com/75889844 ) he explain how he did it but the missing steps to the final rendering is what I need. Thanks a lot


texts: Deleting / removing geometry with sculpting?

texts:
With sculpting I can deform the geometry nicely, especially when using the dyntopo feature.

How can i delete geometry like cutting a hole into a sculpted box, or cut open a sculpted torus to make it a C shape instead of a O shape ?

Currently I would go back to layout mode and do it by polygon-editing and then return to sculpting,

Is that the right way to do it?


texts: Bevel uneven on symmetric selection (not scale or duplicate geometry)

texts:
For some reason bevel is coming out lopsided despite the original geometry being perfectly symmetrical.

I checked to make sure scale was applied and that there was no duplicate geometry or extra geometry attached causing the sides to not be identical.

One of the sides is directly on the x axis and the verticies on either side are offset by the same amount down to .00001 as shown below

Its like that all the way down each side. When I select more edges all the way around it bevels symmetrically as I would expect.

What could be causing the original bevel to be so lopsided given that the selection is symmetrical, without duplicates and with scale applied?

I found that this issue can be recreated from the default cube with 4 loop cuts and 2 extrudes. Its more pronounced when the middle loop cut is removed, but present in both cases.

Blend file with the default cube version here


texts:
I'm trying to model using a reference image, so I'd like to see though the cylinder so I can see the image. The problem is that, even with the X-Ray button activated, I can't get it transparent in lookdev viewport mode. As you can see from the images below, the x-ray mode works as it should in solid viewport mode, but not in lookdev. As I require to use the lookdev mode to see the image, I can't use the solid mode (at least as far as I know)

Is there any way to make the cylinder less opaque so I can see the reference plane and work on it?


texts: I am modeling a soda can and have found it increasingly difficult to deal with the high number of vertices as I collapse towards to center of the mesh. I was wondering if anyone had any advice to deal with this Ngon. Especially when trying to create finer details around where the tab should be. Still quite new to 3D modeling so any advice is very helpful, thanks!


texts: Why am I getting frame rates less than 2 frames per second for my animations when I have an nVidia GeForce GTX card?

texts: I've set the nVidia card to be used by Blender in preferences and in the nVidia Control Panel. I've tried using Cycles and Evee.  The animation is of a single MB Lab character and no matter what I try, I still get less than 2 frames per second.  I'm not sure Blender is actually using the nVidia card.  Are there some other settings that need to be changed?  Thanks in advance to anyone who tries to answer my question.


texts: Hair/Feather Card UV-Map according to Other UV Map

texts:
I currently trying to texture my Haircards (Used for feathers)
The Problem is that the UV-Map of the Cards-Mesh is totaly different from the Base-Character.
Here you see the UV of the Cards:

Here from the Character UV-

Is there a way to align the UV-Islands of the Cards according to UV-Map of the Character, or do I have to move them by hand to the corrend possition? The Character already have Textures with Colors, I want to use the same for the Feathers.
The mesh will be later used in a unreal-game.


texts:
Sorry for asking so many questions about this one project, I'm sure many of you have seen it a lot already. This should be the last one for this :P Thank you all for helping so much already !

Anyways, I'm almost done my little project, here it is in it's current state:

Everything goes pretty well-- except the pants, as is evident.

Here is the blend:

The pants have a cloth modifier on them with the Quality slider turned up to max (as that helped with this issue previously when the pants were at rest. Not the case right now). I've tried playing with the presets to no avail. The pants are pinned at the waist and ankle through pinning via a vertex group. The pants are also parented to the character to keep their offsets to it.

How can I fix the melding issues with the pants?

Edit: Tried removing the cloth modifier, but the leg still doesnt seem to collide with the body despite both having collision physics... Hrm.

Edit: Tried turning up quality on collision, no improvement :(


texts: Burned-out lines only in small resolution?

texts:
If I'm rendering dark thin lines over a light background, I get kind of a burned-out result. But if I render the same in huge scale - and rescale it down to original size - the result is as expected. Its the same with texture or geometry.

What can I do to prevent always rendering huge pictures in order to get a decent result?


texts: motion tracking - is there a way to automatically clear tracks after they leave the frame?

texts:
hi there I am tracking a video with many tracking points to decrease solve error.

many of them leave the frame by the end of the video. is it possible in anyway to automatically clear track data after they dissapear from the frame?

or is the only way to go one by one, find the frame when they dissapear, and press clear track?

Thanks!


texts: Grease Pencil Keyframes not visible in timeline

texts:
I am very new to blender, working on my first project. I am trying to combine a 3D model, animated using an armature, with some hand-drawn animation, using grease pencil. I started with the model, and everything worked as expected, but when I started animating with the grease pencil, the keyframes were not visible in the timeline. As a result, I cannot grab them, arrange them, or view their onion-skinning.
I saw a similar question asked about the Dope sheet, which allowed me to see the keyframes there, but the timeline is still blank. I have a picture of the view, with the grease pencil selected, but with no keyframes visible. For reference: There are keyframes on frame 0, 1, and 20. I cannot see them in object, edit, or draw mode.

I think my problem has something to do with using the wrong "Keying set" since I am using one with LocRotScale for the armature bones, But I am not sure how to change it to a keying set that allows for grease pencil frames. Keying sets are still a little confusing to me in general. I know the keyframes are being created because scrubbing the timeline still shows the different frames in the viewport, but I just can't view them in the timeline. I am most interested in getting the onion skinning working, which I believe is linked to this visibility issue.

Any help is much appreciated. I've been at a bit of a stuck in the project because I cannot figure this out.


texts: How to render a blender file that has a python script governing the animation

texts: I have a blender file which takes in realtime data using a python script in which I have used MQTT, everything is working fine but I can't find any way to showcase this on web UI, basically, I want to see the 3-D viewport as well as the python editor on the UI, is there any way? I am using blender 2.8 and blend4view is not supported, I don't know if verge3d would work with it, if anyone has a clue please help.


texts:
How do I get this design of an EnumProperty?
My code(basically just the standard Operator File Export template):
import bpy

def write_some_data(context, filepath, use_some_setting):
    print("running write_some_data...")
    f = open(filepath, 'w', encoding='utf-8')
    f.write("Hello World %s" % use_some_setting)
    f.close()

    return {'FINISHED'}

# ExportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

class ExportSomeData(Operator, ExportHelper):
    """This appears in the tooltip of the operator and in the gener ated docs"""
    bl_idname = "export_test.some_data"  # important since its how  bpy.ops.import_test.some_data is constructed
    bl_label = "Export Some Data"

    # ExportHelper mixin class uses this
    filename_ext = ".txt"

    filter_glob: StringProperty(
        default="*.txt",
        options={'HIDDEN'},
        maxlen=255,  # Max internal buffer length, longer would be clamped.
    )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.
    use_setting: BoolProperty(
        name="Example Boolean",
        description="Example Tooltip",
        default=True,
    )

    type: EnumProperty(
        name="Example Enum",
        description="Choose between two items",
        items=(
            ('OPT_A', "First Option", "Description one"),
            ('OPT_B', "Second Option", "Description two"),
        ),
        default='OPT_A',
    )

    def execute(self, context):
        return write_some_data(context, self.filepath, self.use_setting)

# Only needed if you want to add into a dynamic menu
def menu_func_export(self, context):
    self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator")

def register():
    bpy.utils.register_class(ExportSomeData)
    bpy.types.TOPBAR_MT_file_export.append(menu_func_export)

def unregister():
    bpy.utils.unregister_class(ExportSomeData)
    bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.export_test.some_data('INVOKE_DEFAULT')


texts: Rain and Splash Effects I can't see type fluid why?

texts: I can't see the same properties types than on the video https://www.youtube.com/watch?v=35bbyAJodEQ 11:38 is it normal on the last blender version and how I can add this property on the domain cube, the bottom fluid and the fluid sphere? thank you for your help !!! :D


texts:
I have a netrender working on a very simple animation. However, I had to restart one of the slaves, and now the slave's name is written twice.

How do I delete the node from the list?


texts:
The shaded relief of the heightmap I use looks metallic or maybe glassy when I render. I set the principled bsdf of the plane below the heightmap to 0.000 but it still looks metallic when I render with cycles.
How can I solve the problem of the metallic relief?Is there some settings I still have to do?
The image attached is rendered on 30 samples cycles just for testing
How can I make the relief look realistic
[![enter image description here][2]][2]
[2]: https://i.stack.imgur.com/PziCV.jpg![enter image description here](https://i.stack.imgur.com/AakYK.png)


texts: Is there a good tutorial for creating an animation where different meshes replace each other?

texts:
This seems like a basic question so please feel free to point me to where it has been answered, but I must not now how to google it because I can't find a good answer.

I have a scene with two types of objects in it pictured below,
1- A clear container object that will not change in any way
2- 40 nearly identical meshes that I'd like to replace each other in an animation.  I.e. Show the first one, hide it, show the second, hide it, etc...

I got this data from a different program.  Is there a good guide out there on how to do that?  Any tips?


texts:
I am trying to communicate the output of a rendered image to another process. How I am typically familiar with rendering images is to call:

bpy.ops.render.render()

But I was wondering if there was a way to not write the image to the disc and simply get a numpy array of the output.

This is a somewhat specific question, but I would appreciate any help!


texts: how to connect objects with splines with animation nodes?

texts:
I have a group of objects all with keyframed movement. I want to a create splines between the closest objects as they move like this...

https://www.youtube.com/watch?v=k9MvcCXsHHY

I know you can connect particles like this...

but dont know how to do the same effect with a group of objects.


texts: How can I simulate metamerism in Cycles?

texts:
Different combinations of spectral wavelengths can produce the same apparent color. For instance, true yellow is 570nm-590nm, but computer screens produce it by mixing red and green. Both yellows look the same, but they are not really the same!

It's easy to demonstrate this effect in Blender. Cycles operates in RGB-only mode. It cannot simulate any colors in the visible light spectrum except for red, green, and blue. Secondary colors are combinations of the 3 RGB primaries.

To Cycles, yellow = red + green and cyan = green + blue. When you layer 2 planes with yellow and cyan glass shaders above a white emission plane, green light passes through. Each plane lets 2 wavelengths of light pass through it.

To Cycles, red and blue are pure primary colors. When you layer 2 planes with red and blue glass shaders above a white emission plane, what you see is black (not purple!) Each plane lets just 1 wavelength of light pass through it, and all light is blocked since the wavelengths are different.

Is it possible to make colors in Blender act as their own true wavelengths/spectral distributions instead of a mixture of red, green, and blue? If you do that, layering translucent yellow and cyan planes will result in black, just like layering red and blue. If you make 2 different colors that respond to a range of overlapping spectra, layering them will allow some light to pass through (resulting in a non-black color).

Can blender render colors with custom/non-RGB spectral distributions?

https://www.youtube.com/watch?v=uYbdx4I7STg


texts: Object is disappearing when moved on viewport shading

texts:
When using viewport shading, in object mode, whenever I move, rotate or scale an object, only the outliner of the object moves. The object remains in its original place.
To fix this problem, I have to switch to edit mode and go back to object mode, only then the object is positioned where it should be every time.
version 2.83 with my key configure imported only. (I had the same problem before in v2.82)
Do you have any ideas for solving this? or you think what im doing wrong?   Thanks
Edit : still same problem continiues
[![enter image description here][2]][2]


texts:
I've been using the blender for so long, but today I was faced with a very annoying problem.
Please have a look at the gif below and tell me why snapping to vertices while scaling does not work as it should? This is version 2.91.2

Thx


texts: How to set the parameters to get the same imaging results as Azure Kinect DK?

texts:
Through the camera parameters, I can unproject the depth map to get a point cloud.
For the obtained point cloud, I can project it to get the depth map, but how to set it in blender, to get the same depth map obtained by the depth camera of Azure Kinect DK.
In the source code, the projection is calculated as follows:
    ...
    float xp = xy[0] - codx;
    float yp = xy[1] - cody;

    float xp2 = xp * xp;
    float yp2 = yp * yp;
    float xyp = xp * yp;
    float rs = xp2 + yp2;
    if (rs > max_radius_for_projection * max_radius_for_projection)
    {
        *valid = 0;
        return K4A_RESULT_SUCCEEDED;
    }
    float rss = rs * rs;
    float rsc = rss * rs;
    float a = 1.f + k1 * rs + k2 * rss + k3 * rsc;
    float b = 1.f + k4 * rs + k5 * rss + k6 * rsc;
    float bi;
    if (b != 0.f)
    {
        bi = 1.f / b;
    }
    else
    {
        bi = 1.f;
    }
    float d = a * bi;

    float xp_d = xp * d;
    float yp_d = yp * d;

    float rs_2xp2 = rs + 2.f * xp2;
    float rs_2yp2 = rs + 2.f * yp2;

    if (camera_calibration->intrinsics.type == K4A_CALIBRATION_LENS_DISTORTION_MODEL_RATIONAL_6KT)
    {
        xp_d += rs_2xp2 * p2 + xyp * p1;
        yp_d += rs_2yp2 * p1 + xyp * p2;
    }
    else
    {
        // the only difference from Rational6ktCameraModel is 2 multiplier for the tangential coefficient term xyp*p1
        // and xyp*p2
        xp_d += rs_2xp2 * p2 + 2.f * xyp * p1;
        yp_d += rs_2yp2 * p1 + 2.f * xyp * p2;
    }

    float xp_d_cx = xp_d + codx;
    float yp_d_cy = yp_d + cody;

    uv[0] = xp_d_cx * fx + cx;
    uv[1] = yp_d_cy * fy + cy;
    ...

and with the help of xy_tables, the unprojection is calculated as follows:
z = (int16_t)depth_image_data_uint16[i];
x = (int16_t)(floorf(x_tab * (float)z + 0.5f));
y = (int16_t)(floorf(xy_tables->y_table[i] * (float)z + 0.5f));


texts: how do I animate a vesicle fusing to a cell membrane?

texts: I am a medical educator and new to blender animatoin. I want to create a viral particle (UV sphere) "blending" into a cellular membrane. I will appreciate pointing me into the right direction. Thanks!


texts: My renders keep coming out all black despite having lights

texts:
I am trying to render a scene using cycles inside of a cave model. I have the camera and the lights set up (I believe it is done correctly?). I have also tried rendering with global illumination, and still, I just get a black square.

To be clear, I want to render the inside, and there are already two point lights inside, near the camera that I believe are configured correctly.


texts: Bug or feature: Apply transform (on parent/child/both) and instancing

texts:
Add object A (later:child)
Add object B (parent)
Parent object A to object B
Rotate Object B (by 90°)

Result:

Object B (parent) shows a rotation of 90°
Object A (child) shows a rotation of 0°

I understand this behaviour that the child's rotation is shown relative to the parents rotation and in this case this means 0°. So far everything's fine.

But if you apply the parents rotation, the childs rotation switches to 90° (number in the transform panel). WHY? The child still has the same rotation relative to the parent. Why does the status of the parent object affect the numbers given for the child object if the numbers of the child are relative to the parent?

OK, let's continue. To set both objects to rotation 0/0/0 or scale 1/1/1 you simply select both objects and apply the transformation. Actually I'm surprised that it works this way, because usually if you select two objects you select a "earlier" one (orange) and a "later" one (yellow) and there is severe functionality related the order of selecting (for this reason you can not type manually numbers into transformation fields for both objects as only the later selected will be affected). Interesting that applying transformations works for both selected objects at the same time.

When it comes to instancing, it's getting really strange! Back to the starting point, but now:

Add Object A
Add Object B
Parent Object A to Object B
Select Object B "Instancing - Faces"

(You may make an array with object B for lights or you can assign a material with Object Info node using the random output for different colors on the instance-arrayed objects and much more funny stuff.)

Rotate Object B (Parent/Instancer) by 90° (child follows as expected)

Result:

Object B (parent/instancer) shows a rotation of 90°
Object A (child) shows a rotation of 0°

Continue:

Apply the rotation of Object B (parent/instancer)

Result:

STRANGE THINGS HAPPEN, I can't even explain what exactly is happening, because I don't understand what is happening, but the result is not expected.

I would describe it like that:
Object A (child) remains in the same rotational position as the parent (showing 90° rotation in the transform panel). But the instanced object falls back to 0° rotation. Which makes "sort of" sense because at the time before the rotation of the parent object was applied the rotation of the child was 0°. But as the rotation of the child is set to 90° when applying the parents rotation why is the instanced object not also set to 90° (and follows the rotation of the parent just like the child)?
From my point of view, this is all very strange, starting right with "why is the relative rotation of the child changed to an absolute rotation once you apply parent's rotation?" The issues with instancing are a consequence of this behaviour IMO.
If all of this is considered a feature, could please someone explain that to me. I'm open to learning but I just can't think of any situation that would benefit from it. Is it REALLY meant to work this way?
Also, is there any advice for handling the instancing issue? To me it's a powerful tool that helped me overcome various other problems (as making light-arrays) so I would love to know how this is handled correctly.
Thanks in advance!


texts: Any blender GUI toolkit for use with Game engine?

texts:
Is there any blender GUI toolkit/library (popup window + eventual window control, button, radio button, checklists, slider, enter text...) to use with blender game engine.

The purpose is to evoke, for example, a button, place it at a given coordinates, then add the appropriate sensor, controller and actuator.


texts: Unable to run Blender 2.8 beta on Raspbian Buster

texts:
I recently bought a Raspberry Pi 4 (4GB). I wanted to test Blender 2.8 on it, but I am unable to get it running.

If I install the 2.79 stable version from the app store or terminal, it works perfectly. However, I am unable to run the Blender 2.8 beta.

I extracted the archive and double clicked on the blender binary, but its not running. I tried copying the extracted files to /usr/bin/ or /usr/local/ and tried running it again, but, still its not running.

Unlike ubuntu, in Raspbian Buster, the binary doesn't have the option to enable 'run as a program'. Tried running from terminal using ./blender, but still nothing happens. Shows 'exec error: unable to execute binary'

Raspberry Pi 4 has arm7l (32 bit) architecture. But, both the 2.79 and 2.8 builds (32 bit) don't seem to work.

Any ideas on how to get 2.8 running?


texts: Can the sequence of objects created by the Array modifier be scaled down linearly?

texts: If I add an array modifier to an object, it adds similar objects to the scene as per the input relative distance. Can we scale down each object linearly in that sequence, is there any method to do this?


texts: While rendering in cycles, it turned it into a grainy black and white picture

texts:
I am new with Blender and I am trying to learn the software.
While I was following a tutorial from Grant Abbit (link: https://www.youtube.com/watch?v=g8683RF1COo) is that when I tried to render it in cycles, it turns into a mess of grain, noise and black and white fragments.

The reason was that the Principal Volume thing attached (which was the fog effect from Grant's Video). IS there any way to solve this? Except disconnecting the Principal Volume.


texts: How to set boolean object property on multiple selected objects?

texts:
I'm trying to make all the selected objects take the value "True-False" simply from a Boolean checkbox, I can't find a correct way, only the active object takes the value, I would like that the other selected ones also take on the same .
This is an example:

import bpy
from bpy.utils import register_class, unregister_class
from bpy.props import BoolProperty
from bpy.types import Object, Panel,PropertyGroup

class MyPanel(Panel):

    bl_label = "Checkbox Test"
    bl_idname = "TEST_PT_Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):

        ob = bpy.context.active_object
        layout = self.layout
        row = layout.split()

        row.prop(ob.object_prop,"bool_prop", text = 'Object Bool Prop')

def updatebool(self,context):

    ###in that update function i try to make the boolprop attribute on multiple selected objects:

    selected = bpy.context.selected_objects
    active = bpy.context.active_objects

    for o in selected:
        if o.type == 'MESH':

            ### this is my problem:
            o.object_prop.bool_prop = active.object_prop.bool_prop

class OBJECT_Prop(PropertyGroup):

    bool_prop: BoolProperty(default= False, update=updatebool)

classes = (MyPanel,OBJECT_Prop)

def register():

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

    Object.object_prop = bpy.props.PointerProperty(type=OBJECT_Prop)

def unregister():

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


texts: Texturing deformation through a sequence of meshes

texts:
I have several (externally generated) two-mesh sequences representing undeformed/deformed objects.  I would like to visualize these deformations using texture mappings on the meshes.

In particular, I would like to place a texture on the undeformed object, and have it deform along with the mapping to the deformed object.  The mesh connectivity between undeformed/deformed is the same.

Is there an established method for doing this in Blender?  I have heard that this can be done using "shape keys", although I do not know what this means.  I am very new to Blender and graphics software in general, so basic advice is appreciated.


texts:
First of all. Im a total noob at blender. I only have a few days of training.

I am working on a logo for an animation. Im trying to bake the scene, but my text is too long for only one bake map (or texture or what ever) So I have seperated each letter so they can be baked one at a time. But they all still share the same node ?

How do I give them one each ?


texts: Nested For Loops: How do I access objects created in a nested for loop?

texts:
I created a series of objects that spawn individually over a time line.  Something like a drop ship where one ship comes out at a time.

After all the objects are in their position, I want the to merge all at the same time back to one position.

So on the outer loop, I want it to take those objects and then change their final position and add a key frame to each one of them.

Is there a simple way to iterate over the objects created in the nested for loop or do I have to create a list, then iterate over that list on the first for loop?
I know this may be more of a coding question but was wondering if the the blender library could call all objects just created.

import bpy
import time
from random import randint

number = 10

for i in range(0,number):
    for i in range (0,number):  ##Create Batch of 10 Objects
        bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0)) ##Create UV Sphere
        bpy.ops.anim.keyframe_insert_menu(type='Location')  ##Add Keyframe for recently created Sphere
        x=randint(-10,10)
        y=randint(-2,2)
        z=randint(-10,-1)
        bpy.context.scene.frame_set(bpy.context.scene.frame_current + randint(1,10)) #Move Frame to a random Location
        bpy.ops.transform.translate(value=(x,y,z))  #Move Object to new location
        bpy.ops.anim.keyframe_insert_menu(type='Location') #Add Keyframe for new Location
        x=randint(-10,10)
        y=randint(-10,10)
        y=randint(-2,2)
        z=randint(-10,10)
        bpy.context.scene.frame_set(bpy.context.scene.frame_current + randint(1,10))
        bpy.context.object.location = (x, y, z)
        bpy.ops.anim.keyframe_insert_menu(type='Location')

    #Now I want the objects that were created in the for loop, to all move together to one point at the same time.
    bpy.context.scene.frame_set(bpy.context.scene.frame_current + 5)
    bpy.context.object.location = (0, 0, 0)
    bpy.ops.anim.keyframe_insert_menu(type='Location')


texts: 'Unable to read file' when importing rendered video file into Adobe Premiere 2020

texts:
So I'm attempting to import a rendered Blender video file into Adobe Premiere. However, it just comes up with a message saying 'unable to read file' or something of the like. I have tried four different file formats (.avi,.mp4,.mkv and .mov) and neither of them work.

And yes, I am aware that this could (and probably is) be an issue with Adobe Premiere, but I also think that maybe the selected file format that I chose in Blender ('FFMpeg Video') might have something to do about it. Plus, I'm unable to open the file (in any format) to QuickTime Player, although for some reason other video that aren't made in Blender or by me are completely fine.

So two things.

Does the rendered file format selected in Blender affect how this works and what it should be if I want a video format?
Is there anything wrong with Premiere that is prohibiting the files from being able to be read?

Btw, I have an Apple computer.


texts:
i tried my best to search the answer on web, but i couldnt seem to find anything helpful.

so i finished building my animation scene. i also made a few render layer for compositing, one for blur effects, 1 for speed vectors, etc. now i want to render it into an animation. i checked the composite checkbox in the postprocessing tab, and hit animation button to render it. then it renders all the render layers one by one, and combine it into the composited results. but then it stops rendering so i only got 1 frame.

i read a thread here that said i should delete the render layers so blender will render it directly into a composited result, but in the composite node settings i need the render layer so i can get different effects for different objects.

how do i render the frames into PNGs file that is already composited? im sorry if my question confuse you, please ask me for more detail. any help is fully appreciated


texts: Weird sweep of dark and bright border on a material

texts:
Video

So I made a render and made a short camera pan animation on it. The brick wall at the back shows this weird line sweep from right to left but when I check on the render as a static image the line isn't there.  How can I fix this?


texts:
I'm working on an add-on that performs some operations on items in Outliner (actually it enables me to batch rename collections, a feature missing from Blender). The addon works fine if I assign a keyboard shortcut to it, click Outliner and hit the key. However it does not work if I launch it from another window, or from the Edit menu. In these cases I receive the 'Context' object has no attribute 'selected_ids' error.
I tried a few things found on the net, which were usually trying to get the outliner window and override the context. One is this:
   for area in bpy.context.screen.areas:
        if area.type == 'OUTLINER':
            override = bpy.context.copy()
            override['area'] = area

I thought I can just call override.selected_ids instead of bpy.context.selected_ids, but I cannot for an 'dict' object has no attribute 'selected_ids' error.
Have any of you managed to find a way to switch context to Outliner?
I need a solution for Blender 2.92+


texts:
I'm working on a number of icons for 3-D printing. I'm having an issue where I've traced out the object as linked edges and vertices, and then gone through the following process:

Convert to curve.
In the curve options, extrude to add "height".
Convert back to mesh.
Apply solidify modifier.

This has left me with an object that is as I need it, but has also left some self-intersecting geometry that I would like to remove, so that I'm not getting overlapping faces inside the geometry etc.

I've tried the:
Ctrl+F > Intersect (knife) but it doesn't seem to be simplifying the geometry as I need it
Boolean modifier using a cube around the object, and doing all three available operations. Nothing seems to happen here.

I have the .blend file here in a dropbox folder
https://www.dropbox.com/sh/c05dvx6vforyx1y/AAB_bYT-gw0Z40l0AGKju9tga?dl=0


texts: I'm using Blender 2.7,and I want to assign a material to a particular part of an object, and for some reason I'm only able to use nodes for this, and normal assigning wasn't working for me.How do I use nodes to assign materials?


texts:
This is a sword pommel I am modeling.  Last part of the sword and it will be done as my fist modeling test in blender.

As you can see I tried my best to keep the mesh as simple as possible.  In order to have a good smooth result.

Then why am I getting this when I add a simple smooth shade?

If I try a multiresolution, subdivide or smooth modifiers it is even worse with the whole mesh messing up terribly the more I add on the modifiers.  WHY?

I have a file upload here for you to check.  It is the pomel and the crossguard of the sword on which both I used a mirror modifier.  Guessing is the source fo the problem.

I think I have solved the problem by first perfecting the mesh a bit then cutting the mesh in half on the side which best was effected by the shade smooth and added a mirror modifier.  Still, I would love to understand normals a bit more especially what is the difference between the red and blue?


texts:
I am trying to combine many objects (in the order of hundreds) in BLENDER by the UNION operation (boolean modifyer, union). Correspondingly I wrote a small script that cycles through the objects, combining one after the other with the alwyays growing first object. This script works quite well for a few objects and operations (that I can also verify by hand). If their number rises, however, I get funny results. Usually several objects are missing from the growing "all-union-object". I assume that the UNION-function at some place messes up (as described in the www), and that all subsequent UNION-operations suffer from this. Is there any Modifier (or other way) that I could treat the single objects with in order that this UNION works? I have tested so far the REMESH and TRIANGULATE modifiers and also have scaled the single objects by different numbers in order to get rid of identical faces that might exist among the objects. Unfortunately, all this seems to change only the ultimate output and the appearance after combining a few objects. Cycling through the larger list of objects, however, always gives problems.
Any help is highly appreciated.

To the background: From another program I get initially in VRML/WRL many different spheres and cylinders that in part are identical and in part overlap. I cannot change this behavior and would like to have in the end one single entity (or object) like the UNION of all those little objects or the outer surface encompassing all those little objects. Importing to BLENDER (which works as expected) and combining all little objects by UNION (my question) would solve the problem (at least in theory if there were not the problem I am asking here ...). I am certainly not limited to this approach, so maybe there is also another one that would circumvent this issue with the multiple UNION in BLENDER ...


texts: Retopology of Cloth from Marvelous Designer

texts:
Is it necessary to retopologize triangulated cloth coming from marvelous designer?

I noticed that cloth coming from MD is triangulated.


texts: Blender appears to ignore axis export settings when exporting FBX?

texts:
Doesn't matter what I choose as forward axis, blender always exports the same.
This happens with a few other settings in the FBX export settings, but not all (Blender ignores some settings but not others).
Is this a known bug? Is there a fix or workaround?
[This is not a bug report, I'm asking if there is a workaround for this]


texts: Is it possible to use SSAO in Eevee without world lighting?

texts:
I'd love to use SSAO in eevee to just add a little depth to my scene, but I've created a studio-esque lighting set up, and as such need to keep the world lighting dark, only lighting my scene with lights.

Is there a way to force AO in a dark scene? It seems like AO in eevee only works when the world is emitting light. Is there a workaround for this?


texts:
How can I detect self intersections in a mesh given a pose deformation?
I've managed to visualize them, but how can I access them?
Is there another way to detect these self intersections?


texts: I was trying different hdri for the scene to render this corvette in.To make the car appear on the surface of the hdri i took a plane and added the same environment texture to it.After that i turned the scale of the plane on Z axis of the plane to -1.Now after getting the same settings for object as the world,the plane reflections are a bit different from the world hdri.You can see it rendered view.It is clearly visible.So changed i the output from surface to volume.THe tricked worked and the reflection became same as the background hdri.However now i am not able to cast shadow on the plane by using sun lamp as i was able to do in surface output.Can you help me sort this out?I want the plane same as background hdri so that the plane blends in with the environment and I also want the reflections at the same time. I am working on eevee. The node editor on right is for the plane object and the editor in the middle is for the world settings


texts: Boolean modifier not working with hiccup

texts:
Newbie to blender here, I've done quite a bit of searching through the rest of the forum for this answer but I'm sorry if it's already been asked.

I work in a medical office and we might possibly be 3d printing a prosthetic nose attachment.  We have a patient missing some of her nose and I have a 3d scan of her face.  I also have a 3d scan of someone else's nose I am trying to fit on the front of her face. (Pictured, I can't show much more for confidentiality reasons)

I've lined them up fairly well and I was thinking I'd use boolean difference to "carve" out from the nose attachment everything that was really on the patient's face.  For some reason the modifier just isn't working at all.  When I click, nothing happens.  I've read around the forum's and suggestions such as solidifying the objects (they already have been) don't seem to work.  The bulk of the other suggestions deal with making sure the objects are manifold.  When I use shift-ctrl-alt-m to find non-manifold surfaces, nothing shows up.

The other thing I read was that overlapping parts can cause some issues for the boolean modifier... well, that one I don't know how to get around.  Maybe you have some suggestions?

Edit:
Update for you:  both items are scaled the same.  I removed all doubles, followed guidelines suggested by cegaton and made sure normals faced the same way.

They had been solidified but I noticed that the modifier WAS actually doing something, it was just drawing a faint line around the nose where it overlapped.. so I realized while the face was solid it just wasn't very thick.  So I solidified it as much as blender would allow me (without turning the face into a giant ball) and tried again... Which resulted in this:

My overlap threshold is set at 0.0002.  That seemed to make it more noticable than when it was set at 0.000001.... but let me know if thats a huge mistake.

Or if there is an easy way to separate the part of the nose I want after it did draw a faint line.... I'm game.


texts: How to write rotation data of all objects to txt-file?

texts:
I want to export the rotation of all objects to a .txt file, but I dont know the actual python ommands in Blender. Made some try with google's help:

import bpy

ob = bpy.context.object

for ob in bpy.data.objects:

     f=open('output.txt','w')
     f.write(ob.rotation.euler[0])
f.close()


texts: How to make IK target bone undetachable?

texts:
So I have a arm, and a IK. The target bone of the IK is called wrist. My goal is to make the wrist bone undetachable from the IK bone.

This is what I don't want. The wrist bone (purple one, is detached from the yellow IK arm bone. I want to make the bone unable to detach. And always stay like this.

.


texts:
In my scene, I have one object that's casting a very pleasantly dark shadow (not too dark, not too bright), and on another object, the shadows seem to be much lighter... Is there anything I'm missing or am I just being dumb... (And the material is nearly the same shade) The picture below (CYCLES) depicts a dark shadow on the big object, and light shadow on the small object.

And in the image below here (Rendered in EEVEE) The shadow darkness seems to switch.

Why do I get this feeling that the shadows are not cooperating equally in comparison to size and object.


texts: How? (for blender 2.8) to set hotkeys for specific screen space (workflow editors)?

texts:
I used to have a pie menu hotkey that let me go to node editor, or UV editor or video editor.

Within preferences, calling each editor was Screen.set_layout, then there was another box within that hotkey that allowed you to put the name of the editor you wanted.

In Blender 2.8 I don't know what words/code to put in there.


texts: How do I export to mtl and obj files with textures for use with three.js?

texts:
I have a 15MB blend file from here:
http://www.blendswap.com/blends/view/72717

a quote on the page from the uploader "The textures (included the background), were taken by me and can be used freely."

how do i get this wood texture? (i would like all the included textures)
I am familiar with an .mtl file and seperate image files to be mapped to the object/model.  Can I get blender to ouput this?  How?

Also, I have tried triangulating and checked all the boxes that should be checked during export, but all I ever get is a severly messed up model when viewed with three.js.  About half the faces are missing and no textures.


texts: Bsurfaces making surfaces inside the objects in blender

texts:
Im learing a way to retopologize in blender using BSurfaces, what i do is:

Creating a plane and going into edit mode and delete the plane.
I select object insted of scene from the toolbar the tool bar in grease pencil.
Then selecting surfaces so that the grease pencil is drawn on the surfaces of another mesh(sphere} .
Then pressing D and LMB i draw lines on the mesh, it goes well.
But when clicking on the "Add Surfaces" it doesn't draw the new surfaces on the object, it's inside it, some vertices and edges and a little bit of faces can be seen.

See the picture below what i get after clicking "Add surfaces" :

Screenshot

Thanks in advance


texts: How do I make my mesh have a matte black finish in cycles?

texts:
How do I turn a mesh into a black mesh with a matte finish? I tried all the texture types.
I am in cycles render.


texts: How do I change the bone layer with a script?

texts:
I wanted to make a small script that loops though all the bones in the selected armature and puts the ones that match into another bone layer.

for bone in bpy.context.active_object.pose.bones[:]:
    if bone.name in ListOfBoneNames:
        #put that bone into bone layer 8

How do I put the bone onto bone layer 8? What is the function name for that?

When I do it manually, the console shows:

bpy.ops.pose.bone_layers(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

But I don't know how to use that in the script. Wherever I put it ("bone.bone_layers" or "bpy.context.active_object.pose.bones[bone.name].bone_layers"), it says that the object doesn't have a "bone_layers" attribute.


texts: Add armor to the body without long weight paint

texts:
After character export from Unreal Engine, I have one merged mesh with vertex groups (terrible export, had to add 110 to Z coord of every static mesh). The body has the weights I need, but armor doesn't.

Do I really have to paint all these 100500 vertex groups manually? If I don't use "limit selection to visible", I will paint something I wouldn't like to.

If I do, I won't paint the inner part of the armor and there will be ugly tentacles. And if the body has "green" weight, I won't be able to paint armor correctly.

It would be great if it understood what's armor and assigned correct weights to it. Or at least can't I select the area and assign weight to it?

Blend file: https://files.fm/u/zaefgsjz


texts: Rigid bodies being affected by bone constraints

texts: I am having and issue with rigid body physics. I have a main object that acts as a collision, and four objects around the first that have constraints that attach them to the first. I also have an armature that I am constraining the bones to the rigid body objects. All of the rigid body physics work if no bones are constrained to them, the furthest right bone works when constrained to the rigid body, but when I constrain any of the other three bones, all rigid bodies just stop


texts: Creating a custom menu of active grease pencil palette colors via Python Script (Blender 2.79b)

texts:
So,I was looking to accelerate the coloring workflow in grease pencil by creating a custom menu of the active GP palette colors. The workflow would be to assign a hotkey to this custom menu and then invoke it while coloring.I have  scripted a Python code for this purpose andfacing the following issues-

1.Since GPcolors are array of RGB values(correct me if I am wrong) couldn’t find any pointer functions to point to array values.
 2.The code when run indicates an endless loop of menus.
Any suggestions would help.The code is given below-

import bpy
class GPcolorMenu(bpy.types.Menu):
    bl_label = "GPcolors"
    bl_idname = "gpencil.GPcolor_menu"

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

        for color in bpy.data.grease_pencil["GPencil"].palettes["GP_Palette"].colors:

            layout.menu(GPcolorMenu.bl_idname, text=color.name)

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

bpy.ops.wm.call_menu(name=GPcolorMenu.bl_idname)


texts: Let's say that there is a sphere whose x,y,z dimensions are d. So, the circumference is d*pi. Now, the sphere is rolling on a surface. The z will stay the same, but the x,y locations are moved from (x1, y1) to (x2, y2). Assuming that the initial rotation is (0,0,0), can I calculate the rotation values for the last frame, so that I could make the rolling animation realistic? I mean, the sphere has some texture so that if it does not rotate, it will look as if it is sliding on the surface.


texts: Rotate Empty on Local X-Axis using Python Script

texts:
I have created a grid of hexagons.  I want to animate the rotation of a series of them diagonally, so I have parented each hexagon to its own Empty, and rotated the Empty's orientation to the angle I want to rotate the hexagons at.  But when I try to rotate each Empty on its local x-axis using python script, I can't seem to get the expected rotation.  What I've tried so far:

Selected Empty in 3D viewport, then ran (where the value "1.5708" is the equivalent of rotating 90 degrees):

bpy.context.object.rotation.euler[0] = 1.5708

or . . .

bpy.ops.transform.rotate(value=1.5708,
                         axis=(0.866025, 0.5, 0),
                         constraint_axis=(True, False, False),
                         constraint_orientation='LOCAL',
                         mirror=False,
                         proportional='DISABLED',
                         proportional_edit_falloff='SMOOTH',
                         proportional_size=1,
                         release_confirm=True)

The first one results in an error:

  Traceback (most recent call last):
      File "", line 1, in
      AttributeError: 'Object' object has no attribute 'rotation'

The second one rotates the Empty, but not according to local x-axis. (looks like maybe global x-axis)

Note: the above commands come from the info panel where first one is the same as setting rotation in the "Properties" panel (N key in 3D Viewport) and second one is the result of using the 3D Manipulation Widget

I am using Blender 2.73a on Mac OSX 10.8.5


texts: Where are Blender 2.79 and later rigid body constraint angular limits documented?

texts:
Summary
I can find no documentation on the frame of reference for defining the rigid body HINGE constraint Z axis rotational limits.
Blender defaults these to lower = -45 deg and upper = +45 deg.
Online docs provide no detail and YouTube videos invariably skip over this aspect of constraint set-up.
Can someone direct me to documentation or provide insight into how the HINGE and other RB constraints angular limits are defined. i.e. with respect to what are the limit angles defined?
Detail
I need to understand the Blender set up for these constraints well, as I need to prototype before exporting into my own game engine, which also uses Bullet Physics.
I've tried a Blender demo set-up with 2 bodies, one static/passive and the other active and a HINGE between the two and just when I think I've got it, for instance assuming:

The angles are defined looking down the constraint's local Z axis, towards the origin.
With the limiting angles defined relative to the XZ plane.
With +ve angles being above the XZ plane and -ve below.

But as soon as I start playing with the angles, my hypothesis falls apart.
I can even manage to provide limits that cause the joint to act against gravity in an unrealistic way.
Given the lack of online guidance on this (including Blender stack exchange) I'm starting to think that this is not a well understood area.
I assume the same will apply when I come to look at the other constraint types too, especially the GENERIC constraint.
So any help or direction will be gratefully appreciated.


texts: How do I successfully Import a humanik Maya character via FBX

texts:
The image shows the skeleton with all its bones at the correct position but incorrect orientation. Behind that is the character's boot which is lying sideways so either the skeleton is not scaled properly or the character.

Recap:
Need to find out how to get bones to orient properly.
Need to find out how to get the shapes to orient the same direction as the skeleton.
Need to find out how to get everything at the correct scale.


texts: Editing a rigged mesh (MakeHuman > Blender > Unity)

texts:
I'm trying to use this program called MakeHuman which creates a rigged mesh for you, but I am trying to edit the mesh in Blender before using it in Unity. There are so many layers and complexity to the Blender scene that I don't know what to do, even given that I have done basic rigging manually before.

For simplicity in example, I would like to replace the head of the mesh with a cube. I believe what I must do is:

Unparent the mesh from the rig (how do I do this properly?)
Edit the mesh
Re-parent the mesh to the rig
Assign automatic weight painting

I've tried this before and what I get is my character floating in space in Unity, I believe because there is something wrong with the weight painting?

Please help!

Thanks

http://www.pasteall.org/blend/37244

Recently I've tried clearing all the Vertex Groups and modifier after Clear Parent, editing my mesh, then reparenting with automatic weight. When I go to bring this into Unity with animations put onto it, it just stands there.


texts:
I have a root element with some objects that could be a variable level of depth, but it mostly just goes 2-3 levels deep.
I am trying to get all the meshes within the root object but doesn't seem to be able to reach them?
I also admit I am not good at this recursive thing.
structure:

function:
def findMeshObjectsRecursive(searchObject, levels=10, meshList=None):
    def recurse(searchObject, parent, depth, meshList):
        if(meshList == None):
            meshList = []
        if(searchObject.type == 'MESH'):
            return searchObject
        if depth > levels:
            print('return list 1')
            return meshList
        print("  " * depth, searchObject.name)

        for child in searchObject.children:
            meshList.append(recurse(child, searchObject,  depth + 1, meshList))
        return meshList

    try: return recurse(searchObject, searchObject.parent, 0, meshList)
    except Exception:
        traceback.print_exc()
        return meshList

output
 mrotxhi_1
 EMPTY
 shaftxhi_1
 EMPTY
 trotxhi_1
 EMPTY

I would expect it to print more objects, because later in the code I add blend modes and transparencies to these objects but it is not working now because it cannot find any MESH type objects... I previously tested this with a different structure that did work.


texts: Growing memory usage when rendering animation

texts:
I'm using Blender 2.77a with Windows 10 64 bit on a 8 GB RAM PC and AMD R9 390 graphic card with driver 16.4.1.

When GPU rendering a very simple animation (350 faces, 150 frames, single PNG files) local memory usage in Task Manager goes from 80 MB to over 2 GB after the first 20 frames so I need to stop, close, run again Blender and start rendering from the last rendered frame. It works with CPU.

I read that Blender doesn't store frames in memory so I would check some rendering setting before fill in a bug report because of a memory leak.

Any idea ? Thanks.


texts:
I have made a pair of eyes that have a cartoony shape (with the help of lattices) and have rigged them. The problem is when I  try to move the eye controller, the eye rotation is a bit... weird. I'm attaching the *.blend file along with screenshots
Edit: I haven't rigged one of the eyes, so you'll only see one eye move
Blend file


texts:
Since a while iam a graphic designer for a mmorpg, with a Angelica 3D engine,
Wich uses .ski, .smd, .stck and .bon files.
And i have seen some really nice models i wanted to import to this mmorpg,
But alot of people told me i have to write a certain script to import/export those
models. Now iam not known with python scripting, but i do want to learn it.
If anyone could help me to write this specific script, i would be very thankfull!


texts: How do I get blender to work on OSX El Capitan?

texts:
Ok, so recently I updated to El Capitan, and I have had so much trouble figuring out how to move the camera around and just do basic trackpad movements like I used to be able to do. I have followed this tutorial since I started using blender: https://www.youtube.com/watch?v=nCgt4ODsWYQ
and it has worked until now. Does anyone know how to fix this?


texts: How can I edit greyed out Keyframes again?

texts:
I'm having some issues that some keyframes in the Action Editor are greyed out and I can't edit them anymore. I'm not sure if I accidentally pressed some button, but this has never happened to me before and I've been using blender for some years now.
MAIN PROBLEM:
I can't delet the keyframes, set new ones or do anything, not even more them on the timeline. Anyone having an idea what is wrong?


texts: Clean sphere separation with a sphere created from a cube

texts:
I would like to achieve a clean sphere separation with a sphere created from a cube.

Actually i got some kind of hatched egg effect, but that's not what i need

I was able to achieve that from an UV sphere, but i don't like the pinching effect at the pole :
When textured, i need the sphere to react with lighting effect the same way everywhere. The sphere  will be spinning in a webgl application, and the pinching effect at the pole will be visible.

Is there a way to do it?

I guess i need to add vertices to permit this separation. I tried to play a bit with the knife tool but without success so far.


texts: (Blender 2.8) My Mesh is mess when i move my rig

texts:
please someone help me. im using Blender 2.8
Currently i'm doing rigging in my own model. i'm using Automatic Weight as a rigged parent from my model
The problem is, when i'm tried to move (rotate) my model's hand in pose mode. it's getting messed up

And the legs are as same as hand

i've been trying to reduce the weight down to 0 in weight painting. but the result was as bad as before

Could someone help me to solve this problem ? is there something that i missed ?
Thanks before
File :
[My Blender File][4]


texts: Image texture is visible in Texture mode but not in Render mode?

texts:
Here, it is visible

But,
in Render mode,


texts: Animation not working in Unreal Engine 4

texts:
I'm very new to Blender and Unreal Engine. I'm trying to figure out why my Animations from Blender are not showing up in Unreal Engine 4. Here is a file that I made for testing it out.

When I'm importing the file to Unreal Engine 4 this shows up

The Mesh is showing up in UE4

But the Animation is not showing

This is what the Output Log of Blender says

The Error "Imported bone transform is different from original. Please check Output Log to see detail of error." is the one that I can't get rit off.

This is probably a simple question but I can't figure it out.

Thank you.


texts: How to fix floating objects during weight paint deformation?

texts:
So far I've been able to find the answers to all my blender questions without having to ask but this one I just dont know what to search for so I wanted to inquire.
The spines on my dragon's tail are separate meshes 'joined' together but when I do weight painting there's always one or two fins per bone that wont follow the contour of the tail even at a weight of 1 but some will at less or even 0 weight. I tried removing the spines from all the vertex groups but then they just detach and float in the air for all deformations.
So my inquiry is; is it possible to have the spines follow stapled to the tail's surface somehow? It confuses me a little how the one outlined in red dose not follow while the one outlined in green does.

Blender file of tail section


texts: align objects to an axis or to each other

texts:
is there a way to align objects up with each other along an axis?  I know how to align using scale and vertices, but I need to do this with complete objects.  Basically I'm looking for the standard align tools I see in other software.

Blender's manual indicates there should be a tool available for this, but it is not in my Objects menu.  Is it something I need to add on?  I tried Align to active, that was a mistake as I was not able to choose to do it only on one axis.

I am using version 2.82.


texts:
I have set up a camera with a script and logic bricks so that when I use left mouse button it creates an object and places it at the specific click location.

Nevertheless, I encountered an issue with that the first of my created object doesn't care about the lines following cont.activate(Add)and leaves it at the camera location, just as seen in the picture below (the cube and rectangles are other objects, the one I'm calling is the cone).

Why is that ?


texts: How do you achieve a retro 3D style, today?

texts:
Limitations of 90's 3d computer graphics produced some very stylized images.
See here: https://www.pcmag.com/news/trippy-3d-art-from-the-early-90s
I can't quite articulate, in 3d terms, why it looks retro. Low resolution? Harsh shadows? Lighting? Unrealistic materials? Of course, today's technology has gotten a lot better and more realistic.
What techniques would you use to create a 90's 3d retro style today?
I'm a beginner in 3d software. Thanks!

Robert A. Mickelsen


texts: How to scale down an extrusion/hole in mesh?

texts:
So I created some mesh stuff for Second Life.

The biggest plate fits around the barbell fine, but I have an issue with the smaller ones where the size of the hole is too small because the circumference of the plate also becomes smaller.

I tried to scale the inner ring outward on the X and Y axis (Shift+Z).

If I scaled it inward I could see the effect I wanted, except I wanted the hole to become bigger, however the second image shows how that turned out.


texts: How to switch colors on Base Color Image Texture Node?

texts:
I downloaded this Sci-Fi Drone from the internet and I want yellow and black color to switch places so that drone is mostly black with less yellow. Is that possible? Did I even correctly connected PBR textures?
Drone's color is from the Base Color Image Texture Node.
Drone and textures download link: https://www.cgtrader.com/free-3d-models/aircraft/other/sci-fi-camera-drone
Here's my Material Setup.

Any kind of help is appreciated! Thanks!
My blend file:
This is how the drone should look. It differs a little bit of mine because there's no reflection in the front part.


texts: How can I catch reports from Operators in Python script?

texts:
Is it possible to catch reports from Operators in a Python script?

For example, the Operator bpy.ops.object.modifier_apply() shows errors in the console when something goes wrong. I'd be happy to have a try... catch... method to handle those.

Same with some addons like 3D Print Toolbox who send back useful info in the console and UI, but I can't seem to find a way to catch those. Is this possible?

Update:
To give a concrete example, this file uses a boolean modifier on two objects and when applied, the Operator returns a lot of WARNING or errors in the console. How could I catch those?


texts: How to generate texture image for home interior and how to use it in OpenGL ES?

texts:
I designed a home interior and it includes wooden floor also. I used the UV/Image Editor to generate images to draw home interior in Open GLES but I failed to generate the image.

Another problem is that the Texture Coordinate array is not complete, that means many numbers of the coordinates are not available in the array it only shows comma separated blank spaces(using obj2opengl.pl to generate the array). I added an example image, I have to generate images like this.


texts: I am having kind of an odd problem with part of my model. I have a fully modeled jet ski that is separated into the general body and then individual surfaces that are wrapped. For some reason I have two surfaces that seem to have grouped or duplicated but I can't delete them without the other surfaces also disappearing. Also if I select one surface, it also selects the identical duplicated piece. Does anyone have an idea as to what is going on or how to delete those pieces?


texts: blender python insert keyframe matrix from exported data

texts:
I have default humanoid rig, and exported animation data using following code reference to csv file.
NOTE: I am not using blender's in-built copy animation data as I am planning to modify code further for custom use.
import bpy
sce = bpy.context.scene
ob = bpy.context.object
for f in range(sce.frame_start, sce.frame_end+1):
sce.frame_set(f)
print("Frame %i" % f)

for pbone in ob.pose.bones:
   print(pbone.matrix) //Saving this data to a csv file.

Now I, am I am trying to import this data by adding keyframes to other humnoid rig using following but cant get it working.
Keyframes are added but it doesn't animate.
import bpy
    import csv
    from mathutils import Matrix

    sce = bpy.context.scene
    ob = bpy.context.object

    with open('maximo_keys.csv', newline='') as csvfile:
        reader = csv.DictReader(csvfile)
        for row in reader:
            sce.frame_set(int(row['frame']))
            cbone = ob.pose.bones[row['bone_name']]

            if(cbone.name == 'thigh.L'):
                print(row['rotZ'])

            cbone.matrix = Matrix([(float(row['locX']), float(row['locY']), float(row['locZ']), float(row['locW'])),
                   (float(row['rotX']), float(row['rotY']), float(row['rotZ']), float(row['rotW'])),
                   (float(row['ScaleX']), float(row['ScaleY']), float(row['ScaleZ']), float(row['ScaleW'])),
                   (0.0000, 0.0000, 0.0000, 0.1)])

            bpy.context.view_layer.update()

            cbone.keyframe_insert(data_path="location", index=-1)
            cbone.keyframe_insert(data_path="rotation_euler", index=-1)

Can someone direct me what is wrong i am doing?
This is simplest version, where I added 2 single bone armatures and added animation on 1 armature.
import bpy

sce = bpy.context.scene

ob1 = bpy.data.objects['Armature'] #object with animation
ob2 = bpy.data.objects['Armature.001'] #object to copy animation

for f in range(sce.frame_start, sce.frame_end+1):
        sce.frame_set(f)

        ob2bone =  ob2.pose.bones["Bone"]
        ob2bone.matrix = ob1.pose.bones['Bone'].matrix
        ob2bone.keyframe_insert("location", frame=f)


texts: How to turn a linked group into independent objects?

texts:
I created a group and added objects to it,
then Add -> Group Instance. How to turn this linked instance into
a completely independent, ungrouped "deep" copy of the objects in the group?

I've tried the options I get by RMB on the outliner, to no avail.

PS: I need this to export collada; the exporter code won't output the objects within a group if they're linked/instantiated from another scene.


texts: Is physics driven animation on a human scale possible in blender

texts:
By physics driven I mean sorta like toribash, or sumotori dreams if you have heard of those. Basically I want a ragdoll that I can apply forces to in certain spots to mimic human movement.

For reference I don't know a whole lot about blender but I am pretty good with python and I know blender has pretty good python support.

If it is not possible in blender is it possible in any other 3d tools.


texts:
I'm looking at the ui_menu.py template script in Blender, and line 19 shows this line:

layout.operator_menu_enum("object.select_by_type",
                              property="type",
                              text="Select All by Type...",
                              )

I thought I could find the id name "object.select_by_type" by hovering over Select -> Select All by Type... in the 3D viewport, but when I did, I couldn't see any grayish popup saying something like "Python: object.select_by_type()". How can find the id name of submenus like this one?


texts: Is there a way to change scrollbar width?

texts:
I work on a 15' laptop and the scrollbar width takes a lot of space when working on multiple windows. Being able to hide the scrollbar or changing the width to a minimal value would help me a lot.

I've gone through every setting in User Preferences to search for a solution but couldn't find a way.
Thank you!


texts: In VSE, is it possible to have keyframes adapt to clip length? (relative position)

texts: I have added transform keyframes to the beginning and the end of a movie clip. When I decide to change the length of the clip, the keyframes keep their position. Is there any way they would keep position relative to the clip? So if let's say it is located at the end, when I shorten or stretch the clip, it is still at the end of the it? Basically what I want is a relative keyframe position. I haven't been successful in finding a solution.


texts: How to run a Python callback when Blender exits?

texts:
Is it possible to get a callback before Blender closes?

There are bpy.app.handlers. Unfortunately there is no handler for closing Blender.

So is there a way to to know in a script when blender is about to close?


texts: How to copy keyframes from one object to another?

texts: I would like to know how I can copy keyframes or better a complete Animation to another object, so both objects have the same Animation.


texts:
I have an dae file which I import into blender version 2.76. There is one pool cue stick in this file.  There seems to be a relationship(shown by relationship line)between cue stick and another point which is at 0,0,0 as shown in the image below. I want to remove the relationship between this cue stick and I want that the tip of the cue stick be at 0,0,0 point.

Please let me know how to remove relationship between cue stick  with a point which is at 0,0,0


texts:
I'm trying to render a 10 second, 30 FPS character turntable in Eevee:

The scene has two lights - a spotlight and a sun with disabled shadow casting, at a nearly 90 degree angle from each other. The materials are highly specular and metallic and use ambient occlusion to achieve a more comic book-like look. Screen space reflections are disabled to preserve the high light reflectivity without having differently coloured areas reflecting each other.
Still image renders look perfectly fine but during the animation, you can clearly see the shadows cast by the strands of hair on the character's forehead flickering, as if they were much stronger in every other frame. This doesn't seem to happen with any other part of the model, only the hair. I've marked the affected area on the provided image.
I've tried a number of solutions to similar problems I've found online: changing the shadow settings (soft shadows are off), light volumetrics properties, camera clipping distance, simply increasing the render samples. None of it has had any effect whatsoever. I've tried removing my ambient occlusion nodes from the hair and skin materials and this did have an effect, but it seemed to only mask the issue by making the shadows more faint and it didn't eliminate the flickering itself.
My best guess would be that the issue comes either from the materials or the geometry - I've had neither the time nor the need to retopologise the model, so some of the geometry might be questionable (especially due to lots of wasted vertices). I'm not convinced that's related to my problem, though.
The obvious solution would be to switch to Cycles (which does not have this issue at all) but since there are a lot of dark areas on the model, noise becomes a major concern and I've found the render times unacceptable for 300 frames, even with OptiX denoising.


texts: I would like to get a cube to rotate in a scene as seen in this image. Is there any way to do this without animation?


texts: Move 3D cursor via current active object?

texts:
You cannot really drag the 3D cursor or snap it in Blender which is not ideal.

So I thought one could do this:

Start (via pressing a button/key)
    make new empty at 3D cursor position
    set 3D cursor location = active object location (the empty)
    Stop (via pressing a button/key)
        delete created empty
Exit

The idea is that when I move the empty the 3d cursor will always follow it. One can snap the empty to a vertex in object mode easily and thus positioning the 3D cursor.

And then the user is satisfied with the cursor position a key is pressed to exit the command chain the empty will be removed and the 3D cursor remains where it got moved to.

Is this a possible idea and would one suggest a better way?

Please excuse my brutish attempt.


texts: Hi I should make a video for a project of a hydroponic containers but the rendering time is over 30 hours ... how can I reduce it while maintaining good graphics ? Thanks !


texts: Is the object that is associated with an action selected?

texts:
I have a script that goes through all of the actions in bpy.data.actions. for action in bpy.data.actions: First, is there a way to return the object the action is associated with and second, is there a way to return whether or not that object is selected?
Any help is greatly appreciated!


texts: How to re-enable background transparency (Blender Render)?

texts:
The 3d object below has a grey background. It should be transparent though (which is the default setting).
But somehow this is gone.

I'm using Blender Render.

Can you point me to the checkbox I need to click to get it transparent again?


texts: Using NLA strips on different bones belonging to the same armature

texts: Let's say I have a character with four arms, all part of the same armature. Is there a way I can animate one arm, turn this into an NLA strip and use them on the other bones or do the other arms have to be separate armatures?


texts: Change whole blender scene into a cartoon look

texts:
So, I have a scene full of meshes (around 70 or so) each with own textures (no normal maps etc tho).
I am wondering if there is a way how to change the whole global scene into something more cartoony. Like setting global shadows differently?
I saw a tutorial of changing the surface of the material into Toon BSDF, but doing that for each model? And wouldn´t that ruin the textures?
Isn´t there something like when you can change in Photoshop the saturation, colour ramp and other settings of a picture?


texts:
I found my Wacom eraser could work on Texture Paint.
so maybe there is a shortcut assigning to it?
but I cannot find it in preference


texts: Quick smoke + fire not rendering properly in 2.81a

texts:
Having just ventured into the physics of Blender, I tried to set fire to a cylinder in a previous animation. The results looked nice especially using Cycles. In the 3D viewer with Viewport Shading: rendered turned on.

However, the output does not reach the renderer when trying to output an animation. I tried the same using the default startup scene, setting fire to the default cube. Neither Eevee or Cycles will render anything: Eevee shows a blurry domain box, cycles just shows the cube.

Any suggestions? I use PC (Win 10) with 2x EVGA 1070GTX in SLI. Everything else seems to render fine, just not physics (or at least not fire + smoke for now).

Thanks for your help,
S


texts: Any way to remap "Frame Selected" for edit mode in 2.8?

texts: It seem that in 2.8 I can't remap "Frame Selected" for edit mode. I have to use the Num . all the time which is tedious of course. In previous version I could remap it to "F" which is an industry standard and I think blender should have it as well.


texts: Exporting only 1 object at a time to .stl using blender script python

texts:
I have a scene with multiple objects and I want to export them individually as .stl meshes.

Right now, it is just a cube and a plane, for simplicity. The cube is resting on the plane.

I've tried the following script to loop through the objects in the scene and export them individually as .stls:

cube.select=True
plane.select=True
names = [ob.name for ob in bpy.context.selected_objects]
bpy.ops.object.select_all(action='DESELECT')

for name in names:
    obj = bpy.data.objects[name]
    bpy.context.scene.objects.active = obj
    stl_path = os.path.join('C://Users/deden/Desktop/', name + '.stl')
    bpy.ops.export_mesh.stl(filepath=stl_path)

However, when I do this, both .stl files contain both the cube and the the plane. I am trying to have a separate .stl file for both the cube and the plane.

Can anybody help me with this?

I've seen a couple other stack posts but keep getting the same problem..


texts:
I learned to use

object.path_from_id(property)

to obtain the path for my fcurves. But when I did this:

object.path_from_id('rotation_euler')
output: 'rotation_euler'

I started to wonder

on other properties I tested it behaved exactly the same
so, why should I even bother with this method?


texts: Why is there a crease in my mesh when I enable subdivision surface?

texts:
I have a dinosaur mesh (more or less thanks to this).  Around the 11:55 mark or so, he shift+d's the toe from one side of the foot to the other.  However, I observe that whenever I turn on subdivision surface, there is a strange crease in the mesh.

What did I do wrong to cause this crease?  What can I do to get rid of it?

Thanks alot!  Blend is here.


texts: I exported my mesh with only one material, so it would generate only one texture Set when I export it to Substance Painter. Does anyone know how to use different colors for one material, so I can use the ID Maps? If I try to change the color of the material, it automatically changes it everywhere so I can't use the ID maps.


texts: What is the mathematical basis for F-Curves?

texts:
The Blender user's manual says:

  Although F-curves are very similar to Bézier Curves, there are some important differences.

One of these differences is the fact that an F-curve doesn't allow a property to have more than one value at any given time. Blender's F-curves might take the keyframes and handles in the following image and produce the curve shown in the image:

However, a normal cubic Bézier curve with the same endpoints and handles would actually produce the following curve:

This curve contains a loop and is unsuitable as an F-curve.

So what is the mathematical basis for F-curves? More importantly, can you direct me to any scholarly articles that describe this type of modified Bézier curve? (or at least some good search terms for me to research)


texts:
Whenever I Lock Camera to View and then attempt to navigate using the 3D gizmo, the view is immediately no longer locked to the camera.
Is there a way to allow the use of the gizmo while keeping the view locked to the camera?
Sorry if, as usual, I am unclear...
In response to Answer 1 below:
The first image shows that in Lock Camera to View mode, I can see the gizmo.
The second image shows the view after clicking the gizmo, which reflects the view no longer being locked to camera view.
If I am able to manipulate the view "inside the camera view", why can't I use the gizmo to do so?
Also, I am not trying to navigate the camera. I am trying to use the gizmo to navigate the model view, while maintaining the Locked Camera to View.


texts: Tried searching but couldn't find how to curve this in  the way I show with red lines (ms paint, sry XD)


texts: Displacement node doesn't show up on mesh correctly

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After looking online the past hour, I decided to make a post here. I am having trouble where the displacement in my render view is extremely different than the one in the material view. After looking online for tutorials and such, I always end up with the same problem too. I'm using Blender 2.79. Photos below

Material View

Render View

Nodes


texts: Letter Text One By One In Correct Location

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I'm able to have text appear using

I'd like to get letters in the right place one at a time, any ideas?


texts: Normal map not baking properly--half of the model is baked in the wrong direction

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New to blender, so I could be doing a lot wrong here.

I've baked my normal maps in Cycles render, but parts of them are flipped the wrong way. There are awful seams on the tail and legs and I'm at a loss now of what to try next.

What can cause this and how can I fix it?


texts: Is it possible to rotate and move a face in one simultaneous motion?

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I'm somewhat new to blender, and I've asked Google in every possible way to find an answer to this, but I'm stuck.  My intention is to design a simple cable clip to 3D print.  The cylinders represent the cables and are only there as reference.  I'm trying to "wrap" the flat piece around them, using proportional editing to get a nice curve.  I want to be able to both move and rotate that plane around and over, but I can only seem to do either one or the other, never both simultaneously.
It's extra frustrating because I also do sculpting in VR, and it's so simple to just grab the one end, and move it where I want while simply rotating my hand, all in one motion.  I'm about ready to just go do it in VR, because it would take a few short minutes, while I've been here for almost an hour in Blender trying to figure this out.  But it just seems like something that I should be able to do, and I'd like to know how for future reference as I plan on doing a lot more design in Blender for 3D printing in the future.
I'm guessing there's some kind of modifier I can use, but I was hoping to just be able to hit a key on the keyboard or roll my mouse wheel so I can perform both different actions at once.  I've attached an image that will hopefully give you an idea of what I'm struggling with.  Any help is greatly appreciated!


texts: Edit mode when use Subdivision only show wireframe 2.8

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I want to ask about how to show the model when use Subdivision surface on blender 2.8.

Here is the difference when you use blender 2.79 vs 2.8 edit mode.

Blender 2.8 (11 August 2018 built)

Is it a bug or I missed something on blender 2.8?

Left is blender 2.79 and right blender 2.8.

Thank you

Temporary Answer
From this forum (https://blenderartists.org/t/subdivision-preview-mode-missing/1114785/5) Ace_Dragon said that

  "The existing subsurf code is being ripped out and replaced with new code based on the OpenSubDiv library (which is becoming the industry-wide standard)."

Wait a while longer, it seems that for now this thing hasn't been included in blender 2.8.

Update

On the latest build, 12 Oct 2018, we can see the mesh when entering edit mode


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During adding automatic weights to my model something went wrong and I don't know what. I'm stucked in 10:16 of this tutorial.
https://www.youtube.com/watch?v=cGvalWG8HBU


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With the hairs comb and giving nice shape

After applying rotation and scale why the hairs change the shape and length

I try to animate the brush dropping in the cup. The hair leave the mesh.

Any suggestion or help whats going wrong. Thanks


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I am working on a project that requires me to have outlines on cubes, the outline HAS to be a shader, not matter if it's a combination of nodes or a script,it has to be a shader. Meaning that I can't add extra-mesh like the solidify modifier would do.

And I couldn't find any way to do outlines on a sharp cube with nodes, every single way I saw to do it was with smooth objects. The project I'm working on will be NPR, and I want to render on my GPU to minimize render time.

Here is a mockup of what I want to do, you can see all of the objects in the scene have their outline visible, and only the OUT-lines

The outline also has to be able to take a texture's color, so the solodify modifier is NOT an option (I said it already but I want it to be clear). Here is a mockup of how it would look

Hope this was precise and well explained enough.

EDIT : Freestyle is NOT an option.


texts: How can I adjust render settings on a scene being linked into a new project?

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I'm working on developing a usable Blender pipeline for a project that my company is working on and have run into an issue with scene links. I'm not sure if it's a bug, if it's intentional, or if I'm just missing something - but I can't find a good solution through standard research methods.

The situation: Multiple consecutive shots in a sequence (for television) are receiving some CG props that we're making and animating in Blender. Since all of the shots are comprised of only two angles, we would like to be able to create .blend files for each shot that's linking in the model assets as well as the "master" world (HDR lighting) and render settings. Objects, groups, and worlds behave accordingly when linked, but when I link the master scene into the new project to take advantage of copied render nodes (which are extensive) and general Cycles settings, the project is completely locked with no option to make local.

This puts us in a jam, since we need to modify specific render settings like in/out frames, File Output directories, etc, but we DO want to be able to control a majority of the settings from one master project.

In case it wasn't clear, this is the setup that we're ideally going for. Each (#) is a separate .blend file:

-

(1) Model/Shading/Texture (2) Rigging (3) World/Render Setup

(4) "Final" project for animation which is linking in (1), (2), and (3).

-

Is there any way around this? I've even tried going in through the text editor for manual adjustments, but it can't be accessed from the locked scene link.


texts: .obj exportation is not working properly

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So i this problem with the exportation, the obj file looks fine in the 3d viewer but when I import it in unity it's all wrong, I applied all the modifiers but with no results.I tried to export it as fbx but it's the same.

This is how it should look, I don't know if there is some problem with the mesh but I don't know how to check that.


texts: Exporting to OBJ with textures not working properly

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I have a little bit of problem with exporting from Blender.

Basically doesn't matter what I do, it does not export the texture files properly. When I open the generated obj and mtl with text editor I cant really see anything about the texture picture. It's just says "usemtl Material.001" etc.. If I understand correctly the MTL file should contain the location of the texture file in some form.

Here is an example (very simple modell just to demonstrate)

Here is the generated OBJ, MTL and texture files.

I double-triple superchecked in the OBJ exporting settings to check in "Write materials" also tried all the settings in Path mode. (No change). Texture file(s) are properly placed in the same directory as the OBJ and MTL, have a simple name, without space or any special character.

It's not the 2 programs incompatibility (I try to modell in Blender them use them in DAZ Studio) either because when I try to import the OBJ back to Blender it also misses the texture.

I use Blender 2.79 with no plugins or scripts. Tried to reinstall it, didn't help. (To be honest didn't expect it to but still tried :D)