texts:
I'm trying to render 3D text model.

I want it to be only 3 main colors for the shadows (of course you need gradients for round surfaces).

I want it to look like this:

I made the gradient shadow under the "P" with Photoshop. Is there a way to achieve this kind of shading with only blender so that I don't have to edit the rendered image afterwards?

Thanks for your help!


texts: How can I reset all custom properties into a "Redo Panel"?

texts:
I have a "Redo Panel" with some custom properties and an operator at the end, from which I want to reset all custom properties at their default values. How can I do that?
Here is an example of my code:
class FU3DM_OT_ModelPrefs(bpy.types.Operator):
    bl_idname = "fu3dm.model_prefs"
    bl_label = "Model"
    bl_description = "Blah blah blah"
    bl_options = {'REGISTER','UNDO'}

    gender : bpy.props.EnumProperty(name="Gender", description="Choose model's gender", items= [('OP1', "Male", ""), ('OP2', "Female", "")], default='OP1')
    head_male : bpy.props.EnumProperty(name="Head", description="Choose model's head", items= [('OP1', "Generic Male", ""), ('OP2', "Male", "")], default='OP2')
    head_female : bpy.props.EnumProperty(name="Head", description="Choose model's head", items= [('OP1', "Generic Female", ""), ('OP2', "Female", "")], default='OP2')
    eyes_color : bpy.props.IntProperty(name="Eyes Color", description="Choose model's eyes color", min=1, max=10, default=1)
    skin_color : bpy.props.IntProperty(name="Skin Color", description="Choose model's skin color", min=1, max=10, default=1)
    models_show : bpy.props.BoolProperty(name="Show Model", description="Show or hide models", default=1)

    class FU3DM_OT_ResetAll(bpy.types.Operator):
        bl_idname = "fu3dm.reset_all"
        bl_label = "Reset"
        bl_description = "Blah blah blah"
        bl_options = {'REGISTER', 'UNDO'}

        def execute(self, context):
            # ???
            return {"FINISHED"}

    def draw(self, context):
        layout = self.layout
        # ...
        row = layout.row()
        row.operator('fu3dm.reset_all')
        # ...

    def execute(self, context):
        # ...
        return {"FINISHED"}


texts: Mesh unwraps in undesired way (seams are not obeyed)

texts:
I have bird model with symmetric wings on its left and right side. Wings are cutted by the seams from the rest of the body. One wing unwraps correctly, following the seam but second doens't. No matter if there is a seam or not the wing always unwraps as if there was some seam. Even with my symmetric seam it unwraps like there was some extra seam near to my.

I attached the screenshot of unwraped model with selected undesired edge cut.

Here is link to blend file:
https://www.wetransfer.com/downloads/db48ae49a47dd31103bb5bdd1c233aaa20160405141634/d98e72b1b5847bc4dde682751860aaba20160405141634/a98a07


texts: What's the difference between 'unlink' and 'remove' from collection?

texts: I did 'unlink' and 'remove' respectively, but really don't know how the two are different. What's the difference between them?


texts: How to make a procedural white birch bark material in cycles?

texts:
How can I proceduraly create the dark lines as seen in white birch (paper birch) bark?

This is the exact type of effect I'm trying to replicate. Random sized "lines" in the bark, yet they all run the same direction.

You can see in this picture, that this variation of birch has a slightly different bark pattern. Here the lines are much longer. (At this point I don't care about the random dark blobs, they are mostly knot holes, but if somebody wants to include that too... :)

-pixabay


texts:
My blender materials change color if I move the file to a different computer. I have tried different ways of moving the file, but the result is always the same).

Technically, the materials are fine (they remain correct after move), but they render incorrectly (see Image).

I have tried packing the external data and it doesn't help.

Thoughts?  Thanks!


texts: Mirroring to create a single polygon across the mirroring plane

texts:
I'd like to create a single triangle by mirroring one vertex exactly on the mirror plane and another vertex across the mirroring plane to create a single face. I've shown an example image. In this example, I've already applied the mirror modifier but it won't create a face across the mirror boundary.

I'm really hoping something like this is possible? I guess I could just leave this one triangle until the very end, then apply the mirror modifier and fill it in, but it would be nice if I could leave the mirror modifier in place and have it correctly construct this face. Is there a trick to doing this?


texts:
I tried to create a menu panel for drawing the mesh, so I applied:

import bpy

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "Generate"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

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

        row = layout.row()
        row.label(text="Generate objects:")

        split = layout.split()
        col = split.column(align=True)

        layout.label(text="Primitives:")
        layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
        layout.operator("mesh.primitive_cube_add", icon='MESH_CUBE', text="Cube")
        layout.operator("mesh.primitive_circle_add", icon='MESH_CIRCLE', text="Circle")
        layout.operator("mesh.primitive_uv_sphere_add", icon='MESH_UVSPHERE', text="UV Sphere")
        layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
        layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
        layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
        layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')

        #
        col.operator("mesh.primitive_plane_add", text="Plane"),
        col.operator("mesh.primitive_cube_add", text="Cube")

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

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

if __name__ == "__main__":
    register()

but when I try to ecris as a drop-down list, like this:
How to make compare with Menus
I haven't succeeded, someone help me how writing in menu panel?


texts:
I'm modeling assets for a game and want to keep the polygon count to a minimum. One problem I've run into is having unnecessary edge loops on one part of a mesh that are necessary for a different part of the mesh.

For instance:

Both these parts need to be connected in a single mesh. If I join them at their intersection, I'll end up with a lot of unnecessary edge loops on the top piece.

Should I do this, or will the extra polygons affect performance?

In general, what is the best way to handle two meshes that need to be connected, but have different vertex counts on the adjacent edge?


texts: how do i add gloss to, let's say, just over the nose?

texts:
I can select the faces(geometry) and assign a different material, but, of course, that's not gonna look very good. I don't want the gloss to cut off sharply at the edges (of the faces.) So, how do i go about doing this? Do i have to use an image with an alpha channel?

Thanks!


texts: Can I get an IK constraint w/ stretch to only scale bones on their Y axes?

texts:
I have a short IK chain with an IK constraint with stretch enabled.  The bones in the chain each have their Inverse Kinematics Stretch set to 0.001.  Here's a simple demo setup...

Moving the Control bone around within reach of the IK chain seems to work fine.  E.g.

But when I cause the stretch to take effect by moving the target out of reach of the IK chain, the chain stretches and scales in all 3 dimensions causing the mesh to expand.  Note the size of the mesh and IK chain bones relative to the target as compared with the other images.

Is there some way to only have this stretch along the Y axes of the bones?  I.e. I want the bones and mesh to elongate but not swell.  I have tried various other settings, including locking X and Z scaling on the bones.

You can grab a .blend file of the sample setup at http://readyposition.com/Blender/IKStretchExperiment.blend

Help appreciated.


texts: How do I get Blender to export a single mesh instead of multiple meshes?

texts: Thank you for taking the time to help.  I have a model in my Blender workspace that came from the source subdivided into four individual meshes/armatures/materials.  I merged the meshes into a single mesh, and set up the new, single armature the way I wanted it.  I exported the collection as an FBX, but when I import that FBX into other programs, it's still showing up as four separate meshes.  How do I get Blender to export the collection as a single mesh/armature?


texts: Using a background image in UV editor? To trace tattoos with paint mode

texts:
I have a 3D model which has it's own textures and UV. And I want to draw some tattoos on these textures.

But I want to display an reference image, on top in the UV editor (in paint mode). And then I want to trace the reference image, and I want the paint to go on the original texture.

Is this possible? Thank You.


texts: What is the Easiest way to Animate the rigid body properties of a large group of objects

texts:
I would like to animate 500 or so shards to be "animated" rigid body at frame zero and "dynamic" at frame 550. Do I really have to set a keyframe for each individual object or is there a way to animate that rigid body property as a group?
The shards are in a group, but it appears that the rigid body for a group of objects can only be set, not animated. I've tried using an empty parent object to no avail.


texts: Can I perform an action when a file is saved or loaded?

texts:
If I create a Blender file with a single plane that has 10 000 particles of hair, the resulting file size is 9.9 MB.

If, before saving, I reduce the "Number" (RNA ParticleSettings.count) to 1, the resulting file size is only 435 KB.

Because the hair is randomly generated with a specified seed (ParticleSystem.seed), I can open the 435 KB-file and set the number back to 10 000 and get the exact same hair system generated.

In scenes where I have a lot of hair (especially grass, which can require millions of particles), I've seen differences as high as 50 MB. Taking into account the two backup files, that's 150 MB of disk (and, for me, cloud) space saved, which is a clear advantage. The downsides of this method, however, include:

It's cumbersome. I don't want to have to remember to disable something before saving and re-enable it when I load.
It's error-prone. I find myself adding README.txt files to my directories indicating the desired number of particles for each object, because otherwise I forget and my renders are inconsistent (all of a sudden the grass doubles).
It's forgettable. I've lost days of render time due to rendering a scene with a single grass particle because I've forgotten to reset the number. Obviously this is a human error problem, but it's not helped by Blender.

Is there a way I can attach a "save hook" and "open hook" to a file to do this automatically for me? I could easily write a Python script with custom settings for each particle system:

import bpy

def hair_reduce():
    for ps in bpy.data.particles:
        if ps.type == 'HAIR' and not 'actual_hair_count' in ps:
            ps['actual_hair_count'] = ps.count
            ps.count = 1

def hair_apply():
    for ps in bpy.data.particles:
        if ps.type == 'HAIR' and 'actual_hair_count' in ps:
            ps.count = int(ps['actual_hair_count'])
            del ps['actual_hair_count']

The trick, however, is to have these functions called when the file is saved or loaded.

Can I attach a save/load hook to Blender, or otherwise perform an action when the file is saved or loaded?


texts: How to get the state of the modifier keys from the keyboard when changing a custom property?

texts:
I asked a similar - but slightly different - question already some time ago and I found a solution for a custom operator:
How to detect if a modifier key is pressed when the value of a custom property is changed?
But now I would like to get the state of the keys of the keyboard while manipulating a custom property. In other words can I create an Event in a set or update function of a property?
def _get_stampInfoUsed(self):
    val = self.get("stampInfoUsed", True)
    # get Event here in some way...
    if event.ctrl:
        print("Ctrl Pressed")

def _set_stampInfoUsed(self, value):
    self["stampInfoUsed"] = value

myProp: BoolProperty(
get = _get_stampInfoUsed,
set = _set_stampInfoUsed,
)

Thank you


texts: Script to view animation preview panel in fullscreen

texts:
Similar to this post:
How to make the sequencer 'Preview' area fullscreen with python?

I am trying to have my script set the animation preview window to fullscreen without any other panels/menus:

I'm trying to figure out how to navigate the hierarchy of screens, areas, and workspaces and set just that panel on the 'Animation' properly.  I'm often getting 'context is incorrect' run time errors or an error trying to set read-only object.

My script changes to the Animation screen:

# animation view
bpy.context.window.workspace = bpy.data.workspaces['Animation']

Changes the shading to rendered:

for area in bpy.data.screens['Animation'].areas:
    for space in area.spaces:
        if space.type == 'VIEW_3D':
            space.shading.type = 'RENDERED'

And then tries to changes the screen to fullscreen:

# full screen
bpy.ops.screen.screen_full_area(use_hide_panels=True)

But, the panel does not go full screen unless I do it manually via the GUI.

I'm hoping there's a way to achieve this similar to the sequencer preview full screen example that will work on the animation preview window.

Adding an completely separate view - without affecting the existing 'Animation' would be even better.

UPDATE:  Thanks @rjg for your involvement.  Now, when the animation runs (via script that kicks off the full-screen animation preview window) the objects are animating but the textures/images are blank:

I'm using:

bpy.context.scene.frame_set(f)
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

To do the animation playback after going full screen.


texts: Cycles procedural material displacement is different (up/down) on different faces

texts: I've been creating a procedural material (white a bit glossy paint with rusty dents). I've created most of it without problems, but when I connect output of noise node (after few modifications) to displacement socket of material output, some of the dents are correct (downwards) and some of them are upwards. Is there a way to force it to be directed always in the opposite side of normal? (Make it always go downwards into the face)


texts: The number of samples in the render view does not go up

texts:
I don't speak English, so I use a translation tool!
The number of samples doesn't go up in the viewport render view, but somehow the number of samples goes up when the blender is minimized!
Is there a way to increase the sample size without minimizing it?

After editing.
At first time i open render of viewport,  it dose not work properly. but once when i minimize the window that number is going up properly,  What i want to know is the way not to minimize??


texts: Problem with script being invoked twice in BGE

texts:
I want to launch vlc.exe when I hit spacebar in the BGE.

I have this script and it does the job:

import subprocess
subprocess.call(['VLC\VLC.exe'])

The problem now, is that the script is invoked twice. It launches vlc and when I close the vlc instance, it launches it one more time. (I tried also with Tap option in the sensor)


texts:
All of a sudden (yeh I realise that it is my own doing) I have lost my scene collection panel (right of the 3d viewport) and cannot work out how to get it back even after searching the manual and doing a 'google' search. The 'situation' I am in seems to be saved with my project as some of my projects show the panel and others don't.
What have I done or more to the point how do I get it back?


texts: How to add hotkey for mouse 4th button to delete in edit mode

texts: I can get my mouse 4th button to map to delete in object mode but not in edit mode. I also don't see an edit mode keyboard configuration section in Blender preferences menu.


texts: How do I Make Realistic Car Exhaust Come from an pipe?

texts:
I am making a 3D model of a car, and I wanted to ask how to make realistic smoke come from the exhaust pipes. I would like it if it could be seen both in a short movie, and also a still image render.

Thanks


texts: Why my blender animation broken after exoprt fbx?

texts:
in blender the animation

in fbx reviewer the animation

the animation is baked and remove all constraints. but I got wrong result when export fbx.
is blender bug?
My engish is not well. I hope you can understand it. thanks.


texts: Model won't follow its armature in pose mode

texts:
I've set up a rig and built it around my model, and I've linked it to my model but when I rotate the bones in pose mode, the character doesn't move with them.

My rig is the human meta rig that comes with rigify. I've seen tons of videos of it working. Why isn't it working on mine?

My character was made by creating different body parts and joining them together into the same object, then a texture was added by unwrapping them in texture mode.


texts: Is it possible to create (render) animated transparent filters?

texts: I would like to know if it is possible to render a transparent animation in Blender to use it as a filter to record video as snapchat does it but with static png filters?


texts: Modifier added from Python operator not being applied

texts:
My operator duplicates the active object, adds a solidify modifier to it, then applies it.
When run from my panel it works EXCEPT it does not apply the modifier and I can see it still under the duped object in the Outliner (I can then manual apply it, apparently correctly).
When I run the operator directly from the Python Console it DOES apply.
I've verified that after the duplicate, the new object is active and the sole selected object.
I must being doing something wrong that only manifests in a panel context, but I'm stumped.  Below is the complete test script.
# Blender 2.82a
import bpy

class TestSolidifyOp(bpy.types.Operator):
    bl_idname = "object.test_solidify"
    bl_label = "Test solidify"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        orig=context.active_object

        bpy.ops.object.duplicate()
        ob = context.active_object

        if orig is ob:   # Just to show orig obj is NOT still active
             return{'CANCELLED'}

        mod = ob.modifiers.new("Solidify", 'SOLIDIFY')
        mod.thickness = -1
        bpy.ops.object.modifier_apply(modifier="Solidify")

        return {'FINISHED'}

class TestSolidifyPanel(bpy.types.Panel):
    bl_label = "Test solidify Panel"
    bl_idname = "PANEL_PT_tsolid"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    @classmethod
    def poll(cls, context):
        return (context.mode == 'OBJECT')

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("object.test_solidify")

if __name__ == "__main__":
    bpy.utils.register_class(TestSolidifyOp)
    bpy.utils.register_class(TestSolidifyPanel)


texts: (Blender 2.81) Marking or clearing seam causes mesh to unwrap. Live unwrap is OFF

texts: As I said, Live unwrap (under UV editor - UV tab - live unwrap) is OFF. Despite that, either clearing or marking seams causes my mesh to instantly re-unwrap. What could be the cause of this?


texts: Change UserPreferencesFilePaths using Python

texts:
Does anyone know how to change the script directory in the user preferences using Python from command line?

I believe it has something to do with bpy.types.UserPreferencesFilePaths, but I'm not sure how to use it.

Please help, thanks!


texts: My animation doesn't render, gives as message "No frames rendered, skipped to not overwrite"

texts:
i am using blender 2.81a. I have a 240 frame camera animation, and for some reason when I press ctrl f12, it skims through those 240 frames in 2 seconds and gives a message:

"No frames rendered, skipped to not overwrite"

What could it mean?


texts: B-Bones: How to get access to individual segments?

texts:
What I need is to control bones of an armature by segments of a stretchy B-Bone in the same armature. To build what I had in mind, I would at least need the location and rotation of the segments.

If I had an idea how to fake the behaviour of a stretchy B-Bone (an equally subdivided curve with two handles), that would also be a solution.

What I tried so far:

Parenting the bones to the B-Bone. This doesn't respect the segments.
Using a mesh deformed by the B-Bone and Transformation constraints with vertex groups to control the bones. Doesn't work for the roll - which is important. Leads to cyclic dependencies because the mesh depends on the armature and the armature on the deformation of the mesh.
Using curves and Spline IK constaints to drive a bone chain. Doesn't distribute the curves tilt to the roll of the bones. Needs to be animated outside of the armature.

I made a small animation to show what I was trying to achieve, but I am basically out of ideas. The yellowish bones are the handles driving the B-Bone. The red bones should follow the segments (.gif unfortunately animated by hand).

Maybe there is a way to rebuild the behaviour of a B-Bone with some constraints or using a script that updates the bones while animating?


texts: objects missing in the 3D view (can be seen in collada export)

texts:
Recently, a few of my objects have disappeared completely, and one of them appears completely black in 'texture' view, even though in the render view it appears normal.

The missing objects don't appear in render, but if I export to collada, they are present.

There are lamps that are missing, but they also appear to export in collada.

I don't want to delete these objects, I would just like to fix them.  Is there a way?

They appear in layers, I can sort of select them, but even with w > clear all restricted and viewing everything, they are missing.


texts: How to write a simple Wavefront-OBJ exporter in Python?

texts:
Recently we were working to write our own software to load a Wavefront .OBJ file.

The file in question uses the .OBJ file format that Blender 2.73 and below generates which is like this:

# Blender v2.73 (sub 0) OBJ File: ''
# www.blender.org
o Cube_Cube.001
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
s off
f 1 2 3 4

The .OBJ exporter of Blender 2.74, in other hand, creates files like this, which are more closer to the definition that one will find in Wikipedia for example:

# Blender v2.74 (sub 0) OBJ File: ''
# www.blender.org
o Cube
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
vn -1.000000 0.000000 0.000000
vn 0.000000 0.000000 -1.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 0.000000 1.000000
s off
f 2//1 4//1 3//1 1//1

While this is a valid OBJ file, its more involved to parse.

So, the problem is that I would like to write an exporter that uses just a subset of what the .OBJ file format can offer. In this case, just vertices and faces with everything in one line.

I would like to use python inside of Blender to do that but I have no idea on how to start to write this script.


texts:
I want to extrude this face using Extrude Manifold tool

but when i do that , its leave the vertices that on the bottom face ;

so is there any thing to do to dissolve the vertices directly without any further to do?


texts:
My rendered view z depth does not match the depth in the viewport and I'm wondering why / if there is an explanation for this.

I've a super-simple scene: Just, a camera looking at a flat plane, parallel to the camera. When viewing this scene in the 3D viewport, I clearlry see that the plane and the camera are seperated by 5Blender Units in Z.

I'm using the camera data node's view z depth to render the depth via cycles and saving the result in openxr files in order to not loose any precision. This actually works out quite nicely. However, for some reason the exported depth is 2.5 Blender Units, I've to multiply all my z depths by two.

I can do that, no problem, but I would be curious why this is the case. Do you have an idea wy this is sthe case?

EDIT:

Measure the distances between the camera and the plane in the viewport and get a depth of 5 Blender Units.

(Yes, I'm 0.001810 off, but just because I did not click very accurartly while measuring. I know that the plane and the camera have distance of 5 Blender Units in Z from the coordinates...)
I output the z depth via shading node. Note that I have to multiply the depth by two.

ONLY IF I multiply the z depth by two the depth output matches the measurement done in the viewport.


texts: Where can I find a site to download pre-built 3D houses?

texts:
I'm currently working on a scene in blender which has a modern house on a plot of land. The idea is for it to be located in a developed neighbourhood.
I can't seem to find any pre-build 3D houses to add into the background.
Anybody know of a site I can get them from? I don't mind if they aren't free.
Many thanks,


texts: How can I create a script that runs continuously but does not block the interface?

texts:
I would like to create a script that runs constantly throughout the life of a Blender session.  The problem is that Blender's interface "blocks" while the script is running.  As a trivial example, if I run the code below:

while True:
    continue

Then Blender freezes up, and I have to use xkill to stop it.  How may I create a script that may be running constantly but does not stop Blender from functioning normally?


texts:
I have created a hallway in Blender, and then I applied "Smart Unwrap":

The unwrap doesn't look absolutely perfect, but I thought it would do the job.

Then I exported the model as an fbx and imported it into Unity.
In Unity, I applied a material to it which has a texture assigned.

For some walls it looks fine, but for some walls, the direction of the UV map is changed for some reason, and the texture doesn't look right:

How could I set up the "direction" of the UVs in Blender and not just hope that it will work out alright (which it obviously doesn't)?

Thank you very much!


texts: BUG? Particles offset from emitter when using object

texts:
I'm having an issue where the emitter particles are offset from the emitter geometry.  This seems to be a problem that's happened to someone at least once before way back in 2013 here:

https://www.blender.org/forum/viewtopic.php?t=27408

I'm having the same issue.  If I use "halo" as the particle, the particles emit properly from the emitter object.  If I switch to "object" they are inexplicably offset from the emitter object.

First image is the halo's around the orange highlighted emitter object.  Second image is the particles offset in the -Z direction from the orange highlighted emitter object.  The only change I made is switching from "Halo" to "Object" in the "Render as" setting.  My particle objects are 3-vertex cones.  Nothing complicated.  None of the other settings have changed.

I'm in Blender 2.81 on Windows.


texts:
I'm using the source engine with blender, however, my face keeps disappearing, how do I fix it?
The disappearing faces are red, you can also download the blend


texts: Installed latest version of Blender now computer won’t boot up

texts: I installed the latest version of Blender. When first opened it all I got was a black screen with a cursor. I closed that down then shut my computer down to see if a restart would work, now my computer won’t boot back up. Any thoughts or suggestions.


texts: Save animation clips and play them for a time

texts:
I know that my title doesnt explains very well my problem.

I would like to know if there is a way to do some animations in different clips and then in a general animation say, play that clip (that is loop) for x frames, and if it finishes it starts again.

For example, a character. You make an animation of it walking that is 20 frames, and you want to play it 40, another 20 of other action and another 60 of it walking.
There is a way of doing that properly?

Thx


texts: Download image that has been modified with nodes

texts: I created a roughness map from an image by modifying it with the RGB to BW and color ramp node. Is there a way I can download the end result/modified image? It won't kill me if I can't, but I like to have all the maps in one place, so just in case I want to reuse the texture, I'll have easy access to it.


texts: How to keep origin point/cursor on object

texts:
I have noticed recently when moving new objects around, it doesn't keep the origin point/cursor on the object. See below - when I move the object, they do not move with the object, which affects the way it rotates, scales etc

Is there any way to set it so that it all moves in one?

Many thanks


texts: need help property window way zoomed out on ui

texts: Not really a 3d question but I pressed a button and.. the property window is zoomed out a ton how can I get it back to normal I do not know what button I pressed. I have tried middle mouse button I could not find anything.


texts:
The Mesa driver from version 20.3 has full OpenCL 1.2 support, but Blender doesn't support GPU rendering using Cycles render. Why?
When can we expect full Mesa driver support?
My GPU is an AMD 5700 XT


texts:
I have modeled a telescope and I want to rig it to rotate and pan it as needed in the final scene.
I have grouped the parts that I want to rotate and pan seperately, added two bones for both the actions and then parented the groups to bones. Now the problem is that the telescope contains some parts which rotate and the same parts + some other which pan it around but I can only parent an object to one bone. So how would you rig it to create both movements?

Edit: Also, I would like to constrain the Rotation of panning to Global Z axis and Rotation to Global Y axis.

Edit: This is what I want.

Rotating:

Panning:


texts: How to make an object go around another circular objects?

texts:
I am making a sort of steampunk element and I want to have small bolts go around a cylinder. I'm not sure what would be the most precise and quick method to achieve something like that:

My current model:

p.s. Also preferably with out using a curve modifier)


texts: Save the bounding box position of an object in a text file

texts:
I have a .blend file found here and I'm asking if anyone could assist me to save the positions (x, y, width and height) of the bounding box of the moving object for every frame in the file attached, and save them in a text file. Each line will have the x y width height of the bounding box in each frame.

So if anyone could please advise me as its kind of urgent for me.


texts:
I wanna create 2D image with Blender. I have an identical image as a template. Can I project my template somehow on a plane mesh to cut it and get specific and save some time instead of outlining it manually?

P.S. Need to carve this pie on this circle mesh. ________________________


texts: Create a cloth with two control points at each end? [video example included]

texts:
See video for example of problem: Watch on YouTube

I'm trying to create a cloth string object (made of a mesh with just edges and vertices. No faces) that can be controlled by two end points. Best I could find in my research, hooking both end vertices to hooks (empties being the hook point) seemed like the best option. BUT, when I playback the simulation, the hook points only affect the one vertex they're hooked to; they don't affect the rest of the string.

Is there a way I can achieve this effect of a cloth string that's controlled by two end points? Is there a better way than what I'm doing?


texts: Why is deselecting vertices with bmesh not working?

texts:
I want to make use of the bmesh module to update mesh selection.
To select vertices works as expected, but to unselect vertices does not work for me...

Am I missing something or is this a bug?

bm = bmesh.new()
bm.from_mesh(obj.data)

bm.verts.ensure_lookup_table()

#this works

for v in bm.verts:
    v.select = True

#this does not work

for v in bm.verts:
    v.select = False

bm.to_mesh(obj.data)
bm.free()


texts:
I made a model that consists of several pieces, mostly metal but some are non-metal. Instead of making a completely seperated texture map for the non-metal pieces I decided that I am going to make one big instead that has all the necessary textures but then I realised that I don't know if it is even possible to use metalness map with cycles renderer. If it is then how would I set up the nodes?

Regards,
Koreenium


texts: How to bend tube so it's ends fit given positions?

texts:
I am trying to bend the tube, so it fits the end caps.

The bent tube is made from the straight one at the right. I wish would tube reach the end caps correctly, but failing.

In another attempt, I used a "by-eye" approach.

First I adjusted limits and moved the bent tube appropriately:

Then I applied the modifier and removed the unneeded faces:

This works, but I'd like to use a more precise solution. Can anyone think of a way to do this more precisely?


texts: Weird intersecting mesh on final render (w/ Boolean modifier)

texts:
I'm using a Boolean modifier set to Exact (Blender 2.91.0) to create a rather simple shape to merge a disk and and another half disk (see attached), and while it all looks fine in the render preview, on the final render I have this weird intersecting cluster I can only assume happens because of the Boolean mod.

I've made sure the bool object is not visible on final render but no difference. Has anyone come across this and has a fix?
(The issue seems to be gone when I change the Boolean modifier mode to Fast, but if anyone has tips on making it work in Exact mode that'd be appreciated.


texts: Why are Images Imported as Planes Hidden by a Reference or Background Image?

texts:
When I import an image as plane with the alpha channel for transparency, and it is in front of a background or reference image I can't see the object (plane) to place or edit it? Why is this?

If this is a duplicate question please link / flag, I have looked but can't seem to find an answer... Thank you for any help you can offer.


texts: Trying to reduce polygons (decimate) is not an option

texts: https://cdn.discordapp.com/attachments/191625599176015873/415621667432300545/unknown.png This is my current model for a health charger in Garry's Mod however the poly count for it is Verts:833,385| Faces: 831,002| Tris:1,662832 its too big to import into the source engine with all those polys (I get a crowbar error). The reason why I cant use decimate is because the mesh screws up before getting a reasonable poly count


texts: How to make glass material LESS transparent/maintain its color?

texts:
Ok, Ive tried everything but here is what I have for a glass material (the teardrop) right now:

With this setup:https://blenderartists.org/t/colored-glass-in-cycles/631184

Issue is the glass is really dark right now, even with all colors set to white. I need a LIGHT colored glass despite the darker background, so still transparent but not as "inky"

How can I get this?


texts: Subdivide Surface Modifier messes up concave shape

texts:
I encountered a problem while modelling a toothed shape. When I applied the Subdivision Surface Modifier and added the supporting geometry so it doesn't look all that distorted, two additional pieces of surface stretched over the spaces between the teeth.
It seems there is a connection between the left and right edge and the middle vertex which I can't select and edit.


texts: Filling objects into a container: it's taking a while

texts: I tried making small objects fall into a container in Cycles, but by doing so when hitting the Animation Player feature, it just seems to take a while and like a long time. Is this normal in Blender? If there is a problem on the other hand, is there a way to make it go faster when making them fall into the container?


texts: Is it possible to control a value in all of my materials with one click?

texts: I have a few materials that are slightly different but all have an emission shader. Whenever I want to control the strength of all the emission shaders I have to go into each object's material one by one to change the value. I'm wondering if there's a node or add on that can change all of them at the same time. Thanks for any help I appreciate it.


texts: Where is "Keyed Physics" in the new particle system (Blender 2.91)?

texts: I would like to learn how to morph between objects using the new particle system (Particle nodes). There were also some limitations in the old system like the two objects have to have the same number of vertices. Will the new particle system have the same limitations? or the morphing process will be better? Here is a video for some extra info about the required animation.


texts:
I have some curves that I want to render in Cycles; these are not blender curves, instead they are composed of a set of vertices, each having a color, and edges (but no faces).

Using the skin modifier, the generated geometry is exactly what I want, but the vertex colors are not propagated to the skin surface...

As an example (using Meshlab), at the left is what I want, at the right is what I have. Note that I can have colors way more varied than what is shown here.

How can I keep the vertex colors in the skin modifier ?

If this is not possible, then how can I render curves with colors in Cycles ?


texts: For some reason when I sculpt on one leg the other is not manipulated in the right place!? you can see in this pic the leg on the right I made a bump on the foot and some bulges on the lower and upper leg and you can see the other leg is off. what are some possible solutions? I included the N panel just in case that is where the problem lies


texts: I'm trying to bake this mesh as a normal, but the bake is no where near the image of the mesh. I've tried changing the Max Ray Distance but the result is still distorting. Here's the file if someone would like to have a look.


texts:
I was watching a video from hokiroya and noticed he filled faces extremely quickly without actually selecting the vertices. It almost appeared like he was scrolling up with filling faces. I was wondering how to do this myself.
Video in question 55-57 at .25 speed.


texts: Something went wrong I can't move my objects like it supposed to be. Description at the gif:


texts: During Edit Mode, Circle selection goes wild

texts:
I encountered strange behavior of circle selection with Blender 2.79a...

I press C and try to select something, like left foot.

When you take a close look at second screen shot, not only inside of circle but even outside, two from left knee, one from below the belly button, and several others also get selected.
why??? How can I fix this strange behavior???


texts:
I'm in the process of animating a logo for a friend. Im trying to create an animation of a Bite mark being taken out of the letter 'N' See the logo/image below.
Anyhelp would be amazing!


texts: IK lagging behind to point at target bone

texts:
I am using Blender 2.75.  So I have an armature for a pig.  I used IK to have the legs always bend (a certain direction using a pole target) to connect with the target bone.  I am pretty sure this is all set up right.  I have animated the location (only) of the target bone in an attempt to make a walking animation.

However, it seems the IK is lagging behind when changing what frame of animation I am on.  This is also tricky because in the final animation, I will be using an online render farm, which sends one frame to each render node, and does not "play" the animation up until that point, only says, "jump to this frame and render it".

In the attached gif you can see that I have to set the frame twice to make the IK point to the target bone properly.  How would I force the IK to not lag behind and point to the target on its first try?

Note: I'm not worried about the IK not stretching to reach the target bone when it is too far away, that is intentional.

Here is the blend file that I used to record the gif with (with keyframes):


texts: Rescaling in the VSE yields low resloution, blurry images

texts:
I want one segment of my video to be zoomed in, showing only part of the original images. I managed to create that effect by scaling using the VSE Transform Tools addon, but that made the resolution for those parts decrease.

The original images are big enough to maintain a good resolution, but the transform seems to be made on the strips where it is set to 720x576 (that I want as the final result). Is there a way to avoid this?

-- Edit to include images --

This is how it looks after scaling in Blender (blurry as if it only uses part of the image data):

This is the original image cropped and scaled to the same size in Gimp:

Screenshot of how the rendered animation looks:

It seems that it's not possible (or at least not easy) to pack image sequences into a .blend file, but here is the file + one image:

https://www.dropbox.com/sh/0ckrx13hl6f3jnm/AABk7Km4Ofqu1YE_RtFTv7HUa?dl=0


texts:
How do I use blender's built in HDRI's? I can see their effect in the viewport and I like it, but when I render, it only uses the other lights I have manually added. I have circled where I am getting the HDRI from.
Thanks for any help!


texts: whole PC stops responding after starting Texture painting

texts:
I tried to make an island and wanted to make a mask for the landscape so that I can separate sand from grass but right after clicking with brush PC just stops responding and I can't do anything except minimizing blender and try moving mouse 1/2 frames per second and I can't close blender also so only way to close blender is to force restart PC.

My PC isn't the strongest Ryzen5 2600, GTX1070 and 16gb DDR4. but it handled even more larger scenes. the scene I have issues with has 100k faces 30 of are from the model I paint on the model is 60x60m wide and about 20m hight  the texture resolution is 4k no alpha no 32bit, just black.

Except this normally I could paint over a 8K textures with more then 10 million faces in a single scene with some noticeable slowdowns but still make able.


texts: I am doing retopology, messing up with settings, but now when I try to edit legs or ear, and I can't see where the mesh is so it become confusing. Backface culling is on, object viewport is set to In front


texts: Is there a way to display a multi-lines message in panel / popup?

texts:
My add-on performs diverse measurements on an arbitrary number of selected objects. The measurements results are printed to the console and saved to drive as tabulated data and .csv files respectively. I'd like to also display them in the GUI in a pop-up window.

I have not found any way to display multi-lines messages in a panel and nothing in the API (v2.81) struck me as related.

I am currently going around by showing in the panel the 5 first and last measurements (head()-like and tail()-like previews).

Would anybody have an idea on how to display tabular data of arbitrary length in a panel?

Many thanks in advance.

EDIT (in response to @RayMairlot):

The message to be displayed has n-lines (each line being a set of measurements - fixed width - for one object). I can't know beforehand how many lines there will be (depends on the number of objects measured) and row.label() only display text on a single line (\n are not recognized). Thus, I am currently building my pop-up panel with a a fixed number of  row.label()statements (e.g. 10), that I populate with the  5 first and last lines of the message (measurements of the 5 first and last objects). I am not satisfied with this solution, it is just a workaround (better a preview of the results than no results displayed at all :-) ).

What I would need is either:

a way to dynamically add row = layout.row() and row.label(text) statements to the panel to match the number of rows to display as it is invoked
OR a way to display multilines messages (containing \n) in a single row.label(text)or equivalent.

I hope this clarifies.


texts: ray_cast function not able to select all the vertices in camera view

texts:
The aim of the below code using ray_cast function (thanks to @lemon) is to find all the visible vertices present in the camera view (previous post's Link). It does find some of the vertices of a mesh in the camera view, however, some of the vertices are missed as shown in Figure 1 and 2. But, for my work, I need all the vertices as shown in figure 3 and 4.

import bpy
from mathutils import Vector
from mathutils.bvhtree import BVHTree
from bpy_extras.object_utils import world_to_camera_view

# Create a BVH tree and return bvh and vertices in world coordinates
def BVHTreeAndVerticesInWorldFromObj( obj ):
    mWorld = obj.matrix_world
    vertsInWorld = [mWorld * v.co for v in obj.data.vertices]

    bvh = BVHTree.FromPolygons( vertsInWorld, [p.vertices for p in obj.data.polygons] )

    return bvh, vertsInWorld

# Deselect mesh polygons and vertices
def DeselectEdgesAndPolygons( obj ):
    for p in obj.data.polygons:
        p.select = False
    for e in obj.data.edges:
        e.select = False

# Get context elements: scene, camera and mesh
scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']

# Threshold to test if ray cast corresponds to the original vertex
limit = 0.0001

# Deselect mesh elements
DeselectEdgesAndPolygons( obj )

# In world coordinates, get a bvh tree and vertices
bvh, vertices = BVHTreeAndVerticesInWorldFromObj( obj )

print( '-------------------' )

for i, v in enumerate( vertices ):
    # Get the 2D projection of the vertex
    co2D = world_to_camera_view( scene, cam, v )

    # By default, deselect it
    obj.data.vertices[i].select = False

    # If inside the camera view
    if 0.0 <= co2D.x <= 1.0 and 0.0 <= co2D.y <= 1.0:
        # Try a ray cast, in order to test the vertex visibility from the camera
        location, normal, index, distance = bvh.ray_cast( cam.location, (v - cam.location).normalized() )
        # If the ray hits something and if this hit is close to the vertex, we assume this is the vertex
        if location and (v - location).length < limit:
            obj.data.vertices[i].select = True

del bvh

I've modified the above code a bit just to test the behaviour of normal scene.ray_cast function (not the bvh.ray_cast). However, the results are same.

import bpy
from mathutils import Vector
from bpy_extras.object_utils import world_to_camera_view

# Deselect mesh polygons and vertices
def DeselectEdgesAndPolygons( obj ):
    for p in obj.data.polygons:
        p.select = False
    for e in obj.data.edges:
        e.select = False

# Get context elements: scene, camera and mesh
scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']

# Threshold to test if ray cast corresponds to the original vertex
limit = 0.0001

# Deselect mesh elements
DeselectEdgesAndPolygons( obj )

# In world coordinates, get vertices
mWorld = obj.matrix_world
vertices = [mWorld * v.co for v in obj.data.vertices]

print( '-------------------' )

for i, v in enumerate( vertices ):
    # Get the 2D projection of the vertex
    co2D = world_to_camera_view( scene, cam, v )

    # By default, deselect it
    obj.data.vertices[i].select = False

    # If inside the camera view
    if 0.0 <= co2D.x <= 1.0 and 0.0 <= co2D.y <= 1.0:
        # Try a ray cast, in order to test the vertex visibility from the camera
        ray= obj.ray_cast( cam.location, (v - cam.location).normalized() )
        # If the ray hits something and if this hit is close to the vertex, we assume this is the vertex
        if ray[0] and (v - ray[1]).length < limit:
            obj.data.vertices[i].select = True

Hence, I'm wondering whether there is some error with the ray_cast functions or something I'm doing wrong.


texts: how do I modify my topology to follow the path I want instead of what it already is?

texts:
When pressing Ctrl + Alt + RtMouseButton to see what the topology is then seeing it is not travling in the direction one wants. How to I figure out what to do to redirect it to the path I want it to take?

take this image for example. Say I want it to have topology so that it follows under the breast then upwords so it has a bra strap effect.

what are the rules of thumb to know where to cut it and re-attach the squares to get the desired effect?

I have it torn down a bit now, trying to figure this out.

I'm not totally sure how important how the topology is set up on a modle, because I have seen more then one pattern for the same area. This leads to confustion. I have not gotten past this phase yet into the adding color, texture, then boning of a modle to know how the boning effects whatever way it was topolog-ized prior to adding a bone structor to the modle.

I just do not want to run into a problem when adding bones then finding the movment is not life like. Having the modle bend in odd ways.


texts: Adaptive sampling leads to evidentiation of rendering tiles

texts:
As you can clearly see in the picture (especially on the floor), after activating ADAPTIVE SAMPLING, I have now the tiles clearly visible in the render.
This happens after I raised the thresholds.
If I leave it to AUTO in its option fields, it ruins the whole image when using the denoiser and low samples.
In general I find this feature rather destructive instead than productive.


texts: Create a screencast with exactly one image per animation frame

texts:
I need to export an animation that runs in the 3D Viewport as a sequence of screenshots with one image per frame. So i created a small class :

class MyAnimationCast(bpy.types.Operator):

bl_idname = "my.animation_cast"
bl_label = "Animation to Image sequence"
bl_description = "Capture an Animation from 3D View to image sequence"

def execute(self, context):
    scene   = context.scene
    folder = scene.render.filepath
    format = scene.render.image_settings.file_format.lower()

    for frame in range (scene.frame_start, scene.frame_end):
        filepath = os.path.join(folder,"%04d.%s" % (frame, format))
        print("Render to file", filepath)

        scene.frame_set(frame)
        scene.update()

        bpy.ops.screen.screenshot(
            filepath=filepath,
            check_existing=False)

    return{'FINISHED'}

This class creates the expected number of images at the expected location. But all images contain the frame that i can see when i call the operator. What is missing in the code?


texts: Shadows settings not showing on my light

texts: So I'm watching Blender Guru on the donut stuff on Blender 2.8 and he clicks on his light but my settings aren't the same as his.


texts: How to render a sequence of images with time remapped?

texts:
I used to export a sequence of images from blender and then merge them into a video using other software.
I need the output video to be 24 fps. My audio is 3:28 min. This means the length of the video should be about 5000 frames. So, in normal cases, I would export 5000 images.
In this video, to make the animation look nicer, I played a little with Time Mapping. Visually, when the audio stops, the animation is at frame #4000. It means that the last 1000 frames won't appear in the video and I don't care about them. What I care about is that the output video should be 24 fps.

If I export 4000 images and combine them with 3:28 min audio, the output video will be about 19 fps only!

If I export the full 5000 images, the video won't look slow and nice.

I would choose the first option of 19 fps but i need to "Fill in" some frames in the new slow animation so that the video becomes 24 fps. In other words, I need to add extra 1000 frames in between the original 4000 frames, not after it. This will improve the quality without continuing or completing the animation. How can I do that? Should I increase the fps in blender to be more than 24 fps?
I asked a general question about time remapping before to understand the general idea but I still can't apply it practically. Thank you for your patience :)


texts:
I have big view problems when i am in sculpt mode.
When i'm very close to the object i'm sculpting the view movements around it they get incredibly slow and the shifts are very short.
Someone know why that happen?
Thanks in advance.


texts: Using 3D Bezier Curve but having different shading

texts: I used 3D Bezier Curve to create a 3D model. However, it kinda has different shades. I don't know what I did wrong. Could anyone please tell me what I did wrong? Thanks.


texts: Blender's 2.7 Texture View in Blender 2.8 - How do I remove all the shadows?

texts: I'm not very good with Blender so please bear with me. I use Blender to create models for a game that I'm working on. The game doesn't have any light sources so all the shadows and highlights are drawn directly into the textures. In Blender 2.7 there was a "texture view" button which showed my 3d model and the texture on top of it without any sort of lights or shadows. I understand that in Blender 2.8 this has to be done via the node editor where you create a material which you then apply to your object and by using Dev Look you can achieve the same result. I've done that and it's almost there, but I still have some soft shadows on my characters such as around his chin, armpits and so forth. What am I doing wrong? Thank you!


texts: How can I change the perspective of an image with nodes?

texts:
I'm making a class scene, and I've made a simple projector that displays an image on a whiteboard, everything works just fine, but the image has the perspective that is normally cancelled to look squared in real life projectors.
So is there a way to cancel out that warping with nodes? I'd prefer not to manually correct the images somewhere else.

If it wasn't clear, I'm trying to scale the top part up horizontally.

This is the node setup is very simple, just an image connected to the emission color with some mapping stuff to remove the pincushion effect.


texts: World map as displacement map on a sphere distorted

texts:
I am trying to use an image of a world map as a displacement map for a sphere. Later I want to export the mesh for 3D printing, with the continents looking like engraved into a sphere. I am new to Blender.

This is the image I am currently using:

This image is basically the "Land/Ocean map" from this Blender tutorial, just with an erode/dilate filter applied. Because this guy is using it as a texture in Blender I am assuming it is a suitable projection.

What I tried so far:

Create a UV sphere
Add a Subsurf modifier with 7 subdivisions
Add a Displace modifier with this image as texture and a strength of 0.02

The problem is now that while Europe and Africa are squeezed horizontally...

... Australia's east coast is extremely stretched out.

What am I doing wrong? Or is there a completely different, better way?


texts: How do I animate the multiplying of bacteria?

texts:
I need to animate the multiplying of bacteria.
Starting with 1 bactery, this one splits itself in 2 bacteria, these 2 in 4, these 4 in 8, these 8 in 16, etc. This is called exponential growth.
These bacteria also needs a sort of self collision so they can push other ones away. I think that an emitter solution is not possible because particles don't have self collision in Blender (am I right?)
With molecular script this could be solved (self collision) but then you only can work with spheres, not other objects (am I right?)
Maybe it's possible with animation-nodes but to complex for me.
Please take a look at the youtube link with real microscope footage! This will explain what I want.
https://www.youtube.com/watch?v=zrx7Xg0gkQ4


texts: Window min max when switching viewports?

texts:
I am looking for a way to toggle from the quad viewport (top,left,front,persp etc) to making one viewport larger Blender 2.8 is amazing but the hotkeys and viewport navigation is not intuitive.
This is an example in Silo: Here I have a quad viewport and I moused over to perspective and hit spacebar and it went full display in quad layout. From there I can hit spacebar again and mouse over another view, hit spacebar again and can toggle back and forth. Does Blender have that ability or is it something I might have to script in Python?


texts:
I created NodeTree for sound spectrum in 1st scene and it's working absolutely fine,
but when I am creating next scene with a full copy of previous scene then it's not working.

It's not even showing the sound spectrum value.Please tell me how to fix this issue.


texts:
I have cylindrical mesh. I need to unwrap it in a way that stacks its segments on each other. So that I can save space and make a nice repeating pattern.

How can I do that? This question obviously is a repeat, but I couldn't find an even proper term for what I want.

UPD. I'd like to keep parts proportional(I want to do the same with upper portion)


texts: Control the size of the Object Axis displayed in the viewport in Blender 2.9

texts: Is there a way to resize this the axis that is displayed once you activate Axis (under Object Properties > Viewport display)? The default size is quite big, I would like to make it smaller.


texts: I want to know how to create a .msh file in blender. What is the best solution to do that in blender 2.8?


texts: I'm trying to model indented circles onto a sphere with clean topology. I think I have accomplished that, but I am struggling to maintain the smoothness of the sphere with the added edge loops. I can't remove these added ridges. I've tried to increase subsurf, subdivide, and manually add in edgeloops to even out the topology density, but this just exaggerated the effect. How can I maintain a smooth spherical look while still having a clean topology for these indents? I created the sphere by subdividing a cube several times, and then applying a subsurf.


texts: How can I add UV Sphere to Stickman to later add Armature?

texts:
This is tough one for me... Althrough I have been using Blender only for a week, about 80% of that was wasted on trying to do what I described in question title.

I have made small stickman with low amount of vertices. Basically it has 2 calves, 2 thighs, 2 forearms and 2 arms + 1 body == 9 vertices (and 9 bones).

It's easy to add armature at this point, but my problem is, I want head that looks like a ball. 100% rounded.

UV Sphere with "smooth vertex" does the job.

But here I encounter a problem: I cant add it to my stickman. I use SKIN modifier (which I later use to add Armature, it has button for it) on my stickman

This seems to add vertices or something similar to vertices. But anyway - it lags my blender if I have joined Head (Uv Sphere) to body (stickman) simply because of the amount of vertices that UV sphere has.

So I did something like that as workaround:

created normal stickman without head.
added skin modifier and armature.
pressed apply on skin modifier.
added head(uv sphere) and joined (ctrl + j) head with body.

But then, my armature wasnt connected to the head. If I moved body, it would move without head, regardless of head being before joined to body with ctrl+J. How can I achieve it?

How could I achieve what I need?

Thanks a lot!


texts: How can I repeat a frame n times and insert it into the main video sequence?

texts:
I'm making a video tutorial on how to use one of my python scripts and unfortunately I don't know how to do the simplest things. What I wanted to do is to just make a video of raw footage that I can cut into pieces at certain points. That way if I add subtitles such as: "Welcome to the tutorial blablabla" I can just take the first frame and repeat it as many times as my text strip is long until I continue with the rest of the video.

I've watched a bunch of youtube videos and read a couple posts, but I'm just unable to get my foot in the door. So I wanted to know how/if I can just copy my main video, cut the copy down to one frame and repeat that frame to make it as long as my subtitles stip. I already have the subtitles and the cut copy. I only need to know how to extend it. There are no handles left and right of my frame so I can't just strech it.


texts: Can perfectly aligned vertices create a ngon?

texts:
When I got an unnecessary detail on my model that I dont need, (Like in the picture) I dissolve the faces of the unnecessary part and scale it by 0 at the (x/y/z) axis. It makes a perfect square. Does this operation create a huge ngon or not?

The triangulate modifier doesn't process it like a square, it also process the perfectly aligned vertices. However, that just can be how the triangulate modifier works and it can be a perfect quad anyway.

Is this an ngon, or is there another way to see the final triangulated mesh?


texts:
I have my fair experience with particle systems.

But currently i dont know whats going on.

Even the simplest plane, without any modifiers, that i subdive once wont work.
I added the loopcuts to try to fix it.

The vertex group itself is correct.
Is has a weight of 1.
Random or jittered dont work.

particle system

vertex group

Here is the blendfile

http://pasteall.org/blend/index.php?id=49975


texts: What are the memory readouts referring to?

texts:
There are two sets of memory readouts I'm puzzled by. I need a better explanation of what they mean.

One is in the Info Window and says something like Mem:119.14M(9.99M)
One is with the render output and says Mem:98.17M (9.99M, Peak 201.62M)

With rendering, I thought that the first number was the Memory currently used and that the Peak was the max memory every used in the render. I have no idea what the 9.99 figure was about. Am I correct?

And what does the Memory amount in the Info window refer to?

Thanks.


texts:
So I'm trying to make an intro for my youtube channel, and I made a shockwave effect for the background. It looks great, and as expected, my username without a material is pitch black in the render since it has no emissions on the material. But, when I do use even a fraction of an emission to help the colors pop out, the whole thing is blindingly bright. It doesn't even have to be an emission material! A lamp shining on the object is enough to recreate the same problem.

As you can see, the object is too bright, but it also doesn't show the true colors. I'm using a blue material and, get this, an orange material. I'm assuming the shockwave is providing light that is reflecting its own hue on the text. How do I make the true colors of my text pop out? (I also hope to give it some reflective lighting effects with a point lamp, but thats for another time.)


texts: How to import a .raw model into blender?

texts:
I don't have any experience with Blender. I have a .raw file that contains 3D data. I need to view this as a 3D model, so I decided to import it into Blender then export it as a .off file and view it in Meshlab.

How can I do this? I am importing a .raw file, but it doesn't show anything. Besides, I don't know how to export an .off file.

What am I missing?


texts: Model's mesh offsets entering into Edit Mode (Mixamo Rigged)

texts:
Any Mixamo users? Has anyone encountered when exporting an auto-rigged model off Mixamo?
Why is this happening?


texts: How to animate an object to revolve around a fixed point in blender?

texts: I want to animate the revolution of earth around the sun in blender. I know that keyframes can be used to make an object revolve on its own axis. But how do I make an object revolve around an external fixed axis?


texts: How can I make an object appear or disappear smoothly?

texts:
I would like to do an animation where an object that is broken in two pieces comes back together and gets "repaired".

What I did until now is to model the full object, copy it and break the copied version into two pieces.

Now, I'm starting my animation by having one of the broken piece come to the other part, and I hide the two pieces and show back the full piece.

It kind of works, but I find that the transition between the broken piece to the full piece is too abrupt. The broken pieces will also have a distinct rusted texture which I'd like also to make gradually change to another "good as new" texture.

So, as a resume, my questions are:

How do you make an object gradually appear or disappear?
How do you make a texture gradually change to another texture?


texts: What are these Errors / Warnings when running simple command line script

texts:
I followed the official documentation to run a simple script:
import bpy
bpy.data.objects["Cube"].data.vertices[0].co.x += 1.0

by command
blender --python my_script.py

but I get the error:
Read prefs: /home/ubuntu1/.config/blender/2.82/config/userpref.blend
ERROR (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1697 RNA_def_property_ui_range: "RenderPovSettingsScene.media_diffusion_scale", precision outside range.
ERROR (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1697 RNA_def_property_ui_range: "RenderPovSettingsScene.media_absorption_scale", precision outside range.
WARN (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1647 RNA_def_property_ui_text: 'Positive values lead to scattering in the direction of the light and negative values lead to scattering in the opposite direction of the light. Larger values of e (or smaller values in the negative case) increase the directional property of the scattering.' description from 'media_eccentricity' '' ends with a '.' !
WARN (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1239 RNA_def_struct_ui_text: 'Export only files necessary to texture preview and render image.' description from 'TEX_OT_preview_update' '' ends with a '.' !
WARN (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1239 RNA_def_struct_ui_text: 'Use this class to define pov world buttons.' description from 'OBJECT_OT_light_preset_add' '' ends with a '.' !
WARN (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1239 RNA_def_struct_ui_text: 'Use this class to define pov radiosity add presets button.' description from 'SCENE_OT_radiosity_preset_add' '' ends with a '.' !
WARN (rna.define): /build/blender-RL3axj/blender-2.82.a+dfsg/source/blender/makesrna/intern/rna_define.c:1239 RNA_def_struct_ui_text: 'Use this class to create blender text editor operator to insert pov snippets like other pov IDEs.' description from 'TEXT_OT_povray_insert' '' ends with a '.' !
Registering panel class: 'TEXT_PT_POV_custom_code' misses category, please update the script

I have blender 2.82 on Ubuntu 20.04.
What did I do wrong?


texts: im watching YanSculpts on youtube and i can't see poligons in his Sculpt and i want my sculpt to look like his. Is it different matcap or sth else?


texts: Archimesh export as fbx leaves large box on windows and doors

texts:
I am trying to export a mesh made with the Archimesh addon as an .fbx for use in Unreal engine. Whenever I export any room with a door or a window, the auto hole doesn't follow after export.

At first I figured it was just an issue with applying modifiers, so I dug through the outliner and applied all object modifiers that were available on my objects, but the large box surrounding windows and doors remains after export.

Is this possible to work through? I read somewhere online that people use archimesh to prototype levels in unity, so I imagine its possible to do the same with unreal engine.


texts: Image Texture Node Copy / open / unpack behavior

texts:
Windows 10
Belnder 2.79b

Hello there,
I've been using Blender now for about three years or so. Recently had to reinstall my system from scratch and after doing all that I noticed a behavior in Blender that is new to me and I want to make it stop lol.

It seems to me like something it's supposed to do but it didn't used to so I need your help. And here is the question...

When I am in cycles working on a model that has several textures I like to set up the first one with the Principled shader, add my images texture nodes for color/roughness/Normal etc..pretty standard stuff.

In the past I would then copy and paste this to the rest of the materials and then click the little folder icon in the Image Texture Node and it would open to the folder where the materials were for the last texture I applied, I select the new one and move on...

But now, I click that folder icon and it has a popup called UNPACK with 4 choices to USE/Write/Use/Write in various ways. I have to click the X to clear it all and then I get an OPEN button where i have to then search back to where the textures are....you get the idea.

How do I stop this?

Thanks in advance
Richard


texts:
I've written a script and am trying to turn it into an addon.  I've been trying to copy an existing addon which is working, but for some reason my variation isn't working.
I've created a directory that has an __init__.py in the root describing the addon and my script file in a subdirectory called ops.  I then zip it into a zipfile.  I then start a new Blender session, open the Preferences menu and install my addon.  Everything seems to go well and I get the message
Modules Installed () from 'D:\\dev\\testDeploy\\modalDrawOperator.zip' into 'C:\\Users\\kitfox\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\scripts\\addons'

However, my addon isn't then added to the list of the available addons.  Why is this failing?
__init__.py:
bl_info = {
    "name": "Normal Tool",
    "description": "Run the example modal draw operator.",
    "author": "Test",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D",
    "category": "Generic"
}

if "bpy" in locals():
    import importlib
    if "modalDrawOperator" in locals():
        importlib.reload(modalDrawOperator)
else:
    from .ops import modalDrawOperator

import bpy

def register():
    modalDrawOperator.register()

def unregister():
    modalDrawOperator.unregister()

ops/modalDrawOperator.py:
(this is just copied from the examples in the script templates)
import bpy
import bgl
import blf
import gpu
from gpu_extras.batch import batch_for_shader

def draw_callback_px(self, context):
    print("mouse points", len(self.mouse_path))

    font_id = 0  # XXX, need to find out how best to get this.

    # draw some text
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 20, 72)
    blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))

    # 50% alpha, 2 pixel width line
    shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glLineWidth(2)
    batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": self.mouse_path})
    shader.bind()
    shader.uniform_float("color", (0.0, 0.0, 0.0, 0.5))
    batch.draw(shader)

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)

class ModalDrawOperator(bpy.types.Operator):
    """Draw a line with the mouse"""
    bl_idname = "view3d.modal_operator"
    bl_label = "Simple Modal View3D Operator"

    def modal(self, context, event):
        context.area.tag_redraw()

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        elif event.type == 'LEFTMOUSE':
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.area.type == 'VIEW_3D':
            # the arguments we pass the the callback
            args = (self, context)
            # Add the region OpenGL drawing callback
            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')

            self.mouse_path = []

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()


texts: How to make triangular pyramids on each face of an original triangular pyramid

texts: How could I make triangular pyramids on each face of an original triangular pyramid.


texts: No compatible GPU found, But nvidia prime is here?

texts:
I installed nvidia prime with driver 440 in kubuntu 20.04 and connecting my display with my intel iGP. But when I open blender, no such cuda compatible gpu found in settings.
Note:- I am able change nvidia X server setting & I am following this doc, so display is working. I am using blender 2.82a.
I am using environment variable (before I didn't)
__NV_PRIME_RENDER_OFFLOAD="1"
__GLX_VENDOR_LIBRARY_NAME="nvidia"

My screen is tearing (v-sync problem), but I am able to use dGPU on my games.(more then 120fps -- al-tho my display support only 60). Is there any way to set that env specific to an application? why still blender unable to detect my gt1030?


texts: How to recover overwritten files in blender

texts:
I had just finished creating a realistic human head in blender that took me about four hours to make. I then tried to open it in a new file but I accidentally saved over it.

Someone please help, I'm really upset about losing all that time and effort.


texts: Is there an external editor like the compositor in blender?

texts:
I know you can do to much stuff in the blender's compositor but it is too unfriendly for me. Do you know of program which has all these things like glare, vignette etc., all these presets ready to use with a press of a button. Photoshop doesn't have these "presets". You have to make them up for the most part.
Thx!


texts: Attaching another object to cloth simulation

texts:
For my project, I have a basic plane with Cloth Modifier applied to it that falls and collides with an object, draping over it in a sheet ghost-like way
What I would like to add is a big over-sized tag sticking out of it like this, so that when it falls, the tag stays stiff and faces the front.

I've tried to parent the tag (as its own object) to the cloth simulation but it didn't apply to simulation, either not following the geometry of the cloth and going inside it or only attaching or only to a single vertex.

I've tried extruding out the tag from the fabric, but it folds over like the rest of the cloth.

Is it possible to "paint" stiffness/weight to certain parts of a cloth?
I'm pretty new to Blender and not too familiar with cloth physics so I've done a lot of Google searches, looked for YouTube Tutorials, documentation, etc. but couldn't find something similar and the program is changing all the time (I think I wanted something like this post form 5 years ago?). Any help would be  greatly appreciated.


texts:
So I made a small scene, when I click the render button this is what I get:

Now that's not how its supposed to render I didn't make large pixels.

This is how its supposed to turn out:

Plus while rendering I'm getting the transparent image texture in the Camera, I've added a new camera with all the default settings and its still the same.

Kindly let me know if you guys have a solution.


texts: Is there anyway to make the bounding box around curved objects more precise?

texts: Firstly I am very new to Blender, and I'm trying to make a c-shaped wall for a tabletop rpg in Tabletop Simulator. I can make the model fine, but when I port the model into Tabletop Simulator because the bounding box encompassing the whole object, even the empty part inside, the other models I would like to place inside the empty space float on top. Is there any way to make the bounding box fit around inner part of the C-shaped wall?


texts:
Ok I stumped myself (maybe I need more coffee).

What the heck is lighting my scene!?!?

I have no lights and I turned the HDRI to 0. I also unplugged it.

This is layer one in rendered view with an earth that is completely black (because there are no lights, perfect!).

This is the layer below in rendered view showing the material, and its lite just fine. This is bad, not what I want.

Here is the outliner, no lights.

What am I forgetting?


texts: Is there anyway to make a bezier curve into a mesh object?

texts: I am looking at this tutorial (How to make tied knots in blender?) and I want to make the curve into a watertight model for 3D printing. Is this possible?


texts:
I'm trying to organize a big scene file where some objects has this name (small sample) "US40.004, US40.005, US41.001, US51.006" or even possible for the names to be like this "US-009.009, US-009.010, US-015, US-016" as you can see the names are incremental or in sequence, and then I have some other objects with the name "USA, USDOT"
On my script I ask to select all the objects with "US" in their names but it select also the "USA, USDOT" which I don't want then to be selected.
Is there a way to tell the script to focus on selecting the objects that has US plus the sequence?
I hope this makes sense.
Here is my code so far:
import bpy

params = ["US", "US-"]

for obj in bpy.context.scene.objects:
    if any(x in obj.name for x in params):
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj
    else:
        obj.select_set(False)


texts: A parenting line that shouldn't be there shows up when connecting object to bone

texts:
So I started with blender really recently and I rigged my first character on my own (when I followed tutorials this never happened).
But for some reason, it's full of parenting lines and I have no clue why that is.
Is it just my hierarchy being a mess, or what could I do to fix this?


texts:
I render RGB images and their depth maps as well for a series of frames (using cycles).  Specifically, I need not a B/W depth png/jpg image, rather the actual depth values itself, which I can later read off in python.  I found the exr to be the oft suggested format in online forums, as I want to store float values as such.
So, I stored the rgb image as well as the z buffer together in a .exr file.  In python, while I could reassemble the rgb image perfectly, I discovered the Z channel info to be a matrix of ones.  It should actually contain the float depth values.
What could be going wrong here? I have checked the 'zbuf' option in output properties.
For reference, this is the code I use to separate rgb and z values from the exr file:
import sys
import numpy as np
import OpenEXR as exr
import Imath

def readEXR(filename):
    """Read color + depth data from EXR image file.

    Parameters
    ----------
    filename : str
        File path.

    Returns
    -------
    img : RGB or RGBA image in float32 format. Each color channel
          lies within the interval [0, 1].
          Color conversion from linear RGB to standard RGB is performed
          internally. See https://en.wikipedia.org/wiki/SRGB#The_forward_transformation_(CIE_XYZ_to_sRGB)
          for more information.

    Z : Depth buffer in float32 format or None if the EXR file has no Z channel.
    """
    print(filename)
    filename = str(filename)
    exrfile = exr.InputFile(filename)
    header = exrfile.header()

    dw = header['dataWindow']
    isize = (dw.max.y - dw.min.y + 1, dw.max.x - dw.min.x + 1)

    channelData = dict()

    # convert all channels in the image to numpy arrays
    for c in header['channels']:
        C = exrfile.channel(c, Imath.PixelType(Imath.PixelType.FLOAT))
        C = np.fromstring(C, dtype=np.float32)
        C = np.reshape(C, isize)

        channelData[c] = C

    colorChannels = ['R', 'G', 'B', 'A'] if 'A' in header['channels'] else ['R', 'G', 'B']
    img = np.concatenate([channelData[c][...,np.newaxis] for c in colorChannels], axis=2)

    # linear to standard RGB
    img[..., :3] = np.where(img[..., :3] <= 0.0031308,
                            12.92 * img[..., :3],
                            1.055 * np.power(img[..., :3], 1 / 2.4) - 0.055)

    # sanitize image to be in range [0, 1]
    img = np.where(img < 0.0, 0.0, np.where(img > 1.0, 1, img))

    Z = None if 'Z' not in header['channels'] else channelData['Z']

    return img, Z

def main(fpth):
    img, depth = readEXR(fpth[-1])
    print(np.max(depth))
    print(np.min(depth))

    return

if __name__ == '__main__':

    main(sys.argv[1:])


texts: How do you add beveled circled to flat planes?

texts:
I have a flat plane that I added some width to, and it's going on a machine. The plane will need four screws in all four corners.

What's the best way to do that in 2.82a?

I thought about just making one screw top, and duplicating it three times, inserting into each of the four corners on the plane and grouping/parenting.

Is there an easier way?


texts: Installing animation-nodes addon on blender 2.81

texts:
I've been trying to install and activate animation-nodes... to no avail.
Thus far its the only addon I've run into so much trouble with.

I've tried uninstalling blender 2.81, deleting any remnant files, then reinstalling blender, but it keeps giving me errors.

This is the current log message I'm getting:

Traceback (most recent call last):
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.81\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\__init__.py", line 166, in <module>
    auto_load.init()
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\auto_load.py", line 23, in init
    modules = get_all_submodules(Path(__file__).parent)
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\auto_load.py", line 51, in get_all_submodules
    return list(iter_submodules(directory, directory.name))
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\auto_load.py", line 55, in iter_submodules
    yield importlib.import_module("." + name, package_name)
  File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.81\python\lib\importlib\__init__.py", line 127, in import_module
    return _bootstrap._gcd_import(name[level:], package, level)
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\libs\FastNoiseSIMD\__init__.py", line 1, in <module>
    from . node_base import Noise3DNodeBase
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\animation_nodes\libs\FastNoiseSIMD\node_base.py", line 6, in <module>
    from . wrapper import (
ImportError: DLL load failed: The specified module could not be found.

I'm not sure what I should to do to properly activate it.
Any help would be most appreciated since I really want to learn to use this addon.


texts: Crack-it and Modular Tree addons are not appearing blender 2.81a

texts: Thanks for the help in advance. I am new to Blender and trying to add the Addons Crack It and Modular Tree, but I can't get them to appear on the tool bar. They seem to load fine and without warnings, and I can seem them under tools> work-space - screen shot attached. What am I missing or doing incorrectly.


texts:
I have a .blend file that has a house group in it:

I'd like my script to be able to extract the house group from that file, then make duplicates of it in the current scene. I want to be able to position the duplicates etc.

The closest I could find is getting the meshes in the .blend file, here:
http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.BlendDataLibraries.html

filepath = dir + "/somewhere/myHouseModel.blend";

with bpy.data.libraries.load(filepath) as (data_from, data_to):
    data_to.meshes = data_from.meshes
        for mesh in data_to.meshes:
            if mesh is not None:
                print("Mesh name: %s" % (mesh));
                ...

I suppose I could do something to just extract the meshes and work with that, but it would be nicer to properly link to the group. This is how I had it working manually in a standalone blend scene, so I'd like to mimic it via my python script.

Thank you for any help


texts: Mesh duplicated itself under current mesh

texts: Hey my mesh duplicated itself underneath the current mesh (somehow)and now you can see the graphical errors through the view-port, I am unable to remove doubles, and even unable to click drag the other mesh since its set as one part, and can not be separated since it is one.I do know selecting linked grabs all the mesh and deletes the whole thing, I need to delete the layer below, which is identical to the original layer


texts: Export .obj in 3ds Max and render in Blender Cycles

texts:
Wondering if it is possible to export .obj with texture in 3ds Max and render the .obj (with all texture attached) in Blender Cycles? Or I need to do all the unwrap and texturing again in Blender?

Thank you.


texts:
I have a curve profile and circle curve. I want to bevel or spin around the circle to make that profile shape but im getting different result

This is my profile and curve

This the result im getting with that profile which is different

May i know how can i fix and where im going wrong.


texts: My blender animation is wrong in unity3d

texts:
I'm trying to make a paper plane animation controlled by bones.Everything is OK when I play the animation in blender's timeline.But when I export it to unity3d, animations are going wrong.
I don't know how to revise.
You can download the source file to have a look. Or i can send it to your emails.
ps.my english is real bad...just don't mind it,thx!!

enter link description here


texts: If I try to export an object to 3ds, everything seems to work fine except the texture's mapping. How could i fix that ?


texts: As you can see, there's these weird planes stretching down :(. Does anyone know what causes this, & how I can fix it?


texts: I'm looking to make a pole shape similar to this excluding the piece on the top


texts:
I just made a simple scene to test render layers, but they're different from the Cycles viewport (black actually).
https://blend-exchange.giantcowfilms.com/b/WLaKYGzj


texts: Is there a way to "lean" hairs without combing?

texts: I'd like all the hair to lean in a particular direction in relation to the normals, but don't want to have to comb the entire thing. Is there a way to do this? For example, say I had a torus, can I make the hair emit at an angle like in the diagram below?


texts: Why is blender crashing when trying to render?

texts:
I am trying to make a room in blender, I finished making the beds that I now want to render so I can see how it looks when its rendered fully...except I can't seem to render it, I just finish my scene, set the samples number and resolution, and press render, it loads I what it need for it to render, but when it arrives at the point where its "updating Meshes" blender crashes without even an error, I sure its not a RAM issue since it didn't fill up the RAM in task manager.

Here are my 2 laptops specs (I tried the second one to see if there was a RAM issue):

First one (my main one)

  Windows 10 1803 32-bit

  2gb RAM

  Intel Core 2 Duo T5870 @2Ghz

  Intel Mobile Chipset Express Series integrated graphics card

Second one

  Windows 7 32-bit

  Intel Core 2 Duo @2.4Ghz

  3gb RAM

  Nvidia card (forgot which one) (512 VRAM)

Im dealing with:

I have 4k textures, its a 1920*1080 image, tile size is 128*128, samples 200

P.S: I still use 2.76 since my computers can't support opengl 2.1

Here is the file if anyone wants to diagnose it: (removed it since problem is solved)


texts: Possible to put XBOX 360 Controller inputs with logic bricks?

texts: I am making a game on Windows with BGE and was trying to add a controller instead of a mouse and keyboard.  I cant seem to get blender to recognize the buttons on the controller when I press them like I would with a keyboard or mouse. Is it supposed to recognize that or is my controller driver not working properly? Help would be awesome!


texts:
I'm having trouble using the Smart UV Project Unwrap in Blender 2.81. When I go into shading to check the Unwrap, I apply a basic checker texture and it shows a stretch in the Z axis. Why is this so? How can I fix this, make them square checkers.

See below:

Thanks,
CorzaX24


texts:
After creating objects and applying the textures, I seem to have an issue where the material appears too dark.

The end result:

I know this isn't just because lights in blender as the same thing happens, when I import it to my 3D environment. How could I solve this? I managed to do it for the floor, but I can't remember how I did it.

Material settings:

Normals

Texture settings


texts:
Can I have some guidance or tutorials how to make phototrealistic rug like this with the particle system?

Here's the kind of result I want to achieve, really realistic, long hair, and a sort of different reaction to light like fresnel when the particle is oriented to différents faces

dont hesitate to put the image in full screen , in mini you may think that the level of detail is not important but when you see it at 1500x2000 its totally different

Thanks


texts: Cycles Special Passes - Artefacts in Multipass Compositing

texts:
Hello my dears blender artists!

I think you know there is too low numbers of quality tutorials about Cycles special passes:

z depth
Vector/speed
UV
obj/mat index
and manually generated World position or Point volume position pass
normal pass

These Cycles extra passes are not optimized on high end standard. It cannot be used in compositing without artefacts.

Could you make some professional tutorial or course on some complex scene where we could see how to solve these issues?

For example:

z depth VS speed blur in composite (what to apply first? how to solve dancing edges when we use z depth pass on beauty pass? We want physically correct blurs of that kinds like in render with that blur which is slower...)
UV pass - remapping object with complex topology and UVWs
as everybody knows - index luma passes are not optimized - we always have anti aliasing dancing edges in any compositing software
I know for new criptomatte pass , but how to solve these...
point position pass: we cannot have it as the others passes - we have to do render again in mode: "material to override all other".
Yes, yes I saw it: https://www.youtube.com/watch?v=AEerSx19ydU
but that is out of date solution - when we use this manually created pass - for example Fusion, Nuke, After, Blender cannot read it correctly like Vray or Octane point position pass.
https://youtu.be/kwzbO38q_fQ?t=197
Usage of this technique is something amazing and powerful
Normal pass for example to apply in relighting scene or part of scene?

Of course, all of these artefacts we cannot see when we do compositing on single frame, but big part of blender community has these problems in composited animation.

Cycles multipass rendering is not better in last blender verions, the problem is the same as in 2.50, 2.60 and in 2.70 generations!

I would like to buy this tutorial or course as many others members
or at least to support you in some platforms like Patreon...


texts: How to apply rotation and scale, avoiding shifting of the vertex parented objects?

texts:
In my scene I have a lot of elements that are connected to each other via the vertex parenting. I forgot to apply rotation and scale to those elements, but it is necessary so that I could correctly export them. Now, if I apply the rotation and scale, all the elements shift in different directions.

Is there a way apply rotation and scale so that I don't have to manually move each of these elements in the right place?


texts: Some Parts (HDRi, Water) of my animation render out white, but look perfectly fine in Material mode

texts:
I animated what is going to be the opening shot of a race, and I'm having a couple of issues. When I would do test renders, the render would look awesome, but somewhere along the line it got messed up and I don't know what happened.  The water that I created looks perfect in Material mode, as well as render mode, but when I render it officially, it is plain white. This is also the case for my HDRi.
Another quirky thing that is going on is when I officially render it, a part of a car shows up in the water, but it isn't there in the scene when I go back to try and delete it...
This is what it looks like when I render it:

I've put a lot of time into this and would greatly appreciate it if someone could help out.
Here is the file via Google Drive:
https://drive.google.com/file/d/1E3qRLZ0foPMIjY-tmJxcfzqEhHkDOfVg/view?usp=sharing


texts: Is is possible to shrink wrap a vertex group of one object onto the vertex group of another? So that it only affects a specific area of both objects.


texts: Messy/noisy vector pass in cycles with many particles

texts:
I'm trying to render a baked particle simulation in cycles with vector blur but the vector pass is very messy resulting in strange vector blur effects.
Image pass:

Vector pass:

Node setup with backdrop with applied vector blur

It seems that the hard cuts of the disturbance in the vector pass are aligned with the sampling tiles. I don't know what causes this problem or how to fix it. Does anyone have a solution?
Edit: It only seems to occur on the particles, a move cube with keyframes creates a nice vector blur
Edit: I was able to render with the motion blur option in the render menu but this take a very long time
Another edit: I forgot to mention that these are the particles generated by a fluid simulation which, I think, might be the cause of this problem


texts: Having some trouble with UV mapping distortion

texts: Basically I'm working on a model of window/window frame and I'm lost when it comes to the uv mapping. It's essentially crown molding. The flat parts map fine but any kind of curve is distorted. I've tried adjusting the individual vertices of the map by hand but even though it does look more correct there is still some distortion. I feel like there's something obvious that I'm not doing, maybe something related to my seams.


texts: Blender bge camera edge clipping aproach help

texts:
i have this thing on the bge: "see the image"
\n
while the camera moves, the origin of my objects(tiled ground) reachs the edge of the camera" so blender stops rendering it because gets offscreen.

im a python intermediate user, know the bge "well enough".

movin the object origin would solve it momentaneusly, but i'll also have to repositionate the mesh... entering on triky calculations for bunch of objects instances.
this is the question:
is there a way to tell blender to clip [Camera settings] a little offscreen horizontally ??

you know... to render these tiles on the edge of the screen??

tryed tweaking the camera settings but with no clue.
multi resolution meshes but to increese the vertex count for an indeed  offscreen object seems stupid.
thinked on replace the meshes on smaller ones, s the same, just make gaps smaller but + calculation and trickering.

any idea will be apreciated...
thank you! have blend day ;)


texts: Assigned Materials Show Up in Render Preview but Not Final Render

texts:
Blender Version 2.77
I’ve been working on a render of a lightbulb recently and I have been having troubles with material slots.
I have the materials shows below assigned to certain vertex groups that I selected and then hit the assign button in edit mode to assign the material. Note: I have no textures, only materials.

So the main problem though is the materials that I assigned not showing up in final render. It shows the assigned materials in render preview and the material view but never the final render.
Here is render preview:

Here is the final render:

As shown above the render preview shows the assigned materials while the final render shows only the first material slot. Also remember that there is no textures and I have made sure that the correct faces are assigned as well as all nodes are connected.
Object screen:

I can provide more information if necessary.


texts: What are these black axes lines on my model?

texts: I am trying to deconstruct this mess of a file I downloaded from TurboSquid, I think it was made in Blender Render, in order to reconstruct it in Cycles and I just do not know what these things are.