texts: Advice or workarounds to use Nvidia Drivers in Mac OS Mojave

texts:
I am a newbie who has just (re-)begun using Blender, version 2.8, on a retina Macbook Pro from around 2014 with MacOS 10.14.2 ("Mojave").  GPU is (selectable) an internal discrete NVIDIA GeForce GT 750M (2048 MB) and an on-board Intel Iris Pro (1536 MB).  Neither of these are recognised by Blender when I try to select them.

So I visited the NVIDIA site, hoping for a CUDA driver update, but no suitable "Latest drivers" are listed there for MacOS, only for other operating systems (Windows, Linux, Solaris).

As far as I can tell, this situation is the result of a debacle between Apple and NVIDIA, where Apple is (currently?) not authorising NVIDIA drivers under MacOS Mojave.

Especially annoying, since I had specifically selected a Macbook model that came with a NVIDIA GPU, with use of Blender in mind.  At the time I bought it (2016), AFAIR, Blender had either more or only support for NVIDIA CUDA.

I can only hope that this apparent inter-company situation will eventually be resolved.

Currently my Macbook has NVIDIA CUDA Driver version "410.130", GPU Driver version "355.11.10.50.10.103".  Latest in the NVIDIA drivers archive for "All Mac products" is "418.105". I hope to install (and use) that one, as an unapproved download, if Mojave will let me.  Following a system backup (via Time Machine) that is...

Any constructive advice / workarounds welcome.


texts: Save/Export image from compositing tab in Blender 2.81

texts: Any way to save the pre-rendered picture as JPG/PNG from the compositor?


texts:
Blender's Video Sequence Editor allows you to use the Gaussian Blur effects strip to blur the image or video, however, it uses a lot of CPU and the rendering is slow like a hell. It takes around 2 minutes to apply a blur of 80×80 to a single frame of a 1920×1080 video which is unacceptably slow. It even makes the system lag a lot.

Are there any ways to make the blur effect faster?


texts: Deform mesh along another mesh without distortion

texts:
I'm trying to create a non-destructive piece of road with a curb attached. The road and curve are both controlled with a curve that works fine.
The problem occurs when I wanted to add a SimpleDeform to the road mesh to give me the ability to easily taper its width. What I want is for the curb mesh to stick to the side of the road but not get distorted. The closest I've come is using the Surface Deform modifier on the curb however, this creates bad distortion.
Hopefully, the image helps explain. The ultimate goal is to keep everything non-destructive so I could change the taper and the curb would follow along.
Let me know if you think this is possible. Thanks!


texts: Script to separate an object's mesh without using bpy.ops

texts:
I've seen several posts suggesting that it's better to write functions that
manipulate bpy.data directly, instead of using the bpy.ops operators. I can
understand the argument about how operators such as bpy.ops.mesh.separate() are
meant for the user interface, requiring context such as the active object or the
mode (object vs. edit), usually given by the user.

But the operators are convenient because they embody so much of Blender's
functionality already, and I don't want to have to re-code that from
scratch... So where I can find this functionality in Blender's API, apart from
the bpy.ops operators ? Is it in bmesh ?

Here's a specific example : if I want to code the equivalent of "separate", I need (among
other things) to identify, in the set of vertices that I want to separate, which
ones are on the 'borders', so I can duplicate them. This would probably involve
navigating around the mesh data, iterating over each vertex's neighbors, and
checking whether they're inside my set. Not trivial for a newbie. So is there a
function for this ?


texts: I want to apply a difference boolean using a collection and not an object

texts:
So basically I am pretty new to blender and so far I have finished only 3 projects using some tutorials. Currently I am trying to build a cabinet for pc. I created a cube and also created a collection of objects to be differentiated from the mesh so that I can have holes on the back side of the cabinet(For the air ventilation).
The problem is that I want to differentiate the entire collection. I tried doing it with the Bool Tool but when I click on differentiate it also applies my solidify modifier. The brush boolean thing seems to work but then I have to apply it for every modifier of the brush. Is there any way around this.Also I cant add the solidify modifier after the boolean because it is messing up the mesh
Any help is appreciated
Thank you


texts: Unable to render pose ? ( Ive rigged my mesh, changed its pose and now it does not display in the render )

texts:
Ive created a 3d basic human mesh, and ive added a particle system to it. Ive then rigged the mesh using riggify and have now posed it. However when i go to render this, it displays the previous 't-pose'.
Im really stuck and would love help asap as im really desperate, thankyou all!

In the picture below the left picture is my desired pose, and on the  right is there rendered result.


texts: How can I animate a scaling of the character mouth to simulate talking?

texts: I think scaling on the Y will be good simulation for talking but I'm not sure if only the Y and if only scaling or maybe also rotating and position ? The idea is to create some talking animation so I can use it later with unity3d.


texts: Compositing - Final scene renders fine first and in a last step black

texts:
I try to render a composition in cycles based on motion tracked footage. When I press Shift-Z for render preview everything is fine. But when I hit the render button in the render tab it renders fine first, but in a last step all tiles change to black. The result looks like a scene without light.

I played around with the render layers, but without success.

@cegaton: thank you for the note, here comes a screenshot of the node editor, that was set up automatically. I'm learning blender for a few weeks now and this is my first attempt to compositing.

Does someone have a idea what I'm doing wrong?

Best regards

Matthias


texts:
I've been working on a bunch of models lately but when I went back onto Blender a day later for some reason this has happened

It happened to all models I've made, the faces are like they've been deleted by themselves. I tried to look for hidden faces and nothing happened.

I compiled the model into the source engine and the model looks fine, tried reinstalling Blender, system restart from yesterday and still nothings changed.

Is there a way to fix this that doesn't involve individually filling in the faces?


texts:
I have a problem with glossy material. I have in a scene a glossy plane, with a cube and two spheres like in the following image. I set the cube not to be mirrored on the plane.

What should I do in order to have displayed the spheres in the glossy plane only when it rolls off the cube, meaning to have some sort of realism.

Thank you very much for any advice. Have a very nice day.


texts: I'm struggling to sculpt this armchair, especially the blue part (for the red part I made a workaround, creating 3 torus meshes, join with the main mesh and then remesh, still don't know how to sculpt them). I try to use Clay Strip/Inflate and Smooth but the shape just can't be right. Could you give me some suggestions?


texts: Blender's "smoothing groups" solution (Edge Split) destroys topology. Is there an alternative solution?

texts:
I was searching for how to create smoothing groups in Blender, and everybody seems to say I should use Edge Split. But this will actually create new edges, destroying the topology of the object! Is the situation really so that I cannot create 'smoothing groups' without modifying the actual topology of the object? It will be very difficult creating models for game engines or exporting to other 3d software without smoothing groups, and I don't want to destroy the topology to achieve it either..

Here, I start with a smoothed sphere:

I then apply edge split on a face, as is recommended as blender's method of doing smoothing groups:

This is the result. Looking good so far...:

Then I try to select an edge loop here, but it stops on the affected area!

When I try to move one of the edges, the reason becomes clear: Two edges have been created, completely destroying the object's topology:


texts:
I tried importing UE4's marketplace skeleton template into blender. But the bones import with incorrect rotation and size as shown bellow.

The weights seem to be working, I can pose the character. But the IK constraints doesn't seem to work. I thought of manually rotating them all myself, but according to UE4's marketplace submission guidelines, that would break compatibility. How could I fix this?


texts:
I'm creating a voxel Unity Game, and i want to know if i can i voxelize vfx and/or particles?
for example: voxelize a explosion effect, and create a voxel explosion

Video Examples:
https://www.youtube.com/watch?v=fDzT6ZJyIcw
https://www.youtube.com/watch?v=hSSDp5f6L7k
https://www.youtube.com/watch?v=g1v4r4JQSQg (my favorite)

Thanks Anyway,
Emanuel Messias


texts: How to modify something in two dimensions at the same time?

texts:
One of the biggest mysteries which I cannot understand is how do you modify something in two dimensions at the same time. I tried to solve it myself by pressing two keys at the same time but unfortunately it doesnot help me. If someone doesnot understand what I am talking about: I want to do something like this artist on this video on 0:44 time. The Artist is modifying the mesh in two dimensions at the same time but there are no tips in left-bottom corner so it is still the mystery for uninitiated pupils like me. I searched in Google but it seems to be a secret. If someone of you can reveal this magic power, please tell me and I swear I will use it in good deeds.

0.44
https://www.youtube.com/watch?v=qrYngJmrEFA


texts: Fluid Sim not working when using a small flow object

texts:
So i'm trying to create a fluid sim, using a UV sphere as the flow. I have added a cube as a domain, following CG Geek's tutorial. However, when I scale the flow object down to a small size, it does not produce the simulation whatsoever. I'm wondering if there is a setting that needs to be changed to allow smaller objects to emit water?
I've tried scaling up the other objects in my scene, but this is a lot more complex than scaling down the flow object. It also seems to be that the flow object has a cutoff point where it no longer seems to produce the liquid.
I've added an image to show my scene currently. The flow object is small, but I only need a small trickle of water to be produced, as eventually, the water will be emitted from inside the horns of the character.
Any solutions/workarounds are greatly appreciated.
Side note: The scene will be rendered as a still image and not an animation if this makes things any easier in terms of fixes.


texts: How do I edit a character's face vertex to skim the eyeball's curvature?

texts:
I want to contour my character's face to its eyeballs. I wish I didn't have to do 1 vertex at a time as that is what I am doing now visually, I move a vertex towards the eye then I would pull back till I see it again. It's very tedious and takes a lot of editing and was wondering if there's an easier way to accomplish this.
It would be very useful if I could prevent when manipulating multiple vertex to stop moving, like a forcefield, into the eyeball. This would save me hours of work.
Example: If I have a row of vertex for the eyelid and translate them in y, they would head for the eyeball but all the vertex would stop from entering the eyeball giving the selected vertex a perfect contour against it.
In edit mode, how do I manipulate the selected vertex of the face to prevent entering into the eyeball?


texts: Blender 2.8x Save Add-on Class Instance To Scene

texts:
In Blender 2.7x in the init.py file a generic class was instantiated for the purpose of holding data:
class HoldData():
    dat = None

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_data = HoldData()

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_data

In a subsequent file an outside python class is instantiated within the generic class, in this case a Pandas Dataframe:
import bpy
import pandas as pd

class OP_DoWork(bpy.types.Operator):
    bl_idname = "op.dowork"
    bl_label  = "Doing Work"

def execute(self, context):
    return{'FINISHED'}

def invoke(self, context, event):
    dat = bpy.context.scene.my_data
    dat.bh = pd.DataFrame()

Finally, the object (the Pandas Dataframe) is accessible to other classes within Blender:
class OP_DataCheck(bpy.types.Operator):
    bl_idname = "op.datacheck"
    bl_label = "Check Data"

    def __init__(self):
        self.dat = None

    def execute(self, context):
        dat = bpy.context.scene.my_data
        print(dat.bh.columns)

In 2.8x the registration of the original HoldData() class throws an error:
class HoldData(bpy.types.Anytype):
AttributeError: 'RNA_Types' object has no attribute 'Anytype'

How can I save a class instance to the scene in Blender 2.8x?


texts: Can blender create images to look like vector graphics?

texts: I'm looking for another method for creating illustrations for my children's books. I have traditionally worked in Illustrator, but like the idea of modeling and setting my object into different environments rather than drawing it over and over in different settings. Can I "dial down" the realism to create "flatter," albeit dimensional-looking graphics? View what I'm trying to describe at http://www.nathanclement.com/2.html.


texts:
I was looking for a quick way to align multiple objects on the same plan.
I made an architecture with lots of cleats and need to rotate all of them so they are aligned straight. Aligning them one by one would take way too much time..

I'd like to get from here :

to here :

Rotation was reset to 0 in edit mode while modeling so the default rotate position is the position they are currently in..

Does anybody have a solution ? :)


texts: Armature X-axis mirror not weighting correctly

texts:
I have been rigging a model and have come across an issue that I haven't been able to solve after a lot of experimentation, basically, my current model is mirrored with the mirror modifier, and I am rigging it with X-axis mirror on.

Normally, when I weight paint say, the left leg to bone 'Leg.L', then it automatically weights the other leg (which is the mirrored side with the mirror modifier) to 'Leg.R' automatically, and it is doing that here for the most part.

The problem is, for some reason my 'Hand.R' and 'Hand.L' bones are not behaving in this way. When I try and weight the hand to 'Hand.L' it weights the vertices on both the left and right hand due to the mirror modifier on the model, rather than mirror only the left hand I am working on to 'Hand.L' and automatically apply the weights on the other side to 'Hand.R'.

I am fairly unfamiliar with rigging in blender using mirror, so I am not sure if there is a setting somewhere that I am missing, or why this part of the armature is suddenly not mirroring fine like the rest of the rig is. Any help / explanation would be greatly appreciated.

Apologies if this is a duplicate, I wasn't quite sure what the proper wording would be, I hope my explanation of the issue is clear enough.


texts: How I can wrap the rope around cylinder?

texts: I want to wrap this rope, based on curve around cylinder:


texts: Mesh Part deforms without Weight painting being applied to it

texts:
After parenting an armature with my mesh (using automatic weight), a part of it deforms when an unrelated bone moves even though that part of the mesh is not weight painted (its completely blue).

What could be the reason for this?

I have successfully rigged many models created by other people with no problems so maybe something is wrong with my model.


texts:
I'm little bit lost.
I did all of those steps in this tutorial but if I'm trying to join sphere with mesh it outputs weird shapes:

I want to join them to create animation later.


texts: How do you set a Background image in blender 2.8?


texts: (v2.90) Gradual vertex group shrinkwrap?

texts: On this padded-shoulder suit jacket I'm making, I use Shrinkwrap with vertex groups to tightly fit only the sleeves, since the body of the jacket has a good fit already. However, everything in the vertex group is instantly 100% fitted to the arm--is there a way to taper the fit with just the Shrinkwrap modifier? (I somewhat achieved what I wanted via Bridge Edge Loops, but I may need a better explanation of its features to use it well.)


texts: How to use playAction() on libloaded objects in BGE?

texts:
I'm loading the file like this:

logic.LibLoad(logic.expandPath('//car.blend'), 'Scene', verbose=True, load_actions=True)

And I get my object (without using addObject() BTW, is it how it's done?) fine, I can basically do what I want with it. But I cannot seem to use its actions.

And at loading time I can see the action being loaded in the console output:

  SceneName: Scene
  ActionName: Car.flipOver

This is how I start the action:

    name = "Car.flipOver"
    start = 1.0
    end = 10.0
    layer = 0
    priority = 1
    blendin = 1.0
    mode = logic.KX_ACTION_MODE_PLAY
    layerWeight = 0.0
    ipoFlags = 1
    speed = 1.0

    # (tests to see if the car is stuck)

    self.playAction(name, start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)

Not only the action does not play, I get no warning or error message of any kind! (at least when you omit the load_action parameter you get a fair "failed to load action").
Can somebody explain to me how one can access actions in externally loaded .blend files.


texts:
I have a general question about animation workflow.

I like to do a mixture of motion capture (I have ipisoft) and traditional keyframe animation. It seems that most of the common rigs (rigify, pitchipoy, mhx, blenrig) are very hit-and-miss when it comes having mocap data applied to them (I generally use makewalk). Using makewalk generally requires creating a custom target file for these rigs, and even then the results are often not as stunning as I would hope (lots of foot sliding to clean up, even if the motion capture itself is quite clean).

What does work great(!!) for mocap is the good old-fashioned blender human meta-rig. This creates quite a dilemma. Is it common practice to have multiple copies of your characters each using different rigs throughout a given project. Maybe one that is rigged with the meta-rig for a wide angle motion capture shot, and a BlenRig version when you need a detailed close-up? What is the typical workflow here? It feels insane to have multiple copies of the same character, but I'm coming to the conclusion that it would make the most sense.


texts: How to create smooth strokes with the Grease Pencil?

texts:
The strokes I drew with the grease pencil are jagged.

How can I draw smooth strokes with the grease pencil in Blender 2.82?


texts: Weight Painting to Two dfferent particle systems

texts: I have a plane with grass made with a particle system , i controlled where the grass grows with weight painting. But now i have made another particle system with flowers and when im going to adjuste the weight painting.. it only affects to the first particle system. Any ideas?


texts: Cloth Simulation : Self collision results in cloth "exploding"

texts:
I'm trying to model a cotton garment by simulating it's draping process. I'm having issues only when I enable self-collision of the cloth. Without self-collision , there are no issues but I do need self-collision for later stages of work and can't proceed without enabling that. I'm using 2.73, and I didn't modify any settings; that is , I use the default collision settings and for everything else too. Below are screenshots of the issue.

Rest state:

End result, without collision, close to what I want; but as seen, cloth is penetrating itself:

When I enable self-collision, this happens right from the 1st frame itself:

The end result is also similarly messed up.

These are my cloth settings:

I believe that the simulation is finding the cloth particles close together and hence repelling them from each other, given the messed up result. I set the "distance" value in the collision settings to 0.5 and 1 too, but both of them gave the same result.. Any idea why this could be happening?


texts: I have a smoke simulation with fire and it is not showing up in my render viewport.


texts:
Hi Blender Community,

I have a noob question. I've noticed that when I bevel a cube, the bevel turned out to be evenly distributed. However, when beveling a rectangular box, I am noticing the bevel is scaling in proportion to the long and short length of the box.

I figured that if I then try and rotate them locally, it might do the trick. But I've come to realize that unless there is a menu that I can punch in the numbers directly, I wouldn't be able to know for sure if the angle is exact.

If you all can help shed some light on a method that worked for you, please let me know!

I'll attach a photo so that the problem is easier to understand.

Thank you!


texts: Custom hotkey for custom f6 properties pop-up menu

texts:
How do I assign a custom hotkey to this f6 type(properties) pop-up ? I have tried putting "wm.call_menu" in the keymap items but it seems like it doesn't work for this kind of pop-up.

Here's the code

   class ShowPopupOperator(bpy.types.Operator):
       bl_idname = "object.show_popup"
       bl_label = "sample show popup"
       bl_options = {'REGISTER','UNDO'}

       prop1 = bpy.props.IntProperty()
       prop2 = bpy.props.FloatProperty()

       def invoke(self, context, event):
           return context.window_manager.invoke_props_popup(self, event)
       def execute(self, context): # do stuff here
           return {'FINISHED'}

       def draw(self, context):
           col = self.layout.column()
           row = col.row()
           row.label("Hello this the operator drawing")
           row = col.row()
           row.prop(self, 'prop1')
           row = col.row()
           row.prop(self, 'prop2')


texts: blender 2.8 exported animation to unity is all in one animation clip

texts:
I created 2 animations as 2 different actions in the dope sheet. When I export them to unity I can still see in unity both, but the walking animation clip contains the idle animation and the walk animation.
I noticed that the walk animation does not start from frame 1-24 but from 24-48. (1-24 is the idle animation). How can I get this separate? But the idle animation clip is also listed and contains as it should only the idle animation.
It looks for me that how my actions/animations are organized is wrong. The WalkCycle is only added to the fake user / action stash. How can I fix this?


texts: How can I melt an object and displace it horizontally?

texts:
I would like to melt an object that is inside an other object and displace it horizontally. It should simulate liquid wax being ejected from a solid wax cube so it cannot be completely liquid and should solidify when the ejection is completed.

I was using inflow simulation but it is too liquid and it falls apart. I need it to stay horizontal.

I attach a figure, I am not sure it can help.

Thank you.


texts: Rendering Environment pass without Combined pass in Cycles

texts: Using Cycles,I have a scene with Volume Scatter shader connected to World Background and an HDR image connected to the surface, Rendering the scene while checking Environment pass is giving me a nice full black image "naturally" even with Transparency enabled in the the Render > Film, so far it's understood, so I'm planning to separate the procedure, making a render for the combined pass, then another for the Environment pass with the Background shaders disconnected in order to get the Alpha. The problem is Cycles re-renders the Combined pass in the second step, even by having it disabled in the Render Layers > Passes. How come? Why is Combined pass rendering while being unchecked? In case I'm not doing anything wrong, yet this is the way it is, is there a turn around?


texts: second particle hair system made both disappear from render

texts: I got the beard working fine with the vertex group. I added a second vertex group for the eyebrows, added a second particle system and now both have disappeared from the render


texts:
I want to understand how the dissolve edge works, so I tried the following ways, but they act different from one to another:
1.Remove single edge, end vertices remains still.

2.Remove connected edge, red vertices removed, instead adjacent vertices connected instead, how this would happen behind the scene?

They acts in different ways, from the first situation, I surpose remove edge doesn't impact any of the vertices the edge connected, but when it comes to situation 2, the whole idea proves to be wrong, I'd be appriciated if somebody could give me a comprehensive explaination of how the "Dissolve Edge" works behind the scene, thanks.
Edit:I suppose the second situation should be like this:

Edit: It is very informative, however, if the "Dissolve vertices" is selected as default, then why the end points belonged to the edges that is to be dissolved is still there, as the red dots showing below, the red dots is still there after edge dissolved:


texts: How do I make these PBR roof tiles not flat?

texts:
I'm trying to model my house using Blender.  I'm stuck with trying to get a realistic tiled roof.  When I follow a tutorial online, I think I'm doing all the correct steps in the Shading area, but it still looks flat in the the Cycles render.
This is the texture I'm trying to use https://texturehaven.com/tex/?t=roof_09
(although I will need to find a better one for my final design!).
But it looks totally flat:

What might I be doing wrong?
Here is my .blend file:  http://files.staging.x-rm.com/nick/house5b.zip


texts: Exported animation from Blender to UE4 is inside floor

texts:
I use plugin "Mr Mannequins Tools" to generate full rigged mannequin from UE4, but after exporting some animations(without mesh), it shows them in floor. It seems it has problem only with another compatible skeleton.
Do you know where can be a problem?


texts: I modeling simple shape and I don't know why showing shading transition between circle part and cylinder part of model. The mesh have shade smooth and auto smooth set.


texts: Rigid body interaction with boolean modifier

texts:
I'm trying to animate a ball bouncing into a portal. The plane has a boolean modifier with the object set to a cone. And after some time I have the cone move up to simulate a portal opening up. However, the ball isn't falling into the hole, instead it bounces like the hole isn't there. Is there a way to work around it so the ball falls through the hole?
FYI

I have the plane set to passive in rigid body, and the ball to active.
the collision of the plane is set to mesh.


texts: Camera issue with coordination with objects

texts: When ever I make any setup of solar system and lock the camera at few points as to animate it after I reach to the last planet my camera view of previous planets and texts get disturbed. Camera locked at few points get disturbed or the object moves automatically. Please help.


texts: Little problem with arm movement in my character's walk cycle

texts:
It's obvious not right when both arms move backward. There are some little 'Khực khực' there. Oh sorry I could only describe that in my language LOL.
   Anyways, that's like some robotic displacement causing false action (false movement?). Oh just take a look in the blend. file here LOL


texts: Normals of exported Blender model (.fbx) are not correct displayed in gameengine (CRYENGINE)

texts:
You can see in the first picture that the normals of the left pillar are not correct displayed. This happens with all "subobjects" in the model that are duplicated AND mirrored. The model is created in Blender and according to Blender the normals should be correct as you can see in the second picture.
Does somebody know the reason for that and how to fix it?

Blender 2.79b
CRYENGINE
Model has no texture - just the standard material
Model exported in .fbx

CRYENGINE:

Blender:


texts: Printing parts that inlay in other parts...clearance

texts:
I will try and explain this the best way I can.

I have the letter "T", and I want to print a white letter T and have a red letter T inlaid inside of that.  How can I make the inlay smaller, without "scaling" it?  Scaling it will make it smaller, but then it wont line up.  I need to take say 2 mm off of the outside dimension of the letter.  The white letter would have a 2 mm wall around the void on top, then I can print a red T to fit inside that void.

So my question in a nut shell is this.  How can I make clearance with out using scale or change the dimensions?  I realize the dimensions will change removing the 2 mm, but that is different than changing the x and y dimensions, because that will change the whole letter.  I just want to take off 2 mm off the outside.

I cant find info, or at least I cant word my questions right to find what I am looking for.


texts: How can I convert these Blender video settings to ffmpeg please?

texts:
Whenever I use the ffmpeg commands, the video is larger and the seeking/keyframe inteval is not the same as the video rendered from Blender. How can I convert the following Blender settings to ffmpeg please?
Blender Settings:

Frame rate: 30
Codec: h.264
Output .mp4
Keyframe interval: 1
Output quality: Medium
Encoding speed: Good

Here's my current command however the seeking and file size is different: ffmpeg -framerate 30 -i %04d.jpg -g 1 -vcodec libx264 video.mp4


texts: How to merge two characters imported from MakeHuman

texts:
I started Blender last week and I managed to create my characters in MakeHuman (V 1.0.2), import it to Blender (V 2.76b) and pose these two characters as I want.

Now I want to use them in another scene where they should show up as one object which I can place, rotate, scale, etc. This new object should show up just as the two characters in the original scene.

I tried to join them with Ctrl+J but this does not work - it even breaks the characters and give some weird structures. I think this is due to the internal structure of the imported characters from MakeHuman.

If I just take them as a copy (Ctrl+C & Ctrl+V) they stay as they are, but I have to position/scale them separately which is a lot of work.

Any ideas or hints for me? Please! Thank's in advance.

edit:  just figured out how to attach screen shots.... so here are the screen shots mentioned below in the comments: the first shows the two characters selected with two times [a] and the second after joining them with [ctrl] + [j]

Maybe the problem is, that I do not select the characters properly?


texts: Walls on cross section of a solidified object look hollow

texts: When I cut a solidified object (with Alt-b) to see how it looks inside - its walls look hollow (see picture) on the cut plane (but remain solid were they were not cut). How can I make the walls look solid/full also on the cut? (Blender version 2.82.7)


texts: Everything is blurry in the viewport and when it's rendering

texts:
I rendered the scene. I used Denoising to remove noise. Everything was rendered clearly, then something happened. Now everything is blurry in the viewport and when it's rendering.
I reset the settings to the factory settings, and then even deleted the folder with user information - nothing helped. Everything is blurry.
What i should do?
P.s  changing the number of samples, nothing changes


texts: Bevelling concave curve part results in buggy mesh

texts:
I want to create some extruded, bevelled letters, and thus have created letters with the Font tool, then converted them to curves.

I have an issue with the letter B, which creates a buggy mesh surface near a concave curve point (selected here).

As soon as I bevel this object a little, the curve part starts to get modelled badly:

There's indeed only one curve vertex, not multiple at the same spot (I thought that might have been the problem). I don't find a way to easily fix this; the bevel should of course not create such a weirdly sticking-out part.

Did I miss a bevel option? Do I have to set sharp edges or something?


texts: In Blender 3d, how do I start or change a wind force in a scene?

texts: Some force fields, such as "turbulence" can be moved or changed.  But wind is one of those that does not seem to have any handles for controlling it with key frames.  Its just on all the time, and the  you can only change it and set its parameters before animating the scene.  Is there a way to control it?


texts: Everything is white in texture and material mode

texts:
I cant see my textures in texture or material mode. Everything is white in the view port. Just recently did this start to happen. I dont even have a hemi light in the scene or any lights for that matter. I tried adding one with no luck. When Im in the rendered view port Everything shows up red. When I go into edit mode On an object I can FINALLY see its texture.
Am I doing something obviously wrong?

UPDATE: All of a sudden, Textured mode works normally with a single hemi as a light source, but material mode is still All white.


texts: rigid body simulation not rendered correctly

texts:
I would like to replace objects at the end of a rigid body simulation by a another object. But the final scene contains the old ones, even when I call obj.hide=True on the original object. The new objects ARE in the scene, but on the pose where the simulation started not at the final frame.

What the replace function does:
Traversing a list of objects to be replaced. Copy a "template" object and put it to the location of the original object.

def duplicate_and_replace(lst_obj,obj_name):

    scn = bpy.context.scene
    obj_name_rgb = obj_name.replace("tex", "rgb")
    obj_rgb = bpy.data.objects[obj_name_rgb]

    for obj in lst_obj:
        new_obj = obj_rgb.copy()
        new_obj.data = obj_rgb.data.copy()
        new_obj.animation_data_clear()
        scn.objects.link(new_obj)
        new_obj.location = obj.location
        new_obj.rotation_euler = obj.rotation_euler
        obj.hide=True


texts: Background colour in cycles render turning pink

texts: I'm trying to set the background to blue yet whatever I do it still comes out as pink. Any ideas how to fix this?


texts: I'm using the curve modified to bend an object on a curve. But for some reason the mesh of the object gets weird lines on the object. I've also tested a simple deform bend modifier and the object just looks smooth. Any idea how I can fix this?


texts: How exactly to texture coordinates work?  I know they are represented by vectors, but how does a vector store texture mapping information?  How does each type of texture coordinates work and what are their respective advantages and disadvantages?


texts:
I have 3 animation layers.
How do I delete an animation layer?
I would like to have only 1 remaining.
Thank you.


texts: As you can see in the picture in the camera the red bordered rectangle is what the camera sees. How can I zoom in to this rectangle without changing the camera viewport/settings.


texts: How to use a negative driver value when scaling?

texts: I am working on 2d project and need to scale a plane using driver with a scale variable ,but when the value of driving transform channel is -1 the driver value is still positive and equal 1 . It seems like there is no way in blender to make negative driver value when variable is Scale transform.  Is it a bug? How can I get the negative driver value when scaling?


texts: Cut faces where they intersect with the mesh

texts:
I exported an object from a game and I am working to clean it up so I can 3d print it. I am almost finished, however I have a small issue with the gun barrel, where I created some new faces to close a gap but ended up with them passing through the barrel tube.

I believe a boolean is necessary but I am very inexperienced with Blender as a whole, leaving me stumped on how to proceed. What can I do to cut these selected faces out of the inner barrel?


texts: How to import a STL file using the file browser?

texts:
I'm trying to import a stl file manually via python. My code below is pretty straight forward, but I'm struggling with the following line. I'm not sure about the syntax and format of the arguments:
bpy.ops.import_mesh.stl(filepath=???, files=???)

The current state of my operator:
import bpy

class FILE_OT_import_stl(bpy.types.Operator):

    bl_idname = "file.import_model_stl"
    bl_label = "Import Model STL"
    bl_options = {'REGISTER', 'UNDO'} # Must have REGISTER!

    def execute(self, context):
        #my_filepath = 'K:/PQJ/Mold Generator/Blender test/'
        #filepath = '//898L-OutputModel-SLA[]_09'
        #print(filepath)
        all_files=[bpy.types.Scene.import_path]
        #print(file[0])
        bpy.ops.import_mesh.stl(filepath=my_filepath, files=all_files)
        return {'FINISHED'}

class FILE_PANEL_PT_import_export(bpy.types.Panel):
    bl_label = "Import/Export"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    # bl_context = "object" # object vs edit mode

    def draw(self, context):
        layout = self.layout
        layout.label(text="Import")

        layout.prop(context.scene, "import_path")
        row = layout.row()
        row.operator("file.import_model_stl")

classes = (
    FILE_OT_import_stl,
    FILE_PANEL_PT_import_export
)

def register():
    for cls in classes:
        bpy.types.Scene.import_path = bpy.props.StringProperty(name='Import path', subtype='FILE_PATH')
        bpy.utils.register_class(cls)

def unregister():
    del bpy.types.Scene.import_path
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

Q: How to import a certain STL file using the file browser (and add a custom material)?


texts: Convert a Normal Curve to NURB with less control points/Curve points

texts:
I have a Human spine cross section image and I am trying to develop it's 2D surface model in blender as I feel its more flexible than CAD design software( Solid Works, Solid Edge etc).

I have data table of around 12000 points (X and Y). How can I create a NURB curve minimizing the number of Control/Curve points. The reason why I cant go with the Bezier is the flexibility NURBS offers and the end goal is to model the complete spine of human and analyze for stresses and strains.


texts: Symmetrical object won't rotate on axis evenly

texts:
This is a wheel with bones and constraints to help it roll and turn. I don't know what I did in the process, but my wheel no longer rotates symmetrically like it used to despite not manipulating it at all.

I've tried Origin to Geometry, Cursor to Center, and resetting the Rotation, but it doesn't fix the problem.

Is there a way to fix my wheel's rotation?


texts:
I want to create a big 2d Array, which should get smoothly animated.
To look like in the gif, I have to create every line separately and change the keyframe position.
Is there any way to automate this, because I cant do this for a thousend lines...


texts: Cloth simulation - Object won't touch obstacles

texts: I am trying to drop a piece of clothing onto various objects, but it won't touch them and remains hanging a couple of inches above. The repel setting is set to 0. Any ideas?


texts: other objects push on bone controlled surface?

texts:
I have made a basic cardboard box model, and I'm trying to use bones for control/as a hinge.
is there a way to make other objects push on the flaps controlled by a bone or must I animate this effect manually?(i.e. dropping a bowling ball onto a close box and having it move th flaps out of the way on the way down)


texts: What's the data_path of lamp energy? BUG?

texts:
I'm trying to insert a keyframe via python to animate energy lamp but i get this TypeError:

o.keyframe_insert(data_path='energy', frame=5)
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.keyframe_insert() property "energy" not found

The data_path "energy" should be correct, as explained here how to find the data_path for scripted keyframes just rightclick the Energy property and select "Copy Data Path".

Distance property don't works too.

I tried this on several Blender version: 2.71, 2.74, 2.76b, 2.77

More:
I added manually the energy lamp animation and by checking this value:

bpy.context.object.data.animation_data.action.fcurves[0].data_path

i get still the same value 'energy'

It's a bug or i'm doing it wrong? There is some workaround?

SOLVED

I was confused by the fact that the property color was animatable directly from the lamp object otherwise energy and distance can be animated by lamp.data

The correct code

o.data.keyframe_insert(data_path='energy', frame=5)


texts: How to make a tree using as few faces as possible?

texts: I have to make a tree and use it in a game, but when I use sapling tree add-on I get too many faces and I need them to be as few as possibe. Can you tell me what is the best way to make this kind of tree? I want it to look more realistic, I don't wat to make low polly tree. Also I tried using hair technique, but it didn't work for me:


texts:
That's my first post so first of all - Hello everybody.
I am creating a simple cartoon character and I am stuck at one thing - eyelid for a specific shape of the eye just like in the attached image. Eyes are separated from the body because I want to animate them occasionally outside of it. I can't figure out how to model eyelids that can be fully closed from top to bottom.
Thanks for any tip.


texts: I want to move background image and not this red circle thing

texts:
I have a background image opened but I can't drag it to my preferred location, instead I keep moving this red circle cursor thing.
Like if I zoom in the image I can't move to the face or the feet


texts: This has been driving me crazy! The included picture explains more.


texts:
So I recently saw a video of a highly realistic lunar surface made just using micropoligon displacement. Now I was curious if we could create such realistic landscapes without a height map?
Also, how can I recreate this exact same texture/material that they used in this video?

The link to the video is this: https://youtu.be/Z9bGr3HWqLg


texts: Animation node - sorting a collection of objects from their size

texts:
Could you please help.
I've got a collection of objects, I want each of them to appear ( every 10 frame animation) in the viewer. Starting from the smallest to the biggest.

Dear Leander

Thank you, We are on the way to find the solution.
In your node suggestion, the object size is not satisfying the size request and Suzanne never appears ?.
the object with the smallest size shoud appear first
I mean cone 10 or cube 9
then for example in desorder (because their size seems similar) Cube 4 or Cylinder 5 or sphere 6 or cone 7 or suzanne 8
then cube 3
then cone 2
then cube 1

See my work, I am stuck and do not see how to progress. I have tried to find some ideas to continue, unfortunately. Thank you

Dear Gorgious,
Thank you for helping, It's sems you got the solution, but I could not succeed with the node description you left (I use 2.82 version & 2.1.7 AN).
I'm a beginner with AN.
As you can see on the first node I don't have like you the Float input in Float List
On the 2nd node I get Index and object list (not Object like you)
on the 4th node seems OK
On the 5th node I do not get the first Invoke subprogram with Float List as output...and similar answer for the others
See my nodes

Still struggling with this nodes interpretation
Sorry about, I Cannot make it work. Any help ?
Starting with dimensions...I went unsuccesfully on Data API and got lost..


texts: Bake modifiers (ocean) animation into keyframe

texts: I have a plane with ocean modifier and keyframes that adjust the time. How do i bake the ocean animation for each frame so I don't need to use the modifier while exporting?


texts:
Hello can anyone tell me why this is happening.... here is my scene in the viewport shader with render ticked in object mode.

However, when I render the image in cycles blender I get this.....

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

Help.
Now it looks like this....


texts:
I have a quad v1, v2, v3, v4

I have a array (a subdivided patch of vertex) that is sorted so that

[0][0] = v1

[0][8] = v2

[8][8] = v3

[0][8] = v4

I need to average the vectors to fill in the other locations of the array

FaceData = [ origin, v1, v2, v3, v4]
plane.worldPosition = origin

for x in range(len(array)):
    for y in range(array[x]):
        vertIndex = array[x][y]
        vert.XYZ = ???
        #this is where I need help

edit:
solved problem + visualization


texts: When I add in a wireframe modifier, my mesh goes bonkers. The scale is perfectly fine and the mesh's topology is fine, so why is it doing this?


texts: I'm VERY new to blender so if I'm making a very obvious mistake, please go easy on me. Pretty much, whenever I create a new object and move it, it moves with another object I previously created. I tried pressing clear parent but it did nothing. Just to clarify, this is when I create a NEW object and I have tried creating it without having a previous object selected in scene collector but to no avail. Any help would mean a lot!


texts: Can the UV map be updated without unwrapping the mesh?

texts:
I am modifying a pre-made armor mesh. The armor has some holes in it that I would really like gone. So I deleted the faces with the holes and replaced them with new faces. The problem is that the UV map does not add the new faces, so the new faces are not being textured with the rest of the armor. I know I can unwrap the new section, then patch the UV map manually, but I would prefer a more automatic way since it would probably look a bit better.

Here are the holes I don't want in the mesh.

Here is the mesh after I replaced the old faces, and used unwrap on the new ones.

I am pretty new to Blender and I am using an outdated version, but any advise would be greatly appreciated. Thank you.


texts: generate texture by interacting with another mesh

texts:
Hello Blender Community,
I have a scene where i want to generate a texture on mesh A by letting it interact with another mesh B. The goal is that i don't have to animate the texture by hand and everything is in real-time so i only have to keyframe Mesh B.
You can imagine it like when you're writing on paper: the part of the pen that touches the paper will turn it into another color.
In my case the Pen would be mesh B and the paper is mesh A.
Currently I can't think of any way to do that within Blender so i was hoping that somebody could recommend me an addon or a phython script.
Kind of like in the picture shown below:


texts: Problem mixing a scene with video clips in the VSE

texts:
I am using Blender 2.79 on a fully updated iMac.

I want to create a 2-D animation and have 2 video clips before this animation.

The issue is that even if the clips are above the scene strip, or even as in the screen-shot, the scene starts after the videos, the videos do not render.

Strangely, they are show in the preview, but not in the rendered video or even image (F12), as you can see in the screen shot.

Am I doing something wrong, or is it simply not possible in the Blender VSE to mix video clips with the scene?

I could render the scene and then import the video into another blender file, but then I would have to render the movie twice and rendering time in Blender is already quite long.

Thanks for your kind feedback.


texts: Add/Transfer one object's weight painted vertex groups to different object (identical mesh)?

texts:
I have two versions of a face mesh (via Shift+D--should be identical XYZ positions); one has correct eye (and nose) weight-painting and the other has correct lips (and chin) weight-painting. The only vertex group they both share is "head", since each object's specific region's weights were subtracted from the head. Is it possible to add/transfer one object's VGs (e.g. lips) to the other (e.g. eyes) and also correctly combine (subtract) the relevant weights from the overlapping VG (e.g. head)? I tried applying the commenter's answer here (TL;DR: Data Transfer modifier), but got strange midline-lips and lateral inner-mouth motion. (The inner mouth is not shown.) Thanks!
Face with correct eyes rig (JP names are "head" and "eyelash top/bottom 1, 2, etc."):

Lips (masked from identical face mesh) with correct lips rig (JP names are "head" and "(center)top/bottom lip L/R):


texts: Generating vertex displacement accurately

texts:
I am modeling an old building with walls of big, roughly cut stones, and I wonder if I could use a raster image of a wall to sculpt vertex displacement on a Blender object representing the wall by projecting the raster image onto the object, rather than applying it with a brush. The projection that controls vertex displacement needs to be accurate because I intend to use the same raster image to assign the materials of the stones and the mortar onto the wall object.

I've tried using the Displace modifier for this, and it appears to only use tileable textures, with no option for controlling the scale of the image projection. Can you do the same kind of work with UV maps that is done when assigning materials to generate vertex displacement on an object?


texts: Extract BRDF given a node tree of shaders?

texts:
With a node tree of shaders, how can I "extract" the resultant BRDF?
Ideally, I wish I could compute an analytical formula from the node tree: BRDF($x$, $\omega_i$, $\omega_o$), but I understand this might be too utopian. Alternatively, can I feed in a bunch of $x$, $\omega_i$, $\omega_o$ and get the BRDF values? This would suffice my task too.
Right now, I am doing this "the brute force way": I turn off multi-bounce and keep direct illumination only, render a LOT of .exr images using different $\omega_i$ and $\omega_o$ configurations, and finally assemble them into an empirical BRDF. This is just toooooo expensive.
If there's no solution to this problem, what if my node tree is really simple? Like a mixture of a glossy and a diffuse shaders? How do I get the underlying analytical/empirical BRDF?


texts: Doing a Green Screen composite renders black

texts:
I am a newbie to composite editing, and I followed this green screen tutorial
on youtube: Blender Video Editing - Part 13 (Green Screen compositing).

I have audio in the VSE synced up also. I have the start frame and end frame starting at a different place (other than frame 1) to cut out unwanted footage. Everything looks great in the Composite Viewer but for some reason it renders black.


texts: Is there a way to find all actions an object is "involved" with?

texts:
To clarify, say you have ten actions. You want to find all actions that Object1 is affected by. If that object is changed by even a single F-curve in a given action, that counts. Is there a way to do this via code?

If this isn't possible in the current version, I'm also considering a user solution in the form of a naming convention. For example, include the name of the target object in the action name, and that action is added to a list. But I'd prefer to be told that my initial approach isn't feasible before going about it that way.


texts:
I'm trying to create a cycles material for the exterior of Hogwarts castle, like the first picture

I'm aiming for:

Procedural bricks (probably a brick texture)
Bump/heightmap for the bricks
Distortion, so the bricks aren't perfect

Here's my current "progress":


texts:
I have a sword and then a slash effect thing that trails behind it. The effect thing looks like this. I'm using the animation data tab in the NLA editor to create different animations for the sword such as holding, swinging left, swinging down, etc. I want the slash effect thing to not be there unless the sword is actually being swung, and like get bigger until the slash finishes and then shrink back to nothing. The problem is, when I insert keyframes for the effect thing, which is a separate object from the sword, they apply to all animations, so the effect thing will be in the same place whether the sword is being held or swung. Is there a way to associate the keyframes of the sword effect with the actual sword?

Pictures of problem. If I could just get the keys for plane.001 and cube to be  seperate from each other, I would be fine.


texts: Object not visible in render even when it is not disabled in rendering

texts:
When I render, the object shown in the image is not visible in render, even when the disable in the render is checked. I would like to know how this is happenening? Here is my .blend file-
http://www.mediafire.com/file/64n3e7l4hzio3dv/nami_no_lacagues.blend/file


texts: Script to Insert Keyframe for Fluid "effector_settings.use_effector" property

texts:
I have added a cube as an Effector to a fluid sim. I want to use a script to insert a keyframe for the 'Use Effector' property (see image)
Here is what i've got so far:
ob = bpy.context.active_object
ob.modifiers['Fluid'].keyframe_insert(data_path="effector_settings.use_effector",frame=1)

problem is that an error is thrown.
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\python\lib\code.py", line 90, in runcode
    exec(code, self.locals)
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.keyframe_insert() property "effector_settings.use_effector" not found

I will iterate over all selected objects once I have this piece sorted.
Cheers


texts: Beveling along a straight path — why does size change?

texts:
I'm trying to sweep a profile curve along a path curve, where the path curve (the one to which I'll apply the bevel) is a simple set of straight lines and right angles.

When I set the path curve's Bevel Object to the profile curve, I get roughly the desired result, except that the size of the profile curve gets bigger as it approaches the ends of the path. Why is that, and what do I do about it? (I tried setting a straight taper curve, but that doesn't help.)

Here's a simple blend file showing the problem:

Thanks!


texts: I imported a DXF and now I can't add meshes?

texts:
I'm new to blender but I worked through a number of tutorials on how to build and edit meshes.

I imported a DXF that I want to use as a starting point and now the standard Shift-A menu that normally presents me with mesh options has changed to just present options for curves (shown below).

I've probably changed modes somehow, I want to switch back to whatever mode allows me to add meshes.

How can I add a mesh?


texts: How to make a growing unique index (IntProperty) of the objects?

texts:
I would like to assign a unique Immutable index of the objects that are added in the scene.
I want this unique index to be stored in an object type property (Relative to the object)
Obviously the object can be deleted and I would like the index to always grow regardless of whether the object is deleted (keeping it stored somewhere)
So assuming you have 10 objects in the scene, they will have an index, from 1 to 10
Assuming deleting all 10 objects, I would like that by adding a new object, the index continues to grow, i.e. in this case the index should be 11, Obviously the index could be very high even if there are few objects in the scene, but it is very important that it remains so, and that it is always growing.
I suppose I should create a list that contains all the previous indexes or something similar.
This situation is making me difficult.
This is how we declare an object-type property:
I don't really know how to build a function that assigns correctly only when the len(bpy.data.objects[:]) changes, I can also think of a function called by bpy.app.handlers.depsgraph_update_post(), but I'm not sure
class ObjectProperties(bpy.types.PropertyGroup):
    obj_index = bpy.props.IntProperty()

def register():
    bpy.types.Object.obj_prop = bpy.props.PointerProperty(type=ObjectProperties)

My question is inherent in this answer , I was thinking of indexing all the objects present in the bpy.data.objects with a unique index.
I want to try replacing the "Object Info" node with a driver, which is driven by the object's IntProperty Like this:

An additional problem is when copying the object (Without instance)
I have done various tests, but there seems to be some problem with updating the integer value in the Driver.
Based on @batFINGER 's answer, the indexing method seems to be right for me. But I can't understand where I am wrong with the driver, when I assign sefl.scene_object_index to the driver, the driver never changes and always remains on 0 Although in this case C.object.scene_object_index is 6 (As seen in the console)

I had already noticed this problem, when I tried to make an index in my own way, I noticed that the driver was assuming wrong values


texts: Why cycles engine renders in how many samples it wants, not how many i give it?

texts:
Today i tried making a scene, normal procedure for starting work in blender, switch to cycles, delete cube, make my scene and finally give it full render to see how it came out. Surprise, at first it didnÂt want to render in more than 40 samples no matter what i put in "sampling -> render"
 All good, i said, restart, maybe after that will work. Not only i lost my work (but that because i forgot to save) But when i opened it again, i did nothing except switch to cycles and increase sample count. I put it to 100 and give it render, only to see that it rendered 135 samples. What is happening and how i fix?
Here is image of problem circled with white:


texts: why UV texture seems to be translucent on renders?

texts:
I have to model/texture a 4mob and have a curious problem with UV texture render. I have a UV texture representing really black lines and icons on a grey background.

In the Blender's 3D view, the texture appears normally (grey background with black drawing)

The problem appears when rendering the image, the contrast is very low, like if the texture was translucent (grey background with dark grey drawing).

Is someone able to explain what can cause this?

NOTE:
I use the internal Blender render engine and do not know anything about Cycle.
Here is a screenshot of my material settings:

And here is a screenshot of the texture settings:


texts: Exporting Node Textures / Texture Baking

texts:
This is my first week using Blender, I started off watching a ton of Blender Guru's tutorials and created his PBR Dielectric and PBR Non-Dielectric Shaders.

I've been trying to use the shader nodes I created to add some texture to my model. I unwrapped the object and chose a base color just for reference. When exporting the model into Unity, there is no color nor metallic shine.

Now I understand I could easily just choose a color in Unity, but for this example I added in the PBR Shader for Metal, when rendering inside Blender itself, the object looks exactly how I want it to look in Unity. Is my understanding of nodes in general incorrect? Do they not export data?

I've watched a video on Texture Baking, but truly didn't fully understand it nor when to correctly use it. If I want to use my shaders do I actually have to texture bake the material? In the video I watched about Texture Baking the tutorial creator said something to the extent of: Once you've texture baked a material, the material won't react and change in any other lighting setting. Did I just completely misunderstand this?

Is it correct that If I Texture Bake an object, If imported into Unity, the lighting will have 0 effect on it? If so do I just need to make sure my lighting while I texture Bake is perfect for how I want my Object to always look?

I searched for almost 3 hours, couldn't find anything. I really hate being a nuisance, bothering people and asking a ton of questions but I've hit a brick wall. Thank you SO much ahead of time, for anybody who takes the time to give me any help.

-Jack


texts: Blender big scaled fluid simulation problem

texts:
I'm in trouble with blender fluid simulation (which is very awesome!) because i want to create a big scaled water simulation with a ship leaving the water. But it's a very big ship (700m length) and i did everything i could but the water stills too big. I found nothing on the subject except fantastic animations but no tutorials.
I tried hight resolutions like 64 to 320 but the result stills the same. Also i reduced particles radius, the amount per cell (increase to 32 instead of 16), increased the mesh upres, particles upresh too to 3-5.

As you can see on the picture it's what i'm triyng to do. The ship flys to the sky with large and smal water spray and foam, but i only geta water mesh too big to be realistic.
Can you help me please?


texts:
Blender 2.8's weight painting behavior is really different than 2.79 and it's bugging me for few month

One of the biggest problem is I can't paint vertex weight by clicking empty space. For example, If I click that area in picture below, it won't paint vertex weight on the mesh.

However, If I paint on the mesh, I can paint vertex weight on the mesh.

Blender Weight Painting wasn't like this in 2.79. I could paint vertex weight without clicking mesh in 2.79. I couldn't find option to disable this in 2.8.

Can anyone can guide me to turn off mesh-only vertex painting in 2.8?


texts: Image texture has no effect on particle size

texts:
I'm using a texture image to set the individual sizes of 119,617 stars (from the Hipparcos catalogue). Trouble is that my image has no effect on the sizes at all. The image is a row of pixels with (r,g,b,a) values between 0 and 1, with 0 being smallest and 1 being largest. I checked the values in the variable used to create the image and they are correct (meaning that they are not just a constant color, which would otherwise explain the constant particle size).

I'm new to this type of modeling, so I imagine I'm forgetting to change a setting or that I'm not generating the image itself right (even though the calculated rgba values are right).

Below is a screenshot of the texture tab for the particle system texture. The X value is the same as the number of stars. I'm confused by the color buttons to the right of the X and Y fields, as they seem to generate texture images themselves—leaving me to wonder if Blender is using the black color corresponding to Blank or if it is still using my texture image (starSize.032).

You can see that the Size and Length options are both selected, meaning that the image texture should be affecting particle size (which is to say star size).

I generated the texture image itself with the Python code (gotten from another post):

sizeTexture = bpy.data.textures["Texture"]
bpy.ops.image.pack(as_png=True) # Pack image into Blender file
sizeTexture.image = starSizeTexture

'starSizeTexture' is the variable in which I stored the (r,g,b,a) values for my 119,617 pixels:

starSizeTexture.pixels = localSizePixelsNorm[:]

where 'localSizePixelsNorm' is the normalized version of 'localSizePixelsNorm', with the normalization (to constrain values between 0-1) is done as:

maxSize = max(localSizePixels)
localSizePixelsNorm = localSizePixels
localSizePixelsNorm[:] = [x / maxSize for x in localSizePixels]

'localSizePixels' itself is calculated (for each star) as:

localSizePixels[columnOffset:columnOffset+3] = [D] * 4

where 'D' is the apparent diameter of the star, calculated from the luminosity of the star and its temperature (a function of its B-V index, but that is of little importance). I'll post that code if it turns out to matter, but I suspect it won't.

The 'starSizeTexture' variable I created using:

starSizeTexture = bpy.data.images.new('starSize',nStars,1)

with 'localSizePixels' created as a list:

localSizePixels = list(starSizeTexture.pixels[:])

I hope walking in reverse through my code doesn't just confuse you. Many thanks to anyone who can point me in the right direction to fix this. I just want to use this generated image texture to set the sizes of the stars correctly. Thanks!


texts: How do I just move the nose in, not squash it?

texts:
I don't know how to delete my last question, so I'm just making a new one.

I'm making a mouth and nose. All I want to do is move the nose in a bit, but this happens:

How do I not deform the nose (under the mirror modifier) while moving it in?


texts: Problem with weight painting strong pencil

texts:
I can't create a soft move of mesh with armatures because when i paint with low strength (0.001) it's like it's (1,000).
Can you tell me what I'm doing wrong.
(sorry but english is no my native language and I can't explain better)


texts: How to run Blender through RDP on Windows Server 2008 R2 - opengl error

texts: I want to render my blender project in rdp. But some error has appeared. What is the best solution for this problem? I've spent many hours trying to troubleshoot this problem.


texts: Can't enter edit mode after making proxy from linked object

texts: So I linked my object into a scene and then made it into a proxy with ctrl alt P, but now I can't enter Edit mode for some of the objects in my scene ?


texts:
Is it possible to lock which layers get used in compositing?

It get annoying having to re enable all the layers you want to use in the compositor every time you disable a bunch of layers to check just one or two layers to see what is on them.

Is this possible? If not, is there an easier way to check the contents of layers?


texts: I Keep Finding layers Stacked in each other

texts:
Im building this character. When I click a vert and move it turn out there's another vert in that area with the same facing. I keep finding these throughout the model and I have no idea how im causing them.

The image below is verts where stacked on each other.


texts: I am a new in Blender. I am creating a house and collided with problem. I created 2 windows. The first window is ok but the stranger things are happenning with the light of the second window.


texts: I would like to create a container full of objects (bolts) tip the box up and pour and catch them into another container to view as an animation, is this possible and any tips would be helpful as fairly new to working with physics, thank you


texts: How would I cut across a plane using a die-like mesh/curve?

texts:
I'm in the process of creating a visual model of a product made using 2D CAD software. The .svg which I have imported into blender is the file sent to a laser cutter which would out cut across an acrylic sheet wherever there is a path in order to form the shape.

I was wondering if there is a way of cutting the plane such that the result would be similar to what would be carried out by the laser cutter (imagine the resultant shape being cut out of plane using a knife with runs along the path, if that makes sense)

I've tried to use the Boolean modifier to achieve the effect I am looking for but with limited success. It only seems to cut out a small section of the design for reasons which I do not understand:


texts:
I have been unsuccessful at exporting models to Collada (.dae) for importing to Google Earth. Even the default cube doesn't export in a way that Google Earth can read it.

No matter what model I try to export I get an error in Google Earth that says:

  Warning: COLLADA Primitive type [polylist] is not supported, and will not be drawn.

I've tried triangulating the default cube, but I always get the same error.

I am using the latest official build of Blender with Google Earth version 7.1.2.2019

Thanks for any help anyone can provide.


texts:
I've got a situation where two objects meet and they both have curves.  I need to make the white portion on the left side match the curve of the gray portion on the left side.  The inside the white area isn't really a curve, its the gray portion showing through.

I've tried cutting, scaling, and just can't get it to look right.

Any ideas?

Thanks,

Gwfami


texts: Blender 3D UVs scale issue appearing after export _FBX_OBJ_COLLADA

texts:
I have an issue with UV textures coordinate - exporting some .fbx/ .obj/.collada objects from Blender 2.78c to Kanzi Rightware.

I'm working in a company developing product design and electronics, and I'm making research of what software will be suitable for future OpenGLES production pipeline with Kanzi Rightware.

At that moment I did specific tests and experiments with Blender, 3Ds Max, Maya, Cinema 4D.
I shaped and transformed an object with same operations in each program - subdivided x3, simple booling operation, triangulating, applying scale. rotation. location. (called also freezing -cinema, Maya) and exporting to Kanzi etc.

The program - Blender is looking really suitable to me for the project, I've been using it for years, but the problem it appearing with UV's.

After the export, I import the file (I've tried with .fbx/; .collada/ and .obj) in Kanzi.
Blender's object always looks with different UVs compear to the default of Cinema and Max...?!?

Can you give me an idea what could be wrong with it. Is it UV calculation on export wrong or what?

Basically what I'm doing step by step in each of those program is the following steps:
 1. Create default cube + UV generated
 2. Add subdivision 3 times
 3. Convert/Apply the modifier to mesh
 4. Creating one more Cube - without UV generated
 5. moving the new cube to Z, -1 unit, press enter /Now the cube is aligned
 6. with it's the top part to the center of the grid
 7. Add Booling modifier between the cube and the shaped sphere
 8. Apply Booling Modifier/
 9. Check the UV-s are correct after the operation
 10. Exporting the model via .FBX file

I did experiment with different file formats including .dae, and .obj. The Geometry export is correct but when I import all them in R_Kanzi there are big UV differences.

What should I do? And how this UV scaling could be fixed?
Best Regards


texts: Hello I am new ot Blender. So even when i am choosing "Extrude faces along normals". Getting this result. It isnot filling gaps of corners. How can i fix that?


texts: Tried turning up maximum bounces to 12, still there but less.


texts: Compositing node not showing up in render

texts:
I created a simple render with a compositing node: the "fog glow". I want to make one object give off this glow. However, not only can I not find a way to affect only that object, it doesn't even show up in the rendered result.

These are the nodes I've used. Am I missing something?

I am using Cycles Render, not Blender Render!

 Here's the render (I was fiddling around with it after a few responses and have come up with nothing, clearly.)


texts: Mirror UVs: Keep Facial Seam on Middle Axis

texts:
I have UVd a mesh with a Mirror Modifier on it. the mirroring itself works well, but I would like to keep some parts of the model together across the midline for easier texture painting changes down the pipeline.

So, what I have is this:

But what I would like to get is something more like this, where the face is still in one piece down the middle:


texts:
I have uploaded Blender 2.83 and when I use Viewport Shading, Material Preview my object appears to not register - the blur in the image is the result of moving the view so Blender has blurred whatever it thinks is behind the object of which it appears to be rendering as transparent.
The 'solid' objects in the screenshot do not have a material assigned to them so it's clearly something to do with the Materials Editor. Please note that I am not applying any textures to the objects, just the Materials Shader.
The models in both pictures are the same but the second picture was taken using Blender 2.8 so obviously this is a 2.83 issue but I do not know how to resolve it. Please can someone advise.


texts: How do I get rid of ugly creases from loop cuts?

texts:
So I'm creating a spider in Blender and after adding a material to my mesh, I noticed in render mode that there was an ugly crease torwards the head (highlighted in yellow in edit mode). I did not mark the area as a seam before UV unwrapping it. I think it's the edge loop that is causing it.

Is there a way to get rid of this ugly crease???

Here is a screenshot of my mesh and a copy of my Blender file.


texts: blend files open in 2.79 version instead of 2.83 when double clicked

texts: I can't find an answer even tho I have solved this issue already once. For some reason when I double click .blend file it opens it in 2.79 instead of 2.83. All I remember that there are multiple ways to set this in windows 10 but I can only remember one and that doesn't work. Which is to right click the .blend and set it to open with the 2.83. There is one thread about this from 2015 but it is useless nowadays. I can't delete the 2.79 as I need it for some files that I don't want to convert to 2.8+.


texts: How to DROP an object when releasing Child Of constraint?

texts:
I noticed due to the parenting system of Blender Child Of constraint does not modify the object's location/rotation in such a way we can copy or interact with it.

So when you drop influence of Child Of constraint, the object snaps back to it's original location as seen before instead of simply being suspended in the location it was guided to by the constraint.

The problem is this: How do I get an object to release it's child into mid-air, so to speak, so that physics can take over cause the object to drop?


texts: format for lossless video files for youtube

texts: blender 2.79 changed up the video export options a bit and im tired of guess and checking for video formats that are lossless and play audio while not being too huge to upload to youtube. i already have the png sequence rendered, and im guessing ffmpeg is the way to go since the avi files come out huge. from ffmpeg though i still need to specify the container and the codec as well as the audio codec. whats the best way to go from there?


texts: Why Is My Transparency Shader Not Working

texts:
I just installed the Released Candidate version of Blender and noticed that a couple of things are missing. Im using CYCLES as render engine.

First, I can no longer make the TRANSPARENCY SHADER to work properly. My goal is to KEYFRAME the FAC so that I can make the object disappear at a certain point. (Please see video:
https://www.youtube.com/watch?v=VAEdu0Qeuts&feature=youtu.be) But as you can see, when Played around with the values of the FAC, it will create this weird shapes and not fully disappear.

Thanks


texts: Symmetrize Vertex Group on object with armature

texts:
I have an object with an armature and I want the limbs on both sides to be symmetrical.

I rigged the object using Mixamo's autorigger because it performs much better than blender could. However the Vertex weights are not symmetrical. In fact: on the left limbs I can see some vertex distortions and the limbs on the left side are bending a bit differently than the right limbs.

I know it's due to the Vertex weight because I can clearly see it in "Weight Paint" mode. The limbs on the right side are perfect! Is there a way how I can copy all vertex groups which define the weightings on the right side and apply them to the left side of the limbs (with their own vertex group name for the left limbs)?

Don't worry, the object is symmetrical and the bones that were created by Mixamo are also symmetrical so I just need to make the weights also symmetrical.


texts: I'm trying to bake the window coordinates onto an object's texture. It works fine, but the coordinates are baked on all pixels of the texture, even the ones which aren't visible from the camera. Is there an easy way of excluding non-visible points from a bake, or, alternatively, of directly baking visibility from a given camera?


texts:
During my rigging process I’ve decided to make the legs of my character a little shorter. I do not have any drivers or shape keys. Just already weighted bones.How do I approach this?
Can I just edit the mesh in edit mode?
Also, the bones then need to be scaled down a bit. Can I do that in pose mode?
Do I need to unparent? If yes, how do I do that and then parent back to the armature after I’ve made the changes?


texts: How to set UV map when rendering in Blender Render with nodes?

texts:
I'm trying to figure out how to use the node graph in Blender Render to draw a simple plane with a texture on it.  My current setup seems to reading a green pixel from my texture and applying it to the whole surface.  I'd like the texture to follow the UV coordinates that I unwrapped, but can find no place to specify the UV map that I want.

How would I change this to draw my texture on my plane?


texts: How to apply material on an object that is under armature

texts:
I have an object and I have made a simple animation using it so it is under an armature on the outliner editor.

When I apply a material to this object, I can't see the color of material but if I render the image I can see the correct colored object.

How can I apply a material to an object under an armature and see the result on the screen?


texts: I want to connect an Arduino (eg: Uno) to Blender and animate blender objects based on arduino inputs.


texts: Is there a way to reset the camera to avoid clipping?

texts: During a session editing mesh creating shape keys, I could no longer get close up views due to clipping. Having tried a few solutions from the on-line manual I remain baffled. The only other objects in the scene are one light and one camera. Is there a way to reset the camera for close up viewing with no clipping?


texts: Blender 2.83 Doesnt Load: Debug Output says "EXCEPTION_ACCESS_VIOLATION"

texts:
I checked one of the text files for 2.83 and says my GPU is supported, I ran one of the command scripts (blender factory startup) and it produced a Blender Debug Output. This text message says

found bundled python: D:\blender-2.83.0-windows64\blender-2.83.0-windows64\2.83\python
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF7A9A7FFF4
Module  : D:\blender-2.83.0-windows64\blender-2.83.0-windows64\blender.exe

I also ran your cmd script blender_debug_log

Switching to fully guarded memory allocator.
Blender 2.83.0
Build: 2020-06-03 12:41:58 Windows Release
argv[0] = D:\blender-2.83.0-windows64\blender-2.83.0-windows64\\blender
argv[1] = --debug
argv[2] = --debug-cycles
argv[3] = --python-expr
argv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\Hendawg\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')

Note: No (valid) 'C:\Users\Hendawg\AppData\Roaming\Blender Foundation\Blender\2.83\config\startup.blend' found, fall back to built-in default.

So what is causing the error that preventing it from loading?


texts: Linked Objects, Drivers and Animation of custom Properties

texts:
I have created an Object with some Shape Keys. To simplify the planned Animation, I have created four custom Properties on that object and connected some drivers, so that the change of one Property effects multiple values of the Key Shapes.

That does all work as expected is seems to be pretty nice! But I would like to use that object in an Animation where it should appear two times. So I created a new Blender File and linked that object two times and made a proxy out of each.

In Summary: One File, containing two proxies, linking to one Object in another file.

When I try to animate these properties, It happens that no matter which of both I select, all the key frames are created for the second object I have linked. Except for one Property.

In Curve Editor (Animation View), the curves to edit are always the ones of the Object that is not selected.

Am I facing an error here, or do I have anything missed? Is it possible to do what I would like to, or can't that be done with linking?

Any Help appreciated! Thanks in ahead!


texts: Blender to trigger sound when objects touch each other

texts: I am outlining a tooth from a dental model and my vertices are offset from the model. Is it possible to sound an alarm when the line hits the other model? In the photo you can see my line intersect the model, If I could get an alarm to go off?


texts: The rendering process gets stuck, or sometimes I get a black screen

texts:
I'm just following a tutorial on youtube, but when it comes to the end I cannot render the file, it always stucks and makes the screen black sometimes just showing nothing.

If anyone can help it would be appreciated. Thank you.

http://www.mediafire.com/download/vjvnaccxmyydmxn/lightsaber.blend1


texts: How do I get my texture to only appear on the front of my object and not the back too?

texts: So I have an image of a soccer jersey, that I would like to insert onto my character but when I do so it displays it on the front and the back, How do I rectify this? I just want it displayed on the front


texts: How do you make two planes look as one surface?

texts: Above is the rendered image of two planes merged as one. I am trying to make them look as one surface and not two. Although they are merge, you can see that it has two very different appearances. Both have the same material. How do I make it so that it looks as it is one surface?


texts: How can I recreate this well-lit, vibrant, hi-contrast lighting setup?

texts:
Above render by Peter Tarka
So, in this scene, the lighting is bright, vibrant and yet not over-exposed, and no details are lost. Every time I try something like this, my scene ends up becoming overexposed or washed out. How can I achieve this level of detail and clarity?
Here is a quick sample of my scene—


texts:
This might be a nooby question, but
https://imgur.com/a/MCAfWA3
There's an object from a game I extracted, it has 2 materials, 2 uvmaps, but I can only choose to view\render 1 uvmap at a time. Also the mesh's vertices all seem to have the first material assigned to it. How do I make it so that one material has 1 uvmap and reassign materials to the vertices it should be on? Here's a blend file
http://s000.tinyupload.com/index.php?file_id=00005335799690728226


texts:
I want to speed up the process of modeling. So, instead of using G and then choosing the axis (X or Y) I want to use the Key 1 and then 2 or 3 (which are close to each other and I do not need to see the keyboard)

But There are two problems.

I know how to change the Grab shortcut (Right clicking on the menu) But I do not know how to add the shortcut instead (I do not want to disable the default G shortcut)
I dont know how can I add a shortcut to the X and Y axis.

I'm using Blender 2.8.


texts: Blender 2.8 Cell Fracture Rigid Body Won't stand up

texts:
I am trying to animate a cell fractured rigid body wall being hit by an object and crumbling.  I have created the Cell Fracture wall with a rigid body that is animated.  When I initially press play the entire all fall infinitely as I would expect.    I want the Wall to stay stationary until struct by another object.  In the physics tab, I have checked the deactivation mark and the start deactivation checkbox.  But when I press play the wall still falls.

I can get the expected result if I Start with an empty blend file but when I add this structure to an existing blend file it will not work.  It's making me crazy.  Any help would be greatly appreciated.


texts: Setting scaling to 1, but keeping object size in meters

texts:
I open a new file in Blender, so I get the Cube. The edge lengths of the Cube are 2 meters. Now I change the scale factor from 1 to 2, so the edges grow to 4 meters.

Is there a way to set the scale factor to 1 again, while the edges maintain length 4 meters?

I need this feature to solve a problem with HDRI environment textures. My object is a car, and it is too small for the roads in the HDRI panorama. The proportions in meters of the car are correct, but it has a scale factor of 0.3. I suspect the scale factor has to be 1 for the meter size of the object to match correctly with the HDRI.


texts: How can inner parts of a mesh be selected?

texts:
This model of a head has inner geometry for oral and orbital cavity in order to texture the face I would like to hide these parts of the mesh before unwrapping.

How could I select the cavities ?


texts:
In blender 2.81a, there are two denoising tools:

Under layer properties, you can scroll down and enable denoising
Also in layer properties, you can check "denoising data" under passes > data and in the compositing workspace, you can add a denoising filter

Is there a difference between these two? If so, what is different and is one of them "better" (faster, more efficient etc) than the other?

Any help would be appreciated. Thanks


texts:
In this Video you can see how applying the difference modifier only results in merging the object into the other object.

I tried doing the thing in Boolean difference modifier merges two object but it didnt help.


texts: How can I get "Plane.000" instead of "Plane"?

texts:
Obviously it doesn't seem to be a problem for too many people, but to me it is simply looking wrong each time I see it.

In my opinion the first object should be called Plane.000 here automatically when every subsequent item is Plane.00x anyway.

And here the next plane should obviously be Plane.002 and not Plane.

Can I somewhere change Blender's behavior here?? (It is really looking very wrong to me...)


texts: I want to add some fog to my scene but anyway I do it, it looks weird. I want the top castle to show through the fog. But it looks like a bunch of sparkles instead of fog. I tried to do it with a smoke simulation and a semi transparent material. But the result isn't as smooth as in the pictures. Denoising just smudges the whole picture.


texts:
I've got a scene in Blender (simple house) where I want to bake the lightmap of certain objects (e.g. the floor). My goal is to export the whole model in the .gltf format to use it with three js. I already applied various texture maps but when it comes to baking the shadows, I'm not sure how to do this the right way. I know how to bake the actual lightmap by baking "shadows" (if that's even the right approach) but when overlaying it with the textures (I found some solutions on stackexchange) in the node editor, the result doesn't look appealing and realistic at all. Baking the "combined" texture leads me to the best result but the rendering time takes ages and I've read a lot that it's better to apply the lightmap as a seperate layer and leave the texture set as it is - but whats the best way to do that? I need to have the lightmap already implemented in the final .gltf model.

Thanks in advance


texts:
Is it possible to auto assign random vertex colors for every UV island... so it will be more visible in the 3d view?
Like in 3d-coat


texts: Other side of the world seemingly reflected in Fresnel layer; only shows in render, not in viewport

texts:
I am very confused right now. I am making an Earth. The scene has two layers, atmosphere and ground/clouds. Rendering them individually gives me the results I want for each layer. Specifically, here is the atmosphere layer:

But when I render both layers together I get something hideous like this:

Do you see that hideous fog on the image? That is actually a mirror image of Africa and Europe, somehow being reflected onto the fresnel. I have no idea what is causing this, and would greatly appreciate any insight.

You can download the blend from here: http://pasteall.org/blend/index.php?id=47222

UPDATE1 Turning diffuse bounces down to 0 worked. I am not happy with this solution.

UPDATE2 Keeping diffuse on and turning glossy bounces does NOT work. Neither does turning off the "Glossy" option under Ray Visibility in the Object tab. Again, I am not happy with this solution.


texts: Simple animation completely distorted on fbx export (2.8)

texts:
I have a simple door opening animation using a few rotations and translations, which in Blender looks like this, which is as it should (not withstanding gif quality):

However, after exporting to FBX, it is seriously deformed, and turns into this in other programs (unity, model viewer):

Whilst comical, I have no idea what's going wrong to cause this difference.  I've included my export settings and the appearance of the animation in the action editor below:

[

A lot of what I've read seems to indicating the use of armatures but surely that's not necessary for such a simple set of animations?  I assume what I'm doing is possible and I'm just missing some obvious settings.

Thanks in advance...


texts: Exporting fbx animations includes Garbage (UE4)

texts:
When I export the animation as fbx for UE4 there are lot of garbage animations some of which are 2 frames long and others are same length as the required animation.

Once I made a walk cycle of 180 frames with 30 fps and the exported animation was 40MB!!!
Lot of it was garbage animation in which the mesh was just twisted and deformed like hell, but my correct animation was somewhere among them.

So can anybody tell me how to avoid it? or how to manage and export multiple animations as fbx? I don't know anything about actions or NLA nor can i find any proper tutorial on it.

what i do is make the animation using keyframing , ik and directly select the armature and mesh and export is using FBX with selected objects , baked animation ,all actions ,NLA strips checked in export.

Please understand that I'm not trying to render animation in the blender but I actually want to export it , so I am looking for how does actions and NLA editor work in relation with fbx export

Please guide me


texts: How do I paint textures without adding a material?

texts: I am using Cycles Render and an Image Texture Node so that I can paint my texture and remove seams.  However, in order to do this I have to add a material and that causes my object to be shiny, which is not the look I'm going for.  How do I keep the new texture (I have saved the painted texture image as a new file on my desktop) but lose the material?  I've tried removing the material from the properties bar and then opening the new texture image in the texture section of the properties bar, but that just turns my object white.


texts: How to perform this action of creating new edges from verts (video included)

texts:
https://www.youtube.com/watch?v=_LnYG5V4ULA&list=PLkzE48dEJCB1T9WC7slXaQ6yyfhzuU4lN&index=13&t=0s
At 0.13 seconds in (please watch at 0.25 speed) He selects verts along a vertical edgeloop, then selects a vert on an intersecting horizontal edgeloop and somehow creates a new set of verts parallel to the selected vertical vertices, from the last selected vert (on the horizontal edgeloop)
What is the tool/term/shortcut for this, please?


texts: Should "convert premultiplied" be enabled when using "alpha over" with render layers?

texts: Do render layers use straight or associated alpha? Should "convert premultiplied" be enabled here?


texts:
I have been learning blender for the past month and today i have found out how to enable GPU rendering but when switching from CPU to GPU compute my computer freezes. here are my specs:
CPU: Intel Core 2 Duo E8400 3.00 GHz
GPU: AMD R5 230 (not m)


texts: How to properly set domain for fluid simulation?

texts:
I am trying to create a domain for fluid simulation in blender. But as soon as I apply the domain physics on the (cube) object, it transforms into some fluid like mesh. If I press play, it seems as if the fluid simulation was applied onto the domain cube instead of the circle on which I applied inflow. The shell obstacle works correctly.

This is the blend file.


texts: Is there a list for all available python functions?

texts:
I know that a list of math functions can be found on this site

But how about functions such as

obj.data.materials.clear()
obj.data.materials.append()
len(obj.data.polygons)
.normal or
.length ?

I have always wondered whether there was an overview or list or whatnot for these functions.


texts:
I have a rig that is animated. It is cluttered with a lot of keyframes for its scale, despite the fact that this is completely irrelavent.

I would like to delete all keyframes pertaining to the scale values across all of my bones at once. I can't seem to figure this out—presumably, selecting all "scale keyframes" in the dope sheet or something of that sort would work, but I don't know how to do that.

Any advice?


texts: Can't get smooth surface when subdividing selected faces of an object

texts:
I am new to blender and 3d design in general. I have a model which has smooth curved surface but the edges are not round. So I like to subdivide the faces to get a smooth shape.

When I select the faces and use Subdivide smooth I lose the smooth surface. I have tried any options I could see such as smoothing the vertexes, smoothing the faces and etc under the Shading tools, recalculating normals and almost all the uv mapping options with no luck.

What is interesting to me is that if I create a new Ico Sphere and make the faces smooth under shading and then select some faces and subdivide in the same fashion, the surface remains nice and smooth.

I also read about using subdivision surface modifier, but that one seems to only do whole object and not just selected faces in my case.

Any help would be much appreciated. Thanks!


texts: Why is client network-background-render split into one frame jobs?

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When I'm trying to render a Clientjob on Networkrender by shell in background ( blender -b job1.blend -a ) The Job will be split into single 1 frame jobs on the Network Rendering system. No Clustering, no dispatching, no Network rendering.

If I do the same job by GUI, everything is fine!
( Job will be one single Job, will be clustered, and dispatched to different machines )

I'm trying to understand where's the difference between rendering by command line, or GUI?


texts: Create a cycles material from rendered picture

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I managed to delete a really neat blender file, and the only thing left is this rendered picture, which I made off the file before deleting it:

I REALLY loved the colors, materials and lighting, and ever since I deleted the file, I have been trying to recreate the materials on the floor and cube. I managed to dig up an older auto-save file, with the right objects (without the light sources or materials) and ever since I have attempted to recreate this, now I've pulled off every material BUT the glossy purple floor! I have a vague idea that I used a Mix shader, but I simply can't make it right. What bothers me most is the reflection of the light source in the original, compared to the one I have tried:

How did I pull off such a sharp edge, while still keeping some blurriness? I have no idea whatsoever.

How do I recreate the material for the floor?

If you wanna see for yourself, here's where you can download the file right here


texts: Remove path constraint in object linked from another scene

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I have a starship model following a path in scene A. The model is linked to scene B where I would like to do other things with it. However, the object keeps the movement animation from scene A. There are no keyframes in scene B, and there is no path constraint applied in the linked object in scene B.

I also tried hitting U and chose to delete animation data.

How should remove the animation?


texts: I'm also trying to make some hands in the game engine, and I thought it would be really cool if they had something to do. So I say, "Hey! clay is fun!" but I can't figure out how to make the physics for clay in the game engine. All it does when I do soft-body for a cube is make it really bouncy. That's cool and all, but I want to make clay that I can squish the daylights out of with my bare-digital hands. Help?


texts: Moving Object Origin but not the Object itself

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It appears my origins are detached from my object and not affecting the object itself. I have never seen this "Gizmo" show up before until now and I am afraid I hit something accidentally to cause this and I am not too sure what shortcut I pressed.

Let me know if anyone knows what this is called!

See attached screenshots to see me rotating an object but the origin just changes and not the object.


texts: How can i edit value in Measure tool 2.8

texts: Is there anyway to edit the measurement scale and align. With the Measure tool i can just scale the mesh. If i want the exact size i cant edit it. For example i need 7.0. With the tool it not fixing the exact value. Going beyond 7 or below. Hope i can edit the value and then align mesh. Any suggestion or help.


texts: In Ik bone constraint for leg ,when i tried to move it, it goes in different side.how to align the bone axes? I don't know whether it was axes problem or someother thing.In which direction should leg bone axes be oriented.


texts: I have found many tutorials on PBR dielectric materials in cycles, but how do I do this in luxrender? In the past I would use a glossy material, but it handles roughness diffrently.


texts: Why are these edges appearing in the render?

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Is there any easy way to get rid of the visible triangles in the final rendering?
It seems the subdivison in some places is more intense than in others.
Or is the only solution to rebuild the mesh?


texts: Objects in group make the entire group move

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When I try to move or rotate an object in a group, it also moves the rest of the group.

I see something at the bottom of the screen when I try to rotate it that says:

Rot: 0.00 (Smooth) Proportional size: 1.00

I must have accidentally hit a key that toggled this action. What key is it and what mode did it put me in?

I tried restarting Blender and reopening it but that didn't fix the problem.


texts:
I imported an SVG file and when I do ⌃ Ctrl + J it changes my images, it crops it. The image that says "Just Play" is before ⌃ Ctrl + J and the cropped one is after.
Why is this happening? How can I fix this?


texts: Why is my Rigid Body simulation giving weird results?

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I've made a scene with Blender with a bumpy soil. So,to put some objects on my scene, I decided to put them in the air and let them fall, using a rigid body simulation. The problem is that when I press alt+A, my chair that I had put in the air goes right (first frame) and goes down for 3 frames and stops there. About four objects of my scene do the same thing.

I tried many things and went on many forums and I didn't find an answer to my problem.