texts: Unexpected result when using transform.resize API

texts:
I have a script that works fine on a non-mirrored mesh but produces a different result on a mirrored mesh.  The script emulates the keystroke combination of "s", "x/y/z", "0" using the following line:

bpy.ops.transform.resize(value=(0, 1, 1), constraint_axis=(True, False, False),
    constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
    proportional_edit_falloff='SMOOTH', proportional_size=1)

(substituting the appropriate values for x/y/z)

When I run this on a normal mesh in wire/solid mode I get the expected results:

With a mirrored mesh in wired mode I also get the correct result.  However with mirrored and in solid mode I get this:

Moving any/all of the vertices immediately redraws the mesh and everything snaps to the correct place.  I have tried changing the "mirror" attribute to "True" and get the same results.  Is there a refresh/redraw option that I'm missing?  I'm sure there is something I'm not getting but I can't seem to find it.

Thanks for any help…

@lan


texts: How to avoid smooth and roundnes in my alpha brush when sculpting hard surface?

texts:
Im totally a noob in sculpting with Blender, I want to use some alpha brushes to sculpt hard surfaces, I add a texture as a brush, select the texture under the sculpting brush, but when I use it it´s rounded and soften towards the corners (see picture).
This happen to me with every texture I try.

How can I make my brush harder and avoid this softnes?
Thank in advance to anyone who can help me out with this.


texts: Why is My Lighting Creating a Triangle on the Ground?

texts:
More trouble going through the Roland Hess Blender Foundations book.  When I create the indoor scene in Blender, I get an odd light triangle on the ground.  I don't know why this is happening.  Help is appreciated!!

The blend: https://www.dropbox.com/s/zg96duw8av52st3/Flower%20019.blend

The last render: https://www.dropbox.com/s/9u9mldvxhxh79fc/Blend%2019.png?dl=0


texts: bpy data out of sync with the actual scene

texts:
My python command line shows names for objects that are not on the scene anymore when I try to autocomplete on

bpy.data.meshes

like

bpy.data.meshes['Cube']

is a valid reference even though there is no object named Cube on the scene anymore and no error or warning is issued, my script just goes on and does nothing .

I'm supposed to keep the Python API in sync with the scene manually - and in this case, how ? - or I'm missing something ?


texts: Why is my script to add large batches of objects so slow? v2.90

texts:
I have to create about 30,000 spheres and I notice that even adding a 1000 is already a lot of work for Blender. I've cut down (hopefully?) on work and memory usage by creating just 1 mesh and 1 material for the batch, but I'd like blender to remain responsive during the batch job. Is there a way to update the UI, or an all together more recommended way of adding such a large number of objects? I will need to individually animate them.
# Creates a collection to store all the objects in.
collection = create_collection(scaffold, name)
mat = bpy.data.materials.new(name=name)
mat.diffuse_color = (1, 0, 0, 1)
# Creates an icosphere mesh
mesh = _create_ico_mesh(scaffold, name, radius)
for cell in cells:
    cell.object = obj = bpy.data.objects.new(name=f"{name} #{cell.id}", object_data=mesh)
    obj.location = cell.position
    obj.data.materials.append(mat)
    collection.objects.link(obj)

Even just being able to add the spheres one by one in a very slow fashion would be OK, right now Blender is unresponsive.


texts: Double-click "g" not working as expected

texts:
I'm new to Blender and used a boolean to cut into a shape. Now I'm trying to get rid of "n"-gons by using double-click "g" to slide "excess" edges along a face.

The trouble is that when I slide the edges:

the old edge remains (I made sure in the outliner that my object is the only object in the layer, i.e. I think there are no other copies -- specifically, the Outliner shows "Plane.003" and then when I click the "+" to expand, there's a "Plane.017" below it, but all my "Plane.00n" objects on other layers have "plane.00m" objects attached to them. Is this normal behavior?).
the edge that's slid seems to go out of the proper orientation when it's slid in one direction (but not the other).

Any ideas what might be going on? Thank you!


texts: Why bevels on a <90º edge are egg shaped, and not circular?

texts:
If you make a bevel on an edge that is sharper than 90º, it won't be circular.
This is what i have to do in order to make a circular bevel on a sharp edge:

Make a 1 segment bevel
On the resulting 2 edges, make bevels that meat each other.
Weld the part where the 2 bevels meet.

But if I would make just a single bevel, it will look like this:

Why is it like that? And is there a solution less convoluted than what I've shown? Recommended add-on perhaps?


texts: Units and measurements and such 2.79 and 2.80

texts:
I am trying out both 2.79 and 2.80 and notice the behavior being the same.

I set the units to imperial and then changed the size of the default scene cube to something reasonable like 5cm. Then I applied the scale. My goal at this point was to make a radial array of 4 items, so I moved the cube 10cm on the x axis. Then I attempted to add an EMPTY cube which seems to come out huge.So I attempted to resize it by changing the dimensions, but it seems that I can put all sorts of numbers and units in the dimension boxes and in response blender just changes these values to some random number/unit combination even so far as up into miles and km.

It also seems odd that though I can choose units such as mm or inches, when looking at things the dimensions are shown in whatever blender seems to be in a whim to show, such as "thou" or "ft" with lots of decimal places.

Either:
 1. there is a bug, and it carries over between 2.79 and the current beta of 2.80, (my gut tells me this is unlikely)
or
 2. I, personally, and not handling units correctly perhaps missing a step somewhere. (as a n00b this would be my guess, since it seems pretty complex of a program)

If I am just doing it wrong, can someone point me in the right direction for how to do it right?


texts:
this started randomly happening during a blender session. The image is a default cube immediately after opening blender

All graphics drives are up to date: NVIDIA GeForece GTX 1080

I set everything back to factory settings, that did not work so downloaded blender again, no luck

any help would be great - thanks


texts: All Objects suddenly invisible in 3D Viewer

texts:
I was editing my model in edit mode when suddenly everything disappeared.

Things I tried:

Alt + H in case I accidentally hid anything, no effect
Creating a new object, e.g. a cube, also invisible
Restarting Blender, no effect
Opening another scene, everything works fine
Opening the faulty scene on another PC, same error (clean Blender installation)
Switching to rendered view, here the objects are visible

I also noticed that if you look closely you can see a faint line along the X-axis where the objects are visible. If I move my objects around, I can notice that this line displays every object as normal where the object is intersecting it (it's hard to describe). This can be seen in the screenshot:

Is there any way I can recover my scene?


texts: I made a character in makehuman and imported it in blender and then I downloaded the animation of dancing from cmuconvert and loaded it and played the animation and it shows like this


texts: Blender 2.8 no background image in wireframe mode

texts:
I am modelling a scene from a photo. As I am doing so, I need the wireframe mode to show the background image as well to see where I should position objects. However, the background image only appears in solid mode, not wireframe. I am using an fSpy file as the camera calibration. Initially, the wireframe mode had the background image, but now it doesn't show anything.
The wireframe mode doesn't have the background image.


texts: Driver rotating driven object in the wrong direction?

texts: I have set up a driver to rotate an object on its x axis by moving the driver on it z axis. I want to rotate the driven object in a certain direction when moving the driver up and of course in the other direction when moved down. The problem is that these directions are reversed - the driven object rotates the opposite direction in which I want it to rotate when moving the driver. How can I reverse this so that the object rotates in the desired direction?


texts: Is it possible to set material of one face only in Blender 2.45 (old version)?

texts:
I have to use an old version (2.45 - from 2007) of Blender*.

I'd like to change the material on one face only on an object. I understand that this can be done by clicking Assign on the Materials tab as described in this answer.

However, there is no Assign button in this version of Blender:

Can this still be done? Or is this a new feature introduced after 2.45?

*: The reason I have to use 2.45 is because I need a script written for this version. The script is VRM SVG exporter with some custom modifications. I'm exporting full-color SVG renders from all angles of an object. The built-in Freestyle SVG Exporter is not good enough for me.


texts:
How can I translate Depth pass stored in EXR into a colorised point-cloud?
(similar to seen in visualisations of deep-data / deep-compositing)
Result seen by Camera should be without distortions = each pixel of original image should be represented by a face or plane instance in 3D space with a correspond dimension  and orientated to a moving camera to match original image.
I'm looking for a technique that will works for image sequence with moving Camera in 3D space.

I found these two links related to my Question, but they are over my skills to reuse with AN.
Cycles generates distorted depth
Calculating 3D world co-ordinates using depth map and camera intrinsics
Source
Here is my blend used to generate Color and Depth pass into OpenEXR. It is a still image, but what I'm asking for should be working also for an image sequence.

If something like this can be achieved with Geometry Nodes it is welcomed as well. Thank you for your time :)


texts: Blender 2.8 removed use_environment_light API, what to use instead?

texts:
So I found at the very bottom of this page that Blender removed the old use_enviroment_light API from bpy.types.WorldLighting. I have some code that used this API as follows:

bpy.context.scene.world.light_settings.use_environment_light = True

I wonder how I can update this code to keep using environment light in my rendering?


texts: I rendered a file and it is saved under a tmp file, but I can not find it on my computer. Is there any way to change the file location or another way to find it?


texts: How to join vertices of 2 separate parts of one object

texts: I have 1 object, with 2 separate parts. How do I connect the vertices to basically create a bridge joining the two? Contrl + J does not work.


texts: Is there a way to place a single edge in the same way you place an edge loop?

texts:
I want to be able to press a shortcut, then hover over an edge, click it and then place a single edge (not an edge loop) just the same way I press Ctrl+R to place an edge loop. Also would be great if I can use the mousewheel to control how many subdivisions or edges to place like you can do with Ctrl+R. Or any way to control how many edges get placed at once.

Is there such functionality? I dont want to use the knife tool which takes so much longer to use because of the extra clicks and the inability to place multiple edges at once. I was trying to get the subdivide tool to do taht but it seems like it doesnt let me subdivide by just hovering over an edge nor can I select how many subdivisions... unless I missed something?

Any other suggestions or workarounds on doing this?


texts: Why does the material show 'unexpected' transparency effects?

texts:
Some of the trees leaves have issues with transparency, why is this?

The material settings:

Image (by Krzysztof P. Jasiutowicz, source :


texts:
If I have a list of vectors. Then how can I create a mesh out of it using the vectors as vertices?

I don't wan't to create a mesh before that exactly matches the vertices count to the one of the vector list.

To give an example, a mesh existing of vertices from this vector list:


texts:
UV textures appear scrambled or missing when rendered, but are fine in the 3D view. I've spent the entire day googling and looking at other people's problems and I am still at a loss. I want to render now but I can't seem to figure out what I'm doing wrong.

Blendfile

Am I missing something obvious? I have more than one UV on a character and want to know if it's possible to assign different materials to different parts.

Sorry if I'm not providing enough details. If you have questions, I'll try to answer right away.


texts:
Every time I try to add a torus with a major radius of 1317ft (401.42M), the major radius defaults to a value of around 984ft (300M).
I also tried doing this by adding a torus with a major radius of 131.7ft (40.14M), or 1/10th scale and then increasing the scale in “Item” to 10 in the X-Y-Z fields, but then the ability to scale tops out at around 5 in the X and Y fields and only will allow a scale value of 10 in the Z field.
I suspect the Z direction allows this value because the minimum radius I’m trying for is only 20ft (6.09M).
I’ve also tried starting from scratch by changing units to meters, no joy, then starting again using feet, and lastly starting over again using inches.
Still can’t add a torus without the major radius topping out at around 300M.
I also reset the clipping distances. That didn’t help either.
Suggestions?


texts: How do I apply the texture to my object?

texts:
I just want to apply the bottom texture (assault rifle) to the side of the model I have currently.

How would I go about doing this?


texts: What causes these artifacts around the edges of objects when using the defocus node?

texts:
Continuing on with the same logo reveal. The depth of field in Blender results in this horrible effect around the edge. I've seen this sort of blurring a lot in games, Assassin's Creed is quite famous for it.

The focused object shouldn't make this strange outline and I need the edges to look properly blurred and transition nicely into whatever's behind it without this strange effect seen around the square in the top right.

Apologies for the low shading samples.

Just tried it in Cycles. The lighting looks a lot better as usual however the same effect is still happening. I've tried both 'radius' and 'f/stop'. Radius being the same and f/stop creating this crazy blur.

Radius

f/stop

The blurred cubes still have sharp edges alongside a blurry outline.


texts:
I need to have two smoke domains overlap each other due to the fire having different textures as well as one being affected by wind, rotating, etc. But for some reason they don't overlap right. This means that when I have the two domains overlapping each other, one domain covers the other and makes this bad effect. This is what the effect looks like:

Anyways to fix this? Thanks!


texts:
i want to ask,
so i make more than 1 character in one scene and then i tried to generate rig for my second rig, it didn't want to. and it always go back to my first rig.
i can't add controller to my second character

why?
can't i make multiple rig then? or what? is it a bug?

and what do i have to do if i need move more than 2 character if i can't even generate my second rig controller?

can someone help me? thanks

i use (human) meta rig from blender 2.79b

update:

it doesn't work it still work the same it come back to my first rig

actually this is what happend when i generate my second character rig

and then i generate rig for my first character and then this happen it's like my second character didn't have rig and it overlapping with my first character but only the arrow controller there.

is it because i duplicate my first armature and then adjust it for the second one this is what happen or what?

thanks


texts:
Hello!
I've recently started learning Blender and faced one problem.
After applying subdivision surface modifier I have plenty of extra faces.
I've watched some teaching videos and I suppose additional faces shouldn't be added.
Is it OK ? How to avoid this problem if it isn't.


texts:
I'm getting very frustrated here! I'm creating very simple shapes in blender, but for some reason I keep creating multiple vertices that overlap eachother. When I move my object forward, these hidden vertices reveal themselves to angry me with their presence. The image below is just one example. I have no idea what I'm doing wrong. Some help would be much appreciated.

I basically just start with a plane and mirror it. I then extrude the edges and move them towards the centre to create the neckline for my character's clothing. I keep getting these unintended vertices. Can anybody tell me what I'm doing wrong?


texts: Using rigify armature, how do I create a control for eye color?

texts:
I am using a rigify armature for my character and all works great, but I also want to create an extra control for the eye colors, Like for example to make a nurbs circle that I can move to left and right which will modify the eye textures "Color", could someone give me step by step walkthrough?

Many thanks in advance!


texts: How to properly set VERTEX_PAINT mode from a python script?

texts:
My goal is to get a rendered image of an PLY mesh from command line.
I wrote this script:

import os
import bpy
import sys
from math import pi

filename = 'web.ply'
in_dir = os.path.join('J:\\', 'aa')
item = os.path.join(in_dir, filename)
out_dir = os.path.join(in_dir, 'out')
os.makedirs(out_dir, exist_ok=True)

bpy.ops.object.delete()
bpy.ops.import_mesh.ply(filepath=os.path.join(item))
bpy.ops.object.lamp_add(type='SUN', radius=100, view_align=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.ops.object.select_all(action='DESELECT')
for ob in bpy.data.objects:
  print (ob.type, ob.name)
  if ob.type == 'MESH':
    bpy.context.scene.objects.active = ob
    ob.select = True
  elif ob.type == 'CAMERA':
    ob.data.clip_end = 1000000
    ob.data.clip_start = 0.01
    ob.select = False
  else:
    ob.select = False

bpy.ops.transform.rotate(value=pi/2, axis=(True, False, False))
bpy.context.scene.render.resolution_x = 692
bpy.context.scene.render.resolution_y = 900
bpy.context.scene.render.alpha_mode = 'TRANSPARENT'

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

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]
        bpy.ops.view3d.view_selected(ctx)
        bpy.ops.view3d.camera_to_view_selected(ctx)

bpy.context.scene.render.image_settings.file_format = 'PNG'
bpy.context.scene.render.image_settings.quality = 100
bpy.context.scene.render.filepath = os.path.join(out_dir, filename+'-preview.jpg')
bpy.ops.render.render(write_still=True)

It works, but not properly renders colors. The output image is in gray scale colors!
I think that the issue is bpy.ops.object.mode_set(mode='VERTEX_PAINT') and the position inside the script. Something is wrong. Any tips?
Here a PLY example file: http://156.54.99.175/3d/a.ply


texts: Overlaying 2 transparent images on another texture

texts:
I'm new to the exchange, I am going around in circles trying to get my nodes setup correctly in blender cycles. The basic setup is that I have a brick texture, which I want to overlay/mix 2 grunge textures with transparency in. However, although everything appears fine in material view, which is how I want things to appear, when rendered everything is black. I've eliminated lighting as a problem. I've read article after article on using transparent images in cycles as well as watched several youtube videos, but still my setup seems to be wrong. Maybe what I am trying to do isn't possible.

I've uploaded the blend file to my onedrive, so you can take a look at it, bare in mind I am no artist and this is a simple model for uploading to a virtual world, so it's nothing fancy and I'm still learning, so my geometry might be a little rubbish too. lol

If someone could set things up for me, I would appreciate it, then I can learn from what I see.

The blend file can be found here: https://pkamc-my.sharepoint.com/:u:/g/personal/atlockey_myoffice365_site/EQcTn5iMnZdHpNzOjup10XoBXa1WnJrgr1239vGw4osPpw?e=9KHroh

Cheers

Andy


texts: How do I connect the end of the extrusion back to the surface a second time?

texts:
In the following the OP may be using the word [natural] where other people may understand the word [connected] as a single surface with a smooth contour.

I'm not sure how to fix this. The turn looks unnatural- even after I render. I'm not sure how/if I can comment images so I'm editing post to add them. Second image is render. Notice the bottom of handle connecting to mug looks natural while top looks unnatural.


texts: Temporarily join objects while animating

texts: When I animate the iron sight and my gun separately, they kind of separate; the iron sights come off the gun (pictures below). What I want to do is join the objects together such that I could still move them separately (they would still be objects), but they would be able to be transformed together.


texts: How to make things stay on animated character

texts: How do you make it so something like a pair of glasses stays on a rigged character model in cycles? Whenever I move my character I want the glasses to stay on them. I have tried parenting the object but it just makes it disappear and do a bunch of weird stuff like that.


texts: UV unwrapping problem with image mapping

texts:
I am doing this Blender Guru tutorial on camera mapping. In the first half hour he shows how you can map a 2D image on a cube. When doing this at about 31:00 minutes he encounters a problem. The floor and left wall are not fitting together. I have also that kind of an issue but I don't like the way he solves this. The problem is that the Project from View of this Left Wall does not fit with the image. How to solve that in the UV image editor ?

You can see that the image and the project view don't match. I don't really understand what is causing this problem and how to solve that


texts: Is it possible to make translation and scaling accumulate?

texts:
Is it possible for Blender to automatically add every translation or scale that I performed, no matter what I performed it on and then display it?

For example, if I moved a point on the X axis by 1 unit, deselected and reselected and  moved it again by 1 unit, it would display that I moved a total of 2 units (same thing if I scaled). It doesn't matter if I selected something else instead, what matters is that it adds the translations or scales together and displays them.

If not, is there an add-on that does this? I tried looking for it but I couldn't find it.


texts: How do I make Front Ortho the Active Camera?

texts: How can I render my scene so that the camera is in the same spot as the front orthographic viewport? The Front Orthographic view is exactly how I want it rendered, not by pressing NumPad 0.


texts:
So I'm just starting with Blender, using a model found here:
https://drive.google.com/drive/folders/0BzIQm-eK85EQeTJDOGVTVXhuUDA
In the viewport, I get something like this, which its OK for my needs:

However, when I render using Cycles, the result looks like this:

Which is clearly not of the same quality, even if it takes several seconds per frame on GPU. I tried checking every option under Layer properties -> Passes and Filter, but other than that I don't know what else to try.


texts: I have two edges merging with each other. And I have to delete one edge. Pls tell me how to delete doubles


texts: Moving one object causes other to move another (already tried unlinking)

texts:
Problem:

I have situation like this:

http://postimg.org/image/7vjo0zbzt/f70ae78b/

When I move The highlithed object the green human object moves its component as well and it shoudln't.

http://postimg.org/image/n4xo6j23r/f63b3af1/

Objects are in no parent-child relationship.

Linked - maybe?

I thought that object may be linked. SO I tried unliking:
- I highlithed the object (but not green human)
- I pressed U --> Object
- Is that all you have to do to unlink objects?

Can you point me in what I am doing wrong?

Side question: How can I check if an object is linked with another object?


texts: Merge 2 vertices at LAST and at CURSOR in Python

texts:
I need to merge 2 vertices into one with bpy.ops.mesh.merge(type='LAST').
I select 2 vertices, however there is no saved select order to them so I can't use merge with parameter 'LAST'.

import bpy, bmesh

obj = bpy.context.scene.objects.active
objData = obj.data
bpy.ops.object.mode_set(mode='EDIT')
meshData = bmesh.from_edit_mesh(objData)
vertices = meshData.verts
#select 2 testing vertices
vertices[0].select = True
vertices[1].select = True
bpy.ops.mesh.merge(type='LAST')

I get this error:

TypeError: Converting py args to operator properties:  enum "LAST" not found in ('CENTER', 'CURSOR', 'COLLAPSE')
Error: Python script fail, look in the console for now...

So instead I tried to snap the 3D cursor to the first selected vertex to be able to use merge with parameter 'CURSOR':

#select 2 testing vertices
vertices[0].select = True
bpy.ops.view3d.snap_cursor_to_selected()
vertices[1].select = True
bpy.ops.mesh.merge(type='CURSOR')

And I get this error:

RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_selected.poll() failed, context is incorrect
Error: Python script fail, look in the console for now...

So my questions are:

How do I change context to View 3D (if only 'OBJECT', 'EDIT', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT' are available) or am I missing something? And how come I am able to manually do it on the object in EDIT mode?
Is there any way to edit the selection order of vertices so I can use merge with parameter 'LAST' as I originally intended?


texts: I have a model of a gear that should be in the millimeters but when I scale it to that size it becomes so small that I can't zoom in to see it. Right now the grid is in metric and each grid is 1m x 1m x 1m. But I want to change the grid so each square in the grid is 10mm x 10mm x 10mm.


texts:
I have a Geforce mx130 and I use Blender, but the OpenCL button is greyed out.
Does it mean that OpenCL is not installed or does it mean that something went wrong?
I am a Newbie


texts: How to create ship painted metal panels material?

texts:
Can someone tell me how i can get similar bumps on a surface as the images below

So far i have just unwrapped the hull and used the following material with a musgrave texture.

The model can be downloaded here
I would like to add some realism on the hull so any advise is highly appreciated!
P.S Rendering with cycles.


texts:
I'm working on an axe. I've modelled the axe and am working on texturing it. I unwrapped the texture and inserted a picture into the UV image editor and made the mesh fit the picture. The only problem is there is a white gap in the texture, and I want to clone part of the texture to the white gap. I've seen this done on youtube with a texture painting tool or something like that, but when I try it, it doesn't seem to work.

Here is a screenshot of it

http://imgur.com/A7UfQKl -

Thanks to anyone that replies :D


texts: Added .FBX doesn't follow armature "head" bone

texts:
(newbie here)
I have an rigged character and I am trying to add additional .FBX props on top of that.
Steps followed:

Import FBX prop (a branch in this case)
Add Armature modifier and linked it to the Rig and Checked "Bind it to Vertex Groups"

Create a new vertex group for the newly added prop and add it to "head" (named exactly as my head bone)

Moved the SM_Tree_Twing_02 under Head object in tree (I don't know if this matters, though)

The problem:
If I try to rotate the "head" bone in Pose mode, my prop doesn't follow the bone rotation.
Normal Pose:

With rotated bone:

What am I missing?
I'm sure I'm missing something because if I try to export to Unity I get the branch follow my character and has movement on it (it is linked to something from my Armature). Thank you for your input. I don't mind going to read how it is done but frankly I do not know what exactly to search for.


texts: I accidentally pressed "Toggle Fullscreen Area" and im using a Mac so some things are different cause my keyboard and all I can think of is changing keyboards but can you help?


texts:
At the moment I am working on several scripts which use Numpy arrays. An example of one of my arrays is:

y = np.array(([75], [82], [93]), dtype = float)

Then I also have a game property called "y1" and I want to assign it a value from the Numpy array. The game property is a float number, and I have tried the following code but it does not seem to work:

own["y1"] = y[1]

Why does it not work? And how can I assign the game property to have any specific value from the Numpy array?


texts: Lasso "Fill" Tool alternative for Texture Painting

texts:
Lasso fill tool is a frequenly used tool in painting, used to quickly fill small areas with selected paint.

Blender 2.79 doesn't seem to have a Lasso Fill tool .The closest tool is the Curve Tool but it only works with the TexDraw brush and doesn't work with the Fill brush.

Is there any other workaround to create a Lasso Fill tool?


texts: Is there a way to lock stacked UV Islands when running Pack Islands?

texts:
There are some objects that I purposely UV mapped prior to duplicating them so I would only have to texture one object and have all the others use the same textures.

Is there any way in Blender, including available add-ons, that will allow me to lock stacked UV islands so that when I run Pack Islands, the locked stacks will get packed without getting individually separated?


texts: Problem with transmission of a material that uses principled shader

texts:
I'm having an issue with transmission in the principled shader. As you can see my material's base colour is blue, but when I add transmission to it goes dark?
EDIT: Also just realized that I left transmission roughness on 1, I was just trying to see if anything's gonna change with that, but no. It remained the same. So on transmission roughness any value from 0 to 1... no difference at all.
EDIT2: Using Eevee


texts:
I want to make a low-poly water animation, so I've subdivided and displaced this face to make it look like water:

Now, I want to animate it, like they do in this video:

https://youtu.be/oiX_0QLLDA0?t=55s

Also this:

https://youtu.be/oiX_0QLLDA0?t=1m22s

I tried a wave modifier, but that moves the entire object. Can I just make the individual vertices go up and down separately to create a water effect?


texts: How can I make my curves settings permanent?

texts:
How can I change Blender settings inside the installation directory to where when I create a curve, It will automatically be on Resolution of 32 Depth of 3 and Fill Full Mode ?
Also is there away when I Import files in Blender to have them automatically locked to position to where i cant move them on accident?

Thank you so much for your help :)


texts:
I am following some basic tutorials of smoke simulations. And I always can't find the settings tab "smoke" under the smoke domain settings. I jumped through some tutorials to see if I am just using another blender version (2.92) but I always have the same problem. Also, the smoke sim looks a behaves different. It feels like they have different preset settings, but the most looks the same. I am also using mantaflow as everyone else. I am very new to smoke sims but have a good understanding of blender. I hope someone can explain. Thank you in advance
Here is a picture of the smoke sim of my desktop:
´
And here is an example of a tutorial file:


texts: Which Geometry Workflow should i follow Tris,quads or Ngons

texts: I am pretty confuse that how i go with the gemoetry flow for my model, I personaly follow quads but the problem is that going with quads geometry adds a  extra triangle and verts which is not optimal for game in term of optimizng  game assets. So which geometry workflow to be followed for certain scenario or ones have to stick with quads for better geometry


texts: Odd Black Patches and Modifiers Not Appearing in Blender Cycles Render but Appear Fine in Viewport

texts:
Can anybody tell me why I'm getting a great render in the preview, but terrible black patches and modifiers such as subsurf not appearing on final render? Below are pictures and .blend file. I've tried applying the subsurf but am still getting terrible black spots.

I appreciate the help!

Here is the .blend file:


texts: Smoke renders, but not fire in 2.79 Cycles. However, both are fine in rendered viewport

texts:
I have a scene with a rocket launching, so obviously fire is pretty important. However, after setting up the shaders and simulation, I can't get the fire to render. Strangely, the smoke is still rendered and the fire still emits light on the rocket, but doesn't appear below the rocket or shade the resulting smoke. Even stranger, the rendered viewport (ie 3D View set to Rendered) renders the scene perfectly. I'm at a complete loss. Here's a photo of the two views and my domain material:

And a closer image of the domain material after I redid it (still didn't work):

How can I get the fire to render? Thanks!


texts: Does Cycles f-stop effect the brightness of the render

texts: I was wondering if changing the f-stop in cycles effects the brightness as in the real world like this:


texts: Has anyone else had weird visual artifacts appear on perfectly normal faces when baking textures in blender render?

texts:
I'm trying to bake a UV texture of multiple materials in blender render.
All faces in the UV editor are organized and separated enough that there is no possibility of color overlap where I don't want it.

The problem is that one face that should be a solid color is appearing like TV screen static of red, gray, and black even though it should be a solid red. It shows up this way in both the UV texture editor window and in the blender viewport. It also stays the weird grainy texture if it is rendered out.

I tried deleting and recreating the problem face. I tried removing, changing, and re-baking the texture. I tried separating and reattaching the problem zone. I tried creating a new UV unwrap. I tried creating a new UV texture. Still the issue persists.

Has anyone had an issue like this or have any suggestions on how to fix it?

This highlighted face shows up as this color in the UV editor

But this is what that face shows up as in the texture viewport window. Not the same and I don't know why or how to fix it.


texts: Is there a easy way to make cloth with this type of details(like lace) at the edges?

texts:
REFERENCE PICTURE:

Could you enlighten me with some technique or the tool with which I can achieve those details that are indicated in the image like maybe lace at the end of the umbrella.
And once a part is achieved there is some way of repeating the pattern.
A big thank you in advance.

Any way to repeat that process around the model.
https://sketchfab.com/models/0ad160d8515949169e2f09e912879a20


texts: How can I make a hole in this mesh and not mess it up?

texts:
I'm a bit new in Blender and this strange problem came out and I can't solve it:

So, I have this mesh and I wanted to put some holes in it, like this:

I've used a lot of ways but everytime I do a hole, it appears complete messed up (in this case, I used a boolean modifier):

Hopefully, I can get some help!


texts:
Let me just get straight to the point!

I use visual studio code to write my addon. If I open it through visual studio code, it works fine, but when I try to import it into Blender by loading the init.py of my addon. It won't show up.

While there were tutorials online on how to create an addon in vs code, but none of them show how to actually export addons from vs code and load them into blender.
So now I'm kind of lost. I couldn't find this in forums and not sure how people figure this out by themselves, but here I am asking for help.

And I highly appreciate every answer I could get!
Thanks in advance!

My init.py is in screenshots


texts: I'm new to Blender. I've created a planet and as I created each node I saw the change in the planet happen immediately. After restarting Blender I can't see the results of the nodes anymore, the planet is just grey. How can I get back to the visual mode (sorry not sure what the mode is called). Here's what I see:


texts:
When you read formula regarding anisotropic GGX, for example here, you notice that the formula contains two roughness parameters for horizontal and vertical roughness. However, Cycles has only one roughness parameter but instead has another parameter named "Anisotropy." How exactly does this "Anisotropy" parameter mapped to the original formula with two roughness parameters?

Link to the corresponding code or shader is also greatly appreciated, as I'm not familiar with the code base.

Thank you in advance.


texts:
I want to make a button that when clicked opens up a popup menu, say like an options menu or something. After the button is clicked to open the popup menu I want to be able to click something in the popup menu.

How can this be done?


texts: Trying to learn how to render a character in blender that can have facial rigging

texts:
I wanted to learn a little bit more about some resources I could look at when trying to create a human character model that has the capability for facial expressions/rigging.  It seems like every decent tutorial I watch on modeling lands me in a place where I can't even properly rig it without completely messing up everything.

I've been trying to figure out where to start for a long time, or what tutorials to watch but I can never seem to piece out what I need and end up frustrated and back where I started.


texts: This should be human foot, but it separates on the ankle, when I roll control bone, probably some parenting problem, but I am new to this so I am not sure what could possibly be wrong.


texts: Is there any way to snap a face of object to other face of other object without addon?

texts: I tried to snap red face to blue face without addon but failed. Is there any way for me?


texts: How to render animation of a spheres inside a cube? After rendering i see only cube please help me out

texts:
I added few spheres in a cube. What should I do to see all objects after rendering
Sorry for bad image.


texts: Get position of the first solid crossing limits line of a camera

texts:
I am working on a Python script for a scene of a movie project where no Depth of Field is used by the active camera (no dof_distance neither dof_object).

However there is a character crossing the limits line of the camera and I need the character position or at least, the location of the first point which cross the line (red point on my illustration). Could someone help me find a solution ?

I give you a simple illustration of my problem :


texts: Navigating viewports in Blender for beginner

texts:
Hi so I have just installed my blender software on windows. I have just finished watching how to navigate viewports, and this is where I'm stuck unfortunately :D
Yes, I am a noob at this, I am very familiar with GIS software but not this.
So to say, when watching the tutorial on navigating viewports I see that the guy can easly zoom, pan and rotate the view with only using his mouse and his left and middle button. What happens when I click the left m-button is I only shift the place of a white and red circle with a black cross in it. see picture here: https://drive.google.com/open?id=1EIjb5COfmdECQwwo_jPxEMNYRozDHa4g

This is very annoying, I want to be able to pan and rotate to move around in 3d space when I use left m-button.
And what is this marker for actually?

Sincerly thanks
P


texts:
I have downloaded a .fbx model from mixamo and import into Blender 2.80 beta without issues.

However, I want to perform a physics sim with that model by draping a cloth over the model and unvealing it. However, there is no option for me to set the .fbx model as a rigid body or collision target.

Do I need to convert the .fbx model into a mesh or solid? If so, how can I do it?

Thanks.


texts: my huge file size is causing blender to freeze every few seconds

texts:
this is not normal and its a fairly simple low poly scene as well with no textures and materials yet. i have multi res for some sculpts but even when its off it lags like crazy. i have done far more complicated projects that took up a fraction of the file space. i have compress files enabled by default, looked through the outliner and see nothing unusual, even tried appending everything into a new file and it was still the same. please help because working on it is almost impossible and i need to finish it for my assignment.

https://1drv.ms/u/s!AlP6LHpiuaPjgR1yBwVETzMm23nc


texts: Make subdivided bone move as one whole bone?

texts: For the purposes of my game I need bones that would normally be one long bone (arms, legs) to be split into two. The problem with this is that when animating the model the legs and arms now move as if they have three joints (because they do now, but this isn't what I want). Is it possible to have blender ignore the new joint?


texts: You guys know that when you play games, you can see whats happening around you right?how do you change the camera view so that your camera is on the head of the character and not behind the character?


texts: Particles reappear at emitter after dying

texts:
I am trying to animate a cascading device where particles are emitted from a rectangular plate in order to hit a bent plate which kills the particles. The particles are killed just fine upon collision with the bent plate, but after dying, they reappear as stationary objects on the emitting rectangular plate.

It is worth noting that this only happens in the rendered version of the animation - the viewport displays it just fine.

I've uploaded a sequence of a couple of the frames around the critical part in the animation.

Any idea as to why this happens and how to fix it?


texts: Blender doesn't ask 'Do you really want to quit', when I press file -> new

texts:
When I am working on a .blend file, but didn't press file -> save or file -> save as, then when I want to close Blender, Blender will ask whether I am sure to quit:

However, unlike for example microsoft paint, it doesn't ask this question if I press file -> new or file -> open (thanks to Jan Kaderabek :) ):

It explicitly says "Open the default file (doesn't save the current file)" when I point my mouse on it, but some new users may not know this and open a new file without saving their previous file.

My question: how can I make Blender ask this too when I want to open a new file?


texts: Nurbs Curve with hooks not updating properly during render

texts:
So I have a mesh (A hose) that has the Curve mod applied to it in order to make it follow a nurbs curve.  The curve has a few vertex that are hooked to an armature. All of this works fine, BUT the problem is, the nurbs curve doesn't seem to update properly, unless I click the same frame twice.

So, for example, the armature bones is animated in order to make a hose move with a characters hand like it is being held. If I go to frame 5, when I first click frame 5 the Armature updates, but the nurbs curve is still in the old position even though the armature and bones have updated on screen. The hooks do not change the vertex location of the curve.  But if I click on frame 5 again (in the timeline) it updates the hooks, and the hose follows the curve as it should.

Sadly, this also seems to affect my rendering, as once I start to render the hose is always in the previous spot.

I was using an older version of blender, but updated to the current release but still doesn't work properly.


texts:
Im following CG cookies bouncing ball tutorial. I seem to understand everything thats being said except for one thing.

They're talking about deleting unnecessary keyframes on the X, and all we need is the Start point, its First Touch Point, and the End Point, and the rest of the keyframes can be deleted on the X.

The thing is when I delete my keyframes, my path totally changes, and I don't understand why at all, I thought I was following along exactly to the video. Whats going wrong?


texts: Is there an equivalent to Remove Doubles for Bezier curves?

texts:
I have been doing a lot of work with curves recently (mostly Bezier because of the greater control) and I have stumbled across an issue, I can't seem to find an equivalent option to Remove Doubles used for meshes. Is there a way to merge all vertices along a curve within a given distance?

For clarification, a double is considered two vertices in the same space (same coordinates), but part of different segment strings. For example, you may have a cyclic curve, three segments  of which are duplicated, and not part of the one coherent whole of the cyclic curve.


texts: Creating normal map from foam like geometry

texts:
I would like to create a certain material in order to use it in Unity. It is foam and it looks like this:

To create such a material, I have constructed a pyramid:

How could I now bake a normal map from the pyramid?

The pyramid would be the "high poly model", and then I would need a low poly model, right?

If yes, what should I choose for a low poly model? A cube?

Thank you very much for the help!


texts: How to snap Origin to selection instead of closest element?

texts:
I've been trying to get Blender's pivot to work more like Maya's with snapping. What I'd like to do is snap the pivot point of my selected object to a vertex of a target as shown below:

However, when I turn on vertex snapping this is the result I get, which looks to me like it's snapping the closest edges to the selection:

However, the result I'd like to get would be this one (this is eyeballed but I'd like to be able to do this with snapping to get precise results):


texts:
I have a rigged human character which I started to animate recently. I enabled Inverse Kinematics for the feet (chained to the root bone) and targeted them to two empties on the floor, so they would stay there. This way I can easily create animations in standing pose, for example a fight stance animation or punches (for a fighting game).
I made several keyframes for these animations for every bone (even the IK bones targeted to the floor), expecting, I would no longer need the IK after that, but if I disable those, the legs are no longer connected to the floor if I play the animation.
So the problem is, I would like to record an animation while the feet are targeted to the floor empties, then disable targeting. The recorded animations should stay the same, because I want to create some kicks after that (so the feet would not be on the floor).
(By the way, I have tried setting keyframes with LocRot, and also Visual LocRot, which seems to be the same)


texts:
I would like to make different animations for a character based on the different weapons the character could pick up, but i do not see the efficient way to achieve that or that I may be doing it the wrong way.

I would like to provide the animations of the character using and holding different weapons.

For example, I have the character with the arms down, how could I make him lift his arms picking up the gun as if he is going to shoot, and also for all the other weapons the zombie may use.

What I have done is parenting the weapon with the hand bone and than animate, but that seems to force you to import a separete blender file for every animation with the character animated with every weapon. And seems to me it is to much files to manage.

I am working with Blender and Unity. Thanks!


texts: I have set the camera to follow the path of a Bezier Curve. However the camera seems to only touch between the handles themselves instead of following the true path of the curve.


texts:
Sometimes when I animate in blender I work with audio (mainly lip syncing characters), and I like to share it with people around me, so I unplug the headphones so they can hear it, but blender doesn't output with the default laptop speakers. I have to reload blender to get the speakers to output, but when I plug the headphones back in it keeps outputting through the speakers. It seems like blender only outputs the speaker that's available, but keeps it for the entire session. Is there a way I can change this? Here's some info on my computer:

OS: Windows 10 Home

Computer: Inspiron 3521 (Dell laptop)

RAM: 4GB RAM, 3.87 GB usable

Processor: Intel Core i3-3227U CPU @ 1.90GHz

As for the speakers, one is a Turtle Beach PX22 headset, the other is a built in Realtek (High Definition Audio). I also use Blender 2.74. Hope you can help!


texts: UV unwrapping a hollow cylinder sequentially

texts: I have a "simple" problem. I want to create a hollow cylinder and UV unwrap it so i can texture it later. All i want is that the 200 quads (10 here for example) be uv unwrapped sequentually so when i apply an image as texture it comes out as the image itself on teh cylinder. However, using any kind of UV unwrapping (angle, conformal, smart, cube etc) is sort of randomly assigning the edges onto the UV map. For example the connected 2nd face to first face might be after 3 faces in the UV map. Here i tried the smart UV unwrapping and as u can see it resizes the different faces, makes some horizontal, some vertical.. this would be fine if the ylinder had 10 faces but when it will have 200 faces for smoothness, i cannot manually check how the faces are being UV mapped "randomly".  Last time i managed ot do this using conformal but its not working anymore.


texts: How to create a notch on a surface w/o messing up with the edges?

texts:
I was making the lid of the Starbucks cup and this problem occurs to me. I don't have a clear idea how to make the notch on the lid for drinking. Knowing about the knife tool I gave myself a try, with the tool cutting edges on the surface. And here comes my result:

But I don't think that's a perfect solution because when SubSurf is applied to it, the normals of the vertical part around the notch don't seem as perfect as the other vertical parts, with some uneven feeling:

Meanwhile, if I want to give it Solidify, some black parts appeared:

I'm a beginner in Blender for a week or two and I'm still praticing modeling after some basic learning from BlenderGuru. Any suggestion is appreciated!


texts: Can Pixar USDZ files imported into Blender?

texts: Can Pixar USD files (USDZ) be imported into Blender?


texts: How do I render image only without shading

texts:
I am in cycles and maybe I should only use blender render for what I am after.  I just want it to show the bitmap and if does create shadows I don't want big dots scattered about.
I there a way in cycles to just not put any of the shading dots at all ?
Also what controls the size and number of dots.  ?
It seams I have better results from Material only but It has these lines showing up that I wish would go away.

ack.imgur.com/mRRsU.jpg


texts:
I'd like create a system of particles that attract each other with a force directly proportional to the product of their mass and inversely proportional to the square of the distance between them...yes like gravity makes planets orbit around stars, galaxies attract each other etc.
How can be done?


texts: How to set the default duration of imported images in the VSE

texts: Currently, when I import an image into the VSE, the duration of the strip is 27 frames. I would like to change this to be 72 frames by default.


texts: Part of rigged mesh doesn't move with the rig

texts:
I created this mesh, then made a rig for it and did everything right with the IK rigging.

As I go to test it I turned the head and half of the face doesn't move with it. I kept trying a multitude of things to get it to move but it just stays there. Can anyone Help me?

Things I have tried Re-rigging it and reapplying the mirror modifier.


texts: Seperate mesh component from model and colour it

texts:
I can't figure out how to separate the helmet mesh from the rest of the soldier model. I select all the faces of the helmet and then I think you need to choose one of the 'Separate' options (not sure which one) as per the image attached. The purpose is then simply colour the helmet on its own right. Currently even when I do select one of the Separate choices, the whole soldier gets coloured my my colour choice.
[link] https://i2.paste.pics/97379943bf4e28f8f6f55605311479a6.png


texts: How do I add Floor mouldings with Archipack Pro in Blender 2.8?

texts:
I am using a July 22nd build of Blender 2.8 beta. I am using Archipack Pro. I found this video: https://www.youtube.com/watch?v=MKH5scLVlC0 but it looks like it's an older version because mine looks very different.

I have selected the walls, but I cannot find the create curves-> Mouldings panel.

This is how their screen looks:

This is how mine looks:

I might be overlooking something obvious, but the documentation is not the greatest and some of it is out of date now or just nonspecific enough it's difficult to figure out what needs to be done first. https://blender-archipack.gitlab.io/user/archipack%20objects.html?highlight=molding This is where the documentation mentions it, also with something called "slab"


texts: How to use set/get property callbacks correctly?

texts:
Hi I am trying to use the set method for a property.
Thats how I try to use it:

def set_coa_sprite_frame(self,value):
    self.coa_sprite_frame = value

bpy.types.Object.coa_sprite_frame = IntProperty(
        description="Frame",
        default=0, min=0, max=10,
        set=set_coa_sprite_frame)

But I get a maximum recursion depth error. Whats the problem? Do I use it incorrectly?


texts: Debug python script inside Blender with passing arguments

texts:
I'm trying to debug a python script in which passing arguments is required. Since I want to debug, using -b flag is not an option (otherwise there is no problem when running the code in a background mode).

I tried the following thing

filename = "/full/path/to/script.py --Arg1 arg1 ...."
exec(compile(open(filename).read(), filename, 'exec'))

Obviously that didn't work since exec tries to execute a file without additional arguments.

Few notes:

1) If I try to debug w/o passing arguments everything works fine I can debug and do what I want.

2) Some system pros: running docker container with 4 NVIDIA 1080-Ti cards on ubuntu os.

How can this be done?


texts: Move object by a given distance on rotation of another (bolt & screw)

texts:
I am looking to make a constraint to animate a cnc model. So i want to have a given object travel along an axis as a result of the rotation of another screw and bolt.

To be specific a 360 degree rotation should move the child object 2mm limiting the rotations to 125 or 45 000 degrees for a total travel distance of 250mm.

Constraint should be able to work in both directions like a normal bolt and screw animation.

Thanks


texts:
just like the title says. I've followed a tutorial exactly but still the product of baking the "action" and "rotator" action together is not the complete merging of both animations.

Could someone please take a look? Thanks

https://www.dropbox.com/s/oq6kckhbr6ln7lb/loading%20animation%20one.blend?dl=0


texts: Couldn't get the right coffee color and the thickness of glass cup

texts:
I was trying to follow the coffee cup tutorial by Blender Guru on https://www.youtube.com/watch?v=fdWUjEMzDhg&t=235s
However, I have two major problems with my own project:
1， I couldn't get the right coffee color changing the "Color" and "Density" in Materials -> Volume (Volume absorption), I've also tried changing Base color in Principled BSDF but I got nothing close to real coffee color. Both colors don't work the way I thought.
2, There's no gap between liquid and the cup outer wall (no thinkness of the glass cup).


texts: Rendered object Blender 2.74 can't be moved

texts: I have rendered an object, but cannot move it around, rotate it to see all sides of the object. Is it possible to move it?


texts:
I have a modal operator that runs in the 3d viewport. Its basically the raytracer from the template. It can be canceled with escape.
But I have several other operators which can be executed from panels in the sidebar. This leads to errors if I havent remembered to cancel the modal operator manually.
Can I stop the modal operator automatically from the other operators at the start of the execute method?
Can I remove the modal handle? Or is that bad practice?
This is exactly the same question, but quite old and unresolved. Maybe there is a way now?
https://blenderartists.org/t/immediately-cancel-running-modal-operators-from-outside-instance/615499/4
This post addresses the same issue too. Doesn't seem promising, though :-(
https://devtalk.blender.org/t/is-there-any-way-to-detect-an-active-modal-operation/7184/4
EDIT:
Is there a way to identify from the context or event in the modal method, where the mouse clicked? I guess that there must be some difference whether the viewport was clicked or the sidebar or a different region or space or something. Then I can stop the modal operator internally if I tried to do something I wasn't supposed to do.


texts:
I need to be able to, given a scene in Cycles, extract the values of direct lighting intensity and angle of incidence for every light ray that hits a mesh.
The final goal is to use these values to establish how intense is the light hitting the mesh, and with which angle.

For the intensity I'm aware that I can use the inverse square law, but I was wondering if there was another method.

Unfortunately, I'm not particularly good at searching in the source code of Blender.
Is something like this possible just using for the most part pre existing code, or the only way is for me to implement a rudimental ray tracer to achieve this?


texts: Modifying blend weights without "painting"

texts: Instead of using the painting tool to assign blend weights for rigging, how can I manually key in the weight for each vertex?


texts: Can someone definitively describe the difference between the sculpt flatten, polish, and smooth brushes?

texts:
Documentation for the sculpt brushes seems to be a bit spare.  In particular, I'm having trouble properly understanding the difference between flatten, polish, and smooth.

Also, hitting Shift seems to cause one of those to take effect when other brush types are selected.  This is convenient but I'm not sure I'm always getting consistent results.

It would be nice to have all brush types and options properly described somewhere.  I'm starting to learn the code base but I'm not far enough to really tell what the brushes actually do.

Thanks in advance.


texts: What causes rendered frame "flickering"?

texts:
Cycles Render. I have a simple scene, with a plane as ground, and objects on it. It is lit by a HDR background texture and one sun lamp, and being rendered to 16-bit TIFF individual frames. The ground plane color begins to flicker a darker version of the same hue after about 240 frames, and then eventually goes to the darker color after a dozen or so flickers over the next 120 frames. The ground material is simple Diffuse BSDF ... What is causing this flicker?

See flickering animation at: https://youtu.be/QSf4CFDx6Zk


texts: Stop a long running operator with escape?

texts: Would it be possible to write an operator that would allow the user to interrupt it with the escape key or even when a value gets changed in the redo pannel? Any pointer about how to do this?


texts:
I imported makehuman model with stockings to Blender, cut the stockings and made socks out of them. My problem is that the legs are coming out of the socks in some of the animation frames.

For now, I am making the socks really large so the knee would not stick out, but this is not the solution I wish to move forward with.

I posted the picture showing the problem and the .blend file here:
http://blenderartists.org/forum/showthread.php?304725-Legs-coming-out-of-socks


texts:
So I'm making a lid to a jar and want it to have a slightly rounded rim that would visibly notch into the indent of the jar itself (think how a cookie jar's lid sits nicely) Though I'm unable to make a nice looking rim what'd be the best way?

I've tried extruding and scaling though that wound up insanely difficult to tweak due to the size of the tweaks (Should I just scale up the whole lid and then scale it back down when I'm done?)

I've tried making a bevel object but couldn't get it to line up not look right.

I also need to make an inside to the lid but that's fairly easy (to make it look like it has thickness)

What method'd be best for a complete novice?

Here's the model in question, if you want I could update with a version in wireframe/edit mode or add info if that'd help just tell me what you need to make recommendations!


texts: no compatible gpus found for path tracing

texts:
No compatible gpus found for path tracing

Intel core i7-2600 cpu 3.4
memory ram: 22gb
display: AMD radeon hd 5700 series 2gb
Directx version:12


texts: Exporting to FBX, Top is Transparent and no Materials

texts:
A noob to this. The goal is to export to an FBX file so that it can be converted to a WT3 file that can be used by Wikitude. I'm using Blender and was able to figure out how to apply a texture and material to the can. Then, the model is exported as an FBX file using Blender. However, I have two problems: 1. The top of the can is transparent and 2. The material (can print) isn't exported.

Any help and/or direction would be much appreciated.

Original Model: https://www.turbosquid.com/3d-models/free-3ds-model-simpsons-duff-beer--/587372

Screenshot of what's happening:

Left: Blender showing that the material has been applied and that the top of the can is solid.

Right: Using Autodesk FBS Review to view the FBX file. Note that there's no Duff label and that the top of the can is either transparent or not solid.

Blender file:

Note: There are many questions and answers saying that FBX files should only contain the model and not include textures. However, the Wikitude 3D Encoder requires everything in an FBX file. Hence, the challenge that I'm having here. I might be misunderstanding the workflow in which case, please let me know.

Any help that I can get with both or either dilemma would be much appreciated. Thank you in advance!


texts: Hair direction wrong after simple deform

texts:
After I have applied a simple deform modifier, e.g. bend, the direction of hairs are wrong (not all along the face normals). In the illustration below I have created a cube, and subdivided it to allow it to bend (left). I then applied the simple deform modifier on a copy of it, applied it (collapse the modifier), and created a hair particle system (middle). You can see that the normals are way off, they point in a different angle than the normals of the faces. I then created a copy of it, created a cube, used the same particle system on the new cube, and removed it from the problem mesh. Then joined them together (3), this seems to repair it after the fact.

I already have a workaround, which is create another object, in my case a cube, add the particle system there, and then join it with the faulty object.

But what am I doing wrong to get this problem in the first place?

A link to the testcase can be found here: http://s000.tinyupload.com/index.php?file_id=91560319569059047793

I am using Blender version 2.76b.


texts: When I open an image in the blender, (reference, background, UV-editing, image texture) It always opens as pink colour. I also tried to find missing files option, but it didn't worked. I am desperate and can't do anything related to image in the blender.


texts: Creating a Grease Pencil Material in Blender 2.8

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I would like to pre-define a material for a grease pencil in an addon.  However, when a new material is created from python, it is not a grease pencil material (mat.is_grease_pencil = False).  It is not possible to set the mat.grease_pencil.color of this material, because this part of the data structure does not exist, etc.

What is the python equivalent of clicking the "New (add a new material)" button when a grease pencil object is active?

# Create a grease pencil object
bpy.ops.object.gpencil_add(type='EMPTY')
bpy.ops.object.mode_set(mode='PAINT_GPENCIL')
gp_obj = bpy.data.objects['GPencil']
bpy.context.view_layer.objects.active = gp_obj

# Create a net material
gp_mat = bpy.data.materials.new("my_gp_material")  # This is not a grease pencil material
gp_mat.grease_pencil.color = [0,1,0,1]  # This is not possible, as mat.grease_pencil is None
gp_obj.data.materials.append(gp_mat)  # Trying to draw after this will crash Blender

Thanks for your help!


texts: Is it possible to place images and videos on sides of moving geometric figures in Blender?

texts:
Here is the example of animation https://www.youtube.com/watch?v=ekWu57GI38I&t=271

From 4:31 till 4:38. Animated background. Infographics over it. I focuse the attention on animated background. There are geometric figures. Parallelepipeds. They move. I want to make similar animated background. Not one to one to this. I will use other colors, other sizes, other direction of move.

I will make parallelepipeds. They will move. Slowly.

On sides of few parallelepipeds I want to place still images. Parallelepipeds will move. On sides of few other parallelepipeds I want to place videos. Parallelepipeds will move, videos on sides will go. Is it possible to make in Blender?


texts: Difference between two models, objects disappear from view, cameras added?

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I am quite confused and hope someone in this forum can help me out. When I add an object (Add > Mesh > Sphere) in Blender, it appears in the camera view at first, but then when I try to scale it, it disappears from view (I can still see it in Persp/Ortho View though). Also, a new camera appears all of a sudden? And why does the object seem to move when I change scaling - isn't it just supposed to get bigger/smaller? I do need the camera view, because the object should appear in front of a background image.

Also, I'm trying to figure out the difference between a blender model I received as model from my predecessor and my current version - I've attached both, something seems to be fundamentally different but I cannot figure it out.

Ideally, the camera should look straight at the center of the sphere and the sphere should be in front of the background image.

I'm using this at work for research purposes and it would be really great if someone could help me! thank you!

my version (1st file), Model (2nd file)


texts: I cannot figure out how to make a spiral texture, similar to a hurricane, in blender. I tried a wave texture, but I couldn't figure it out. I wish to achieve something like this, and was hoping perhaps you guys could figure it out. I just need a basic shape.


texts:
I want to make an ocean stretching to the horizon. Here's what it looks like currently:

Blender file here: ocean-test.blend

IMO this looks more like I'm looking up a wave and less like an ocean stretching to the horizon (which is what I would want). Shouldn't the horizon be a flat line?

Here's an actual photo, how can I make my water look more like this?


texts: Is there a way to recover lighting conditions from a render?

texts: I'm trying to replace an object in a rendered scene with a 2d image of an object of the same shape but different texture. I know all the rgb values of the existing image without the lighting effects in the image. Is there any way to create a mapping from that difference which I could then use on my cg image to give it the same lighting effects i.e. hue, saturation, shadows etc


texts:
There is a mechanism shown in the figure_1; a rotating gear interacts with a grip.
There is no problem (figure_2) until I change the grip shape with the same setting as previous, where the model crashes (figure_3).
Healthy grip and ill grip settings are shown in figure_4 and figure_5 respectively.
Grip rotation is due to a hinge constraint. I think the problem is due to that when grip collides with the gear for the first time, it intersects the gear(figure_6).

Therefore the questions are:
1- Why does grip intersects the gear when it collides with the gear for the first time?
2- Is intersecting issue the main cause of the ill simulation?


texts: Number of bounces does not reduce the time of rendering on GPU

texts: I am rendering a complex scene as here http://www.pasteall.org/blend/35337 . I am using GPU GTX 460 on linux machine. I read a lot of tutorial of how to reduce rendering time and noise. I remark that number of bounces in my case does not reduce the time as expected. I am wondering that in my case, I did not use a lot of glossy materials may be!! And an other trick is In the node menu I setup the light as mentioned below. Does it the best way to do? Moreover, I remark that there is some noise even I used samples =100. Any expert of blender help me?


texts: How to flip normals to avoid backface culling for all the model not just 1 side

texts:
I have a strange problem. I modeled and textured some plane using UV mapping which I modified and extruded a lot. Now when I render it from different angles, I have transparent meshes in different sides of the model.

When I do Mesh > Flip Normals, it flipped all the faces which previous looking transparent and now they look textured.

So how I make my mesh consistent and without transparent faces?

Here is the images after flipping normals:

And this is after:  see the back of the model now is transparent


texts: Matcap & smooth shading in Blender 2.71 very blocky v. 2.69

texts:
In B2.69, with Shading Smooth & Multitexture + Matcap and 3D view selected as solid, my model looks fine while running animation.

I upgraded to 2.71 and with those same settings my model looks very blocky. I tried tweaking the edge/face/vert shading settings and everything else I could think of but got no where, the model in animation view looked really blocky like all the edges were very hard.  This is not just Flat v Smooth shader, I toggled those but even in Smooth it was pretty bad.

I uninstalled and re-installed B2.69 and it's good again, so I'm dropping by to ask if this is a possible bug or some setting in the B2.71 I missed.

edit: B269 pic uploaded; Windows 7 pro


texts:
I'm still not an animator in any way but I have to find a way to animate something...

In a way resembling to what is achieved in this video, I have to create a grid of light bulbs which intensity and color will depend on the position of an empty.
https://www.youtube.com/watch?v=nsHQuAaL8d0

This post (Use an Empty to control a property) enabled me to set up the intensity of all the lights depending of an empty's Z position.

But I wish the empty would define the intensity and color of the lights around itself... I wonder if it's clear? :s

Anyway, if anyone can understand the goal of this and help me, I would be immensely grateful!

Thank you for reading and have a nice day!
Nicolas


texts: I am trying to make an animation of a double planet, can't seem to get it right.

texts:
Trying to make an animation of a double planet orbiting their sun and sharing a common barycentre.

How do I go about making this work?


texts:
I'm trying to enable gpu rendering on my Vega 64 card in linux, but I can only do so as root. When I run blender as root user, this is what I see in preferences:

The first one will cause my whole computer to freeze if I try rendering with it, but the second one works fine, albeit slow.

All I see as a normal user is the option that freezes my system:

Is there some trick to show both devices as normal user?

Some of my system specs. I'm running Gentoo with kernel 4.19.0 using the open source AMDGPU driver. I've install ROCm from their github repos for OpenCL.


texts: How to use transform orientation in several scenes?

texts:
I've created a custom transform orientation based on object Z in scene A. I also created a scene B where where I also need this orientation but object Z has no instance. I know, that I can link object Z to scene B, create a new custom transform orientation and delete object Z from scene B again. But this doesn't seem to be very comfortable to me.
Is there a way to link transform orientations to several scenes?


texts: Having an issue with textures and UV mapping

texts:
So I have been following this video in order to UV map my Arcade Box.
https://www.youtube.com/watch?v=scPSP_U858k

I manage to unwrap and make sure nothing is stretched out as shown.

Now I try to put an image and place the needed faces to match the picture, not only does it not show anything even in textured view but it is also stretching my uv maps?

Is there any advice to first:
Be able to see the demo version of what I am putting on as a texture?
Keep the UV_wrapping from stretching out?

I know there is probably a simple solution for this but I don't think I am typing the right key words to find the solution :(.


texts: Where do i feed to Translucency map and AO map in the shader?

texts:
First time playing with Blender making a leaf library from megascan textures.
Figured out where all the textures go except the translucency map and ambient occlusion map.
Could someone draw me a line showing where to connect them?
Cheers


texts: I've been trying to export a wireframe (wire material assigned) object in HTML with Blend4web and it won't work. Am I doing something wrong, or is it not possible to do? Any advice is welcome.


texts: How to get procedural shader to deform with bone deformation?

texts:
I'm using a procedural shader (Cycles) on a model that I've rigged for animation.
When I pose the bones, the texture seems to be projected based on the world space and doesn't move with the deformation.
I saw someone fix this in a YT video a while ago, but now I can't find it.


texts:
I unwrapped the plane and cube using UV unwrap. I added an Image. My view is set to texture. But when I press P the textures are not shown. I cant figure out the problem.

I made the project using this tutorial - https://www.youtube.com/watch?v=ZBVoKL3sbnw

This is my project file - https://drive.google.com/open?id=0Bzymlv8wN9TiZ2Mwb2lDRWJCSHM

I saw many similar questions on this forum but cant figure out the problem. I am a beginner and any help would be appreciated.


texts: How do I degrade a texture with the edge of a model?

texts: I know I have not explained well, but I leave a picture made in Photoshop to see what I mean. I'm new using blender, it's for a video game.


texts: How do I offset each bone's keyframes to be 10 frames later than the previous bone?

texts:
I would like to get something like in the image:

I have this code, but it moves all the keyframes 10 frames to the right:

import bpy
for action in bpy.data.actions:
   for fcurve in action.fcurves:
     for point in fcurve.keyframe_points:
        point.co.x += 10

I need to move each bone's keyframes 10 more frames than the last one. How could I do that? And how could I access a specific bone's keyframes and move just them?


texts: How can I get the index of a custom property?

texts:
Is there any chance to get index of custom property ?

Thanks to batFINGER I found that you can acces custom property by:

import bpy
bpy.context.active_object.keys()[i] # i is index

but if I have array in the property i dont know how to find specific value. I used:

bpy.context.active_object.get(bpy.context.active_object.keys()[2][2])

for third value of the array but it doesnt work.


texts: Blender 2.8 model showing random color shading in object mode

texts: I was creating some building model and lot of work I have done on it, and accidentally, I have press some keys and now my model looks with random colour, can anyone tell me what's the cause of this, is it some settings. I a  am beginner in blender.


texts:
I am a beginner wanting to learn Blender. I have a few different versions of blender with the latest being 2.82A
I would prefer to learn the recent blender but I have no problem learning one a version down from this. I prefer the recent version, as I would have to stumble my way thru where the new stuff is or not be aware of the new changes and get frustrated because I'm looking for something that no longer was needed with the older versions. Im especially interested in Second Life Body imports and exports and clothes modeling. My second choices would be making trees and plants and my last would be builds of any kind. My whole purpose, that interested me to learn blender was to make realistic looking clothing, as the Second Life Virtual Reality is changing and growing so fat, I would love to learn these things.
thank in advance for any help I can find in doing so
Enchtris Byrd


texts: I've been trying to bake details that i imported from an SVG file and merged to my high poly mesh to the low poly mesh. I've put enough extrude to take them into account but my baking always fails as you can see in the picture. Would someone know what's wrong ?


texts: Trying to bevel a circle along a path, and getting a flat papercli[p

texts:
I am using Blender 2.90 on OS X.
Sometimes just writing it out to everyone helps me resolve the issue.
I created a path in Affinity Design and imported it as SVG.  I do that a lot.
I want to make a paper clip, and bevel along the paper clip path.
The problem is that the paperclip is perfectly flat.  See image.  I found an explanation, BUT it does not make sense to me (maybe I am tired):

The trick is that the shape you want to extrude along the curve must be in the local XY plane of the bevel object. In fact, before extrusion takes place, the contents of the bevel object are projected to the XY plane of the bevel object. It is the same as if you had switched the Shape of the bevel object to 2D.
If your extruded shape is on the local XZ or YZ plane of the bevel object, then it will be reduced to a line when projected to the XY plane, and this line will be extruded along the curve, resulting in a flat extrusion.

This does not make sense to me, nor is it addressed in tutorials I have seen.  I have done this before, but maybe it is because  my path was imported as SVG?
Link to file removed.
Thank you in advance.


texts: I have created a simulation using rigid bodies to create a nice pile of "things" that will be fairly realistic. Now I would like to save or bake these new positions and rotations from selected frame into object data. How can I accomplish that?


texts: I'm trying to cut a circle into a cube (as pictured) and the boolean modifier with the sphere is deforming the face of the cube. This is the second boolean modifier (the first being for the speaker cone below). Any idea why this is happening and how I can fix it?


texts:
I'm trying to achieve a basic clear glass material, but it always renders as "black" glass. I'm new to Blender, so I'm probably making a fairly simple mistake here.

Thanks for looking...


texts: I purchased a blender character online. I trying to use it in a project. I attached an image, but noticed when I moved the foot bone the character didnot raise the legs. How do I tell if the rig was setup or am I in the wrong view.   Bone 006 was moved , but on the left view the legs has not


texts: Arms distorted with Auto Rig Pro export to UE4

texts:
To anyone who can help.
I used Auto Rig Pro to rig my character in Blender 2.8 and exported it into UE4.
The transfer went fine but the arms on the imported Blender character are shrunken down into the shoulders.
Also the shoulder width is decreased as well.
Thank you for your time and attention.


texts: Eevee avoid light reflections in glass, but only one object?

texts:
Im using an area light in Blender, and it is reflecting in the glass of a certain object. Reading other answers, I tried turning specular to zero. Problem is this means it doesn't reflect off anything glossy either - I really only need to "exclude" reflections on 1 glass object.

How can I do this in Blender 2.8 eevee?


texts: Blender Shapekeys heat map based on movement

texts:
This is a continuation of this question, and then this question, but now I'm onto the next step of the puzzle.
To recap, I have two different skulls in Blender, that I created as .stl's in a program called 3dSlicer from real CT-Scan data.  I started by wanting to "average" them, and get a shape that represents the average shape of the two. Similar to the work done in this paper.
My original question asked how I could do that, possibly using shapekeys.  Nobody was able to answer that at the time, but I knew that step 1 would probably be to make each skull have the same number of faces.  By using the answer from this question and "shrinkwrapping" a skull shaped object around each skull, I was able to finally accomplish my original goal.  Pictured here:

It still needs some work as far as making sure I correctly shrinkwrap each skull to begin with, which will make my finished product look a little better, but at least the process works.
The process was:

Shrinkwrap each skull with a "skull-like" mesh that had an identical number of faces
Take these new skulls (the shrinkwrapped mesh) and use shapekeys to morph them halfway from one to the other.

So now my question is:
I'm sure that some vertices move more than others during the morph.  I would love to show that in a heat-map like way, similar to this:

I.e. vertices and faces that moved farther would be brighter, whereas faces that barely moved from one skull to another would be duller.  Is this possible in Blender?


texts: Rigid body simulation: how to return vertex location frame by frame using Blender's Python API?

texts:
I want to return individual vertex location of a rigid body during physics simulation frame by frame, for either a baked or unbaked animation, in global coordinates with pivot point set at (0, 0, 0).

Is there a simple line of code to do this?


texts: How to set Opacity Maps with colored tga textures?

texts:
I've purchased a 3D model car with some good textures, I was doing good until I came trying to apply the opacity maps.
Usually I set the opacity maps with textures in black and white, but this time the textures have some weird colors and I'm not sure how to set these Opacity maps in cycles.

Here are some of the Opacity Maps included in the file:

Any ideas? I'm using Blender v2.79 with Cycles engine


texts: I have Blender downloaded and installed on my computer. On startup it shows icons having no labels. As a newbie it is virtually impossible to follow any tutorial with this interface. How can I fix this problem?


texts: The lag is unbearable when I use blender, specifically when I move objects. I haven't even tried rendering. I just bought a refurbished Dell 780 Optiplex with Windows 7, 4GB RAM, and a Quad Core Q9300 processor. The graphics driver is an Intel GMA 4500. I understand that hardware may need to be added or upgraded, but I'm still learning about all this stuff. I've searched forums and youtube and haven't found the solution to my scenario. Any advice is appreciated. Thank you


texts: Adding a new material to a grease pencil

texts:
I have added a grease pencil and need to add a new material slot in python. I have used this script for active objects, however I am missing something with the grease pencil.

activeObject = bpy.context.active_object
mat = bpy.data.materials.new(name="MaterialName")
activeObject.data.materials.append(mat)

bpy.context.object.active_material.diffuse_color = (0.121583, 0.144091, 0.8, 0.729885)


texts: Scripting an inspector/editor for custom properties

texts:
I want to assign arbitrary data in the form of custom properties to a category of objects within my scene.
For the sake of this question, let's say that the arbitrary data is comprised of several named custom properties ranging from 0.0 to 255.0 in value, effectively several bytes of data.
Next I want to build a custom panel that will facilitate visualising and editing specific bits of an objects arbitrary data.
I've not had much luck finding an example of how to achieve this.
To elaborate on the question with some code, I know I can do this kind of thing:
class BM_PT_block_inspector(bpy.types.Panel):
    bl_idname = "BM_PT_block_inspector"
    bl_label = "Block"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        # toggle a pre-existing setting
        self.layout.row().prop(obj, "show_wire", toggle=True, text="Wireframe", icon="SHADING_WIRE")

        # show custom property values directly in panel
        self.layout.row().prop(obj, '["my_prop_0"]')
        self.layout.row().prop(obj, '["my_prop_1"]')

but I would like to be able to render UI elements like checkboxes in the panel that will essentially act as toggles for specific bits of the data stored in the active object's custom properties.


texts: Make a keyframe last longer than one frame

texts: I am creating an animated title screen and want to have the animation repeat a certain frame, so text can be shown for a longer period as if the animation had been paused before continuing the rest of the animation.


texts:
my renders always turn out to have a lot of noise when indoors, what should i change?

i know the samples are low, but no matter how high i set them, there is a lot of noise. Should i use the clamping settings? light bounces? i don't know how to mess with them yet.


texts: Why can't I see the result of a boolean modifier until I apply it?

texts:
Is it the case that the modifiers don't work "in the same way" ? For instance if I intersect a cube with a cylinder and choose a Boolean difference modifier to it, I can't see the result (i.e. the hole in the cube) until I 'apply' the modification.

Alternately, If I revolve a circle using the screw modifier and change the screw property to a non-zero value I see the result of the modifier straight away (i.e. I see a helix).  I've read elsewhere that some people don't apply their modifiers often if at all. However I find that unless I apply them, other things such as physics won't work properly until the modifiers on objects are applied.

Am I thinking about this the right way? The reason for asking is that there is no way to go back and change a modifier once it's applied which can be problematic unless one saves a lot of different versions in a workflow.


texts: I have a model whose file type is 3D Object that i imported into blender as an OBJ. In object mode it looks fine but in edit mode the wireframe has an odd blue and black checker pattern. Can i make it look like the default black?


texts:
My nephew seems interested in doing 3d and all the great things Blender can do. I've done enough in Blender to love it.  But I can't afford a $4000  computer specified, especially not knowing if his interest is genuine.
 Is there an earlier version of blender that would run on Windows 7, just to see if he likes it?  The computer I'd like to give him is a Dell Optiplex 360, 4GB DDR2 Ram, 2.6 Ghz Dual Core Pentium. 250 GB hard drive. On board graphics card.  (I tried a slightly better graphics card, but couldn't get it to work.)


texts: cant get any addons to work or anyone to answer what folder hidden or not to delete for clean install. I need these addons to work i wasted the last 8 hours i couldve been working trying to get blender cloud working. I need it for texturing. I quit. Last time this happened i had to take a year off due to the lack of resources to help me find and solve issues. I really love blender but im at my wits end with it . beta everything worked fine, now full release and i lost every add on i am paying for other then hard ops no issues with its operation whatsoever.


texts: Rigging technique for flexible cardboard packaging

texts:
I am trying to mockup a packaging project of mine which looks something like this:
When the package is closed a little basket is enclosed by two outer cardboard flaps that come down to the sides when opened. The rigging of this fairly flexible outer part of the packaging is the issue at hand. Often packaging tutorials available online revolve around very easy "boxy" packages with flaps that are comparably easy to rig, e.g you just need to rotate a single bone to open and close a lid. Here the process to me appears harder. I have experimented but am not very happy with the outcomes. I am illustrating my approach below. I would be very happy about any feedback on how I could do things better or differently.
My strategy so far (also check the corresponding images

Create an armature with assigned vertex groups
inverse cinematics constraint on the upmost bone
Have some really small bones at the lower end of the flap so that it can bend more smoothly there (I found that as the paper folds at a very steep angle, without the small bones down there it would strongly distort the mesh)
Make bones bendy with three segments each
Later symmetrize the bones so both sides can be animated with the same movement for opening

Any help is greatly appreciated, so thanks in advance!
Here you can find the file in question:
or here: https://liuonline-my.sharepoint.com/:u:/g/personal/jonfr654_student_liu_se/ETFOIt6rv-hCgdf29ISxs20BJmlOo-appmws9F2H0LyAgw?e=UqtCYg
I am unhappy with this setup for multiple reasons:

I am not able to symmetrize the bone structure so I can animate the identical movement on both side (when I symmetrize the bones they are duplicated and pasted at the same location instead of being mirrored by the axis)
The bending of the mesh by the bones seems to influence the surface structure (segmentized) , which you can see when you render.
If you look at it from the side, you can see that the curve created by the bones is not smooth but rather bumpy.
I feel I could have more control over the shape of the package. At the moment I'm just pulling around the upmost bone to somehow shape the armature to my satisfaction.

When using shade smooth I run into a problem: There seems to be an inner edge which is visible when selecting the object. Apparently blender is trying to shade smooth that edge, that should not be there


texts: Repeating an operation (similar to screw)

texts:
In 3DSmax (I forget the name but I'd know it if you saw it) you can define a (simple - as in TRS only) procedure that will be repeated n times. Like screw.

Suppose I wanted to extrude and slightly scale down, extrude and slightly scale down, rather than doing it 15 times say, I could just use this?

How can I do something similar?

(If the scalar is < 1 then it will form a curve shape)

Actually it'd make more sense just to attach a cone. So this question is two fold, how may I glue faces from a different shape together, and is there a more general version of screw? (In 3dsMax is was a dialog with a table full of input boxes)


texts: How can I change or manipulate the Global 3D Space?..  I know if I click on Local it will change and I can move parts on the axis I need to but I can't rotate. Lever's, Hoses.. all in different areas around the part I need to animate to show functionality. Earlier I just rotated the machine to where I needed to animate a part on a particular axis. Trying to avoid that.


texts: Trouble with input preference setting using macbook pro

texts: I am having trouble with selection and input functions working on a macbook pro. Is there a macbook pro preference setting or addon for this


texts: How to duplicate selected vertices using python script?


texts:
I try to do this:

bpy.ops.object.select_all()
bpy.ops.object.join()

in my script. It selects all the stuff like CtrlA but fails on join() (CtrlJ) with the following error message:

  Traceback (most recent call last):   File "", line 1,
  in    File "C:\Program Files\Blender
  Foundation\Blender\2.71\scripts\modules\bpy\ops.py", line 188, in
  __ call __
      ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.join.poll() failed, context is incorrect

the message is from console.

How can I make this work?
CtrlA, CtrlJ actually works.


texts:
I would like to make an animation of some yellow sticky notes (on a table) slightly moving in the wind. I already tried the cloth and soft body physics, but neither provide me the desired affect.

An attached to a table sticky note is elastic in the up/down movement but is rather hard in left/right movements. Also an attached sticker can hardly be folded by the wind or become wrinkles.

Could you please point me to the right direction of animating this?

In particular:

Which physic body to use (soft, cloth, any other)
What kind of wind or other force field to use (strong/light)
Should the sticker be a simple plane a very thin mash with the volume >0


texts: What are some good progressions for beginning modeling?

texts: New guy to Blender, want some advice on tutorial projects with small polycounts. So far I have modeled a pawn and a mug.


texts: Blurry but HD Render - How do I make it sharper?

texts:
I've new to animating with Blender and I'm having troubles with my rendering.
(Note: These are two still images of the same frame out of my animation project)

The thing is that it is supposed to look like this:

But.. When rendered, it comes out like this:

What's wrong and how do I fix it?
(Note: I know about the Black background in the second image, and how to fix it.)

EDIT - Blend File: http://www.pasteall.org/blend/29219


texts:
Heyo,

Bones are not showing up in pose mode/object for me. They only appear in edit mode.
There is no visibility to toggle (I've still tried right clicking and using the 'unhide option' but nothing.) I also have 'In Front' active.


texts: Light-bulb Filaments: Brightness and Internal Reflections in Cycles

texts:
I'm working on making an "Edison bulb" for part of a photo-realistic scene.

The filament is composed of extrusions of a very small cylinder (if that's a poor method, please correct me; I'm very new to modeling) and that seems to have an effect on how bright it can be as an emission surface - whether it's set to 40 or 40,000 it doesn't make a noticeable difference.

The problem is that I can't get the internal reflection on the bulb to show up.  Increasing the brightness has no effect.  I tried to fake it by duplicating the filament, scaling it up, and making it invisible to the camera but that didn't have the intended effect.

Here's a quick render of the bulb - notice the reflections from outside light sources but none from the internal filament. There's even a bit of reflection from the internal support structures. Similar renders without any other light source have the same problem.

Here's a photograph of a similar bulb with great reflections.

Thanks in advance!


texts:
So I am watching a tutorial and I am supposed to create a viewer node to connect it with a fresnel. I searched through the internet and everyone is saying that I only have to press Shift + Ctrl + LMB  but no matter how often I try to press those buttons, nothing happens.

It should pop up, right? I don't know what to do anymore. Cause apparently this is important for the next steps I have to do.


texts: How to engrave an object that has a subsurface modifier?

texts:
I create a smooth gold brick using shade smooth or subdivision surface modifier.
I then try to engrave on this brick ("fine gold") using the Boolean modifier process.
The result is the process significantly destroys the smoothness of the brick.

Any suggestions?


texts: When using multiple GPUs, is there a way to set Blender to use the memory from the card with the largest amount of RAM?

texts: I have a a GeForce GTX 980 Ti and a GeForce GTX 760 installed in my system. I just tried rendering a scene that I know will render fine with the GTX 980 Ti but when I render with both cards I get "CUDA error: Out of memory in cuArrayCreate(&handle, &desc)". I know exactly what is going on. Blender lists the Compute Devices as GeForce GTX 760 + 980 Ti. Even though the 980 Ti is in PCI bus 1 and the 760 is in PCI bus 2, it is obvious that Blender is using the RAM from the weakest card. Since this seems like a real handicap, I was wondering how I can force Blender to do the right thing, the common sense thing, and use the memory from primary card with the largest amount of RAM when rendering my scene with both cards.


texts: black artifacts when baking ambient occlusion

texts:
When I bake with the bake mode "ambient occlusion" it ends in a horrible result.

Anyone know the reason why this is happening?

PS: It worked yesterday. I just opened it today and the model was black, so I
    hit bake again and it was then it happened.


texts:
I have a problem with a Surface Deform Modifier when I try to bind my mesh an error appears  Target contains concave polygons!.
I already tried:

Mesh ‣ Clean up ‣ Split Non-Planar Faces
Manually filling faces
Subdivide surface

I don't know how can I fix it, does any one knows how?
My model:
https://drive.google.com/open?id=1JLdkRbxSIxokihoFKmLkzMTXT6JZL9-9


texts: Not sure how to make the topology uniform

texts: I have a staff that I am creating and wanting to import into Zbrush, but I am having a hard time getting a good topology on the faces of this staff. Is there any way to make the faces into quads or a more uniform tris?


texts: How do I get a camera to rotate instead of rotating the object in viewport

texts: New to blender coming from c4d. I need to set a camera to rotate around the object and at any time I would like to render the image or even to press 0 on my numpad the image it's exactly the one I have in my viewport. How do I do this in blender?


texts: I can still see the vertices still there after I use boolean union? What other way I can join different models and have them merge beside Control J? Thanks


texts: Baking glossy without direct light turns black

texts:
I want to bake a texture from a high-poly model to a low-poly model.
The only method that gives me some kind of texture is if I bake Glossy with direct light.
Every other baking methods will result in black textures.
What am I doing wrong? How could i bake just the color wihtout light?
Thanks, Mark


texts: Creating a "halo" effect for a material in cycles?

texts:
I'm trying to achieve an effect similar to this image:

However it's looking more like this:

No halo; the material ends where the mesh ends.

How can I set a material to look like the first image?

Thanks in advance.